﻿<?xml version='1.0' encoding='UTF-8'?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>1BC Civ Forums / Civilization III Discussion / CivIII Discussion / Customization </title><generator>InstantForum.NET v4.1.4</generator><description>1BC Civ Forums</description><link>http://www.1bcciv.com/</link><webMaster>forums@1bcciv.com</webMaster><lastBuildDate>Mon, 12 May 2008 01:10:05 GMT</lastBuildDate><ttl>20</ttl><item><title>Unit editor</title><link>http://www.1bcciv.com/Topic2253661-25-1.aspx</link><description>Hi everyone! :)&lt;br&gt; &lt;br&gt;I'm new here but not newbie from civ games. I'm pretty disapointed with the militar side of Civ 3. I think the stats of the units are pretty unrealistic giving room for really weird combats where obsolescent units end victorious, specially from the AI side. After all the weak points of the game I still like it and I reckon it's very adictive :D, so now I'm wondering if there is a unit editor where I can edit unit stats to make them much more realistic and prevent ridiculous situations like last time I've played. Having a veteran Panzer unit destroyed in open plains by 2 Napoleonic era Cavalry units and a guerrilla special elite unit crushed by one of the same Cavalry units is not what I call realism :ermm:.</description><pubDate>Fri, 18 Apr 2008 14:15:51 GMT</pubDate><dc:creator>Enraged Wargamer</dc:creator></item><item><title>New to Civ III, need help please</title><link>http://www.1bcciv.com/Topic2249993-25-1.aspx</link><description>Hello, I am new to Civ III Complete,it's a very enjoyable game but I need assistance with a few things, would really appreciate some help...1.I have created a scenario in the editor but when I start game and go to load I can't find the scenario?.2.How do I delete a saved game?3.When I play on an island map, how do I establish sea trade routes?Thankyou</description><pubDate>Wed, 20 Feb 2008 18:05:57 GMT</pubDate><dc:creator>torvansc</dc:creator></item><item><title>THE UNITED KINGDOM SCENERIO</title><link>http://www.1bcciv.com/Topic2248889-25-1.aspx</link><description>I don't know if it works for Conquest or PTW, but i know it works will for the original. ANY BUGS OR PROBLEMS, PLEASE TELL ME, I'm already working on the 1.6 patch, and i plan to go to 1.9 then work on something else. &lt;P&gt;The Scenario is that you can play as either England, France, or one of the 3 nations I edited on a very detailed UK map(with a bit of northern france). The three nations are Scotland, Whales, and Vikings. All the units up until the the Modern age have been customized a bit, some can move further, or not as far, are more expensive or stronger&lt;/P&gt;&lt;P&gt;all the civs can only use certain units. For example. The vikings can't build settlers. They have 4 to begin with, they have to take over enemy cities to expand, but they are the only ones with galley's and they have them available right away, allowing them to get a headstart, but then later, in the middle ages they will be at a disadvantage with less types of units available. Things like that.&lt;P&gt; &lt;P&gt;To use the map, probably click save, and save it right to your scenerios folder in the Civilization III directory.</description><pubDate>Mon, 04 Feb 2008 20:16:29 GMT</pubDate><dc:creator>ReyMandez</dc:creator></item><item><title>Getting Map on the Internet???</title><link>http://www.1bcciv.com/Topic2248800-25-1.aspx</link><description>So i wanna upload maps somewhere, so ppl can download them. Does anyone know where/how i can do this, for now i'm gonna post one here and i can email the file to you if you want it.</description><pubDate>Sun, 03 Feb 2008 00:00:18 GMT</pubDate><dc:creator>ReyMandez</dc:creator></item><item><title>Adding custom city names: possible in Civ3 - impossible in PTW ???</title><link>http://www.1bcciv.com/Topic2227777-25-1.aspx</link><description>Hi there y'all,&lt;/P&gt;&lt;P&gt;I wondered how to put more city names in the game, because I found it rather stupid that after a while ( when the city list for the different civs is "depleted" ) the same city names again crop up with the prefix "new" attached to them. (Like for instance "New Persepolis" and such...) &lt;/P&gt;&lt;P&gt;Now I have been looking at maps on the internet to add more city names in the Civ3 editor, and it seemed to work in Civ3 all right. &lt;/P&gt;&lt;P&gt;But now I have found that the same thing occurs again when I want to play PTW, which I had recently bought. So I figured "let's copy and paste the custom lists I made in the Civ3 editor in the Civ3X editor and all is done". &lt;/P&gt;&lt;P&gt;But when I want to save the changes in the civ3X.bix file, I get a message that I can't save the changes because it is a read-only file. I didn't have that problem when I wanted to save changes in the regular Civ3Edit in the civ3mod.bic file.