Rise and Rule for Civ3:Conquests

What about the mass production of transports the USA did in WWII. Don´t know if it has a name, something like a presidential order was given to mass produce the transports and destroyers.
 
Making it a togable preference isn't possible, too.Of course we could offer different .biqs, but we already have two and if we make different biqs. for such things(which are matters of taste, IMO), we would end up with dozends of biqs.

I agree RoPs can be abused easily by the human player easily, but this tactic of RoP breaking is generally considered as an exploit, like spending cash for science when you are bankrupt, ship transport chains etc. Simply don't use it or take out the RoP for your personal version - it is easy, simply uncheck the "allows RoP" flag for the tech which allows it as a moment (Dynasticism).If you don't abuse RoP, they aren#tbthat unbalancing - the AI makes frequent use of them.

Yes, another ship-autoproducer could help here and it is still on our list.We haven't finally decided and tried some other possible solutions for 1.04, but we might come back to it.
 
AeroSp said:
What about the mass production of transports the USA did in WWII. Don´t know if it has a name, something like a presidential order was given to mass produce the transports and destroyers.

"The South Pacific Area was soon to receive additional means by which the aggressive spirit could be transformed into action. President Roosevelt and the Joint Chiefs of Staff recognized that the situation on Guadalcanal was extremely serious. On 21 October Admiral King, after an urgent request from the South Pacific for more forces, notified Admiral Nimitz that the Joint Chiefs of Staff had approved a much stronger air establishment for the South Pacific, to be based there by 1 January 1943.3 On 24 October President Roosevelt, in a memorandum for the Joint Chiefs of Staff, expressed a desire that the Joint Chiefs send every possible weapon to Guadalcanal and North Africa even if additional shipments meant reducing commitments elsewhere.4 In reply, Admiral King stated that a considerable force would be diverted, including one battleship, six cruisers, two destroyers, and twenty-four submarines, plus torpedo boats, seventy-five fighter aircraft, forty-one dive and fifteen torpedo bombers. Thirty transports had been allocated to the South Pacific for November, and twenty additional 7,000-ton ships would be diverted later.5

In his reply to the President, General Marshall stated that the situation in the South Pacific depended upon the outcome of the battle then in progress for Guadalcanal. The ground forces in the South Pacific were sufficient for security against the Japanese, he felt, and he pointed out that the effectiveness of ground troops depended upon the ability to transport them to and maintain them in the combat areas. Total Army air strength in the South Pacific then consisted of 46 heavy bombers, 27 medium bombers, and 133 fighters; 23 heavy bombers were being flown and 53 fighters shipped from Hawaii to meet the emergency. "

http://www.ibiblio.org/hyperwar/USA/USA-P-Guadalcanal/USA-P-Guadalcanal-7.html
 
Just a thought on the worker housing support on expired building. Would it be possible to add a minor wonder costing 10 shields that made the support cost zero for worker housing. That way once the building was no longer effective, you could spend a couple of turns building this and relieve yourself of the support costs.

Just a thought and thanks for a great modpack :salute:
 
barka said:
"The South Pacific Area was soon to receive additional means by which the aggressive spirit could be transformed into action. President Roosevelt and the Joint Chiefs of Staff recognized that the situation on Guadalcanal was extremely serious. On 21 October Admiral King, after an urgent request from the South Pacific for more forces, notified Admiral Nimitz that the Joint Chiefs of Staff had approved a much stronger air establishment for the South Pacific, to be based there by 1 January 1943.3 On 24 October President Roosevelt, in a memorandum for the Joint Chiefs of Staff, expressed a desire that the Joint Chiefs send every possible weapon to Guadalcanal and North Africa even if additional shipments meant reducing commitments elsewhere.4 In reply, Admiral King stated that a considerable force would be diverted, including one battleship, six cruisers, two destroyers, and twenty-four submarines, plus torpedo boats, seventy-five fighter aircraft, forty-one dive and fifteen torpedo bombers. Thirty transports had been allocated to the South Pacific for November, and twenty additional 7,000-ton ships would be diverted later.5

In his reply to the President, General Marshall stated that the situation in the South Pacific depended upon the outcome of the battle then in progress for Guadalcanal. The ground forces in the South Pacific were sufficient for security against the Japanese, he felt, and he pointed out that the effectiveness of ground troops depended upon the ability to transport them to and maintain them in the combat areas. Total Army air strength in the South Pacific then consisted of 46 heavy bombers, 27 medium bombers, and 133 fighters; 23 heavy bombers were being flown and 53 fighters shipped from Hawaii to meet the emergency. "

http://www.ibiblio.org/hyperwar/USA/USA-P-Guadalcanal/USA-P-Guadalcanal-7.html

Sounds good.We could have it auto-prodcuing Destroyers every X turns (most of the time the AI has rather transports than war ships around); a unit the AI doesn't build at the moment (if they built modern ships at all, they go for subs or battleships).


denyd said:
Just a thought on the worker housing support on expired building. Would it be possible to add a minor wonder costing 10 shields that made the support cost zero for worker housing. That way once the building was no longer effective, you could spend a couple of turns building this and relieve yourself of the support costs.

