Thorvald of Lym

A Little Sketchy
Joined
Nov 21, 2005
Messages
8,808
Location
A Palace north of Oslo
Woot's oop everyoone, Ubik the greatest modmaker GAME DESIGNER of all time here with my latest project: the IOT Civ3 Mod!

I might have started something like this earlier, but that my desktop was out of commission. While I can mod Civ4 in the sense that I know how most of the components work, I have much more in-depth experience with Civ3, and thus actually have a chance at crafting something holistic. To be clear, this does not mean work on the Civ4 mod is shelved.

The goal of this mod is essentially total conversion. Whereas the Civ4 mod is basically a flavour pack, I want this to have an internal consistency, to feel like its own world. Eras will be named after the 'epochs' of IOT; techs will reflect the evolution of the game rules. Everything that I think can be given an IOT flavour will be flavoured as such. If desired, I'll even look into a dedicated map.

As most of the (present) IOT crowd cut its teeth on Civ4, I should run down a quick list of salient features, as the two games play quite differently:
  • UBs are not a core component, but can be modded in. While there is no dedicated option for civ-specific improvements, several modders have found ways to implement civ-unique buildings through 'phantom tech' (described below). Note that unlike Civ4 these are not replacements to existing improvements, but standalone additions.
  • Units have separate Attack and Defence strengths. In Civ4, units have a base strength modified by specific bonuses and veterancy upgrades. In Civ3, Attack and Defence are separate stats and largely immutable. Veterancy exists in the form of bonus hitpoints, which increases the number of combat rounds the unit can take before defeat.
  • Unit lines are more flexible. Whereas in (base) Civ4, you have a common line of units with one or two civ-specific variations, in Civ3 it is not just possible but easy to create entire civ-unique arsenals. This is helped immensely by the sheer volume of available sets in the Download DB, which currently numbers over eight thousand packages.
  • Artillery is ranged, and capturable. Whereas Civ4 had to wait for dedicated mods, Civ3 has built-in support for ranged bombardment, which is tracked as a separate combat stat. Additionally, units with 0 ATK/DEF can be captured intact, provided the capturing civ has the unit's prerequisite tech (otherwise it's destroyed). Units can also have a special "Enslave" ability that has a chance of capturing defeated enemies as predetermined unit(s).
  • Stealth attacks. In the Civ4 Stack of Doom, an attacking unit is automatically matched against the strongest counter to it. In Civ3, units are ordered in terms of absolute strength, with the strongest standing unit at the top of the stack. Originally used for submarines, stealth attacks allow an attacker to bypass the rank-order and target specific units within the stack (i.e. transports) that are weaker and/or more strategically important. Valid stealth-attack targets can be individually tailored to the unit, i.e. snipers can only target leg infantry, AT can single out tanks, &c.
  • Tech trees can be custom-tailored. All default technologies are classified within one of four Eras, which determines their location on the Science Advisor screen. Techs given no Era cannot be researched, but can be used as prerequisites to 'placed' techs; modders have used this to give civilizations partially- and sometimes fully-customized tech trees inaccessible to other players.
  • Espionage is all out-of-pocket. Unlike both Civ2 and Civ4, espionage is not done with units but executed through a dedicated screen. Missions are essentially 'purchased', with success odds dependent on how much cash you're willing to dole out.
  • Barbarians are dumbed down. Unlike Civ2 and Civ4, barbarians are permanently nomadic and cannot capture cities or establish their own faction. They are also limited to three types of unit throughout the whole game (2 Land, 1 Sea).
  • The UN is only a victory condition. Granted, this was the first game in which it was implemented as an actual international mechanic, but literally its only purpose is for the World Leader victory condition.
  • Regicide is a thing. One of Civ3's unique minor victory conditions, 'Regicide' places a 'king' unit at the civ's starting position—if the king dies, you lose the game. (There's also Mass Regicide, which multiplies the number of king units.) These 'king' units are special in that they cannot be built but can be upgraded, and will always be placed at the bottom of a combat stack as described above. Modders have exploited this to make them 'hero' units in custom scenarios, most notably in the Escape from Zombie Island series.
  • Mountains can be used. They don't produce much even when mined, but they can be traversed. There are also options to restrict certain units' mobility over certain terrain types, i.e. forbidding tanks from crossing a swamp without an existing road.
  • Pollution manifests on the map. Civ4 unhealthiness manifests within the city itself, and can trigger Global Warming, but is otherwise ethereal. In Civ3, pollution overflow directly affects the map by penalizing tile output until cleaned up. Pollution can also be triggered by volcanic eruptions that can even destroy neighbouring cities outright.
  • Corruption impacts production. Hard. City maintenance in Civ4 makes expansion expensive, but individual cities remain productive. This was a response to Civ3, where it's basically the opposite: the corruption system directly penalizes a city's total production and revenue, to the point that far-flung border towns are virtually stagnant, even with large population. Available improvements in the base game barely mitigate this, so several modders have adopted the practice of adding the 'courthouse' trait to additional buildings.
The lynchpin to how this mod develops is the factions involved. Playable civilizations are hard-capped at 31 total, which means short of fracturing this project into a set of submods, we'll need to pick our player base.

