joelwest
Noble
I am glad you were able to figure out how to get the mod to run. You are my first tester since after doing the massive overhaul of your mod I had trouble getting it to run.thanks joelwest for putting many effort on this mod to a fresh new look
I have downloaded your new improved biq and found out the small problem...
it's not the pediaicons.txt mistake indicated in your error message
... in the biq you misspelled the TECH_STATE_PROPERTY ..as.. GOVT_STATE_PROPERTY
in the civ advance (tech tree) tab of the C3C editor.
many interesting idea you had put on the mod when i play the mod
keep up the good work, friends.
what follows is an outline of my methodology for making the add ons to your mod -
Spoiler :
1) units tab
Unit strength was a compromise. Initially I just blindly set all units to the same offense and defense just like in Civ 4. However unlike Civ 4 there is no way to give a unit a promotion, or to give it added built-in promo such as "+100% vs mounted".
I got around this by giving mobile units larger attack than defense and similar to Civ 4 disallowing them to fortify or sentry. However I later found out disallowing fortification forces you to give new orders to such a unit every single turn in Civ 3, so I went back to allowing ranged units to fortify and sentry so as to minimize micromanagement of units.
I spread out the unit max attack/defense values from level 4 spearman on up so that by the end of the advanced units tech tree the max attacks were four higher than in Civ 4. This change made the spearman to knight units more valuable each in their own right (if I calculated right).
It was wordier, but to remind a player of the unit Attack and Defense value since it does not correspond with either Civ 3 or Civ 4 (except for some of the earlier units before level 4 Attack/Defense such as the Archer) I used a "Attack.Defense" prefix along with a move/ranged prefix ["rX"] if the unit can move more than one tile [moving X tiles]. In the case of pure Attack or Defense units I added "A" or "D" to the initial prefix. (Examples units are scouts as pure defense and spies as pure attack.)
Unique units obviously needed to retain some advantage over their vanilla counterpart so I made sure each of them did - along the lines of Civ 4 if I could. I generally bumped up the attack, range, or defense by a total of at least two so as to make the UU clearly superior to its non UU counterpart. For example, a unit with a prefix of "09.07 r2" could be made a UU as 11.07 r2, 10.08 r2, 09.09 r2, 10.07 r3, etc. In some cases I gave additional advantages to a unit in moving swiftly through a given set of terrains. Those who want all the details will have to open the units tab of the biq of my add on scenario because I have yet to make Civilopedia entries that are linked to these UU changes.
I did not finish linking the King units to their Civ since I never play with that game option turned on, and I forgot which King is linked to which civ. In anyone who downloads my add on scenario does play this way, let me know and I will attempt to fix this.
My add on scenario adds the Grenadier, Trireme (from Civ 4 Warlords), and at least four animal barb units (including the humorous unit of Santa Claus). (I did not attempt to add the Civ 4 BtS units since I have yet to finish one of those games.)
2) terrain tab
Replacing forest tile with a cottage tile (in terms of tile output, the graphics have not changed yet) is my attempt to generate vastly more income in this mod. It is the only way I could see within the confines of the editor that a worker could be made to build wealth other than by connecting a resource such as gold that gives wealth. This may work fine in temperate climates (an option which I always chose to play) which have numerous forests/cottages at game start, but for those who chose desert or tropical climates at the game start will not have as many starting forests/cottages, and you cannot plant a forest on a desert tile.
I do not remember if a cleared jungle in Civ 3 is a grassland or a plains tile. In either case I believe a forest can be planted there, and so a tropical climate would not be as much of a disadvantage (only taking one more chop to cut down/improve) a desert climate.
BTW, POTTERY is the tech in my add on scenario to your mod that allows forest planting=potential cottage building since it is the tech in Civ 4 that allows cottages to be built.
(Sept 19, 2009 update - it turns out Civ 3 does not treat Forest as an overlay [like Civ 4 does] and hence forested hills remain hills for the purpose of tile stats. the correct tile graphics to update and the tiles where the cottage definition applies are for forested grassland, plains, and tundra [not hills or mountains]. see post #37 for updated files)
Along similar lines I attempted to add the Work Boat as a naval unit that can build coastal/sea roads and colonies in order to harvest offshore resources (as connected tiles in a city or colony). However naval units in Civ 3 cannot build roads or found colonies and land units (other than helicopters?) cannot travel into water terrain so the Work Boat had to scrapped and an Explore Boat used instead (at a slightly smaller cost in shields to build). Offshore resources in Civ 3 become available as a the town's cultural boundary expands to enclose such tiles.
3) improvements tab
In my add on scenario I modified the halls and workshops to work with all the appropriate associated gov types.
