Fallout: The Rebirth of Civilization

Thanks a lot, Slaughter: this kind of feedback I like very very much! All that thing about your work that was not in vain, you know...
:cheers:
And from the guy who was in the project from the very beginning, wow! :woohoo:
For the starters, let me answer on your initial questions.
Thanks my dude! As a fellow modder, I love long, detailed feedback as well.

I wouldn't say I was from the "very beginning" in the project, I was a tester who made some suggestions here and there, hheheheheh.
Q1: interface. For me, it took some time to adapt, but now it doesn't seem much bothering. After all, it look soo Fallout-flavored :nuke::love: Anyway, I'm not good enough with graphics to correct something there, even if I wanted to.
Yeah the interface has INSANE flavour. I understand, I'm not much of a graphics guy, either.
Q2: deleted resourses. It wasn't that there was something especially wrong with them. I just wanted 3 new resources and was too lazy to add these, so I took 3 old resources and just replaced them with new. :mischief: After all, these Gems and Wolves were not fit very good into post-apoc Fallout unverse, and Geckos... Well, there are Golden Geckos already.
Aaaah, I get it.
Q4: I do have some plans for a new Reaver faction, and even realise them for Russian version of the mod. My junior son have long asked me for a Russian version so he could play it too, without my help with units data, buildings functions etc. So I took my time to translate the mod (and, believe me, it was a LOT of work, even when you have an official Russian version of the basic game!!) In original mod there is New Reno faction with lots of adult stuff (Brothels, Porn Theaters, drugs etc.) so it seems appropriate to rework or to replace this faction for my kid. I took Reavers as a substitute. Later I went even further and made the Reavers a new 5th Cyborg race (first 4 races being Humans, Ghouls, Mutants and Robots). Maybe sometimes I would adapt these Reavers into the original mod.
And again, about new factions: personally, I think that 12 playable factions (13, if you took AI-controlled Northern Tribes into account) are quite enough for this map. For the new factions better place them instead of some of the old, taking playability and game stability into account.
Reaver faction? Awesome!
Wait you made a russian version of the mod just so your son could play it? King moment.
Yeah I can see why you swapped out New Reno, its kind of well, crummy faction for a kid to play, as befitting Reno's nature.

A Cyborg race sounds awesome!

I think the map could actually take more factions, no? There's a bunch of non-occupied land, especially to the East
- New Vegas comes to mind, as some sort of hybrid Human/Robot faction.
- Desert Rangers in Nevada

