Rise and Rule for Civ3:Conquests

Named the Convoy System? lol
 
Pfeffersack said:
...but I agree some additional ship-producers could fit in nice, for example: making the Naval Academy obsolete and replace it the same time with a new wonder, which produces destroyers or so.
Since Admirals of the Fleet upgrade to battleships (remember to build a shipyard in the same city as the Naval Academy), there's no particular reason to make the Naval Academy obsolete.
 
what's the status of the next upgrade? any hints? this mod is great.

ggm
 
YNCS said:
Since Admirals of the Fleet upgrade to battleships (remember to build a shipyard in the same city as the Naval Academy), there's no particular reason to make the Naval Academy obsolete.

Yes, thats true...but it is in my IMO no argument against making the NA obsolete and replace it.You could let the new wonder produce battleships, which is more realistic than building an obsolete unit and upgrading it after and it would help the AI (which is one of the main reasons for thinking about such changes!); beside the shipyards the AI only rarely builds, they often simply lack the cash they would need for upgrades.


ggm said:
what's the status of the next upgrade? any hints? this mod is great.

No excact time yet, I guess it is question of at least some/several weeks.The reason it takes longer than the first one is it will contain this times graphic content which takes much longer to add...and of course to be tested ;)


plarq said:
Well the download link is broken...
Who has an available entry of RnR?

To which link do you refer? There are several ones...have you tried mirros, the Mod is not only available here on CFCs, but on the official mod homepage, too.
 
I appreciate the consideration of my ideas, even if some of them did not fit exactly.

In playing version 100.11 today, I noticed that the Arquebusier is not flagged to upgrade to Musketman, though the Oda Arquebusier (I hope I'm getting this right; anyway it's the Asian flavor unit) does.

Also wondering if the Plantation and Shipment features are still being worked on, or if they are being scrapped. I would like to see them.
 
Camber said:
I appreciate the consideration of my ideas, even if some of them did not fit exactly.

In playing version 100.11 today, I noticed that the Arquebusier is not flagged to upgrade to Musketman, though the Oda Arquebusier (I hope I'm getting this right; anyway it's the Asian flavor unit) does.

Also wondering if the Plantation and Shipment features are still being worked on, or if they are being scrapped. I would like to see them.

Ideas are always welcome. :)

About the upgrade thing...how does it work in game? If the Arquebusier and the Oda A. both upgrade to Musketeer, everything is fine.It may look odd in the editor, but it is the only way to implement that amount of flavour units - a lot of units seem to upgrade to flavours or UUs, but in fact the game engine cycles through the units in this case until it finds one that fit.

Plantations and Shipments...not sure.If there is another official Conquest Patch from Firaxis, which fixes the problem with non-default game settings and SGLs, both a very likely to find their way in again.If not...it is still possible we see them again in the RAR, because there seems to exist a workaround with using an earlier editor version.However, the final decision here is not made.I like this feature, too :)
 
Hey all, ran into Civlopedia error on my way to finishing up my first RaR game.

Entry for Research Lab says that 5 are needed to build Cure for Cancer.
Entry for Cure for Cancer says that 10 research labs are needed to build it.

I'm not sure which one it really is as the game ended before I could try it. :)
 
First of all, this mod is great. You guys have added so much, and it's all very well thought out.

But I've got a balance/strategy question: Is there any reason to pick a government besides Republic in the ancient or medieval age? Republic seems to be great at everything because it has the trade bonus and very good unit support. It's the obvious "balance of power" government, but it also seems to be best for a peaceful or warmonger strategy.

For a peaceful strategy, you could try Democracy which has the advantages of cash rush and a slighly higher rate cap. But it has much worse unit support. A republic will be making more money.

For a pure warmonger, Feudal Monarchy, Fundamentalism, and Absolute Monarchy look like alternatives, but none of them have the trade bonus nor much better unit support. The trade bonus is a huge feature, because there are so many buildings that can multiply your gold and science.

