- Joined
- May 5, 2005
- Messages
- 10,012
XTC, thank you very much for reporting this error for Portugal.The apprantice can't be upgraded

XTC, thank you very much for reporting this error for Portugal.The apprantice can't be upgraded
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.?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.
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.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.?
I know they are posted in the LK172 thread but they are not in post 2 here.The updated files in post 2 of this thread are posted.
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).I know they are posted in the LK172 thread but they are not in post 2 here.
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.Also, I have a suggestion: Since workers and slaves cannot be used to build Railroadsthe 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.
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.
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.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.
Portugal has the Iberian worker in the biq that I posted today.Another issue with CCM3. Portugal gets the meso-American warrior. Doesn't make much sense for a European civ.
Sounds like those are left over from CCM2 which had Portugal/Brazil.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.
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.I noticed what might be a small problem, according to civilopedia, a Church can be made obsolete.
Here is the entry for Church, the other 3 religious buildings (Mosque, Mandir, and Wat) have similar entries.
View attachment 695186
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.Also, I noticed the "G" after culture in many entries. Is it a typo or does it have a meaning?
That´s a great idea!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.
Above message is a kind of a "G-spot"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.
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?