CCM3 Epic Mod

Civinator, I found another problem with the civilopedia entry for Arc de Triomphe: If I open the civilopedia using the button in the uper left corner of the screen and the choose Great Wonders -> Arc de Triomphe the civilopedia page shows a prerequisite of "factory". However, if I use the science advisor to open Military Tradition and open the Arc de Triomphe description it shows a prerequisite of 2 War Memorials.
 
Liking your mod so far! Just wondering how I would go about re-enabling pollution and climate change? Could I just change the rules in the editor or is it a little more complicated?
 
Liking your mod so far! Just wondering how I would go about re-enabling pollution and climate change? Could I just change the rules in the editor or is it a little more complicated?
It would take a lot of work in the editor. Civinator removed pollution from all buildings (replacing with unhappiness) and adding "no population pollution" and "less building pollution" for improvement, small wonder, and great wonder. You'd also have to change the rules to allow city see three and change settings of hospitals.
 
Firedog, thank you very much for your kind words about CCM 3. :)

You can re-enable pollution and climate change in the editor, but this could be much more complicated as you think, as in CCM additionally each building is removing pollution and the pollution values of buildings were removed, too. Additionally you have to re-introduce size 3 cities and a building that allows them. This setting was done to dim down the population pollution in Civ 3. In CCM 3 pollution is replaced by additional unhappiness to reduce a big amount of micromanagement in the game edit: as posted by SayHayKid some minutes before my post.
 
Civinator, I found another problem with the civilopedia entry for Arc de Triomphe: If I open the civilopedia using the button in the uper left corner of the screen and the choose Great Wonders -> Arc de Triomphe the civilopedia page shows a prerequisite of "factory". However, if I use the science advisor to open Military Tradition and open the Arc de Triomphe description it shows a prerequisite of 2 War Memorials.
Jersey Joe, thank you very much for reporting that error. :) In the techtree for national GWs in CCM 3, you see the "dummy-entry" that allows that the national GW can appear in the correct box of the techtree, that is defined by the appearance of resources or other features like buildings that are needed as prerequisites for that national GW. Those "dummy-entries" in CCM 3 are needed, as there are no more "normal" special national buildings for each of the 31 civs and a building in Civ 3 cannot have two techs as its direct prerequisite. The 31 building slots for flags in former versions of CCM, in CCM 3 are needed for other duties.

In the list of GWs you can see the direct entry of that national GW and you can notice, that in that list the tech of that national GW now shows the direct tech the national GW is connected to. In that entry for the building, the correct prerequisite of 2 War Memorials, that defines, that this GW can only been built, when War Memorials are available, must be changed, too.
 
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Firedog, thank you very much for your kind words about CCM 3. :)

You can re-enable pollution and climate change in the editor, but this could be much more complicated as you think, as in CCM additionally each building is removing pollution and the pollution values of buildings were removed, too. Additionally you have to re-introduce size 3 cities and a building that allows them. This setting was done to dim down the population pollution in Civ 3. In CCM 3 pollution is replaced by additional unhappiness to reduce a big amount of micromanagement in the game edit: as posted by SayHayKid some minutes before my post.
Okay, thanks. I did take a look in the editor and saw what you guys were talking about. Think I might try making my own tweaks of the game rules like I do with civ 2 for now, still learning my way around civ 3. Your mod really piqued my interest in the game, so cheers for that.
 
I just noticed the Airport is 1000 shields. 👀
Yes, this a fair setting for this powerful building, when it is available in the later game. It is always astonishing, how many AI cities have airports even with these settings.
 
I think you might be confusing the level of a city with its population (the number next to the city name). The walls don't become useless when you reach two population in the city, but when the city gets to level two. The population needed to reach level two depends on the game rules, in vanilla it needs 7 population, whereas in CCM3 it needs 11. You can only grow the city to level 2 population if it has access to fresh water, whether that be through a river or a lake, or by building a city improvement for it, like the Aqueduct in both vanilla and CCM3.
It seems that I really made a mistake, I thought that the number of the population = city level! Sorry, but where is the city level specified for CCM? I didn't find it, maybe I didn't look in the right place! Thank you for your understanding and explanations!
 
