Civilization III: Worldwide

Yes. This used to work before but not anymore. I am curious if I accidentally changed an important setting or something.
If you've been fiddling with the Worldwide .biq, then yes, that's quite possible.

IIRC, the Luxury-shipment units use the 'Reverse capture-the-flag' mechanic, so this setting must be activated: in the standard C3C Editor, this is found under the 'Scenario properties: game rules' menu, so if you accidentally-or-deliberately turned it off (e.g. by checking the 'default game rules' box just above the list), I could quite imagine that the Luxury-shipments would stop working properly.

Also, if you used a different editor than @AntonyBoscia did, then all bets are off: who knows what (else) could have changed...?
 
If you've been fiddling with the Worldwide .biq, then yes, that's quite possible.

IIRC, the Luxury-shipment units use the 'Reverse capture-the-flag' mechanic, so this setting must be activated: in the standard C3C Editor, this is found under the 'Scenario properties: game rules' menu, so if you accidentally-or-deliberately turned it off (e.g. by checking the 'default game rules' box just above the list), I could quite imagine that the Luxury-shipments would stop working properly.

Also, if you used a different editor than @AntonyBoscia did, then all bets are off: who knows what (else) could have changed...?
That would be the issue. Pretty sure i click off that feature.
 
Heard there was going to be a new improved version of this mod coming out sometime around the turn of the next century.
 
Hello! I've recently re-installed Civ3, looked for mods, downloaded Worldwide, and I love it. Great work! Thank you so much, "one more turn"-syndrome has come back with full impact!

A question, sorry if silly or meaningless: Is it possible to play Worldwide on a real world map (or European) with historical starting locations?
 
Hello! I've recently re-installed Civ3, looked for mods, downloaded Worldwide, and I love it. Great work! Thank you so much, "one more turn"-syndrome has come back with full impact!

A question, sorry if silly or meaningless: Is it possible to play Worldwide on a real world map (or European) with historical starting locations?

This is a huge world map I made with the editor but it has random starting points. I've never tried it out yet. I just took someone's previously made map and applied the worldwide rules to it and added randomly generated resources, goody huts and starting points. I may make one with historical starting points if this one works well. Sometimes editing mods can cause bugs in the game and I'm just a novice at this myself.
 

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Hello! I've recently re-installed Civ3, looked for mods, downloaded Worldwide, and I love it. Great work! Thank you so much, "one more turn"-syndrome has come back with full impact!

A question, sorry if silly or meaningless: Is it possible to play Worldwide on a real world map (or European) with historical starting locations?

I forgot to mention that you should use a no raze no city limit patch for this if you are not already using it to launch the game on a large map like this. You can find them here: https://forums.civfanatics.com/threads/useful-patches-for-civ-3-conquests-v1-22.526285/

I also went ahead and made a historic start version of that map. It looks like it works fine so far.
 

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I'm not sure if the Worldwide Earth map will ever get finished since the regular game has to come first, but the groundwork is laid out. Basically, some of the civs get replaced by 'Independent Nations', each of which is made of several micro-civs. These are geographically separated and each micro-civ is enclosed by a no-road landmark terrain cordon. They are denied access to trade node buildings, but each have a resource that allows special unit builds. For example, there is a South Asia civ made up of Burma, Nepalese, Dravidians, and Dai Viet. These micro-civs are pretty well defended and of course declaring war on one is to fight the whole group.

I never made a final decision of what happened if you captured a micro-civ. Either it could be made where you could build a harbor and connect it to your empire, or leave it as an isolated area where you could now recruit the microciv-specific units.

There would probably be two or three major starts: 4000 BC, 600 AD, and maybe like 1500. Some of the main Worldwide civs would be 'Swing Civs', that could either be majors or minors depending on the era. All of this is strictly academic, of course. It's spelled out in Excel but none of it is modded.
 
I'm not sure if the Worldwide Earth map will ever get finished since the regular game has to come first, but the groundwork is laid out. Basically, some of the civs get replaced by 'Independent Nations', each of which is made of several micro-civs. These are geographically separated and each micro-civ is enclosed by a no-road landmark terrain cordon. They are denied access to trade node buildings, but each have a resource that allows special unit builds. For example, there is a South Asia civ made up of Burma, Nepalese, Dravidians, and Dai Viet. These micro-civs are pretty well defended and of course declaring war on one is to fight the whole group.

I never made a final decision of what happened if you captured a micro-civ. Either it could be made where you could build a harbor and connect it to your empire, or leave it as an isolated area where you could now recruit the microciv-specific units.

There would probably be two or three major starts: 4000 BC, 600 AD, and maybe like 1500. Some of the main Worldwide civs would be 'Swing Civs', that could either be majors or minors depending on the era. All of this is strictly academic, of course. It's spelled out in Excel but none of it is modded.

That all sounds like a great idea and a lot of work.

P.S. Was wondering if it would be possible to just add some more main civs to this current .biq for people who like large maps in the mean time. Even just a small handful would make large maps more worthwhile to use. I'm not sure how much work adding new civs is since I don't know how myself.
 
It takes about seven to eight years. In all seriousness, adding all the graphics for each new civ is what takes so long. Then there's sounds, music, tech tree, civilopedia, more graphics, play-testing, re-working, etc. You get the idea.
 
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