&lt;/P&gt;&lt;P&gt;So it cannot be done or am I mistaken ?&lt;/P&gt;&lt;P&gt;Many thanx in advance,&lt;/P&gt;&lt;P&gt;Ovilir</description><pubDate>Wed, 20 Dec 2006 17:14:07 GMT</pubDate><dc:creator>ovilir</dc:creator></item><item><title>Mod install</title><link>http://www.1bcciv.com/Topic2243069-25-1.aspx</link><description>Is there any way after you install a mod to uninstall it if you do not like it?</description><pubDate>Tue, 18 Sep 2007 16:25:31 GMT</pubDate><dc:creator>Civ_3</dc:creator></item><item><title>convert saved games to .biq</title><link>http://www.1bcciv.com/Topic2238173-25-1.aspx</link><description>I just started playing Civ III and want to know if there are any patches availible to convert the game save file to a format that can be loaded into the editor.  Ideally the patch could also do the reverse.&lt;P&gt;Thanks</description><pubDate>Tue, 05 Jun 2007 14:18:44 GMT</pubDate><dc:creator>RTWolfgang</dc:creator></item><item><title>Rise and Rule Mod</title><link>http://www.1bcciv.com/Topic2237701-25-1.aspx</link><description>Has anyone ever played with the Rise and Rule mod from http://civ3.bernskov.com/RaR/about.asp ?</description><pubDate>Sun, 27 May 2007 22:42:04 GMT</pubDate><dc:creator>Agamemnon</dc:creator></item><item><title>Graphical Mods question</title><link>http://www.1bcciv.com/Topic2237699-25-1.aspx</link><description>Okay, dudes (and dudettes), what graphical mods do you like for Civ III ? I'm considering reinstalling Civ III (Let's just say I'm becoming disillusioned a little with cIV and want to try C3C again for old time's sake.) and was wondering what you guys like, and why?&lt;br&gt;&lt;br&gt;Edit: After browsing the files database at Civfanatics, I've gotten a lot of Pounder's work, along with Snoopy's C3C terrain pack. Any others you guys can think of? URL's if you have them, please.&lt;br&gt;&lt;br&gt;</description><pubDate>Sun, 27 May 2007 22:08:23 GMT</pubDate><dc:creator>Agamemnon</dc:creator></item><item><title>Civ III conquest editor question</title><link>http://www.1bcciv.com/Topic2237310-25-1.aspx</link><description>Greeting Warlords,&lt;/P&gt;&lt;P&gt;I have a question about the CIV III conquest editor.&lt;/P&gt;&lt;P&gt;I noticed that on the terrain selection window there are selections for certain terrain features that start with LM.  These terrain features seem to be hill, mountains, forest, ect...  When I place them on the map the terrain feature has a diamond with a line symbol on the feature itself.  Can someone tell me what this feature is/does?&lt;/P&gt;&lt;P&gt;Another question.  When I first created my map I put the barbarians on raging mode.  Well this did not work out so well since I had mass waves of barbs running amok.  So I went back into the editor and reset the barbs to sedintary, but when I restarted the map those blasted hordes of barbs are still showing up.  Is there any way to edit the map to stop them showing up.&lt;/P&gt;&lt;P&gt;Thanks for all your help.  I am loving Civ III and I really enjoy all the nice info and tips that I have been getting form the community.&lt;/P&gt;&lt;P&gt;TIA,&lt;/P&gt;&lt;P&gt;Dave</description><pubDate>Tue, 15 May 2007 17:56:04 GMT</pubDate><dc:creator>magman</dc:creator></item><item><title>#_Re-arranging the tech-Tree_#</title><link>http://www.1bcciv.com/Topic1034064-25-1.aspx</link><description>Hi thereIm new to hte C3C-editor but im used to be working with mapeditors so i&amp;#39;ve figured out most things ¤ THOUGH I cant see any tool for directing the very arrows in the techTree. ¤In the scenario &amp;#39;Conquest...Middle Earth&amp;#39; it&amp;#39;s done so I know its possible :rolleyes: Anyone???</description><pubDate>Sun, 21 Aug 2005 04:21:18 GMT</pubDate><dc:creator>Calthabis</dc:creator></item><item><title>Need help with Leaderheads</title><link>http://www.1bcciv.com/Topic2235743-25-1.aspx</link><description>Can anyone help me please?&lt;/P&gt;&lt;P&gt;I often download leaderheads to implement into my mods.  If there the ten normal files in a zipped folder .hap .cult .kis etc. I have no problem. However sometimes it's a single file (normally a .rar) Is there anyway I can implement this into a scenario made from civ3 conquests?:ermm:</description><pubDate>Tue, 17 Apr 2007 09:08:01 GMT</pubDate><dc:creator>Turfcat</dc:creator></item><item><title>Civ headshots</title><link>http://www.1bcciv.com/Topic2233617-25-1.aspx</link><description>Is there a way to change the Civ headshots?  (like remove Lincoln and add a pic)?:D</description><pubDate>Mon, 19 Mar 2007 23:15:23 GMT</pubDate><dc:creator>Balron1081</dc:creator></item><item><title>ww2Global Scenario - Just finished it</title><link>http://www.1bcciv.com/Topic2235585-25-1.aspx</link><description>  I need to go back and look up who did the scenario, so I know who to thank, but I just finished the WW2 Global scenario - played as the Americans, on wimpy Warlord level. Won a Domination victory on about Turn 340, of 600. (The Japanese couldn't stand up to the British armor, and the Germans couldn't stand up to my heavy bombers.) Fighting a 2-front war as the Americans is definitely interesting....&lt;/P&gt;&lt;P&gt;   Two hundred and ten hours out of my life, but it was a helluva lotta fun! Looking forward to trying it as the Axis now - maybe as Japan....</description><pubDate>Fri, 13 Apr 2007 20:40:53 GMT</pubDate><dc:creator>somdnole</dc:creator></item><item><title>Adjusting units experience lvl</title><link>http://www.1bcciv.com/Topic2206376-25-1.aspx</link><description>Is it possible to make all new units start at conscript experience level?  All new units created in a city with a barracks would make Regular units.  Veteran and elite would only be obtainable from combat?&lt;/P&gt;&lt;P&gt;Might be a militaristic civ's dream mod though...  But I'd like to give that a try.  I can make the units have more or less hp, but I can't seem to get them to start as a class lvl lower.</description><pubDate>Fri, 14 Oct 2005 12:17:58 GMT</pubDate><dc:creator>Seared</dc:creator></item><item><title>Austria?</title><link>http://www.1bcciv.com/Topic2221222-25-1.aspx</link><description>Hello,&lt;/P&gt;&lt;P&gt;This looked like the best place to put this question. :) I was reading the wikipedia entry about CivIII and I came across an entry that mentions Austria as a bonus Civilization, not included with the CD. &lt;/P&gt;&lt;P&gt;Is this true? And where would I get it to add it to the present civs?</description><pubDate>Wed, 02 Aug 2006 13:47:42 GMT</pubDate><dc:creator>lucky_foot</dc:creator></item><item><title>I am going to TRY to make Civped entries</title><link>http://www.1bcciv.com/Topic2219889-25-1.aspx</link><description>I am going to try to make some Civilopedia entries for any new units or resources that you ppl make BUT Don't make me do any techs or new civs because I'm new at this</description><pubDate>Thu, 06 Jul 2006 20:44:54 GMT</pubDate><dc:creator>Kavukamari</dc:creator></item><item><title>Creating &amp; Editing Maps</title><link>http://www.1bcciv.com/Topic2214118-25-1.aspx</link><description>Hi Everyone-- it's been awhile since I've played Civ. I have Civ4 Conquests loaded now.  The problem is, I used to be able to make my own maps using an Editor facility. Maps from scratch. Now I can't find an Editor button anywhere. In the game or in the the cotents or in the Program Files of C drive. Can anyone help me out here? Thanks in advance for reading this. Roger9.</description><pubDate>Tue, 17 Jan 2006 12:06:45 GMT</pubDate><dc:creator>Roger9</dc:creator></item><item><title>Changing the terrian graphics</title><link>http://www.1bcciv.com/Topic2217002-25-1.aspx</link><description>I downloaded a scenario recently and it uses the water colours terrain set and I was just woundering how to change it back to the normal terrain because I don't realy like the water colour set. If anyone could help me it'd be most appreciated. Thanks.</description><pubDate>Thu, 20 Apr 2006 21:14:19 GMT</pubDate><dc:creator>Thendash</dc:creator></item><item><title>Age of Discovery mod</title><link>http://www.1bcciv.com/Topic2216895-25-1.aspx</link><description>I'm not an expert, but surely you are. I want to use the Napoleonic Europe musketman as upgrade for the normal musketman in the Age of Discovery conquest. How can I do?</description><pubDate>Sat, 15 Apr 2006 14:15:07 GMT</pubDate><dc:creator>Bela</dc:creator></item><item><title>Civ III Conquests, Middle Ages</title><link>http://www.1bcciv.com/Topic2216842-25-1.aspx</link><description>I am playing my first Conquests, Middle Ages and I thought of a use for the Kings.  As of the basic game they are only negative- if they get killed, the culture vanishes.  But what if they had the power of a Palace?  Instead of having a single Palace, have the Palace effect local to each King (that is the way it worked in the real Middle Ages).  That way you could move Kings around to improve your production- it would also encourage you to risk your kings nearer enemies.  In otherwords, you would have a reward/risk condition.  Now that I have mentioned it, does anyone have an idea how to customize the game for that effect?</description><pubDate>Wed, 12 Apr 2006 17:15:35 GMT</pubDate><dc:creator>Scotty</dc:creator></item><item><title>Diplomacy Edit</title><link>http://www.1bcciv.com/Topic2216374-25-1.aspx</link><description>I'm trying to create a WWII scenario and was wondering if there's a way I can edit certain civilizations to be allied.