01:38:09 Bad trade reputation? Yeah, that's one of the flaws I dislike about this game. They try to keep it a big secret of what is happening concerning your trade reputation and your likeability. You accidentally do something wrong, or somebody else interferes with your trade, and 99 years later when you try to trade, you find out that some unknown thing went wrong. There should be a screen that you can access showing your trade reputation and your likeability with all other civilizations along with a list of your infractions. Also, when an infraction occurs, a notice should immediately pop up notifying you of what went wrong and give you the opportunity to correct it, if it was your fault. Also, I think your bad reputation should not be permanent for the remainder of the game. It should improve over time if you have honorably traded for a certain number of times.
Not gonna say the name of the song in case they copyright strike me, but it is very much under copyright hahah. Not that you can really hear it with the mic positioned as it is.
Is there an option for global domination victory? Could you raze all the big culture cities and get 1 city culture victory faster? Any speedrun content coming out? Great content and gameplay. And the smooth radio voice is zenful. Thanks Suede!
1 city culture victory is not relative to other civs (empire wide culture victory is) All the speedrun categories sucked last time I checked. Maybe we can start some good categories?
@@suedeciviii7142 I agree that the victory condition speedruns are pretty terrible, but more interactive ones could be fun. MGL speedrun would be all RNG but maybe interesting. "Build 10 cities" is maybe a fun way that would also help people get better at their expansion phase. Can definitely keep brainstorming.
Nice streams! I wanted to ask you about the forbidden palace. How do i know where to build it for the most value? Maybe you have mentioned it in an old video that i missed. Thanks!
In C3C the FP placement doesn't matter as much as it did before where the FP gives you a second core. Now the FP just kinda increases your OCN and thus lowers corruption overall. So build it ASAP in a productive city next to your capital. If you don't have enough cities during the expansion phase a pre build could also help. Personally, I just build it in the direction I'm gonna expand. But I've had games where I did the opposite and had it built in the corner. It didn't make any noticeable difference.
Yes and no. I need to be invested in a stream otherwise it's not fun to watch or play. So I don't like things like mods or super large maps. But if you have a good suggestion and donate, I'll probably do it if it fits. For example, Majad suggested the Arabia stream, that's one of the reasons I did it. So tldr, suggest it first, and I'll let you know if it's something I'd be interested in.
@@suedeciviii7142 The basic idea was to show what the civ3 engine can do in terms of the global warming - I did two small changes in the editor: 1. Tundra, snow covered mountains etc will melt with global warming 2. To have rampant global warming from 4000 BC, I made palaces pollute I then created a large (not huge) map with varied terrain, but the terrain is mostly snow/ice covered. This results in the early game city spots being mostly near lakes and rivers to have enough food, but quickly more settable terrain starts to appear as the ice melts Also some Islands are not accessible before the ice has melted. Starting locations are positioned so the initial pollution does not ruin the game. Resources/lux are randomly distributed So the above should basicly be your standard civ3 game in terms of rules/gameplay, except for the global warming. Maybe we could call it a "slightly modded" scenario I did some playtests myself and the AI is able to handle melting ice, knowing when to start irrigating etc. Could you envision something like this being interesting?
01:38:09 Bad trade reputation?
Yeah, that's one of the flaws I dislike about this game. They try to keep it a big secret of what is happening concerning your trade reputation and your likeability. You accidentally do something wrong, or somebody else interferes with your trade, and 99 years later when you try to trade, you find out that some unknown thing went wrong.
There should be a screen that you can access showing your trade reputation and your likeability with all other civilizations along with a list of your infractions. Also, when an infraction occurs, a notice should immediately pop up notifying you of what went wrong and give you the opportunity to correct it, if it was your fault.
Also, I think your bad reputation should not be permanent for the remainder of the game. It should improve over time if you have honorably traded for a certain number of times.
Glad to see that Suede CivIII is back and uploading new videos, especially single player ones.
I love that little jingle you played on your guitar at 4:30
That should be your theme song.
Not gonna say the name of the song in case they copyright strike me, but it is very much under copyright hahah. Not that you can really hear it with the mic positioned as it is.
Suede playing with Yamama is the content I love
So happy to have a Suede play through to end my Christmas break before I go back to teaching! Can we expect P3 next weekend?
You can, yes.
Awesome stream!
Is there an option for global domination victory? Could you raze all the big culture cities and get 1 city culture victory faster? Any speedrun content coming out? Great content and gameplay. And the smooth radio voice is zenful. Thanks Suede!
1 city culture victory is not relative to other civs (empire wide culture victory is)
All the speedrun categories sucked last time I checked. Maybe we can start some good categories?
@@suedeciviii7142 I agree that the victory condition speedruns are pretty terrible, but more interactive ones could be fun. MGL speedrun would be all RNG but maybe interesting. "Build 10 cities" is maybe a fun way that would also help people get better at their expansion phase. Can definitely keep brainstorming.
Nice streams! I wanted to ask you about the forbidden palace. How do i know where to build it for the most value? Maybe you have mentioned it in an old video that i missed. Thanks!
In C3C the FP placement doesn't matter as much as it did before where the FP gives you a second core. Now the FP just kinda increases your OCN and thus lowers corruption overall. So build it ASAP in a productive city next to your capital. If you don't have enough cities during the expansion phase a pre build could also help. Personally, I just build it in the direction I'm gonna expand. But I've had games where I did the opposite and had it built in the corner. It didn't make any noticeable difference.
@@majungasaurusaaaa So next to capital is fine? I for some reason thought i had to built it further away for more value
07:11 Video starts here.
Before that it's just a picture of the wrong game.
Hi Suede, would you consider doing a “sponsored” stream, e g. can we support you and have you play 1+hour of a certain map etc 🙂
Yes and no. I need to be invested in a stream otherwise it's not fun to watch or play. So I don't like things like mods or super large maps.
But if you have a good suggestion and donate, I'll probably do it if it fits. For example, Majad suggested the Arabia stream, that's one of the reasons I did it.
So tldr, suggest it first, and I'll let you know if it's something I'd be interested in.
@@suedeciviii7142
The basic idea was to show what the civ3 engine can do in terms of the global warming - I did two small changes in the editor:
1. Tundra, snow covered mountains etc will melt with global warming
2. To have rampant global warming from 4000 BC, I made palaces pollute
I then created a large (not huge) map with varied terrain, but the terrain is mostly snow/ice covered. This results in the early game city spots being mostly near lakes and rivers to have enough food, but quickly more settable terrain starts to appear as the ice melts
Also some Islands are not accessible before the ice has melted.
Starting locations are positioned so the initial pollution does not ruin the game.
Resources/lux are randomly distributed
So the above should basicly be your standard civ3 game in terms of rules/gameplay, except for the global warming. Maybe we could call it a "slightly modded" scenario
I did some playtests myself and the AI is able to handle melting ice, knowing when to start irrigating etc.
Could you envision something like this being interesting?
This does actually sound interesting if it works as intended. Post in on the discord linked in this video.@@ulle85
@@suedeciviii7142thanks, which channel should this kind of thing be posted in at the civ3 discord?
We're not super picky. Single player, streams and videos, or modding would all be fine.@@ulle85
🙄 jeje