Player stats, sales, and reception speculation thread

Civ 3 didn't have ages, so I don't quite follow what you mean.
 
Oh, thanks for cluing me in.

I myself am actually in no danger of forgetting Civ 3. It's the one I started on and I have amazingly fond memories of it.
 
Personally, I’m still trying to forget Civ 3 the way so many people are trying to forget 7! Everyone here’s got an opinion I tell ya! (pulls on collar)
 
Civ 3 had 4 ages, I am playing Civ 3 all the time, so I guess, I should know
but your civ didn't get unique bonuses in each age; you're jumping into the middle of a conversation without looking what lead up to the comment to which you reacted.
 
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It’s law that they bring Civ 3 up every few days, or else we’d forget it exists.
Civ 3 has, as far as I know, the only existing mod with changing leaders and names for the civs in the 4 eras of the game. So at present it is the only game of the civ series that here can be compared with Civ 7 (especially as the base of Civ 7 is the campaign of C3C). Your comment shows, that you have no clue about it.
 
but you're civ didn't get unique bonuses in each age; you're jumping into the middle of a conversation without looking what lead up to the comment to which you reacted.
This is just in work, as since a short time the 256 buildings limit in Civ 3 has fallen and now it is possible to combine the 124 different leaders in that Civ 3 mod with different bonuses provided by different buildings.
 
Civ 3 has, as far as I know, the only existing mod with changing leaders and names for the civs in the 4 eras of the game. So at present it is the only game of the civ series that here can be compared with Civ 7 (especially as the base of Civ 7 is the campaign of C3C). Your comment shows, that you have no clue about it.

About a mod for a nearly quarter century old game. No I’ve never heard of said mod. No one ever mentions it on this forum.
 
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As far as I remember, all the ages did in the actual game was change the leaders outfits. (Granted civ 3 was my least liked entry in the series. So I could be forgetting a bit.)
 
Civ5 was released 15 years ago (started Dev cycle 20 years ago). .Net and especially Mono have come a long long way since then. There are now games that have limited support for code mods, such as Fallout 4, Skyrim, and others. Yes it's true there are limitations, but those are more due to hardware limitations and security considerations, than an evil Sony or Microsoft in the background going tsk tsk. Imagine trying to install the Skyrim real environment mod on PS? It'd explode. 🤣

The technology, knowhow, precedent and permission from Console manufacturers is there. If Firaxis doesn't take it up, that's really on them.

Steam ended support for win 7 in the past, so when win 10 will end support, it's either Steam OS or tsk tsk....
I don't trust nobody, that's why I keep my Oblivion PC-DVD sealed next to Morrowind and have never thought
for a minute to sell them... I can always go back and install them on a fresh Win 7 Pc...
 
About a mod for a nearly quarter century old game. No I’ve never heard of said mod. No one ever mentions it on this forum.
You can find it at CFC here: https://forums.civfanatics.com/threads/ccm3-epic-mod.690497/
Spoiler :


attachment.php


During the rough start of Civ 7 it has nearly trippled its yearly download numbers.

Edit: I don´t want to provoke you here, but I want to improve the current Civ 7, so it becomes more acceptable for me and many others. I like the navigable rivers in civ 7.
 
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Are we actually comparing a user-created mod to what them game as-developed provides? And that's a fair comparison?

Civ III, as developed, did not provide this functionality. Correct?
It was a reply to that post, wondering why modders have not yet done mods considering the two suggestions in that post and therefore in my eyes it is correct to answer that a mod that tries to realize even the more difficult second suggestion is existing.
 
It would depend on how things are coded. One long era might be okay in some areas, but if you don't have the cycles of overbuilding, you're going to sprawl even more in your cities, barring some other change to let you overbuild anything.

Arguably I'd say the easier way would be to basically give each civ a fake predecessor/successor, so you would go from Greece into just a generic "Exploration Greek" civ, which would probably only have some generic traditions available to them. Whether any of their other bonuses would still apply, you'd have to see based on balance. Does ancient era Mughal still get +gold and -other yields? You'd probably want to limit their wonder buying ability to later in the game though. Although their unique settler obviously would be a viable unit in any era.
That's mine suggestion...

It's a hefty call, it would mean to "add" (repurpose, change some names and colors here and there") and throw them all in a
massive 60+ civilization patch, that is, for free, to the base game.

That has to be done before ever releasing the first DLC, to gain back traction.

That is the single change that over all other stuff that gets remarked over and over, is the only one
that can actually make a difference...

otherwise, it means rewire the Multiplayer all civs form the start into the main game, classical mod, etc...
Then the choice to "fix" leaders to a group or pool of civs, or just enable "leader-less" civ...
well not completely secondary but the first point remain...
even a classical mod now with the random leader mess, would not change peoples mind one bit.

 
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About a mod for a nearly quarter century old game. No I’ve never heard of said mod. No one ever mentions it on this forum.
This forum as a Civ 3 section with quite good numbers...
 
It was a reply to that post, wondering why modders have not yet done mods considering the two suggestions in that post and therefore in my eyes it is correct to answer that a mod that tries to realize even the more difficult second suggestion is existing.
In a different game, admittedly. Lot of changes between then and now. Maybe with the modding support this'll change.
 
It was a reply to that post, wondering why modders have not yet done mods considering the two suggestions in that post and therefore in my eyes it is correct to answer that a mod that tries to realize even the more difficult second suggestion is existing.
I was speaking about Civ VII, Civinator. I'm surprised no modder has for Civ VII worked up 3 generic civs, one for each of the ages, and a mechanism for retaining your civ-name through all three ages and using the Generic civ in the two ages that your civlet doesn't exit.
 
Are we actually comparing a user-created mod to what them game as-developed provides? And that's a fair comparison?

Civ III, as developed, did not provide this functionality. Correct?
What you mean fair???

This is about Civ 7 so every comparison is valid, be it Oblivion, Starfield, Humankind, etc etc...
Old World... Endless Legend 2... CE Beyond Earth...

Starfield thought modders would "fix" their game as they did with Oblivion...
Is Civ 7 devs expecting the same???

Oh, wait, Sukritackt is now on board, so the n.1 maker of extra civs mods is off the ground... locked...
Sure they could put him at work if they wanted... (Psss.... add Syracuse back!!)

There's no fair or unfair in talking about Civ 3 having a Mod that is way better than what Civ 7 has at the moment...
 
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I was speaking about Civ VII, Civinator. I'm surprised no modder has for Civ VII worked up 3 generic civs, one for each of the ages, and a mechanism for retaining your civ-name through all three ages and using the Generic civ in the two ages that your civlet doesn't exit.
It requires changing the exe apparently, maybe Dale and others can explain this better...

Reading older posts in this thread lead to that path... it's not that easy... or obvious...
 
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