Rise and Rule for Civ3:Conquests

@ major port: As you have explained yourself, the lower costs compared to an aqueduct are enough advantage for such a cheap building.It would probably be too much increase if both buildings give +50% taxes.And for seafaring civs all this stuff is even cheaper...
 
Pfeffersack said:
I don't play MP games, so there might be a special multiplayer problem with the boni.Noticed no problems in SP so far.
And for the industrious trait...it is intended that serfs doesn't build terrain improvments faster.There advantage is instead that they doesn't cost maintenance.

Odd thing is, we started playing RAR with 1.00... Peasant bonus still was not working but Laborer's one was.

I will try single player to see if it works... and another MP too to double check.
 
onedreamer said:
Odd thing is, we started playing RAR with 1.00... Peasant bonus still was not working but Laborer's one was.

I will try single player to see if it works... and another MP too to double check.

Hmm, the only explanation for this I have at the moment would be the game doesn't accept 25%-boni and counts 125% as 100%.Then the same problem would occur with the engineer (175%), which would be only as fast as the Laborer (150%).It would make at least sense if you take in account the way it works for governments - a single number, which is converted into 50%-steps.
 
First of all I just wanted to say that I continue to enjoying playing this wonderful mod!

One thing I noticed, or could it be my bad luck, is that this mod is more difficult than the standard epic game. Meaning, I usually play at the monarch level and do reasonably well, however with RAR I'm having a tough time getting my empire up and running. My usual settler factory tactics are just not working well.

Any tips from the pros on how to get established in the early game?
 
Yeah, step down a level or two to get a feel for how the game works.

I had the same problem. I can play epic at Monarch/Emperor level. Usually Monarch, tho. This was so confusing I actually stepped down to Warlord to learn the mechanics. Next game was Regent so I could make sure I knew what was going on. On an epic game now, but my next game will most likely be Monarch RnR.

Easier to step down a level where you know you can handle the AI so that you can learn the finer points.
 
Moff Jerjerrod said:
First of all I just wanted to say that I continue to enjoying playing this wonderful mod!

One thing I noticed, or could it be my bad luck, is that this mod is more difficult than the standard epic game. Meaning, I usually play at the monarch level and do reasonably well, however with RAR I'm having a tough time getting my empire up and running. My usual settler factory tactics are just not working well.

Any tips from the pros on how to get established in the early game?

Not bad luck at all. Kal-El et al have designed Dyp & RaR to be more difficult. Expansion is the hardest part of these mods. Settler factories don't exist unless you get some outrageous food bonuses with some good production.

As mentioned it's best to step down a level to get an idea of how best to handle the new dynamics. The best tips I can offer (not that I'm any great pro mind you) is to get your second city planted as fast as you can and build military units from your capital city. Produce settlers from all cities (except you capital.) Of course extreme situations (like multiple food bonus tiles) can alter these basic ideas. Lastly, don't be afraid to let barbs sack a city or three as the barbs aren't promo fodder anymore.

It does take some getting accustomed to. I played something like 3 or 4 quick starts just to get a handle on the beginning of the game. I mean I hardly got to Dynasticism before I was horribly behind. Each time I learned something new and wanted to try the new idea on a fresh start.



I don't know if this will help or not but...
I just went up to Emporer on Dyp with my current game (after 3 or 4 Monarch games) and I think I'm doing okay. I was fortunate enough to have my second city with 3 forests and 2 wheats on a coast that served as a "settler factory" until I founded my other "settler factory" that is on a river with 2 wheats, an elephant, horse & 3 or 4 mountains. The second factory is quite a ways from my capital and on the other side of a huge jungle that occupies over half the island. It's pumping out Hardy Pioneers every 6 turns at size 6-7 working the elephant, wheat 1 bonus grassland and 2 mountains (mined) while nothing is irrigated (haven't gotten crop rotation yet but due in about 10 or 15.) Only the Arabs share my island (large island on 80% water archipealago) which I had an early war and razed their capital leaving only 2 cities. I've led the Arabs ever since. Problem is I have to meet the rest of the world yet. Fortunately I managed to get the GL :D
 
I have never played DyP or RaR at Chieftain or Warlord, but considering the way the AI tends to play, I think it is much easier - the AI is simply killed by the price penalties and the lack of additonal starting units.Regent and Monrach are roughly as hard as in normal epic games (at least after you get a bit familiar with the mod), while everything above Emperor tends to become more and more difficult.

And regardless of difficulty there are some basic differences between the epic game and RaR.One is a more "offensive" style of game, which means that the defense values of the units are lowered compared to their offensive counterparts.This is somewhat compensated by terrain and building defense boni, but makes still a huge difference in the way the gameplays.
The fact every citizien consumes 3 units of food, the amount of ressources with food boni and the altered base terain output makes careful choosing of city locations much more important.

Some settings have also a strong influnce on difficulty.The AI is most competitive if you choose a 3 billion year world (they tend to have a better industry here) and like in the epic game, the agricultural trait is considered as the best in most cases (although the difference is smaller, because the settlers for agr civs ost more pop points).

For more useful tips and an example game I recommend the thread of the RAR Succesion Monarch Training game (especially DocTS starting guide post #3):

http://forums.civfanatics.com/showthread.php?t=102596&page=1
 
Doc Tsiolkovski said:
I wouldn't say RaR is more difficult. The most important change is:

RaR is not all about expansion.

