Cross-Platform Civ3 Editor

Cross-Platform Editor for Conquests now available! 1.51

Hi Everyone! I really appreciate how helpful everyone here is! Warms my heart.

So just on a whim.. I tried to run the editor again today... and IT WORKED!
I literally have made no changes to anything in the past day. The only thing i did was download Steph's editor as well. I doubt that had any effect on anything, but who knows?

But yes, I'm up and running now!
Thanks so much!

Ha Luu
 
Is the defensive value of terrain improvements accessible? I can see citizens and building defensive values.
 
Is the defensive value of terrain improvements accessible? I can see citizens and building defensive values.

If you mean Radar Towers, Fortresses, and Barricades, they are not, as to the best of my knowledge those cannot be modified. Radar towers are also not factored in to the city defensive bonuses displayed on the Map tab, though that is not a bad idea to add that in a future update.

This is probably also an area of "assumed knowledge" - at the time the editor was new, the assumption was everyone in the target audience was already using Firaxis's editor. But from a self-documenting standpoint, it would make sense to have a description of the TFRM improvements.

Defensive bonuses from terrain that cities are built on is factored in on the map tab, and terrain bonuses (including landmark bonuses, which can differ from regular terrain bonuses) are modifiable on the TERR tab.
 
If you mean Radar Towers, Fortresses, and Barricades, they are not, as to the best of my knowledge those cannot be modified. Radar towers are also not factored in to the city defensive bonuses displayed on the Map tab, though that is not a bad idea to add that in a future update.

This is probably also an area of "assumed knowledge" - at the time the editor was new, the assumption was everyone in the target audience was already using Firaxis's editor. But from a self-documenting standpoint, it would make sense to have a description of the TFRM improvements.

Defensive bonuses from terrain that cities are built on is factored in on the map tab, and terrain bonuses (including landmark bonuses, which can differ from regular terrain bonuses) are modifiable on the TERR tab.

I mean things like Irrigation, Roads, Rail Roads, Mines vs Bombardment. Is it tied to the bombardment defense of Citizens or Buildings (which can be accessed through the editor)? I'd like to make them harder to destroy through bombard/bombing for I've modded Rail Roads out of the game and that would make strategic bombing so much more powerful.
 
This looks amazing and seems to have served the community very well in the past.
I am running OpenJDK 15 and getting a ClassNotFound exception for the javafx FileChooser class, do you know if it is possible for you to bundle this javafx class with the release? It may resolve a number of compatibility issues.
I was only able to find this problem because I loaded the app in cmd; otherwise, it tells me to pick a file location as part of first-time setup, and then doesn't actually display the prompt. The program crashes here and it doesn't display in the logs properly.
 
HI Quintilus,
Thanks again for providing us with your amazing editor! I had a quick question...

Is it possible to have more than 2 different land barbarians (and more than 1 sea barbarian) with your editor? In the original editor, I tried to do things like give barbarians the enslave ability to increase barbarian diversity, but barbarian units were never able to successfully enslave.

Thanks!
Ha Luu
 
I mean things like Irrigation, Roads, Rail Roads, Mines vs Bombardment. Is it tied to the bombardment defense of Citizens or Buildings (which can be accessed through the editor)? I'd like to make them harder to destroy through bombard/bombing for I've modded Rail Roads out of the game and that would make strategic bombing so much more powerful.

I am unaware of any way to make improvements more difficult to destroy. My understanding had been the defensive bombardment for citizens/buildings would apply to cities. However, I haven't personally experimented with this. I'd encourage trying it yourself to find the answer.

This looks amazing and seems to have served the community very well in the past.
I am running OpenJDK 15 and getting a ClassNotFound exception for the javafx FileChooser class, do you know if it is possible for you to bundle this javafx class with the release? It may resolve a number of compatibility issues.
I was only able to find this problem because I loaded the app in cmd; otherwise, it tells me to pick a file location as part of first-time setup, and then doesn't actually display the prompt. The program crashes here and it doesn't display in the logs properly.

There is a version for Windows that bundles Java (including JavaFX) in this post: https://forums.civfanatics.com/thre...ts-now-available.377188/page-52#post-15224364

Alternately, the BellSoft JDK linked in the "Java Download Links" section of this thread includes JavaFX, and will run the "main" version unmodified. It's the main one I use nowadays.

