CCM3 Epic Mod

The apprantice can't be upgraded
XTC, thank you very much for reporting this error for Portugal. :) That civ was named back from Brazil to Portugal. Therefore its American Worker was disabled, but the Iberian Worker was not yet enabled for that civ. Your report came just in time to fix that error for the civ Portugal in the new CCM3 biq.
 
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XTC, thank you very much for reporting this error for Portugal. :) That civ was named back from Brazil to Portugal. Therefore its American Worker was disabled, but the Iberian Worker was not yet enabled for that civ. Your report came just in time to fix that error for the civ Portugal in the new CCM3 biq.
If a new version of CCM3 biq. comes out, will I no longer be able to play on the map I made in the editor on the old version of CCM3 biq.?
 
If a new version of CCM3 biq. comes out, will I no longer be able to play on the map I made in the editor on the old version of CCM3 biq.?
You can import that map to the new CMM3 biq, too. Continuing a saved game with the old biq and the imported map should be possible, but if Portugal is among the civs in that old game it will make a poor performance.
 
The updated files in post 2 of this thread are posted.
 
The updated files in post 2 of this thread are posted.
I know they are posted in the LK172 thread but they are not in post 2 here.

Actually, I wanted to thank you for fixing The Great Iron Mine. :thanx:

Also, I have a suggestion: Since workers and slaves cannot be used to build Railroads :confused: the worker turns to build a railroad should be changed to a multiple of 5 (e.g. 15 turns not 16 turns) otherwise the Steamrollers are terribly inefficient. I assume you made this change because the Ai doesn't do a great job utilizing railroads.
 
I know they are posted in the LK172 thread but they are not in post 2 here.
Thank you, now they are. RL stopped me just before posting those files. For all civers, who don´t know about succession games: The biq in LK172 has a different setting (map trading allowed).
Also, I have a suggestion: Since workers and slaves cannot be used to build Railroads :confused: the worker turns to build a railroad should be changed to a multiple of 5 (e.g. 15 turns not 16 turns) otherwise the Steamrollers are terribly inefficient. I assume you made this change because the Ai doesn't do a great job utilizing railroads.
I will reflect about the worker turns for building a railroad. I think per example two steamrollers for setting railroads in one turn in government Fascism and three in government Republic is not so bad. Normal workers in CCM 3 can no longer build railroads to reduce the micromanagement for the human player in the later phases of the game. Now the upgrades of the workers can be used in a more static role where not so much micromanagement is necessary and the limitation in workerjobs to convince the human player to do this upgrade for normal workers is one measure out of a bundle of measures. A direct upgrade from normal workers and slaves to superworkers would destroy the balance of a CCM3 game.
 
Normal workers in CCM 3 can no longer build railroads to reduce the micromanagement for the human player in the later phases of the game.

It also comes with negative affects.
1) Rails will start getting built later since you have to wait for steamrollers to be built.
2) A pop poor civ will get hurt by this since they can't build many steamrollers.
3) There is already problems with city size getting shrunk badly to build steamrollers. This will make it worse.
4) Razing to get more workers for rails is a dead tactic.
5) I suspect there are more negatives, but can't think of off the top of my head.

Personally I don't like this change.
 
Another issue with CCM3. Portugal gets the meso-American warrior. Doesn't make much sense for a European civ.
 
It also comes with negative affects.
1) Rails will start getting built later since you have to wait for steamrollers to be built.
2) A pop poor civ will get hurt by this since they can't build many steamrollers.
3) There is already problems with city size getting shrunk badly to build steamrollers. This will make it worse.
4) Razing to get more workers for rails is a dead tactic.
5) I suspect there are more negatives, but can't think of off the top of my head.

Personally I don't like this change.
I see all these affects as positive, even point two. A civ that is pop poor can be glad, when its enemies need steamrollers for building railroads.
 
Another issue with CCM3. Portugal gets the meso-American warrior. Doesn't make much sense for a European civ.
Portugal has the Iberian worker in the biq that I posted today. :)
 
Can confirm, Portugal builds the Mesoamerican Warrior instead of the Iberian Warrior. In addition to this, they also get the Southamerican Settler, the normal Chariot and Scout, and the Fireship, compared to their Iberian or European counterparts.
 