Omega124 compiled this list of most active/notable/historically relevant IOTers, which barring any opts-out I'm prepared to adopt as the official roster:

1. Omega124
2. Civ'ed
3. KaiserElectric
4. Terran Empress
5. NinjaCow64
6. Thorvald of Lym
7. Tolni
8. Sonereal
9. Taniciusfox
10. Tyo
11. hoplitejoe
12. Aliedhoo
13. Reus
14. Crezth
15. Nuka-sama
16. Red_Spy
17. mechaerik
18. christos200
19. e350tb
20. CivGeneral
21. CivOasis
22. DaemonDD
23. JamesCaesar
24. Seon
25. taillesskangaru
26. SamSniped
27. Double A
28. Bair_the_Normal
29. Decamper
30. Angst
31. Jackelgull​

If you're interested, here's the basic scheme for what I'll need as a signup:
Faction name (full): i.e. Cossack Caliphate of al-Andalus
Citizen shorthand: i.e. Andalusians
Adjective: i.e. Moorish
Bonuses: Default 2 per civ, hard-coded from the following list:
Spoiler :
Agricultural: +1 food in city centre +1 food from irrigated desert; Aqueduct, Recycling Center, Solar Plant cheaper to build.
Commercial: Bonus commerce in Level 2 and 3 cities; lower corruption; Marketplace, Bank, Harbor, Airport, Stock Exchange, Commercial Dock cheaper to build.
Expansionist: Starts with special Scout unit (defined in game rules), and goody huts are less likely to trigger barbarians.
Industrious: Bonus production in Level 2 and 3 cities; workers complete tasks faster.
Militaristic: Units more likely to gain veterancy; Barracks, Walls, SAM Site, Coastal Fortress, Harbor, Civil Defense cheaper to build.
Religious: Reduced Anarchy interval during revolution; Temple, Cathedral cheaper to build.
Scientific: Free technology on era advancement; Library, University, Research Lab cheaper to build.
Seafaring: Civ starts along the coast, and bonus commerce in coastal cities; +1 sea movement, ships less likely to be lost at sea; Coastal Fortress, Harbor, Offshore Platform, Commercial Dock cheaper to build.
A civ's bonuses also control what Wonders will trigger a Golden Age.
Leader: The name of the leader.
Title: The "official" title of the leader. This is mainly used in diplotext.
Leader portrait: Min. 200x240px, or an existing animated leaderhead. Can provide up to four portraits (one per era).
Favourite Government: Government type the AI will adopt at the earliest opportunity.
Shunned Government: Government type the leader despises, affects AI relations. This does not prevent the player from choosing it.
Aggression Level: 1–5, how militaristic the AI behaves. As per Civilization tradition, the lowest level is a Trojan Horse, and used by France and India in the base game.
Team colour: Two of the following from this palette, one as primary, and one as a backup if it conflicts with another player's choice:
Spoiler :
Cities: ~30–40 optimal.
Military Leaders: ~6 names for Great Generals.
Scientific Leaders: 3+ for Great Scientists
Build Often: What sort of units and improvements the AI should prioritize, i.e. what's the civ's general strategy. Available categories:
Spoiler :
Offensive Land
Defensive Land
Artillery
Settlers
Workers
Naval
Air
Growth
Production
Happiness
Science
Wealth
Trade
Explore
Culture
General strategy: This is where you get to be creative. Describe your (IOT) play style, your aesthetic, yourself, in as much detail as you want. Again, this mod isn't about a couple of shout-outs here and there—I want each faction to feel unique, and to play unique, and frankly, even out of that Top 31 I feel I can confidently model maybe one-third of you to something approaching accuracy. N.B.: This section is to help me figure out unit lines, and if I get to them, unique buildings and special techs. The A.I. is nowhere near as customizable as Civ4, and excepting culture groups (whose role I haven't decided yet) all relevant inputs are listed above.

