Civ III: Conquests Patch Fix Request

hi

theres really only 1 thing i would desperately like and that is for the worker to have the ability to terraform squares (similar/like in civ 2)...or if it already exists can you please tell me how to do it.

change flat tile squares from ice to desert to plains to grassland.

would need to come after a certain compatible tech level is reached of course...

also - can you please tell me how i turn off civ specific abilities in c3c??? (if this is possible anymore - if not can you please re add it).

other than that - c3c is pretty much spot on...

only other point is i agree with previous people about pollution not automatically removing pop from the square - it is so frustrating having to put everyone back all the time...

thanks,
me.
 
One thing I would like to see is a way to reduce the amount of corruption via some sort of difficulty level setting:

This could be done either by tying the corruption level to the difficulty level (Chieftan has 60%, Warlord 70%, Regent 85%, Monarch 100%), or by having a corruption selection on the game setup screen, perhaps in the same way as you choose the level of barbarian activity at present.

This isn't as much of an issue for the hardcore players, who know all the strategies and exploits to reduce corruption, but for the average player, corruption can be a real problem, and I know many people who have been put off Civ3 altogether by it.

I have recently found out how to adjust the corruption by creating a file in the editor, but most players don't know about this. A way to somehow select the corruption level in the game setup screen would be a much nicer way of handling it anyway.
 
Marlor, what do you think the OCN modifier is for in the editor? That is a %'ge multiplier for the OCN based on difficulty...
 
Originally posted by anarres
Marlor, what do you think the OCN modifier is for in the editor? That is a %'ge multiplier for the OCN based on difficulty...

The problem is that I hadn't even touched the editor until a week or so ago. I thought it was just for creating maps. A lot of other "casual" players are in the same situation. They've never read the CivFanatics forums, they've never tried using the editor (in fact, most would be confused by it). Unfortunately, these players are those that are most affected by corruption.

This is not about adding a new feature per se, it is simply about making an existing feature more accessible.

This idea was mainly brought about by a conversation I had with some friends the other day. I said that I had recently bought Conquests, and four out of five of them (all veterans of Civ2) said "we gave up on Civ3, the corruption spoiled the game".

I was in a similar situation, but was willing to give Civ3 one more try after the positive reviews for Conquests. It was only when I discovered this forum by accident that I even found out that you could edit corruption in the editor.

Allowing the player to change the corruption level from the game's GUI would make Civ3 a lot more accessible to many players.
 
Marlor: Since they've added quite a few other more-or-less usefuly options at game start, I agree there's no reason there couldn't be a "Reduced Corruption" toggle. We've got five different levels of AI aggression atop the civ-specific aggression levels specified in the the Editor, so it would be pretty conservative ...

But there would've been little need if the manual had a chapter about the Editor. Something for the developers to consider for CivIV.
 
Marlor, what do you think the OCN modifier is for in the editor? That is a %'ge multiplier for the OCN based on difficulty...
I have read conflicting things about the effectiveness of using the editor to combat corruption. Some posters have said it doesn't work, or that it throws the game balance way out of whack.

I'm not necessarily agreeing that we need a toggle for corruption levels, but I do agree that most players aren't going to step in and use the editor.
 
Originally posted by Yumbo
I have read conflicting things about the effectiveness of using the editor to combat corruption. Some posters have said it doesn't work, or that it throws the game balance way out of whack.

I'm not necessarily agreeing that we need a toggle for corruption levels, but I do agree that most players aren't going to step in and use the editor.

Playing around with corruption related stuff in the editor is surely effective.
As far as I understand it, the corruption slider will only affect distance corruption. The slider has to be set for each difficulty level seperately(!); maybe those who say this measure is not effective missed that point. If you e.g. only modify corruption slider for chieftain level (IIRC this is the default selection when you access the difficulty level tab in the editor, so you can easily mess up this thing) and then play any other level than chieftain with your bic/bix/biq, you'd still use the default corruption settings in the game.
Distance corruption is the same for human and AI *AFAIK*.
I'm not sure about the balance effect here, since I don't know if the ai is automatically programmed to build useless stuff like wealth in distant cities (because AI may not look at city's productivity) - instead of ordering build projects like in a 'real' core city. The human player, however, would of course fully improve such cities. Maybe someone tested this issue.
It's my impression that Civ3 becomes "easier" if the corruption slider is lowered - but in all regards, a human can probably handle a productive city much better than the AI anyways (and with lowered corruption, there'd be more core-like cities).
Corruption behaviour is more like in Civ1,2/SMAC then (depends particulary on the slider setting, of course, and OCN setting on top of that), and I think that point would be in the interest of the 'corruption is too high in Civ3' faction.
There was (is still in 1.12?) some bug when using the slider, probably due to rounding on an 'interstage' when calculating the corruption/waste.
I think Tavis stated this bug was removed in 1.12 - not sure if someone confirmed with a test [I'd rather have a test w/ shiny pics and save file(s) than just believing a statement... :p;)]. But it's a minor issue compared to the corruption changes that apply as a whole.


