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Bigvic Mod
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Description:
General Philosophy
In general, I have tried to make a faster paced game where mobility is increased. I have, in general upgunned almost everything, units improvements, wonders, w/o upping cost too much if at all. No wonder goes obsolete, and most have added dimensions or are noticably different.
General Changes
1. road movement is 9. Roads take 1 turn to build, clear terrain, non industrious worker.
2. resources/luxuries are different, as far as location is concerned. Won't go into detail, but think you will like changes. Try it cold at first & see what happens. Will go int more details later.
Government Changes
Probably the shakiest part of the mod, I think I may have too many but also think they are balanced fairly well. Won't go into too many details, but here follows very general info:
1. Despotism - as is in unmodded game, but max tech/happy of 60%.
2. Monarchy - slightly better military than orig., 70% max rate.
3. Theocracy - avail. w/ monotheism, supports lots of units, commerce bonus, low mil police, good spys, bad diplomats, rate cap 50%, buy units. Good war gov w/ some twists
4. Republic - low war weariness, freely supports small number of units, mp limit of 1, rate cap 80%, worker effic 150%, commerce. Good one.
5. Constitutional Monarchy- Low war wearines, commerce bonus, no worker bonus, supports more troops than republic, mp 2. Kind of close to republic, a little better for war, rate cap, 8. Available w/ education.
6. Democracy - basically as is but supports a very few units, high war weariness, no rate cap. worker rate X2, no mp
7. Socialism - rate cap of 9, low war weariness, workers 1.5, decent unit support, mp limit.
comes w/ industrialization


The second URL is a readme file.
Added: 05-24-2002 Hits: 305
Version number: File Size: 36.1 KB Requirement:
Votes: 0 Reviews: 0 Rating: 0.00

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