Help me, help you.
 
Last edited:
Damn, there's no cheeky way around the 31 civ limit? What about multiple rulers per civ? Like, would there be a way to make a modular mod for each civ and place them together how the user wants?
 
Last edited:
Faction name (full): Women's Commune of Abeille
Citizen shorthand: Abeille
Adjective: Abeilland
Bonuses: Industrious and... um...

well, the culture one is Religious but we all know I'm atheist as hell.

I can't swim so Seafaring is a lie.

I'm not capitalist so I'm not Commercial

I'm not STEMwank either so I doubt Scientific

And not really into the whole Prussiawank of Militaristic either

Expansionist could work I guess but sounds a bit imperialistic.

Agricultural? I got nothing for the second one tbh.
Leader: Megan
Title: Forewoman
Leader portrait: I'll see if someone will make a Lucina portrait for me >:3
Favourite Government: COMMUNISM
Shunned Government: Fascism
Aggression Level: 3
Team colour: Yellow (Third from top) and pink (second from bottom). Yellow and black by themselves reminds me too much of ancap colors for me to be comfortable with them now :\
Cities: Just use my civ 4 list? :3
Military Leaders:
Lucina d'Ylisse
Yvette Pettigrew
Lucie Bardot
Elsa Pott
Chung Yeong-suk (or Yeong-suk Chung if you prefer western naming conventions)
Mihaela Şoimescu
Scientific Leaders:
Annette Renard
Emily Lésiane (With apologies to Dem if he wants this little reference removed; he was cool with me using her for XIV though and she is a science nerd)
Charlotte Montagne
Okawa Junko (or Junko Okawa again if you prefer western naming conventions)

Build Often: Air, Culture, Happiness, Production


General strategy:

Militaristically, my AI should always be looking into the sky. I have always had a fetish for air power, and I want my AI to properly appreciate that by having an air force that can easily wrest control of the skies and bomb my enemy into oblivion. On land, my peference would still be long range combat, like artillery units, just trying to kill my enemy with as much firepower concentrated in one area as possible. Non-Artillerly land units should emphasize defense over attack, so they can properly defend my big guns on the field. Navy should be dominated by carriers, with some surface escorts to act as screens. Given my rants on chat about how I feel subs are useless weapons of war, it would be kind of cute if I'm unable to build subs altogether (as long as I get proper ASW, of course).

Domestically, this may sound silly, but I always kind of try to play civ and similar games as benevolently as I can to my virtual citizens. I'm not afraid to go to war, but I don't really seek out conflict either. Instead, I usually try to win by culture, which I'm not sure is a victory condition in Civ 3, but I guess Diplomatic works. Because of this, I want my civ to focus on what I actually focus on when I build: culture and happiness. Try to build a virtual utopia that people would want to live in. Production is also a focus because hammers (or shields in 3 I guess) let you actually build that virtual utopia.

Also, if there's any way to make my culturewank a bit more secular (I see most of the culture buildings in 3 are religious in nature), that would be nice.

EDIT: Also, for foreign policy, I ranked myself as level 3 aggressive because I neither really seek out conflicts, but nor do I shy away from an offensive fight if I think it's a Just War. I feel my personality would be very nice but firm. I'd treat my friends well, and I will treat my enemies with extreme prejudice until they are wiped out. I hate backstabbing, so I would like if my AI was loyal, even to a fault. That's not to say that I'm not above subfertage; far from it, I got a reputation in the earlier days of IOT for manipulating espionage mechanics to my advantage, the most notable example being IOTE2, where I became the world's largest power by abusing the espionage mechanics. In fact, my AI should be spying as much as she can, but only against the people she hates.
 