Can confirm, Portugal builds the Mesoamerican Warrior instead of the Iberian Warrior. In addition to this, they also get the Southamerican Settler, the normal Chariot and Scout, and the Fireship, compared to their Iberian or European counterparts.
Sounds like those are left over from CCM2 which had Portugal/Brazil.

I noticed what might be a small problem, according to civilopedia, a Church can be made obsolete. :eek:
Here is the entry for Church, the other 3 religious buildings (Mosque, Mandir, and Wat) have similar entries.

church.jpg


Also, I noticed the "G" after culture in many entries. Is it a typo or does it have a meaning?
 
Sounds like those are left over from CCM2 which had Portugal/Brazil.
:yup: Yes. To change the units of Portugal are only some clicks in the editor, but to correct the civilopedia entries for those units twice (for the old and the new unit) in ownership and upgrades needs much more time, that I didn´t have yet. I need Portugal and not Brazil for a scenario in the planning.
I noticed what might be a small problem, according to civilopedia, a Church can be made obsolete. :eek:
Here is the entry for Church, the other 3 religious buildings (Mosque, Mandir, and Wat) have similar entries.

View attachment 695186
This is the setting in CCM2 (and in CCM1) for those religious buildings to stop Israel in constructing additional buildings of other religions "from the start". The sense of this setting is not that these buildings become obsolete, but that they cannot been additionally built by this civ. This is the consequence of the limitation in Civ 3 to only 5 culture groups and to be forced to give each civ one of those culture groups.
Also, I noticed the "G" after culture in many entries. Is it a typo or does it have a meaning?
I noticed the same. The appearance of the G in connection with culture is not intended. It results from changes in the labels text and is the G for gold in the small right screen showing some dates of the player.

G.jpg
 
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G stands for 'Gain' obviously, so no need for a change. ;)

To note on the Portuguese units, I actually didn't note on any Civilopedia entries, because I know how big of a job it is to change them and it's easy to miss, so I rather concentrated on what actually impacts the gameplay. I checked the .biq with Quintillus' editor while comparing with the upgrade line through Civilopedia, and the unlocked units in the tech tree to see which units weren't moved over to the European variants, so all the units I mentioned are also wrong in the .biq, not just the Civilopedia.
 
G stands for 'Gain' obviously, so no need for a change. ;)
That´s a great idea! :thumbsup: Nevertheless there will come the time, when I will try to get rid of that "G" (may be by simply deleting it), But with the labels text one never knows what will be the consequences (as can be seen here).
To note on the Portuguese units, I actually didn't note on any Civilopedia entries, because I know how big of a job it is to change them and it's easy to miss, so I rather concentrated on what actually impacts the gameplay. I checked the .biq with Quintillus' editor while comparing with the upgrade line through Civilopedia, and the unlocked units in the tech tree to see which units weren't moved over to the European variants, so all the units I mentioned are also wrong in the .biq, not just the Civilopedia.

:yup: Yes, this is the way I understood it. The listed units set in the biq for Portugal are wrong for Portugal. I tried to post, that it is no big problem to set the biq to fitting units for Portugal, but it will cost much more time to correct the civilopedia in such a case, too.
 
Sounds like those are left over from CCM2 which had Portugal/Brazil.

I noticed what might be a small problem, according to civilopedia, a Church can be made obsolete. :eek:
Here is the entry for Church, the other 3 religious buildings (Mosque, Mandir, and Wat) have similar entries.

View attachment 695186

Also, I noticed the "G" after culture in many entries. Is it a typo or does it have a meaning?
Above message is a kind of a "G-spot" ;)
 
Something strange: I have a city (which isn't coastal) and it has access via a road to an iron resource next to it. It is however NOT connected with roads to any of my other cities, still those other cities have access to that iron resource. I have checked the map if one of those other cities is on an iron resource but that isn't the case. Any idea how this is possible?
 
Does this city hold the SW Great Iron Mine ? May be you can post a screenshot if this is not the case.
 
Yes, it does. And now I read in the Civilopedia that the Great Iron Mine gives you a trade route to the capital, which explains it! Thanks, Civinator.
 
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