Could also do some minor factions, for example:
- Something for the smaller cities of FO2, like Klamath, Redding and Modoc (through Redding might be worth its own faction - between Miners, Van Graffs and Wanamingos, might be enough lore for it).
- Gecko north and east of Vault City (Ghoul minor civ)
- Slaver/Ganger faction of the Den
(obviously for these you would need to relocate the Legion)
- Khans/Great Khans raider faction (if you relocate NCR to canon location, they could provide a barrier to their advance into the east)
Q5: Snipers case. Glad you approve their nerf and exclusion from buildable units' pool. At first I thought about the stats nerfing as a cure, but these AI factions just can't stop building them, even when they could get a much more powerful infantry units! So, I took one step more and just banned Snipers from usual building.
Wow that's insane, I guess CivIII AI just really really really likes them?
Q6: MLA as a new faction. I was just fascinated by the very idea of it, since the first time I saw that endgame movie for Tactics :drool: I have even made the mod for Tactics for myself, where you could play the campaign for the MLA instead of BoS - changed briefings, recruts pool, some NPCs etc. Having bumped into this great Thorgrimm's mod, it was just the matter of time when I would try to add the MLA here too :cooool:Never thought of Broken Hills as a faction.
You made an MLA mod for Tactics? Dude that sounds awesome.
Yeah, Broken Hills, the OG Multiracial Fallout town.
Q7: more scenarios; I do have some plans, but not sure if I could find enough leisure time to realise them. One more Civ3-related project is modded and reworked basic game for myself, mostly finished now. Maybe I would release it too sometimes.
Well, I for one would love to see your take on a new scenario.
Your own personnal tweaks, huh? That sounds cool.
1. empty or nearly empty/useless advances: there are plenty of these still left (VR playroom chain for Vault Dwellers, Pharmacology advance for the most factions etc). But of course, this is bad. I have managed to add the meaning or usage for some previously useless Advances, but, you see, one just can't embrace the unembraceable thing :cry: Maybe someday I could rework other Advances too.
Hahahaha, true. It's a good call if you're adding features to empty researches!
2-3. I would really appreciate any help with game's Help descriptions! :goodjob: But, if you don't mind, I'd prefer to rewrite the files myself only, to avoid possible mess with versions. So it would be great if you just post me rewritten or replaced fragments, for me to incorporate them into Civilopedia. I plan to attach here my latest Civilopedia file, with already corrected Human_Aquaduct issue.
Sure, I can just stick to doing the changes in a text file, then sending you so you can change the game files yourself.
Do you have any descriptions which you want me to rewrite, especifically?
4. non-canon faction locations: I have thought of corrections, but later thought against. As for now, playable factions are more or less evenly spread on the map. Trying to made them canon-placed, you should invest considerable amount of work to it, maybe just to see that your efforts greatly spoiled not-so-perfect balance of the scenario... I think this is just not worth it.
Could always work in a non-conservative version of the scenario. It's how I do it. One for historical reasons, the other for the new content.
I'm not sure the factions are exactly evenly-spread. Should the scenario even the symmetrically balanced?

Think I will try a changed canon locations map sometime, see what happens when everyone is as close to the canon spots as possible. Any hints when relocating? I know some factions are resource-dependant, like Super Mutants with Green stuff.
5. Tribal barbarians: yes, I remember placing some on the map.
Awesome! That kind of threw me for a loop when I was expanding. I saw some other surprises as well.
And hahahaha, this game still scares me when it's Deathclaw time.
6-7. Thank you for the appreciation of Apprentice, I like him myself very much :clap:As for unit name: I really wanted to name it BOS Squire, but have to remember the mod's unit experience names. There, it's not Conscript-Regular-Veteran-Elite, but Initiate-Squire-Knight-Paladin. To avoid the possibility of in-game messages like "your Squire is now promoted to Squire!", I have to think about another unit name.
Having an Apprentice really helped me a lot, popped some huts, got some gold and early-game techs, the works.
Good point on the experience. I looked into the wiki (https://fallout.fandom.com/wiki/Brotherhood_of_Steel_ranks) and it seems apprentice rank does exist, essentially a step over Initiate, but before choosing between Knight and Scirbe. Perhaps Journeyman Knight instead? "Journeyman" actually sounds good for a scout unit.
8. Larger map may seem like the terrific idea, but again - it would be an incredibly time-consuming task, with more than just slight doubts about good enough result. Even now, the landmass is big enough to cause troubles with the game stability sometimes, when all current map is crammed with cities and units. I'd rather think of a totally new map, like with Fallout:Liberty scenario.
So far I haven't seen any issues with game stability, but I will keep you posted.
I would love to see a 256x256 map myself, or even larger. Wonder how much of the US that could despict, perhaps all of Arizona and Utah? Part of Colorado and New Mexico too?
I am not aware of Fallout: Liberty, how is it like?
9. Model of T-51b Power Armor - if it's possible to import it as a Civilization III unit, it would be GREAT! Alas, I couldn't do it myself - I have always use only models already adapted by somebody else.
I will check NMA this weekend then. As for porting, I think there's a trick, I've ported CivIII units to Hearts of Iron Darkest Hour.
10. sound issue; have not hear anything like that myself. It's either Fallout music from Thorgrimm's mod, or a standard Civilization3 soundtrack.
Strange, someone in the thread offered a fix, I will take a gander.
 
