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Modo44
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in western Poland
Jul 2004 time: 06:30
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quote: Originally posted by Geronimo
That only helps to a degree. Weak player civs in the past games used to be vey difficult to keep at peace with the AI neighbors. 
Unfortunately if you build enough of your own cities and colonise enough resources the corruption problem becomes pretty much exactly as bad as if you counquered those territories, |
With trading (technology, resources, luxuries, maps), and peace (Embassies, Right of Passage agreements), you can play quite peacefully without too much trouble. And I mean staying quite small.
In Civ3 the AI no longer has "kill the player at all costs" programmed in, so you can often stay out of most conflicts. One thing you will need is a defensive force, because some AIs simply can't be talked to (high AI aggression setting).
But it can be done. As an example, take a look at AU 505. We were prohibited from attacking any civ, until in Fascism. This basically forced the players to stay at peace for a large part of the game. And corruption was never an issue for the small empire. Of course then we used Fascism, and went to war, but it was far from necessary to win the game.
http://apolyton.net/forums/showthre...threadid=126050
http://apolyton.net/forums/showthre...threadid=126044
http://apolyton.net/forums/showthre...threadid=126045
http://apolyton.net/forums/showthre...threadid=126046
http://apolyton.net/forums/showthre...threadid=126047
http://apolyton.net/forums/showthre...threadid=126048
http://apolyton.net/forums/showthre...threadid=126049
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Grim Legacy
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War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:30
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Under Republic or Democracy you can still spend cash to rush-build courthouses and police station in far-away corrupt cities. I found that with those constructed, these cities do become manageable, especially when their radius terrain is cultivated.
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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quote: Originally posted by Solomwi
Geronimo, just create your mod, and don't generate a map in the editor. Then you can play it on new random maps all you like. Heck, after entering the extended cities lists, I renamed mine "conquests.biq" (after backing up the original, of course), so now every time I start a new game normally, I get the changes I made. |
i was going to do this but ran into a few wrinkles.
First, if i use the editor and save the results when the map is just one huge ocean with polar ice caps, it will generate a random map when I try to play using that file?
How do I load 'conquests.big' so that I can edit it? so far it only wants to let me load files that have the ".bic" extension and there is only one of those to be found.
Do I use the editor for any and all changes, such as renaming 'communism' 'federal republic'?
And, how can I tell which changes are likely to cause the game to crash?
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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I guess it's impossible to predict in advance if a modification will be prone to causing game crashes?
I guess there are just two changes I have my heart set on now. Adding in 'federal republic' as a brand new government type either enabled through it's own tech or enabled with an existing telecommunications related tech is the first. The second is doubling the hps of all units so that the spearman kills tank nonsense is somewhat less likely to occur.
Are iether of these easy to do? I have a bd feeling the only way to double the hit points of all units is to eidt each individual unit one by one. yuck! i hope there is an easier way.
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Solomwi

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Don King of the Apolyton HLA Movement
Dec 2002 time: 23:30
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quote: Originally posted by Geronimo
i was going to do this but ran into a few wrinkles.
First, if i use the editor and save the results when the map is just one huge ocean with polar ice caps, it will generate a random map when I try to play using that file? |
Yes, it will.
quote: How do I load 'conquests.big' so that I can edit it? so far it only wants to let me load files that have the ".bic" extension and there is only one of those to be found. |
The biq/bic part's been answered, but you don't want to load the main file (e.g., conquests.biq), as they're read-only. Copy it to another folder to back it up, then rename it something like conquests1.biq (which also serves as its own backup). Now just create your mod in an unnamed file, as you would anyway, and after you save and name it, all you have to do is go back and change the name to conquests.biq.
quote: Do I use the editor for any and all changes, such as renaming 'communism' 'federal republic'? |
Yes.
quote: And, how can I tell which changes are likely to cause the game to crash? |
Play them out. 