Last edited:
Damn, there's no cheeky way around the 31 civ limit? What about multiple rulers per civ? Like, would there be a way to make a modular mod for each civ and place them together how the user wants?
...Yes and no. It is technically possible to add more definitions, but you can have only 31 selectable civs at a time, and every time you want to change that you have to change the .biq file where all the rules are stored. (You'd also have to change the colours to make sure two civs aren't calling the same one, since that can cause the game to scramble everything in unexpected ways.) It may be possible (I'll have to do tests), but it's cumbersome.

Also, leaders are defined as part of the civ. It's not like Civ4 where they're separate entities.
 
...Yes and no. It is technically possible to add more definitions, but you can have only 31 selectable civs at a time, and every time you want to change that you have to change the .biq file where all the rules are stored. (You'd also have to change the colours to make sure two civs aren't calling the same one, since that can cause the game to scramble everything in unexpected ways.) It may be possible (I'll have to do tests), but it's cumbersome.

Also, leaders are defined as part of the civ. It's not like Civ4 where they're separate entities.

I think it would be an extremely good idea to do this as that way everyone can be included sort of. :)

I'll get my application done after I do the Civ4 reapplication (which I am actually almost nearly finished).
 
Faction name (full): Empire of Forumus-Spama
Citizen shorthand: Forum-Spam
Adjective: Spammer
Bonuses: Expansionist, Religious
Leader: NinjaCow64
Title: Prime Minister
Leader portrait: Just use the one I used for Civ4 for now, I’ll think of something better later.
Favourite Government: Democracy
Shunned Government: Fascism
Aggression Level: 2
Team Colour: Dark Blue/Normal Red

Cities:
Spoiler :

Canberra
Spamvalleta
Spamusalem
Spartacus-Makassar
Bloodrock Castle
Sixth City
New Thuria
New Camelot
Draconis
Uaenuj
Belconnen
Civic
Gungahlin
Jerrabomberra
Majura
Molonglo Valley
Tuggeranong
Weston Creek
Woden
Queanbeyan
Jervis Bay
Acton
Ainslie
Barton
Braddon
Campbell
Deakin
Dickson
Downer
Forrest
Fyshwick
Griffith
Manuka
Hackett
Kingston
Lyneham
Narrabundah
O'Connor
Parkes
Red Hill
Reid
Russell
Turner
Watson
Yarralumla


Military Leaders:
Saber
Archer
Lancer
Rider
Caster
Berserker
Assassin
Ruler
Avenger
Alter-Ego
Mooncancer
Foreigner

Scientific Leaders:
Ada Lovelace
Charles Babbage
Alan Turing

Build Often: Settlers, Workers, Defensive Land, Happiness, Growth, Science

General strategy: Spam cities until the wheels fall off. Once the wheels have fallen off, make a super happy giant fun time alliance with all the democracies and then blow up all the Fascists/other undemocratic scumbags. After that…aim for a diplomatic victory I guess?

Military Doctrine: Soviet tactics! Human wave boyos! Heavy focus on extra cheap infantry but shoddy infantry, with most other military units playing a support role to the endless waves of troops. The main exception to this should be a late game infantry unit called a "Servant". They should be extremely expensive to build, but be equally overpowered to compensate. Also make them immune to nukes and other instant-kill effects (if this is possible) because that would be trivial to defeat otherwise. I want a servant to be a foe that makes enemies put on their brown pants, but something that is a sizeable enough investment that defeating one would be a massive blow.

The navy should have very big, oversized and powerful ships and cheap as chips submarines and nothing in between.
 
Last edited:
Is there a limit to the amount of government types we can mod in? I was thinking if we want to go FULL BONKERS we could have a unique government type for each Civ. And how do governments work anyway?
 
Is there a limit to the amount of government types we can mod in? I was thinking if we want to go FULL BONKERS we could have a unique government type for each Civ. And how do governments work anyway?

Unsure if there's a limit, but I've seen mods like Age of Imperialism give several states like Russia, the Ottoman Empire, etc. their own governments.

Governments in Civ 3 are fairly basic. They mostly determine how much corruption you have, how fast your workers work, how quickly your people tire of war, how many units you can support for free, and what you pay for units over that support limit. The settings are made with starting governments in mind, e.g. "Communal" corruption is the signature trait of communism, which causes every city to have the same corruption rate (the implication being that more cities will lead to more corruption).

