CCM1 (epic mod)

In the CCM betatest biq1.7 I made "diplomatic" a special trait for Britain and France, meaning these civs have the ability to form alliances. Other civs in 1.7 can´t do that and have to wait until they have researched Nationalism, giving them the option to form mutual protection pacts. I have removed this trait in the next versions of CCM, as this trait was frequently abused by human players, sending Britain and France from one war to the other.

But I cannot ask another civ to form an aliance, then? (even with nationalism)

Drat... the damn Carthage now has 7 civs ganking me :(
 
But I cannot ask another civ to form an aliance, then? (even with nationalism)

Drat... the damn Carthage now has 7 civs ganking me :(

Actually, what I believe he is stating, is that if you are not the Brits or Frenchie's you have to tech Nationalism in order to get an MPP (AI's will need this tech as well), Diplo actions still apply (positive) in order to achieve this.
 
Actually, what I believe he is stating, is that if you are not the Brits or Frenchie's you have to tech Nationalism in order to get an MPP (AI's will need this tech as well), Diplo actions still apply (positive) in order to achieve this.

Yes, that is it. :yup: In the next Version of the CCM biq (and a not so official version of the biq for the CCM succession games), this feature is dropped.
 
52 turns of playing defensive against 3 civs, with another 5 bombarding my shores...

Finally managed to get them to acept peace over 4 turns (used 20% of my $$ plus techs as bribes...)...
 
52 turns of playing defensive against 3 civs, with another 5 bombarding my shores...

Finally managed to get them to acept peace over 4 turns (used 20% of my $$ plus techs as bribes...)...

Just out of curiosity, were your spies on a coffee break? :mischief:
 
As far as I can remember, no spy mission of mine ever worked. As in, ever.

Interesting. I usually have no major problems where early spy ops are concerned. What are your usual tactics where spies are concerned if I may ask.

Great mod! I think there's a problem though with the "Barracks (Democracy" which requires Hidden Reserve, thus making it impossible to build barracks during a democratic regime.

Hmnn. I thought I was the only one with this issue, as I thought I was doing something wrong.
 
Interesting. I usually have no major problems where early spy ops are concerned. What are your usual tactics where spies are concerned if I may ask.

I assume we are talking about the spy missions in the diplomatic menu? Over the years I tried them all; honestly can't remember any working...
 
Interesting. I usually have no major problems where early spy ops are concerned. What are your usual tactics where spies are concerned if I may ask.

In CCM all spy actions are set as diplomatic Actions, meaning you can only perform them when you have peace with the targeted civ and when using that kind of mission, there is always a risk to be at war. Spy actions during war seem to be to strong with all the money that is flowing around in CCM.

Hmnn. I thought I was the only one with this issue, as I thought I was doing something wrong.

In the current Version of CCM democracy is a peaceful government (what will be somewhat changed in the next Version). I let a free slot for a very expensive barracks type for Democracy (army headquarters), but they were not really needed as a Change to a better government for wartime lasts only 2 turns for every civ.
 
Whilst the next version of CCM is being produced and with Civinator's agreement, I would like to offer a slightly different version of CCM to fellow frustrated CivFanatics, who like me, may not be blessed with great strategy skills.
I'm no Sun Tzu but I have not been able to beat the Civ III AI for years. To stop this continual disappointment and give myself a reasonable chance of winning for once, I have modified CCM Version 7 to reduce one of the AI's overwhelming abilities, trading. I have also changed some of the tech progression to approximate the dates that each tech was historically discovered and tweaked some unit attributes and wonder production.

Should any CivFanatic like to try this 'mod' of Civinator's great mod CCM version 7, please do the following:
1. Open the Program Files\Firaxis Games\Civ III Complete\Conquests\Scenarios\CCM folder and
amended with the various corrections that I mentioned in my previous post, except please use
the 'Civilopedia' file in the new RAR below.
2. From this new RAR please replace the existing science_middle.pcx and science_industrial_new.pcx files in the CCM\art\Advisors folder with the attached pcx files.
Rename the originals for reversing the procedure later.
3. The CCM-v1.7-rhodie biq file should then be added to your Conquests\Scenarios folder and used
to start the game.

Although the player now has a better chance of getting to the 'Moon Landing' within the 500
turns allocated, I found that the AI was still able to maintain pace.

Merry Christmas Everyone.:)
 

Attachments

In CCM all spy actions are set as diplomatic Actions, meaning you can only perform them when you have peace with the targeted civ and when using that kind of mission, there is always a risk to be at war. Spy actions during war seem to be to strong with all the money that is flowing around in CCM.

You can still expend gold before war in order to plant a spy in an opposing city, then expend gold during wartime to find out what a enemy city is building. Intel gathering is the key point though. Just my opinion, but I wouldn't mind seeing a tweak or two for espionage, especially during wartime. The AI can amass gold just as easily as the player can, so handicapping a player with no espi ops during wartime seems rather unrealistic.


