CCM2 Epic Mod

Cut down at the end of description "as in other governments".

in History, "an essentially elitist and restricted representation first, being led by the wealthy" (cut down on the "essentially").

Cut down on the parenthesis "(as in the Carthaginian or less so in the Roman sense)".

Cut down on "compared to government Monarchy".

I think that will do it.
 
I want also to cut down the word "Rczepospolita" This word seems not to be common in the English language. By a search through the internet it seems, that it is another term for the Polish-Lit. Commonwealth: https://pl.wikipedia.org/wiki/Rzeczpospolita_Obojga_Narodów

I don´t like to use words, that I don´t understand. Is the difference in the spelling caused by a difference in the Polish and English language?

Rzeczpospolita była jednym z największych państw w Europie, w 1637 roku po wojnach z Moskwą osiągnęła największy obszar ponad ok. 990 tys. km
 
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Hi, I can scribble thru Polish. "Rczeczpospolita" is Polish for "Res Publica", or "Republic". That's how Poland was officially named from 1569 to 1793 when it ceased to exist. The term is historically relevant, esp if we're naming Poland-Lithuania as an example of an oligarchic republic, but we can cut it if we really need space.

EDIT - Actually, not being a Polish speaker myself at native level, it seems I've forgotten to write the last bit of "cz" in the middle. But don't blame me, Polish is very difficult lol.
 
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If you care about finding the X most exemplary or historically relevant republics, shouldn't the Netherlands be mentioned? Of course, that takes up more space. :P
 
The Netherlands receive two nice units: The Friesland and the Ijsselmeer Class. This must be enough for them. :p
Friesland.gif


Ijsselmeer Class.gif
 
The Netherlands receive two nice units: The Friesland and the Ijsselmeer Class. This must be enough for them. :p
Good of you to mention that; in Dutch, if the 'i' of 'ij' should be capitalised, then both letters should be capitalised, so it would be 'IJsselmeer'. :)
 
Good of you to mention that; in Dutch, if the 'i' of 'ij' should be capitalised, then both letters should be capitalised, so it would be 'IJsselmeer'. :)
Why are the Dutch making such a nonsense ? Is this problem happening to other combinations of letters, too ? I will correct the spelling of that ship to the correct spelling. :)
 
When trying to fix the spelling of the name of that battlecruiser I noticed, that in the biq and civilopedia the spelling is correct with IJ.

IJsselmeer Class.jpg


Those who want to know more about that spelling problem, can read it here: Digraph

For me the most convincing reason for this spelling in that wikipedia article is, to cause confusion for school children, who need to learn which words to write with ei and which with ij. :devil:
 
FASCISM

You rule as the Great Leader of a one party dictatorship – “the Party” – which brings together the whole political, intellectual, economic and social activity of your country under its iron and intimidating wings. Motivated by an ideology of strong nationalism and national rebirth, including also an ideology that mixes scientific futurism with many elements of an idealized past, you have brought all under the control of the centralized scope of the Party. Economic activity receives a strong boost and emphasis due to strong cartels and a strongly interventionist policy, but as your bureaucracy has been effectively been replaced with a cadre of party yes-men who are picked merely for loyalty, and rule over national and foreign citizens alike with a capricious iron grip, mixing brutality with dubious methods of control, corruption soars and is now rampant across your realm.

Furthermore, your regime’s insistence on absolute national purity has a very negative effect upon national minorities, and no culture is produced until you can have a majority of your civilization’s nationals in a given city. The ideology of perennial national mobilization gives you a strong barracks, with strong reserves and national projects boosting your production by great levels, allowing you to field a very large and well trained army w/ a specific emphasis on super-heavy weaponry. However, your research can be limited due to tight and widespread censorship, and you might be perceived in a negative light by civilizations who are intimidated by your actions or don’t share your specific ultra-nationalistic values. Furthermore, the widespread climate of censorship and lack of transparency means you become effectively immune to [can't remember what it was, put the correct stuff here].

HISTORY: The well known examples of textbook Fascism, Nazi Germany and Fascist Italy, fall under the umbrella of this government. So also do smaller, less well known regimes like Quisling’s Nasjonal Samling in Norway. Japan, while nominally retaining its Republican regime, from 1931 to 1945 turns effectively into an ultra-centralized military dictatorship – ruled de facto by its Imperial General Staff and not civilian officials – while rehashing and putting into effect many of the traits of classical Fascist regimes, such as palingenetic ultra-nationalism, racism, xenophobia, cartelization and militarism.
 
Fiasom, thank you very much for your kind words about CCM. :)

For importing a map to the CCM or RARR biq, the following post and the additional links in that post can be helpful:
https://forums.civfanatics.com/threads/ccm2-epic-mod.625812/page-57#post-16481445

It is easy to import a map to CCM, but the most difficult problem in my eyes is to handle the resources of CCM in the imported map, as the resources with the same names could be stored in different slots in the editor or are not contained in the imported map. Especially here a lot of additional manual work frequently is needed. Easier to fix or to locate are the starting locations of the civs.

