Hello friends.
Thanks for helping me with the DownFallen government type
I thought I should report some bugs.
Playing a Mordor you can get Nazgul spawned from The Rings of Power great wonder. (Attached to the Forges of Sauron advancement)
The Civilopedia entry for the Nazgul is blank.
In my experience, when the Nazgul unit enters combat it causes the game to crash.
The crash is replicatible from different saves and loads. The crash happens whether I am attacking or defending.
I am not sure if this happens for the upgraded Nazgul (Riding the Fell Beast).
Searching back, it seems this issue may have been already discussed.
In the Civilopedia under Tribes, Gondor references it's special unit as a Tower Guard, replacing the Long Swordsmen, a unit which doesn't exist. (it should be Heavy Swordsmen)
The half-orc civilopedia icon, not being content with being half, bursts out of it's box.
Editing a map to be locked alliances (Mordor alliance, human alliance, Elf and then unaligned)
It was a lot of fun. But I noticed an issue, allies will threaten other allies. (give me territory map or else)
This maybe because the defeat for alliances is 'individual victory' rather then 'coalition victory', I'll have to test it. Honestly I don't remember allies being able to threaten other allies in the base game, individual victory or not.
So being Mordor, Harad was stronger and threatened me. I said 'no' and they backed down. Saying 'no' to each ally threat (Isengrad wanted to have a go too) seemed to do nothing.
Much later they threatened me again but this time I said 'goodbye' and to my surprise they declared war.
I can't attack them, they can't attack me, but the AI doesn't seem to know it can't attack me. I must assume it sits there trying to attack me with it's units, never ending its turn.
In a 4 player alliance it's permanent war too, suing for peace would only last a turn before a mutual pact would kick it and we were at war once again. Peace isn't unilateral like it is between alliances instead it is individual, so the option of waiting and suing for peace with everyone on the same turn is out of the question.
I'm not sure this one is a bug, it could well be a feature. When I try to decrease my science output so that I still get the tech in '1 turn' (while getting a gold boost, which is otherwise wasted), it will often not complete the tech, even if the science is above the threshold to complete in one turn. It's as if adjusting the science rate 1 turn before completion puts the advancement on hold.
This one probably isn't fixable, although it's interesting so i'll add it anyway.
While I was playing a regicide, Angmar was suddenly destroyed while at peace. I did some thinking and I believe they were destroyed because their capital was next to a mountain. A mountain that prompts the wolves to attack from time to time. Wolf attacks kill population but also units. Which means the attack stuck the King unit, killed it, eliminating the faction.
Lastly, ill add it is a shame the civ3 base games doesn't have a tiny bit more depth. Otherwise I would use the editor on some of the civs to be more flavorful when playing as them. While keeping the strength of each civ asymmetrically balanced. Harad, mordor, angmar, Isengard, the Dwarves, and the Hobbits are all quite distinct in play style. Which is very well done. Fun to play a new game, if only to experience each one.
Were as the humans, Gondor, Rohan, Arnor, Numenor have a very similar play style for most of the game. Gondor and Rohan being particularly bland.
If the base game had more dept I could (for example) have these factions be able to build better roads for a very short period of time (during their historical height) before the resource that builds them becomes obsolete. Or change the human's late game units so they can use enemy roads (This would counter Mordors/Angmars ability to field unlimited numbers of units, which becomes impossible to deal with at some stage late-game).
Thanks again.