CCM3 Epic Mod

Thanks for the detailed answer.

Maybe the solution for now is to play with 10-12, max 15 civs, with no settlers production, so that you can have a medium of 35-50 cities per civs (which is reasonable 😀) and then you have to conquest.
This belongs to the size of the map you want to play and the placement of the starting locations of the civs.

Which file have I to modify in order to stop production of settlers and stop trading technology?
Settlers: Simply in the CCM 3 biq set the motorized settler so that no civ can have it.
Techs: The No Trade option must be enabled for every single tech in the game (Red arrow).

Techoptions.jpg

How can I reactive the sea and ocean trade for resources?
If you mean the trade over sea- and ocean tiles it is enough that they are enabled each by one tech in the game. In the CCM 3 the current techs that enable both options are marked by a special info icon in the techboxes of the techtrees.

The function that enables those options in a tech are marked by blue arrows in the screenshot above.

Btw.: Here is a screenshot of Japan (with placed cities) in my prototype of a CCM (and AoI) earth map:

japan.jpg
 
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Thank you for all your answers.
Regarding the Sea-Ocean trade, I was alerted by a Civpedia entry (attachment screen, first sentence...or maybe I don't understand the sense 😀), but it seems it works when discovering some proper tech.

I'm aware that the No Tech Trade change a bit the game balance.
I think that with the "trade tech spam" between Civs sometimes the game it goes too fast considering the fantastic deepth of each era, and mostly, if a civ or some civs loss some exchange they remain fatally backward (e.g. in my Japan game there are two asiatic civs who are at the end of era 2, me and the other at the begin-medium era 2, and then 3 civs that still have to complete some era 1 techs). I think that this situation could be more problematic in a very big map.

So, I'm allowing myself to test several and personal microadjustment in order to try to avoid this situation (No Tech Trade except the cultural ones --> lower tech cost in Era 1, faster civilization at the beginning, and other) and also to deal with this enormous map (e.g. two starting settlers, faster road, stronger fortification def bonus to use them strategically, stronger nat res output, etc.)

In another game I've started with those change, it seems the tech path is good for now, playing on a Demigod difficulty so that AI is faster in all.

I'll let you know the results if you interested!
 

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The first sentence in that civilopedia entry is obsolete since a longer time. These were old settings before the C3X mod made a massive overwhole in the programming of the trade system that is working better than the old complete disabling of sea- and ocean trade. Thank you very much for reporting that obsolete sentence in the civilopedia entry. :)
 
Thank you for all your answers.
Regarding the Sea-Ocean trade, I was alerted by a Civpedia entry (attachment screen, first sentence...or maybe I don't understand the sense 😀), but it seems it works when discovering some proper tech.

I'm aware that the No Tech Trade change a bit the game balance.
I think that with the "trade tech spam" between Civs sometimes the game it goes too fast considering the fantastic deepth of each era, and mostly, if a civ or some civs loss some exchange they remain fatally backward (e.g. in my Japan game there are two asiatic civs who are at the end of era 2, me and the other at the begin-medium era 2, and then 3 civs that still have to complete some era 1 techs). I think that this situation could be more problematic in a very big map.

So, I'm allowing myself to test several and personal microadjustment in order to try to avoid this situation (No Tech Trade except the cultural ones --> lower tech cost in Era 1, faster civilization at the beginning, and other) and also to deal with this enormous map (e.g. two starting settlers, faster road, stronger fortification def bonus to use them strategically, stronger nat res output, etc.)

In another game I've started with those change, it seems the tech path is good for now, playing on a Demigod difficulty so that AI is faster in all.

I'll let you know the results if you interested!
Hey,

would you possibly want to send me the card? im looking for a world map with correct starting positions for soooo long :)

thx :)
 
Hey,

would you possibly want to send me the card? im looking for a world map with correct starting positions for soooo long :)

thx :)
I'm working on it. Actually I'm testing some things, minor adjustment for a so big map, and a balancing for a no tech trade, and the Civs are still messing up...my focus is on balancing the starting position distance between Civs for the game experience, rather than historically accuracy, but maybe in some weeks there will be some finished BIQ

And I will post this combination (CCM3 - Giant Earth Map) only if Civinator and the creator of the map will be agree with that, since I'm doing some changes...
 
I made several combination tests with interesting worldmaps some years ago - among them also a combination of CCM and the Giant Earth Map. Of course you can post your efforts here and the creator of that map, Yoda Power, wrote that he agrees, too.

In my eyes there are two problems with that combination:

1. The movement restrictions of terrain in the Giant Earth Map is not harmonizing with CCM 3 (wheeled flag for forests and so on).

2. So the map is called "Giant", in my eyes it is too small for CCM 3.

My favourite is still the earth map with an enlarged Europe created by Aeldrik and Celku. I made a thread about this project many years ago, with tons of very nice screenshots, linked from the former SOC site. Unfortunately with the closing of the SOC site, all these images are gone, but I think that on one of my old harddrives I have copies of those screenshots. If I find them and can reinstall those screenshots, I will post a link here to that thread.

In the last days I worked on that map again and I posted some current screenshots in a Civ 7 thread, why the civ devs seem to like no TSL earth maps, showing fans of Civ 5, 6 and 7 that in Civ 3 it is still possible to create big earth maps where per example Japan has enough room to breath, and is not reduced to a "two tiles island".


This is an interesting thread, so it is in the Civ 7 forums, the topic belongs to all versions of the civ series - among them of course Civ 3.
 
I was able to reload some of the lost screenshots about the CCM World Map. You can find them here:

Please remember, that those screenshots were done nearly 20 years ago and now some things are looking even better.
 
I'm encountering a strange error, after I install and play Civ III + CCM3 on a new PC: when I end a turn and there is the first battle, after a second the game freeze and restart only when the new turn starts, so that I can't see neither that battle result, neither other battles or moves from other players.
I can't fugure out what can be, I tried several preference settings (the last attached) but it seems a graphical issue related to battle or enemies mov.
Someone have some ideas?
Thanks
 

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This can happen, when the interturn timer in the scenario config file of the mod C3X is still enabled during a normal CCM 3 game with C3X.
 
This can happen, when the interturn timer in the scenario config file of the mod C3X is still enabled during a normal CCM 3 game with C3X.
Should I change this on C3X config?

replay_ai_moves_in_hotseat_games = false ---> true

...or this?

measure_turn_times = false ---> true


The problem affects also my battles, when I start them in my turn: they are not shown regularly, but only the first round
 
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Do you have Window's task manager running? I've often lost seeing the interturn if that is up. No idea why it interferes with Civ3
 
The interturn measuring in C3X displays a popup after each turn has been processed, showing the time elapsed, including specifically how much time was spent recomputing trade networks. Turning this on will skip all animations during the interturn so they don't contribute to the time. You aren't meant to play the game with this option left on. If the option "measure_turn_times" = false, than there is no measuring.

If it is set to false (standard setting), there should be no skip of the animations by this option. I thought you could have enabled this option to true after that question short time ago. Control both settings in the C3X config file and the C3X scenario config.Ini.

Otherwise you should set all animations in the game preferences to be enabled and see if this can help.
 
I solved playing in compatibility mode with Windows XP Service Pack 3
To answer those technical questions becomes more and more a game of hazard for me. One can learn more and more (here for me the effect of the task master) and nothing of them was the reason. The good thing is that the problem is solved (by something completly different). :)
 
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