In the current Version of CCM democracy is a peaceful government (what will be somewhat changed in the next Version). I let a free slot for a very expensive barracks type for Democracy (army headquarters), but they were not really needed as a Change to a better government for wartime lasts only 2 turns for every civ.

This I find somewhat puzzling and inaccurate (I'm not criticizing your mod, I rather enjoy it :D), especially considering that a vast majority of Democratic civs maintain various training facilities for their military. Just because a civ is Democratic, that shouldn't preclude it from having a RAX, or having to change to different civic in order to conduct a war. I realize you stated "Army Headquaters", but I would consider that more of a Command and Control building than I would a RAX.

Just as an example using your Army Headquarters building (using the USA);

Fort Hood Training Center; trains ground pounders (:mischief:), counts as RAX
add an additional gold cost (training meat shields are expensive) for maintenance and support (Dem civs make large amounts of gold, at least in my games :king:).

Army Headquarters CNC; increase the gold cost for maintenance (making sure the meat shields get to their objective is expensive), give it a "Logistics" bonus towards troops.

Obviously this doesn't need to be anywhere near as powerful as the Pentagon, but my main point is that just because a civ is Demo, it doesn't need to be handicapped militarily during wartime. Unhappy faces should still apply towards the government for the war of course, or perhaps even adjusted.

Edit; Hmnn, apparently I boo boo'd on the multi post part. My first response in bold.
 
For much of those same reasons, I allowed civs under a regime of democracy to build those "Barracks (Democracy)" once the tech itself for democracy is researched: Western liberal (parliamentary/representative) democracy is far from peaceful, maintained colonial/imperial holdings by conquest or brute force, and were always militarily capable states. So it didn't make sense to me to cripple access to barracks.

However, there's a new problem: democracy pretty much ends up being the way to go. Migrant Camps provide 25% industry, there's those Stock Exchange buildings limited only to democracy, and of course the Barracks. Fascism has Barracks and a 25% industry building, while Communism gets Barracks and a small wonder that provides a nice 75% industry boost to one city, but empire-wide no industrial or commercial benefits are applied through buildings. For that reason, and because Wall Street is not limited to democracy (Wall Street requires 3 Stock Exchanges but does not require a regime change), I made the Stock Exchange government-neutral.
 
Thank you all for your input about democratic barracks. :)

As Leobon posted, the problem is much more complex than noting that even in democratic governments there are barracks.

The real problem in Civ 3 is the additon of really working new governments to the existing ones. One of the working factors for really needed new governments is corruption. The backside of this factor is, that it makes elder forms of governments mostly obsolet (exception Communism) and in CCM this factor has nearly no use, as corruption in CCM is massively reduced to overcome this "unfun" element of gameplay.

Therefore I felt, the best way to create new forms of governments is the introduction of government specific buildings and as in my eyes the barracks are the most powerful buildings in Civ 3 (what is mostly overseen with the exception if you can´t build these buildings :D) this building was used (amongst others) to distingiush different forms of governments.

As Leobon said, Democracy would become a kind of an "overgovernment" for Civ 3 if under this government barracks would be as available as they are under other governments. Therefore my first thoughts were to give Democracy only one additional SW-barracks-building. In early testgames of CCM I noticed, that even this building is not needed (at least when playing games up to emperor-level) as there are many other SW-buildings that additionally work as barracks.

And there is another factor in the complex concepts of CCM that must be taken into account when speaking about the need of barracks in Democracy: In CCM you can change to each government in only 2 turns! Even to governments that have normal barracks!! When you build barracks let´s say in Communism in a city and than switch to the government Democracy, the barracks in the city can´t be used while beeing under that form of government. But when you switch back from Democracy to Communism, the communist barracks that were built in that city, are operable again.

So the real difference between Democracy and other forms that have barracks, is a limited loss of population and the loss of two turns of research. In the current CCM biq, this loss of population is too harsh for cities. Therfore in the next version of CCM there will be only one loss of population when changing to another government and no longer the current double-loss of population points (attached to the transition to Anarchy and than again when forming the new government.

For the next version of CCM the new settings for governments are still in the work.
 
Ermm, huh?:confused:

So your stating that Demo shouldn't have a RAX because it's over powered? That if a player wants/needs to conduct an effective war he/she needs to change to a different form of government and still take a pop hit?

Maybe I had to much eggnog (:D), but it seems as though your encouraging players to constantly switch to a different form of government in order for the ideal optimization for conducting war. I'm not following you logic here.
 
So your stating that Demo shouldn't have a RAX because it's over powered?

Before I answer, please clarify what you mean with a "RAX" as I don´t know the meaning of that abreviation.
 
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