Reaver faction? Awesome!
Wait you made a russian version of the mod just so your son could play it? King moment.
Yeah I can see why you swapped out New Reno, its kind of well, crummy faction for a kid to play, as befitting Reno's nature.

A Cyborg race sounds awesome!
I must admit that with them I was up to a fast result, rather than to a good. So, with my Reavers I let myself some drift from a Fallout-themed post-apacalypse to another post-apoc universes, like Mad Max or Damnation Valley. For example, they have Biker unique unit and Bikers Arena as one of their buildings. For me and my kid that's okay, but I doubt if true Fallout fans would approve that.
I think the map could actually take more factions, no? There's a bunch of non-occupied land, especially to the East
- New Vegas comes to mind, as some sort of hybrid Human/Robot faction.
- Desert Rangers in Nevada

Could also do some minor factions, for example:
- Something for the smaller cities of FO2, like Klamath, Redding and Modoc (through Redding might be worth its own faction - between Miners, Van Graffs and Wanamingos, might be enough lore for it).
- Gecko north and east of Vault City (Ghoul minor civ)
- Slaver/Ganger faction of the Den
(obviously for these you would need to relocate the Legion)
- Khans/Great Khans raider faction (if you relocate NCR to canon location, they could provide a barrier to their advance into the east)
Maybe there is room for more, but these East territories are mostly fruitless desert, with most fresh water and otherwise productive squares already occupied or nearly occupied by someone else. Thus, any faction you place there would live a miserable life, until conquered by more fortunate neighbors. Well, my first idea for Reavers faction indeed was like that: to make them minor non-playable faction somewhere in the desert, bound to be consumed by the Robots. Later I thought that such a faction just wouldn't worth the efforts of designing and placing them on the map.

New Vegas faction; maybe. But New Reno faction with their Casinos looks close enough for me, to present New Vegas already. BTW, they actually have New Vegas in their citylist.

Desert Rangers faction. Well, I think, in first place they were just a nod to a universe of Wasteland game from Fallout designer's side. Later Rangers just merged into NCR forces as NCR Rangers.
As of minor factions, I have already expressed my opinion: it's interesting to imagine, but generally not worth the efforts of their designing and adding to scenario. That is just my humble opinion, of course.
As you can remember, there in Thorgrimm's scenario were at least two minor, non-playable factions: the Shi and the Hub. Both of them were even unable to build Settlers. In my version I took the efforts to make them fully playable and, I hope, more or less balanced with the others.

Speaking of ideas for a new factions: aside from the Reavers, I have thoughts about Boomers, Beastlords, Gammorin's Army mutants and Children of Plutonius ghouls. But the latter three better suited for some other map, maybe Great Lakes region.
Wow that's insane, I guess CivIII AI just really really really likes them?
AI's having crush on Invisible Snipers; well, it really looks so :lol:
 
You made an MLA mod for Tactics? Dude that sounds awesome.
Well, I still have (I hope) all the files intact, so, if you want to look at that mod, just let me know :)
Yeah, Broken Hills, the OG Multiracial Fallout town.
I think if game designers have not invented the MLA, than Broken Hills or Jacobstown might be the next good idea for a multiracial faction. Marcus always was one of the most favorite Fallout character for me :thumbsup:

Well, I for one would love to see your take on a new scenario.
Your own personnal tweaks, huh? That sounds cool.
Thank you for your kind words. I really have some plans for one diesel-punk scenario, but not sure if I ever could find a time to create it.
As for my tweaks; for the last couple of years I was too preoccupied with that Fallout scenario, to properly finish all the playtesting with original game tweaks. But I really want to share my version, when it would be ready.
Hahahaha, true. It's a good call if you're adding features to empty researches!
By the way, BoS Apprentice unit was one of that features - to give a meaning for the BOS Training advance.
Sure, I can just stick to doing the changes in a text file, then sending you so you can change the game files yourself.
Do you have any descriptions which you want me to rewrite, especifically?
Nothing special, just do what you like. I have already let go of Game Concepts and Worker Jobs sections: these I left as they were in basic Civilopedia, and that is mostly okay. I think the most needed and useful for understanding all the scenario features are Units and Buildings descriptions, so I've try to write or to actualize them first. Hope you like some quotations and lyrics I left there :) Civilization Advances section is important too, but, as for today, mostly left blank or bears the text from the original game's Civilopedia.
Could always work in a non-conservative version of the scenario. It's how I do it. One for historical reasons, the other for the new content.
I'm not sure the factions are exactly evenly-spread. Should the scenario even the symmetrically balanced?

