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C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More Release 25

R25 is done. Probably not a big deal for those of you who got spoiled by the preview version then hyped up by the districts. Here's what's changed since the preview:
  • Allow city limit to be configured to any value up to 2048
    • New integer setting "city_limit" replaces the previous "lift_city_limit" switch
  • Extend promote_forbidden_palace_decorruption to cover great wonders as well and rename it to promote_wonder_decorruption_effect
  • Fix inability to trade cities beyond the first 512 or units beyond the first 8192
  • Fix support-free units being disbanded on bankruptcy while aggressively_penalize_bankruptcy is set
  • Fix AI players being able to build armies with leader units that don't have the "build army" special ability set on their type
  • Fix possible crash in base game leader unit AI
  • Group non-combat artillery and flak units of different experience levels together on right-click menu
  • Add config option allow_multipage_civilopedia_descriptions
Districts are coming soon in R26 Preview 1.


... maybe, will it be possible to upgrade soldiers in the army? ... or maybe, disband the soldiers in an army, so that they can be upgraded?...
I think the easiest approach would be to allow units to be unloaded from armies. I don't think allowing that would cause any issues. After a few years of digging around inside the game code, I haven't seen any reason it wouldn't work. I'll add this to the list for R26 since it's been requested several times now.
 
I tried multiplayer recently for the first time after having installed the mod, and soon enough I ran into a desync error at the beginning of every single turn, even though I used the unmodded exe and my playing partner had the most recent Steam version installed just like me. Do you know if this might be related to the mod?
If you find an answer to your multi-player desync issues, please let me know! I have experienced something similar - not every turn but something close to that.
 
Another great milestone! Is there a way for a resource to prevent a unit/improvement for being built? This will enable for unique flavor improvement. Right now each improvement only have 1 tech slot to be obsoleted.
 
This mod continues to amaze :o

Is it possible to change the amount of civilisations it takes to trigger the Great Library advancement? By which I mean change it to give a free tech if X civilisations know it instead of 2?
 
Another great milestone! Is there a way for a resource to prevent a unit/improvement for being built? This will enable for unique flavor improvement. Right now each improvement only have 1 tech slot to be obsoleted.
With units, at least, you can put an "innocent" unit that they upgrade too, and that makes them go obsolete.
 
Is there a way for a resource to prevent a unit/improvement for being built? This will enable for unique flavor improvement. Right now each improvement only have 1 tech slot to be obsoleted.
Anti-prereqs would be easy to implement but I've been putting that off waiting for Lua. Though I'm thinking now that I should go ahead and add things like that because Lua's still a long way off.

Is it possible to change the amount of civilisations it takes to trigger the Great Library advancement? By which I mean change it to give a free tech if X civilisations know it instead of 2?
It's not possible right now but it would be easy to make happen. It's only a matter of overwriting '2' in the game code with some other number.

How does configurable city limit work? Will I be able to populate the scenario map with more cities than allowed using the standard Civ3 editor?
C3X doesn't modify the standard editor so whatever limitations it has are still in force. You could probably go beyond the limit using Quintillus's editor.
 
... maybe a setting to buy/sell military equipment? Catapults, cannons, tanks, planes, etc.
It can be divided into two categories, offensive and defensive.
It can help if you don't have the necessary resources, if you want to help a weaker ally and sell them more powerful weapons, if you want to build an army faster...
Thanks for your attention!
 
Is there a way to the AI spend pent up gold? Late game the tech leading AIs would have an enormous amount of gold yet they don't do anything with it. Imagine the amount of shields that could have been translated to had they used it to cash rush. Right now, what we can do is have SWs auto produce "hull" units that can be cash upgraded by the AI. Or with the new disband for shield feature we could have the AI upgrade into very high shield units meant for disbanding. But the AI actually cash rushing or spending its gold in a pop rushing gov on espionage would be nice.
 
Is there a way to the AI spend pent up gold? Late game the tech leading AIs would have an enormous amount of gold yet they don't do anything with it. Imagine the amount of shields that could have been translated to had they used it to cash rush. Right now, what we can do is have SWs auto produce "hull" units that can be cash upgraded by the AI. Or with the new disband for shield feature we could have the AI upgrade into very high shield units meant for disbanding. But the AI actually cash rushing or spending its gold in a pop rushing gov on espionage would be nice.
The problem with AI managing wealth is much nastier.

I beta test the Monstrosity marathon edition mod, where AI have huge bonuses in shield production and gold is plentiful for everybody (luxury resources provide 5-10 times more gold).

I expected huge stacks of armies attacking me because of production bonus. That did not happen.

Gold is not a problem because when I barter with them, they have a lot of gold to spend.

When I conquer a city with many citizens, I expected some buildings this city to have, like barracks, marketplace, etc.

1 out of three had none. That's 35%.

Another 35% had maximum 3 buildings, and the rest 30% some more, but not the maximum buildings they should have, based on their technological progression.

There is no excuse for the AI not having these buildings that favor his further development.

I use the setting aggressively_penalize_bankruptcy which is (probably) responsible for this situation.

But this setting sets a break to the game bad mechanic of managing gold. It's not the break's fault if the mechanic is so bad.

2 years ago, when I did not use this setting, I was facing stacks of enemies of 300 - 500 units. But that's not realistic for gameplay purposes.

A solution to this problem might be first produce wealth and then disband units or buildings (when aggressive bankruptcy is active).

Or start producing wealth when wealth level drops 100 or 200 gold.

Firaxis should do much better job on this matter. The situation is extremely bad.

We only hope the magician to save us all.
 
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The problem with AI managing wealth is much nastier.