The main problem with bundling is that bundling JavaFX with the editor would make it platform-specific (as well as a much larger download, although that is less of a concern now than in the past), and require building on separate operating systems (adding more time to each release). It's also difficult to bundle it in a way that doesn't require newer versions of Java, and dropping support for older operating systems. I'm hesitant to do that for a game that is almost 20 years old, and is sometimes run on older operating systems by members of the community due to various compatibility struggles that the game, or other community utilities such as CivAssist II, have with the most recent versions of Windows or macOS.

HI Quintilus,
Thanks again for providing us with your amazing editor! I had a quick question...

Is it possible to have more than 2 different land barbarians (and more than 1 sea barbarian) with your editor? In the original editor, I tried to do things like give barbarians the enslave ability to increase barbarian diversity, but barbarian units were never able to successfully enslave.

Thanks!
Ha Luu

It is not; the BIQ format only has space for the two land barbarians and one sea barbarian.

That's an interesting idea trying to use enslavement with barbarians, though. It's too bad it didn't work; that could have been a creative way to add barbarian diversity if it had.
 
HI Quintilus,
Thanks again for providing us with your amazing editor! I had a quick question...

Is it possible to have more than 2 different land barbarians (and more than 1 sea barbarian) with your editor? In the original editor, I tried to do things like give barbarians the enslave ability to increase barbarian diversity, but barbarian units were never able to successfully enslave.

Thanks!
Ha Luu

I believe barbarians can enslave when the scenario is played multiplayer. I had this set up for my Nelthelrinae mod. I had immobile units that could enslave units when attacked to then go on the offensive. The bombard ability also did not work for barbarians unless played in multiplayer.
 
How does the export function work? I selected rule section "Units" and exported to a new biq but that biq is still the same.
 
Do you mean the Options -> Export to CSV option? It is intended to be used for mass-editing of scenario properties. For example, let's say you planned out your unit stats to have 1-20 attack, and implemented that, but then decided you wanted to add some more units and change your attack values to range from 1-40 instead of 1-20. You could use the Export to CSV option, double all the values using Excel or LibreOffice Calc, and then use the Import from CSV function to re-import those doubled values. It could likely also be creatively used for other purposes that need human-readable but machine-editable BIQ data.

Or if you mean the "Export!" function on the BIC tab? It is intended to get a comparison of the rules between two BIQ files, in a human-readable text file. It's intended for use cases such as figuring out what the differences between two versions of a scenario are, or what the difference between a scenario and the base rules are. It's the predecessor of the editor, and has its own thread at https://forums.civfanatics.com/threads/civ3-biq-compare.320673/ . If you selected a BIQ file as the export target (e.g. 1 MP Mesopotamia.biq), you should see the comparison output at e.g. 1 MP Mesopotamia.biq.txt, with the BIQ file unharmed. It probably is a good idea to add some verbiage making clearer that it is a comparison export, rather than a rule export, however, since it isn't 2010 anymore and a lot of people probably aren't aware of the editor's predecessor.

I think that's the only Export functions in my editor; Firaxis has some additional import/export sections for sections of the BIQ, but other than importing a map from another BIQ, I'm pretty sure I haven't implemented any other BIQ import/export options.
 
When I open the Firaxis editor of stock game the Marketplace has the "+50% tax output" flag and the "Increases Luxury" trade flags ticked. There is also the "+50% Luxury Output" flag but it's unticked. And no other building has it ticked either.

In the Quintillus editor the stock game Marketplace has the "+50% tax revenue" flag and the "+50% luxury tax effect" flags ticked. But the "More lux trade" flag is unticked. No other building has it ticked there.

So why is there this difference? Isn't the market supposed to do all 3 flags in game?

I can feel the "increases luxury" acutely as the market is the only happiness building I needed in stock game. I've never felt the need to build a single temple for happiness a warmonger stock game. I'm not sure about the 'increase luxury output". I just thought it was due to my tax income increasing 50% my slider output would have scaled up the same. But if you have banks and stocks on top that the effects would be much stronger.

When I open the 2 editors side by side the Firaxis editor "+50% luxury output" checked matches the Quintillus "More luxury trade" checked flag. Could these 2 flags been mistakenly labelled as each other in the Quintillus editor?
 
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Hi All,
I used to want to install this editor on a computer with a Windows XP operating system.
Despite a successful installation, I was still unable to use the editor, I may not have been prepared, even though I was able to install version 1.35.
I’ve had a lot of things so far, but now I’d deal with the editor again.
Since I'm using civilization III on the Windos XP platform, I don't like displaying the game under windows 10.