Anyway:

Faction name (full): The Marian Empire
Citizen shorthand: Marians
Adjective: Furry
Bonuses: Industrious, Religious

Leader: Tanicius Inky
Title: Emperor
Leader portrait: TBA
Favourite Government: Democracy
Shunned Government: Fascism
Aggression Level: 1
Team colour: Black, Pink (closest to the top)

Cities:

Spoiler :
Rome
Venice
Naples
Milan
Florence
Genoa
Turin
Bologna
Bari
Catania
Verona
Padua
Trieste
Cagliari
Ajaccio
Sarajevo
Zagreb
Ljubljana
Tunis
Malaga
Ponta Delgada
Port Said
Valencia
Madrid
Lisbon
Kinshasa
Brazzaville
Libreville
Lima
Cuzco
Arequipa
Trujillo
Iquitos
Chicalyo
Guayaquil
Quito
Cuenca
La Paz
Arica
Bogota
Medellin
Cali
Barranquilla
Cartagena
Puerto Ayucucho


Military Leaders:

Sombra de Mar
Ogilvie Maurice Hedgehog
Sly Cooper
Bergamo de Danger
XONES
Enerjak

Scientific Leaders:

Miles Prower
Ivo Robotnik
Bentley Cooper
Jyrras Gianna

Build Often:

Trade
Workers
Culture
Air
Defensive Land Units

General strategy: My playstyle is primarily focused on building up my economy, with a small but well-positioned and trained military. When it comes to power projection, the navy will often be favored for its role in trade and expansion. I am always looking for more territory (primarily for economic reasons), but I will avoid taking it by force. Diplomacy and cultural defections are the name of the game to acquire contested areas. My military is usually concentrated towards the border, and this means infrastructure must be top notch in order to ensure my forces can quickly race from one part of my territory to another. I will often seek to establish a thalassocracy for the sake of resources, which reinforces my interest in cultural and diplomatic dominance to avoid conflicts.

My aesthetic is obvious: furries, furries everywhere. The more references to furry pop culture, the better! I will frequently create some form of social democracy, but going full on market socialism is not off the table either. Collective defense is something always of interest to my state, as a means to reduce how much must be spent on a military that stands alone, thus furthering the ability to build a furry socialist utopia.

I take the libertarian left to its greatest extremes, and any society with me at the wheel is likely to see a massive rollback of any laws that have nothing to do with economics or public order. Polygamy, soft drugs, gambling, the works are likely to be legal.

For my borderline pacifistic playstyle, it cannot be understated that I am very capable of being sneaky. Let us never forget just how much fun the Third World War in IOT IV was! Most of the time, however, my sneaky behavior is meant to topple antagonistic powers like the Empire of the Rising Sun, or the Thunder Dragon Empire (in Quietly). I ultimately run my foreign policy with a sort of Just War mentality; every state deserves its sovereignty, but I’m going to do what I can to rein in the “bad guys” of the game. I am unlikely to backstab anyone who does not fall in the category of wanton warmonger.
 
Last edited:
Is there a limit to the amount of government types we can mod in? I was thinking if we want to go FULL BONKERS we could have a unique government type for each Civ. And how do governments work anyway?
Not like Civ4, that's for sure. Additional governments can be added; it's just a matter of making them distinct enough to be meaningful.