I was able to handily win a Demigod game as India by going Monarchy -> Republic. I had very well developed cities, and then easy conquests with my war elephants.

So I decided to try a Deity game with a different strategy. On an archipelago map as the Vikings, I went Monarchy -> Fundamentalism. I've just started my first war, I've got my UU, I just switched to fundy and I'm in a golden age, but my economy is in shambles. My army isn't big enough to make much progress, but I'm a few units over my support cap. At 3 gp per unit, that's really eating into my profits, which are quite small due to to the 50% rate cap and no trade bonus. I was hoping the communal corruption would be enoug to make up for other deficiencies, but that isn't working.

I've obviously done something wrong, but I can't think of any government that would help this strategy (warmonger with berserks and boats while in a golden age) other than republic. Any advice?
 
No, Republic is the best war Gov before Absolute Monarchy. Fundamentalism is for the AI - consider the amount of free units they get on the higher level, and you'll understand why this communal Gov is really powerful for them. I occassionally would recommend Feud though; if you only have small cities, and Vikings really play well with those, the superior way a human player can use cash to smart-rush/part-rush things can be worth it.
Demo is for peacetime - not only because of the small unit support, also because of the high WW.
Once you know Absolutism, I'd seriously consider AbsMon for prolonged wars - no WW!
 
So far I've found Republic to be the best Govt'. I keep examining the others but the lack of unit support is a killer. Even with 1-2 defenders per city plus at the very least a small defense force is enough to kill your economy. But then I've only played 2 RAR games so far and both times I ended up quite large and pulled into wars thus a decent military. No complaining though cause my last game I had 30,000+ gold and researching techs in 2 turns before I hit the modern era.

I'm sure this will all change as I move back up to Emporer level though...
 
Agreed, I was afraid to switch to Federal Republic because of the low unit support, but when I in the end did it, I didn't regret :)
 
In fact, it is more WW what matters for the choice of the wartime-government:
Feúd/Rep have medium; with all those Luxuries, something that can be painful, but won't kill you.
ConMon has a cheap anti-WW GSI (especially for MIL Civs), so you should be able to sustain war longer than in Demo/FedRep/SocDem though all have high WW.
AbsMon/Comm/Fascism have no WW - but they also have no commerce bonus...
 
you should also consider though that by the time Federal Rep. and Soc. Demo. show up, there are quite some wonders and improvements out there to help with WW.
Also, Democracy if you are not the aggressive civ and you're not loosing the war is still playable, I have actually preferred it over Republic, because in the early game it is rare that I will stay at war for very long periods.
If I really wanna play the warmonger fool though, I will follow the Monarchy-Feudalism-Absolute Monarchy pattern. From there you can choose among pretty much everything. I thought I would go for Fascism but then I found that with Fed. Rep. I was able to maintain a huge military anyways.
Something that really helps a lot in RAR is Smith's Trading Company. Actually it's even a bit overpowered maybe ! :mischief:
 
Pfeffersack said:
Ideas are always welcome. :)

About the upgrade thing...how does it work in game? If the Arquebusier and the Oda A. both upgrade to Musketeer, everything is fine.It may look odd in the editor, but it is the only way to implement that amount of flavour units - a lot of units seem to upgrade to flavours or UUs, but in fact the game engine cycles through the units in this case until it finds one that fit.

Actually I'm not sure about this. I was using an Asian flavor civ, so I didn't actually build any Arquebusiers to test it. But in the civilopedia, where all other upgradeable units list the "Upgrades to..." and a link to the unit to which it upgrades, the Arquebusier has no entry. Since this is a feature of the civilopedia that is written in automatically by the data in the .biq file, I assumed this meant that there was a problem. I could be wrong, but it looked like it didn't have an upgrade, while the Asian flavor version did.
 
You can only see the upgrade paths of the flavour unit that you can actually build. So that is the reason you can't see the upgrade path.
 
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