Other..., :mischief:

There are many buildings in the mode that increase the satisfaction of the residents, I put a lot of emphasis on this because in the previous version the cities above level 25-30 declined, even with the old map I used a calculator that used to know the population of the cities by levels transform, I was able to read the population at that time into levels. Many players were displeased by the sight of the declining metropolises. There is a question and comment related to this
On what basis does the AI decide when constructing a building?
Also, does the order of the building, wonder, etc. added in the editor matter?
(I know that if a building has a strategic resource requirement, it will be built with that resource.
However, does it matter if a building added in the editor is in the fifth place or the two hundredth place out of 256 buildings (which is the maximum number that can be added to a map)?
I'm interested in this because how can I make building a building attractive to the AI so that it builds it as soon as possible, not waiting a long time.
If, for example, the barrack is in the two hundredth place, is it built later than it is at the beginning of the row of buildings?

In this case, I want to get the AI to build the War Industry and build the military hangar!
these buildings are about the 200th building in the row of buildings, there are many attractive buildings in front of them that bring happiness to the residents, most likely the AI will not be motivated to build the War Industry or the Hangar sooner than, for example, a coffee house!
But maybe if I add a culturaly point next to it, I can encourage the AI to prioritize this building in the back to build it sooner.
This is also true for the construction of miracles, because many miracles are inserted further, the game usually offers them and starts building them automatically, the AI does the same, I saw it in DEBUG mode. While the combat vehicle design is about two hundred and thirtieth in line, the wonders in front of it take priority, making it difficult for AI tanks to roll around the map.


It also occurred to me to move these important buildings forward in the editor so that they are built as soon as possible, if this is how it actually works and not my invention. :lol:
If the order has no effect on the construction, I prefer to neglect the building change in the editor.
 
The Flintlock Mod needs the GOG or steam version of Civ 3 Complete for boosting the main exe. Flintlock wrote that also the German PC games exe for CDs is suited for being boosted by the Flintlock mod, but in my test this didn´t work. On the other side this test was not intensively, as I don´t need this variant.

The GOG version of Civ 3 Complete at present is in the summer sale at GOG for only € 1,29 so you should hurry up. The GOG version is better than the steam version, as the Flintlock mod is developed with that version and only adapted to the steam version and additionally the steam version has other bad issues with its bugged labels text, that must be patched when using it. Additionally with the GOG version you can receive your own electronic installation file that works like a CD if you use the offline installation, while with the steam version you are always the slave of steam.

I am not sure, if the idea with the autoproduced "mercenary units" is such a good idea, as -as far as I know- only one type of unit (in the worker slot) is available for being sold during the complete game. Additionally the AI must like to buy such a mercenary unit and the AI civ also must have enough gold for buying (and may be upgrading) it. In my experience the smaller AI civs are mostly the first civs being bankrupt in a game and I never received an AI offer for buying a mercenary worker unit in the standard game, if such a deal isn´t suggested by the human player. It is much better to connect this to a tradeable special strategic resource, that only the "tank-producing" AI civs can see (or produce), as the AI likes to buy such a resource, but the problem, that the AI civ needs enough gold for buying such a resource and additionly upgrading units with such a resource will stay.

Not all that is possible in theory will work in reality. Here a lot of playtesting is needed.

The not new idea of needing additional buildings for producing or upgrading certain units is possible by the Flintlock mod, but in my eyes not practicable for mods or scenarios that hold tons of units that should be treated in this way, as here tons of unit entries for the neded building in the config-file are needed. Much better is to connect such an upgrade to a resource that is produced by that building and is only available in the city that holds this building. With this setting you need only one small entry for that building in the config-file of the Flintlock mod. This is the way used in CCM3.
 
Other..., :mischief:
You can perfume the priority of buildings for the AI with the Flintlock mod - and now enough time of my free time for modding is invested for answering your questions as this should be your mod and not my mod deigned by your help.
 
You can perfume the priority of buildings for the AI with the Flintlock mod - and now enough time of my free time for modding is invested for answering your questions as this should be your mod and not my mod deigned by your help.
You're right. I don't even want to steal your time anymore! Thank you for the help you gave. I'm also grateful for your help. :lol:
 
Observation during the game test:
DEBUG mode is good because I can see how the units move on the map...
I wanted to make a difference between the movement of the rubber-wheeled and tracked mechanized units, I set a faster movement for the rubber-wheeled units (I also set them as a wheeled unit so that they can only move well on the road, or on fields, plains, etc.
I set the tracked units to slower units, but I set any terrain perceived as road, I realized that this is not the best setting. Because I don't want mountains that a tracked unit like a tracked medium tank can climb. With the 'ignore move cost' option in the editor, can I selectively set the terrain that can be used as a wheeled unit (perhaps this setting does not allow it to climb mountains).
In the first screenshot, I will set options framed in red, leaving out the mountain and all other terrain where I don't want the tank unit to move on. In the second screenshot, you can see that I do not want a tracked unit to enter the place surrounded by a red frame (mountain range here).