Government choice affects several common fields: Corruption, Unit Support, Science Rate, Worker Speed, Assimilation Rate, Draft Limit, Military Police, Resistance, Hurry Method, War Weariness, and Espionage;
  • Corruption, as explained in the OP, affects the efficiency of cities beyond the capital. It ranges from 1–5 (5 being complete shutdown), plus the special 'Communal' setting. There are also hacks to shut it off completely (supposedly an option in the Firaxis editor but did not actually work).
  • Unit Support covers 1) the gold cost per turn for each extant unit, and 2) the number of "free" units, both by default and per city level.
  • Science Rate is a carry-over from Civ2 and is the maximum percentage you can allocate to research (100% for all govts in base game, but used by modders).
  • Worker Speed is how fast workers complete their jobs, calculated in 50% intervals.
  • Assimilation Rate is a percent chance per turn that a foreign national pop will join the host city's nationality (usually 2–4%).
  • Draft Limit: Once the requisite tech is discovered, how many units can be drafted from the population per turn (causes unhappiness).
  • Military Police is the number of garrisoned units that can quell unhappiness (think Hereditary Rule in Civ4).
  • Resistance affects how long population in a captured city at war will oppose the occupier (will not work tiles). This can be both negative (more likely to submit) and positive (more likely to resist), and is calculated separately for each government type. Typically ranges between -5–5.
  • Hurry Method is, as the name implies, how you can hurry production: N/A, forced labour (Civ4 Slavery), paid labour (Civ4 Universal Suffrage).
  • War Weariness is how long the population will tolerate a war before becoming unhappy, especially if you're the aggressor, and only ends once peace is reached. Ranges from None, Low, High.
  • Espionage covers several components: the veterancy of Diplomats and Spies (ups success odds, lowers cost), immunity (if any) to a specific spy action, and per-government propaganda modifiers (affects likelihood of a garrisoned unit to defect, thereby flipping the city to you).
There are also several special flags, mostly used for specific governments:
  • Requires Maintenance: Enables/disables improvement maintenance costs. By default, this is only ever not checked for Anarchy.
  • Tile Penalty: Caps food and production output at 2 per tile.
  • Trade Bonus: Provides +1 commerce in every city tile.
  • Xenophobic: Blocks a city's culture generation until at least half the population is the controller's nationality.
  • Forced Resettlement: "Relocates" (removes) 1 pop per city level both when the government is chosen, and when conquering foreign cities.
Here's a quick run-down of the default governments:
Spoiler :
Anarchy
Triggered whenever switching governments. Worker speed halved. All units and buildings free from upkeep, but city production shuts down.

Despotism
Default starting government. High corruption, forced labour, tile penalty. 4 free units per city. Draft and MP limit 2 units. Propaganda penalty v. everyone but Anarchy.

Monarchy
Moderate corruption, paid labour. Unit support 2/4/8 per city. Draft limit 2, MP 3. Propaganda bonus v. Anarchy & Despotism, penalty v. everyone else.

Communism
Communal corruption (evens out between all cities), forced labour. Unit support 6 per city. Draft limit 2, MP 4. Veteran spies. Propaganda bonus v. Anarchy & Despotism, penalty v. Republic, Democracy.

Republic
Low corruption, paid labour. Unit upkeep 2 instead of 1, support 1/3/4 per city. Draft limit 1. Low war weariness. Trade bonus. Propaganda bonus v. everyone except Democracy.

Democracy
Minimal corruption, paid labour. Worker speed 150%. No unit support. Draft limit 1. High war weariness. Trade bonus. Immune to propaganda; propaganda bonus v. everyone.

Fascism
Low corruption, forced labour. Double worker speed. Unit support 4/7/10 per city. Draft limit 2, MP 4. Veteran spies. Xenophobic, Forced Resettlement. Propaganda penalty v. everyone but Anarchy, Despotism.

Feudalism
Moderate corruption, forced labour. Unit upkeep 3 instead of 1, support 5/2/1 per city. Draft limit 2, MP 3. Low war weariness. Propaganda penalty v. everyone but Anarchy, Despotism.
 
Last edited:
Faction name (full): Terran Empire
Citizen shorthand: Terran
Adjective: Terran
Bonuses: Expansionist, Industrious
Leader: Terra
Title: Comrade - Empress
Leader portrait: I'll find this later
Favourite Government: Communism - may change if more governments are modded
Shunned Government: Fascism - May change if more governments are modded
Aggression Level: 1–5, how militaristic the AI behaves. As per Civilization tradition, the lowest level is a Trojan Horse, and used by France and India in the base game.
Team colour: Dark red - 12th down, Light Red - 2nd down
Cities: ~30–40 optimal. (Later)
Military Leaders: ~6 names for Great Generals. (Later)
Scientific Leaders: 3+ for Great Scientists (later
Build Often: Growth, Production, Workers, Settlers, Artillery
General strategy:

