This is correct.you probably won't see them in any scenario or mod . There has been a solution , probably by Civinator (as far as ı remember) and people will in all probability provide the links , in which you would have to change a few things .
Nice! Thanks a lot guys.This is correct.
City-view is disabled for all Mods which are stored in ../Conquests/Scenarios and ../Conquests/Conquests, i.e. including Firaxis' own "Conquests" maps (Mesopotamia, Rise Of Rome, etc.). That is to say (and AFAIK), the only way you can 'reactivate' the city-view for a self-designed map is by saving that map as your 'conquests.biq', in the root ..Civilization III/Conquests directory — with the caveat that doing so will overwrite the original, so make a backup copy of it first!
As @r16 says, @Civinator used this trick for the latest version of his epic CCM mod, which is designed to replace Firaxis' version of the game.
I think you can just ‘make’ a new copy by creating a blank map from the editor and setting it to default rules, but I wouldn't put my hand in the fire for it.City-view is disabled for all Mods which are stored in ../Conquests/Scenarios and ../Conquests/Conquests, i.e. including Firaxis' own "Conquests" maps (Mesopotamia, Rise Of Rome, etc.). That is to say (and AFAIK), the only way you can 'reactivate' the city-view for a self-designed map is by saving that map as your 'conquests.biq', in the root ..Civilization III/Conquests directory — with the caveat that doing so will overwrite the original, so make a backup copy of it first!
Oops ... I did not know that, as it has never come up that I know of. I'll keep that in mind next time I go for one.You also need to be double the culture of second place!
Keep in mind that razing a city won't subtract that city's culture from their total, just the cpt.Many thanks, looks like it's time to knock down a few Russian cities.
It's generally not an issue on lower levels, but it's what makes culture victories more difficult on higher levels.Oops ... I did not know that, as it has never come up that I know of. I'll keep that in mind next time I go for one.
You forgot to add the evil laughter to this post.You can of course capture a city and gift it to a different AI. This avoids the diplomatic penalty for genocide.
Gifts are awesome. Today, when playing a regular game as the Romans, I put into practice the tjs maneouvre: going straight for techs that make Ai-controlled wonders obsolete.This mixing it up, this swapping of cities from one AI to another via war can be a way to mitigate micromanagement but to increase your relative strenght. When a city is captured all culture buildings are destroyed and about 50% of the remaing buildings, too. So the value of the town is reduced. Meanwhile gifting it away means that you donnot need to worry about flipping. Still you can strenghten weaker AIs and shape the balance of power in your favour. War does not necessitate to aim for domination in terms of 66% of world area. Just weakening the stronger AIs in a sustainable way will serve most goals, but especially the goal of diminishing the build up of new culture by AI. Sooner or later AI will build up new culture buildings, but that will take time and chances are that the double culture from 1000+ years will not apply.
Takh, we've been over this already: just because you heard about this trick from me, doesn't make it mineI put into practice the tjs maneouvre: going straight for techs that make Ai-controlled wonders obsolete.
... because everybody is at some point or another paying for my techs with gold, luxuries, or even Iron!
*engages Pedantischenglischlehrermodus*Takh, we've been over this already: just because you heard about this trick from me, doesn't make it mine![]()