Rise and Rule for Civ3:Conquests

ok could someone post a link to the major maps and scenarios that have been created for RaR thus far ? i don't suppose someone would be willing to put a page out there somewhere that points to them. :) anyone ?
 
Pfeffersack said:
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.


I guess I'll wait till 1.03 but I'm currently playing a game with 1.00, which I be able to patch the game and continue with it, or do I have to start over?
 
You should be able to continue your old save, however, you have to start a new game, if you want to see any effects from the patch (the biq. rules are stored with the save file)
 
Doc Tsiolkovski said:
Sounds very much as if you incidentially have 'Elimination' mode on. Played FoR before?


Thanks for responding Doc,

I just looked up elimination mode...yikes now I have to start over since poofing civs is no fun vs the computer.

FoR... what is that?
 
Just wanted to thank everybody who developed this mod. It is fantastic and I am amazed at the amount of work that you were prepared to put in to it. This mod exactly suits my way of playing Civ.
 
Pfeffersack said:
Are you playing Tibet and your wisemen are Babylonian?

Yes (more precisely, that game was finished). When playing as Babylon and Korea everything was O.K.

However, regardless what the reaons for this is, it is only naming - all wisemen have equal abilities

Yes, of course.


Best regards,

Slawomir Stachniewicz.
 
Thanks Doc. I plan to add Arties next to the post and then tackle the ships.

I've got a game now with again no Iron or Saltpeter. I've been able to put up a decent fight with Elephant riders (attack of 4) and Horse Archers (also attack of 4, movement 3). Basically went with the horde strat. Got attacked by the English and I was able to overrun their pikes eventually.

I put all my research toward Navigation and was first to get to the other continent and along the way I found an island that nobody else did and it had Iron! That allowed me to build good horse units and I traded to get Saltpeter. Was able to upgrade most of my spears to muskets but not all. Just lost my saltpeter and they won't trade it again but I'm only 3 techs away from Rifles so I'm not worried at all. Meanwhile the English are about done.

Anyway, still loving this mod for all it's worth.

One question: In 1.03 the Korean Hwawa (sp?) was moved back to Invention. However you must have Saltpeter to build it and it's a tech or two forward. So why put it before Saltpeter is discovered?
 
bonscott said:
(...) One question: In 1.03 the Korean Hwawa (sp?) was moved back to Invention. However you must have Saltpeter to build it and it's a tech or two forward. So why put it before Saltpeter is discovered?

I agree, that doesn't make much sense (it is called "Hwacha").I have added it to the todo-list.
 
On the Hwacha, I'd suggest maybe Alchemy is a good spot for it. That's when Saltpeter first gets discovered.

FYI that I added bombards to my unit guide at http://forums.civfanatics.com/showpost.php?p=2530996&postcount=1105

One thing I've noticed is that the Hwacha has the same stats as the Cannon except it has lethal bombardment (which is a real nice plus) so I think it makes even more sense to have it available a bit earlier at Alchemy then the cannon is.

Also it appears that the Light Artillery doesn't upgrade to anything. Is this on purpose? If not perhaps ist can upgrade to Self Propelled or something.
 
I was playing last night online, and someone directed me here to download this file. Alas, I am a bit confused. Seems that what I am reading and trying to load is a bit different than what I actually played last night.

This person loaded a map of the world, had the timer start in the BC, but it placed us with all techs except the "modern techs", and one city. I liked it alot, but cannot seem to replicate what he did to load that scenario...can you help me?
 
Dear Sir,
Nice to meet you, I'm from China.
Glad to tell you that in China there also somebody like CiV3.
I meet a problem, when I play RAR 1.02,
I don't choose the elimation button,
but i destroy a city, all the cities will be destroyed.
What is wrong with the problem,
Sir, would you mind help me.
Thanks a lot,
eric chen
 
RaR 1.03 beta.

1. Civilopedia says Admiral of the Fleet upgrades to Battleship while it actually upgrades to Iron Frigate.

2. According to Civilopedia Iron Frigate should have 5 MP but it moves as it it was an ATAR unit, so effectively it has 10 MP (if you are Seafaring or if you have certain Wonders, it may be even 14 or maybe 16 MP). Either it is a bug or it should be noted in Civilopedia.

BTW: I have found that the most important Wonder in the game is Slave Trade, period. Especially if built in your capital. Like the Colossus but does not need a Sea, gives Slave Markets in all cities, in fact it never expires (Emancipation is an optional and not very important tech, may be discovered as the last one) and its unhappiness is manageable (up to 2 unhappy per city).


Best regards,

Slawomir Stachniewicz.
 
