TLC Mercantile (Experimental)

4600 years without iron is crippling. I’m holding it together with secondary units but it’s hard work. The name Harold Godwinson comes to mind.
If I wasn’t so stubborn in trying to prove that the game is winnable from any starting point, I’d have conquered these *#$&’s and their civilizations would have been forgotten long ago.
I can’t say that I’m not having fun though.
 
Greetings,
Guess the summer palace needs some attention :
upload_2017-3-2_22-4-40.png
 
After researching Controled blast I am able to build Gatling gun, though there is no mention of it in thech tree for this tech. It also looks bit premature now.

Another thing, I think there should be more UU, playing Japan without samurais is somewhat strange.

After 340 turns I reduced Byzantines to one city, take two cities from Russian and am now considrable power on my continent.
 
After researching Controled blast I am able to build Gatling gun, though there is no mention of it in thech tree for this tech. It also looks bit premature now.
The Gatling gun is an error; it’s supposed to be assigned to industrialisation. The relevant exe’s have been updated.
Another thing, I think there should be more UU, playing Japan without samurais is somewhat strange.
There are no unique units on this game. My focus was on western units for this initial stage. I tried to only include units that look like they were designed and manufactured by the same people (the wrong paint job on a tank was enough to exclude it). If the game would allow it; I’d eagerly assemble a unique unit line for each civ (approximately 13000 in total). Sadly, even with this “one unit for all peoples” policy I’m still using place-holder graphics.

If I can get the remaining place-holder graphics replaced, I’ll start work on a unique unit line for each culture group (2175 in total). A line for each civ is totally unfeasible without assistance from Firaxis Games. The first problem is that the game has a maximum of 2500 units per exe file.
After 340 turns I reduced Byzantines to one city, take two cities from Russian and am now considrable power on my continent.
I’m assuming that you’re growing more desperate for land transports. I started getting a backlog of tradable goods units around Controlled Blast and canal barges cleared that mess in a few turns. I’m currently researching Rank and File (turn 460) but I can’t wait to get trains.
 
A line for each civ is totally unfeasible without assistance from Firaxis Games. The first problem is that the game has a maximum of 2500 units per exe file.

Oni Ryuu, a maximum of 2500 units per exe file doesn´t exist. The next version of my mod holds far more than 4.500 units and works without problems.
 
Thanks Civinator, I can’t remember where I was told 2500. It’s good to know that I can double what I thought was the max. Still, I’m in no hurry to put together 31 unique unit lines. I need to know if people like the game rules before devoting the time necessary for such a large expansion on graphics. Knowing the criteria for the graphics, I can imagine that such a list posted on the units request thread would cause a lynch mob.
The amount of work and time, the program limitations, the increased size of the main file and the diminishing number of Civ 3 players makes me think that a line for each culture should be the limit for this mod regardless of the actual unit limit.
 
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Here's my save file.
 

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hi, i have the above problem, any help
Sorry for the inconvenience. This should fix the problem.

Download Patch

Replace the Civilopedia and PediaIcons files in the Text Folder.
Replace the Dry_DockLG and Dry_DockSM pcx files in Art>Civilopedia>Icons>Buildings.
Replace the buildings-large and buildings-small pcx files in Art>city screen.
 
Thank you Jarovid. This was quite helpful.

Don’t take any of this as a criticism. The reason why I wanted to see what you were doing was to know how someone with a fresh perspective would play the game.
Spoiler :

  • From the lack of oxen carts, I’m assuming that you’re disbanding the goods in the city that makes them.
  • You don’t seem to have any interest in archers or city installation artillery?
  • Your Crusaders in Shimonoseki are next to a Carthaginian Longswordsman, the AI will take any opportunity to attack nationless units (friend or foe). Placing 1 recognised unit in the stack will stop that.
  • There is a clear distinction between lighter (I call it escort artillery) and heavy (siege) artillery in this mod. The lighter artillery and archers are for field engagements and the heavier is for pounding entrenched positions.
  • The Siege Towers are used as mobile archer platforms (enabling you to move and fire). Or; you can bombard a city using trebuchets from a distance. When you’re satisfied, move a Siege Towers (loaded with offensive infantry) forward and attack the city with the transported infantry. This allows you to keep your army at a safe distance (whilst besieging a city) and still be able to attack without that one turn delay.

