Rise And Rule Revisited (epic mod)

It may be appropriate to switch Naval Aviation and Radar. Radar is first in the tech tree, however, historically, naval aviation preceded radar by about 20 years.
At present I don´t think, that this is a good idea for gameplay.

1. The position for the tech Naval Aviation in the RAR techtree was always the same as it is in RARR.

2. As early as 1886, German physicist Heinrich Hertz showed that radio waves could be reflected from solid objects. The German inventor Christian Hülsmeyer was the first to use radio waves to detect "the presence of distant metallic objects". In 1904, he demonstrated the feasibility of detecting a ship in dense fog, but not its distance from the transmitter. He also obtained a British patent on 23 September 1904 for a full radar system, that he called a telemobiloscope. It operated on a 50 cm wavelength and the pulsed radar signal was created via a spark-gap. His system already used the classic antenna setup of horn antenna with parabolic reflector and was presented to German military officials in practical tests in Cologne and Rotterdam harbour but was rejected. You can read this in the wikipedia here: https://en.wikipedia.org/wiki/Radar

As the first flight of a plane from a ship, if remembering well, was in 1910, the argument that naval aviation should precede radar by about 20 years is wrong.

3 (and this for me is the most important reason): The AI civs have no clue how to handle carriers at least somewhat well.

https://forums.civfanatics.com/thre...rd-and-much-more.666881/page-90#post-16559674
https://forums.civfanatics.com/thre...rd-and-much-more.666881/page-90#post-16561720

Therefore for reasons of game play (at least as long as Flintlock hasn´t found a way to solve the AI carrier problems) in my eyes it is much better if the aircraft carriers are not arriving so early in the game. May be the name of the tech Naval Aviation could be changed to Fleet Carriers (or something like that). :think:
 
Don't know if I am having a black out, but I can't find a way to upgrade the Curragh (as Siam), although the Civilopedia says it upgrades to Longboats. I checked the Biq and it says the same.
What am I missing ??? The city has harbor, port, major port, and the governor has received firm orders !
Thanks !
 
Don't know if I am having a black out, but I can't find a way to upgrade the Curragh (as Siam), although the Civilopedia says it upgrades to Longboats. I checked the Biq and it says the same.
What am I missing ??? The city has harbor, port, major port, and the governor has received firm orders !
Thanks !
PhilB, thank you very much for your continuing interest in RARR. :)

The curragh in RARR has the old traditional settings of the RAR mod. PhilB, it seems, you are the first in more than a decade of game play, who noticed, that there is something wrong with that unit. When having a look in the editor in the RARR biq (and the old RAR 1.02 extended biq, too), I noticed the following:

Curragh.jpg


This unit is missing an AI strategy! I don´t know, if this is causing the upgrade problem, but it is sure, that this problem must be fixed. Thank you very much for reporting that error! :) I tend to give that unit the naval power strategy (1A, 1D). If anybody has an additional idea about the upgrading problem of that unit, please post it.
 
Glad I could help ! This Curragh has been waiting for almost a thousand years in a port to upgrade, it deserves a place in the Naval History Museum of the city.
 
:coffee:
99_23t.gif

look like a land unit!?? :groucho::blush:
:lmao:on April 1st I would have guessed it was an April Fool's joke
Best regards

Wotan49:old:
 
Wotan49, I hope you are very well. :) That is a nice old steam locomotive, but unfortunately there is no such Civ 3 unit and I wouldn´t know how to do the settings for such a unit. The Civ 3 unit that comes closest to this is the great steam roller unit (Dampfwalze, Dampf-Traktor) in CCM, created by Vuldacon. The steam roller is my personal all-time favourite unit for Civ 3. :)
 
Civinator it's good again, thank you



Fregatte.jpg


In my opinion, the Curragh is missing A and D and transportation, not the All Terrain As Road
I didn't pursue the Convoy unit any further because the run movement is incorrect!



Wotan49 :old:
 
In my opinion, the Curragh is missing A and D
:yup: Yes, this is the prerequisite for the missing Naval Power strategy. It is fixed for the next RARR biq.
 
The update to version CCM 3 is very close - and this is the base for the RARR mod.

So CCM 3 will be connected to the Flintlock mod, this will not be necessairy to play the RARR mod. On the other side the Flintlock mod holds many benefits for playing RARR, among them the fix of the submarine bug (so submarines even in RARR now can really be submarines) the fix of the houseboat bug (that also haunts RARR), the use of offensive AI artillery and many other options to improve the game play of C3C - and therefore of course RARR can be played with the Flintlock mod, too.