Just a thought and thanks for a great modpack

This isn't possible...ok, you can of course create a wonder which gives +50% taxes or +1 commerce in tile...but that would only fill your treasure regardless of how many worker housings you have around.If at all, you would have to introduce an improvement which can be only build with a worker housing in place...but i'm not sure if the prequesite function works correct after the prequesite building is expired and moreover, it isn't possible to create positive maintenance.
 
from left field: any possibility of "Turning on" the option to start in the era of choice???
 
barka said:
from left field: any possibility of "Turning on" the option to start in the era of choice???

As already said, posting a question one time (either here or on CDGs) is usually enough :rolleyes: For a detailed answer have a look in your thread on CDGs, in short no (we can't mod things which are hardcoded in the program...we only can push the editor to its limit).
 
Doc Tsiolkovski said:
Notech:
You're playing the extended version, correct?
That is not related to RAR. Any save with a "." somewhere (usually in the date, "Xerxes of Persia, Nov.1800AD.sav") won't show up in the load box - a DOS reminiscence...

Either you name your saves accordingly, or simply add the line "WindowsFileBox=1" to your conquests.ini file.
That way, you get a standard windows box when loading - and while the correct name is still not automatically choosesn, all saves are displayed correctly, and via 'sort by date' you can easily find it.

Yes, I play the extended version.

A much simpler solution is to edit the labels.txt in RAR\text, removing the "." after each month. This way, the save file name suggested is without the ".", and the last saved file is pre-selected when I want to load a file.

Problem solved!! :)
 
Pfeffersack said:
As already said, posting a question one time (either here or on CDGs) is usually enough :rolleyes: For a detailed answer have a look in your thread on CDGs, in short no (we can't mod things which are hardcoded in the program...we only can push the editor to its limit).

:blush:

:sad:
 
Pfeffersack said:
This isn't possible...ok, you can of course create a wonder which gives +50% taxes or +1 commerce in tile...but that would only fill your treasure regardless of how many worker housings you have around.If at all, you would have to introduce an improvement which can be only build with a worker housing in place...but i'm not sure if the prequesite function works correct after the prequesite building is expired and moreover, it isn't possible to create positive maintenance.

What about a wonder which gains a worker housing in every city? I believe this takes care of maintenance. It would only be accessible when the housing is obsolete however... not sure wether that's possible?
 
I don't think that the AI paying building maintenance on Worker Housings is crippling it... with the toll house/bazaar/marketplace/bank/stock exchange/skyscraper line PLUS ports/commercial docks available, I don't think that a 1 gpt penalty in each city is holding them back much, it would probably handicap the AI more to have it waste time building a wonder that only remedies that when it could be building a useful wonder.

I really like the destroyer producer though, that's a good idea. I think it would be better as a small wonder so everyone could get one. Navies tend to have too many heavy ships in Civ anyway, when realistically, there should be more of the small and medium ones.

Looking forward to 1.04!!
 
Landmonitor said:
I don't think that the AI paying building maintenance on Worker Housings is crippling it... with the toll house/bazaar/marketplace/bank/stock exchange/skyscraper line PLUS ports/commercial docks available, I don't think that a 1 gpt penalty in each city is holding them back much, it would probably handicap the AI more to have it waste time building a wonder that only remedies that when it could be building a useful wonder.

I don't think this was to help the AI but to not have to sell the worker housing of each of your cities as a player. I didn't think however that if this wonder could only be built by one civ and so would lose its purpuse... unless one is made for each but this is taking a canon to kill a fly...
 
The main problem with the wonder idea for worker housing is that only great wonders can give buildings in your cities.And such a wonder would only make sense as a small wonder, so that every civ can have the effect.

A wonder for shipbuilding would be of course a small wonder, because the intention is to help all AI civs.
 
Even after worker housing becomes obsolete, the happy face still shows next to it in the city screen. I know you lose the production, but does the happiness go away too?
 
Thanks for the reply.
My success with my monarch game really seems to have originated from a very nice starting position, compared with what the AI civs had. I won with an unintended culture victory early in the industrial age.
Now I am playing on emperor and it feels much much harder.
I am toying with the idea to go for a 25k victory this time, using heavy sacrificing. In my monarch game I sacrificed a labourer and got 20 points for it. When I sacrificed a slave, I got 2 points. So I guess the amount of culture is depending on wich worker type you put to the sword?

Btw, you were right they probably founded on forrests. Could have thought of that myself.

Oh, and some more nitpicking:

The greater galeass fires a broadside, but does not rotate before the attack.
The war galley on the other hand seems to make some kind of ramming maneuver but does rotate.
But thats really just nitpicking.
 
The formula for culture through sacrifing is:
shield cost of sacrificed unit*2(*2,if sacrifice altar is in place) = culture points gained


I'm not sure about the greater galleases...for me it seems that they fire from their bug.
 
The mod is great but I had to abandon it after 150 turns. I am industrious and I need 24 (!!!) labourers to build a railroad under democracy. It is absolutely crazy and not fun at ALL. To not mention the cost ridiculous of all buildings and wonders. :mad:

I was sure I will have fun with this mod but I didnt. Not because is difficult but because I can build nothing on high levels even with center cities. 40 turns for a factory?! No thanks, back to original.

When playing C3C we have a chance at deity by micromanaging tiles for ever; here the cost is SO HIGH that it doesnt stand a chance. AI has everything 10 times faster than you. It is almost impossible to plan any wonder, there are tones of wonder cascades so you end with a flop. The units cost 4 gold each and I am bankrupt for ever. Sorry, that is not for me.
 
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