I added the "Ironworks (iron)" because there is no way other way of forcing Civ 3 to allow the building of a unique Ironworks using either the coal OR iron resource. If your city by some miracle has both coal and iron in its fat cross you can then build both the "Ironworks (coal)" & "Ironworks (iron)" small wonders in that fortunate city. However it is vastly more likely you will build separate Ironworks small wonders in different cities. These two parallel small wonders in tandem provide a much more likely production boost than is the case in vanilla Civ 3.
The watermill and windmill are worker tile improvements from Civ 4 lacking in Civ 3. To graft these two concepts into Civ 3 I made windmills an intermediate building between forges and factories, and windmills an intermediate building of the same type if the city is near water. (Two of my re-designed wonders provide all continental cities with one of these two improvements.)
Both a watermill and a windmill can be built if a city is near water. The factory "power" add-on building exclusion option ("Replace All Impr. with this Flag Checked") is NOT available to prevent this if this flag is to later prevent simultaneously producing coal plants & nuclear plants, etc.
I did not figure out how to associate lumber mills with cottage/forest tiles. The only available building bonus for commerce is a "+50% tax" checkbox in the editor, and this is way too high when markets, banks, etc. are already available. Lumber mills could be used for boosted production, but windmills and watermills already perform this function (see above). I am however open to other ideas for the use of lumber mills.
I added some missing Great Wonders - Notre Dame, Broadway, Rock 'n Roll, & the Spiral Minaret.
It was hard if not impossible to accurately translate the Civ 4 affects of many wonders in the Civ 3 editor. I resorted therefore to one of the powerful features that IS available in the Civ 3 editor, namely making an improvement available in all (continental) cities. (NOTE: for religions I allowed the founding civ to get a temple improvement in ALL cities - and by default Civ 3 also makes this temple improvement in future cities that are built or acquired.)
Since these re-designed wonders have a property not part of either Civ 4 or Civ 3 I added the type of free improvement bonus to the end of the wonder's name.
I kept the Civ 3 concept of using Pyramids to produce free granaries since I could not figure out how to easily implement the Civ 4 Pyramids wonder benefit of granting access to all possible gov's.
Remember a "gov" in T4T is actually a set of Civ 4 civics, so granting access to all "gov's" actually grants access to ALL civics.
Considering how powerful such a benefit would be and the fact Civ 4 has no such "unlock all civics" wonder, a good case can be made that a later (at earliest medieval) era wonder should be the one that unlocks such a powerful benefit - if such a wonder is allowed to exist at all. A later release of my add on scenario may add such a wonder, but would it would involve MASSIVE coding and has the huge potential downside of totally unbalancing gameplay unless the shield cost is high enough for such a wonder.
4) units tab - camels
I am in love with camel archers, but do not deem it kosher (pardon my pun) to build such units without a civ having access to camels.
To make sure the Arab civ is not consequently hosed with a potential no chance of access to its UU that requires camels I set the appearance rate ("ratio") for camels to equal that of horses, and raised both to the equivalent PTW strategic resource allocation level for horses (12 such resources for a standard 100 x 100 map with 8 players and default world settings = an "appearance ratio" in the C3C editor of 212). (I also raised the appearance of elephants to this rate in case some civ needs elephants for its UU.)
A culturally linked starting location for the Arab civ near some desert tiles would put the odds in their favor, but to date no such pre-made map has been created and posted on this thread.
If anyone plays the Arab civ and has this problem (no deserts anywhere nearby on a land based map) let me know and I may chose to drop the requirement for the Arab civ to have access to camels to build its UU.
In that case the Arab civ would still have to have access to horses (to nonsensically build camel based UU's). Keep in mind the Civ 3 editor does not allow OR for resources, only AND. (For the same reason I had to chose Copper or Iron for the swordsman unit and "arbitrarily" chose Copper since so many later units require iron but few if any require Copper.)
5) worker jobs
I deleted those jobs not found in Civ 4 - airfield, radar tower, barricade, and outpost. The latter really hurt since that is an improvement Civ 4 sorely needs. The only compensation in Civ 4 for not having outposts is that some Civ 4 units can get an increased visibility promotion called Sentry. This Civ 4 promotion of Sentry can be simulated in Civ 3 by giving a unit the "radar" special ability when the unit is defined in the Civ 3 editor units tab. (I did give some units the radar special ability in my add on scenario to the T4T base mod, namely the scout, explorer, aircraft carrier, army, Quechua UU, Sherlock [spy], gunship, and explore boat)
Colonies are not allowed in Civ 4, but I found no way to turn these off in Civ 3.
