August 29, 2003, 08:32
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#1
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Emperor
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Stronger Barbarians.
In Civ II Barbarians can take cities and their units advance technologically from simple archers to moderner partisans.
In Civ III, barbarians cannot take cities but they are specially destructive. The barbarian hordes are extremely numerous and more intelligent than ever, but they don't evolve technologically, the last unit they can get is the horseman, and they dissapear early in the game.
Is there any possibility to improve the barbarians with the editor?
e.g.
Warriors, horsemen and trirremes for the Ancient Times.
Medieval infantry, knights, carabels for the Middle Ages, musketman and Privateers too.
Riflemen, Chivalry and Galleons for the Industrial times.
Guerrilla and transports for the Contemporary Era.
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August 29, 2003, 08:51
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#2
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Emperor
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No, it is not possible to have barbarians improve over time in Civ III or PTW.
You can set two types of barbarian land units in the general screen in the editor but that is it for the entire game.
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Never give an AI an even break.
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August 29, 2003, 12:44
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#3
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Deity
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They disapear if there is not unviewed land. If late in the game you raze a civ and do not build towns in their place you will soon have barbs again. It is very funny to see warriors running around when you have MA.
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August 30, 2003, 06:13
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#4
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Emperor
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Ooh, what a pitty, ...
In fact I consider that in Colonization, barbarians / indian tribes, had evolved considerably because you could trade with them, get "workers", and even instigate them against another civilization.
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August 30, 2003, 09:53
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#5
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King
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Quote:
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Originally posted by CerberusIV
You can set two types of barbarian land units in the general screen in the editor but that is it for the entire game.
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You can also set units as availabe to barbarians in the same screen as you set UUs etc IIRC
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August 30, 2003, 10:42
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#6
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Emperor
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Quote:
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Originally posted by statusperfect
You can also set units as availabe to barbarians in the same screen as you set UUs etc IIRC
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If you decide to use units other than warriors, horsemen and galleys for the barbarians then first you will need to go to the unit section of the editor and set the units you want as available to the barbarians. Then go to the general section and change the basic/advanced/naval barbarian units.
If you do not do both of these steps then you won't get the barbarians you want.
I am actually involved in a PBEM game with Immortals and Keshiks as the barbarian units. Great fun! It raises the tension about opening a goody hut to a new level!
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Never give an AI an even break.
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August 30, 2003, 11:45
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#7
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Prince
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Quote:
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Originally posted by CerberusIV
If you decide to use units other than warriors, horsemen and galleys for the barbarians then first you will need to go to the unit section of the editor and set the units you want as available to the barbarians. Then go to the general section and change the basic/advanced/naval barbarian units.
If you do not do both of these steps then you won't get the barbarians you want.
I am actually involved in a PBEM game with Immortals and Keshiks as the barbarian units. Great fun! It raises the tension about opening a goody hut to a new level!
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how advanced have you had the barbarians then?
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August 30, 2003, 13:50
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#8
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Emperor
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And, what would happen if I set some more units available for Barbarians in the units editor and I keep the trirreme-warrior-horseman in the general settings.
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August 30, 2003, 14:40
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#9
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Emperor
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You get what you set in the general settings and that's all.
You can substitute other units for the warrior/horseman/galley but you will only get what is specified in the general screen.
The reason for making other units available to the barbarians is that if you set archers, for example, as the basic barbarian unit instead of warriors but don't make the archer unit available to the barbarians then no basic barbarians appear, only horsemen as advanced barbarians.
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Never give an AI an even break.
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August 31, 2003, 11:45
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#10
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Emperor
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hi ,
they should undo the so called fix in the patch inwhere barbs could no longer get hitpounts , .......
and they should stay in the game all the time , look around in todays world , plenty of barbs there , .....
have a nice day
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September 1, 2003, 01:37
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#11
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Prince
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Quote:
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Originally posted by panag
hi ,
they should undo the so called fix in the patch inwhere barbs could no longer get hitpounts , .......
and they should stay in the game all the time , look around in todays world , plenty of barbs there , .....
have a nice day
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yeah, I agree...
It is a shame that they dissapear in the game....
maybe the designers feel that we just evolve like that... Maybe I should send them a link to the CNN web site.
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September 1, 2003, 05:10
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#12
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King
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There's still barbarians in the later game. It's only that eventually euphemism is invented, and they're refered to as "AI civs".
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September 1, 2003, 05:41
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#13
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Prince
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Quote:
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Originally posted by Last Conformist
There's still barbarians in the later game. It's only that eventually euphemism is invented, and they're refered to as "AI civs".
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Thats funny,
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September 1, 2003, 14:55
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#14
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Emperor
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Re: Stronger Barbarians.
Quote:
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Originally posted by Kramsib
In Civ III, barbarians cannot take cities but they are specially destructive. The barbarian hordes are extremely numerous and more intelligent than ever
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The barbarian hordes are the stupidest units in the game. They are even more stupid than the barbarians in civ 2. They head relentlessly for the nearest city, so you can easily predict their movement. Personally, I like the most the report of massive barbarian uprising near XXX city. I remove all units from that city, spend all of my money on techs (buy them from the AI) and watch with pleasure the stupid barbarian horsemen charge past my other units and attack an empty city taking 0-1 gold.
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September 1, 2003, 16:06
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#15
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Emperor
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Re: Re: Stronger Barbarians.
