Rise and Rule for Civ3:Conquests

@ sleeper7777777

1.Choose civ-content and then the basic 1.03 file.
2.You are likely missing the PTW extras.They are not included in Conquests or CivIII complete, but can be downloaded from the official CivIII homepage.There should be a download link in the first post.


@ Still-Smokin

No need to reload.Graphics for RaR are still a point under construction, we will do our best to make all those questionmarks vanish in the next months ;)
 
I have a minor problem with Self-Propelled Artillery and Radar Artillery. Unit graphics is O.K. but in the tech tree and IIRC also in the build queue it looks like some medieval wooden turret used to capture walled cities (I don't know its name in English, I'm sorry). I am using beta 1.03 but IIRC the problem existed in 1.02.


Best regards,

Slawomir Stachniewicz.
 
sabo said:
Where can I get the lastest version of this,1.02 ??
First post of this thread.
 
However, the last version is 1.03 (beta, there will be a full 1.03 soon)...1.02 suffers from a serious bug concerning worker speed.You can found 1.03 beta in post #928.
 
Love the Mod - but need some help:

1) started a game under what i thought was the extended length setup (915? turns) but found out I am using the shorter version (540?).. Q is how can I alter the file to extend the game out past the current due end date? in other words, I want the game to continue past the set deadline, is this possible?

2) does anyone use any government other than republic and if so why? for the life of me I can't figure out a really good reason to change out of republic once you get a good empire up and running on a huge map - what am I missing? (am sure it's something but I can't figure it out)

3) some suggestions/comments: the explorer (can't recall the exact name but it's the one that comes in the MA) and the motorcycle scout seem a bit outdated - the map is usually fully discovered by then and sending a scout in to snoop seems a rather expensive waste of a unit... does the Forbidden palace & summer palace et al have an effect on corruption in surrounding cities and if so, could it be bumped? Also, the addons to the palace, summer palace, and the other one, do they decrease corruption even further and if not, please add it :D

love the mod as I said
 
WhiteHojo said:
(...) 1) started a game under what i thought was the extended length setup (915? turns) but found out I am using the shorter version (540?).. Q is how can I alter the file to extend the game out past the current due end date? in other words, I want the game to continue past the set deadline, is this possible?

If you use version 1.02 or 1.03 (better 1.03, since 1.02 has those worker strength issue), you should have a "basic" and an "ext." biq. available under civ content.The extended has a length of 815 turns (time is measured in months however).Make sure you choose the right biq., if you end up still with 540 turns, we have s serious bug.
If you want to change things to 915 turns yourself, go into the editor load in the biq. you want to mod and go to scenario properties.You will find the time line options below.
However, regardless how many turns a game has, you can choose to go on after mandatory retirement.Just you score isn't effected any more.


WhiteHojo said:
2) does anyone use any government other than republic and if so why? for the life of me I can't figure out a really good reason to change out of republic once you get a good empire up and running on a huge map - what am I missing? (am sure it's something but I can't figure it out)

No, you have discovered one of the best governments for the first part of the game.There are situations, in which others have there advantages (if you have very fews units and a lot of cash, you might be better of with Democracy because you can cash rush things), but most of the time Republic is the best choice.Later, Republic can be become problematic to high corruption and the government specific improvement isn't that fantastic, too.
For peaceful endgames, Social Democracy offers better corruption and free building maintence over the Republic advantages.


WhiteHojo said:
3) some suggestions/comments: the explorer (can't recall the exact name but it's the one that comes in the MA) and the motorcycle scout seem a bit outdated - the map is usually fully discovered by then and sending a scout in to snoop seems a rather expensive waste of a unit... does the Forbidden palace & summer palace et al have an effect on corruption in surrounding cities and if so, could it be bumped? Also, the addons to the palace, summer palace, and the other one, do they decrease corruption even further and if not, please add it :D (...)

Of course, exploring unknown countries is hardly possible in this stage of the game.But the scout-class units still have there advantages - they are very fast and can be used to clear out fog of war, which gives you a tacitcal advantage.And have you ever though about adding two Motorcycle Scoutd or Jeeps to an army? You get an insane amount of speed and attacks, which can be helpful to shorten a war against a techwise backwards enemy (jeeps have a decent attack value)

Yes, the three additional palaces lower corruption in the city they are build and the surrounding cities (however, the way they worked was changed by Firaxis in a Conquests patch - the general rule is that you will get most out of them, if you don't build them too far away from productive core).It could be bumped and you could even give the garden expansion of the palaces this effect...but I don't see a reason for this? Palaces are already very strong, gardens too (tourism bonus and culture), it would rather overpower both and it is rather unrealistic for gardens to reduce corruption.

If you are experiencing serious corruption problems after you have build all the palace building you are doing something wrong.This leads me again to governments.Republic is strong, no question, but if you empire grows bigger, you are better of with a communal corrution government like Communism (if you plan to do late game wars against strong enemies, which can be expected to give you a lot of resistance) or Social Democracy.
 
Pfeffersack said:
And have you ever though about adding two Motorcycle Scoutd or Jeeps to an army? You get an insane amount of speed and attacks, which can be helpful to shorten a war against a techwise backwards enemy

It works the best with Gunships or their equivalents. Load two or three into an army and you will have an extremely powerful ATAR unit able to attack 9 or so times. They are much better than e.g. tank armies.

BTW: I use Adventurers, Jeeps and Humvees as scouts, MP/cheap defenders, pillagers and emergency attackers (esp. against workers and weak or injured units).


