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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:24
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Mine, which is:
1. All techs required in every era.
2. Reduced unit support for early govts : Monarchy 2, 4, 0; Republic 1, 2, 0; Fedualism 5, 2, 0.
3. Free Artisty requires Printing Press + Music Theory.
4. Democracy requires Magnisism + Printing Press.
5. Magnisism also requires Navigation. (The now duplicate allows ocean trade routes removed.)
6. Communism also requires The Corporation
7. Fascism also requires Combustion.
8. Double hit points.
9. Diasters on, with plague set to Black Death level.
10. Cities restricted to Grassland, Plains, Floodplains only
11. Worker Jobs: Mining requires Bronze Working, Irrigation requires Pottery, Wood Choping requires Warrior Code, clearing wetlands require Enginnering and Iron, Clearing Polution requires The Corportation and Rubber.
12. No luxary resource nor bonsus resource can be seen initally. (Each requires a various ancient era tech)
13. The Colosus requires Map Making.
14. Several ancient era wonders and a couple of early middle age ones now require Horses + Iron
15. Many ancient and middle age era wonders require a luxary within city radius.
16. Ocean MP increased to 2 + impassible to whelled units.
17. Sea MP increased to 2.
18. Timbers given wheeled ability. (Can't enter ocean)
19. Galleys & Dormons given ignore movement cost on sea tiles.
20. All later naval ships given ignore movement cost on sea & ocean tiles.
21. Privateers prereq changed to Navigation
22. Police Station prereq changed to Nationalism.
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Antrine
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Very VERY intriging list, joncnunn!
Especially, points 8,9,11,12, and 19, 20. Nineteen and twenty must really alter game play. In contrast I just kept giving longer and longer movement to ship via small wonder hits plus some inherent in the sea units themselves.
I couldn't list the changes to my tech tree. Way too many, picture better with info screens underneath. Big project in and of itself affecting everything else.
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:24
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All ignore movement cost for terraign type does is keep it at 1 MP, so I've ensured that starting at Caravel ships move as before.
I've basically ruled out Sucide Triebres with their inability to even enter ocean and have also made it worth while to upgrade Galleys upon discovery of the tech allowing Caravels. It's also makes sucide Galleys slower and riskier.
The Double Hit Point's origin was when I found combat in civ III classic way too random. I might downgrade this to +50% in C3C considering the new algorithms used.
Diasters don't have quite as much influence as it seems. Even at that level, it's bascially only the AI losing cities to Volcanos. Plague seems to usally start in cities with disased tiles, so if you clear wetlands, you can greatly reduce the odds of having it.
The clear polution requirements appears to be a human handicap only. Fully automatic workers ignore lack of required tech and resource for this task.
The must chop forest first to found a city / must clear jungle first to found a city seems to be an AI handicap (along with the default must clear marsh to found a city.) The AI doesn't perform these jobs in tiles outside it's Cultural boundary.
The invisible resources is mostly a human handicap with the AI knowing where they will appear. It's quite fun to see when they appear. Doah! That whale is just outside all my city boundaries. Aargh! I've built my city on a food bonus tile. It also adds a distinct early ancient vs late ancient feel.
The Horse + Iron requirement on several ancient wonders and early middle age ones has the effect of greatly delaying when those wonders will be started.
The luxary within City Radius largely elimates the wonder cascades and occansionly will result in a Great Wonder not being built at all.
Colosus was delayed because it ended up being built too fast.
quote: Originally posted by Antrine
Very VERY intriging list, joncnunn!
Especially, points 8,9,11,12, and 19, 20. Nineteen and twenty must really alter game play. In contrast I just kept giving longer and longer movement to ship via small wonder hits plus some inherent in the sea units themselves.
I couldn't list the changes to my tech tree. Way too many, picture better with info screens underneath. Big project in and of itself affecting everything else. |
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GePap
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of the Big Apple
Nov 2001 time: 23:24
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I always increase the hitpoints for more accurate battle endings. Also, I give HP penalties according to age. My base hitpoints are 5,7,9,10, so an elite has twice the hitpoints of a conscript, and the HP difference between Concript, regular and veteran is significant. All units that appear in the classical age get -2HP, all Medieval units get -1 HP and a few units in the modern ages get +HP, like Tanks, Modern Armor and Mech Inf.
So a regular spearman will have 5 HP, while a regular Modern Armor will have 9 HP.
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