Quote:
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Originally posted by ljcvetko
The barbarian hordes are the stupidest units in the game. They are even more stupid than the barbarians in civ 2. They head relentlessly for the nearest city, so you can easily predict their movement. Personally, I like the most the report of massive barbarian uprising near XXX city. I remove all units from that city, spend all of my money on techs (buy them from the AI) and watch with pleasure the stupid barbarian horsemen charge past my other units and attack an empty city taking 0-1 gold.
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Try PTW with the 1.27 patch. The barbarians are much improved (or at least more random).
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September 1, 2003, 17:02
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#16
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Emperor
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Re: Re: Re: Stronger Barbarians.
Quote:
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Originally posted by CerberusIV
Try PTW with the 1.27 patch. The barbarians are much improved (or at least more random).
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hi ,
yes thats true , but still , .....
they should give them hitpoints again
they should " update or upgrade " with the era
sea units should pop up when no ship from a civ has sailed in that tile for an X number of turns , .....
they should be able to take over cities , airfields , towers , etc , .....
and a whole bunch of other things , they could really give the game something tastefull , etc , .....
and we should have the option to turn this on or off true the preferences for those who dont like it and those who do like it , .....
have a nice barbarian day
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September 6, 2003, 01:56
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#17
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Prince
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Re: Re: Re: Re: Stronger Barbarians.
Quote:
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Originally posted by panag
hi ,
yes thats true , but still , .....
they should give them hitpoints again
they should " update or upgrade " with the era
sea units should pop up when no ship from a civ has sailed in that tile for an X number of turns , .....
they should be able to take over cities , airfields , towers , etc , .....
and a whole bunch of other things , they could really give the game something tastefull , etc , .....
and we should have the option to turn this on or off true the preferences for those who dont like it and those who do like it , .....
have a nice barbarian day
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Yeah that sounds more like modern barbarians....
*....now why are there never any programmers when you need them....*
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September 6, 2003, 15:47
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#18
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Emperor
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Re: Re: Re: Re: Re: Stronger Barbarians.
Quote:
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Originally posted by Paddy the Scot
Yeah that sounds more like modern barbarians....
*....now why are there never any programmers when you need them....*
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hi ,
huh , actually it was supposed to be included , but probably thanks to pressure from infogreed , huh , correction , read infogrames it was not included , .......
we can only hope for this or the next XP
or if someone like Gramphos has the time , ...........
have a nice day
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September 6, 2003, 15:53
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#19
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Prince
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it would be good if they did
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September 6, 2003, 16:00
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#20
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Emperor
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Quote:
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Originally posted by Paddy the Scot
it would be good if they did
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hi ,
well with the new XP we are supposed to get a better editor , lets hope so , then we can rework some points , ......
BUT ( watch it , now it comes ) that remains to be seen , .....
unless ( as stated above ) some one of a caliber like Gramphos decides to do something about it , ......
have a nice sunday
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September 6, 2003, 16:36
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#21
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Chieftain
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Take a look in the 'Utilities' Sub-Forum of 'Creation and Customization' at Civfanatics.
Evolving Barbarians are here!
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September 6, 2003, 16:45
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#22
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Emperor
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Quote:
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Originally posted by Tacit_Exit
Take a look in the 'Utilities' Sub-Forum of 'Creation and Customization' at Civfanatics.
Evolving Barbarians are here!
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hi ,
thanks for the tip
 , still not like in the dream , but going in the right way , ......
have a barbarian day
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September 6, 2003, 17:15
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#23
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Prince
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the ungrades on civ3 are still going up... that is a good step...
A better editor, that would be great
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September 6, 2003, 19:10
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#24
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Emperor
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need stronger late age barbs, yes.  desperately.
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September 6, 2003, 20:03
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#25
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Settler
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Quote:
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The reason for making other units available to the barbarians is that if you set archers, for example, as the basic barbarian unit instead of warriors but don't make the archer unit available to the barbarians then no basic barbarians appear, only horsemen as advanced barbarians.
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Really ?? The art of complicating things...
Yes, a unit can be specified to be available for barbarians but I didn't notice it was taken in account. If that's true, I'll have to clarify Civ3Ext's readme.
Last edited by Muchembled; September 6, 2003 at 20:17.
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September 7, 2003, 08:34
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#26
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Emperor
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Quote:
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Originally posted by Muchembled
Really ?? The art of complicating things...
Yes, a unit can be specified to be available for barbarians but I didn't notice it was taken in account. If that's true, I'll have to clarify Civ3Ext's readme.
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Yes, I found this one out the hard way whilst setting up a PBEM where the barbarian naval unit was supposed to be the privateer. I changed it in the general screen so privateer replaced galley but forgot to tag the privateer as available to barbarians. Result - no barbarian naval units.
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September 21, 2003, 17:12
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#27
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Emperor
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Quote:
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Originally posted by Tacit_Exit
Take a look in the 'Utilities' Sub-Forum of 'Creation and Customization' at Civfanatics.
Evolving Barbarians are here!
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Would you mind putting a link?
Thank you
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September 21, 2003, 18:33
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#28
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Settler
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September 21, 2003, 19:42
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#29
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Prince
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Quote:
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Originally posted by Tacit_Exit
Take a look in the 'Utilities' Sub-Forum of 'Creation and Customization' at Civfanatics.
Evolving Barbarians are here!
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Yes, but that's a user-made software 'solution' is it not?
I'd like to see evolving barbs built into Civ, though having them take cities is too much.
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September 25, 2003, 11:21
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#30
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Emperor
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Someone has used it yet?
Is it easy to uninstall in case it fails?
Does it provoke irreversible changes in Civ III ?
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