Rise And Rule Revisited (epic mod)

With what tech is the I think you call it the steam road roller upgrade to the laborer going to be added?
The steam roller is my absolute favorite Civ 3 unit. Vuldacon made it as a present for a request I had for CCM and I am always very thankful for it. The steam roller is a unique wonderful masterpiece with all these different versions of steam, that are used by that unit. Several other prominent unit creators said, that they would have problems to handle the different kinds of steam by such a unit convincingly -Vuldacon managed to do it. :)

This said, at present the steam roller in RARR has no place, as it would need a complete rework of the worker strength settings in RARR. In RARR normal workers and serfs have a worker strength of 100, peasants of 125, laborers of 150 and engineers of 175.

Worker Strength.jpg


According to that post by Jorsalfare, the splitting up of additional worker strength in 25 % steps up to 175 % is irrelevant, as the game does only recognize steps in worker strength of 100 %. This means in the result all these worker typs in RARR have the same effective worker strength. Raising worker strength in 100 % steps would have a big impact to the game and a fix as suggested in that post by multiplying the costs of the worker jobs has the danger to irirritate many players, who are used to those settings since decades.
 
In my limited experience, I do not think that steps of 100% is correct. Perhaps 100% altogether, when combining government, potential industrial benefit and labor bonus, but I'm not sold on that.

Should this be something we ask Flintlock to address?
 
A fix of the existing worker strength of 100, 125, 150 and 175 % would be a case for Flintlock, but the sugested fix by Jorsalfare can be done without C3X. The irritating part there would be, that in the civilopdia entry of the worker jobs per example there would stand, that building a railroad would need 96 base turns (24 x 4). On the other case in the labels text could be clearified, that the number of "base turns" is not the number of turns needed by a worker to finish that worker job.
 
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So I've recently came back to civ3, boi nostalgia hit hard (small bell sound of interacting with advisors reminded me of hundreds of hours I've spend ingame). Since I refuse to play vanilia civ games and never even touched Civ6/Civ7, childish design and simplicity and lack of strategy is no go (and yet Civ 4 with PAE and Civ 5 with VP are another level of civ gaming) I was super impressed by work which was put into RARR and CCM.

Question:

I've started few games to get feeling of the mod and Civ 3 in general. Played Earth map only so far. So is the research time suppose to be so fast? I've edited biq file to have min 4 turns for one tech (but I think ill do 6 maybe?). Still even with slider at only 30% research I get every tech at 4 turns, and with so many AI we all move through tech tree like a thunder, no time to enjoy units and buildings. Is it bec my difficulty level is too low? I still play on Monarch or is it cos Earth map is not balanced too much (still its super fun). Or its just how modded Civ3 is? Those few learning games I did on vanila Civ3 were way slower.

Also is there even bigger Earth map with more civs or the 180/180 version is the biggest we have?

Once again, truly impressive that you keep the game alive after 2 decades. Great time to be strategy enjoyer.

Edit: I've used editor and made tech rate x2 for huge size maps, it works so now I'm gonna test it.
 
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anastazjasz, thank you very much for your kind words about RARR and CCM. :)

Volman.me is working on a really monstrous 500x262 world map for RARR, but since some time no news about that project was posted yet (what in my eyes is no wonder, as this is a really gigantic project). You can find that project here: https://forums.civfanatics.com/thre...x262-the-monstrosity-marathon-edition.679014/

In my eyes all earth maps are somewhat unbalanced, as there are very different spaces for different civs to expand in those maps - and of course this has a big influence in the speed of research, too. There is a big difference, if you start on a world map as China, Russia or the US, or as a civ with only very few place in Europe (without Russia). That is the reason why my last game on an earth map with RARR was several years ago. My plans for a 362 x 306 earth map with programed names of the cities on their correct places could not be realized, as I found a border of 256 resources in Civ 3 (what is not enough for the correct names of 512 cities on the map by resources). I have some thoughts about a 362 x 306 earth map with a start of RARR in era 3, but at present these are only thoughts.

Existing maps in Civ 3 can be imported easily to existing mods like RARR or CCM, but the problem is the adaption and correct distribution of the needed resources on the imported maps. Here the Quintillus editor can be very helpful.
 
It seems as if Flintlock believes that "workers" are working correctly and that fractional progress is recorded.
 