</description><pubDate>Tue, 21 Mar 2006 14:08:45 GMT</pubDate><dc:creator>cartographer</dc:creator></item><item><title>Age of Shoguns (a new Civ3 Conquest!)</title><link>http://www.1bcciv.com/Topic2206307-25-1.aspx</link><description>If Samurai combat is your thing, check out the new Age of Shoguns modpack at http://civmods.com/aosdemo.htm &lt;br&gt;&lt;br&gt;Description from the website: Put on your samurai armor and lead your loyal troops into battle!  You are about to enter the Golden Age of Shoguns.  Honor and glory await you on the fields of war!  Will you become the ultimate Shogun? Age of Shoguns (AOS), written by Shay Yates Roberts, is a dramatic expansion of the excellent Conquests Sengoku scenario written by Michael Fetterman at Firaxis Games. Age of Shoguns can be played solo or multiplayer, on land or at sea. Choose from six major Japanese clans to play. All tribes have distinct personalities, special abilities, and unique units.</description><pubDate>Thu, 13 Oct 2005 16:23:44 GMT</pubDate><dc:creator>Shay</dc:creator></item><item><title>Age of Piracy (a new Civ3 Conquest!)</title><link>http://www.1bcciv.com/Topic2206306-25-1.aspx</link><description>If you like pirates, you might want to check out Age of Piracy, available now at http://civmods.com/aopdemo.htm&lt;br&gt;&lt;br&gt;Description from the website: Run up the jolly roger and set sail for a life of infamy!  You are about to enter the Golden Age of Piracy.  A king's ransom awaits you on the high seas, if you're bold enough to claim it! Age of Piracy 3.0, written by Shay Yates Roberts,  is unlike any mod pack you have experienced.  It contains 74 new units, 46 new technologies, 26 new city improvements and 13 new wonders.  It can be played solo or multiplayer, on land or at sea. Choose from eight civilizations to play, including two ruthless pirate clans. All civs have distinct personalities, special abilities, and unique units.</description><pubDate>Thu, 13 Oct 2005 16:20:39 GMT</pubDate><dc:creator>Shay</dc:creator></item><item><title>ok, my mod, in its baby steps</title><link>http://www.1bcciv.com/Topic1034341-25-1.aspx</link><description>well im having some pritty bad troubles with this baby...i believe the folder is properly tied to the .biq file since my ciliopedia entery for &amp;#34;inn&amp;#34; shows on the main but not in the game, nor do the art for the civilopedia, also my new terrain for volcano which should look like a gray forest is named like one and has everything working for it is... well... still a volcano,so if anyone has any ideas, or hopefully *crosses fingers* solution,can u plz help me? :) P.S.I hope the rar. file includs both the folder and the .biqI think it does...</description><pubDate>Wed, 05 Oct 2005 16:08:31 GMT</pubDate><dc:creator>USA F-15</dc:creator></item><item><title>Terrain graphics?</title><link>http://www.1bcciv.com/Topic1034317-25-1.aspx</link><description>Well is there a way to acctuly change a terrains apearence on the map?anyone have any clues?</description><pubDate>Sun, 02 Oct 2005 15:39:40 GMT</pubDate><dc:creator>USA F-15</dc:creator></item><item><title>map creation</title><link>http://www.1bcciv.com/Topic1034125-25-1.aspx</link><description>I have been toying around with making a map of the area where I live. I have used an actual map to try to create it. The problem is that in Florida, there are no mountains, deserts, etc. (my map is really localized to the county where I live.) My real problem is trying to place resources. Whenever I try to have the computer place them for me, the editor goes to &amp;#34;not responding.&amp;#34;</description><pubDate>Mon, 29 Aug 2005 23:42:25 GMT</pubDate><dc:creator>krantzbucks</dc:creator></item><item><title># New Terraintype #</title><link>http://www.1bcciv.com/Topic1034067-25-1.aspx</link><description>Hi fella&amp;#39;sI need another type of mountain... which is impassable by all units. (i noticed the flag in the editor)My questions are:1 Where do I put the nice pcxfile of the mountain?2 Do there have to be the same number of defferent looks as the regular terrains?3 How do i finallt use them in my conquest?Many Thanks in advance =]</description><pubDate>Mon, 22 Aug 2005 03:05:57 GMT</pubDate><dc:creator>Calthabis</dc:creator></item><item><title>Answers to Editor Headaches</title><link>http://www.1bcciv.com/Topic1033887-25-1.aspx</link><description>I recently, probrably just like alot of you, have been delving into the Editors of CivilizationlllComplete.  This can be a real nightmare if not a down right pain in the ***!!  without a road map.  Up till this point at least Atari and Firaxis are not much help on the questions these Critters (Editors) raise.  Seems to me a seperate Manual is required but not very likely to appear.  