Think I will try a changed canon locations map sometime, see what happens when everyone is as close to the canon spots as possible. Any hints when relocating? I know some factions are resource-dependant, like Super Mutants with Green stuff.
Test version of the scenario; I've done such things myself, but for minor tweaks only. If you like some feature of an experimental version and want to import it into main, you have to open the main version in editor and repeat all the needed changes manually... I'm just too lazy for that.

Spreading on the map; if you took resources and land fertility into account, I think it would be close enough to even.
About critical resourses: Human factions (except Tribals/Raiders) are desperately needed in Human resource; Unity needed in Tribals, and Green Goo is greatly needed both for them and for Ghouls. Small Caliber Ammo and Scrap Iron are almost imperative just to make it past first era; lack of Medicine Supplies, Brahmins, Tires, Metal Armor could bring you biiig trouble, and without Mutated Corn you couldn't get any vehicles. And later it would be times of Electronics, and Large Caliber ammo, and Coal, and Small Batteries, and Fusion Batteries... Long story short, it's lots and lots and lots of concerns. That's why I dare not move the start locations. I wish you luck, if you still want to do that :popcorn:
Awesome! That kind of threw me for a loop when I was expanding. I saw some other surprises as well.
And hahahaha, this game still scares me when it's Deathclaw time.
Ah, I'm glad they are still there. Picking the Shi for playtesting this time, I have not seen much Deathclaws :lol:
Having an Apprentice really helped me a lot, popped some huts, got some gold and early-game techs, the works.
Good point on the experience. I looked into the wiki (https://fallout.fandom.com/wiki/Brotherhood_of_Steel_ranks) and it seems apprentice rank does exist, essentially a step over Initiate, but before choosing between Knight and Scirbe. Perhaps Journeyman Knight instead? "Journeyman" actually sounds good for a scout unit.
But of course, my dude, it does exist! Where do you think I get this name in first place? On this very webpage you citing above :rotfl:
I think of Journeyman Knight myself, but, remember, the word "Knight" is already occupied by unit's experience level. Just like the "squire" word.
So far I haven't seen any issues with game stability, but I will keep you posted.
Rarely, when Tribals and/or Deathclaws are let to overmultiply - the game repeatedly crushes, with every reload. But, even without major disaster like that, AI's turn could lenghten into minutes of real time. Not critical but still uncomfortable.
I am not aware of Fallout: Liberty, how is it like?
I'm talking about that scenario. Based on this Thorgrimm's, but with greatly simplified research tree, new set of factions and units, and on a Capital Wasteland map. And yes, it's bugged too, in many ways :) I've borrowed there some graphics for Advances from that Fl:Liberty scenario, but not played it thoroughtly, so far. Never was a fan of Fallout 3.
I will check NMA this weekend then. As for porting, I think there's a trick, I've ported CivIII units to Hearts of Iron Darkest Hour.
Trying to find more suitable unit model for PA T-51b, I've tried that WH40K unit by LMR. Not bad, but that's still not it.
 
So I just finished my Brotherhood game, and by that I mean I rage-quit because my stupid mutual protection treaty drew me into two unwinnable wars. Some feedback:


1. Should the Enclave be able to build the Vault Dweller Memorial? I mean, it makes sense for factions like BOS, NCR, Vault City, Hub... but like, would the Enclave even know who he is?

2. When we get out of the tech tree without choosing anything, the Science Advisors says that "Our Mechanics Need Guidance" or "Our Fabricators Need Guidance". Odd.

