Quick Answers / 'Newbie' Questions

I created a mod scenario test (first attempt) - I think just two things, but can't remember ... have had so little time to play it. Is there any way in Civ3Edit to identify what I customized? Or should I just start over and keep a record this time?
 
If you can't remember why you made the mod in the first place (i.e. what was 'special' about it!), then -- unless you're willing to check through every item under every tab! -- starting over and keeping a (better!) changelog is the only way.

When I make a mod, I usually have a particular aim in mind. So I immortalise that aim in the modded .biq's name, and also include a general summary of my changes in the Scenario Properties.

e.g. my "EGO mod" has just about every parameter tweaked according to my own preferences, whereas my 'Aqua Vitae" mod 'just' makes a few changes to some buildings (Grans, Ducts and Factories now "Require freshwater", i.e. can only be built <=3 tiles away from a Lake or River). And I'll give you 3 guesses to figure out what my "LowHorsePower" mod does... ;)
 
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you made it possible to have the scouts to make colonies . For the other ı have no idea .
 
This is certainly one problem that can be solved by playing more civ3.

you made it possible to have the scouts to make colonies
I think in mine I'm going to have scouts be able to make outposts as well, in case anybody thinks the idea useful.

'Aqua Vitae" mod
????

Step 3. Prosit!
 
If you build a Recycling Center in your city, will it eliminate ALL Pollution generated by City Improvements or only reduce the Pollution Triangles to one? (E.g. The only City Improvement I have that generates Pollution is the Commercial Dock; so will a Recycling Center eliminate that one Pollution Triangle?) :)
 
I think that it's set to just reduce it by 2 triangles.
 
I'm pretty sure I remember reading that it takes building-Pollution down to one triangle, just like the Mass Transit takes pop-Pollution down to one triangle. That is, a Metro which has any Pollution-generating buildings, will always generate at least 2 pollution-triangles. I'd be happy to be wrong on both counts, though.
 
If you build a Recycling Center in your city, will it eliminate ALL Pollution generated by City Improvements or only reduce the Pollution Triangles to one? (E.g. The only City Improvement I have that generates Pollution is the Commercial Dock; so will a Recycling Center eliminate that one Pollution Triangle?) :)
No, in standard C3C it will not completely eliminate building pollution, but this could be possible by giving buildings negative pollution values (not working for population pollution) or by using the Flintlock mod with this option enabled. I haven´t yet tested this option myself. Population pollution can be avoided by disabling size 3 cities or by the settings in the Flintlock mod (see above).

https://forums.civfanatics.com/threads/rise-and-rule-revisited-epic-mod.549166/page-64#post-16194394
 
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And I'll give you 3 guesses to figure out what my "LowHorsePower" mod does... ;)
It only uses tanks below 50 HP ? :lol:

Whippet.gif
 
not reading with proper attention as usual , will blame niece and nephew's cat .
 
Can anyone tell me why the jungle square in the city radius in the pic below is producing 2 shields? The square is next to a river, but is otherwise unimproved with no resources, and by my count should only be producing 1 food and 1 trade. Saving the game and restarting had no effect.
???
JungleAnomalie.jpg
 
It's a forest tile.
 
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Hehehe. I actually wasn't sure because I have sn00py's terrain as my default graphics pack and the contrasts are much more marked there. But I asked around on a Civ3 discord server and somebody said ‘that's a forest’ and I saw that it was obvious simply from the tile yield.
 
Simply right-clicking on it and actually reading the tile description would have told me it was a forest, but...whatever...it really looked just like the adjacent jungles. My mistake, sorry.

Okay, here's another situation I just came across in my current game that I'm not sure about:
IronIsland.jpg

Lets assume Alexandria were located on that little peninsula, closer to that island, thereby putting the iron resource within its radius. Presumably, the iron would be usable by Alexandria (correct?), but would it be part of my greater trade network?
Or would it be necessary to found a city on that island and build a harbor in order to make the iron usable by other cities?
 
If you had Iron hooked elsewhere and already available to your hypothetical tile-shifted Alexandria, then (I think) you would be able to build a town-improvement which "Requires Iron in the city radius" even without a direct connection from the Iron-island to your trade-net, but otherwise no.

As Bartleby says, to actually use that Iron (whether to build units, or to trade it away), then yeah, you'd need to plant a town on the Iron-island, and give it a Harbor.

This can be seen if you play the Sengoku conquest: there is a 1-tile Hill-island just south of the Miyoshi/ Matsunaga spawning area, which has Saltpeter. The only way to obtain that Salt is to Settle it.
 
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So even if that iron were within Alexandria's radius, it would not be usable by Alexandria itself?
 
So even if that iron were within Alexandria's radius, it would not be usable by Alexandria itself?
You would be able to use it and get the tile yield, or build the Ironworks if you also have coal. You could not use the resource to build units.
 
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