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isak
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Airhose, Denmark
Mar 2002 time: 06:23
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The Rise and Rule mod (RAR) is based on our experiences with the Double Your Pleasure mod for Civilization III and the expansion pack Play The World.
Rise and Rule is only released for the latest (and last) Civ3 expansion pack Conquests. The simple design philosophy behind the mod is that variety is the spice of life and an essential part of strategy. If there's only one path to success, there really isn't much strategy involved.
We've tried to beef up the selection of improvements, wonders, units etc., hoping to give you more to choose between. Don't think you'll be able to build everything everywhere. We have tried hard to make that option the certain road to failure. A wise ruler will weigh cost vs. benefit in every single decision made.
The nitty-gritty cold facts
200 techs
13 governments
100 Improvements
67 Great Wonders
36 Small Wonders
14 Specialist Citizen types
52 Resources
340 Units (including flavor units)
lots of changes and improvements over the Double Your Pleasure mod.
Give it a spin, and tell us what you think. It's downloadable from the DYP Website. The file is pretty large (115 mb) so our server may slow down a bit the next few days, at least until we find proper mirrors.
The mod requires you to have Conquests v.1.22 installed.
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Tau
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Helsinki
Oct 2004 time: 07:23
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The only significant balance issue I've found by now is that it strongly favours Religious civs by introducing all those new Wonders (Shangri-La is far too powerful) and improvements. The Iroquois own the universe!
Other than that, I'm simply amazed at the level of detail and commitment on your part. This is great fun to play. The greatest merit is the fact that you've improved playability in the later stages of the game. The new modern-era governments were a brilliant idea.
Just one question: why does Social Democracy cause more corruption than other contemporary governments? If you take a look at international corruption surveys, you'll find traditional welfare states in the top 10 of least corrupt nations.
This is more of a realism issue than one of playability, but there might be other ways of offsetting the benefits of the government type. For instance, there might be a minimum to the amount of public funding you allocate for healthcare etc. (as a game effect, would it be too clumsy to treat this as having at least 20% on the "luxuries" slider?).
Anyways, keep up the good work. Are you thinking of adding new civs?
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mistrornge
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Having problems with advanced commands. Checked the box in preferences (as well as food/metal on tiles) but nothing seems to take. Exit the game and return and still they don't appear as choices.
Any ideas? Am I the only one with this issue?
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gerdthebeige
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I really enjoy this game. I have run into some significant problems when playing as the Americans. The game crashes when you reach the American flavor for armor, American rifleman and several other advanced units. I was saving every turn to avoid getting bounced back too far but reached the end when the default unit, American rifleman would crash the system. The message states that the file is not found. (words to that effect) it involves multiple units. I was able to play France without similar effects. It seems there are some fixable glitches.
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Doc Tsiolkovski
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You need the PtW extras. Get them at Civ3.com (downloads, for any reason they are listed under 'Terrain').
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Pariah
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I've been playing the mod for about a month now and must say how amazing it is. I've been a Civ fan since the Civ 1 and this is simply the best mod to date. No contest! I haven't done a normal game since I first downloaded it. You da man!
The only thing that frustrates me is how my Tribes tend to start on lands that limit my growth to one city until I discover Monarchy Gov. Yes, I know I can roam until I find suitable land or plant my butt where I am and just be grateful, but it's aggrevating none the less. Maybe some type of early farming (terracing, maybe?) would help. Not being able to farm until Crop Rotation is also a nuisance.
I disagree with the earlier post that Religous Civs have it easier, I don't think anyone is better off. The only serious balancing issue I have is with the Crusader, Ghost Dancer units. If a militant Civ gets it before you do, they tend to lay waste to you until you cry in pain and give away the farm to make 'em stop. Maybe this unit's to cheap or to powerful?
If I could make a few suggestions for future patches -
1)Since we have all these new units, how about an additional unique unit for each tribe? They could be scattered throughout the ages like a Minuteman and an Airborne for the Americans, or a Samarai and a Zero for the Japanesse? I know some would be harder like the Egyptians, but maybe they could get two earlier units.
2) How about 3 traits for each civ thus making each truely unique (Spanish - Religous, Commercial, Seafaring)?
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Remulak
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Am on my 4th game now. I love this mod. You definitely need a good starting position in order to get off to a decent start, especially at the higher levels.
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Doc Tsiolkovski
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quote: I noticed that the plantations were not working |
Problem is that there is no way to get them working for the AI. The AI cannot use Land Transports, and the original concept (cash like in AoD; no Victory points) doesn't work because that would automatically disable SGLs. And, the AI couldn't even use that correctly - if the treasure is spawned in the capital.
Of course, feel free to change the game like you want.
But, a major design goal for RaR is to not introduce even more 'Human only' concepts. That's why we removed the plantations in the release.
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justjake73
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Can the AI use them if they're mobile i.e. do not have to be loaded?
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Doc Tsiolkovski
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They can use shipments (the SGL issue aside) in general - unless they're spawned in the capital.
Those shipments use the 'Capture the flag' settings, so they need to be brought to the capital. If they spawn there, you need to bring them outside and return; and that part doesn't work for the AI.
Note the problem is not the immobile thing; that one is fine, if they're a flag unit and can be picked up by any combat unit. But the specialized Land transports don't work.
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