Rise and Rule for Civ3:Conquests

Megatherion said:
Hi there!
Just downloaded the 1.03 Patch...
A question before I install it: Do I need RaR 1.02 in order to be able to install 1.03 or is it a stand alone?
:D
Well, since the 1.02 full is a 116 meg executable and the 1.03 patch is only 1.17 MB, it's pretty obvious that it's not a standalone (comparing the names and sizes) - unless someone found an option in WinRAR to squeeze the files even tighter... So yes, you need to install 1.02 first.

But I'm eagerly waiting for the official 1.03 patch which Isak promised to publish "this weekend" :crazyeye:
 
DocTS,

I tried the "max out the beakers" game we talked about and got to 3072 (!). Played as Greece (sci for the sci leaders, though only got two in time for tourism, sea, because, well, it's the best ;))

Some things went well, started with three fruits in jungle, with two hills and several mountains. Missed an Iron Works in the capital by one tile :wow:. Probably went too slow in settling my landmass - missed one spot, mostly peaceful other than a couple very lame sneaks from the Sioux, who quickly found themselves on the bottom of a dogpile.

Was able to hold the tech lead for much of the AA, then fell behind, then went back ahead at the beginning of the IA. Slowed down the tech pace at that time and stayed mostly 3 turn research in IA, and 2 in the MA. Had six sources of tourism by the time I won 25K in 1840. Guess if I'd gone slower on culture, could have gotten even more beakers by 2050, though all science improvements were built.

Only missed Spirit, Edison, and Einstein.

Like to see if you can top this.

:cooool:
 
Follow-up note: the game was played on Demi. Figured tech would be fast enough to keep up with building capacity without being too fast for sci leaders. Was about right.

The save from before the final turn is attached. Just join the worker sitting on Athens and crank up sci to 100% to get 3072. :crazyeye:
 
A note from Beam when I asked him to make a map for a PBEM game based on RAR at CDZ.
the original thread is here:
http://www.civ3duelzone.com/forum/topic.asp?TOPIC_ID=2302

He wrote:

"To get a feel for the game and essential points for making the map I've played the entire Ancient & Classical age (comparable with standard Ancient Age). This age alone has a whopping 48 techs (I may have miscounted) and completed in 450 BC. My initial fair it would take until 1000AD was taken away, basically most of these techs are rather cheap.

The game is esthetically beautiful, all units fully animated and very detailed. The Civilopedia a marvel by itself. Both must have been a lot of work and taken a lot of time.

Played the game on 1.03 and there weren't any technical issues. Some ingame issues however, nothing to serious:

Time for worker actions is a bit unpredictable. Acquired workers sometimes are as fast as built workers, sometimes halfspeed.

Without barracks units produced sometimes are conscript, sometimes regular.

It seems that units heal hitpoints even if they've moved.


C3C plays entirely different with this mod. Mining grassland for example isn't possible but forests can. Just the first age already offers 3 improvements to enhance shield output and at least 2 improvements to enhance beaker output. The list of available resources is loooooooooooooong.

What's odd is that the A&C age offers units superior to units available in the Medieval & Renaissance age. A&C age 4.2.2 Heavy Horsemen being the prime example. Something else is that the makers of this mod apparently did not like suicide galleys. For each naval unit I've examined it was explicitely stated that they can't enter Ocean squares. Something to consider for Moff and Nikox with respect to continent distance!

This mod is about sheer abundance and apparently every feature in the editor has been used, there even are improvements like Slave Market that cause unhappiness. Now it isn't bad to explore features in the editor, it is the sheer abundance of about everything that's really putting me off. Only in the first couple of turns where contact has to be made and the first two settlers have to go out I felt pressure and satisfaction. After that those feelings making gameplaying so nice and rewarding were gone. Scarcity and dealing with it is a very important part of gameplay!

Maybe I'm a bit negative here and maybe Emperor is to easy for me, I just played it to get a feel and make a nice map for Moff and Nikox. Which brings me to the issue of balance, not so much for Bonus and Lux resources but very much for Strategic resources. Question: which are the killer resources in this mod, the ones I really should make sure are balanced?"
 
Nikox said:
<snip>
Now it isn't bad to explore features in the editor, it is the sheer abundance of about everything that's really putting me off. Only in the first couple of turns where contact has to be made and the first two settlers have to go out I felt pressure and satisfaction. After that those feelings making gameplaying so nice and rewarding were gone. Scarcity and dealing with it is a very important part of gameplay!
<snip>

Well, I know all about scarcity in my last game of RAR. I was Persia and got off to a bit of a slow start on a large random map and only got 11 cities. I had no iron! Now normally I would have quit straight out in the epic game but I had Horses, Camels and Elephants. I took a look and with those I'd be able to build comparable horse units that required iron so I could stay militarily competative. I'd be in trouble once I got to railroads if I couldn't get any however. Also only having 2 lux's was tough but I stayed afloat. It was very fun playing the arms dealer to the Americans with my extra horse that they didn't have. No one had extra Iron on my continent however. Finally met the "new world" and low and behold two different civs had extra iron. Luckily I was ahead of them in tech so I was able to get some.

