Rise And Rule Revisited (epic mod)

So, you are thinking of setting the monastery to traits of scientific and religious. Does that mean that only those civilizations will be able to construct it?
No traits only mean, that for civs with those traits the construction of such a building is cheaper.
If you plan on making the monastery go obsolete, I would suggest either printing press (one of the "scientific" purposes of monasteries was the preservation of older books by hand copying them and the need for copying obviously declined with the printing press). If you use this early obsolete, the monastery should be significantly cheaper, possibly even less than academy/library, which are permanent city improvements. A later obsolete would be radio. This would also probably require a slight downward revision in the cost of the monastery.
They will go obsolete in era 3 and here a free slot in a techbox for the obsolete sign is an important criterium. The tech Radio has no free slot in its techbox. Free slots are in the techboxes Screw Propeller and Repeating Rifle, but these techs have no special connection why they should make monasteries obsolete. I will try to switch some things, so they can become obsolete with one of the "Napoleonic" techs in era 3.
 
Hello Civinator!
An offtopic question if it possible!
I recently discovered Civilization III Conquests Plus... It's interesting but I'm sure it can be improved! What do you think about this Game Mode!
Thank you for your understanding!
 
Hello Civinator!
An offtopic question if it possible!
I recently discovered Civilization III Conquests Plus... It's interesting but I'm sure it can be improved! What do you think about this Game Mode!
Thank you for your understanding!
MilsB, it lasted some time until I understood, that you meant this mod , as I have also a project with the similar name Civ 3 Plus in the pipeline. The mod Civilization III Conquests Plus in my eyes is an impressing work, but I never had the time to play it yet. For my taste that mod could have too much techs in the ancient and medieval period.
 
So, here is an idea for Unionization and the Labor Union.

Labor Union provides one happiness.

Three Labor Unions allow the creation of the "Five Day Workweek" small wonder, which provides one happiness per city.
 
MilsB, it lasted some time until I understood, that you meant this mod , as I have also a project with the similar name Civ 3 Plus in the pipeline. The mod Civilization III Conquests Plus in my eyes is an impressing work, but I never had the time to play it yet. For my taste that mod could have too much techs in the ancient and medieval period.
Thank you very much for the offtopic answer!
I have played several ModGames, but the best ones, from my point of view, are those that have an idea/vision, a cursiveness of the game and the (historical) logic of the tech-tree like CCM, Worldwide, RAR, RARR and TETurkhan Test of Time (the order is random). I also tried Tides of Crimson but it's too fantastic for me! :)
All the best in what you do for CCM and RARR - amazing ModGames!
 
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(RARR) A question: you can add "Plagues" such as pandemics (cholera, Spanish flu, etc.), "Natural disasters" such as earthquakes, floods, tsunamis, typhoons, hurricanes, etc., aviatics accidents, naval accidents (invisible icebergs, underwater rocks) in the periods in whitch there it is/no exists radar/radio etc., maybe the need to build a lighthouse in the coastal cities so that the vessels avoid the rocks? I saw that there are some packs made in this sense...
Thank you for your attention! :)

PS It doesn't hurt to share an idea! :)
 
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Unfortunately your idea cannot be implemented by the Civ3 executable -- or at least, not the wide variety of possible disasters you listed.

Disease-related population losses can be tied to specific Terrain-types (Floodplains, Jungles and Marshes in the unmodded game), which can then (at least in theory!) be mitigated by learning a certain tech (Sanitation in unmodded) or building a certain building (Hospital).

However, the only "disasters" available in the Civ3 engine are the already-included Volcanic eruptions (turned on in unmodded) and Plague (turned off in unmodded, but used in e.g. the Middle Ages Conquest) -- but these are activated in the .biq, and if enabled, cannot be 'disabled' by any player-action taken in-game.

Ironically, the original CivDOS did actually work more like the way you describe, with the occasional disasters of e.g. Floods, Volcanoes, and Pirate-raids (to name three, there may have been a few others that I've now forgotten :old: ) being dependent on a town's local geography (IIRC: on a River, on a coast, and/or near Mountains, respectively), and which could be deactivated by completing a specific building (City Walls, Temples, and Barracks, respectively).
 
Disease-related population losses can be tied to specific Terrain-types (Floodplains, Jungles and Marshes in the unmodded game), which can then (at least in theory!) be mitigated by learning a certain tech (Sanitation in unmodded) or building a certain building (Hospital).
Or as Flintlock discovered, disease from flood plains is actually removed at Writing in the unmodded game. Doh! He added it as an optional bug fix so that it is actually removed at Sanitation (or wherever you enable the flag in the editor).
 
Unfortunately your idea cannot be implemented by the Civ3 executable -- or at least, not the wide variety of possible disasters you listed.

Disease-related population losses can be tied to specific Terrain-types (Floodplains, Jungles and Marshes in the unmodded game), which can then (at least in theory!) be mitigated by learning a certain tech (Sanitation in unmodded) or building a certain building (Hospital).

However, the only "disasters" available in the Civ3 engine are the already-included Volcanic eruptions (turned on in unmodded) and Plague (turned off in unmodded, but used in e.g. the Middle Ages Conquest) -- but these are activated in the .biq, and if enabled, cannot be 'disabled' by any player-action taken in-game.

