 |
|  |
 |
|
Wolfshanze
|
|
I'm the author of the original Civ2 Fascist Patch... I've more or less kept things quite for some time, awaiting to see what would happen with Civ3... well, as we all know, Fundamentalism was taken out (yeah!), but Fascism still didn't make it in.
Well, here is release v2.2 (newly updated 20 Apr 02) of the Civ3 Fascist Patch... some changes have been made. Mostly the addition of Fascism, no new techs, no new units, but there are changes to some units, mainly naval... Fascism is of course added as a new government (requires espionage after Nationalism). Most importanly, what has changed in v2.2 is full support for v1.21f of Civ3.
v2.0 is improvements in Hitlers graphics, (or removal of Hitler whichever is your preferance), and fully compliant with version 1.16f of the game.
New to v1.2 is some additional info in the Civilopedia, but the main changes have been stabilizing the naval units, mostly in the age of sail area (Frigates, Privateers, etc).
(included from v1.1) is some tweaks that make sense... free units of Fascism went down a slight bit, while free units of Communism went up a small amount... also, Civilization government favorite/shunned list updated to include Fascism.
v1.0 was downloaded by over 600 Civ3 fans!
You can also get it at the "Official" website:
http://ourworld.compuserve.com/home...er/homepage.htm
If you get all worked up into a frenzy everytime you watch the History Channel on TV and they show some pictures of WWII, don't bother going to the website!
The download is 3.6MB in size (regular)
All Hail the Fascist Patch! 
http://ourworld.compuserve.com/home...er/civ3fasc.zip
The download without Hilter is 160KB
http://ourworld.compuserve.com/home.../civ3fascnh.zip
Last edited by Wolfshanze on 21-04-2002 at 05:24
|
|
|  |
 |
|
Pyrodrew
|
|
Have you tested it to see how often the AI uses it? 95% of the time? 50%? 10% 0%? Just curious.
How did you decide how to keep facism fair & balanced vs. accurate?
Thanks.
|
|
|  |
 |
|
d_dudy
|
|
the fascist patch, lol
what does the government do for you?
|
|
|  |
 |
|
Asher
|
 |
Calgary, Alberta
Nov 1999 time: 22:15
|
|
code: Civ3 Fascist Government:
Requires: Espionage
Corruption: Nuisance
Support Cost: 1
Free Units:
Town – 2
City – 4
Metro – 8
Rate Cap: 10
Worker Rate: 2
Assimilation: 4%
Draft Limit: 2
Military Police: 4
Flag Conditions:
Requires Maintenance
Standard Trade Bonus
Ruler Title: Fuehrer
Diplomats are: Regular
Spies are: Regular
Immune to: Steal Technology
Propaganda Resistance
Modifier Modifier
vs
Anarchy 25 -5
Despot 20 -5
Monarch 5 5
Republic -10 5
Democ. -20 5
Comm. -25 10
Fascist 0 0
Tech Advance Cost: 100
X – 455
Y – 159
PreReq – Espionage
Last edited by Asher on 05-11-2001 at 10:47
|
|
|  |
 |
|
David Murray
|
|
Excellent! Fascism back in Civ. I haven't got Civ3 yet, but I hope it won't be too difficult to add in other government types like theocracy and corporate republic to expand on the rather emaciated existing Civ3 government choices.
|
|
|  |
 |
|
Wolfshanze
|
|
A little thought process and reasoning behind Fascism in Civ3:
To answer an earlier question, the idea of Fascism vs the implementation of Fascism in a game like Civ3, is fairly similar to the idea I had in Civ2.
Make it both believeable, and play-balanced.
In Civ2, I saw Fundamentalism as a game-breaker... it was simply TOO STRONG for the game and unbalanced it the way it had too many advantages. When I modified Fundamentalism into Fascism, it was exactly that... a mod of Fundamentalism, so I couldn't really do what I wanted to, but I think I succeeded in balancing the game better in Civ2 (I really hated the thought of Fascism having no corruption, but my hands were tied).
In Civ3, I can do closer to my interpretation of Fascism in game-scale then I could in Civ2, since the government editing tools are better in Civ3.
In a nut-shell, Civ3 Fascism is like a "modern" Republic, without the "war weariness" factor. Corruption does take it's toll though in Civ3 Fascism. By the time people reach the Industrial age, Republic is usually ditched in favor of Democracy, those wanting to wage war, usually use Communism. Fascism is the third "modern" choice of late-generation governments, especially smaller states, since the corruption is minimum close to home (ie: the original nation). As the Fascist state grows in size, it will have to deal with corruption, but the free-market economy of a Fascist state is better financially and scientifically compared with a Communist regime. Once again, this places all-out war in the "best to use Communism" category, while all-out peace is best to use Democracy... Fascism is somewhere in the middle, with a balance of war and economy, without the war weariness of a Democracy or Republic!
|
|
|  |
 |
|
Wolfshanze
|
|
There should be no bugs at all. By your statement, I assume you mean the same place you get to by hitting the "F6" key.
The Fascist Patch doesn't do any "trickery" to do what it does. It uses the default built-in editor, and stands by all the editing rules, there's no reason for a bug at all.
I've played many games using the mod, and I have no problems reading the science advisor where the F6 key is concerned. It comes out clear as a bell... I'm under the assumption nobody else has had this problem either?!?!
I fully playtested the mod before releasing it (that's how I squashed the other bug when I did try to bend the rules by adding a Fascist Tech Advance). What I posted is a "clean" mod with no funny-business. Odd that you should have any problems, as it runs fine on my end.