3. You know how the leader of the Vaulties is The Overseer from FO1 and he's called Lyndon? Well, he has a canonical name for a while now - Jacoren, from some old concept art.

4. I've found a bunch of strangely-misplaced Floodplain near a mountain, and definitively not close to a river, somewhere between Brotherhood and Hub. It was useful to me, but weird as hell.

5. You were talking about issues with too many cities and game speed earlier. One thing I found interesting in my game, is how long it took until the map was pretty much filled. In my experience, CivIII was insane in that regard, the early game was essentially a race to settle land, whereas in my game it took until the late 2100s for cities to be settled en masse. I wonder what would happen if settlers and their equivalents were even more expensive?

6. I was playing Brotherhood and I was thinking about how to make them more distinctive. The Brotherhood in-canon is a small but elite organization, using elite training and technological superiority to overcome the opposition. I think it would be interesting to see more content oriented towards that - small numbers of OP units, few bases, high tech. Something similar goes to the Enclave, actually (and possibly the Vaulties?). Feels like both factions should be playing another ball-game compared to normal human factions, sorta like how Mutants are pretty different in play to human factions.

7. It's a bit weird that Leather Shotgunners upgrade to Vaultboy Auguments. Shouldn't they have an earlier upgrade? Feels like you get stuck too long with Leather Shotgunners, well past their usefulness passes. Brotherhood Apprentices would be a perfect upgrade, but I'm not sure faction-specific upgrades are allowed by the game.

8. Brotherhood city names could use more spice, I think? Its all Ft. Something.

9. Random thought: Could "Create X unit every Y turn" buildings be causing performance issues? There's a bunch of these buildings, and they might be worth asking the modgurus.

10. I have the impression the AI is not very aggressive, it doesn't seem to have fought many wars until the 2200s. Granted, I AM playing Normal aggression.

11. Idea: Might wanna open up more diplomatic options earlier? It does seem to lead to cascading alliances, strangely enough, unlike Civ2 alliances.

12. Do you ever plan on giving New Reno and The Shi their third Civilization Strength?

13. Idea: Since a lot of faction-exclusive stuff is tied to faction-exclusive governments like BOS Council and Yankee Cap, how about multiple types of faction-exclusive governments? This might allow more versality for each nation and govt type, while still allowing for faction-specific stuff to be tied to those governments.
 
1. Should the Enclave be able to build the Vault Dweller Memorial? I mean, it makes sense for factions like BOS, NCR, Vault City, Hub... but like, would the Enclave even know who he is?

2. When we get out of the tech tree without choosing anything, the Science Advisors says that "Our Mechanics Need Guidance" or "Our Fabricators Need Guidance". Odd.

3. You know how the leader of the Vaulties is The Overseer from FO1 and he's called Lyndon? Well, he has a canonical name for a while now - Jacoren, from some old concept art.

4. I've found a bunch of strangely-misplaced Floodplain near a mountain, and definitively not close to a river, somewhere between Brotherhood and Hub. It was useful to me, but weird as hell.

5. You were talking about issues with too many cities and game speed earlier. One thing I found interesting in my game, is how long it took until the map was pretty much filled. In my experience, CivIII was insane in that regard, the early game was essentially a race to settle land, whereas in my game it took until the late 2100s for cities to be settled en masse. I wonder what would happen if settlers and their equivalents were even more expensive?

6. I was playing Brotherhood and I was thinking about how to make them more distinctive. The Brotherhood in-canon is a small but elite organization, using elite training and technological superiority to overcome the opposition. I think it would be interesting to see more content oriented towards that - small numbers of OP units, few bases, high tech. Something similar goes to the Enclave, actually (and possibly the Vaulties?). Feels like both factions should be playing another ball-game compared to normal human factions, sorta like how Mutants are pretty different in play to human factions.