The closest thing I&amp;#39;ve found, and indeed is very informative and detailed, is Clay&amp;#39;s Site. www.bclay.com/tutorialsYou can also vist my Posting-&amp;#34;New to Civlll/Editor Problems.  Where Clay posted some helpful suggestions and active links to more help.I consider the Editors Games in their own rights.  Figure out how somthing works in the Editors and move to the next level. YEAH! :)   Screw somthing up and start all over again. :mad:   The added challenge is in not having a seperate manual just to begin!  Don&amp;#39;t get me wrong.  I consider Sid and his team Geniuses, but geeeessh!  How can one create such a great game, and then leave their fans to muddle thru the added Editor&amp;#39;s on their own?  I love the Challenge of getting a created Scenario or Unit, or Civ, to run smoothly.  But not all of us want to, or are capable of finding files let alone create whole new files without some intelligent guidance. I think Atari, Firaxis would do well to take the time Clay obviuosly did to supply atleast a &amp;#34;Getting Started&amp;#34; manual for the varied Editors.  In anycase, I&amp;#39;m suggesting beginners who have CivilizationlllComplete Gold start with the Civlll Editor, and procede cautiously when Editing the rules. You&amp;#39;ll definitly need to learn how to create, move, and save files on your system. Editing Scenarios and Maps is pretty straight forward and enough of a challenge for any &amp;#34;average&amp;#34; PC user. When you start messing with customizing rules..., well, thats when the demons rear there ugly heads and say, &amp;#34;File could not be found...Blah, Blah,Blah.&amp;#34; as Scipio stated so well in response to my posting.  So, if your like most and are frustrated by the lack of info, check the sight out above.  You&amp;#39;ll be glad you did. I was elated by the amount of information contained there. &amp;#34;Throw me a bone people! I&amp;#39;m the Boss! I need the info!&amp;#34;</description><pubDate>Sun, 24 Jul 2005 16:34:46 GMT</pubDate><dc:creator>Pegasus</dc:creator></item><item><title>New To CivlllComplete/Editor Problems</title><link>http://www.1bcciv.com/Topic1033872-25-1.aspx</link><description>Greetings to all.  I&amp;#39;ve just joined this Community.  I&amp;#39;m a proffesional Artist with &amp;#34;above normal Windows skills&amp;#34;, yet what little hair I have left is being lost to figuring out how to make the various editors work!  I have managed to figure out Civlll&amp;#39;s Editor and the need to go into files and create a shortcut.  And all seems well there.  Playing those Scenarios I created there without much fuss and gnashing of teeth.  But what perplexes me is PTW&amp;#39;s and Conquests Editor&amp;#39;s refusals to respond. I get the same &amp;#34;Blue Screen&amp;#34; error saying they should be run from the folder where Civlll was installed.  I create shortcuts to them from the C:/Programs/Atari/CivilizationIIIComplete Folder.  Then their windows open only to display a black screen.  Does anyone know of a way to tame these beasts, that I&amp;#39;m obviously missing? Running Windows 98SE.      :confused:</description><pubDate>Fri, 22 Jul 2005 18:34:42 GMT</pubDate><dc:creator>Pegasus</dc:creator></item><item><title>Merging two conquests/scenarios?</title><link>http://www.1bcciv.com/Topic1033740-25-1.aspx</link><description>Hi all,Just got Civ3 complete and finished a couple of games with Conquest and now trying my hand at some modding.I am trying to edit a conquest by adding some additional civilisation advances (and their associated units + improvements) to it and I&amp;#39;m finding it very annoying to have to import everything I want by hand.I&amp;#39;ve tried the import feature but whatever I import [B]overwrites[/B] the original data. I&amp;#39;m looking for something that will [B]merge[/B] the data instead. Is there a way to do that? i.e. add some normal units from Civ3 conquest into the WW2 pacific conquest.TIA,Alf</description><pubDate>Thu, 14 Jul 2005 13:58:35 GMT</pubDate><dc:creator>Alf</dc:creator></item><item><title>Map Making</title><link>http://www.1bcciv.com/Topic1033709-25-1.aspx</link><description>How do you create a map like the scenarios in Conquests? I would like to make a map like Europe where you cannot wander from russia to spain. A map with finite boundaries on east-west as well as north-south. Is there a trick to this?</description><pubDate>Sun, 10 Jul 2005 19:43:23 GMT</pubDate><dc:creator>krantzbucks</dc:creator></item><item><title>Changing the timeline</title><link>http://www.1bcciv.com/Topic1033571-25-1.aspx</link><description>Ok.  I have been playing Civ for many many years now.  One of my pet-pevs about the game is how the timeline moves so quickly in the beginning and then slows down around 1900 or so.  