Rise And Rule Revisited (epic mod)

Workers contribute a culture of 10, slaves contribute a culture of 2.

I have never had any trouble automating workers (i.e., it happens when I do not want it to), I just usually do not want to, I have found that the priority of the automation is ... not to my liking.
 
I have never had any trouble automating workers (i.e., it happens when I do not want it to), I just usually do not want to,
If you can use the Flintlock patch, the newest version allows Worker-automation to be switched off.
 
automating workers is fine, since you can only Irrigate Grasslands I don't have a problem needing to go back and mine all of them again...
I'm just kind of annoyed by having to move so many shipments, I feel like giving +1/+2 gold per turn to some of these Nat'l wonders would be better


settings are 'victory point scoring:on' and 'capture shipments: on' but its not generating gold
 
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Ok. I am having 3 bugs in my game:
-sacrificing workers gives only 2 culure instead of 10
-said workers cannot automate without altering (shift A)
-escorting shipments to capital is not providing any gold
-Everytime I start my turn, gold-science-lux is set to 5-5-0 evne though I keep running out of money and reducing science allocation
I made some simple changes to game rules but I doubt anything that affects this?
1) Are these actual workers or they are called slaves (and were generated by enslaving enemy units)? The later have lower cost and give only 2 culture
2)My guess is that orders for slave unit in editor are somehow messed up (not about it, though)
3)I'll second that Civinator has already said + keep in mind that shipments can provide gold only if they are picked up and taken to capital by a combat unit
4)This is due to spending cap. Since Chiefdom has spending cap of 50% and there is no separate revenue slider, revenue is automatically set to 50% if it is any higher, by adjusting existing sliders.
Other governments have different spending caps, but IIRC only fascists, social democrats, federates and const. monarchists have it at 100% (you can check it in Civilopedia)
 
Also, could depend upon your definition of "escort". You must put a combat unit over the shipment, press control-s and then move the combat unit to the capital.
 
Here I explained the function of supply shipments in the CCM1 thread with many screenshots: https://forums.civfanatics.com/threads/ccm1-epic-mod.352057/page-78#post-13184258

The escort convoy button must be pressed when the combat unit is over the supply shipment and this is needed at least in the last turn before the supply shipment enters the capital. For that button the advanced buttons in the game preferences must be activated. I have never tried the shortcut.

Btw.: A setting of + 1 or 2 gold in the editor is not possible. One can set + 50 % tax output in a city by a building- and this was done with the SWs that are creating the supply shipments.
 
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well how about it, do you have a version with Industrial Start? I'd like to enjoy the new units but all my games have been decided in the Ancient Era so far.
 
well how about it, do you have a version with Industrial Start? I'd like to enjoy the new units but all my games have been decided in the Ancient Era so far.
In that case you should increase the level of difficulty or to try CCM 2.50 that was created by me to have the focus on late medieval and industrial units up to WW 2.
 
Btw.: A setting of + 1 or 2 gold in the editor is not possible. One can set + 50 % tax output in a city by a building- and this was done with the SWs that are creating the supply shipments.
You maybe can't do it in the Firaxis Editor(?), but Quint's Editor (maybe also Steph's?) allows buildings to be given a negative maintenance-cost — which means that the building will add that number of coins to your Treasury, instead of subtracting it.
Spoiler Veering even further off-topic... :
@haluu's Tides Of Crimson mod uses this trick for several Small Wonders — e.g. the Gold Mine (town requires the strategic resource "Gold" to be hooked and in the FatCross) adds a whopping 16 gpt, IIRC — which helps to pay for all the other improvements that you might want/need to build in that town. For example, the 6 generic shield-booster buildings in ToC (Lumber- and Watermills location-dependent, Windmill —> Stonemason —> Blacksmith —> Forge "chained") each add only +25% to raw production, and 5/6 of them cost 2 gpt maintenance — so building all of them in a single town will cost 11 gpt maintenance. But one "needs" to build as many of those booster-buildings as possible in each core town, to shorten the build-times for the very expensive mid-/late-game units/ Wonders, to anything close to reasonable
 
I haven´t known this effect. Thank you very much. :)
 
I am not sure if it is because of my version of RARR, but the Zulu Impi has the blitz function.
 
I am not sure if it is because of my version of RARR, but the Zulu Impi has the blitz function.
:yup: Yes, this was the setting for the Impi in RAR and even in DYP 2.02.
 
The Blitz setting is wildly undervalued by the AI in choosing which Unit to build next. I've found that adding it to any number of "sensible" (e.g., the ferocity of Impis and Viking Berserkers) can "spice up" the game a bit (:sniper:*)

*Apologies, but, after 20+ years, I'm now on a Quest to use every emoji, at least once.

:D
 
Hi Civinator.
Can you tell me what is the biq editor you use to create RARR ?
I try to open the RARR biq with the Civ3 edittor, Quintillus editor and Steph editor. But but no one sees the RARR biq. The others biq are listed.
Some years ago, at the time, DYP and RAR was released, i regulary open the biq and change something here and there.
I don't understand why i can't open RARR. Maybe i make a mystake ?
 
babsimov2, welcome at CFC! :band: [party]

The RARR biq can be edited with the normal Firaxis C3C editor. I use the C3C editor 1.00 (that came with C3C before the "patches") and not the updated version 1.03, as that updated version is bugged. Nevertheless, even with the editor 1.03 you should be able to edit the C3C biq, so you are loosing at least the option of scientific great leaders.

I guess you have a problem with the installation of RARR. After the install of CCM 2.5 in the C3C mainfolder the now very small RARR folder must be installed in the C3C scenarios folder and the RARR biq in the C3C scenarios folder outside the RARR folder.
 
I have checked. The Biq is at the right place, ouside the RARR folder. I have the Civ3 editor 1.03 and it don't see RARR biq and don't list the RARR folder in the scenario folder.

But when i drag and drop the biq file to the civ3 editor, then i can edit the biq and save it. I try to launch a game with this modified biq and it work.

My Civ 3 is from GOG and is patched, where can i get the civ 3 editor 1.00 without trying reinstalling an unpatched civ3 ?
 
I have checked. The Biq is at the right place, ouside the RARR folder. I have the Civ3 editor 1.03 and it don't see RARR biq and don't list the RARR folder in the scenario folder.
I think there is still a mistake in your installation of RARR. Can it be that you have installed the RARR files in the Civ 3 Vanilla scenario folder and not in the scenario folder of C3C ?

Scenarios folder.jpg


My Civ 3 is from GOG and is patched, where can i get the civ 3 editor 1.00 without trying reinstalling an unpatched civ3 ?
The Firaxis editor 1.00 is attached as a zip file here: https://www.civforum.de/showthread....Modding-Ecke&p=2326584&viewfull=1#post2326584
 
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Thanx for the screenshot. I check it later.

I have downloaded the civeditor 1.0 file. Thanx again for the link.
 
Greetings,
I have successfully loaded and used RARR 1.7. However, I cannot manually save a game. "Auto Save" does work but the restart is always one turn behind. Any ideas?
 
Greetings,
I have successfully loaded and used RARR 1.7. However, I cannot manually save a game. "Auto Save" does work but the restart is always one turn behind. Any ideas?
AFV717, can you perform a manually save of a game and only not see the result of such a manually saved game ? I remember, so long ago, that there were times when C3C transported my saved games into the documents folder of windows or even in the virtual store of the pc. This had nothing to do with the mods CCM or RARR.

Can you manually save, see and load the saves of other C3C mods and scenarios in your current C3C configuration ?
 
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