EgmII-13-21B-editor-move-TANK.jpg EgmII-13-21B-game-test-move-tracked-units.jpg

In DEBUG Mode, I can see that the AI is very focused on miracles and units, it doesn't build very different buildings yet...
EgmII-13-21B-biuliding_AI.jpg
 
Hello,

Since the different sizes of the civilizations are given at the beginning of the game, I try to solve that even the very small civilizations can somewhat fulfill the cultural competition with the larger civilizations.
I have several ideas for increasing the competitiveness of civilizations consisting of one or a few cities.
The mini-civilizations would receive a hidden culture:
1 city culture point = a building (no wonder) that gives 30 culture points, in every round, so that it cannot be built more than once, there would be a need for raw materials that the civilization does not have access to, e.g. 'culture' as a strategic resource.
3-5 city culture points = a building (no wonder) that gives 15 culture points, in every round, so that it cannot be built more than once, there would be a need for raw materials that the civilization does not have access to, e.g. 'culture' as a strategic resource.
I don't imagine this building as a miracle, because if the city of the civilization were to fall by chance, the conquering civilization would not receive those cultural point advantages.

:mischief:I don't know if anyone has done a hidden culture boost like this before and if it worked.
 
During the test, I ran into such a problem that the game ended around the fortieth round, because the Chinese reached the culture point minimum of 50,000 victory points.
This situation raised the issue of increasing the culture point, I increased it tenfold to 500,000, but it may take even more so that the game does not end before the improvements are completed.

What is the culture point maximum I can set instead of 50,000 victory points?
 

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Unfortunately, my own idea that civilizations only get units from factory production did not work smoothly.
one or two units could only be converted, the rest functioned incorrectly and could not be upgraded to the desired unit with the same settings. so units can be produced in every city.
Of course, the larger a civilization is, the more combat units it can build.
I am thinking about restricting this, in a different way than before, because the role of the military indrustries would also have been to regulate this.

I am thinking about editing the governments, so larger civilizations like the governments of the USA, Russia or China cannot be sustained above a maximum of unity. So, for example, it is not worth producing more than 100 or 120 units.
I was thinking about the drastic increase in the maintenance cost of the units, the only thing I don't understand is the exact operation, the number next to the city in the government settings is the maintenance unit number, is it valid for all cities of the civilization or is it valid for only one city?

I don't know if it is possible to set the maintenance to be extremely high above 100 units. and can I differentiate between the maintenance of foot units and mechanized units, e.g. a foot unit would cost one third compared to a mechanical one.

Or maybe another idea?
... so that regardless of the number of cities, a certain number of units cannot be sustained for any civilization.
 

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:goodjob:Hi All,
The governments give me the opportunity to set up the maintenance of the units in different ways.
With this setting, I'm trying to hold back the AI, so that it can't build and maintain huge armies, meanwhile I left the cities' ability to maintain units, and I also activated the free unit maintenance in proportion to the costs.
With the governments, I am trying out an option where the cost of maintaining the units increases proportionally with the decrease in corruption. I hope this will also limit the building of AI units.

I take Anarchy as the default situation, where there is no production, actually everything here is left according to the original setting. However, on this first page I indicate how the maintenance cost of the units changes in proportion to the decrease in corruption. These are the red numbers that indicate the maintenance of the units.Importantly, with the exception of Anarchy, all available governments received free maintainable units, which I calculated as follows: I added the free units by multiplying the maintenance cost by ten and dividing by two.

If the government has a unit maintenance cost of 1, the free unit maintenance is 5 based on the simple formula (corruption level: rampart).
If the government has a unit maintenance cost of 2, the free unit maintenance is 10 based on the simple formula (corruption level: problematic).
If the government has a unit maintenance cost of 3, the free unit maintenance is 15 based on the simple formula (corruption level: nuisance).
If the government has a unit maintenance cost of 4, the free unit maintenance is 20 based on the simple formula (corruption level: minimal).
If the government has a unit maintenance cost of 5, then based on the simple formula, the free unit maintenance is 25 (corruption level: communal).
 

