draft9chem, welcome at CFC!
Sorry for the late answer, but in the last week I had no time for replies.
The civilopedia entry for secret agent reads "invalid entry", it concerns me and I have yet to build the intelligence agency as a result to prevent any possible crashes.
RARR in most cases still uses the original civilopedia entries of RAR. The old creators of RAR reflected about an autoproduced unit called "secret agent", but that unit was never implemeted into RAR (and in RARR, too). Therefore the link to that unit is going to "nowhere". The intelligence agency is working as you are used to it from standard Civ 3.At present it is not set to autoproduce any unit and there is no crash in the gameplay if you build that small wonder or if you don´t build it.
The wrong entry in the civilopedia could be deleted with the next update of the RARR mainfile.
When I right click on Aqueduct in the city build queue in reads "error file missing" and the game exited.
For me -and it seems for anybody else (as this wasn´t reported until now) - the civilopedia entries for the Aqueduct are working well. The RARR civilopedia uses the civilopedia large and small pictures from the standard Civ 3. But there is one small difference between the naming of these pictures in the pediaicons file of RARR and the naming of these standard Civ 3 graphics: In the RARR civilopedia the naming of the large and the small file are starting with a small letter (aqueductlarge and aqueductsmall), while the names of the standard Civ 3 graphics are starting with a capital letter (Aqueductlarge and Aqueductsmall).
To fix that problem, you can rename the entries in the RARR civilopedia with any texteditor like wordpad to start with a capital A.
I followed the instructions for the supply shipments but even when I have a military unit escort them into the capital city the supply shipment stays with the military unit and I don't receive the 25 gold as mentioned and the supply shipment is still counted as one of my units. I have 23 of them still and I've tried it over and over again but the gold is never received and the unit is still counted which is 23 units that take up 23 free slots.
First: The setting is only working, when the unit is escorted at the last turn to the capital by a unit and if the escort button of that unit is pressed before the unit (and the supplyshipment, that is combined with that unit after the escort button was pressed) is drawn into the capital. When the escort button of the other unit is activated, that unit receives an additional entry with some exclamation marks to inform the player, that the military unit also is transporting a supplyshipment.
The most common mistake with the handling of supplyshipments is, that the victory point scoring is not activated.
And at me too Supply shipments called a strike.
Their drive to the Сapital city to anything doesn't lead.
Game settings - on the image. "Reverse Capture the Flag" trigger is inaccessible.
The version of the Civilization - 1.22
AI somehow receives points of a victory for caravans.
Node60, the settings in your screenshot should work for activating the supplyshipments as the options "capture shipments" and "victorypoints" are enabled.
Have you drawn a military unit into the same tile where the supplyshipment is located, than pressed the escort button of the military unit so that unit receives the message with the exclamation marks and than drawn that military unit (with the combined supplyshipment) into the capital?
The function with the supplyshiments is working and this is proofed by many CCM succession games at CFC with many thousands of views.
One word to to your note that the "Reverse Capture the Flag" trigger is inaccessible.
There are two different methods, to implant supplyshipments to C3C games:
a) The "Reverse Capture the Flag" option that needs a transport of the supplyshipment to a victory point. This methode per example is used in AoI and is the better methode in scenarios/mods with fixed maps (as it is the worldmap in AoI).
and
b) The "Capture the Princess" option (that I have renamed in RARR to "Capture Shipments") so it can be better identified. This option is better suited to mods with random maps as here the supplyshipment must be transported into the capital (and not to a victory point that can be standing alone in the surroundings if the capital is not founded in the starting tile).