Civ3 conquests editor features

Daftpanzer

canonically ambiguous
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Ive been looking for info on this, havent found it so far...

Does anyone know what the conquest adds specifically to the editor? (not including the PTW features). E.g, ive heard theres a new bonus vs cavalry for the dutch UU, but can you create attack bonuses and edit the types of units they apply to, or has it just added a 'pikeman' flag?. Can you edit diplomatic states etc? In general is there any really cool stuff with the new editor?

Im interested to know as its the only thing i would get the game for.

thanks for any help :)
 
Sorry, no anti-Cav bonuses; all units may now however have anti-air factors (2 units, flak and mobile SAM, are provided with this by default).

Probably the coolest new thing is the "Flavors" of which there are 7, which may be renamed. Basically, each Civ can be assigned a "flavor", as can all improvements and advances. A simple table lets you assign the % probability (0-100) that a Civ of flavor "1" will research an advance or build an improvement of flavor types 2-7.

On the downside, still only 5 cultural groups ...

Incomplte, and in no particular order --

New flag: "escort" - a ship with this flagged won't leave harbor without an escort.

"Fog of war" allows parts of the map to begin revealed to all Civs.

Each terrain tile type may now have a different "Landmark" variant with the SAME graphics but different attributes.

2 new gov flags - "Xenophobic" and "Forced Resettlement".

New type of defensive construction -- "Barricade" -- no idea what it does ...

Plus all the features you've read about, e.g. in the Conquests features threads, are all manipulable via the editor.

-Oz
 
Hmmm .... Let's see if this works -- the "what's new in the editor" page from the on-line help:

This version of the Civ3 Editor is a fully updated version, including all previous CivPTW updates. This version also adds a number of new features and scenario design capabilities. Below is a summary of all the new features:


MENU UPDATES

Map Menu
Allow X-Y Wrapping


TOOL UPDATES

Fog-of-War
Allows a designer to "paint" areas of the map that he wishes to be automatically revealed to all civilizations at the start of the scenario.


RULES UPDATES

Citizens Page
Corruption Bonus

Construction Bonus

Citizen Type Selector

Civilizations Page
Scientific Leaders

Diplomacy Text Index

Agricultural & Sea-Faring Attributes (Bonuses)

"Flavors" Settings

Civilization Advances Page
New Advance Flags (Cannot be traded, Permits Sacrifice, Bonus Tech, Reveal Map); "Flavors" Settings

Governments Page
New Government Flags (Xenophobic & Forced Resettlement)

Improvements/Wonders Page
Agricultural & Sea-Faring Settings

"Flavors" Settings

Building Graphics Display

Civilopedia Entry Key

New Improvement Flags (Double Sacrifice, Stealth Attack Barrier, Required Good With City Radius)

New Wonders Flags (+2 Ship Movement, Tourist Attraction, Requires Elite Naval Units, Increased Army Value)

"Units Produced" Feature

Terrain Page
Landmark Terrain

New "Disease" Settings

Units Page
New Unit Statistics (Air Defense Strength, Worker Strength, Create Craters, Collateral Damage)

Unit Abilities (Added "King" and "Requires Escort" unit settings)

New Special Actions (Stealth Attack, Enslave, Sacrifice, Science Age

New Unit/Engineer Actions (Build Barricades)

Steal Attack Targets Field

Enslavement Results Field

Flavors Page
Allows you to establish "relationships" between the various technology advancements.


SCENARIO PROPERTIES UPDATES

Scenario Properties Page
New Game Rules (Reverse Capture the Flag)

Reveal Entire Map

Retain Culture on Capture

Victory Point Limits Page
Allows you to set victory conditions

Locked Alliances Page
Allows you to create scenarios featuring pre-set (or "locked") alliances between participating civilizations that cannot be "broken" during play.

Players Page
New Player Properties (Skip 1st Turn, Start with Embassies)

Disasters Tab
Allows you to include and define strength and frequency of plagues and volcanic eruptions.




... Helpful ;) ?

-Oz
 
Again from the online Help --

"Permit Plagues (Disasters)
If "Permit Plagues" is checked, the scenario designer is allowed to specify that a plague can occur in his scenario and can also determine the disaster's various attributes. The attributes that can be set are as follows:

Name: Indicates the name of the plague (i.e., The Black Death).

Earliest Start: Indicates the plague's start year.

Variance: Indicates how close in years to the earliest start the plague actually arrives, specified as a percentage of the plague Grace Period (see below).

Duration: Indicates the number of years each plague occurrence lasts before dissipating.

Strength: Indicates how powerful the plague is (set a number from 0 to 100).

Grace Period: Indicates how long in years between each plague.

Max Occurrences: Indicates how many plague periods will occur within the game."

-Oz
 
That is awesome. That is a feature I will use in my mod somehow. :hmm:

Plagues that is.
 
Thanks for the replies :)
i have a few questions tho....

Each terrain tile type may now have a different "Landmark" variant with the SAME graphics but different attributes.

Im not sure what that means... so e.g you can have different types of grassland that look the same, but have different food/shield income/movecost? Did you mean to say the terrain graphics can be changed so you can have different 'styles' of grassland, with the same attirbutes? :confused:

The 'flavor' thing sounds cool. So you could have the english building more harbours and researching ships faster etc?

