Earth Globalism Mod

Dear Players,

I’m thinking ahead to renewing, reworking, and expanding Earth Globalism mod. I have some new ideas that I want to implement in it. If anyone still has a suggestion I'd love to hear from you.

New ideas for Earth Globalism Mod II (EGMII):
resources need to be reworked because there are more than 32 strategic and luxury items. I’ll group the grain varieties into a group, similar to the epic game. But it will remain a strategic resource, pig and fish will also be included as a strategic resource, pork will not be seen by Islamic and Jewish peoples because it is taboo for them to consume.
I would like to raise bonus resources, to 32 or 64.

New raw materials will attract new buildings and wonders, e.g. fishing fleet, dairy or even a cannery.

Culturally characteristic governments, such as the Islamic States, the Islamic Republic, the Islamic Kingdom, and so on. they can use. More characteristic units would enter the mode, which is more characteristic of different peoples, nations, countries.

New city officials would also be included, which would vary from culture to culture. The question is, can it be resolved to assign city officials to governments that are only available under a particular government?
 
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Dear @Civinator

My question would be, can it be resolved to assign city officials to governments that are only available under a particular government? After the change of government, civilization will no longer reach, is this a possible option?
For buildings, it can be set that certain buildings are only accessible under one government, so I ask. Thank you in advance for your answer.
 
My question would be, can it be resolved to assign city officials to governments that are only available under a particular government? After the change of government, civilization will no longer reach, is this a possible option?
For buildings, it can be set that certain buildings are only accessible under one government, so I ask. Thank you in advance for your answer.

As in every editor for C3C I know, the only prerequisite for a citizen is a tech, the answer unfortunately is: No, at present this is not possible.

Citizens.jpg


resources need to be reworked because there are more than 32 strategic and luxury items.

With the newest version of his mod, Flintlock managed to overcome the phantom resources (or ghost resources) bug: https://forums.civfanatics.com/thre...s-in-exe-modding.666881/page-34#post-16267635

Until now I had not the time to test this feature myself, but as Virote posted that this now is working, in my eyes one can be sure that it is working. For boosting the C3C exe with the Flintlock patch, the GOG or steam version of Civ 3 Complete must be installed.
 
Until now I had not the time to test this feature myself, but as Virote posted that this now is working, in my eyes one can be sure that it is working. For boosting the C3C exe with the Flintlock patch, the GOG or steam version of Civ 3 Complete must be installed

Hi Civinator,
Thanks for the information.
Then as you wrote the DVD version of the C3C is not supported by the Flintlock patch.

Does this mean that after the existence of the Flintlock patch, will the C3C be able to handle the phantom resource error that exceeds 32 strategic and luxury resources?

That would be a really useful fix
 
Hi Civinator,
Thanks for the information.
Then as you wrote the DVD version of the C3C is not supported by the Flintlock patch.

Does this mean that after the existence of the Flintlock patch, will the C3C be able to handle the phantom resource error that exceeds 32 strategic and luxury resources?

Yes, (according to Virote Considion´s test) it does. :) When a C3C exe, boosted with the Flintlock patch, is copied into the Civ Chronicles CD version of Civ 3 Complete, the Flintlock patch even works with that CD version, as this version doesn´t hold the copy protection, that no longer is supported by microsoft. The Flintlock patch only is not able to detect the C3C exe for boosting in that version of Civ 3 Complete.
 
Yes, (according to Virote Considion´s test) it does. :) When a C3C exe, boosted with the Flintlock patch, is copied into the Civ Chronicles CD version of Civ 3 Complete, the Flintlock patch even works with that CD version, as this version doesn´t hold the copy protection, that no longer is supported by microsoft. The Flintlock patch only is not able to detect the C3C exe for boosting in that version of Civ 3 Complete.

This is very good news that this phantom resource problem has been resolved. However, it is unfortunate that C3C and 'C3 complete' do not see Flintlock patch. I have both on the cd / dvd disc version, except for the C3 'cronicles' version. I'll buy it on the Team at most. It still looks like a pretty new project, this Flintlock mod so I trust it over time, it will come out with a compatible with previous version as well. :mischief:
 
The Flintlock patch detects the C3C exes of the Civ 3 Complete versions of GOG and steam. The GOG version - which in my eyes is highly preferable as it doesn´t hold the spoiled labels text file - at GOG every few weeks is on sale for € 1,29.
 
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