TLC Mercantile (Experimental)

Oni Ryuu

King
Joined
Sep 8, 2016
Messages
893
Location
Manchester UK
Version: Civilization 3 Conquests/Complete
Uncompressed Size: 960 MB

Tactics & Logistics Conquest mod
upload_2017-2-27_16-38-23.png



Welcome to TLC Mercantile

This mod was developed using Quintillus’ Editor to remove most of the game’s original limits and enable a variety of new features that were previously unachievable.


You can make your fortune by trading valuable units with other players.
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You can perform train robberies and acts of piracy.
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You can plague your neighbours with insurrectionaries and blame someone else.​


The game starts in 5000 BC with your primitive tribe knowing only flint knapping, basic agriculture and canoe building. You can grow your people from a vulnerable neolithic hamlet to a stable world power but, it won't be quick or easy.




Download Main Folder: Main Folder


Download BIQ: TLC Mercantile

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Link to Sima Qian’s: Multiplayer Tool


Operating Instructions:
Spoiler :
Open the files on your computer in the following path C: Drive>Program Files>Firaxis Games>Civilization III Complete>Conquests>Scenarios and move the TLC folder and the BIQ file to this location. Activate the game, select Civ-Content and load the mod.
Are you using STEAM?
Spoiler :
Open the Text folder and you’ll see a file called “labels(Steam)” rename this file to just “labels” to correct menu displacement.
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If you’re using a no-CD patch you won’t need to swap labels files.
Do you want to play on Huge maps?
Spoiler :
Tiny to Large (120^2-250^2=land mass 2880-25000) maps can be played using the original Conquests.exe file. If you want to use a huge (360^2=land mass 25920-51840) map you’ll hit the city limit with land to spare. Here is a link to Knuckles’ No Limits.exe allowing you to exceed 512 cities and 8192 units.


More information on posts 2-6.
 
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2/6

Points of Interest

  • Over 500 units available for every civilisation
  • Consumable goods units (production boosting units)
  • Merchandise units (can be shipped across the world and sold to foreign trading partners)
  • Military equipment such as tanks, helicopters and artillery can be exchanged with other players
  • A few sites of religious significance might appear as the game progresses
  • Warships (as opposed to transports and armed merchantmen) can be enhanced with additional guns, VTOL/rotor-wing units, infantry UAVs and ROVs
  • There are 5 additional government options (including an immediately accessible alternative when you begin the game)
  • Each city has its own taxation policies
  • Enemy ships can be plundered
  • Rail is replaced with canal boats, trains and trams
  • All Infantry can enslave
  • Infantry doesn’t require maintenance
  • There are several new weight classes for units

The game also features a new format for the Civilopedia.
Spoiler :

upload_2019-9-17_16-21-39.png
 
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Started as Japan.

I noticed that irrigation does not increase food prodaction.
 
Hi Jarovid, thanks for trying the game.
We’ll try the obvious first.

1. What terrain are you irrigating? If it doesn’t produce when irrigated it may be a terrain type that doesn’t allow it. These are the stats in case the Civilopedia is wrong.
Irrigation bonus
· Desert =2
· Plains = 1
· Grassland = 1
· Tundra = 0
· Floodplains = 1
· Hills = 0
· Mountains = 0
· Forest = 0
· Jungle = 0
· Marsh = 0
· Volcano = 0

2. Despotism and Absolute Monarchy have a limit on how much food per tile they can receive (3 per tile). The terrain you’re trying to irrigate may be already so productive that irrigation provides no advantage e.g. floodplain = 3 food for each unaltered tile or a bonus food resource like wheat and bison would do the same.

I’m testing a 360^2 game now where I’m in desert and plains and my neighbours have mostly grassland. I can’t see a problem from here, can you tell me more?
 
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I am in Despotism and I irrigated grassland that produce one shield, but it still produces two food units just as it did before irrigation. It should produce three food if I get it right.

Another thing, I can't turn citizens into entertainers, or any other specialist.

Would you prefer to have all this stuff sent via private message?
 
I am in Despotism and I irrigated grassland that produce one shield, but it still produces two food units just as it did before irrigation. It should produce three food if I get it right.
Which BIQ are you using? i'm using TLC Mercantile and i can't see the problem that you're describing.
upload_2017-2-26_20-44-54.png upload_2017-2-26_20-44-42.png
can you post a picture?
Another thing, I can't turn citizens into entertainers, or any other specialist.
All the specialist citizens become available as your tech develops. Entertainers come with literature.
Would you prefer to have all this stuff sent via private message?
We've already started so it's all good.
 
Can you add more add some Si-Fi unit and the future era
 
Good to hear.

I’m on turn 300. I’m a small nation wedged between players 3 times my size. I lost a city to India and failed a 10 turn siege to take Karachi. I’ve amassed 15 trebuchets, hoplites and longbow men and I’ve started producing hospitaller knights for a second attempt.

I hope you’ve not had to deal with war yet. Besieging fortified cities in the ancient era is hard work.
 
I misread what was said in the editor.
View attachment 465895
You'll be limited to 2 food per tile until you get Sortation. It's part of the original game so I never questioned it. Only Despotism and Anarchy had that penalty. I gave the penalty to Absolute Monarchy as well.
To be clear, the tile penalty is that if things produce 3 or more of a particular resource, they produce 1 less. So if you are producing 4 food, after the penalty, you only receive 3.

This makes it such that there is no benefit in upgrading tiles to produce 3 of something if it produces 2 already, because it's going to be deducted anyways. It is a harsh penalty if you have low tile improvements, as you are losing 33% of the output on things that produce 3, 25% on things that produce 4, etc.

In fact, it is so bad, that if you had the tile penalty on Minimal corruption (assuming a moderate sized empire with maybe 70% of the tiles improved, with more of them at the core cities), at the end of the day, your effective income/production is comparable to if you had it on Problematic or Rampant corruption without the tile penalty.
 
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