Rise and Rule for Civ3:Conquests

Is there a way to make the Emancipation Proclamation only free the slaves in a few select places while keeping slaves in other places in a given nation the way the original one did.
 
re: spreadsheet
I have the spreadsheets I made while doing the initial mod design, but those haven't been updated since I left so they are probably a little bit out of date.

re: Emancipation
Yes, the growth is intended. It represents the increase in citizens and the influx of immigrants that would come to a free civilization.

Editorial Comment: Maybe I should include a Planned Parenthood Wonder that negates the effects of Emancipation, or better yet just include it with the United Nations.
 
I kinda figured that the doubled growth was based on something like that idea. Just kind of a PITA...the 3 food per pop kinda throws me off.

Kinda interested to see how my next epic game goes. Done two RnR games, might do a third. First was at Warlord to get a feel for it. Next was at Regent, which was easier than I thought. Haven't decided if I'm going to jump to Monarch or Emp. next.

Thanks for the link, gothe. Doesn't do me much good, unless it's in english. No, I haven't checked yet. ;) I might work on this if I get a chance.
 
I've got another question :crazyeye:

Absolute Monarchy: What type of government is it? It seems to be quasi-wartime (decent unit support, military police, draft) and quasi-peacetime (90% rate cap, high war weariness). When is it better than say, fundamentalism or democracy?

Thanks again for everything.
 
masonl said:
Is there a way to make the Emancipation Proclamation only free the slaves in a few select places while keeping slaves in other places in a given nation the way the original one did.


I assume that you could make each civ or at least each culture group have their own natives resources to exploit and make the wonder a small wonder for each civ
 
WilliamOfOrange said:
I assume that you could make each civ or at least each culture group have their own natives resources to exploit and make the wonder a small wonder for each civ

I was talking more about making it do like it did in the American War Between the States where Lincoln Wrote the EP so that it only freed slaves in some areas while it allowed people specifically allowed others to keep their slaves. It took another 20 or so years (I think that time is right) for the constitutional ammendmendment to be brought up to actually make the abolishment of slavery uniform across the nation.

I was just wondering if there was a way to immediately stop certain cities in the nation to have slaves and then have them phased out gradually for profit until the amendment was achieved. Maybe making EP a wonder to reduce slavery and Abololition Amendment a wonder that stopped it but required someone to do EP 1st.
 
@ absolute monarchy

It is a clear wartime government, but for developed civs.Fundamentalism is for underdeveloped countries with a lot of small cities.Abslotute Monarchy for countries with bigs cities, a lot of units and if you still have enough cash to research at a high rate.In peacetime democracy is superior because of the trade bonus.


I was just wondering if there was a way to immediately stop certain cities in the nation to have slaves and then have them phased out gradually for profit until the amendment was achieved. Maybe making EP a wonder to reduce slavery and Abololition Amendment a wonder that stopped it but required someone to do EP 1st.

The idea may be nice...but honestly I don't see how to implement it in civ3.Slaves in RAR are simply represented by higher production and unhappiness...so I don't see a way to reduce it (in general and in certain cities, too).
 
@Pfeffersack:

Thanks for the explanation, but doesn't AbsMon have high war weariness? Or is it an error in the Civilopedia?
 
Bouchart said:
@Pfeffersack:

Thanks for the explanation, but doesn't AbsMon have high war weariness? Or is it an error in the Civilopedia?

Yes, thats a civilopedia error.No WW for absolute monarchy.And a nice government specific great wonder, which the AI almost never builds, because it avoids Absolute Monarchy for some strange reason.In case of governments...do not trust the civilopedia at the moment.Use the spreadsheet instead or open the editor...I'm playing most of the time with the editor and loaded RaR biq. in the background ;)
 
Turner_727 said:
Civilopedia update. Emancipation Proclimation should say in addition to what's there that it allows a city to grow by two pop points instead of one. This threw me the first game I built it. Didn't realize it did it. :)

Edit: While I'm thinking of it, has/is anyone doing the Excel Spreadsheet for RnR?


Isak accidently left a copy of the R&R- dev spreadsheet in the download. As he has already mentioned it to other posters, I assume it is safe to tell you.

It is in the folder: Conquests/Scenario/R&R - if people can not find it from that info - no harm is done. :)

But be carefull it is a working spreadsheet so not all entries are implemented and some that were have been changed or removed. Enjoy. :) :)
 
@Pfefferack:

Thanks for the info. Had I'd known AbsMon had no WW, it would've been much more obvious to me. And I like the Estates General, but I'm too much of a pacifist to switch to AbsMon :(
 
UPDATE on the Civilopedia.

A lot of changes have been made since the first release of R&R.

For the first release we concentrated on getting descriptions for all the new units/improvements/techs/resources/wonders etc. etc. into the game.

In fact we had to remove a lot because they did not work in the mod, the way they should have. Hence if you look through the Civilopedia you will see entries about things that do not yet appear in the mod.

But we have left them there on the chance that a final patch may be released in the future (as slim as it may be). As a lot of you may know - Pirates is their main focus at the moment (plus Civ4). :king:

Over the last few weeks, since the first release, I have looked at the differances between PtW and R&R units etc. This seems to be the problem area most posters are encountering. I have updated a lot of entries. So you will find the next update even easier to follow. :goodjob:

Those playing the R&R training game may get a sneek preview. :D
 
now that I know emancipation allows for double population, maybe I'll get it instead of avoiding it!
 
@goethe: Thanx for the spreadsheet, have DLed it - very useful!


Another pedia update: The Pentagon not only expands army size, it also builds an army for free every 20(?) turns or so!

Question for the Modmasters: In Goethes spreadsheet I noticed the probabilities of retreat for multi-move units seem to have been modified, to a max of 45% for Elites. IIRC, in regular Civ and Conquests, it's 60% for an Elite.
Is this info correct? If so, it's an important tactical factor which needs to be mentioned.. is it in the pedia anywhere? Can't look it up just now 'cause I'm at work.. :mischief:
 
I noticed the different retreat factors too, but the percentage in the editor is not the actual chance of retreating. For instance, the chance of retreating for an elite fast unit that is attacking a slow conscript unit is 90% in this mod.

Look at this thread for more info. Observe post 51 below the list with numbers. The research in this thread shows that the actual retreat chances are based on the retreat percentages in the editor and the experience levels of the defender and attacker.
 
Roland Johansen said:
I noticed the different retreat factors too, but the percentage in the editor is not the actual chance of retreating. For instance, the chance of retreating for an elite fast unit that is attacking a slow conscript unit is 90% in this mod.

Look at this thread for more info. Observe post 51 below the list with numbers. The research in this thread shows that the actual retreat chances are based on the retreat percentages in the editor and the experience levels of the defender and attacker.

Thanks for the heads-up, I hadn't seen that thread before! Especially interesting the retreat factor for slow units - I hadn't heard of that before!!
 
Could anyone post screenshots of the tech trees? Or in case such screenshots already exist, could you point me to them?

:)
 
Tech trees: Modern, Industrial, Medieval, Ancient. :)

This mod is great! :goodjob:
 

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Why can a source of camels be depleted when a source of horses cannot?
 
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