I beta test the Monstrosity marathon edition mod, where AI have huge bonuses in shield production and gold is plentiful for everybody (luxury resources provide 5-10 times more gold).

I expected huge stacks of armies attacking me because of production bonus. That did not happen.

Gold is not a problem because when I barter with them, they have a lot of gold to spend.

When I conquer a city with many citizens, I expected some buildings this city to have, like barracks, marketplace, etc.

1 out of three had none. That's 35%.

Another 35% had maximum 3 buildings, and the rest 30% some more, but not the maximum buildings they should have, based on their technological progression.

There is no excuse for the AI not having these buildings that favor his further development.

I use the setting aggressively_penalize_bankruptcy which is (probably) responsible for this situation.

But this setting sets a break to the game bad mechanic of managing gold. It's not the break's fault if the mechanic is so bad.

2 years ago, when I did not use this setting, I was facing stacks of enemies of 300 - 500 units. But that's not realistic for gameplay purposes.

A solution to this problem might be first produce wealth and then disband units or buildings (when aggressive bankruptcy is active).

Or start producing wealth when wealth level drops 100 or 200 gold.

Firaxis should do much better job on this matter. The situation is extremely bad.

We only hope the magician to save us all.

This is why using the new C3X function of disband for shield could be the solution. Have the AI build SWs that auto produce units that upgrade to high shield units with the worker AI strat meant to be disbanded by the AI for shields. Now this is still a very expensive way to transfer cash into city improvement shields but I can't think of anything better at the moment.
 
While we work to get districts out in R26 Preview 1, a quick question as I think ahead to maritime districts down the road: how should those be built?

Land-based districts are built by workers.

For maritime districts, my default option would be to
  1. Enable workers to enter coastal tiles within their territory and build maritime districts there. That also opens the possibility of workers someday building bridges, etc. That is probably the easiest to implement, though workers "walking on water" might look funny and also will require workers on water to be able to be captured by enemy navies, etc.
  2. An alternative would be to arbitrarily choose a tile on behalf of a city when the city tries to build a harbor or maritime wonder, and thus not use workers at all.

I don't really love either of these ideas and am open to others. Thoughts?
 
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I've just noticed that the civ aliases don't seem to affect the Espionage screen. In the pictures you can see both Carthage and Greece, whereas with the aliases they should be Berbers and Byzantines respectively. I've also added a picture of the alias settings just in case.
Spoiler Espionage Screen :

1762464365093.png

Spoiler Carthage as Berbers :

1762464419278.png


Spoiler Greece as Byzantines :

1762464459513.png


Spoiler Alias settings :

1762464540605.png

 
While we work to get districts out in R26 Preview 1, a quick question as I think ahead to maritime districts down the road: how should those be built?

Land-based districts are built by workers.

For maritime districts, my default option would be to
  1. Enable workers to enter coastal tiles within their territory and build maritime districts there. That also opens the possibility of workers someday building bridges, etc. That is probably the easiest to implement, though workers "walking on water" might look funny and also will require workers on water to be able to be captured by enemy navies, etc.
  2. An alternative would be to arbitrarily choose a tile on behalf of a city when the city tries to build a harbor or maritime wonder, and thus not use workers at all.

I don't really love either of these ideas and am open to others. Thoughts?

So, the solution to "walking on water" seems reasonable if you could do what the game does with animnames - have different worker graphics for sea and land. I'm not sure how hard that is to implement though.
Basically the civ 6 embark system.

And as far as arbitrarily choose? eh. Seems like it would be fine as long as it picks a tile adjacent to the city, prioritizing tiles without strat or bonus resources (districts squash yields, right?) Sea tiles aren't in demand the way land tiles are. There are very few situations where the map topography would matter - If coastal fortresses extended from the districts, it might be different. (right now they don't do much because they only affect travel that goes along the coast next to the city, not towards the city or away.)
 
While we work to get districts out in R26 Preview 1, a quick question as I think ahead to maritime districts down the road: how should those be built?

Land-based districts are built by workers.

For maritime districts, my default option would be to
  1. Enable workers to enter coastal tiles within their territory and build maritime districts there. That also opens the possibility of workers someday building bridges, etc. That is probably the easiest to implement, though workers "walking on water" might look funny and also will require workers on water to be able to be captured by enemy navies, etc.
  2. An alternative would be to arbitrarily choose a tile on behalf of a city when the city tries to build a harbor or maritime wonder, and thus not use workers at all.

I don't really love either of these ideas and am open to others. Thoughts?

A solution could be to locate the maritime district on land, but adjacant to coastal tiles (using regular workers).

Or: using dedicated "workerboats" with one ability; create maritime districts. Workerboats could be consumed in the process (like when workers are creating outposts and radar stations). Water based districts probably need some "coding magic" if they are to be connected to the trade network.

BTW: Units capable of moving over both land and water tiles is already possible.
 
Historically, the problem with "Worker-boats" has always been that the AI didn't understand how to use them, and would just disband them.

But imagine if @Flintlock could fix that? We could then build water-based trade-routes (i.e. allow roads to be built on Coastal/Sea tiles by giving them the +1 commerce), that would not only connect offshore resources such as "Offshore Oil", but could also speed up the (painfully, unrealistically slow) naval movement-rates for any boats on those routes (including in friendly foreign waters, with an active ROP).

(I wouldn't allow roads on Ocean, but these tiles could instead be set to cost 0 moves, essentially allowing ship movement-rates to be scaled by map-size)

That could make the naval aspect of the game substantially more interesting (securing trade routes is what the largest navies were originally built for, after all), and might even make the AI a little more competent at invasions.
 
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