Cities as resources and resources as cities:
Sorry I didn´t see this explained. Is it in this thread, or where should I look to read this thrilling thing ??
cemo1956, sorry for not answering more early to your question, but as you see, the answer is longer and there must be the time for this answer.
Cities as resources and resources as cities is not so difficult. If you set the citygraphics in Civ 3 for certain sizes and/or eras to transparency you will gain cities without any city graphics on a map. I have called them "Invisible Cities" in some of my very early posts. Now if you place a resource in the tile of that "invisible city", this resource is shown on the map, so there is a Civ 3 city over that resource. If that resource has the graphics of a city, you will see a city in the place of the invisible city, but that city is smaller as it only has resource size. If this city-resource is set to strategic (or luxury) it can have unique influence in the possibilities of that city. For example you can have much more than the normal limited culture groups, if these resources used for cities in a special era of the map are set as a perequisite for special buildings that need this resource in city radius. To get a better looking map with these "resource cities" it is better to set the graphics in the gamesettings to "no units allowed over cities". This is no big deal, if one is used to this setting. The best defender is still named when clicking on that city.
The graphics of these cities get enlarged by special graphic sets for roads and railroads, that add various different combinations of buildings on the map to these resource cities. So these resource-cities in reality get graphically bigger than the normal Civ 3 cities - if this is wanted. These wonderful road-and railroad sets are mostly called city-sprawl graphics and partly exist for a lot of years, but were not used in a bigger scale in Civ 3 as an uncontrolled use of those graphics would lead to a map full of houses and therefore to not wished results.
Now comes the next step. The growth of these sprawl-graphics on fixed maps can be controlled for each tile on a map as you can set the tiles to allow roads on it or not - and here you can differ the settings between normal terrain and landmark terrain for a category of terrain on that map (for example plains can´t be roaded, but LM-plains can).
Now you can set different eras on that map with closed trading nets by cutting down the tradenet on that map. I called this modding concept "Microzones". For example this methode would allow in a WW II mod that Germany in France is only allowed to produce captured Somua tanks with mediterranean cities as the only accessable strategic city resource while it can produce Pz III tanks in Germany with the access to the strategic resource "Northeuropean City". And exactly this is what happens in a WW II scenario I´m helping to work on now for a long time, called SOE (Storm over Europe). This way the AI can be forced to produce a plethora of different units in Civ 3 without using autoproduction (but of course this is additionally used in the CCM world map).
Additionally with this methode nearly every kind of tile can be set up as a city. It can be a volcano to produce a special unit in a fantasy scenario or a a special castle producing crusaders as it could be in the CCM worldmap -and there are a lot of other possibilities (like airbases, beachheads for landing operations and so on).
Here you can get some more explanations and can see some screenshots about that methode for the SOE scenario:
http://www.stormoverciv.net/forums/showthread.php?t=484
Question... Why not use Ripptides LeClerc MBT as the French "last" MBT instead of generic Modern Armor AND
using Ripptide M1A2 Abrams Euro camo as the USA "last" MBT. Both great units.
You asked the same question in Wyrmshadows modern armor thread and here you received the correct answer: These units are on the to-do list of Wyrmshadow. I will wait for the western units - even if needed for a longer time (but mostly I don´t wait for the both units you listed, but for the Saladin armored car.)