Unfortunately seed codes are not working with fixed maps.
Thanks for this. I am now working on Volman.me's Monstrosity map, using CCM rules and trying to infuse some of TETurkhan's vision with the resources and their placements... Hopefully it will be a great map with relatively little effort...

Is it possible to create a new terrain type on the editor? It appears not to be the case.
My aim is to create two new kinds of terrain - 1) jungle (for the Amazon and the Kongo) vs rainforest (for India, Indonesia, SE Asia, and Mesoamerica) and 2) taiga (for Siberia and NW Canada) vs forest (for everywhere else), and making both jungles and taiga not settle-able. Otherwise (given my experience of playing world maps on Civ 3), these areas which are sparsely populated or otherwise not conducive for building massive civilizations in the real world become the beating heart and bleeding wound of the in-game geopolitics, which I would rather avoid. I can get around the Siberia & Canada issue by simply making those areas barren tundra, but if I make jungles unsettleable, India, Indonesia and Siam become unplayable. So I do need a separate terrain for the Amazon and Kongo.

While I'm at it, I would like to ask another question: Is it possible to create a city improvement that gives the city food or a resource?
I was imagining something like a "Fishery" that can be built only in cities with fish in its radius, available after medicine, either increasing the food yield from the bonus resource, or simply adding food to the city directly itself. I loved the massive cities in TETurkhan's map, but I'm wondering if I can achieve the same thing without adding supercharged bonus resources and use the existing normal ones instead. I think I did see improvements giving food to its city in one scenario I downloaded from this forum some years ago... (I think it was either a WW1 or WW3 Europe scenario.) So memory tells me it is possible, but I don't know how to do that. If an improvement could add a resource to the civ, one could get creative with offshore oil, and whales and pearls as marine luxury sources... In fact one could get creative with every single resource... (Doing this map/scenario is going to take a lot longer than I think it will, won't it?)
 
FASCISM

You rule as the Great Leader of a one party dictatorship – “the Party” – which brings together the whole political, intellectual, economic and social activity of your country under its iron and intimidating wings. Motivated by an ideology of strong nationalism and national rebirth, including also an ideology that mixes scientific futurism with many elements of an idealized past, you have brought all under the control of the centralized scope of the Party. Economic activity receives a strong boost and emphasis due to strong cartels and a strongly interventionist policy, but as your bureaucracy has been effectively been replaced with a cadre of party yes-men who are picked merely for loyalty, and rule over national and foreign citizens alike with a capricious iron grip, mixing brutality with dubious methods of control, corruption soars and is now rampant across your realm.

Furthermore, your regime’s insistence on absolute national purity has a very negative effect upon national minorities, and no culture is produced until you can have a majority of your civilization’s nationals in a given city. The ideology of perennial national mobilization gives you a strong barracks, with strong reserves and national projects boosting your production by great levels, allowing you to field a very large and well trained army w/ a specific emphasis on super-heavy weaponry. However, your research can be limited due to tight and widespread censorship, and you might be perceived in a negative light by civilizations who are intimidated by your actions or don’t share your specific ultra-nationalistic values. Furthermore, the widespread climate of censorship and lack of transparency means you become effectively immune to [can't remember what it was, put the correct stuff here].

HISTORY: The well known examples of textbook Fascism, Nazi Germany and Fascist Italy, fall under the umbrella of this government. So also do smaller, less well known regimes like Quisling’s Nasjonal Samling in Norway. Japan, while nominally retaining its Republican regime, from 1931 to 1945 turns effectively into an ultra-centralized military dictatorship – ruled de facto by its Imperial General Staff and not civilian officials – while rehashing and putting into effect many of the traits of classical Fascist regimes, such as palingenetic ultra-nationalism, racism, xenophobia, cartelization and militarism.
That does not fit Fascist Italy at all. It does fit Germany. Have you ever read the Ciano Diaries, or considered that Mussolini was removed at head of the government and Fascist Party by the Fascist Party?
 
Is it possible to create a new terrain type on the editor?
No, but if you're making a prebuilt map, you can include "Landmark terrain" tiles for some (all?) terrain-types, which look like the corresponding 'normal' terrain, but which have different base-yields, and which respond to improvements such as roads and irrigation in different ways.

I don't know offhand if LM terrain can also be given different flags ("Build city", "Build colony", etc.) to the base-terrain. But if so, then you could use LM-Tundra and LM-Jungle (assuming those are available?) to produce the effects you describe.