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gunkulator
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quote: Originally posted by Geronimo
I guess there are just two changes I have my heart set on now. Adding in 'federal republic' as a brand new government type either enabled through it's own tech or enabled with an existing telecommunications related tech is the first. |
Make sure you playtest thoroughly. If the AI doesn't choose this gov't, you've only given yourself an advantage.
Personally, I dislike super-governments for the same reason I dislike super-units. The game is reduced to a race to who can get it first. There was way too much of that in civ2 and I for one and happy to see the end of it. YMMV of course.
quote: The second is doubling the hps of all units so that the spearman kills tank nonsense is somewhat less likely to occur. |
Just to dispel this one once and for all, the civ3 combat calculator gives a vet tank a 99.4% chance to win against a vet spearman out in the open. If the spearman is fortified in a metro on a hill, the odds drop to 92.5%. I think you may be solving a problem that doesn't exist.
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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quote: Originally posted by gunkulator
Make sure you playtest thoroughly. If the AI doesn't choose this gov't, you've only given yourself an advantage.
Personally, I dislike super-governments for the same reason I dislike super-units. The game is reduced to a race to who can get it first. There was way too much of that in civ2 and I for one and happy to see the end of it. YMMV of course.
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i don't want a super government. I'll balance it will increased war weariness or something. In any event it sounds like everybody tends to have one prefered government and stick with that as soon as they reach it. 7-8 turns of anarachy is such a high price to pay that switching governments on the fly just won't happen much anyway. (hrmm maybe it's possible to limit the number of turns of anarachy to a max of 4 using the editor?)
quote: Originally posted by gunkulator
Just to dispel this one once and for all, the civ3 combat calculator gives a vet tank a 99.4% chance to win against a vet spearman out in the open. If the spearman is fortified in a metro on a hill, the odds drop to 92.5%. I think you may be solving a problem that doesn't exist. |
maybe, but how often is the tank in the red after such an encounter?
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gunkulator
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quote: Originally posted by Geronimo
i don't want a super government. I'll balance it will increased war weariness or something. In any event it sounds like everybody tends to have one prefered government and stick with that as soon as they reach it. 7-8 turns of anarachy is such a high price to pay that switching governments on the fly just won't happen much anyway. (hrmm maybe it's possible to limit the number of turns of anarachy to a max of 4 using the editor?) |
One of my biggest complaints about civ3 is the extreme severity of anarchy. It lasts too long and you get absolutely nothing, no commerce or shields, during it. And with an editor that lets you change all sorts of other piddling details, there's no way to decrease turns in anarchy. Grrr. Unfortunately this forces everyone into picking one government and sticking to it.
I prefer civ2's model of anarchy: No trade and outlying cities completely corrupt but a few cities still produce some shields. And much short duration.
quote: maybe, but how often is the tank in the red after such an encounter? |
2.1% - 1 hp left
8.7% - 2 hps left
If you're really facing AI spearmen with tanks, you've already won anyway. The very rare occasional loss or reduced hps should not be a factor in the game.
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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quote: Originally posted by gunkulator
One of my biggest complaints about civ3 is the extreme severity of anarchy. It lasts too long and you get absolutely nothing, no commerce or shields, during it. And with an editor that lets you change all sorts of other piddling details, there's no way to decrease turns in anarchy. Grrr. Unfortunately this forces everyone into picking one government and sticking to it.
I prefer civ2's model of anarchy: No trade and outlying cities completely corrupt but a few cities still produce some shields. And much short duration. |
Maybe I should consider editing the government type anarchy so that it is slightly less severe? or would that probably be begging for game crashes?
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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quote: Originally posted by pvzh
I do not think Xenophobic is needed because culture is not accumulated in Anarchy (transitional government) anyway.
However, in terms of commerce and production you can not make it worse than despotism. |
sounds like I need to improve at most just one thing under anarchy, while making a few things somewhat worse so that there is no way that it can be considered a better government than despotism.
If units have a support cost under anrachy is it easy to end up ina situation where a civ goes into anarchy with low cash and comes out of it deep in debt? I haven't sen a negative treasury yet but I'm guessing that is possible in civ3.
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