7. It's a bit weird that Leather Shotgunners upgrade to Vaultboy Auguments. Shouldn't they have an earlier upgrade? Feels like you get stuck too long with Leather Shotgunners, well past their usefulness passes. Brotherhood Apprentices would be a perfect upgrade, but I'm not sure faction-specific upgrades are allowed by the game.

8. Brotherhood city names could use more spice, I think? Its all Ft. Something.

9. Random thought: Could "Create X unit every Y turn" buildings be causing performance issues? There's a bunch of these buildings, and they might be worth asking the modgurus.

10. I have the impression the AI is not very aggressive, it doesn't seem to have fought many wars until the 2200s. Granted, I AM playing Normal aggression.

11. Idea: Might wanna open up more diplomatic options earlier? It does seem to lead to cascading alliances, strangely enough, unlike Civ2 alliances.

12. Do you ever plan on giving New Reno and The Shi their third Civilization Strength?

13. Idea: Since a lot of faction-exclusive stuff is tied to faction-exclusive governments like BOS Council and Yankee Cap, how about multiple types of faction-exclusive governments? This might allow more versality for each nation and govt type, while still allowing for faction-specific stuff to be tied to those governments.
1. The Enclave and the Vault Dweller Memorial case; being a Human civ, they are really should be able to build it. I think it may be justified by Enclave citizens' intiative, rather then their government. A totalitarian, purification-bent dictature as they are, they still could allow the citizens to erect some monuments for their pleasing. As long as it didn't question the Enclave authority, I think it would be okay for them.

2. Mechanics/Fabricators doing research in early era. It must be left from the original mod designer, I didn't change that. So, what terms you think would be more appropriate here?

3. Overseer Lyndon is left from the original mod designer, I didn't change that. In my memory, in Fallout he was just Overseer, his name was never mentioned. If you are sure that Jacoren is the proper name, than I'll mark it for changing in a possible future version. :hatsoff:

4. Floodplains in a wrong place; I didn't remember to do something like that, it must be left from the original mod designer. If these squares you mention are near a lake instead of a river, it still seems more or less justified for me.

5. Map filling case; it's greatly depends on a picked difficulty level: the more difficulty, the faster AI is filling the map with its cities. Now I'm playing on Monarch level, and sometimes all that Settlers travelling everywhere in all directions are giving me real headache. As a Regent, I have much more time to settle my cities. More expensive Settlers could soften this, maybe. But, if they would be more expensive, I'm afraid that it would hit the player much more painfully than AI's civilizations.

6. More features to BoS and Enclave: sounds interesting, but I'm afraid that both BoS and Enclave are already sort of little too strong with all their early Power Armor and other features. Okay, I'll admit it's really justified by the original Fallout game plot. But, trying to make them more distinctive, one could greatly broke even present, not-so-perfect balance between factions.

Just now, some weird idea have come into my mind: with Brotherhood having their own unique Settler, it's possible to move their Settler to some later Tech and strip them from the usual common Settler. So, you could give them some more towns and techs right from the start, and with BoS redarded spreading it may be possible to not make that an overkill for their rivals. But still, I'm afraid that in the long run the feature "no-new-cities-until sometimes" would be too traumatic for a fledgeling civilization. In times while you couldn't found new cities, all the cookies might be already eaten by your neighbors. In your game, have you manage to build that BoS-specific Wonder, the BoS Academy? The wonder would produce unique units (Sarges) in Power Armor, each having its own unique name. Isn't that distinctive enough? Only BOS and Enclave have the possibility (Enclave's unique unit being Sigma Squadleader).