You would not be able to rename the LM-terrains as such, but the LM terrain-marker (default graphic is a yellow diamond) would be applied to them in-game, and you could add an explanatory note about the LM-properties to the basic terrain-descriptions in your mod's Civilopedia file.
Is it possible to create a city improvement that gives the city food or a resource?
In the Firaxis Editor, water-tile food-yields can be increased by (coastal) buildings, but only from saltwater tiles (not freshwater tiles) within the town's radius (fat cross).

There is no building-flag in the Editor which increases the food-yield from land-tiles.
I was imagining something like a "Fishery" that can be built only in cities with fish in its radius
The "Required resource [in town radius]" flags can only be triggered for Strategic and Luxury resources (so you would have to change Fish from a Bonus to a Strat/Lux -- which would also make it available for trading), and which can be hooked to your trade-net by a road.

Crucially, the game does the "Resource hooked?" and "Resource in radius?" checks separately. So if you continue to allow Fish to spawn in Marsh terrain (where it can be roaded), Fisheries could then be built in any coastal town with a Fish on any tile in the radius.

However, if you restrict Fish to water-tiles, then you will not be able to road them without also adding a "Fishing-boat" sea-worker unit, which can build roads on water, thus allowing the Fishery to be built in the connected town. Unfortunately, the Civ3 AI is apparently unable to understand how to build/ use such units, which would have the knock-on effect of making the Fishery into a human-only building.

I should also note, that the above is all general modding information, not directly related to CCM. So any further such questions should really be posted in the main C&C forum, rather than here in @Civinator's thread (or we could ask a Moderator to move your question and my answer into another thread, e.g. the Modding Questions thread).
 
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I am now working on Volman.me's Monstrosity map, using CCM rules and trying to infuse some of TETurkhan's vision with the resources and their placements... Hopefully it will be a great map with relatively little effort...
As I posted in the thread of this map, I am very interested in improving this map.
Is it possible to create a new terrain type on the editor? It appears not to be the case.
My aim is to create two new kinds of terrain - 1) jungle (for the Amazon and the Kongo) vs rainforest (for India, Indonesia, SE Asia, and Mesoamerica) and 2) taiga (for Siberia and NW Canada) vs forest (for everywhere else), and making both jungles and taiga not settle-able.
Fortunately this was done some years ago by Yoda Power in his brilliant mod Giant Earth Concept Map. He replaced jungle terrain by taiga terrain (and even made graphics for it). Jungle becomes a landmark terrain of the forest terrain. Therefore taiga can be set to to be unsettle-able and jungle (as LM terrain of forest terrain) can hold cities. I find it better that jungle is set settle-able. If it should be unsettle-able, simply make it a LM terrain of taiga terrain. If you wonder why in such a case the unsettle-able jungle terrain will be transformed to taiga terrain and than jungle becomes a LM terrain of taiga: I think, you need less clicks in setting the LM terrain files on the map - but as posted, setting jungle settle-able in my eyes is the better idea.

You can see more still existing screenshots about Giant Earth here.

CCM-Giant Earth.jpg


Some years ago I made a test for a combination of CCM 2.5 with that map. There is a conflict with CCM and forests on that map, as in the Giant Earth map forest terrain is blocked for units with the wheeled flag (later units - different to CCM - don´t have the wheeled flag in Giant Earth) and removing that flag breaks the subtile system of expansion in Giant Earth. Above all, this map - so named Giant - is not having enough space in the center of Europe for a normal start of a CCM game in 4000 BC. What to do with the Dutch and Poland ? In Giant Earth they are simply not existing.

I attache a zip file of the "CCM-Giant Earth Study" to this post. I call it "study" as it is not modded in detail. Simply unzip it into the scenarios folder of C3C and of course it needs the installation of CCM 2.5.
While I'm at it, I would like to ask another question: Is it possible to create a city improvement that gives the city food or a resource?

I was imagining something like a "Fishery" that can be built only in cities with fish in its radius, available after medicine, either increasing the food yield from the bonus resource, or simply adding food to the city directly itself.
For coastal cities this is possible with the flag in the harbor building - and this flag can be used cumulative with other buildings with that flag in coastal cities. The problem is, that resources located in water terrain can not be connected with the trade net of a civ without using "water workers". As water workers in my tests were very problematic (per example the worker boats were killed by the AI without any reason in random turns and the complete water trade is working different), I don´t think that at present this is a good idea. This would be a demanding task for Flintlock to find here a solution.

The Flintlock mod allows to produce resources by buildings in cities, that are limited to those cities, and the next version of CCM is using this option.
Unfortunately it seems, that this is not working for strat./lux. resources, that are producing food. My guess is, that no citizen can work a tile with such a "fictive" resource (but until now there is no need for the next version of CCM for such "food-in city" resources, so I didn´t invest a lot of time in it.
Doing this map/scenario is going to take a lot longer than I think it will, won't it?
:yup:
 

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