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Releases: maxpetul/C3X

Release 27 Preview 1

05 Apr 21:23

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Release 27 Preview 1 Pre-release
Pre-release

Download: C3X_R27_Preview_1.zip
New in this version:

  • Add some optional rule changes for helicopters (or any air units with transport capacity) controlled by special_helicopter_rules
    • Helicopters may be rebased or loaded onto carriers
    • Paratroopers inside a helicopter on a carrier may perform airdrops
    • Units inside a helicopter can be prevented from defending their tile, performing defensive bombard, or intercepting air units
    • Units inside a helicopter can be guaranteed to be destroyed when the helicopter is destroyed or captured
  • Can select a different method for unit autoselection that searches for similar units near where the last selected unit started or ended up
    • Option named unit_cycle_search_criteria
  • Can specify a victory animation for air units in aircraft_victory_animation option
  • Option to prevent stealth attacks from targeting units contained in other units (named exclude_passengers_from_stealth_attack)
  • Any unit types listed in exclude_types_from_units_per_tile_limit will be exempted from the stack limit and not count toward it
  • If any unit types are listed in limit_defensive_retreat_on_water_to_types option, only those will be allowed to retreat defensively on water
  • Any unit types listed in can_bombard_only_sea_tiles will be prevented from bombarding land tiles
  • Can set a value for the barbarian activity level to be used for new games created from scenarios with custom maps, overriding the conquests.ini settings
    • Option named override_barbarian_activity_level_for_scenario_maps
  • Can override the value of the NoAIPatrol setting from conquests.ini, option named override_no_ai_patrol
  • Option show_armies_performing_defensive_bombard that fixes defensive bombard animations being skipped when the bombarding unit is in an army
  • Improve readability of turns remaining on city builds displayed on the domestic advisor screen
    • Option named reformat_turns_remaining_on_domestic_advisor_screen
  • Options to modify the special corruption rules for capital cities
    • allow_corruption_in_capital removes the rule fixing corruption at zero
    • special_capital_decorruption_effect sets the building-like decorruption bonus
  • Two new special retreat rules
    • if-not-slower allows units to retreat as long as they're at least as fast as their opponent
    • if-fast-and-not-slower is like if-not-slower except it does not allow 1-move units to retreat
  • For config file loading, use the text encoding that the game retrieves and records internally instead of assuming Windows-1252
  • aggressively_penalize_bankruptcy now alternates between selling buildings or disbanding units first for bankrupt AI players and every third turn cuts their research spending
  • Fix crash caused by failure to find default option for popup asking player to select new build in city that completed its previous one
  • Fix erratic behavior caused by improvement-based work area rules being initialized incorrectly when read from the config
  • Except nuclear weapons from disallow_useless_bombard_vs_airfields
  • Prevent immobile units from retreating when any non-standard retreat rule is set
  • Fix improper movement along limited railroads or fast roads after reloading game with same standard scenario
  • Fix doubly contained units not always appearing right after their container on the right-click menu
  • Fix crash caused by modded empty armies with non-zero attack/defense being allowed to enter combat and dividing by their unit count
  • Districts expansion
    • 11 new districts: Ski Resort, Port, Bridge, Central Rail Hub, Data Center, Energy Grid, Great Wall, Canal, Offshore Extraction Zone, Park, Water Park
    • 7 new natural wonders: Wadi Rum, Eyjafjallajokull, Ha Long Bay, Lofoten Skerries, Geirangerfjord, Delicate Arch, Savanna (mostly a desert/tundra theme this time)
    • 3 new wonders: Great Lighthouse, Colossus, Hoover Dam
    • Add support for maritime districts
    • Move Research Lab from Campus to Data Center dependency
    • Add Great Wall auto-build around borders event after Great Wall wonder is completed
    • Add support for Named Tiles, which shows custom verbiage on a given tile (can be set in-game or via scenario.districts.txt)
    • Fix bug with districts not rendering on right-click tile detail modal
    • Fix bug with workers "building" a natural wonder if user clicks "Move all units of type" button
    • Fix bug with custom scenario district art not loading from scenario folder
    • Add support for alternative directions of Wonders, based on city vs. wonder tile location
    • Add negative district bonuses
    • Add custom logic for river- & port-related rendering
    • Add granular configuration control over where districts can be built by tile and adjacent tile types
    • Add support for districts being dependent on wonders & natural wonders
    • Add support for districts enabled by alliances with other civs that can build them
    • Add support for restrictions of who can build districts by civ name, trait, culture, government
    • Allow multiple advance prerequisites
    • Touch up art for Industrial Zones, Newton's University, Holy Site, Bach's Cathedral
    • Add support for buildings being buildable if one of multiple possible districts is built
    • Add support for districts generating resources
    • Add support for districts requiring resources, both in cities or on a tile
    • Add optional flag for districts to serve as alternative irrigation source
    • Add patches to enable buildings dependent on adjacent water sources to be enabled if water in work area (eg, Ports can be built if city has water in work radius), except for Aqueducts & Coastal Fortresses, which still require adjacency
    • Add flag for districts with dependent buildings to be custom tile improvements, which encourages the AI to evaluate whether to build them on each tile, like irrigation and mines
    • Add much smarter AI for distribution hubs, with ai_distribution_hub_build_strategy = auto (AI assess civ-wide and city level needs to determine how best to use tiles and distro hubs to build)
    • Add more balance distribution hub yields, with amount of shields/food each city receives decreasing as the number of recipient cities grows
    • Add AI build strategy and analysis of where to place canals and bridges
    • Add cap on max distribution hubs relative to number of cities
    • Add flag for show_ai_city_location_desirability_if_settler, which automatically shows city desirability over tiles if a settler is selected.
    • Add flag for auto_zoom_city_screen_for_large_work_areas, which prevents the city screen from auto-zooming out if the city_work_radius is >= 4
    • Add support for extraterritorial colonies, where colonies can be built in another civ's territory or be built beforehand but not disappear as borders grow, at a relation penalty
    • Add happiness_bonus to district yields
    • Add display_name, in case name shown to user is different
    • Add optional custom height/width & x/y offsets for district art
    • Add error messaging to main screen if buildings / techs aren't parsed correctly, like other config options (in R26 this silently fails)
    • Distro hub yields on city screen are drawn even if outside city work radius (useful as in R26 they aren't drawn if outside the work radius, even if city is receiving distro hub yields)
    • Make tile highlights green, not red
    • Replace all redundant, hard to read district tile loops with proper macros
    • Add custom logic for air unit position and bombing if using aerodromes.
    • Add support for alternative rendering logic (in districts config, render_strategy = "by-building") for handling districts whose buildings are not dependent on each other.
    • Add custom logic for naval units to heal in ports and pillage enemy ports.
    • Add custom logic for unit movement on bridges, canals, great wall
    • Allow flexible additive bonuses for districts in config based on nearby cities' available buildings and district tile & overlay types
    • Allow naval units to pillage (maritime districts)