I&amp;#39;ve always wanted to set the timeline up so that it moves slower throughout the entire game, instead of just at the beginning.  Is there a way to change the timeline so that it does move slower?</description><pubDate>Tue, 21 Jun 2005 21:04:13 GMT</pubDate><dc:creator>Rhyus</dc:creator></item><item><title>Head Animations</title><link>http://www.1bcciv.com/Topic1033426-25-1.aspx</link><description>Or not...In the Scenrios it only has a flag sometimes. I&amp;#39;d like to try that, do I simply put the pic of the flag instead of the animations?</description><pubDate>Wed, 01 Jun 2005 13:44:49 GMT</pubDate><dc:creator>USA F-15</dc:creator></item><item><title>Conquests Additions</title><link>http://www.1bcciv.com/Topic1033018-25-1.aspx</link><description>I was finally able to order Conquests today and I was thinking about all those extra tech levels and such...Would it be possible (and practical), I wonder, to create a mod that allowed you to play regular games with those extras included?</description><pubDate>Sat, 16 Apr 2005 20:36:19 GMT</pubDate><dc:creator>Maccabeus</dc:creator></item><item><title>Play the Community Diplomacy.txt</title><link>http://www.1bcciv.com/Topic1031979-25-1.aspx</link><description>For those interested in the Play the Community mod I&amp;#39;ve set up the following file in an effort to create a Custom diplomacy.txt so that your responses in the game can truely be your own:). The file is a word document and contains examples for each situation you&amp;#39;ll need an answer for. You can fill out the doc and email it to me or just post it back here. If you have any questions let me know.-Clay</description><pubDate>Tue, 14 Dec 2004 17:34:11 GMT</pubDate><dc:creator>Clay</dc:creator></item><item><title>The Best C3C Mod Ever (based on RAR 1.0)</title><link>http://www.1bcciv.com/Topic1032043-25-1.aspx</link><description>I can&amp;#39;t take credit for the lionshare of this mod, it is simply my own VERY slight modifications to the Rise and Rule (RAR) 1.00 mod, but for whatever reason, Kal-El and his gang had not yet activated the treasure shipments facet. In the interest of more interesting game play, I&amp;#39;ve done so in this &amp;#34;Scipio&amp;#39;s Mod (Smod). I call it such simply to note that it is slightly different than the RAR, which is really what the &amp;#34;best ever&amp;#34; part is mostly attributable to (NOT me :) ). In their description, Kal-El mention this treasure shipment stuff, but it appears they had not yet figured out how to make them work properly in this version. I imagine that they will soon be putting out a RAR 1.1 version for download at their site, and that it will include these changes I&amp;#39;ve made, and probably even other amazingly great additions to the game. I have greate admiration for the awesome work they did putting together DYP and RAR, and the last thing I would ever want to do is take credit for their hard work. But in the interim, I&amp;#39;ve created a version of RAR that has treasure shipments activated and (apparently) working properly.First you&amp;#39;ll need to download and install the RAR 1.00 mod, just go the page below and follow the instructions.[URL=http://civ3.bernskov.com/RaR/download.asp]Double Your Pleasure, Rise and Rule Page[/URL]Then simply download the .biq I&amp;#39;ve uploaded to this note, and put it in your Scenario&amp;#39;s folder. It should work fine then (as long as you&amp;#39;ve first downloaded RAR 1.00 and made sure that IT is working). In the next note, I&amp;#39;ll post a map &amp;#34;Dark Continent&amp;#34; which is designed to try to foster a Rennaissance Earth, Euro colonization phenomenon in which overseas trade, piracy, etc. are a key.So why did I do this?Lots of us have complained that there is no need to build a navy except for the need to escourt troop transports, and even then, it is often almost unnecessary.One solution I perceived to this, was to make the Treasure Shipment units, as in the Age of Discovery mod, a standard part of the Tech tree. Kal-El and his gang who made the Rise and Rule Mod (RAR) had evidently already beat me to this idea. That mod includes  lot more strategic and/or luxury resources (tea, sugar, coffee, silver, etc.), and they had included in the 1.00 version, all the specific production buildings for producing treasure shipments based on most of these scarce resources. A city can build a production facility (e.g., Tea Growers, or Winery, or Cotton Mill) ONLY if the resource is within its radius, but you still get the general trade network-wide luxury benefit, as well as any tile-bonuses.All treasure units yield 100 gold, the greater or lesser value of the commodity is reflected in the number of turns between auto-production