As the installation of CCM 3 will be changed to a normal installation in the content folder of C3C, the RARR biq will need a search path to the new CCM installation, and such a biq will be posted when CCM 3 is released. This biq will hold some fixes of errors reported by you all in this thread, that can be directly be fixed in the biq.

A new version of RARR is "in work". It mainly holds the updated era 3 techtree (shown again below this text), but also some other changes and fixes of the mod.

Some time ago CorvusFortis made an, in my eyes, important post about culture, irrigation, the Great Library and the Encyclopedia. You still have the opportunity to post your thoughts about it for the new version of RARR.

 
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Per example for the Dharma Warrior (instead of the Shaolin Monk) the RARR 1.8 biq will hold the new name and that it needs the prerequisite horses (as this is now the prerequisite for all other fundamentalist units, too) and on the map shows the unit of the Buddhist Lance Rider (that is in CCM3), but the text and the civilopedia images can only change with the new text files for the next version of RARR.

Dharma Warrior.jpg
 
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I was able to download the RARR 1.7 mod ok, but there are weird glitches with the text. How can this be resolved? Also, my workers can't irrigate terrain. Thanks

1718052508063.png
 
I was able to download the RARR 1.7 mod ok, but there are weird glitches with the text. How can this be resolved
Assuming you're playing Civ3 via Steam(?), this is most likely the usual labels.txt problem -- which affects all mods built in/for C3C versions in which multiplayer was disabled by Firaxis, after the dedicated server shut down (in 2011 or so).

To fix it, go into the ../Scenarios/RaRR/Text folder, and check whether there's a file called e.g. "labels steam.txt". If so, rename it to simply "labels.txt", and you should be good. If there is no steam-specific file, open up the existing labels.txt file, scroll down until you find the lines "Ping" and "Host", and insert a new line "Unknown" in between them, like this:
Code:
...
Ping
Unknown
Host
...
...which should fix the problem.
Also, my workers can't irrigate terrain. Thanks
IIRC, that ability is paywalled behind a tech in the 2nd age.
 
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:yup: Yes, the steam version of Civ 3 Complete needs that patch and RARR was the first mod that had this patch attached to its download. Please have a look at page 1 under number 4 of the RARR thread.
 
Assuming you're playing Civ3 via Steam(?), this is most likely the usual labels.txt problem -- which affects all mods built in/for C3C versions in which multiplayer was disabled by Firaxis, after the dedicated server shut down (in 2011 or so).

To fix it, go into the ../Scenarios/RaRR/Text folder, and check whether there's a file called e.g. "labels steam.txt". If so, rename it to simply "labels.txt", and you should be good. If there is no steam-specific file, open up the existing labels.txt file, scroll down until you find the lines "Ping" and "Host", and insert a new line "Unknown" in between them, like this:
Code:
...
Ping
Unknown
Host
...
...which should fix the problem.

IIRC, that ability is paywalled behind a tech in the 2nd age.
Fixed it, thanks!
 
Hey, another issue. For many cases, I can't grow past size two and I'm unsure why and what I can do about it. This is the case even for cities in grassland, as pictured below. Given that I can't irrigate in the very early game, how can I grow my cities in these cases?

1718116598714.png
 
In RARR the difficulty for cities to grow reflects what in history happens. Cities stayed small for a long time. You have to have a bonus resource in your city radius to grow in the beginning. An other government with no tile penalty (so irrigation works) will start to cities to grow.
 
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You might do well to read the "Beginners Tips" section of the RARR 'Pedia.

(If it wasn't already obvious) DYP/ RAR/ RARR were all intentionally designed to play very differently from stock game -- and one of the major differences is that each citizen requires 3 food per turn. So every town will similarly require a net +3 fpt surplus for unconstrained growth to the hard-cap imposed by a lack of freshwater, a 'Duct, or a Hospital. This means that during the early game, while the Despot-penalty still applies, and Irrigation has not yet been learned, towns often stall out well below that cap.

For RARR capitals which stall at pop2 due to lack of food (bonuses), the only option for founding a second town (other than getting lucky with Goody-Huts) is to build the more shield-heavy Settler-units (60 shields vs 30, but only 1 pophead vs 2).
 
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You might do well to read the "Beginners Tips" section of the RARR 'Pedia.
:yup: There is a direct link to the Beginner´s Strategy Tips in the starting window of RARR and it can be reactivated by clicking on the marked little button in the RARR interface:

Direct Link.jpg
 
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