Then it went downhill from there. No saltpeter. I felt since I wasn't at war this wasn't a huge deal as after some time saltpeter isn't needed anymore. This was fine. Then....no coal. And only 2 coal on our whole continent! Ugggg. I was friends with pretty much everyone but relations were going downhill slowly so I knew it was only a matter of time before war would hit and I just wasn't big enough to go get the only coal that I could.

So I unfortunately retired. But it was very fun being on the fence between getting my butt kicked and coming back. If I would have gotten lucky with some coal I would have stuck it out and turtled myself and go for space victory but it wasn't in the cards. I still have the save so I may yet try to see what I can do with it. I hate it when I always win.

So maybe you've played some games with lots of resources and I have as well, but there are times when it's a bit scarce and it presents a nice challenge.
 
The standard Civ map generator has a method of resource distribution that can't be influenced afaik and indeed it sometimes is very scarce. Wether this is good or bad is another discussion and my comments with respect to resources only refer to the number of different resources, not how they are distributed.

In PBEM or multiplayers it is important that both players have balanced starts in order to give the players an equal and fair chance. And that's were we at CDZ spend a lot of time, as well as making sure that a map plays well and has worthy AI in it.

This is where it is hard for a mapmaker to judge what the killer resources in this mod are and how they effect gameplay. The info is in the Civilopedia of course but without playing the mod a couple of times it is hard to judge what the impact of a resource and its related units / improvements / wonders is.
 
The most powerful resources are Horses and Iron in combination. This allows for the really strong MA units (Cavaliers, Knights). After that, Horses are more important - but because of the upgrade paths, you only get full benefit if you have both resources. Neither Iron nor Horses alone are too powerful; both are about equal. Camels are not much more than a substitute; unless you have lots of desert (movement cost 2, Camels ignore that), where they are pretty useful. Elephants are strong in the beginning. Saltpetre/Rubber/Oil as always; good to have, but if you lack them, you still have a chance. IMHO you should make sure that not only a few players have iron+Horses; either all get both nearby, or none.
Note it is a general principle of RaR that all resources are visible before they are actually useful (same as Oil in unmodded); so you have some time to react before your opponent has Infantry e.g.
IMHO really important is only the give each human player the resources needed for their UU; pretty annoying when you play the Sioux or Mongols and have no Horses.

About the Heavy Horseman: That's quite balanced. You can deliberately stay Ancient, and research all the weapons techs (or the Literature path), or you can head to MAs, ignoring about half the AA techs. HHs are surely nice units, but if you need to long to research those, your opponents will run around with Cavaliers.
 
About resource distribution...keep in mind you can influence it by altering world age.Young world = rather clustered bonus and luxury resources, old world = resources are spread.World size and landmass have also their influnce.The smaller and landless a world is, the more clusters of resources you will get.
 
Nikox said:
Without barracks units produced sometimes are conscript, sometimes regular.

It is not true - just some units (like Archers) have HP penalty.

I have downloaded this mod a few days ago and it is GREAT! My first game was at Warlord, now I am about to win at Regent (I have Armour and Air Cavalry while other civs still have Riflemen and Cavalry, a few turns ago I started my GA and I research new techs every 2-3 turns) and I plan to stay longer at my present level, Monarch.

I must agree that lack of some resources doesn't hurt too much. In my present game I have no Saltpeter yet and I got some Iron very late (I play Celts and managed to build only a few Gallic Swordsmen - and it was when I could build Riflemen) but it was not a problem.


Best regards,

Slawomir Stachniewicz.
 
To scorpio: look in the maps section, I think there are already two world maps that have been made for this mod.

Here is a link to the one listed in the Map directory, but I know there is at least one other one out there.

http://forums.civfanatics.com/showthread.php?t=66282
 
Not having Saltpeter isn't that bad at all, unless you are at war with someone that has it and you are about the same technology level. My current game I have no saltpeter (but plenty of other stuff) and I'm not at war but the Romans are itchy. Basically making a bee-line for Line Infranty which I believe is the first defender not needing saltpeter. I better have some coal this time! :)
 
1.02 is a self-extracting exe file. Simply double-click on it. You need to point it to the correct location of your Civ3 installation, though. I assume you're having it in the standard path; but you need to replace "Program Files" in the suggested path with the Italian word for that (if your system language is Italian, of course).

Install.jpg


That is the only problem I can think of.

Then, get the 1.03 patch here:
http://forums.civfanatics.com/showpost.php?p=2457066&postcount=928 , nd install it the same way.
 
I absolutely love the Mod. Even though I am a fairly experienced Civ player it took some time to get use to, but the overall balance is unmatched. I've found that you can succeed for quite sometime without necessary resources. I made it all the way through the ancient, classical and middle ages without iron as Greece on Monarch. I disagree about not needing rubber and later oil though. If you are going to survive...especially if you play against other humans in the later stages, those two resources are vital.

And just another thought...anyone interested in a PBEM game of this? Unfortunately, just like all AIs, the computer is not as effective as a human so if interested, go to the following link:

http://forums.civfanatics.com/showthread.php?t=110245
 
OK, so I finally got hold of v1.03, tho I know it's only a beta version. A question which may be really naive - can I load up a game I was playing in 1.02 in the new version? I was doing really well as Tibet (Regent), but now I'm starting to get more tech, the workers are so slow it's getting a bit silly.
 
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