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C. Free is offline C. Free
Settler

Mar 2004
time: 05:16
  Old Post 27-12-2004 04:06
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good rule edits, anyone? Increase the size of your Attachments

i need some ideas for editing the rules. what do y'all think? be bold.

Theseus is offline Theseus

Emperor
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
time: 00:16
  Old Post 27-12-2004 07:54
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What do you have in mind?

The AU Mod represents an excellent and conservative set:

http://apolyton.net/forums/showthre...threadid=102887

GePap is offline GePap
King
of the Big Apple
Nov 2001
time: 23:16
  Old Post 28-12-2004 01:41
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Personally:

1. Double hitpoint-makes combat outcomes more realistic overall.

I use a mod of my own based on the all units mod: moved metalurgy and magnetism forward, putting them as prerequsites of physics, not the other way around:

Added 2 units, Trooper and Grenadiers (using the Napoleonic conquest graphics), trooper is 5/5/1 comes with metalurgy (before the cavalry) and the Grenadier 6/4/1 Amphibous, with Magnetism (also before cav), making war in the late medieval more interesting, boosting defenses before nationalism, plus giving those without horses a powerful attacker of their own.

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:16
  Old Post 29-12-2004 05:05
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Try adding some Hidden Nationality units, they'll definitely keep you on your toes during peace time.

Tattila the Hun is offline Tattila the Hun
Prince
Tornio
Oct 2002
time: 07:16
  Old Post 30-12-2004 02:04
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Put an end to popups!

About only thing I remember right now, is to ad additional movement point to jet-aircraft.

Commy is offline Commy
King
St. Louis, MO, USA
Mar 2004
time: 05:16
  Old Post 30-12-2004 11:25
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Some ideas I have tried...

Make ancient calvary available with horseback riding...

Give guerilla two movement points so they can retreat...

Make tanks and such wheeled units so they can't go in mountains or jungles. This makes more use of infantry and marines...

Make carriers weaker, and add supercarriers available with robotics...

Make rome industrious, not commercial
Make Persia militaristic and commercial
Make china scientific, not militaristic...

Haven't quite tried this one, but make gatling guns...

Make flying fortresses, basically better but more expensive bombers...

GePap is offline GePap
King
of the Big Apple
Nov 2001
time: 23:16
  Old Post 30-12-2004 20:00
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quote:
Originally posted by Commy

Make tanks and such wheeled units so they can't go in mountains or jungles. This makes more use of infantry and marines...


Making modern combat vehicles like Tanks, Mech Infranty, Modern Armor all wheeled- makes combat strategy much more realistic.

quote:

Make rome industrious, not commercial
Make Persia militaristic and commercial
Make china scientific, not militaristic...


I always thought those three powers were switched around and that they should have:
Made Persia Rome
Made China Persia
Made Rome China.

Commy is offline Commy
King
St. Louis, MO, USA
Mar 2004
time: 05:16
  Old Post 01-01-2005 13:13
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Let's just go by this historically.

Rome, probably even to date, had proportionally and relatively the largest army in the world. The romans were constantly massing troops, training them, and attacking their borders for the sake of it, definitely militaristic. Also note the ingenuity of Rome with the colloseum, aqueducts, and other things like roman baths. While this can be taken as scientific, I'd give it as industrious. There's just no way you can't have rome as militaristic, that's a must. Also look at the civ editor. Interests of rome include military units, growth, and production, a trait of industriousness.

Persia's interests by the editor are trade, wealth, and units. This would make it militaristic and commercial. I did a little research, and Persia is a tricky one. It depends on the time period, but overall, I'd say that, like Rome, it invested a lot in military, it just didn't survive Alexander's attacks. I would second it with commercial. It appears that Persia was big on trade on money. Of course, it depends on time period.

China is even trickier, because you don't normally think of China as scientific, but look at the invention of gundpowder, seismographs, water wheels, and numerous other inventions. Note that scientific is the civ's interest, but not military units. Ultimately, to balance all the advantages with the original 16 civs, China would have to be scientific...

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:16
  Old Post 02-01-2005 21:55
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quote:
Originally posted by Commy


China is even trickier, because you don't normally think of China as scientific, but look at the invention of gundpowder, seismographs, water wheels, and numerous other inventions. Note that scientific is the civ's interest, but not military units. Ultimately, to balance all the advantages with the original 16 civs, China would have to be scientific...