Military:
Land: Mostly Defensive and artillery. I am an artillery spammer, I like to kill the enemy before they even get a chance to get close. I am rarely agressive unless I 1. Have an ally 2. vastly outgun the enemy, or 3. a combo of the two, wars are often too difficult or costly for me in games, but I will gladly engage in offensive warfare if it will put me in a better position in the long run or save my people from a longer drawn out conflict later. I am seriously emphasizing the Artillery spam, seriously, I want anyone fighting the Terran Empire to basically deal with a hell rain of artillery shells. Air wise should consist primarily of support units, keep air superiority and light bombing runs, but in general I prefer ground artillery to aircraft. Like Megan my military should primarily be defensive to protect cities and artillery, but unlike Megan we should be more likely to go on an offensive war and use our military to spread the Empire.
Sea: Naval wise I don't usually build a navy, however when I do I usually like submarines actually, unlike Megan i'm a fan of the wolfpack style of submarine warfare, and essentially if I engage in naval warfare, the goal is to stop anyone else from using a naval advantage against me, punch above my naval weight class essentially. If I do get more into naval, more battleship focus due to its artillery nature with a few supports to get rid of enemy submarines. Aircraft carriers are expensive.

Domestic:
I have always played IOT as a state that focus primarily on peaceful expansion, internal politics, and industrial growth. This should be my number one priority. Build up my state to be an economic powerhouse that can out produce almost everyone else. I'm not sure how we can focus on the internal politics, but I'm also with Megan, my state should be very benevolent to my citizens and make a good utopic place to live in with high production. Unfortunately there isn't a really good way to represent workers control of the MoP but yeah, the Terran Empire should be focused on expansion, production, and being a good place to live.
 
Last edited:
I was just thinking of how this game was meant to represent IOTer history and, as an amateur IOTer historian I thought I'd give my $0.02 (Australian) on eras. There are a few assumptions I am making, such as that there is a maximum of four eras. Also note that there is a little bit of bias towards the later areas and yes I know that some of it is a little egotistical.

Early Era (a.k.a The Numbered Era): This represents the earliest era of IOTing, Alter Maps and the very first IOTs. I know the least about this era because I wasn't around for that, I would need some input from some of the original gangster IOTers that were around then. I guess this era would transition away once non-numbered IOTs started to be hosted, transitioning into...

Post-Numbered Era: This era represents a veritable golden age of IOT. So many events happened in this era that I would probably break it into multiple eras if there were more eras. Many prolific GMs such as Tani, Sonereal and LH came into their prime during this era. We got our own subforum. The first chatroom was built. Spreadsheets started to become a thing. Relations with NES was mostly positive. While the transition to the next era isn't as obvious, if I had to pin down an event then it would be the start of the Mosher administration of chat. This unfortunately led into the...

Dark Age of IOT: I feel at some point we entered a creative slump/the doldrums. Many of the more prolific GMs disappeared and most games were short lived, low effort or completely stillborn. The IOT meta was pretty bad as well, relations with NES were at the lowest they have ever been, Chatango was ruled by the iron and arbitrary fists of the Mosher cabal, multiple people were going through massive edgelord phase (myself included) or had other personal problems and generally the community was fairly toxic. The era wasn't all bad, IOT XIV was hosted during this time which is still considered by many people to be the best IOT ever. I think we started to move out of this era when we en masse abandoned Mosherchat for the NinjaCow64 Chatango. Yeah I know, egotism, but I honestly think that it was more of a symptom that we were changing than being the cause (i.e we changed so much that we weren't willing to put up with the dumb things happening on Mosherchat anymore).

Modern Era: Things started to look up after the migration to Mosherchat. IOTs began to become more stable and long lived, more IOTers gave GMing a try, old IOT GMs returned from hiatus, newcomers such as Decamper made a huge splash and "...a small but productive faction [of NESers fragmented] to the IOT forum.". NES sort of imploded at this point and I think we just collectively decided to end our silly bickering. We moved to Discord, which is so much better than Chatango mechanically. Lots of really great IOTs are being run and projects such as the Civ4 and Civ3 mods are picking up steam. Things are looking better than they have for years, IMO.

As an aside, I think the various chatrooms should be wonders (SonIOT, Mosherchat and Discord) with perhaps a fourth chat being the UN analogue (i.e whoever wins the vote becomes the moderator of Discord for all eternity).

Please give me thoughts and opinions on these ideas.
 
@NinjaCow64 , I like that, however I think i would switch up the timeline a bit, Perhaps we should make XIV as the event that ended the Dark Age, now post XIV wasn't great, but i think it helped inspire a lot of new games, i'm trying to spread out the timeline a bit more to be a little more even, but I cannot give exact years of these eras unfortunately.

