Earth Mod Forum

hello!
i need a little help.
I often see in mods a new resource trade function that small wonders of the world produce, for example, a tea plantation, but I don’t know how to use the mechanics, can anyone tell me in detail how to use it? Thank you in advance
 
hello!
i need a little help.
I often see in mods a new resource trade function that small wonders of the world produce, for example, a tea plantation, but I don’t know how to use the mechanics, can anyone tell me in detail how to use it? Thank you in advance
Hi,

It is important that the resource is within the territory of the city
There is a setting in the editor where you can set this ('Required goods must be with City radius'), with this setting only those cities that have the given raw material can build the development. This is very useful when setting up mines or plantations, because cities that do not have the resource within their territory cannot access it, even though all cities in the civilization have access to that resource.

You can also set it to produce some kind of raw material, such as treasure, or some kind of goods (which is a kind of unit that you previously put in your mod). Some of the epic campaigns work on this principle: 'Age of Discovery',
The map must also be set to 'capture unit', so that the attacking units can transport the given treasure unit to the capital.
The unit must also set that it cannot move and that it is a 'Flag unit'

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Hi,

It is important that the resource is within the territory of the city
There is a setting in the editor where you can set this ('Required goods must be with City radius'), with this setting only those cities that have the given raw material can build the development. This is very useful when setting up mines or plantations, because cities that do not have the resource within their territory cannot access it, even though all cities in the civilization have access to that resource.


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no no no, you misunderstood me ... I need advice on the direct use of your unit, which was produced by a tea plantation.
how can I call my unit a trolley with goods to get money from him or what does he carry there ?!
I need to know which buttons to use. I don't know how to use this unit. Do you understand?
here it was produced in my city and what next tell me this is nowhere to be found (manual for the operation of this unit)
 
no no no, you misunderstood me ... I need advice on the direct use of your unit, which was produced by a tea plantation.
how can I call my unit a trolley with goods to get money from him or what does he carry there ?!
I need to know which buttons to use. I don't know how to use this unit. Do you understand?
here it was produced in my city and what next tell me this is nowhere to be found (manual for the operation of this unit)

I wrote about this in the second half of the text:
You can also set it to produce some kind of raw material, such as treasure, or some kind of goods (which is a kind of unit that you previously put in your mod). Some of the epic campaigns work on this principle: 'Age of Discovery',
The map must also be set to 'capture unit', so that the attacking units can transport the given treasure unit to the capital.
The unit must also set that it cannot move and that it is a 'Flag unit'
I will try to describe it step by step so that it is understandable, because I also had a problem with it at the time.


The EFM II Egg War also works on this principle, only there the 'barbarian' eagle's nests produce an eagle's egg, which, after being caught by a combat unit, receives its counter value after being transported to the capital.

In the epic Civilization III game, the aforementioned 'Age of discovery' campaign featured this treasure production and exception.
However, I don't remember whether it caused a problem if the produced thing could be transported to the capital within the same city that built it within continent, there was some difficulty with it. I have to try this operation myself.

in EFMII, I will show you the setting with supporting images. :)
 
Last edited:
Earth Mod
version: 1.07

(previously the name of the version was 7.0, there was no change to the extent that would justify it.
So 1.07 is exactly the same as 7.00)

Last updated: May 2, 2022

Download



New things: new resources:
strategic:
-animal/ mounted units resources: horses,camel, llama, indian elephant
-fossil resources: coal, oil, natural gas, etc.
-Food resources: rye, millet, rice, maize, wheat.
-Mining resources: gold, silver, iron, coal, copper, etc.
-Plantation: cotton, sugar cane

New luxuries resources:
coffe, fox skin, pearl mussel, eucalypt, etc.

New bonus resources:
african, australian, all american, eurasian, asian animals, fruits and other resources in the Earth map.

New buildings
granaries (rye, millet, rice, maize, wheat), monastery, mosque, shintoism shrine, temple of universum, african temple, (native) totem, etc

New Wonders:
Stone Henge, Hansa, (viking) Saga, (russian) Kremlin, Notre Dame, (american) Statue of Liberty, (hungarian) Wonder Deer, (french) Eiffel Tower, (german) Brandenburg Gate, Road of the Incas, Great Buffalo Hunting, Moai Statues, The Statue of Ganesha, Golden Buddha, Ivory Carving, Taj Mahal, Blue Mosque, Caravan, Silk Road, etc.

New cultural goup:
Native american, native australian(aboriginal) and pacific oceanian culture, meso american, european, middle eastern (islamic), asiatic, african culture, etc.


New Earth mod 7.0 files or/and patch file: download here
Download files: 216 MB: 1,2,3,4,5 parts (50 Mb), crc
Thank you for the map. But i am playing civ3 complete in Steam. In what folder should i put those files? Thank you
 
Hi Jozef!
I've been to this long ago, now I see you wrote, I hope it's not too late to answer.I don't use Steam, but within the Civilization III Conquest folder../Conquests/conquests worth putting in with the other missions
Thank you. I will try
 
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