China may appear somewhat backward now, but during the Middle Ages they were way ahead of the Europeans scientifically. In that perspective alone, they rate being considered a scientific civ in the game.

But they're also making great strides in today's science community. They're now the third nation in the world to put a man in space, quite an accomplishment.

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:16
  Old Post 03-01-2005 01:06
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Some things I like to do in SP:

Close off out-of-date units - Ironclads, Privateers, and Frigates upgrade to Destroyers, Cavalry upgrade to Modern Armor (upgrade button unchecked)

Make modern wheeled units wheeled, like GePap suggests.

Make spaceship components costlier, and move some around in the modern tech tree.

Last Conformist is offline Last Conformist
King
of Calakmul
Jul 2003
time: 06:16
  Old Post 03-01-2005 01:14
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Make Arty and Radar Arty airliftable. There's no reason they shouldn't be if Modern Armour is.

Dis is offline Dis
Emperor
Las Vegas, Nevada
Feb 2000
time: 21:16
  Old Post 03-01-2005 07:21 Visit Dis's homepage!
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I've messed around with the AU mod a little.

Is there a way to play these mods and still have your game score on the high score list? (and the other end game screens- I kind of like that guy with the sledge hammer who hits the scale thingy )

Commy is offline Commy
King
St. Louis, MO, USA
Mar 2004
time: 05:16
  Old Post 03-01-2005 08:58
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Well, I guess if you got a consensus from the people here at apolyton, sure. If it was real minor, say you changed civ advantages, like making so and so such and such because you like the leader's picture, then it probably wouldn't matter...

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:16
  Old Post 03-01-2005 22:22
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quote:
Originally posted by Dissident


Is there a way to play these mods and still have your game score on the high score list?


Nope. Any modification from the default game and your scores won't show up in the hall of fame.

Geez, that was even poetic!

Jaybe is offline Jaybe

King
Las Vegas, NV USA
Sep 2001
time: 21:16
  Old Post 03-01-2005 23:48
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quote:
Originally posted by Last Conformist
Make Arty and Radar Arty airliftable. There's no reason they shouldn't be if Modern Armour is.

There is no (good) reason for MA to be airliftable unless you are thinking that an MA is 1-5 tanks and nothing else, or just because Firaxis made it so. For all practical (i.e., realistic) reasons no armored unit should be because armored units are not airlifted en masse IRL.

--
For a good rule set, check out
Rhye's of Civilization

theDragon is offline theDragon
Warlord
The Tundra of the Midwest.
Jan 2004
time: 05:16
  Old Post 05-01-2005 02:13
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Hey--- is that Rhye's Civ Mod for Conquests only?
Cuz if it is: that means im going to have to buy that expansion to keep up with everyone here at Apolyton! Good enough excuse right? ..... Yea but seriously, vanilla mods are extinct, and I was wondering if Rhyes was one of the last ... or if it was a Conquests only mod. Thanks for the help, Ya'll rock!

Xorbon is offline Xorbon
Prince
Guelph, ON
Jul 2003
time: 00:16
  Old Post 05-01-2005 06:59
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As a few people have already said, make all arty units airliftable. I'd also suggest doing the same for workers, scouts, and explorers, but not settlers.

In a mod I've made, I gave arty units (except for radar artillery) the 'foot unit' flag. That way, they can be airdropped by helicopters. You can do the same for workers, too.

Give cruise missiles the 'tactical missile' flag so they can be carried by nuclear subs.

GodKing is offline GodKing
Emperor
Detroit
Feb 2002
time: 00:16
  Old Post 07-01-2005 00:12
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One of the fun ones I do occassionally is to change the barbarian units around a bit - such as giving them privateers. Makes life with lots of barbs very interesting.

Theseus is offline Theseus

Emperor
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
time: 00:16
  Old Post 07-01-2005 00:52
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Here is a veeeery extensive mod:

http://apolyton.net/forums/showthre...313#post3541313

They got a nice write-up in the latest issue of 'Computer Gaming' magazine.

hexagonian is offline hexagonian
King
Gnawing on your mind...
Jun 1999
time: 23:16
  Old Post 07-01-2005 02:05 Visit hexagonian's homepage!
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Enable rails on the last tech available in the game.
Increase production time for all roads.