Release 25 Preview 1

24 Sep 01:28

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Release 25 Preview 1 Pre-release
Pre-release

Download: C3X_R25_Preview_1.zip
New in this version:

  • Increase city limit to 2048
    • Setting named lift_city_limit, included in new "Limits Removed" section with other limit increases/removals
  • Enable tile graphics to cycle over day and night, see "Day/Night Cycle" section of default config for details
  • Allow Civilopedia descriptions for units, civilizations, and game concepts to span multiple pages
  • Can adjust time to double building culture, setting named years_to_double_building_culture
  • Option to prevent units from upgrading past an intermediate type that does not have the upgrade ability
    • Setting named prevent_old_units_from_upgrading_past_ability_block
  • Can adjust times to generate tourism gold, setting named tourism_time_scale_percent
  • Option to put all human players in contact with each other at the start of a hotseat game
    • Setting named introduce_all_human_players_at_start_of_hotseat_game
  • Double size of minimap when running in high definition (>= 1920 horizontal pixels), setting named double_minimap_size
  • Option to show some popup messages as online-multiplayer-style notifications
    • Setting named convert_some_popups_into_online_mp_messages, off by default, see config for which popups are affected
  • Option to switch debug mode on or off for games in progress
    • Setting named enable_debug_mode_switch, off by default, see config for how to use in-game
  • Fix AI players being able to sacrifice units that don't have the sacrifice special ability set on their type
  • Option to tint coast and sea tiles on minimap based on cultural borders
    • Setting named show_territory_colors_on_water_tiles_in_minimap, off by default
  • Do not charge maintenance for buildings provided for free by shared wonder effects
  • Option to draw small shadows underneath city dots on the minimap to make them more visible
    • Setting named accentuate_cities_on_minimap, off by default because it doesn't quite work properly

Release 23 Preview 2

08 Jun 00:11

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Release 23 Preview 2 Pre-release
Pre-release

Download: C3X_R23_Preview_2.zip
New in this version:

  • AMB editor improvements
    • Show overall duration of loaded file
    • When playing preview, don't complain that empty WAV file names are missing
    • Create a new temp folder for each preview played and dispose of sound core objects when previews are stopped
      • These changes should fix issues where previews can't be played due to conflicts with leftover files
  • Prevent airdrops from violating the trespassing restriction
  • Fix possible crash when unit performing stack bombard is destroyed
  • Fix division by zero in AI logic to evaluate proposed alliances

Release 23 Preview 1

31 May 20:49

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Release 23 Preview 1 Pre-release
Pre-release

Download: C3X_R23_Preview_1.zip
New in this version:

