Earth Globalism Mod III

unartis

King
Joined
Aug 10, 2006
Messages
714
Location
https://www.google.com/maps?oe=utf-8&client=firefo
EGMIII_minimap.png


EGMIII Downloading information:
For now, a plan I describe here...
For now, the game mod will not be available.
Currently, the new value of the units is being set, my test track was encouraging to raise attack, defense, and bombing values

When the downloadable version will be available, I'll indicate here...
 
Last edited:
EGM III short description:
The Earth Globalism Mod III (EGM III) is my game mod of play based on previous Earth Globalism versions.
Essentially, the Vanilla Civilization III Conquests is the basis, I take advantage of changes in the new mode, pushing the boundaries of the game.
I would like to positively take advantage of Civilization III limitations and bug.
For example, the phantom resource error, which comes when we try to use more than 32 strategic and luxury resources, I write about it below.
I am also seriously redesigning the units' attacks, defense and bombing capabilities in mode because it can be given max 1000 values, so this could be utilized much more nuanced.
I close the EGM II because it has been added to a large amount of units that swollen to a huge size of nearly 8GB, based only on modern units
This will raise the upload and download time, so I will add more serious changes to it.
I also use the editor of the Quintillus Cross platform Editor in the conversion of the map, taking advantage of editor.
Thanks to the Cross Platform Editor, I take advantage of the possibility of expanding territorial names, setting changes in the area, which gives a more specific environment on the map.
 
Last edited:
Egmiii innovations
-The previous EGM game versions were attached to 180x180 size maps, in EGMIII adding a 360x362 Earth map , a huge playable map for longer playing players.
-128 all resources, including 52 strategic resources, 8 luxury resources and 68 bonus resources.
-Each area has a Landmark terrain pair thanks to the Quintillus Cross platform Editor's
 
Last edited:
EGM III new terrain name and type:
Desert; Semi Desert
Plains; Savanna
Grassland; Meadow (NEW)
Tundra food=1; Frozen Plains food=0(NEW)
Flood Plain food=2; Tropical Flood Plains food=3(NEW)
Hills; Loess
Mountains; High Mountains
Forest; Rain Forest
Jungle; Monsoon Forest (NEW)
Marsh; Peat Moss(NEW)
Stratovolcano; Shield Volcano(NEW)

Coast; Cold Coast(NEW)
Sea; Cold Sea(NEW)
Ocean, Cold Ocean(NEW)
 
Last edited:
EGMIII Changes in Natural Resources
(128 all resources, including 52 strategic resources, 8 luxury resources and 68 bonus resources.)

The phantom resource error can be managed in a controlled way by putting the resources of the same era into interchangeable series, the error will display the resources that are placed on each other.
I put important strategic and luxury resources in 15 columns (from "A" to O),
The 32 (0-31) resource is quite tight, so I expanded, making sure that similar categories are close to each other, thus, even if the error appears, it does not cause much confusion in the resources of different periods. The effect of the phantom resource error only applies to a given column. Thus, there are resources of similar properties within a given column, which can be obtained by commerce, if they do not have it.
With this method, the phantom error appears, the invisible resources will remain invisible and will not be accessible to the players, so that a layer of resource that remains hidden in front of the players could be created "M".

Columns "A" and "B" contain basic foods that all nations can access
Column "C" contains Tabu/ Forbidden and Unavailable Foods and Drinks for Islamic Peoples
The "D, E F" columns contain resources responsible in natural form
The column "G" is already maintaining processed natural resources
The "H" column included the fosile resources found in nature.
In column "I" were the products of processed fosile resources
There are metals found in nature in the "J" column
The Metal Products Processed in the "K" column were added
The precious metals are located in the L column
In the M column there are invisible resources
Luxury resources were placed in the "N" and "O" columns.

Spoiler :
EGMIII-resources types.png


The resources have already been placed in resources.pcx so it looks like now:
Spoiler :
resources_EGMIII_res&bonus_numeric.png
 
Last edited:
EGMIII Units Changes in Attack, Defense and Bombing Value

The Firaxis editor also gives you the opportunity to take the attack, defense and bombing values up (can be done up to 1000)
Vanilla game does not take advantage of this option, In EGMIII I took this setting up to multiple value.
I divided many modern age units into 10 -year periods according to their construction, This 10-year period has already given HP in the EGMII.
Military unit that years started using (EGMII):
Before 1950 (HP=0)
1950-1960 (HP=1)
1960-1970 (HP=2)
1970-1980 (HP=3)
1980-1990 (HP=4)
1990-2000 (HP=5)
from 2000 to the present day (HP=6)


In EGMIII, the attack and defense value changes a little per 10-year period. Thinking, I introduced this attack and defensive value change to the year of manufacturing that the previous units are a little more obsolete than the newer units.
New units manufactured after 50-60 years have received 5 attacks and defense values from units of the same ability. The attack and defense value were given 1 per 10 year cycle.


This list XLS file shows changes in units. and the amount of units placed on the map:
WORLD ARMY POWER for EGMIII_v1_3.xls
 

Attachments

Last edited:
Back
Top Bottom