I disagree with that completely. The last few RaR games I've played, I've intentionally avoided slave trade. I could only justify building it for the commerce bonus. 2 unhappy people per city is a big cost, especially with the only way to bost luxury happiness not coming until very late. (Silk road excepted.) Also in a widespread empire, corruption reduces the extra shields from a slave market to a small amount. I'll build slave markets only in high production cities. Emancipation is actully a useful tech for me, because it allows access to a growth-boosting wonder, and the AI doesn't normally research it, so it has a lot of trade value. I'd nominate my own most important wonder, but I don't think there is one. Probably the one I build most is Encyclopedie, as it is a huge boost if I'm behind in techs, and usually a minimum of 3-4 free techs even if I'm ahead. Also removes the huge boost for others. Only downside to Encyclopedie is it causes the colossus to go obsolete, as noted above, by giving me the unwanted, unneeded tech of ship building.
 
In late game situations, wondering why the AI sucks so much, I see alot of this kind of thing in their cities:

AI_brilliance.JPG


Requiring a library to build the Great Library helps prevent this sort of thing. Maybe it would help to require improvements for all AA wonders? Might make sense to tie more wonders (and expensive improvements) to resources as well to free up some AI shields.

If you are at work on RandR 2.0, I'd be interested in contributing to development. BTW, the Cossack is the finest UU design in all of Civ3.

:goodjob:

Would that all UU were as interesting.
 
"The last few RaR games I've played, I've intentionally avoided slave trade."

You may be missing a basic strategy option that RandR offers and unmodded does not: Running at least 10% lux the whole game. With Bazaars and Markets (and East India), you can crank some serious happiness.

On games where I miss the ST, Slave Markets are my first build in all cities that are less than 50% corrupt (with CH). Corrupt cities go for WLTK (at 5 pop).
 
1) Not only the Iron Frigate, any late rennaissance/industrial/modern ship is ATAR (except for Ironclads). You're right, that should be mentioned. Problem is, 'Special Skills' like ATAR or movement boni for certain terrains are not autogenerated.
2)
You may be missing a basic strategy option that RandR offers
Wrong ;). RaR requires10% Lux. Reason is the missing 'marketplace effect' (luxury multiplier); instead, many improvements increase Luxury trade - but for this having any effects, a minimum Luxury rate is required. 10% Lux can make the difference between the capital rioting or on Wlt...whatever Day.
3) Slave Markets are ok. The Slave trade wonder can be problematic; consider almost any advanced Wonders increases the unhappiness from Slave Markets, and you cannot sell the Wonder. I'd rather hand-built a SM for 25sp, and sell it off when needed.
4) Rome: Problematic. Of course, this is a really bad city spot. But too many prerequisites would hurt the AI, since it can never cascade in that case. And, the AI will build everything that gives culture. A bigger problem for me are Opera Houses; we'll have a close look at them.
5) Finally someone who likes the Cossack :D. Yes, it's one of my favorites as well. Great for xCC games, or domination where you require insane numbers of units, but quality isn't that crucial. ANd it's historically correct, considering Cossacks were semi-independent.
6) eric12345cn:
Sorry, I cannot help you here. You simply must have enabled Elimination. If the last game you started (like the Fall of Rome Conquest) had this settings, they are automatically carried over; you need to restore 'Default Rules' (as usual, without 'Respawn' and 'Culturally linked').
7) rea444:
Don't know what you could look for, Rhye's world map Mod perhaps?
 
Actually, I rarely build Save Trade, as it is not a tourist attraction. But I do enjoy capturing it. :borg: I have noticed it can cause some inconvenience in cities I would otherwise try for WLTK day in, so your point is well taken.

The brilliant part of the Cossack is that it actually has a lower attack rating than the equivalent unit. This is the only UU I know of in which that is the case. When I first saw it, I thought it would be useless, but the extra two hit points make all the difference. With elites at 9 HP and blitz, they are perfect for countering Diety and above level AI invasions.

I'd like to see more UU's like this in RandR 2.0. Ideally each UU would be unique as well, instead of having multiple UU versions of the same unit. Inti Warriors are an example of this concept executed well.
 
Have a look at the Impi, that's a fine one as well.
Ansars and Mali HH enslave.
Berserks ignore movement costs of tundra (useless? Not for Armies...).
Legionaries can road and build fortifications.

Quite a number of UUs have hidden qualities. But some also need a bit work; Jags are overpowered (I'd think they just need to cost 15sp instead of 10), War Elephants near impossible (you need Elephants, extremely hard to come by on cold/moderate Worlds).
Also, I was thinking of changing the Berserk:
Viking UU called 'Nordic Axeman', same stats as MDI (4.2.1), +1HP, amph, no Iron; enslaves to Berserks at 6.1.1. It just feels wrong to deliberately build those madmen...
Need to discuss this with the team first, though.
 
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