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Thanks to the C3X mod, it's now possible to build districts in Civ 3 as well. Check instafluff’s post for the recommended settings: https://forums.civfanatics.com/threads/c3x-exe-mod-including-bug-fixes-stack-bombard-and-much-more.666881/page-159#post-16889104
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>>2239006
Looks neat but what do they do?
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>>2239041
They basically work the same way they do in Civ6.
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>>2239145
It doesn't answer the question.
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>>2239006
holy shit there's going to be more things on the map besides roads and mines?
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>>2239006
For the longest time, I couldn’t decide if I wanted this in civ3, but if it functions just like in civ6 then I definitely don’t want it.


I’d rather have maybe some sort of town mechanic or religion.
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>>2239006
hm, intredasting
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>>2239006
>neu Civ's bloated game mechanics now traveling back in time to taint earlier releases
Why? What do districts do? Does the AI know what to do with them?
Motion is not always progress and more game mechanics are not always better. They usually just gimp the AI
New game mechanics need to be added added to each new version is to keep selling new games
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>>2239155
You can see how they work here:
https://forums.civfanatics.com/threads/c3x-districts.700590/
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bump
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>>2239006
Civ 3 was the peak Civilization. Civ 4 was fun but not it. You will never get that dotcom bubble era slop feel that you get from 2D sid Meier. I love it.
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>>2239006
but why would you want that?
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>>2241746
this
i was wondering how's good are fantasy mods for civ3 like warhammer or tides of crimson? are they as good as Fall from Heaven 2 for civ4?
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>>2239006
How come Suede didn't talk about such mod?
This was his last video.
https://www.youtube.com/watch?v=zK171Ww3ETk
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>>2243351
>are they as good as Fall from Heaven 2 for civ4?
Unfair comparison given how much more moddable Civ 4 is. But they are good in their own right.
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>>2239006
>Thanks to the C3X mod, it's now possible to build districts in Civ 3 as well.
>They basically work the same way they do in Civ6.
For what fucking purpose you would want that in any game at all, not to mention Civ 3?
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>>2247612
mordor is too green
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>>2243404
Is he still shilling Civ 5?
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>>2248882
>he doesn't know
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>>2239325
>that name
Topkek
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I spend a lot of time in civ 4 bouncing my science frome 0 to 100. Does that work in 3? Inconvenient to move the slider every other turn in 3 unless there is a ui mod for the science slider.
I think i prefer 3 to 4 overall. Tried 5 and 6 and didnt care for them.
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>>2239328
>The goal of C3X Districts is to make the Civ 3 map feel more alive and interesting. Districts enable large cities to sprawl, infrastructure to be visualized, and - if you enable them - new gameplay additions which make the map more interactive and engaging without fundamentally altering core Civ 3 mechanics. Districts are also 100% customizable and modular, so you can pick and choose types you like, or simply craft your own with custom art, tech dependencies, buildings, and bonuses.
>without fundamentally altering core Civ 3 mechanics
so nothing?
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>>2252538
>I spend a lot of time in civ 4 bouncing my science frome 0 to 100.
Do you mean setting it on 0 or 100 so that not to lose commerce from rounding down? As far as I know, no, but it doesn't apply very well to Civ 3 since most of the time you want at least 10% tickling to science since there is minimal research time of 40 or 50 turns depending on the version.

You do need to micromanage the slider when nearing the research completion since Civ 3 doesn't have the concept of overflow (unlike SMAC which introduced it and came out earlier).

>>2252545
I find natural wonders sweet, and I also like the idea of neighborhoods to simulate the urban sprawl starting with the industrial era. Also, it says you can customize bonus yields they give so it's kinda like towns from Civ 4 but meaningfully tied to the population. I wanna install it and try out.
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>>2252767
>I wanna install it and try out.
okay.
i've never played civ3 i just wanted a (You) and to argue with someone
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>>2248882
>t. movie-only faggot
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>>2252538
What you must know first and foremost about 3 is that there is both minimum research time AND maximum research speed. You can't research faster than every 4th turn (so basically adjusting your sliders around that) AND you need to at all times have at least 10% in science to get any progress.
Realistically speaking, you want something like 60/20/20 for science/taxes/luxuries, with minor adjustments toward science whenever needed/being on 4th turn. The money you save via spending on luxuries is far greater than building happiness infra, especially if you get yourself luxury goods and markets.
Said all that, min-maxing the sliders is pretty much pointless from about mid-Medieval Tech Tree
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>>2243404
Idk I watched his video on Caveman to Cosmos the other day and he was kinda being a faggot about the whole thing.
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>>2256530
>Suede has shit opinions whenever he's outside his specialty of talking Civ3
Shocking!
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Holy autism, Batman.
https://forums.civfanatics.com/threads/star-wars-the-mod-awakens.631116/
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>>2264254
I downloaded that one a while ago and was disappointed how it starts you off with all that shit. Civ is best when it's entirely your semi-randomized thing. With a huge premade scenario, I can't get a 'feel' for it. I'd rather play the LotR or HoMM3 mod instead of that
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>>2264593
>civ2 WW2 scenario
>pick Russia and make every single city spam tanks
>you left the mechwarrior 2: mercenaries disc in the drive
>redbook audio playing
>mfw
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>>2239006
>districts



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