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Willem
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Canada
Dec 2001 time: 00:20
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Don't have any more than 8 luxuries. Unless you really want to have the game crash periodically. Also, don't make any changes to the worker jobs in the editor's Terrain screen for the same reason as above.
PS I guess the 8 Luxuries limit has been solved with the new patch.
Last edited by Willem on 18-07-2002 at 20:23
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miccofl
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Micco, FL
Jun 2002 time: 00:20
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Don’t give settlers and workers an attack value – crash on start. (Defense OK)
Don’t give naval units (with the possible exception of transport) the airlift capability – it won’t crash the game but the whole idea is ridiculous!
Never have a wonder give every city an improvement needed to build other wonders or improvements (Temple, Bank, Library, etc.) or you won’t build it.
And unless you are fond of uninstalling, re-installing and patching Civ3 and reloading all your mods – Never change the culture group of any civ to “None.” The game will start and run, you will build and improve your cities, but once the palace gets an upgrade, the first time you try to view a city – Death to your game. You might get away with just reloading the patch, but why risk it.
Edit: Grammar and punctuation - damn you spell check!
Last edited by miccofl on 16-07-2002 at 03:42
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Anfernio
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Virginia
Apr 2002 time: 00:20
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everyone mentions the play testing one...so I'll say this...
don't forget that you didn't play test your current mod and then accidentally copy it to the backup before you go to sleep.
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star mouse
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of the Barbarians
Aug 2001 time: 16:20
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Don't give units large numbers of hitpoints (10-15 or more). This will make combat take forever. Especially between armies.
When placing Barbarian units on the map, remember to set their combat experience to Conscript, otherwise you have to fight off barbarians with Regular experience.
If you are increasing the Optimal number of cities to reduce corruption, remember that the AI will get these bonuses as well. I had a Continent game where the Romans owned 30% of all the world's land (most of the other continent) by the time I met them - they were almost unstoppable.
Always remember game balance when changing something. While 50-move Galleys might be fun, they are not balanced.
When changing what a unit can upgrade to, keep the choice sensible. Pay attention to the AI strategies. For example, Swordsmen work best when they Upgrade to Marines because both are offensive units. Swordsmen to Riflemen will work okay if the AI can use the Riflemen to attack.
Units should not upgrade to another unit where any of the A/D/M values for the new unit are lower than the old.
Keep an eye on the likely attackers and defenders at each point in the game, and make sure they are fairly evenly matched at all times. For example, a typical game might progress through the Knight/Pikemen era, Knight/Musketman era, Cavalry/Musketman era, Cavalry/Riflemen era, Cavalry/Infantry era and Tank/Infantry era. There should not be the equivalent of the Tank/Spearman era or the Horseman/Infantry era, because combat would be frustrating.
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Dan Severn
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Wellborn, Texas The Warrior Dennis Miller
May 2001 time: 23:20
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I remember that in civ2, the AI would build more of a particular unit if you made two of it. (A viking scenario benefited quite a bit from this idea.)
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smellymummy
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dont make workers population cost more than 1.. if it's worth more than 1, whenever a worker is caputered it ill split up into new workers (ie if your worker cost 6 pop points, it would split up into 6 other workers, each worth 6 pop points).
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