Bluemofia
F=ma
You explicitly need to sacrifice foreign units, so depending on how many wars were fought, they might not have had enough wars to do so.
I have a question on War-Weariness:
I'm trying to confirm the effects of War-Weariness as described in this thread, where Police Stations or other War-Weariness reducing improvements reduce the unhappy citizens by 25%, and War Weariness reducing wonders reduce by 1 citizen, and that different wars with different civs generate war weariness independently of each other.
However, I haven't been able to induce a High War Weariness government to collapse, and instead it looks like War Weariness level 4 in a High War Weariness government generates 200% unhappiness instead, with level 3 generating identical 100% unhappiness (like level 2).
I'm not sure if this is a feature that was removed, or if this is still a thing. Does anyone have any experience with this in C3C?
The specific test I have done:Bluemofia, this is a very complicated item and I have no special own experience to it - but I think there should be a response to your question. The knowledge about that problem in the German Civ 3 Wikipedia is based on the thread you have linked in your post and its predecessor thread. In the last paragraph it is noted, that at least in pbem-games there was noticed the 'bug', that a player even was in war happiness after loosing 7 cities and dozens of units. In another pbem-game, similar to the other, after the loss of two cities, the war happiness was gone.
Can it be, that war weariness is not working strictly 'linear' as it should be according to the threads, but there is also a randomized factor in it ?
I intend to run the tests later today as I've already got the basic map and setup finished, but I'm just checking to see if anyone else has any ideas that I might have missed, or see any flaws in my methodology.
From this, the major difference between our tests was that the WWP were collected all at once in my tests, while in yours was done continuously over multiple turns. Here are the possibilities I can think of:Hello, @Bluemofia, I don't have much modding experience, except for a scenario I made back in the day, but I am also interested in your questions about War Weariness (WW), so I also set up some tests to help.
I put it in a spoiler because it might be a little long.
Spoiler :
Set-up 1: To show a democracy will enter anarchy after achieving WW level 3.
Player starts in democracy. Player is given one size-20 metro (this allows WW in 25% increments to show up as whole number citizens), and some warriors as defenders. I also placed 96 defense-0 units (workers) in three stacks, 32 units each, on an island near my capital.
Enemy civ is given a size-1 town as a capital, and two warriors: one near my capital for contact, and the other positioned by my workers to take them 32 at a time for 3 turns in a row.
There are no other players. Difficulty is chieftain where 20 citizens are born content.
Turn 0: I declare war.
In-between Turn 1: Enemy takes 32 workers (+32 ww points, 32 total, level 1)
Turn 1: Unit is produced in player's capital! This means happiness (whether a city will top or not) is calculated before WW is added. When I zoomed to the city when the unit was produced, I still had 20 content citizens. This means I won't be overthrown until after turn 3 is completed.
Once my turn starts, I have 10 content and 10 unhappy citizens so I increase the luxury slider to maintain order.
IBT 2: Enemy takes 32 workers (+32 ww points, 64 total, level 2)
Turn 2: Unit is produced again, unhappiness is now 100%, as predicted.
IBT 3: Enemy takes 32 workers (+32 ww points, 96 total, level 3)
Turn 3: Unit is produced again, still 100% unhappy. I assume a city can never be over 100% unhappy.
IBT 4: As soon as I hit enter, I am overthrown. I enter anarchy and never experienced any civil disorder.
//
Set-up 2: To show WW is calculated in a per-enemy basis, that is: a democracy will need to achieve level 3 WW from a single enemy to be overthrown.
Player starts in democracy. Player is given one size-20 metro (this allows WW in 25% increments to show up as whole number citizens), and some warriors as defenders. I also placed 96 defense-0 units (workers) in three stacks, 32 units each, on an island near my capital.
Enemy civ1 is given a size-1 town as a capital, and two warriors: one near my capital for contact, and the other positioned by my workers to take them 32 at a time for 2 turns in a row.
Enemy civ2 is given a size-1 town as a capital, and two warriors: one near my capital for contact, and the other positioned by my workers to take them 32 at a time for 1 turn.
There are no other players. Difficulty is chieftain where 20 citizens are born content.
Turn 0: I declare war on both opponents.
IBT 1: Each civ takes 32 workers. I think this will give me level 1 ww with each civ as opposed to level 2 ww.
Turn 1: I have 100% unhappiness, inconclusive as to how the WW was allocated.