Where do you get the "Terrain" and "World View" graphics? I saw them in a Youtube video and they looked fantastic. But I must have the world builder pictures!
 
Where do you get the "Terrain" and "World View" graphics? I saw them in a Youtube video and they looked fantastic. But I must have the world builder pictures!

The world builder images were created by ronning and you can find them here:


Vuldacon was so kind to create the terrain graphics for my mod CCM, but of course they can be used by everybody.

So the easiest way would be to download CCM 3 at CFC and than you have the fixed ronning world builder images and the Vuldacon terrain graphics.
 
It seems as if Flintlock believes that "workers" are working correctly and that fractional progress is recorded.
For the current settings of RARR, Flintlock confirmed the post of Jorsalfar and my post about the woker strength: There is no difference in RARR between the 125%, 150% and 175% workers, as the result of all of them is rounded off to the same result. This can be changed by using the fix Jorsalfar has posted, as in that case the multiplying of the worker strength by four (and the worker job, too) would lead to numbers that lead to different results when rounded off.

On the other side by using that fix, players would read in the RARR civilopedia, that creating a railroad on a tile would need 96 base worker turns.
 
Hi All,

I just recently reinstalled Civ3 and thus of course RARR. I just noticed that now the game defaults to the Vulcan terrain mod (if I'm correct). Is there a way to get back the original Civ3 terrain?

Thanks a lot!
 
I do not know if it will impact the design or playability of the mod as intended by Civinator, but you could simply change the name of the "Terrain" folder inside of the ...Conquests\Scenarios\CCM\Art from Terrain to xTerrain and the original C3C terrain should load instead.
 
I do not know if it will impact the design or playability of the mod as intended by Civinator, but you could simply change the name of the "Terrain" folder inside of the ...Conquests\Scenarios\CCM\Art from Terrain to xTerrain and the original C3C terrain should load instead.
:yup: Yes, this is the simple solution and it should not have any impact to the playability of RARR.
 
Thanks, this worked!
Keli, welcome back to Civ 3! :) You reinstalled Civ 3 in the proper time, as - if all runs well - this year will see the comeback of SOE. The CCM 3 download still holds most of the graphics for that scenario, too.
 
Still on my first full play through, I restarted a few times a short way in due getting back into the swing of a game I hadn't played in over a decade. It's 1999 now and I could have conquered everything a while ago but I want to see all the late game goodies.
Are there any hidden nationality units after Commerce Raiders?
 
Are there any hidden nationality units after Commerce Raiders?
As far as I remember, the Commerce Raiders are the last of them. Mikehunt, you can simply have a look at the techtrees to see what is in RARR. The techtree in RARR shows a lot more compared to the former DYP and RAR mods and it reveals all units that are coming with a certain tech (even techs that are in the future of the current game you play).
 
If you are considering changes for the next version of RARR, I would suggest that the carrying capacity of transport units goes from 8 for the clipper to 24 and then remains at 24 from transport, to troopship, to assault transport. I would suggest 16, 20 and 24.

Also workers cannot be air transported, but engineers can be. I think this is ... inconsistent.
 
I screwed something up and so I redownloaded the mod per the instructions after deleting the original one. However, there is an issue whereby a building is not appearing where it is supposed to be. What am I doing wrong? Thanks for your help.


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If you are considering changes for the next version of RARR, I would suggest that the carrying capacity of transport units goes from 8 for the clipper to 24 and then remains at 24 from transport, to troopship, to assault transport. I would suggest 16, 20 and 24.

Also workers cannot be air transported, but engineers can be. I think this is ... inconsistent.
There is no proof about rumours, that higher unit transports really increase the number and success of amphibious assaults. So at present I don´t think that the settings of the old creators of RAR here should be changed.

Airlift of workers. Yes there is a inconsistency and I will see if I have the time to change here the civilopedia entries of workers and there settings.
 
I screwed something up and so I redownloaded the mod per the instructions after deleting the original one. However, there is an issue whereby a building is not appearing where it is supposed to be. What am I doing wrong? Thanks for your help.
Holan95, have you done any changes in the biq when you "screwed up something"? In that case have a look into the scenario properties for the search folders. The entry must be RARR;CCM3;RARR

RARR has no building Longevity, but CCM3 has a building with that original entry.
 
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