of a unit of that type, once the production facility is finished.More or less in historical order, I&amp;#39;ve set the Techs required to build the production facilities as follows (the Tech that causes the resource to appear is listed in parentheses [current settings on turns b/w treasure unit production is in brackets]):Gem Mine [8] requires Construction (Bronze Working)Winery [14] requires Trade (Fermentation)Fur Traders [16] requires Drama (auto)Gold Mine [16] requires Currency (Bronze Working)Coffee Growers [14] requires Crop Rotation (Wheel)Cotton Growers [12] requires Guilds (Dynasticism)Tobacco Plantation [10] requires Mercantilism (Mysticism)Spice Farm [12] requires Astronomy (Cultivation)Tea Growers [9] requires Absolutism (Aristocracy)The turns between treasure production were already set in the RAR mod.I&amp;#39;m keen to get suggestions from others about how badly this unbalances the game, and what additional changes could be made to fix it. The Techs requires to cause each resource to appear were already set in the RAR mod. I selected the Techs to allow the production facilities with a cursory sense for the role that these resources played in human trade throughout history, not necessarily to reflect a specific technological need to allow the production. For example, while the know-how to do large-scale Fur Trading has been part of human culture from the beginning, the requisite social milieu in which Fur Trading would become a profitable enterprise depended (one might argue?) on their being a middle class of sorts. As such, I&amp;#39;ve set Fur Trader production facility to depend on the Tech Drama, which one might argue represents a watershed point in ancient history at which point, sufficient surplus production capacity existed that effort could be expended on artistic activities that a kind of middle class would would participate in. Similar thing for Spice Farm. Obviously, a knowledge of Astronomy is not necessary for large-scale spice growing, but the point is to link spice to the Rennaissance, as it was on Earth. Spice was the PRIMARY motive for overseas exploration by the European kingdoms. In the other instances where the requisite tech seems odd, I&amp;#39;ve made similar determinations, but I&amp;#39;m open to suggestions about how to make it better.I suspect that some of the prodution times need to be slowed down quite a bit so as not to upset game balance.</description><pubDate>Mon, 20 Dec 2004 11:58:50 GMT</pubDate><dc:creator>Scipio Africanus</dc:creator></item><item><title>American Revolutionary War Scenario</title><link>http://www.1bcciv.com/Topic1032540-25-1.aspx</link><description>I spent a few hours this weekend on my American Revolution mod, which some of you may remember me posting the draft map of some months ago. The basic geography of the map is pretty well setup, though I&amp;#39;ll probably add some cities, change infrastructure, and of course add units to it later. If you wanna see the map, let me know and I&amp;#39;ll post it.I&amp;#39;m using the RAR mod for the scenario, which is an improvement on the basic C3C, but even with RAR, the Age of Enlightenment (roughly coincident with Napoleonic Era) is only about the very first column of techs at the beginning of the Industrial Era. Napoleonic Europe is not quite right, so I had to face the grim reality that to make a really good version, I&amp;#39;d need to make a new Tech Tree :(So I started changing the pre-existing Industrial Era techs today, but now need to download Paintshop demo, which probably won&amp;#39;t happen for a while . . .Anyway, I wanted to post my ideas so far about Techs, units, wonders, and see what guys think.“Age of Enlightenment” follows Medieval Era:The starting column of techs (starting from the top) will be as follows:Naval TacticsGrand StrategyDiplomacyNationalismBrass CannonConstitutionalismPropagandaFederalismAboriginal WisdomBrown BessMedicineSecond column ( : indicates the required Techs)Grand War: Naval TacticsMilitary Tradition: Grand War &amp; Grand StrategyEspionage: Diplomacy and NationalismImprovised Fortifications: Brass CannonSupremacy of the Mother Country: Constitutionalism &amp; PropagandaAristocratic Scholarship: ConstitutionalismRepresentative Government: Constitutionalism, Federalism, Propaganda, Aboriginal WisdomPennsylvania Rifle: Brown BessSurgical Procedures: MedicineThird columnAdvanced Tactics: Nationalism, Improvised FortificationsIndependence: Representative GovernmentCivil Code: Representative GovernmentGeurilla Tactics: Aboriginal Wisdom &amp; Pennsylvania RifleFourth ColumnArtillery Tactics: Advanced TacticsMilitary Logistics: Military Tradition &amp; Advanced TacticsStanding Continental Army: Independence &amp; Geurilla TacticsInventor’s