IBT 2: Enemy 1 takes 32 more workers. I think this gives me ww level 2 with enemy 1 and we level 1 with enemy 2.
Turn 2: I will need to recheck if any more of my citizens became unhappy. I am under the impression that a player can't incur over 100% unhappiness.
IBT 3: Even though I received the same 96 ww points, my democracy was not overthrown. WW is calculated on a per-enemy basis.
//
Set-up 3: To determine the effects of the default police station on a democracy.
Player starts in democracy. Player is given one size-20 metro (this allows WW in 25% increments to show up as whole number citizens) with a police station, and some warriors as defenders. I also placed 96 defense-0 units (workers) in three stacks, 32 units each, on an island near my capital.
Enemy civ is given a size-1 town as a capital, and two warriors: one near my capital for contact, and the other positioned by my workers to take them 32 at a time for 3 turns in a row.
There are no other players. Difficulty is chieftain where 20 citizens are born content.
Turn 0: I declare war.
IBT 1: Enemy takes stack of 32 workers.
Turn 1: Only 5 citizens (25%) are made unhappy.
IBT 2: Enemy takes stack of 32 workers.
Turn 2: An additional 5 citizens are made unhappy.
IBT 3: Enemy takes stack of 32 workers.
Turn 3: An additional 5 citizens are made unhappy.
IBT 4: I am overthrown as soon as I hit enter.
I can run some additional scenarios tonight.
Yes, Pollution Effect it is due to global warming, and in vanilla Civ3, from nuclear strikes.Ok, one more pollution question: I thought Pollution Effect in the terrain tab meant "this terrain will turn into this terrain if pollution sits on it for too long." But looking at Bluemofia's Da Rules thread it's an effect of global warming? What I'm trying to do for my mod is all terrain turn into Wasteland as a Pollution Effect. Wasteland is essentially a Volcano with really strong disease. I guess what I'm asking is can Pollution Effect happen without Global Warming? If no, how do you trigger Global Warming in game?
On that note, I was thinking the only way to remove Wasteland is Planting Forest but I'd like for Planting Forest to only be available on Wasteland.
Yes, Pollution Effect it is due to global warming, and in vanilla Civ3, from nuclear strikes.
Global Warming is triggered by a lot of pollution. I'm not sure on the exact numbers (as they will probably vary based on map size), and I'm not sure if it makes a distinction between Volcano produced pollution, or city/nuclear weapon produced pollution, but after a point, tiles start randomly turning into whatever the Pollution Effect lists it as.
I personally haven't played around much with planting forests and changing around terrain in response to global warming, because when I did I was impatient and never made a large enough map, or fired off enough nuclear weapons on a variety of tiles (I don't think bombarding the same tile over and over again, or the ocean, can cause global warming), but what you are trying to do sounds viable. All you need to do is to set the Worker Action for only the "Wasteland" terrain to be "Plant Forest", and remove it from the other terrain (Grassland, plains, etc.) you will only be allowed to plant forests on the Wasteland terrain.
@MartinLuther
I take it back, I was browsing around, and found a conversation on this a few days ago in the General Civ3 discussions section:
https://forums.civfanatics.com/thre...nd-many-other-questions.643381/#post-15396691
So yes, if you let pollution sit, it will eventually degrade the terrain.
1. Outpost map improvement is it hard coded when enemy takes it it will destroy it or can be done to stay even if enemy forces control it?
2. Is it possible to name specific forts, outposts, airports/in my case castles similar as cities? e.i. Dreadwood Castle etc.
Hi! I've run into a technical error with a scenario I'm working on, and was wondering if anyone can help. I decided to make scenario that copies all the techs from the Ancient Treasures scenario which is included in the game. So I just copied the biq file and kept the "scenario search folders" as is. Note that the resources for the original scenario are in Civilization III Complete/Conquests/Conquests/Ancient Treasures.
So when I tried to start the game, I got an error message about something missing in PediaIcons. It turned out that the game couldn't find the assets that have been added to this scenario. I think it's because the assets are located in Civilization III Complete/Conquests/Conquests/Ancient Treasures, but the game expects the search way to be Civilization III Complete/Conquests/Scenarios.
So then I just copied the whole Ancient Treasures folder and put it in the Scenarios folder. I renamed this copied folder, and entered the same name in "scenario search folders" in the scenario properties window. But now, when I try to start the game, it just says: FILE NOT FOUND "#". Does anyone have a clue what this is about?