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:16
  Old Post 07-01-2005 02:31 Visit joncnunn's homepage!
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Things I've tried:

1. Double hit points : Works well reducing randomness.

2. Making less terraign able to support cities : AI could not handle it. For that matter, the AI seems to stop expanding if confronted with a large section of marsh on an RGM under the standard rules. [Not bother to try to place cities on the far side of it by land]

3. Made mining impossible in grassland & plains : AI could not handle it. Resulted in AI having extremely low shield cities in grassland areas.

4. Made several wonders require a luxary resource : AI could not handle it. It traded the luxaries needed to build an unbuilt wonder that could be built now at the same price as one that only allowed an already built wonder.

5. Made several wonders require it to be within CR : Better than above, but still the AI couldn't really handle it, in many cases leaving the luxary in a gap between it's cities.

6. Increasing luxaries & resources : Worked, found a ratio that restores Vanilla level lux & resources.

7. Making Govt techs untradable (combined with moving Police Station to Nationalism): AI couldn't handle. AI now wasted a bunch of time researching techs they didn't use.

8. Making all optional techs required : That worked very well. It made the GL and to a lesser degree Oracle and Temple of Artiemis much more valuable.

9. Making Mettalurgy require Navigation. Works but had no real affect on gameplay.

10. Making Democracy require Metalurgy & Free Artistry, FA require PP & MT. This works.

11. Giving Depotism, Monarcy, Republic, Fuedalism a metro unit support cost of 0. Worked great as an incentive to leave those Republic for Democracy as Metros come on line.

12. Reducing Republic's support for med size towns from 3 to 2. This works in making it difficult to possibly have the army size to go to war with a Republic.

13. Making Privateers adviable with Astromeny. Works: Becomes a popular naval build for the AI for a while.

14. Made Ancient Calvary upgradable to Regular Calvary. Overpowered this wonder.

15. Made Cruisaders upgrade to Guerrillas. Seems to work ok.

Mace is offline Mace
Warlord
Trade Empire of the Carthaginians
Nov 2003
time: 23:16
  Old Post 07-01-2005 04:24
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I'm experimenting with:

1) making mountains impassable except to foot units, Keshik, Pachuti Scout, etc. Once you build a road/rr, you're fine.

2) making ocean impassable terrain. Only select units (caravel, and later) will have the ability to move in the ocean type. This might hurt AI too much on contacts, though. But I like the idea of ancient-era isolation...

3) making irrigation not available until the middle ages
(1st agricultural revolution/wheeled plow/crop rotation).
After all, in the ancient world, only river valleys (i.e. Civ3, floodplains, grasslands, etc.) had large population cities.
Pop increased in two doses: the 1100's and 1200's, and then later in the 1800's (industrial rev). In Civ3 game-terms that equates to irrigation and railroads/transport/refrigeration in my book.

4) re-enable THE PLAGUE. !!

I'm not for airlifting too many modern units. In the real world, we have fast sealift ships that do that. C5's and C-141s, even a whole wing of them, can't carry a significant number of tanks or mech. inf. and equip. to make a difference.

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:16
  Old Post 07-01-2005 04:57
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quote:
Originally posted by joncnunn

2. Making less terraign able to support cities : AI could not handle it. For that matter, the AI seems to stop expanding if confronted with a large section of marsh on an RGM under the standard rules. [Not bother to try to place cities on the far side of it by land]


That's not my experience. I've made it impossible to build cities on Desert and Tundra and it hasn't stopped the AI from trying to go around them.

quote:
3. Made mining impossible in grassland & plains : AI could not handle it. Resulted in AI having extremely low shield cities in grassland areas.


Same thing, though I've bumped my food requirements for citizens from 2 to 3 so I get low shield cities as well. But the AI does actively mine Hills etc.

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:16
  Old Post 07-01-2005 05:02
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quote:
Originally posted by Mace

1) making mountains impassable except to foot units, Keshik, Pachuti Scout, etc. Once you build a road/rr, you're fine.


Works for me. It might hinder the AI somewhat, but I end up with a much more strategic game. I've even made Jungles impassable to most units.

quote:
2) making ocean impassable terrain. Only select units (caravel, and later) will have the ability to move in the ocean type. This might hurt AI too much on contacts, though. But I like the idea of ancient-era isolation...


This won't hurt the AI, as it doesn't go for suicide runs anyway. In fact it probably balances things out since the human player might take the chance to cross the Ocean.

Dis is offline Dis
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Las Vegas, Nevada
Feb 2000
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  Old Post 07-01-2005 21:48 Visit Dis's homepage!
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interesting ideas here. I have to try these out.