6) citizens tab
I added the priest specialist per normal Civ 4 rules (one hammer, one coin). I added all of the "Great Specialists", but since Civ 3 provides no way of upgrading specialists and does not use Great Person Points, I did not implement any of these "Great Specialists".
I suppose they could be implemented with new techs or small wonders, but Civ 4 provides no clear direction on how to proceed.
7) civ tab
There are 31 possible civ's in Civ 3. Civ 4 has introduced 34 civ's in its original release and its two expansion packs. In my add on scenario I arbitrarily decided not to implement the Korean, Frankish (mislabeled the "Holy Roman Empire of Charlemagne" in BtS), or Sumerian civs.
8) civ advances tab
Initially for this mod I added all the component civics in your mod as "free" techs once the enabling tech has been researched. This potentially made it easier to define new gov's since you do not have to associate the enabling tech with the civics type (except here in this tab).
However this had the undesired side effect of wasting a turn to research this free tech, and making this tech unavailable after the era in which is available ends (except by trade with another civ).
A better system is to only define such free gov enabling techs when necessary. It turns out due to the limitations of the Civ 3 editor this IS necessary if the civic/gov has more than one prerequisite tech. There are approximately five such enabling techs currently defined. As yes, they suffer the limitations I mentioned above (one turn wasted for "research" and they are not available except by trade after the enabling era ends).
what follows is an outline of my methodology concerning how Civ 4 civics combine together to form an overall Civ 3 T4T mod "gov"/"civics combo" -
Spoiler :
to keep track of all the "gov"/"civics combo" types available I used a code system to name them.
NOTE to non Civ 4 players - a Civ 3 T4T mod "gov"/"civics combo" type is formed as a combo of four Civ 4 civic trait types - gov, legal, labor, and economic. (the Civ 3 T4T mod is unable to use the Civ 4 fifth civic type of "religious" due to the limitations of what can be changed in the Civ 3 editor.)
the first part of the "gov"/"civics combo" type code has to do with how "mature" the gov is, and hence how resistant to propaganda and capture by other cultures it is. this is my own (arbitrary) opinion on this matter and no doubt just reflects my own gameplay patterns.
the four digit code that follows the name of the "gov"/"civics combo" type refers to the four constituent "civics traits" that make up the "gov"/"civics combo" type.
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"civics traits" CODE CHART
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four digit code, name of "civics trait", relative weight of "civics trait", enabling tech, col in Civ 4 gamechart of this enabling tech, the tech era of this enabling tech, details of special function(s) of this "civics trait"
no gov = Anarchy = 0000 -> catastrophic corruption, 1% base assimilation rate
gov type "civics trait"
1xxx Despotism, +1, N/A (starting gov type "civics trait"), +1 to legal type "civics trait" unit support, low war weariness, rampant corruption, only gov type "civics trait" with "tile production penalty" that makes third F C or S produced disappear
2xxx Hereditary Rule, +2, Monarchy, col 5, era two, low war weariness, +10 military police, problematic corruption
3xxx Universal Suffrage, +3, Democracy, col 12, era four, high war weariness, minimal corruption, +1% to base assimilation rate, after some reflection I decided to disallow the "gov"/"civic combo" type of gov type "civics trait" Universal Suffrage with labor type "civics trait" Slavery although I kept the stubs in the biq file (someone could easily add them back for their own mod)
4xxx Police State, +1, Fascism, col 15, era five, -1 to legal type "civics trait" unit support, no war weariness, nuisance corruption, forced resettlement (lose some population per city upon adoption), xenophobic (cities do not generate culture unless citizens are more than 50% of your civ's nationality)
legal type "civics trait"
x1xx Barbarism, +0, N/A (starting legal type "civics trait"), 3 unit support
x2xx Vassalage, +1, Feudalism, col 7, era three, 1 unit support per city plus 30 free (good civic for < 15 cities)
x3xx Bureaucracy, +2, Civil Service, col 8, era three, 2 unit support, free workshop (linked to exact Bur gov choice) available with +50% production and coin for capital city (only)
x4xx Nationhood, +3, Nationalism, col 10, era four, 3 unit support (good civic for > 15 cities) , draft two units (only civic that allows this)
labor type "civics trait"
xx1x Tribalism, +1, N/A (starting labor type "civics trait"), cannot hurry production, 100% max research
xx2x Slavery, +0, Bronze Working, col 3, era one, forced labor to hurry production (only civic that allows this), 50% max research, after some reflection I decided to disallow the "gov"/"civic combo" type of gov type "civics trait" Universal Suffrage with labor type "civics trait" Slavery although I kept the stubs in the biq file (someone could easily add them back for their own mod)
