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Sten Sture
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SF, CA don't call it frisco... Striker!!
Mar 1999 time: 21:12
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what up n.c.!
Here are some rule changes I have made that make the game more fun for me. I am constantly modifying my old version 2.42. It is definately soup by now
Make Monarchy and prereq's 8,0 so that the AI researches them first. Change Fundy to require Chivalry (Chi) and Mysticism (Mys) but reduce the science max to 30%, and drop Fanatics to 3a,2d,1h,2f all as road, ignore walls. This gives the militant AIs a chance to get agressive early. And I don't let myself use that government. I also change Rep to 4,2 so that the militant AIs don't research it and then try to support an army.
Spys, Tanks (2f), and Mech Infantry (2f) drop movement to 2, but get all as road - that reduces their number of attacks but lets them move freely away from the normal railroads of their time. Marines also get all as road.
Partisans, Paratroopers, and Marines ignore city walls, 1h,2f increases their offensive capacity, but reduces their staying power. Howies don't ignore walls and only move 1. These keep howies from being unbeatable and give some extra help to special infantry forces.
Improvements - generally reduce shield cost. Increased maintenence fees on stuff that help me, especially Univ, ResLab, Bank, StkExchange.
Reduced shield cost of cruise missles to 20 so that the AI might actually use them for something other than defense.
Changed most land units to attack, left Phalanx, Pikes, Warriors and Riflemen as defenders.
Dropped build cost of Archers to 20, Chariots to 20, Elephants to 30, and Explorers to 10.
Terrain - change AI irrigation priority to never for deserts, tundra, & hills, and made swamp & jungle available in Monarchy, but change to plains so the AI still gets a special. Made mining hills start with Monarchy, everything else - never.
I think I've changed a bunch of other stuff, too, but now I can't remember what is the original and what is modified. 
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tobyr
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Princeton, NJ USA
Oct 1999 time: 05:12
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I think you are making the game a lot easier for yourself by eliminating wonders, because you are thus preventing the AI from building them. It might be better if you ignore them but allow the AI to build them as usual.
- toby
------------------
toby robison
criticalpaths@mindspring.com
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Gatekeeper
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United States of America
Feb 2000 time: 23:12
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Sten Sture:
When you reduce the cost of shields for cruise missiles, does the AI actually *use* them? As it stands now, the AI merely stocks them in its cities and will use them only against ships and submarines.
By creating a new land unit from one of the extras in the rules file, I was able to get the AI to use cruise missiles against my Special Corps. It seems that if a land unit has at least four hit points, it will become a target for cruise missiles ... but nothing less than that.
I've also created two other units:
1. Airship: This baby kicks butt prior to the advent of gunpowder. One needs mathematics to get it, but it has the characteristics of a chopper with medieval attack/defense power.
2. Stingray: A "stealth" transport with a movement factor of 10, defense of 6 and the characteristics that make a sub invisible unless touched. Can carry only four units, though ... after all, one has to leave some reason for using a standard transport (8 units ... hence, an invasion force).
CYBERAmazon
(P.S. The one time I messed with the "universal" numbers in the rules file, the game crashed. I was attempting to make it easier to play on deity by enlarging the number of "content" folks prior to a city freaking out due to growth. It offers only the "content" factor at a chieftain level, thus I bumped it up one (because the effect moves on down the line). IOW, chieftain became 8, warlord 7, prince 6, king 5, emperor 4 and deity 3. Crashed the program, though.)
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Dr.Oogkloot
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I've made lots of changes to my rules.txt. I have a version I usually use, and a version with just cosmetic changes (renaming) for "official" things like OCC so that I can compare with other results.
I changed number of supported units to 5 for both commie and fundie, to make commie stronger and fundie weaker
Changed max science rate for fundie to 80%
Renamed ceremonial burial to mysticism, mysticism to cosmology
Renamed Environmentalism to Solar/Wind Power (no place for environmentalism in my world )
Renamed all the government techs (see below)
Renamed labor union to armored vehicles (makes more sense with mech.inf)
Changed plumbing to Heavy Weapons (machine tools and tactics)
Renamed Granary to Farm and Courthouse to Castle
Renamed Research Lab to Laboratory
Renamed most wonders to more fantastical projects:
Holy City (oracle)
Count Dracula's Castle (sun tzu)
Hovering Island (king **** )
Mu Statues (marco polo)
Sistine Chapel (mike's, still looking for a better name )
Star Observatory (copernicus)
Voyage Around The World (magellan)
Polar Journey (shakespeare)
The Time Machine (leo)
Voyage To Beyond (bach)
Discovery of Atlantis (newton)
Philosopher's Stone (smith)
Journey To Core Of Earth (darwin)
Ruler Transformation (statue of liberty)
Space Gun (eiffel)
Fountain of Youth (w.suffrage)
Cold Fusion (hoover, REQUIRES FUSION POWER: now there's one more good reason not to go fundie and to keep researching)
Global Council (UN)
Interstellar Voyage (apollo)
The Internet (seti)
Human Cloning (cure for cancer)
Lowered defense value for settler and engineer
Renamed fanatics to Militia Force
Changed Alpine troops to 6-4-1 (to prevent them from defending cities too well)
Created heavy inft unit: 7-5-1, 2-1 cost 50 requires heavy weapons
Renamed Glacier to Arctic, Buffalo to Horses, Wheat to Grain
Renamed all the governments to be more ideologically acceptable :
Anarchy, Mr., Mr.
Monarchy, King, King
Empire, Emperor, Emperor
Technocracy, Minister, Minister
Totalitarianism,General, General
Aristocracy, Lord, Lord
Republic, Senator, Senator
Changed some civ-specific titles
Removed all the female leaders and replaced with second male (changed labels.txt too)
Changed Sioux to Inca (Atahuallpa, Manco Capac), bronze age cities, Rational Civilized
Caravan commodities:
Changed Dye to Fruit (seems one of the most common goods, and I like Fruit )
Also, I'm really thinking about changing Catapult, Cannon and Artillery to have lower attack value but ignore city walls. This would be more realistic and it would make city walls less all-powerful.
Well, that was just about it, I think...
Dr.Oogkloot
"Show me your rules.txt and I'll tell you who you are"
<font size=1 face=Arial color=444444>[This message has been edited by Dr.Oogkloot (edited August 29, 2000).]</font>
[This message has been edited by Dr.Oogkloot (edited August 30, 2000).]
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EdwardTKing
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England
Aug 2000 time: 05:12
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"How could ICS be weakened without hurting the AI??"
This is a very interesting question. Most changes
to weaken ICS impact on humans and AIs alike.
Many changes impact differently at Chief to Deity Level. I do not believe there is any single best
way for all difficulty levels.
1) I am advised that the AI does not pay for improvements. If you put up maintenance costs of e.g. temples; a human ICS with 30 medium cities will suffer more than a human perfectionist with 10 large cities for maintenance.
2) Change the requisite technologies for aqueducts and sewer systems to technologies obtained earlier e.g. perhaps Masonry and Construction. This will enable the perfectionist to population boom his/her cities while the ICS is settler booming instead.
3) This might be combined with reducing shields for Aqueducts and more particularly Sewer Systems (many ICS hope to win before their cities reach 13 anyway)ever have to help perfectionists.
4) Perfectionists tend to mine more than ICS. It is worth increasing the bonus for mined squares. (As ICS with more cities has more central irrigated squares than a perfectionist; don't just increase bonus for irrigation to.)
5) Considering deity. At this level in single player; AI strengths are fewer beakers needed for science, fewer food rows for growth and fewer production rows required. If you increase the shields required to build city walls or temples; this will impact human ICS more than AI.
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