"Units Produced" Feature
hold on whats this mean? some way of setting A.I unit production hopefully? (so it doesnt build most expensive all the time?)

If you set diplomacy relations between civs at the start of a game, do you have to make it fixed forever, or can you have it start off in a certain state but can still be changed during the game? can you have some relations fixed, some defined but can change, some undeifned etc?

how exactly does the 'sacrifice' system work?

Are air and artillery bombardment any less 'fiddly' and tedious than the other civ3's? (IMO it was just too tedious to use artillery most of the time, also felt like a cheat because the a.i made no use of either air power or artillery)

finally, is there any kind of 'event editor' or way of making events?

thanks for any reply :)
 
Originally posted by Daftpanzer
... so e.g you can have different types of grassland that look the same, but have different food/shield income/movecost?

Bizarrely, yes -- I THINK the "LM" ("LandMark") terrain is labelled -- IIRC there was a screenshot with the "Cedars Of Lebanon" which I believe is an example of this.


The 'flavor' thing sounds cool. So you could have the english building more harbours and researching ships faster etc?

Nope -- It's a way of guiding Civs down certain research and construction paths

If you set diplomacy relations between civs at the start of a game, do you have to make it fixed forever, or can you have it start off in a certain state but can still be changed during the game? can you have some relations fixed, some defined but can change, some undeifned etc?

It looks like only locked alliances and/or at war for the entire game.

how exactly does the 'sacrifice' system work?

Are air and artillery bombardment any less 'fiddly' and tedious than the other civ3's? (IMO it was just too tedious to use artillery most of the time, also felt like a cheat because the a.i made no use of either air power or artillery)

Not a clue.

finally, is there any kind of 'event editor' or way of making events?

Only for plague and volcano frequency ...

-Oz
 
I just played the first part of the Conquest scenario with the Cedars Of Lebanon -- they cannot be visually recognized as separate from regular forest in any way, unless you're reading the terrain box in the lower right corner of the game screen.

-Oz
 
Thanks again for the replies :)

Anyone know what the 'units produced' feature is?

And is it true you can now require a unit to have its needed resources located in the city radius, not just on the trade network? (So you can have local specialist troops etc)
 
1. Set a unit for an improvement to produce, set how often, and it will produce the unit as soon as you build the improvement until it goes obsolete.

2. I don't think so, but you can have a unit-producing improvement be limited to the city with the resource (I assume).
 
Originally posted by ozymandias
I just played the first part of the Conquest scenario with the Cedars Of Lebanon -- they cannot be visually recognized as separate from regular forest in any way, unless you're reading the terrain box in the lower right corner of the game screen.

Unless you give them a special terrain graphic ;)
 
Originally posted by warpstorm


Unless you give them a special terrain graphic ;)

... You mean Firaxis actually gave us the ability to (effectively) ADD TERRAIN TYPES simply by utilizing the LM feature and additional graphics!?!?:eek:
 
... And while I'm on an entirely different topic ;) I'm perplexed -- indeed, I have an annoyingly basic question:

I loaded the .bix from my PTW mod into the new editor, saved it as a .biq (tried in both the Conquests "Conquests" and "Scenarios" folders) -- and can't find the Conquests units :confused: I'm especially perplexed because IIRC the scenario pathing assumes PTW as the root directory and this doesn't seem to have changed, according to the documentation ... ?

Help, anyone?

Thanks,

Oz
 
From what I've heard of the Conquests editor, the most exciting new option for me is the "rendered obsolete" for improvements and small wonders. It opens very interesting possibilities. The classic example of slave markets & slave farms that are rendered obsolete by the discovery of emancipation, internal propaganda ministry that is rendered obsolete with information networks or gallows that become obsolete for example with human rights

It does contribute to the micromanagement side of Civ3 and I'm not too fond of that, but it is simply too interesting not to test it.
 
I don't think we can give them separate terrain graphics in the traditional sense (warp, correct me if I am wrong) but you can use resource overlays to in essence create new terrain. The tile will look and act differently, and so in effect you have new terrain. This will only really work with premade maps.
 
Originally posted by Kal-el
I don't think we can give them separate terrain graphics in the traditional sense (warp, correct me if I am wrong) but you can use resource overlays to in essence create new terrain. The tile will look and act differently, and so in effect you have new terrain. This will only really work with premade maps.

FYI Warpstorm just pointed out to me in another thread that the LMs share a bevy of flags (e.g., Impassable) with the base terrain so that, e.g., separate impassable mountains are impossible ...

Still, there are possibilities re: not being able to build roads and whatnot ...

-Oz
 
Originally posted by Kal-el
I don't think we can give them separate terrain graphics in the traditional sense (warp, correct me if I am wrong) but you can use resource overlays to in essence create new terrain.

Consider yourself corrected. You can give the various landmark terrains an individual look. It is a bit tricky though as the tiles for them have to hook up seamlessly with both the regular and the landmark version of the terrain.
 
I have given the Martians the sac. ability in my WOTW mod and so far you can only get 1 usefull sac. per city. Anymore will get you no more culture.
 
what is the 'stealth attack' i keep reading about? ive heard it lets a unit bypass high defence values or something..
 
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