Is it possible to make relics in civ III?

It depends what you want your relic to do. You can "discover" resources that allow all sorts of things. I think that what you're talking about is more of a "treasure" unit that can brought back to your capitol city to be traded with other civs or converted to gold, or used to finish a wonder, or that might upgrade to an otherwise un-buildable king unit. Or maybe you're thinking of something innocuous like one of Vuldacon's boxes or barrels that could be brought back and upgraded to a treasure unit. How to actually do any of these things is presently just a tad above my pay grade, but there may be a tutorial somewhere about it, otherwise maybe someone could write a Treasure and Tradeable Units Handbook.:cool: There is one caveat: somewhere I heard that a unit couldn't be immobile (like a box in the road would be) and have the "load" flag checked simultaneously, but I'm seriously confused about that particular rule......
 
I don't know how the relics in CivRev work, but there are relic units in Civ3's Middle Ages Conquests. They use the "reverse capture the flag" technique to reward victory points when they are brought to a VP location (Jerusalem). You could probably modify that setup to place capturable barbarian relics on the map, and either place VP locations to take them to, or give them the Leader ability so they can rush production.
 
Basically what WeaselOP said... You can only do it in custom map scenarios OR in standard games where you set the "basic" barbarian unit to the relic unit.

Then you have to (at minimum) set the following scenario flags: Capture the Flag (or reverse capture the flag), do not set "spawn flag units for all players" and set "allow anyone to capture any flag" and anyone can grab a relic and haul it back to their capitol for points and/or cash (or to a victory point in the case of Reverse Capture the Flag)
 
Other than one was said before - i made (sorta)unique resources. You get bonuses(terrain bonus/improvs/wonders) if you build a city near them.
 
yes, but how would you add a reward? for finding it like a free wonder or whatnot?

You can set the amount of Victory Points and/or Cash you get when you return a Flag unit.... IF (and I'm not sure how well this would work) you have MOBILE flag units that are also flagged as "Hurry Improvements", then you SHOULD be able to bring them back to a city (without having one of your units sieze them) and use them to hurry wonders like a SGL, or at least hurry small wonders like a MGL......
 
You can set the amount of Victory Points and/or Cash you get when you return a Flag unit.... IF (and I'm not sure how well this would work) you have MOBILE flag units that are also flagged as "Hurry Improvements", then you SHOULD be able to bring them back to a city (without having one of your units sieze them) and use them to hurry wonders like a SGL, or at least hurry small wonders like a MGL......

Thats sounds like the most logical way to add some relics.

Now, i'm planning a scenario w/ custom rules( just the relics). I there any way to get these relics to spawn at default? so i can play random maps with random relics? I'm just trying to compile the facts together for reference. Thanks everybody!
 
Oh, yeah, you would be able to set them to come out of goody huts, I'd forgotten about that!

To do that, make the unit, but make it available to everyone, including the barbarians. Make a resource which cannot be found on any terrain (so it won't be found on the map, and thus things which require it cannot be built), and make the relic require this resource!
 
Afraid not. You can only have non-random maps with pre-placed relics, or random map where you set the barbarians as these relics.

...and don´t forget Heretic_Cata´s idea with the single strategic resource that also works on random maps.
 
..and don't forget that under "general settings" one could set the Default Captured Unit to be an immobile flag unit. This could be "booty", and make warfare profitable. In a modern scenario, it might be an "informant", spy or scientist that could finish improvements; in a terrorist or cold war scenario it could be a tradeable hostage.
This is reminding me of a discussion we had on the subject of "Hidden Nationality Units."
What fascinates me is that although no one has been able to get the AI to use land transport yet, the AI apparently have no trouble in the Middle Ages Mod picking up the relics and taking them home. Is that because they're flag units? If all units were flag units would the AI carry them around in transports? Interesting.
 
Something that could be interesting. Add a "oil terminal" in a coastal city with oil in the city radius, autoproducing a tanker, and use it to get VP when you come back in another city.
Or allow it to rush an existing improvment.

Could it work?
 
Or... build a Refinery in a city with an oil resource:



And make it auto-produce Vuldacon's Exploding Oil Barrels. Give them flags so that they'll act as mines if attacked. Set them either as immobile flag units, or as tradeable units with a high value.

That would be an oil economy, right?

My question is, can more than one unit at a time be a flag unit?
 

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