Rise and Rule for Civ3:Conquests

Be prepared for an AI which gets...

- 16 defensive, 8 offensive, 2 settler, 6 worker units from start
- a flat-free-support of 32 and additional per-city-support of 12
- buildings etc. at 30% cost (mind the impact on your research costs here!)
- an AI-intertrade-rate of 145
- 1-turn-anarchy

... and also for what you will miss:

- no combat bonus against barbarians, which really hurts in RaR
- only 40% of the standard OCN


I never heard anyone who has won on this level.Perhaps you have chances against a single opponent on an archipelago, when you get a very decent start or in similar extrem constellations.
 
With the Civ 4 announcments at E3 I just want to give congrats to the RaR team. I can easily see RaR's influence in various aspects of the game (things like Holy Cities, wind and water mills, guilds and so forth). That makes be quite happy. :)
 
jimmygeo said:
I've been waiting for this mod for some time. I haven't played DyP because I play C3C almost exclusively now. RaR just ROCKS! No problems at all d/ling or opening in C3C. I've played a couple of dozen turns on both the random map and the 180x180 world map (a la Rhye's). And almost everything works great.

A copule of little problems, though. 1) the game date stays at 'NOV.'!!?! no matter what turn you are on. And 2) the 'build colony' command is not present on the screen nor can you use 'B' from the keyboard. I checked with the editor and the appropriate box is checked for the worker/slave units, so what's the matter?

Thanks for any help with these minor irritants so that the mod can become perfect.

jimmygeo

Had the same problem... realized I never upgraded to 1.22. So just upgrade your conquests to version 1.22, and the text won't be all over the place. Other problems happen with text not going where it is supposed to, examples like "YOUR CIVILIZATION" and "NOV" or "DEC" popping up in random places. Get the updated Civ Conquests. It is available at their website I think. Here is a link to it anyhow. Now your modpack should work brilliantly.

http://civ3.bernskov.com/dyp.files/Civ3Conquestsv122FULL.exe
 
Some questions about pollution.
If I build a park, I have only one pollution from buildings left, right? So is there any reason to nuild solar plants instead of coal plants, if the total amount of pollution is irrelevant?
Also, does the recycling center anything a park doesn`t? It seems that it would have nearly no effekt if you build one in a city that has allready a park - but it costs so much more than a park.
 
How to explain....

Ok, pollution reducers work two different ways:
1) 'Negative Pollution'
2) 'Reduces pop/building Pollution' flag

Parks have the flag, and are -1 pollution units.
RecyCenter have the flag, and are -4 p.u.
Labor Unions are -2 p.u.

Now, the trick is: Any improvement with named flag will reduce pollution to 1.
Negative pollution subtracts from the total (building) pollution, ignoring the effect of the flag.

Some examples:
1)A city produces exactly one pu (Commercial Docks). Here, any of the reducers will completely kill any pollution.

2)A city produces exactly two pu (ComDock and InternPort). Now, with a Park, you will still have one left; but a Labor Union/RecC would remove all.
3) 6 pu - RC+Labor Union give zero.

So, it can indeed make sense to build all of them, especially in SocDem with no maintanance costs, but 7gpt per Worker.
Still, in 99% of all cases - build a Park, and that's it.
The reason behind is that the AI would drown in pollution otherwise - but we nevertheless wanted a way for fanatical builders to completely get rid of pollution.
And that's where Solar Plants make sense as well.
 
Pfeffersack said:
Be prepared for an AI which gets...

- 16 defensive, 8 offensive, 2 settler, 6 worker units from start
- a flat-free-support of 32 and additional per-city-support of 12
- buildings etc. at 30% cost (mind the impact on your research costs here!)
- an AI-intertrade-rate of 145
- 1-turn-anarchy

... and also for what you will miss:

- no combat bonus against barbarians, which really hurts in RaR
- only 40% of the standard OCN


I never heard anyone who has won on this level.Perhaps you have chances against a single opponent on an archipelago, when you get a very decent start or in similar extrem constellations.
I can win DOC ---- with a very good staring position, more than 60 basic shield at pop 15.
Or play as Aztec in tiny map.
 
well ive been playing this mod in multiplayer, it is great, but we encoutered some problems with units: M26 pershing, american rifleman, P38 lightning, P51 mustang. whenever i try to build those units i get the error message "file C:\..........\M26pershing.INI not found" is there a patch for those!!!!!

one more thing, is there a way to issue a command for an entire stack other than the "fortify and wake all" commands. Like for example "clear pollution" coz i have this system were i divide my workers into "stack unit" for example stack unit specialized in cleaning pollution (16 Laborer to clean in 1 turn) i have to issue the command clean polltuion 16 times, same for railroad, road, irrigation, mine.... isn't there any way to issue a command for an entire stack !!

i would be very grateful coz we are in an advanced stage of the game under "SID" difficulty level and its becoming exteremely enjoyable to play it !!!
 
1) The units: Easy one. YOU ARE MISSING THE PtW EXTRAS FOLDER. Get it either one the RaR homepage, or from civ3.com (note it is listed under 'Terrain Sets' here!). You all need to install those, of course.

2) Everyone would love to have those stack commands. Stack RR, Stack Clean, and especially Stack Bombard...
Unfortunately, that one is a game core issue, out of reach for us modders.
 
I give orders to huge numbers of workers too, its not that bad if you use the keyboard instead of the button on the screen, you can just hold down Shift-D or R or whatever you're doing.

I just turned a huge tar-filled swamp into some very productive mined forestland doing this, and it wasn't a big deal.
 
CDG said something on their website a while back about moving to www.evo-games.net. It could be that the move is now total and complete, and that they have deleted everything that didn't get moved. Just speculation.
 
I don't know. I thought they would just transfer to a different server. But it seems they shut down the old page, and reconstruct the evo-games one from scratch. There is no such thing as a DyP/RaR forum there, and not even the passwords were transferred :gripe:.

And honestly, I am pretty upset about that.
 
I just now hit that page. It's still there unless I am misunderstanding something...
Try this link.
 
Im new to the whole R&R scene (Just loaded the mod last night) The problem I am having is that it seems I cannot use the map editor with this mod. The game itself seems to work just fine, however when I try to import the R&R rules to the map editor, the custom tiles will not load. When I try to import the rules it says that the import was only partially sucessful.

I did load the "extras" patch and it seemed to work, and I can play the regular Rise and Rule just fine, I just cant use the map editor.
 
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