So if you're playing style is to get some Settler factories running, and everything else comes by itself due to the size of your empire - you have to change it ;).

I agree - I've played and won up to Deity. What you have to do is learn to pick the optimum from the bewildering array of techs and build options available. Even more than in the epic game, you can't afford to research everything and build everything everywhere.

I still can't beat Sid though - never mind DocTs... :cry: ... but then again, I can't beat Sid on epic either. The AI advantages are just too gigantic... :mad:
 
A few things I've noticed in my current game with Conquests.

1- The AI is not crazy about Naval Units at all, by 2033 I've seen a few clippers and that's about it.
2- The AI is not crazy about Air Units, I have them ALL... while this is fun and gives me control over combat, it does get a little old.
3- The AI is not upgradeing it's units often, I'm still seeing spearmen in the modern era.

Any chance on this stuff getting changed in a patch?

Besides that, best mod I have ever played, hands down.
 
Interesting observations BW when you refer to the AI and navel units etc etc etc.....
I am just starting a map, in the modern age, and hope, due to the maps layout, that the AI would be pretty adept at using navel and air units. I would be prety disappointed if that is not the case.
I have read within this thread (but not all 38 pages) about the limitations against using 1000 turns to extend the gameplay but what would actually happen for the gameplay to be limited or compromised in any way by the designs of this mod....?
 
Dragonlord said:
(...) I still can't beat Sid though - never mind DocTs... :cry: ... but then again, I can't beat Sid on epic either. The AI advantages are just too gigantic... :mad:

Just out of curiosity...has anyone beaten RaR on Sid? From the experience of the current Deity SG I am partizipating, I tend to say it is near impossible, but perhaps it is possible if you just vary the settings carefully enoug (and of course if your playing skills are excellent).


Bronx Warlord said:
A few things I've noticed in my current game with Conquests.

1- The AI is not crazy about Naval Units at all, by 2033 I've seen a few clippers and that's about it.
2- The AI is not crazy about Air Units, I have them ALL... while this is fun and gives me control over combat, it does get a little old.
3- The AI is not upgradeing it's units often, I'm still seeing spearmen in the modern era.

Any chance on this stuff getting changed in a patch?

Besides that, best mod I have ever played, hands down.

1. A known issue and sadly it is one hard to fix.The only solution I know would be creating more auto-ship-producing wonders/improvments.The problem with AI and ships seem just the low priority they have for the AI - they are busy with building all the other stuff.If they manage to get the Naval Academy, they have some AoF around and beside that they sometimes start building battleships or submarines in the modern age, but most AI civs end up without any ships in the long run.Regardless of map settings.

2. Can't agree here from my own experince, at least the problem is not as drastic as with naval units.I have seen more than one time Emperor and Demigod AIs in modern ages with 60+ planes.

3. Generally, this is a side effect of the "banker phenomenia".One, sometimes 2 AI(s) (or the human player...) bankrupts the others with GpT for tech deals.So they usually just haven't the cash to afford updates...with exception of the banker of course ;) In case of naval units there is also a tendency of the AI to neglect building of shipyards which prevents frequent upgrading.Ressource shortages of course contribute, too.

Patching...1) is difficult to patch, 2) isn't necessary, IMHO and 3) is near impossible, unless you want to completly stop tech trading...
 
Did somebody fixed problem with Cavalier Unit graphics?
 

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??
I have no such problem...
 
@ malinow

Welcome to CFCs!

Never experienced that, too...usually such problems occur if one doesn't uses the latest patch.Which version of Conquests do you use? Or any files modified/deleted in your CIVIII, Conquests or RaR folders?
 
Has any one tried for a 25k cultural victory in RnR 1.01. I did the other day and built almost all wonders and culture producing items in my captol. With only 200 odd turns left in the game I was finall over 10k culture and was getting over 100 culture per turn. I finally gave up and just grabbed a quick diplomatic victory.

Basically my question is, is it actually obtainable? The cultural value for improvements have all dropped. I know there are more of them but virtuallly everything is 1 culture per turn. So that leads back to my question. Is it posssible and has anyone done it yet?
 
Not in 1.01, but during beta (and nothing culture-related was changed since that time). In fact, it was so easy on DG that we changed the requirement to 25k.
100000k for civ-wide is near impossible, but getting insane culture in one city is not that hard.

Just pick a REL Civ, and go with a Shrine, Monument, Palace Gardens, Temple, Academy, The Academy, Theatre, Heroic Epic. Even without any Great Wonder that are easily 30cpt before 10AD. And then, there are quite a lot structures that give nothing but culture (Artists Guild, Great Opera House, Opera House) and lots of small Wonders. Plus Great Wonders that give really a lot cpt (Shakespeare's, Hollywood, Wonderland).
Oh, and you can sacrifice Slaves :cooool:
 
I must be missing something...I started my first game with RaR and found that I did not have a good feel for the game, so I decided to drop down a level (or three). On the subsequent games I could never build more than one city because each city requires population of three to produce the first settler type, but I never had the necessry surplus since each citizen now requires three food per turn instead or two. In other words, unless you build your first city on a flood plain, you will never be able to expand past a pop size of two thereby preventng you from building any more cities. The typical first city founded in grassland and/or plains, etc. does not allow for expansion since you cannot irrigate right off the bat. What is going on here? This did not happen in the first game I started.
 
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