Best regards,

Slawomir Stachniewicz.
 
stachnie said:
It works the best with Gunships or their equivalents. Load two or three into an army and you will have an extremely powerful ATAR unit able to attack 9 or so times. They are much better than e.g. tank armies.(...)

Yes, thats true.Not really intended however, rather a byproduct of the fact the helicopter-units are in the landclass for design reasons.We consider a change here to prevent the mass occurance of such ultra-strong gunship or tank armies (especially because the AI is here in serious disadvantage - they are not using MGLs to form armies).
 
I personally think that the gunships are too powerful...

I have modded them to have only 4 and 6 movement, but even then they are better than tanks. I suggest that their attack be decreased somewhat and that their shield value should also be increased...
 
Re: Gov't

I stay in Republic usually a long time. Very low WW, trade bonus and good unit support.
Once late industrial I look to one of two Gov't usually. I am usually quite large and big military.
Commie is good if at war.
Constitutional Monarchy is great in peace time but amazingly is good at war too. There is high WW but there are a *ton* of buildings and wonders you can build to combat it.

I haven't had much experience with the other Gov's and they don't really appeal that much to me. I guess because no matter what I have quite a large military, even at peace.
 
It's very rare for me to use anything other than democracy & federal republic when they're available. I tend to not have many perpetual wars, most of them are short term & one sided, so I rarely have to deal with excessive war weariness. The least corruption for their era & commerce bonus offset the higher unit costs for me.

About the suggestion of jeeps, etc in armies, I could have sworn that army speed was determined by the slowest unit. Apparently I was wrong, yeah? I usually have very few, often only 1 army. Only have 1 to give me the option of building unit-producing wonders.

Is there a link to a thread on the maths behind palaces? Would make sense that the closer a city is to any place the less corruption, but having a city two tiles away from the forbidden palace that is losing 75% of shields and 83% of commerce to corruption suggests that's not the case.
 
May I make another humble request...

Can you change the name of the king for Korea? The current leader name, Wang Kon, doesn't seem to appear on Wikipedia, except possibly as an alternate romanisation of the semi-mythical founder Wang geom. That, and the unfortunate onomatopoeia of the name, makes me think something else might be better.

I propose King Sejong, the historical king who was credited with inventing/arranging for the invention of (depending on who you ask) hangeul, the Korean writing system.
 
sanabas said:
(...) About the suggestion of jeeps, etc in armies, I could have sworn that army speed was determined by the slowest unit. Apparently I was wrong, yeah? I usually have very few, often only 1 army. Only have 1 to give me the option of building unit-producing wonders.

Yes, speed of an army is determined by the slowest unit.So it is not recommended to mix high and low speed units...but if you make an army consisting entirely of Jeeps you will have a speed monster.
MGLs are the fastest and cheapest way to armies.Of course RaR tempts you with a lot of SWs to spend them in another way ;) Most of the time I cannot resist rushing the International Port in a low production city with a lot of sea tiles...


sanabas said:
Is there a link to a thread on the maths behind palaces? Would make sense that the closer a city is to any place the less corruption, but having a city two tiles away from the forbidden palace that is losing 75% of shields and 83% of commerce to corruption suggests that's not the case.

Alexman's great book about corruption can be found here:

http://forums.civfanatics.com/showthread.php?t=76619&page=1
 
Will official 1.03 be 100% compatible with beta 1.03? Also do we have a ballpark timeline? (ie- official 1.03 will be out in a couple of weeks or a couple of months).

The reason I ask is that I am finishing up testing on a map compatible with RAR and I don't want to put the map out there only to have to re-import all the rules and re-test it again later.

Thanks for a cool mod!
 
Hmm, final 1.03 will likely include additional graphic stuff likes units.And hopefully a load of bugs less.So you might be better of if you wait.There is no concrete ETA yet, but it is not a question of months, rather of weeks.And if things go as planned, it might be only very few weeks ;)
 
Doc Tsiolkovski said:
Don't forget Absolute Monarchy. THE Gov for Always War games (or games that feel like). Republic is pretty ugly in this case...

I almost went to Absolute Monarchy a couple times over the past few games but I've found I can hold pretty long wars in Constitutional Monarchy and the trade bonus and lower corruption seem to offset the unit bonus of AM it seems. I've usually been able to destroy my enemy before WW really becomes an issue. Key here is War Monument in all cities, Universal Suffarage, the War wonder that comes with Facism, Echelon (or Police stations everywhere), Hollywood (or Movie Palaces everywhere), and the wonder specific to CM (it slips my mind right now). Those really, really help with WW.

Next time I look at Commie as an option in a long haul war game I'll look at AM instead I think.

RE: Armies. Man, I have so many armies every game I don't know what to do with them all. I usually build both the Military Acadamy and the War College and by the time the modern era rolls around I usually have at least 5-6 armies running around. I like the idea of a specialst army like all jeeps for the huge movement and the ability to pillage a lot deep into enemy territory. I'm going to do that in my current game. I'm finally at peace with everyone and have 3 empty armies with nothing to do. I think a jeep army and wait for modern armor is in order here. ;)
 
Pfeffersack said:
Yes, speed of an army is determined by the slowest unit.So it is not recommended to mix high and low speed units...but if you make an army consisting entirely of Jeeps you will have a speed monster.
MGLs are the fastest and cheapest way to armies.Of course RaR tempts you with a lot of SWs to spend them in another way ;) Most of the time I cannot resist rushing the International Port in a low production city with a lot of sea tiles...

Me neither. I've been known to use an SGL to rush international port, it is nice.




Alexman's great book about corruption can be found here:

http://forums.civfanatics.com/showthread.php?t=76619&page=1

Ta. I'll have a read later.
 
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