You’re doing so much better than the AI. It looks like you love fortifications, compartmentalisation and pole arms. Keep up the good work and thanks for keeping me apprised.
 
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No worries, I am always open to discussion.

As a matter of fact, I love the idea of transporting goods and units, because having railroads that will lead you accross vast continent in no time is unrealistic.
The lack of oxen carts in my game is due to the fact that I have not managed yet to build enoguh buildings that produce goods (damn Byzantines) so one oxen cart (there is another one now)
was sufficent to transport that little goods that I had. I expect this to change in the future.

As for the archers and city instalation artilery, I try to use the strongest artilery I can get (trebuchet currently) and it's advantage is that I can use it in defence until I decide to take initiative, and when that happens I don't need defence instalation anymore. I recon that I save some money using same artilery for both purposes.

I beleive I put some Paladin with those crusaders, as I have lost couple of them earlier and now I am aware that they need some cover.

I got an impression that AI is constantly getting better outcome in mellee so I built lots of catapults and try to avoid any contact before enemy is destroyed or redlined. Otherwise, I would lose too many units and my costs would go through the roof.

Bottom line, if I don't use some of units does not mean they are useless, they just don't fit in my playing style, and there are probably players who can find good use of them, and even kick my ass with those units.

Oh, yes, fortifications. Chinese took two Byzantine cities that were in the middle of my territory and the fortifications had temporary role to prevent Chinese from making nasty surprises while I was engaged against Russians.


So if anyone is interested in trying this mode in PBEM, I am willing to participate.
 
As for the archers and city instalation artilery, I try to use the strongest artilery I can get (trebuchet currently) and it's advantage is that I can use it in defence until I decide to take initiative, and when that happens I don't need defence instalation anymore. I recon that I save some money using same artilery for both purposes.
The unit Civilopedia entry’s now mention if the unit has a support cost. You’ll need to update your Civilopedia. This may have lead you to disregard some useful units. I’m sorry if I didn’t mention it in the news post.
I got an impression that AI is constantly getting better outcome in mellee so I built lots of catapults and try to avoid any contact before enemy is destroyed or redlined. Otherwise, I would lose too many units and my costs would go through the roof.
Exactly the same attitude I have.
So if anyone is interested in trying this mode in PBEM, I am willing to participate.
Good to know. I’ve only ever played Hotseat before and this mod was purpose built for multiplayer games.

Each time you have to discover something for yourself is indicator that I’ve not included enough information.
One final question; do you use the tactics index?
 
When we’ve tidied-up all of the flaws, I’d like to try a 3 player PBEM game and give it a real test. I could possibly do a turn a day.
Well, I did not :blush:, but will do asap.
Was that because you didn’t know about it or because you didn’t expect it to be more helpful than checking the unit’s civilopedia entries? If you get any interesting ideas, I’d like to expand on the index. It’s supposed to help new players play like veterans.
 
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I always hated rails in civ 3 as they remove a huge part of strategic aspect from what was supposed to be a game of strategy.
Like your idea with trains, but is the AI smart enough to use them?
I also don't understand how that "99 ROF" part works.
Thank you.
 
Hi Shmelkin, welcome to civfanatics.
I always hated rails in civ 3 as they remove a huge part of strategic aspect from what was supposed to be a game of strategy.
Infinite rail capacity ruins the game.
Like your idea with trains, but is the AI smart enough to use them?
We’re in the process of testing that but this is primarily a multiplayer mod. The land transports are using naval logic and the AI are using them but I can’t tell how effectively. The canal barge and trains are marked as air units so I can’t be sure of any results.
I also don't understand how that "99 ROF" part works.
Armour has 4 HP and standard infantry 6 HP. 99 rate of fire and low bombard strength is fatal to infantry but not much of a threat to armour. The game mechanics have been totally reworked to make specialist units more applicable.
 
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