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Gray_Lensman
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It's been awhile since I have been able to get back into Civ III, especially "Conquests". I've run into what I hope is a new change, though I'm not sure if it was not implemented in PTW and I just hadn't run into it while playing that version.
I'm playing a "Conquests" game at Emperor level, current only at Despotism govt. level, and have 11 cities being developed. Whenever I try to start another new city I get a message box "Too many cities". I am hopeful this is a despotism limit change, even though it is affecting me at the moment. Anybody else ever run into this limit before?
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Gray_Lensman
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Darn! I didn't know there was a total cities limit of 512. Are you sure? I had modified the the starting Civs to allow for all 31 and also adjusted the map size to maximum dimensions of 362 x 362, and deleted ICBMs, but retained Tactical Nukes. I wanted a Conquest game, not a Nuke fest. Sounds like back to the drawing board for my modifications. Oh, Well, I needed to get reaquainted with the interface/rules anyhow. Thanks for the reply.
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Gray_Lensman
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Seems like a ridiculous limitation "512", when you can adjust the total AI Civs to 31 and the map size to 362 X 362. Can't wait for Civ IV. Maybe it will be less limiting.
My original thought was that there was a limitation placed on being in Despotic govt., which if I recall a while back was one of the possible fixes that was being considered for limiting "pop-rushing".
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Antrine
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Limit settlers! Thanks to the editor there are lots of ways to do this.
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Gray_Lensman
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Limit Settlers? Now that sounds intriquing. I've been studying the editor for a while but how does one go about limiting settlers? In what way?
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Gray_Lensman
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My thoughts are to leave the Tundra and Desert city capability alone. (After all there are numerous cities in the world founded in Tundra and Desert (Tripoli in Libya being an example of the former)
However, preventing cities from being built in forests/jungle terrain sounds interesting because you could give the settler unit the added capability of clearing the forest/jungle area like a worker unit, possibly at a reduced work rate since it's not a pure worker unit.
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MattPilot
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Tulsa, OK
Dec 2003 time: 05:36
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the AI not only tries to figure out where the best place for a city is, they will also build cities to grab land. This means they will build cities .... everywhere!!
So what i did was lower the number of culture points required to expand the boarders significantely. So now you got rapid boarder expansions (i think i set it to 5, instead of 10), and the AI doesn't put down a city everywhere. Infact, they spread out quite nicely, like i do.
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Antrine
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Settler production:
Not until nine techs up the tree, with no tech trading enabled and two or three techs possible early start.
When available for build, cost 200, pop 4.
Otherwise, each AI begins with 8 settlers ( human six ). One small wonder can be built early on that spits settlers out every 7 turns. Most AI’s do this.
Now for contrast, two of the units that are provided at start in limited quantities enslave ‘settlers’ via battles. These two units cannot be built however until later, though not to much later and then staggered.
This creates random and cyclic growth that does not overwhelm the game.
Fast start, but a slow grind for good long while, growth happens sure enough but not ever hog wild and never with a sense of settler pollution.
Cities can be founded anywhere including mountains, volcanoes etc.
I really like these boards, there are just so many good ideas cooking about, and I get them here all the time.
So I am off to mess with culture generation, that angle sounds intriguing !!
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Gray_Lensman
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Okay, I've created a new Civ advancement "Emigration", and set it up as a prerequisite for producing settlers, the next thing I did was adjust the number of starting type 1 units (settlers) for the AI civs. However where does someone adjust the starting units for the Human player chosen Civ?
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Gray_Lensman
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Antrine:
Do you have to pre-generate a map first? Before saving that is? It seems to me, to only work without a start locations error, if you pre-generate a map before saving. This is not too big a deal, but the general map is then viewable in the Conquests folder, when you select it, which takes away from a truly random/hidden 31 player scenario.
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Antrine
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No. Maybe polluted somehow. Pull up another blank generic in the Editor, import the rules only that you modified and save as something else. Maybe this will straighten that out.
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Gray_Lensman
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Antrine:
Earlier you mentioned that you had turned off tech trading also. I was under the impression that the only thing affected by turning off tech trading was between the human player(s) and the AIs, ie., tech trading still occurs between the AI Civs. Can anyone verify which way this feature works?
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Antrine
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Duly noted... I now proudly leave the 'preserve seed' ON.
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Antrine
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As I understand this game culture here, a scenario is defined as using a pre-made map and further with pre-designated starting locations and maybe even units/cities already posted on said map.
So here is the layering.
Rules
Rules/Scenario Preferences
Pre-made map
With/without starting positions designated, whole cities replete with improvements all maybe populated with units, with or without alliances.
Now, you can play on a random generated map with no designated starting positions and still,
A. Rework or mod the Rules et al in the editor
B. Rework and tweak the scenario parameters
This is a MOD, not yet an scenario. When you load it, there is yet no map and it will be generated as per usual.
An scenario has different levels of modding, however what is common to all is a pre-made map.
Upon this pre-made map you can, leave all else blank and proceed to generate a new game only knowing the map, but not any starting places and there not being any units or cities pre-built thereon.
My favorite set-up is thus; Edited Rules/Scenario, this as my own mod, second a pre-built map, overlaid with a pre-built road grid and some tile improvements. Third, thirty-three carefully chosen starting positions, the map is large (200 by 275) with only eleven civs.
So I hit random civ at start-up and the game places all eleven of us randomly in eleven of the thirty-three starting slots. This gives essentially, a different game each time on the same map. Each time I am a different civ, starting on one of the thirty-three starting places with neighbors near and far, all laid out differently each time.
In all the above you can add units, techs, buildings, morph the tech tree and amend the text files accordantly (by all means back up) and when done correctly (as per syntax) everythings works as above.
With the above scenario I have some 60 start-up units for each AI and the human player. But the play is shuffled by the starting sequence. Also I could 'import the rules and scenario settings' and load up as Mod with no map, and start-up on a randomly generated map. I sometimes do this.
Last edited by Antrine on 14-07-2004 at 07:45
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The Mad Monk
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of Ice Cream
Mar 2000 time: 23:36
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quote: Originally posted by MattPilot
the AI not only tries to figure out where the best place for a city is, they will also build cities to grab land. This means they will build cities .... everywhere!!
So what i did was lower the number of culture points required to expand the boarders significantely. So now you got rapid boarder expansions (i think i set it to 5, instead of 10), and the AI doesn't put down a city everywhere. Infact, they spread out quite nicely, like i do. |
In addition to that, I doubled the culture output of all culture-producing buildings, and added culture to a few: barracks, harbor, and marketplace have a point each, and courthouse gives two. It dosen't take much to justify it from a "realism" standpoint, either.
This has the added benefit of AI military civs not being quite the cultural deserts they usually are.
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