If you mod the OCN (like anarres said, by default, OCN corruption is already dependent on difficulty level), the ai adjusts its strategy behaviour. Lower AI-OCN and the AI would stop the settling phase earlier (and eventually raze captured cities instead of keeping them) and vice versa. Higher OCN would be in favour of the 'large empire' faction, I guess.

So even if all this was imbalancing, it would probably still be a matter of taste. The editor offers a lot of choices to adjust stuff to your pleasure.
You could probably even 'counter-balance' by giving the ai some other advantage you don't have.

I can understand that a player, whether 'casual' or else, won't visit the editor right after installing Civ3. However, I recommend just checking the editor, and if it was only for a look at the default rules. You can learn a lot about difficulty differences, resource depletion etc... Some heating "the ai cheats" or "civ3 messed up corruption" [in general...;)] discussion *could* have been spared by taking a glance at the editor.:)
Then again, my spam here still has the bottom-line: You don't get hot about stuff you simply don't know. When starting Civ, you'd look into the manual (and not so likely, but possibly, into some readme files) to get some info. And the manual is unfortunately monkey business...
:cry::wallbash::mad::(

Manual's value would go through the roof if there was these 3 lines:
-don't take me literal
-read a fan site and/or register(ask) there
-check the editor

But: I am not aware of a game that had that much fan-developer interaction to get rid of bugs or to improve the game.:)
 
Without entering the rest of the corruption debate, I would like to suggest / request that when building a courthouse, police station or any other building with the flag "reduces corruption" switched on, it has a minimal effectiveness of one shield (and one gold) not lost to corruption. :D

What's the point of building a courthouse and police station in a 10-shield city and still have 9 shields lost to corruption? :mad: As such I don't mind if it's capped, though, for instance to at most 50% of the shields back through this method (i.e. must have 4 shields in order to save that 2nd shield) or something.
 
One addition to the posting of Grille as of above:
The OCN has a strong influence on when you might be allowed to place the Forbidden Palace. In other words, you are allowed to build the FP as soon as you have hit 50% of the number of cities as stated in the OCN.
For that, if you would rise the OCN to 128, to allow you to have a nice big empire, you won't be able to build the FP before you have founded / conquered / get your 64th city.
As far as I see it, this is the only interdependency, which makes some sense to have an OCN at all. You have to pay for your larger empire by having the FP considerably amount of time later.
 
If you have a larger OCN, you don't NEED a FP that much, so it comes out in the wash. Personally, I only raise the OCN by 50%.
 
Originally posted by Mercade
Without entering the rest of the corruption debate, I would like to suggest / request that when building a courthouse, police station or any other building with the flag "reduces corruption" switched on, it has a minimal effectiveness of one shield (and one gold) not lost to corruption. :D

What's the point of building a courthouse and police station in a 10-shield city and still have 9 shields lost to corruption? :mad: As such I don't mind if it's capped, though, for instance to at most 50% of the shields back through this method (i.e. must have 4 shields in order to save that 2nd shield) or something.

I like this idea. Especially when you consider your one extra gold is lost in supporting the courthouse itself.
 
Originally posted by Mercade
Without entering the rest of the corruption debate, I would like to suggest / request that when building a courthouse, police station or any other building with the flag "reduces corruption" switched on, it has a minimal effectiveness of one shield (and one gold) not lost to corruption. :D

What's the point of building a courthouse and police station in a 10-shield city and still have 9 shields lost to corruption? :mad: As such I don't mind if it's capped, though, for instance to at most 50% of the shields back through this method (i.e. must have 4 shields in order to save that 2nd shield) or something.
I've suggested a similar change to the corruption model in a couple of the threads relating to Conquests fixes/bugs.

It makes no sense to me that I can build a courthouse (or whatever) at the edge of my empire and receive no benefit for the shields spent.

I don't expect to turn border towns into powerhouses but would like them to be able to be more productive than the 1 shield per turn millstones they currently are.


Ted
 
I will like art for the new wonders and more houses (for reason 16 houses for 400,000 people doesn't seem right, and in fact if reallity it IS illegal in the U.S)
 
I havent read the whole thread so sorry if this has already been said, but: It would be really nice for a way to unload armies. I know you wouldn't make this possible in the normal game, but atleast make it possible to change it in the editor.

Hope you read the post;)
 
Make Courthouses and Police Stations affect 95% or above (capped) corrupted cities.

Make Coastal Fortresses and Walls worth building.

Improve AI's terrain improving, unit production, city improvement decisions.

Reduce movement rates on railroads.
 
I've read trough almost all posts, so I might have missed this.

What I would like to see is to see the AI attitude towards me in the Diplomacy screen. (Not the Diplomacy Adivisor).

Currently it's just this:
Japan (at Peace)
Rome (at Peace)
Babylon (at War)

When the elections for the UN are coming I always try to please the ones that are cautious or annoyed with me but in large games I can't see them all at the Diplomacy Advisor, so I have to add civs, remove civs, put civs back. The list at the Diplomacy Screen is really nice and if the list would look like this:

Japan (at Peace)(Annoyed)
Rome (at Peace)(Gracious)
Babylon (at Peace)(Annoyed)

I know without any troubles that I have to send money and techs to Japan and Babylon and I can leave Rome because they will vote for me anyways.
 
I agree very much to the idea of EmperorJay!
 
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