Have you used any other mods of any sort, anything from a cracked exe to any other mod? The Fascist Patch changes no graphics and no game rules other than the Fascist Government, so I suspect your problem lies elsewhere not related to the Fascist Patch (assuming you did install it correctly).
|
|
|  |
 |
|
facistdictator
|
|
Right up my alley Wolfshanze awesome. Really like the swastika graphic on the goverment choice list and the title fuehrer. Just something to think about is maybe later adding one special unit for each goverment type, like democracy gets maybe a navy seal, communist get maybe some kind of tatical shock trooper with better stats than infantry, and facist get of coarse facist trooper with different abilities. man know that would be cool. i know alot of work and patience goes into getting these different mods and things, but i really enjoy them and hope you continue to make civ 3 a even better gaming experience than it already is.
|
|
|  |
 |
|
Wolfshanze
|
|
Just letting you know I called it the Fascist Patch VERSION 1.0 for a reason! There will be future updates... I have many ideas in my head for the Fascist Patch... some I can impliment now, others will have to wait for better editing tools, but all will have to wait for me to have more time! (Maybe this upcoming 3-day weekend).
For those wanting to visit the Fascist Patch's home page, try here:
Civilization Fascist Site
|
|
|  |
 |
|
Barnacle Bill
|
 |
Somewhere on the wine dark sea
Oct 2001 time: 00:15
|
|
quote: Originally posted by Anunikoba
And also- did you intentionally leave Fascist spies as 'Regular', instead of making them 'Veteran'? It seems to me that under Fascist rule, espionage would be a great deal more important so that spies are emphasized. |
The Gestapo was very good at domestic counterintelligence, but was not responsible for foreign intelligence. I forget what the foriegn intelligence service of the 3rd Reich was called, but it was run by Admiral Canaris. Historically, the foreign inteligence service was abysmal - riddled with double agents, those who were not double agents were incompetent, etc... The entire German spy network in Britain was turned early in the war, and every time the Germans sent anybody new in the ones already there either turned him, saw to it he got "caught", or gave him the mushroom treatment ("keep 'em in the dark & feed 'em ****"). Similarly, the Germans landed some sabotage teams in the US vis U-boat and the FBI caught them before they could accomplish anything at all. Canaris himself seems to have been a member of the anti-Nazi resistance and perhaps a double agent himself (his widow quietly received a pension after the war from the Western Allies). So, actually under Fascism your own spies should be lame but you would have a lot of immunity to enemy spies, if you want to model it on history.
|
|
|  |
 |
|
BorgFury
|
|
Fargo, ND, USA
Jan 1970 time: 05:15
|
|
quote: Originally posted by MDR
I think I may have found a problem with the Mod...what can I say, I installed it...anyway, I can no longer read the science advisor's advice in the tech tree. The text screen where it's supposed to appear is now black with a few purple dots in it. Has anyone else had this problem? |
I've had a problem like this without the patch, but it seems to go away and just be quite random where it appears. It so far has only happened on part of my Palace screen, and my tech screen once. I'd just assume it's a glitch in the game, rather than in the patch.
|
|
|  |
 |
|
Pyrodrew
|
|
Yes, if anyone who has played with the Facism patch could post here how well the AI uses it I would be very interested. Someone recently said in their game of 10 civs - 7 had democracy & 3 had communism. If Facism is too strong and too favorable all the AIs will be using it & none will be using the other government types. If Facism is too weak none of the AIs will be using it. Seeing all the AIs use all Facism, Communism, & Democracy would be ideal. Right now Republic & Monarchy suck real bad so no AI will touch them unless they have to.
|
|
|  |
 |
|
johnpaul_riley
|
|
El Cerrito, CA, USA
Mar 2001 time: 05:15
|
|
I like the idea of the Fascist government, very realistic.
Just a few questions about your implemenation..
How did you choose to hurry production?
In my opinion, the ability to wage war and receive
the standard trade bonus is a HUGE advantadge.
Perhaps the fascist government needs some more
disadvantadges to balance it out.
Vis a Vis a Fascist Government, the only advantadges a
Democracy receives are minimal corruption and
increased worker rates.
Whereas the advantadge the Fascist government
receives are free units, higher draft limit, military
police, no war weariness(HUGE). When you add
in the standard trade bonus coupled with no unit
support costs, it seems like the gold income would
be MASSIVE.
Perhaps setting the spies to conscripts and lowering
the number of free units might add some more
balance..
Anyone who has used this government have any
feedback? By the way, none of this is meant to be
a criticism, just tossing some ideas into the ring.
Great job on the fascist patch.
-JP
|
|
|  |
 |
|
Knight
|
|
Montgomery, AL
Oct 2001 time: 05:15
|
|
quote: Originally posted by Pyrodrew
Yes, if anyone who has played with the Facism patch could post here how well the AI uses it I would be very interested. Someone recently said in their game of 10 civs - 7 had democracy & 3 had communism. If Facism is too strong and too favorable all the AIs will be using it & none will be using the other government types. If Facism is too weak none of the AIs will be using it. Seeing all the AIs use all Facism, Communism, & Democracy would be ideal. Right now Republic & Monarchy suck real bad so no AI will touch them unless they have to. |
Currently, my game has 8 of the 10 civs I started with. All 8 are Fascist. Of course, we're in the middle of WW1 (The world vs France and I) so Democracy isn't a really great choice for anyone right now.
|
|
|  |
 |
|
Riso
|
|
Small nitpick:
The government is called "Fascism", not "Fascist".
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|