I think I entered late Post Numbered or early Dark Age tbh, so i don't know much. Also Perhaps we should have SonIOT, Mosherchat, NinjaTango, and finally Discord - so Discord would be the final "UN" wonder, but everything else would be the inferior chatango chats. I throw in Ninjachat cuz i agree with you, that once we left the toxcity of the arbitrary mosher chat for ninjachat it got better, and it would make more sense IMO to have the superior Discord server to be the final UN, while throwing in your own chat.
 
Last edited:
There is indeed a fixed four-era limit. Some mods use fewer, but you can't add more.

My skeleton outline is: Classical AgeTanipolaritySonerealism → [Pax Discordia?], representing the rough evolution of the games' design and community memes culture. As part of the aforementioned Custom Unit Lines, I'm prepared to shake up the tech tree in big ways: air units could be a thing as early as Era 2 (or even late-stage 1!), most of the economic improvements unlock in Age 3... hell, we could even do tiered nukes. :mischief:

As an aside, I think the various chatrooms should be wonders (SonIOT, Mosherchat and Discord) with perhaps a fourth chat being the UN analogue (i.e whoever wins the vote becomes the moderator of Discord for all eternity).
lawl I should totes do this

Speaking of, I'm wondering what we could use for the Spaceship... :think:
 
Favourite Government: COMMUNISM

I always kind of try to play civ and similar games as benevolently as I can to my virtual citizens.

Favourite Government: Communism - may change if more governments are modded

my state should be very benevolent to my citizens and make a good utopic place to live in with high production.

Communism in Civ III is based heavily on Stalinist/Maoist totalitarian states, so... I'd definitely go for "Democracy" barring creation of new governments. :p
 
Faction name (full): Ream Dhoo
Citizen shorthand:
Dhoon
Adjective: Dhoonish
Bonuses: Scientific (representing my acedemic intrigues), Seafearing (must... have... isles...)

A civ's bonuses also control what Wonders will trigger a Golden Age.
Leader: Aile Dhoo
Title: Ree
Leader portrait: to be added
Favourite Government: democracy
Shunned Government: fascism (if not in game have theocracy here instead)
Aggression Level: 3
Team colour: dark green/dark purple
Spoiler Cities :
Moddey Dhoo
Glastyn
Cardee
Rhumsaa
Purt Maayl
Keeill Dhoo
Agglish Heyr
Troyn
Arree Doghys
Gansey
Ynnyd Casherick
Droghad Balley Glionney
Keeill Aile
Cayr Deeth
Broogh Jiarg
Purt Illiam
Purt Artur
Purt Meslyn
Purt yn Ellen
Purt Magnus
Balley Killey
Magher yn Edd
Pairk Yuan Jiarg
Ard Bane
Baase
Scaanoar
Stashoon Aile
Purt Chaggee
Purt Gial
Seiyder
Ruy Gobbagh
Bowe Jiarg
Purt Gorrym
Purt Ghlass
Purt Treishteil
Cronk y Chaitnys
Rein-Phost
Yn Keeill dy Eeirey y Kayt


Note: new in Manx is "nao" and should go at the end; for instance New York in Manx would be York Noa,


Military Leaders: Lisa Tolbert
Finbar Flanagon
Nikolas Aυγή
Vinsin Vancore
Xylon Toto
Dante Abandonato
Esther Solomon

Scientific Leaders: Vladimir Orzov
Charles Kwan
Electronic Command Unit (E.C.U.)
Gabriela Teutoburg
Kaja Ljunggren
Takis Papadakis
Heagal von Hisenberg

Build Often: Naval, Air, Artillery, Worker, Production, Science and Defensive Land. Will also take the opportunity to expand with settlers but only if economically healthy.
General strategy: erratic as possible; may go defensive and pacifist one day, the other game may end up going the Imperium of Manx. A constant notion though will be focus to expand by use of the seas if possible.

Continuing in progress
 
Last edited:
Communism in Civ III is based heavily on Stalinist/Maoist totalitarian states, so... I'd definitely go for "Democracy" barring creation of new governments. :p

BETTER RED THAN DEAD. FULLY AUTOMATED LUXURY GAY TRANS SPACE COMMUNISM!

Although I wouldn't mind a syndicalist custom government....
 
Top Bottom