7. As for upgrading into faction-specific units: it is allowed indeed. Being properly prepared, these upgrades are really works in game, in my experience. Since all the "living" races (Humans, Ghouls, Mutants) are sharing unified starter units (Citizen Pistol being common infantry, Scout Dogs as a fast "infantry"), there must be two main, unified upgrade chains. Both chains are rather long and including all the possible upgrades. Properly prepared upgrade chains are also prevents all the players from building obviously obsolete units when they already have a better alternative. My chain for the fast infantry looks like this:
Scout Dog - Ghoul Runner - Leather Shotgunner - Decanus - Mutant Skirmisher - Tie Jun - Red Okies - Vaultboy Augment - Power Armor T-45d - Power Armor Type76 - PA T-51b - PA Tesla - PA X-01.
Every Civ just picks their own unit for upgrade as soon as they have proper Tech and/or Resources. In my experience, it really works as I planned. I have no idea why the Civilopedia shows you wrong unit for the upgrade. Maybe I should have filled the units' Role field more carefully. In reality, Vaultboy is not allowed for the Brotherhood, so your Leather Shotgunner should upgrade into Power Armor T-45d.
BOS Apprentices are surely not fit into common upgrade chain, being available too early with too many unique features (terraforming, all-as-road, amphibious). Their only possible upgrade is Enviro Armor MG.
If you want to see my upgrade chain for the common infantry units, there you are:
Citizen Pistol - Ghoul Militia - Militia - Ghoul Soldier - Rifle Infantry - Mutant Soldier - Mutant Sarge - Vault Shotgunner - NCR Trooper - Leather Assault Rifle (AR) - Ghoul AR - Made Man - Combat AR - Ghoul MG - Ghoul Minigun - Combat Minigun - VaultBoy - ... (with Vaultboy both main upgrade chains are merged into one).

8. More spice for the Brotherhood citynames; I have already add some citynames to the lists of all Civs, including Brotherhood. If you have in mind some citynames that are not in the lists, please let me know. To change all the names in a citylist into something more spicey... Well, it was far beyond my reserves of leisure time, sorry.:dunno:

9. Possible issues with unit-producing buildings; in my opinion, it is the total number of active units on the map that matters, rather than the way of producing these units.

10. Less AI's aggressiveness impression; maybe it is lack of invisible units that gave you that impression. Before, in the times of freely-producing invisible Snipers, AI's units oftenly bumped into them undeliberately and started a dosen new wars faster than the eye could flick. That's why I have left Legion with their own mass-produced invisible unit - the more Casus Belli they get, the more it would fit into the faction's aggressive nature :ar15:For the other factions, the current aggressiveness level seems quite reasonable for me now.

11. About most diplomatic options, that are locked until 3rd era; I have already thought about it, but not decided to change something so far. Look at it like as your prize for reaching 3rd era of science and discovering Radio earlier than your rivals. On the other hand, if you rival have made this discovery earlier than you, it might be a significant asset in his disposal, of quite a strategic value. Try to conquer him, and very soon you might face a large coalition aganst you. :spear:

12. About plans for third Civilization Strength for the Civs having only two; so far, I didn't plan to give them more. It some later version, maybe. It may seem unfair, but think of that as of an additional challenge when playing for these Civs.

13. About more than one unique Government types for some Civs. You see, there is only one field for "required government" in every building's settings. So, for every new unque Government you'll have to make a new unique set of buildings and wonders. Theorethically possible, but far too complex for me to even try, sorry.
 
First of all, just wanted to say Ive really been enjoying the mod. Atmosphere and gameplay has been 10/10 for me. Im kind of a Civ 3 newbie (coming back to it after many years), and I was wondering if there was a way to add regicide to the mod? I always thought it was a fun option that really sped up conquest games. I tried to add it with the editor myself but it didnt seem to work.
 
First of all, just wanted to say Ive really been enjoying the mod. Atmosphere and gameplay has been 10/10 for me. Im kind of a Civ 3 newbie (coming back to it after many years), and I was wondering if there was a way to add regicide to the mod? I always thought it was a fun option that really sped up conquest games. I tried to add it with the editor myself but it didnt seem to work.
For the starters: Regicide mode requires a King unit for every civilization. As for now, there are definitely no any King-flagged units. Maybe there are other conditions preventing activation of Regicide, but the lack of Kings is obvious. Adding of Kings (13 new units: one for every Civ) is theoretically possible, but it would be not easy to find appropriate unit graphics for the Unity's Master :borg:
 
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