xx3x Serfdom, +1, Feudalism, col 7, era three, cannot hurry production, workers work 50% faster, 80% max research
xx4x Caste System, +2, Code of Laws, col 7, era two, paid labor to hurry production (?) (this civic is currently undefined for my add on scenario to this mod, and is likely to remain so considering the vast the number of "gov"/"civic combo" choices already available - unless someone makes a good case how coding it would improve gameplay)
xx5x Emancipation, +3, Democracy, col 12, era four, paid labor to hurry production (only civic that allows this), 100% max research, +50% tax hall free city improvement for all cities is usually available (linked to exact Emanc gov type - I disallowed this benefit for an Emanc combo with State property/Communism), +1% to base assimilation rate
economic type "civics trait"
xxx1 Decentralization, +0, N/A (starting economic type "civics trait"), pay maintenance on city buildings
xxx2 Mercantilism, +1, Banking, col 9, era three, pay NO maintenance on city buildings
xxx3 Free Market, +1, Economics, col 11, era four, pay maintenance on city buildings, "trade bonus" - each city tile generates an additional coin (if it is already generating at least one coin)
xxx4 State Property, +0, Communism, col 14, era five, pay maintenance on city buildings, gov civic corruption is overridden with communal level corruption (based on number of cities, not distance from palace), disallows Emancipation tax halls to be built for the Emanc/State Property "gov"/"civic combo" type
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each of the above techs associated with enabling the various types of "civics trait" are required to be researched to end an era
except for Democracy, Fascism, and Communism
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I will now account for the eleven special cases where combined enabling techs are necessary to research a "gov"/"civics combo" type by era with the number of special cases in that era shown in parens
era one (0) - Bronze Working
era two (0) - Caste System
era three (4) - Feudalism, Civil Service, Banking
need special CIVICS tech to combine the three pairs of two, and one for combining all three techs.
era four (2) - Economics, Nationalism -> Democracy (not required for era advancement)
need pair of Ec and Nat, and pair of Ec and Dem
era five (5) - Fascism, Communism
need pair of both era 5 techs, pair of each of the two era 5 techs with Democracy since latter is not required for era advance,
and finally a pairing of Fasc, Comm, and Dem
NOTE:
for the 11 special cases of combined "civics trait" types listed above the CIVICS tech that enables this combo MUST first be researched separately for a single turn even though the research cost is free
all other "civics trait" types have only one tech required to enable it due to the mechanics of era advancement and hence do NOT require one turn to be wasted on researching a gov CIVICS tech
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example "gov"/"civics combo" name
60 Mon Bur Serf Fr 2333 (Hereditary Rule, Bureaucracy, Serfdom, Free Market)
+2 Her Rule, +2 Bur, +1 Serfdom, +1 Free market = +6 total times 10 (scaling factor) = 60 starting "gov" name prefix
2xxx Her Rule, x3xx Bureaucracy, xx3x Serfdom, xxx3 Free Market combined together = 2333
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note, to play my add on scenario to the T4T mod you do not need to know all the above details for each type of "gov"/"civics combo", and at some point in the future these details will be available in the Civilopedia
however knowing what is given above will give you a rough relative rank to each "gov"/"civics combo" type (based upon its starting prefix) that you may be considering adopting.
I created a terrain set for the \Art\terrain folder.
it is a compilation of popular graphics modders like SnOOpy adapted to what I felt looked best on my own computer screen to make Civ 3 terrain as bright and legible and Civ 4 like as possible.
the complete 9 MB terrain file set ("Joel's Terrain") is in the Civ 3 terrain graphics download section -
http://forums.civfanatics.com/downloads.php?do=file&id=7341
this terrain pack does not include the mansion for forests on hills replacement file since that is specific to this mod. that file and the rest of the files for my add-on scenario to this mod are posted in the Civ 3 mod pack download section -
http://forums.civfanatics.com/downloads.php?do=cat&id=14
UPDATE Sept 19, 2007
it turns out forests in Civ 3 are NOT an overlay like in Civ 4, so forested hills remain hills in terms of tile stats. hence the tiles to be visually updated to reflect the new cottage stats for forests are grasslands, plains, and tundra (not hills). these update are at the end of post #35
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If you have a dial up connection you may prefer to download these files piecemeal from the following file sets.
This is the first five of the 32 zipped files.
The first file has been replaced with a playable biq file since original posting.
As I update the biq I will put the updated biq file here. This file is needed to get the latest rules and scenario changes I am adding to this mod. NOTE: this biq is now frozen since I later completed an entire add on scenario.