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Modo44
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in western Poland
Jul 2004 time: 06:25
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Well, here is the idea. We play the world after WWII. Cold War means, no big conflicts have started so far, but the arms race (and what an arms race ) is going on nonetheless. Anyone interested?
This game is waiting for a replacement player to take over the NATO. Tracker thread is here.
I have found one scenario, that utilizes very few changes to original game rules. Starts in 1961. It has no new units, techs, etc., only some governments removed. Meaning, you can play it on a reasonable machine, and no additional downloads are necessary. Still, it needs to be modded, because it was made for SP, with 10 civs. You can find the original scenario at CFC:
http://forums.civfanatics.com/showt...&threadid=72461
My mod for this game:
http://apolyton.net/upload/view.php...61AD(mod)v3.zip
Players: - NATO - waiting for a player
- Warsaw Pact - Modo
- China - Beta Xi Jiang
- SEATO - Shogun Gunner
- India - Mickeyj
- Persia / Pakistan - AI
- Arab League - AI
- Scandinavia - AI
Changes to the original SP scenario:- Split Spain and Korea/Vietnam between other nations, to take the civ count down to 8. Turned finland / Sweden into Scandinavia, giving them the Norwegian cities. There is no way to make this historically acurate, so I will not try to.
- Minor nations get the ability to build Settlers.
- Guerilla unit changed to 10/8/1, Hidden Nationality, no upgrade.
- Normal Submarines (NOT Nuclear) get Hidden Nationality.
- Removed all locked alliances.
Balancing changes to stock game rules:- Modern Armor defense decreased to 14, so that it makes any sense to build Mech Infantry.
- Infantry attack increased to 8, so you can attack weaker targets with it.
- Battleship bombard increased to 12, Aegis Cruiser bombard increased to 8, so they become useful for bombarding cities.
Victory conditions:- Domination
- Conquest
- Space Race
To help the AI (if there are any), and to keep the research slower, we will use Emperor difficulty. Also, no trading, and no Alliances with the AI, only ROPs allowed. The only exception is if they come to you, and you accept an offer without changing it.
The Hidden Nationality units are there to allow some skirmishes between players without going headlong into a fight. Bear in mind, that Africa, and South America are without cities to make the loading times lower. Therefore, some fights for resources and luxuries might happen. Hint: most countries have no Ivory. Hint2: Some people have Carriers in the seas.
Obviously, there will be two major powers in the game - the Warsaw Pact, and the NATO. Two other big guys are the SEATO, and China. Those four are prohibited from building Settlers, bacause that would make the other four players all but irrelevant. As the game progresses, the small guys can grow, and become much more important. As far as I can tell, the military balance does not allow any single nation an easy victory.
Civ is turn-based, so the number of nukes in the hands of some bigger nations (Warsaw Pact, NATO) is dangerous to the game balance. Therefore, if either the NATO, or the Warsaw Pact launch a strike, I expect every other player to immediately declare war on them.
Any comments on the setup are welcome!
Attached is a map of the first turn of the scenario, with the currently planned modifications.
Attachment: cold war map.jpg
This has been downloaded 77 time(s).
Last edited by Modo44 on 02-06-2005 at 03:00
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Modo44
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in western Poland
Jul 2004 time: 06:25
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So, which one of you gets China? 
quote: Originally posted by Beta
Modo - I have been trying to load an unzipped .biq vesrion of this scenario - but it keeps crashing C3C. Any ideas? |
The start up takes pretty long. I found, that it can crash C3C, when I Alt-Tab out of it. Takes 3-5 minutes to initialize with 512MB RAM, 1.8GHz processor. It requires no files, and did intialize on my PC, although the MP version took even longer.
As to splitting the NATO, that is interesting. I think it could be too good for them, but I will take a look.
EDIT: The possible splitting of NATO looks like this: - Plus side: Much lower corruption, making the Republic inredibly rich, and Europe much more productive. No War Weariness in America, if Europe gets invaded. Double gains from Military Academy, and Wall Street.
- Minus side: No Airports for easy shipping of land units. No good way to split the existing fleet, as NATO usually works in multinational teams. Possible issues with the availability of luxuries. Most wonders work for Europe only.
Overall, this gives an improvement for the NATO, which is very strong anyway. Yes, corruption and War Weariness play a major role in my opinion. And, it is much more modding, than just changing the ownership of seven cities. I would be worried about missed details as much as about the game balance.
EDIT 2: Perhaps Finland/Sweden should be turned into Scandinavia to make a stronger player? This would take away 3 cities from the NATO - 3 cities it gained by incorporating Spain.
Last edited by Modo44 on 15-02-2005 at 15:33
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Modo44
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in western Poland
Jul 2004 time: 06:25
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August 2004 was three months ago. Four, actually. If he was going to make a new version, I think he would have by now...
One thing. There is no easy way to change the difficulty level of a PBEM scenario in Civ3. So, when I get the save, I will have to edit it, to set the difficulty to Emperor. Just to be sure, you should have governors in cities, and be prepared to fight more unhappiness, than you see when playing the turn. Either that, or I would have to mod the Regent difficulty, and I am not even sure if it would work.
Last edited by Modo44 on 15-02-2005 at 20:41
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