Please don´t misunderstand this. You did not talk nonsense. Thank you very much for your input. :)
No problem, I didn't misunderstand what you said! Anyway, the fact that you have so much availability and patience, even for simple questions or ambiguities, must be appreciated! Thank you once again for your understanding and patience! :)
 
Minor point but it looks like the civ names in the F10 don't always match the current era name.
I was checking to see which civs we hadn't met and noticed 'south africa' instead of (I think) Zulu.
Not sure if this is fixable in the editor or would take a flintlock change, but thought I would mention it.
 
Minor point but it looks like the civ names in the F10 don't always match the current era name.
I was checking to see which civs we hadn't met and noticed 'south africa' instead of (I think) Zulu.
Not sure if this is fixable in the editor or would take a flintlock change, but thought I would mention it.
Greebley, thank you very much for your input. As you now are in your succession game in era 3, the name Southern Africa seems to be correct for the name of that civ.

In era 1 and 2 the name of this civ is overwritten by Zululand and in era 3 and 4 the name used in the editor will appear for that civ - and this is Southern Africa.

Southern Africa.jpg

Southern Africa2.jpg


Flintlock did a fantastic job with the changing civ names! :thumbsup:
 
In the current game, when I stole plans I was surprised to see Spain only had a single worker. I went back and looked at previous saves and they went from 7 (~1500 AD) to 3 (~1750 AD) to 1 (~1890 AD). I am guessing this is due to hidden nationality units taking out workers - they seem to kill them rather than capture.

I looked around at other civs and this was a 'worst case'. Mongols had 14 workers, two other civs had 5-7.

This got me thinking that maybe there could be another small wonder that provides the civ with more workers (maybe 1 every 10 turns?) sometime in the mid to late second age. This wouldn't affect the human player much - they can gain a bunch of foreign workers, but it might help out the AI develop their lands better.

Note Spain still has the roads between cities and some squares with irrigation or mine and so it wasn't totally devastated. Things do work as is; I am more thinking of a method to counteract this loss of workers over time. An alternative would be a (presumably flintlock) option to defend Workers.
 
Greebley, I don´t use the "steal plans" feature frequently, but I have some doubts, if this feature shows the enslaved workers of a civ properly. Even in the "show units option" of the civ of the human player, the enslaved workers have an own window outside the window for all other units.

It would not be a problem to give workers a defense value in the editor, as a D-value of zero is no prerequisite for the terraform strategy of these units, but I am not sure if this would be really helpful for the AI players, as the human player benefits of that value, too - and the human player makes a much better use of these advantages than the AI players. The same in my eyes would be true for additionally autoproduced workers.

It is also an unknown factor what influence the AI feature, that enslavers can capture cities of other civs without declaring war has to the number of enslaved workers for AI civs, as by attacking cities, enslavers can be lost by the AI, that later are missing to recruit slaves for that AI.

So at present in my eyes there are here too many unknown factors for a change, especially when taking into consideration, that in my games the territory of the AI civs is developed sufficiantly.
 
Hi Civinator, thanks so much for making this wonderful Mod! I played for a bit but ran into a strange issue: when AI changed their era from ancient times to age of discovery, all the strategic resources (except Migration Period and Faith produced by specific buildings) and luxury resources disappeared from the cities and trade network. They are still on the map and within city radius, but even when the road are connected to them, they no longer appear inside the city view and cannot be used for buildings or units. These happen to AI players at the same time as well.... Do you or anyone else encounter such a problem before?
 
JaggedDelta, welcome at CFC! :band:[party]

Thank you very much for your kind words about CCM 3 (as long as you can play it). :) Such a strange behaviour of the mod was never reported by any player and I have never faced such a problem, too. Even in the succession game forums you can see that the players are not running in such a problem.

Have you done any changes to the mod, per example making the palace obsolete at the end of era 1 ?
 
Yes I did make some small changes, like adding 10 extra bonus resources (but basically reused the existing one, for example rice-2, and make them only appear after research of Medicine and Scientific Method, I like bigger cities). I checked out the phantom resource bug but this does not fit the description of that bug. Should I attach the .SAV files for examination?
 
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