geminisama
Resident Batman
I just won my first game as the Portuguese. Only the Russians gave me issues. 

Pointless? Oh, that.Well I often try to be as historically acurate as possible (even avoiding conquering a civ if I don't have to to win the game). The Holy Land resource though gives me the ability to build templar knights once I've got the wonder. I can't figure out how you guys made it impossible to build hospitaller knights without the wonder even when I've got the resource.
Good idea though however you did it. I almost built the hospitaller wonder but got beat by the pope.
Thats now a total of 500 shields I've completely lost when trying to build wonders.
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And if you'd been following the last couple posts you'd know that Germany can't build Templars or Hospitallers (unless they have the wonders in which case they're auto produced) they can only build Teutonic knights.
I'd have to check first but I believe that's a victory point location.![]()
- The tech tree of the Late Middle Ages seems to present a mistake in how Canals and Sanitation advancements are positioned.
- Bosphorus detroit... does not exist. Must have been discussed between the modders and it gives added value to capturing Constantinople; yet it somewhat affects gameplay.
- VP victory came early on (323 turns ie ~2/3 of the game).
- Moslem caliphates: too powerful. [...]
Maybe an increased production rate of +30-40% shield output would be a better replacement rather than keeping the rates the same.
This is mainly a gameplay issue, cities would get too much production if they could build both improvements. Also afaik slavery wasn't very widespred in the high middle ages. It would be cool if we could set it to 35% instead of 25%, but as LR pointed out, that's impossible.I found a small tid bit that was kind of bothering me on the tech tree. I mean, thus far, the tech tree has been great, in fact one of the best! But when I looked at the "Milling" technology, I noticed that it makes the slave trade improvement obsolete. On first glance, this doesn't necassarily pose any problem, and it actually took me a while to notice it...
But, seeing as the slave trade increases shield production +25% in the city that owns it, is it not superfluous to make it obsolete through an imrovement that has the EXACT same effects on shield production, but for a higher price (to build a mill, a city must have access to wheat and obviously the according "Milling" tech, whereas the slave market has no requirements with the exception of the tech)?
Was this intentional? I don't see the point for it, but then again, I may be overlooking something.
Maybe an increased production rate of +30-40% shield output would be a better replacement rather than keeping the rates the same.
This is not an accident, the map and city lists were adapted to create the most realistic borders and city names.I haven't yet praised this scenario for this aspect, but I have to say, the methods you guys used to keep each culture bound to a certain area without them settling in a completely wrong site is amazing (of course with the exception of the southern European settling of northern Africa anomoly, which might verywell be unpreventable). I just love how Germany, France, England, Cordova, basically any nation, is somehow "locked" to their historical areas, resulting in accurate nation borders. Even the cities seem to correspond to the general area of where their historic counterparts lie. Amazing feature!!! Was this even a concious goal or did it just happen on its own?
IMPORTANT: If you have Civ3:Complete, Gold or any other non-standard version, download this patch, because apparently Civ3:Complete is... incomplete: http://forums.civfanatics.com/uploads/25392/mem-civ3complete-patch.zip
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What is thisabout? I have Complete and so far the Mod has worked fine.
What is thisabout? I have Complete and so far the Mod has worked fine.
This is not an accident, the map and city lists were adapted to create the most realistic borders and city names.![]()
Wow, that's amazing...I have no way how to adjust it so that accurate city and border placement result after the land area has been completely settled. Maybe you'd let me know per PM how to do it (I'd love to implement it for my mods as well).