  • Include AMB editor
  • Adjustable rebase range as multiple of operational range, setting named rebase_range_multiplier
  • Option not to draw capital cities larger than they really are, named do_not_make_capital_cities_appear_larger
  • Fix city screen zooming out for adjacent tiles that aren't actually workable due to maximum work radius

Release 21 Preview 2

22 Jan 02:59

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Release 21 Preview 2 Pre-release
Pre-release

Download: C3X_R21_Preview_2.zip
New in this version:

  • Apply the stack limit separately to land, sea, and air units
  • Option to exclude cities from the unit stack limit
  • Do not apply all-units special retreat rule to immobile units
  • Prevent airlifting from violating the stack limit
  • Fix crash related to cross shore detection option
  • Fix units retreating onto fully occupied tiles
  • Fix unit stack limit blocking combat

Release 21 Preview 1

10 Jan 04:08

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Release 21 Preview 1 Pre-release
Pre-release

Download: C3X_R21_Preview_1.zip
New in this version:

  • Allow perfume amounts to be specified as percentages
  • Option to limit how many units can share each tile, named limit_units_per_tile
  • Adjustable chance for max one HP units to be destroyed by nuclear strikes
    • Controlled by config option chance_for_nukes_to_destroy_max_one_hp_units
  • Add limited_railroads_work_like_fast_roads option which does just that
  • Option to allow sale of buildings like aqueducts that uncap population growth, named allow_sale_of_aqueducts_and_hospitals
  • Option stopping non-sea detector units from revealing invisible sea units and vice-versa, named no_cross_shore_detection
  • Fix charm flag controling PTW arty targeting not working for reloaded games
  • Fix building unit prereqs interfering with unit limits

Release 20 Preview 2

20 Oct 00:56

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Release 20 Preview 2 Pre-release
Pre-release

Download: C3X_R20_Preview_2.zip
New in this version:

  • Fix bug related to "Disables Diseases From Flood Plains" tech flag
    • Option named patch_disease_stopping_tech_flag_bug, off by default b/c this fix causes a lot more disease under the standard rules
  • Display negative yields from generated resources
  • Option to make planting forests produce LM forest terrain (named convert_to_landmark_after_planting_forest)
  • Fix free unit glitch from switching production to a building through the unit limit reached popup
  • Rebuild the trade network after loading save data for improvements beyond the limit
  • Fix yields from resource generating buildings not always appearing after a new scenario is loaded

Release 20 Preview 1

06 Oct 01:50

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Release 20 Preview 1 Pre-release
Pre-release

Download: C3X_R20_Preview_1.zip
New in this version:

  • Remove city improvement limit
    • Controlled by config option remove_city_improvement_limit
  • Option to show unit hitpoints on the stealth attack target selection popup (named show_hp_of_stealth_attack_options in config)
  • Option to have a warning when the building you've selected to build would replace another already built in the city
    • Named warn_when_chosen_building_would_replace_another in config, off by default
  • Option to prevent stealth attacks from targeting units that are invisible and unrevealed (named exclude_invisible_units_from_stealth_attack)
  • Stop barbarian spawns from bankrupting the barbarian player (matters only if barbs are allowed to capture cities)
  • Option stopping pollution of impassable tiles also covers volcanic eruptions
  • Make barbarians defend cities they've captured as if they were camps
  • Load a third config file, custom.c3x_config.ini, if present
  • Fix describe_states_of_units_on_menu setting being ignored
  • Stop units from airdropping multiple times in one turn
    • This only matters when dont_end_units_turn_after_airdrop has been activated
  • Do not group together units with different names on right-click menu
  • Record which units have used extra defensive bombards in save files
  • Touch up action descriptions for auto precision striking and fortified exhausted units
  • Correct description of lethal zone of control setting in default config

Release 18 Preview 1

21 May 22:42

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Release 18 Preview 1 Pre-release
Pre-release

Download: C3X_R18_Preview_1.zip
New in this version:

  • Unit limits
  • Add icons to units on the right-click menu showing movement and status
  • Gray out units on right-click menu if they have no remaining moves
  • Apply GridOn setting from conquests.ini after loading a save

Release 17 Preview 3

08 Apr 02:13

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Release 17 Preview 3 Pre-release
Pre-release

Download: C3X_R17_Preview_3.zip

New in this version:

  • Civ and leader names can vary by era
  • Option to stop AI from escorting units without the "requires escort" flag
  • Exclude units from lethal ZoC when they're entering a tile after capturing an enemy unit
  • Fix incorrect icons appearing for generated resources
  • Fix a rare edge case where stack bombard would continue attacking an empty tile
  • Option to hide icons for generation of non-bonus resources
  • Fix possible freeze when a trade deal is broken for a resource that's an input to a resource generating building
  • Allow list items to be placed on separate lines for perfume_specs and buildings_generating_resources