Mace is offline Mace
Warlord
Trade Empire of the Carthaginians
Nov 2003
time: 23:16
  Old Post 07-01-2005 22:03
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quote:
Originally posted by Willem
Works for me. It might hinder the AI somewhat, but I end up with a much more strategic game. I've even made Jungles impassable to most units.


A couple of mods do this: I think Rhyes or DyP does it. I haven't played it enough to see how the AI handles it.
Their settler/spearmen stacks could still cross the mtns so I don't think it hurts their REX too much. But it might hurt their warfighting...depends what they use. In the real world, mountains were a big barrier (Alps, Himalayas, Taurus range (Byz and Arab border in Asia Minor...).

I don't want to do any mod to hurt the AI. The AI needs all the help it can get, (except on the highest diffs where it has all the unit and production bonuses).


quote:
This won't hurt the AI, as it doesn't go for suicide runs anyway. In fact it probably balances things out since the human player might take the chance to cross the Ocean.


Good point. Rhyes of Civ mod does this mod to ocean terrain. I have tested it and really do like it. Keeps the human player isolated in the ancient world. Another thing Rhyes does is reduce the move of curraghs to 1. I am not sure if I like that or not...yet.

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:16
  Old Post 07-01-2005 22:44
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quote:
Originally posted by Mace

Their settler/spearmen stacks could still cross the mtns so I don't think it hurts their REX too much.


I have an early Settler that's wheeled so there's limits to where the AI can go. I like it myself since I can sometimes find choke points that prevent any AI Settlers from crossing into my territory. I admit though that the AI sometimes gets a terrible starting position and becomes useless, but that's only the occasional one and there's 14 others in the game so I don't really worry about it to much.

I do have a non-wheeled Settler come up with Magnetism, so the Jungles can be developed then.

Mace is offline Mace
Warlord
Trade Empire of the Carthaginians
Nov 2003
time: 23:16
  Old Post 07-01-2005 23:54
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quote:
Originally posted by Willem
I have an early Settler that's wheeled so there's limits to where the AI can go.


Doesn't that weaken the AI's REX quite a bit?

quote:

I do have a non-wheeled Settler come up with Magnetism, so the Jungles can be developed then.


What about the Mayan civilization, who developed a civ out of Jungle without magnetism? So did Ankgor (Thailand) and to some extent, India, and Inca.

But generally I agree with you, jungle should be a significant barrier/hindrance to development before at least bulldozers and Agent Orange got invented...

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
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  Old Post 08-01-2005 01:20 Visit joncnunn's homepage!
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On #1: What your describing will hurt the AI, it's not going to want to road tiles unless it's either inside it's cultural boundary or it's also part of it's irrigation chaining.

On #2 : Actually, it would help the AI, AI never tries suicide galleys, and this disallows human suicide galleys.

On #3: I think the AI can handle this about as well as a human. It's going to be tough on anyone starting in plains /desert, even with a river. It would also greatly reduce one of the advantages of the over-powered agricuture traight.

I do note though that under Despotism, the 3rd food is lost.

quote:
Originally posted by Mace
I'm experimenting with:

1) making mountains impassable except to foot units, Keshik, Pachuti Scout, etc. Once you build a road/rr, you're fine.

2) making ocean impassable terrain. Only select units (caravel, and later) will have the ability to move in the ocean type. This might hurt AI too much on contacts, though. But I like the idea of ancient-era isolation...

3) making irrigation not available until the middle ages
(1st agricultural revolution/wheeled plow/crop rotation).
After all, in the ancient world, only river valleys (i.e. Civ3, floodplains, grasslands, etc.) had large population cities.
Pop increased in two doses: the 1100's and 1200's, and then later in the 1800's (industrial rev). In Civ3 game-terms that equates to irrigation and railroads/transport/refrigeration in my book.

4) re-enable THE PLAGUE. !!

I'm not for airlifting too many modern units. In the real world, we have fast sealift ships that do that. C5's and C-141s, even a whole wing of them, can't carry a significant number of tanks or mech. inf. and equip. to make a difference.

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:16
  Old Post 08-01-2005 01:26 Visit joncnunn's homepage!
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I'm refering to a virtual all grassland area, no hills or plains.

AI does not know that it's needs to plant forests on some of the grassland no shield tiles to increase sheild production.

quote:
Originally posted by Willem

Same thing, though I've bumped my food requirements for citizens from 2 to 3 so I get low shield cities as well. But the AI does actively mine Hills etc.

 
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