Workshop: Aristocratic ScholarshipFifth ColumnNatural Sciences: Inventor’s Workshop, Surgical ProceduresSteam Engine: Inventor’s Workshop, Military LogisticsBattlefield Medicine: Military Logistics, Surgical ProceduresSixth ColumnTheory of Evolution: Natural Sciences, Steam EngineSeventh ColumnSocial Darwinism: TOE, NationalismEighth ColumnIndustrialization: Social DarwinismNinth ColumnSanitation: Industrialization, Natural SciencesTenth ColumnCity Planning: Sanitation36 Techs total. Actual hostilities initiated in 1775, and the surrender at Yorktown was in 1781, so if it is set at weeks allows for a total of 300-some-odd turns, and assuming an average tech rate of about 10 turns per tech (slower then faster) so there is enough time to conceivably do all the techs.The war itself war really all about propaganda, logistics, and tactics, in that order, and I’ve tried to adapt the Civ game format to this context appropriately.  If you’re familiar with RAR, you’ll see that I’ve built off of the Industrial Era Tech tree from that game, but expanded the early stage. It may be too much of a tech tree not sure to make it an effectively tactical war game scenario.Tribes (only England and American playable by human):American, Industrious Agricultural, Federal Republic (I’ll adjust the war weariness down a notch) UU either Rangers 6.3.2 (all terrain=roads, stealth attack) or Minutemen 3.6.1England, Commercial and Seafaring, Absolute Monarchy, UU either man-o-war or Red coats 6.6.1I can handle the civopedia entries and even moving around the txt entries, etc., but do not have photoshop, and probably will not be able to get it for some time.There are so many units in RAR, the graphics can be reassigned to the handful of new units I plan, but until I get photoshop I&amp;#39;m stuck on the Tech Tree.Anyone who is good with photoshop and experienced with Tech trees interested in helping me do the Tech tree?</description><pubDate>Sun, 13 Feb 2005 15:46:53 GMT</pubDate><dc:creator>Scipio Africanus</dc:creator></item><item><title>Trait Specific Units...</title><link>http://www.1bcciv.com/Topic1032484-25-1.aspx</link><description>I&amp;#39;m in the process of working on a mod with some trait-specific stuff in it and I&amp;#39;m at a wall here...I&amp;#39;ve gotten trait-specific units for most of the Civ-traits, but need to come up with one to fit the Commercial trait.  A caravan type unit from Civ or Civ 2 would have been perfect, but since that&amp;#39;s no longer an option.  Each trait also has a specific small wonder it will be able to build as well, and these produce the trait specific units every X number of turns (except for SEA which has to built or upgraded)For REL, MIL, IND, EXP, SEA, and AGR, those are all set.  For SCI I&amp;#39;m using a &amp;#34;Hot Air Balloon&amp;#34; which can do recon and has minimal bombard values, but I&amp;#39;m open for something better.  For COM, a treasure type unit along the lines of Age of Discovery has been suggested, as well as a naval unit to help locate trade routes, resources etc has been mentioned.Any thoughts, anyone?Also in the mod I&amp;#39;m looking at adding small wonders for each of the advanced gov types to parallel the SPHQ that Communism has.A few of the units will also have minor changes, to put them in the tech tree where they should be, and one or two other changes and the like.I&amp;#39;m towards the end of testing it and it should be done by the end of the week, if not before.</description><pubDate>Mon, 07 Feb 2005 14:53:24 GMT</pubDate><dc:creator>ShaddowKatMkII</dc:creator></item><item><title>game closes with no reason?</title><link>http://www.1bcciv.com/Topic1032394-25-1.aspx</link><description>I have yet another problem, even though i havn&amp;#39;t solved the one with the picture in the civilopedia (see last post) i&amp;#39;v moved out added new techs and a building- i used artworks from the conquest for one, and got art for the building (which is far as i know is working because i saw it in the editer (in conquest you have a window which lets you see if its good.i also did a new resource, and done all the art and i know it works because i see the &amp;#34;ICON&amp;#34; in the editor.to make the city view for the building i had to elarge the &amp;#34;buildings-large&amp;#34; by 400 pix down so as to make new lines, i did that, unfourtently i haven&amp;#39;t tested it all this time.and noe whe i start the mod. it runs ok past the worled choosing part and past the civ selecter and loads- then i get a glimpse if the starting screen and it quits with no apprent reason.Is this a known problem did i do something wrong?</description><pubDate>Fri, 28 Jan 2005 08:18:22 GMT</pubDate><dc:creator>USA F-15</dc:creator></item></channel></rss>