Ironically, the original CivDOS did actually work more like the way you describe, with the occasional disasters of e.g. Floods, Volcanoes, and Pirate-raids (to name three, there may have been a few others that I've now forgotten :old: ) being dependent on a town's local geography (IIRC: on a River, on a coast, and/or near Mountains, respectively), and which could be deactivated by completing a specific building (City Walls, Temples, and Barracks, respectively).
I understood!
I thought that these elements could give an extra touch of realism... especially those who improve the games and try to respect the historical order of discoveries, etc.
For example, I saw in another game anti-ship mines... on the same principle, of damaging the ships, I think it could be the Iceberg, the sea rocks... maybe some tricks can be used, not a major script! :)
But if you say it can't be done...
 
MilsB, there is one thing to add to the natural disasters you have mentioned. There exist scenarios, where all these natural disasters are "on the map". Civ 3 only allows 3 kind of Barbarian units in its general settings. But on a premade map you can place additional preplaced Barbarian units on it, among them icebergs, whirlwinds, typhoons, Malaria and so on. The first modder I know with such settings (and also creating the units for it) was rhodie, who also was a very big help for the CCM civilopedia. There also exist scenarios with a fixed map, where one civ is named "Mother Nature" or something like that, that spawns different "Nature" units over the map.

For mods with random maps, like CCM or normal RARR, these options in my eyes are not satisfying, as they all are negative for the human player and are difficult to realize. The no-fun argument in my eyes is also true for the RARR worldmap.
 
So, here is an idea for Unionization and the Labor Union.
Labor Union provides one happiness.
ynot56, this is exactly the setting that the Labour Union has in the next version of RARR. This said, I am not very happy with that setting, as additional happiness is mostly the setting for a building if nothing better was found and additionally RARR has a cornucopia of luxury resources (even much more than CCM) and happiness in RARR is something that is still at the "edge of balance" in this mod.
Three Labor Unions allow the creation of the "Five Day Workweek" small wonder, which provides one happiness per city.
Nice idea: One additional happyness in every city of a civ (and 25 % less production), but as RARR in my eyes is - even without such a wonder - at the edge of a "happiness-overkill", I think such a wonder will not make it in the mod.
 
Hello!
I encountered a problem... with C3X 19!
How can I fix it?
Thank you!

PS C3C GOG 2.0.0.7, I also installed C++ 2005 - 2022
C3X 16 I see that it can be installed...
 

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It seems these are both error messages for the C3X mod and this would be the best place to ask about them. The second message seems to say, that the C3X install programm was not able to detect an unmodded C3C exe.

Is this your first try for an installation of C3X ? In this case may be the installation hints at page 1 of the CCM 3 thread can be helpful.
 
It seems these are both error messages for the C3X mod and this would be the best place to ask about them. The second message seems to say, that the C3X install programm was not able to detect an unmodded C3C exe.

Is this your first try for an installation of C3X ? In this case may be the installation hints at page 1 of the CCM 3 thread can be helpful.
No, this is not the first installation... I will uninstall again (for the third time) and try again! :(
I also looked at a user app... no artifact...
C3X 16 it can be installed...
 
For me R19 runs fine. The folder with the extracted C3X R19 files must be in the C3C mainfolder when starting the R19 installation bat file.
 
For me R19 runs fine. The folder with the extracted C3X R19 files must be in the C3C mainfolder when starting the R19 installation bat file.
Yes, the folder with C3X is copied in Civ 3/Conquest, but... no, it doesn't work... It's the first time this happens... and I don't understand why... why C3X 16 works and C3X 19 not!? I reinstalled Civ 3 Complete ... it's not the first time I install everything ...
 
Yes, the folder with C3X is copied in Civ 3/Conquest, but... no, it doesn't work... It's the first time this happens... and I don't understand why... why C3X 16 works and C3X 19 not!? I reinstalled Civ 3 Complete ... it's not the first time I install everything ...
Do you have the Civ3Conquests-unmodded exe-file in your C3C mainfolder ? Or a not boosted C3C exe by the Flintlock mod after reinstalling the game?
I temporarily attache my C3X R19 folder to that post. Unzip it and put it in the C3C mainfolder and than run the install-batch file inside that folder.
Edit: C3X R19 folder removed.
 
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Do you have the Civ3Conquests-unmodded exe-file in your C3C mainfolder ? Or a not boosted C3C exe by the Flintlock mod after reinstalling the game?
I temporarily attache my C3X R19 folder to that post. Unzip it and put it in the C3C mainfolder and than run the install-batch file inside that folder.
Thank you very much Civinator for your understanding and help! I reinstalled C3C from another folder, probably the old one was corrupted... I installed everything, I used your C3X and it works fine (for now...!:) All the best!
 
Thank you very much Civinator for your understanding and help! I reinstalled C3C from another folder, probably the old one was corrupted... I installed everything, I used your C3X and it works fine (for now...!:) All the best!
I suggest making a backup of the "Civ3Conquests.exe" file. Just make a copy and rename it "Civ3Conquests-bak.exe". Then if you have any issues, you don't have to reinstall the whole game, you just have to make a copy of the EXE file and remove the -bak.
 
I suggest making a backup of the "Civ3Conquests.exe" file. Just make a copy and rename it "Civ3Conquests-bak.exe". Then if you have any issues, you don't have to reinstall the whole game, you just have to make a copy of the EXE file and remove the -bak.
:yup: Yes - and C3X automatically makes a backup of the C3C exe named Civ3Conquests-unmodded.
 
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