Have a few questions:

How can I import civilization III maps into into the editor(in Windows XP)?
(previously it failed for some reason)

Is it possible to set foreign nationality in cities with the editor? This would come in very handy when making mods. e.g. can edit the Greek population of a Greek city occupied by an ancient Persian be constructed?...so can one or more foreign nationality be set in a city?
(there is a setting at what level residents are assimilated, which is why it would be interesting)
 
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Is it possible to set foreign nationality in cities with the editor?
That's a question I've worked on myself long and hard. Not within the confines of this fine editor I should add.

I was unable to determine how that could be done so eventually gave up. I guess that means I will be following this discussion in case Quintillus can share anything to help in that direction.

What I think I understand is that :
  1. Each citizen in a city has a property that denotes how many years they've been under each of the civilisations. When they've been under the current owner's civilisation longer than any other civ then they get assimilated.
    I've not been able to determine where this information is stored, nor even how it is.
  2. Citizens built from Settlers and Workers are never assimilated regardless of how long they're under your civilisation.
  3. Foreign Workers are created when :
    • Cities are Disbanded (Only the foreign citizens obviously.) or Razed.
    • A city builds a Worker and the most recent citizen is foreign.
    • One is captured that is foreign (Not one of your own recaptured).
    • A Settler is captured that is foreign (Not one of your own recaptured). When Settlers are captured they are converted to two Workers of the same nationality.
  4. Foreign Settlers are created when building a Settler and the two most recent citizens are foreign.
    No idea what the nationality of the Settler is when the two most recent citizens are of different nationalities.

NB. I believe you can also set units with the capture attribute so that they create Workers or Settlers but I'm not sure any do as standard. Captured units always take the nationality of the defeated unit.
 
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Adrain, to add to the list in your post above:

The enslave function shows, that all units in C3C (not only workers and settlers) carry their own nationality in the game. Please have a look at the Great Artist (nationality Greek) in my screenshot in the linked post, that was created by enslavement. The same happens for every other unit that is created by enslavement.
https://forums.civfanatics.com/thre...ts-now-available.377188/page-60#post-15916322
 
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So why is there this difference? Isn't the market supposed to do all 3 flags in game?
No. The epic-game Market has only the "+50% TAX" and "Increases [Happy-faces from] Luxury[-resource] trade" effects.

The "+50% LUX" flag is not used by any building in the Firaxis epic-game. It is used by some buildings in some of the Conquest Scenarios.

But that flag doesn't benefit the AI at all, since it never adjusts its LUX-slider — and when LUX% = 0, then the +50%LUX-flag has no effect (similarly, if SCI% + LUX% = 100% of commerce-conversion, then TAX% = 0%, and the +50%TAX-flag has no effect).

See also @Aabraxan's article:

https://www.civfanatics.com/civ3/strategy/empire-management/multiplier-buildings-a-practical-primer/
When I open the 2 editors side by side the Firaxis editor "+50% luxury output" checked matches the Quintillus "More luxury trade" checked flag. Could these 2 flags been mistakenly labelled as each other in the Quintillus editor?
Yes.

@Quintillus:

If you haven't already done so, it would (also) be an improvement on the Firaxis editor-labels to better distinguish between the building-flags "Must be near a river" and "Must be near freshwater". Although they seem similar (and the second more general than the first), the in-game effects are quite different (with the second condition actually being more restrictive, not less!). The flags should rather be (something along the lines of):

"Requires river-tile in town-radius"
"Requires river/lake directly adjacent to town"

EDIT:

The above is wrong, as I found out later. "Near freshwater" also means "Within 2 tiles of a lake or river"
When they've been under the current owner's civilisation longer than any other civ then they get assimilated.
As far as I understand it, length of residency and relative Culture ratings do not affect assimilation per se: that is related entirely to the "assimilation probability" setting for the government-type currently being used by the town's current owner, i.e. each turn, every foreign citizen in a town has x% probability of being assimilated. But whether or not they would be, is entirely according to the whim of the pRNGods.

So if you captured a Pop20 town, and your current government has a 5% assimilation probability, in theory all 20 citizens could be yours after as little as 20 turns — although this outcome would obviously be very unlikely.
Citizens built from Settlers and Workers are never assimilated regardless of how long they're under your civilisation.
Settler- and Worker-units themselves never change nationality, but after they've been added to a town, see above
A city builds a Worker and the most recent citizen is foreign.
I used to think this was true. I have since seen instances where I have lost a town, and then recaptured it later, and when I tried to build Settlers or Workers out of it, the foreign citizens born in the interim were ignored, and my native citizens (born prior to the original capture, but not yet assimilated) were converted to the unit instead.
Foreign Settlers are created when building a Settler and the two most recent citizens are foreign.
No idea what the nationality of the Settler is when the two most recent citizens are of different nationalities.
No to the former (see above): if at least 2 of your native citizens remain in the town, they will be used to create the Settler.