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Civilizations with few cities also received a little help compared to larger civilizations, basically when the game starts civilizations with 1-2 cities produce 30 culture points each round, civilizations with 3-6 cities produce 15 culture points each round. As described above, it has simple building settings so that if the civilization's city falls, the conquering civilization does not get it, although I could have set it as a small wonders, I am now testing its operation.
 

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:lol:During the test, I started a game with the European Union, the Russians attacked me in about the thirtieth round, I dragged half the world against the Russians, including the Chinese, they became an alliance with me, as a result of the new government settings, Russia does not send many units, but neither civilization gets stronger regarding the combat units, and then I will also look in DEBUG mode, how the AI behaves, what it builds, so that I can see more precisely how the new settings of the mode work.
This short test modifies the game in a good way and shows how much I couldn't adjust the game balance before, but this is now a big step forward...

:goodjob:I'm done uploading the land units, I will publish it in EGMII1.13 patch, only setting the unit sounds is consuming my time because many of them don't have sound, I need to record the sound of the missing ones in the ini file, it affects thousands of land units to review..
 
Hi All,
EGMII 1.13 beta is available! and
EGMII 1.13.1 beta patch is available!

I uploaded the EGMII with the latest units, which added nearly 1400 new land units. The new units were released in Earth Globalism Mod II version 1.13, which includes the previous patched version, so it can be downloaded together. An additional patch was soon released, in which I added the new units of the @Delta_Strife , because it was published after the finished package, which I added in the EGMII1.13.1 patch.

The new units add more character to the playable civilizations, which brings a new color to the game. The tank units were also divided into three categories. light tanks, medium tanks and heavy tanks, of which civs can build the first two types.
Although light tanks have a smaller attack power, they can also be transported by air, medium tanks can only be transported by sea to another continent or island.

The large unit pack also brought new development windows to life in the mod, which also slightly changed the development tree.
 

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I have added all available modern land units that I could find in the download files, starting with the earliest files, from foot units to mechanized units from after WWII.
There are many creators who are no longer present, but whose works can still be used today....:)Thanks to them
 
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EGMII 1.13.2 beta patch is available!
Earth Globalism Mod II 1.13.2 PatchI'm adding 4 more new land units (Challenger II, Merkava 1, Merkava1B and AS-90) to the mod before adding the sea units, which are still in progress. Said modern sea unit addition will be released into the public domain in Earth Globalism Mod II 1.14. The current patch does not include the Earth Globalism Mod II 1.13.1 patch, therefore it is also necessary to install it for flawless operation
 

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Other..., :mischief:

There are many buildings in the mode that increase the satisfaction of the residents, I put a lot of emphasis on this because in the previous version the cities above level 25-30 declined, even with the old map I used a calculator that used to know the population of the cities by levels transform, I was able to read the population at that time into levels. Many players were displeased by the sight of the declining metropolises. There is a question and comment related to this
On what basis does the AI decide when constructing a building?
Also, does the order of the building, wonder, etc. added in the editor matter?
(I know that if a building has a strategic resource requirement, it will be built with that resource.
However, does it matter if a building added in the editor is in the fifth place or the two hundredth place out of 256 buildings (which is the maximum number that can be added to a map)?
I'm interested in this because how can I make building a building attractive to the AI so that it builds it as soon as possible, not waiting a long time.
If, for example, the barrack is in the two hundredth place, is it built later than it is at the beginning of the row of buildings?

In this case, I want to get the AI to build the War Industry and build the military hangar!
these buildings are about the 200th building in the row of buildings, there are many attractive buildings in front of them that bring happiness to the residents, most likely the AI will not be motivated to build the War Industry or the Hangar sooner than, for example, a coffee house!
But maybe if I add a culturaly point next to it, I can encourage the AI to prioritize this building in the back to build it sooner.
This is also true for the construction of miracles, because many miracles are inserted further, the game usually offers them and starts building them automatically, the AI does the same, I saw it in DEBUG mode. While the combat vehicle design is about two hundred and thirtieth in line, the wonders in front of it take priority, making it difficult for AI tanks to roll around the map.


It also occurred to me to move these important buildings forward in the editor so that they are built as soon as possible, if this is how it actually works and not my invention. :lol:
If the order has no effect on the construction, I prefer to neglect the building change in the editor.
@Predator145 put an interesting piece together called, "Using culture to influence AI improvement build."
 
Here is the latest accessory Earth Globalism II 1.14. marine units I added, and I fitted the different types of ships, all the types found, from the end of World War II to today's sea units.
 

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