I am also not sure what governs the unit's nationality-setting in the latter case. Birth-order might be applicable there.
 
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I'll need a bit more time than I have remaining over lunch to digest and reply to all the threads (though it looks like some community help/replies is already ongoing, which is great). Jumping in on one I can cover quickly:

Hi All,
I used to want to install this editor on a computer with a Windows XP operating system.
Despite a successful installation, I was still unable to use the editor, I may not have been prepared, even though I was able to install version 1.35.
I’ve had a lot of things so far, but now I’d deal with the editor again.
Since I'm using civilization III on the Windos XP platform, I don't like displaying the game under windows 10.

Have a few questions:

How can I import civilization III maps into into the editor(in Windows XP)?
(previously it failed for some reason)

Is it possible to set foreign nationality in cities with the editor? This would come in very handy when making mods. e.g. can edit the Greek population of a Greek city occupied by an ancient Persian be constructed?...so can one or more foreign nationality be set in a city?
(there is a setting at what level residents are assimilated, which is why it would be interesting)

I recommend bookmarking this post, which has the Windows-with-bundled-Java version, formerly known as the Windows XP version: https://forums.civfanatics.com/thre...ts-now-available.377188/page-52#post-15224364 Try the 1.39 version included there.

Java 8 only unofficially supports XP, and updates after Update 111 (at least through Update 152) have bugs that cause parts of the editor to not work properly. I suspect you may be running into those bugs if you are using a fully updated Java 8 on Windows XP, but just the regular editor version from the Downloads Database.

I still run the editor semi-frequently on my Windows XP laptop, so it should work fine as long as the Java version isn't too new and buggy.

If you are having issues with the bundled Java version, please post more details about where it's failing.
 
Adrain, to add to the list in your post above:
Indeed so. My list was focused on just those items relevant to the earlier post of unartis though, which was about nationalities of citizens. Only Settlers and Workers can be added into the populations of cities.

I can't say that without there being a possibility of someone interpreting it as a little snarky. Please understand that is the furthest thing possible from my intention :-) I was simply explaining where I was coming from.
 
Great post by tjs282. I will respond to each of many points you make. I may argue some of them, but always with respect for your obvious knowledge of the subject.
As far as I understand it, length of residency and relative Culture ratings do not affect assimilation per se: that is related entirely to the "assimilation probability" setting for the government-type currently being used by the town's current owner, i.e. each turn, every foreign citizen in a town has x% probability of being assimilated. But whether or not they would be, is entirely according to the whim of the pRNGods.
My comment is based on the text from the Civilopaedia. I had to copy it from the file as it didn't allow copying from the screen :
Civilopaedia said:
[highlight]Civilopaedia:[/highlight]
#GCON_Assimilation
Assimilation
^
^
^[Assimilation] is the process by which $LINK<foreign nationals=GCON_Nationality> change their nationality
from one civilization to another. When a foreign national has been a part of a minority population longer than not,
he or she assimilates and becomes a member of the majority nationality.
^
^
^This process can take many turns, but the reduced risk of successful $LINK<hostile propaganda=GCON_Espionage> makes
it useful.
Is this guaranteed to be right? I suspect not. It may be outdated. It's where I got my understanding from though.
Settler- and Worker-units themselves never change nationality, but after they've been added to a town, see above
That's not my experience. I only noticed it a year or so ago but I ran numerous tests that indicated these are never turned.
My tests were always where I'd used a foreign Worker or Settler to build into an existing city. When I did so they were never assimilated. Hundreds of turns later they were still there. I never tried losing a city and winning it back. I never saw what happens if I lost a city where one (or two) of these was a foreign citizen.
I used to think this was true. I have since seen instances where I have lost a town, and then recaptured it later, and when I tried to build Settlers or Workers out of it, the foreign citizens born in the interim were ignored, and my native citizens (born prior to the original capture, but not yet assimilated) were converted to the unit instead.
I expect you're right there. It's so long ago I determined this simply by observation. It's very possible that wasn't a logic I'd accounted for.
No to the former (see above): if at least 2 of your native citizens remain in the town, they will be used to create the Settler.
Interesting. I can confirm that when I've captured a city and then allowed new population to grow that building a Settler, far from helping me clear out the foreign nationals, would always strip MY new people from the city :-(
I always just assumed, I suppose, that they were used because they were the most recent. Your explanation works just as well of course.
 
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