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korn469
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Poetic Justic
Apr 1999 time: 00:16
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This mod hopefully improves play balance in Civ3
Download Blitz v1.06beta7.5 Here!
ATTENTION
Also because of server changes at Apolyton, when you download this file its name is attachment without an extention, rename it to aythingyouwant.zip to open it
To install the Blitz mod you will need to do the following
1) Back up your original civ3mod.bic file and download the Blitzmod zip
2) Unzip the civ3mod.bic file from the Blitz mod zip into your civ3 directory
3) Open up the Text folder in your civ3 directory and back up your Civilopedia.txt, your PediaIcons.txt, and your Version.txt
4) Unzip the Blitz mod Civilopedia.txt, PediaIcons.txt, and version.txt into your civ3/Text folder
5) Open up your art folder then open up the units folder in the art folder and back up your version of the units_32.pcx file
6) Unzip the Blitz mod units_32.pcx file into your civ3/art/units folder
7) You will need to create unit folders in your civ3/art/unit directory for the following units, Outrigger, Colonist, Grenadier, Partisan, and Modern Army
8) If you have a high speed internet connection, you can download the contents of these folders from http://profiles.yahoo.com/blitz_mod they are in the briefcase if not please follow the instruction below
To create the correct flic files here is a step by step guide
1) Goto your main Civ3 directory
2) From there open the Art file
3) From there open the Units File
4) From there create the following folders
-->Colonist
-->Colonist Modern Times
-->Grenadier
-->Modern Army Ancient Times
-->Modern Army Industrial Ages
-->Modern Army Middle Ages
-->Modern Army Modern Times
-->Outrigger
-->Partisan
5) Staying in the Units File copy all of the files in each folder in the following order
-->All of the files in the Settler folder to the Colonist Folder
-->All of the files in the Settler Modern Times folder to the Colonist Modern Times folder
-->All of the files in the Rifleman folder to the Grenadier folder
-->All of the files in the Army Ancient Times folder to the Modern Army Ancient Times Folder
-->All of the files in the Army Industrial Times folder to the Modern Army Industrial Ages folder
-->All of the files in the Army Middle Ages folder to the Modern Army Middle Ages Folder
-->All of the files in the Army Modern Times folder to the Modern Army Modern Times Folder
-->All of the files in the Galley folder to the Outrigger folder
-->All of the files in the Marine folder to the Partisan folder
6) Once you have done that then rename the .ini files in each folder like so (keep the same spaces as i do)
-->Rename settler.ini to colonist.ini
-->Rename settler modern times.ini to colonist modern times.ini
-->Rename rifleman.ini to grenadier.ini
-->Rename army ancient times.ini to modern army ancient times.ini
-->Rename army industrial times.ini to modern army industrial ages.ini
-->Rename army middle ages.ini to modern army middle ages.ini
-->Rename army modern times.ini to modern army modern times.ini
-->Rename galley.ini to outrigger.ini
-->Rename marine.ini to partisan.ini
7) After that play, have fun, and report any bugs!
Without further ado here you go
__________________________
Blitz Mod 1.06beta7.2 Readme
__________________________
Changes to Units
Non-combat Units
Settler 0.0.1 50/3 (wheeled) {Colonist}
Colonist 0.0.3 80/3 Navigation
Worker 0.0.1 10/1
Scout 0.0.1 10 (all terrain as roads) {Explorer}
Explorer 0.0.2 20 (all terrain as roads) Astronomy
Ancient Land Units
Warrior 1.1.1 10 {Legionary}
Jaguar Warrior 1.1.2 10 {Warrior}
Archer 2.1.1 20 {Longbowman}
Bowman 2.2.1 20 {Archer}
Spearman 1.2.1 20 {Pikeman}
Hoplite 1.3.1 20 {Spearman}
Impi 1.2.2 20 {Hoplite}
Chariot 1.1.2 10 (wheeled) {Mounted Warrior} horses
War Chariot 2.1.2 10 {Chariot} horses
Swordsman 3.2.1 30 {Grenadier} iron
Immortals 4.2.1 30 {Swordsman} iron
Legionary 3.3.1 30 {Immortals} iron
Horseman 2.1.2 30 (mounted) {Rider} horses
Mounted Warrior 3.1.2 30 (mounted) {Horseman} horses
Catapult 0.1.1 4[2]1 20 (wheeled) {Cannon} iron
Middle Age Land Units
Pikeman 2.3.1 30 {Musketeer} none
Longbowman 5.1.1 40 {Grenadier}
Knight 4.3.2 60 (mounted) {Coassack} horses, iron
Rider 4.3.3 60 (mounted) {Knight} horses, iron
Samurai 4.4.2 60 {Rider} iron
War Elephant 4.3.2 60 (mounted) {Samurai}
Musketman 3.4.1 40 {Rifleman} saltpeter
Musketeer 4.4.1 40 {Musketman} saltpeter
Cavalry 6.3.3 80 (mounted) {Panzer} horses, saltpeter
Cossack 6.4.3 80 (mounted) {Cavalry} horses, saltpeter
Cannon 0.1.1 8[4]1 40 (wheeled) {Artillary} saltpeter, iron
Industrial Era Land Units
Grenadier 8.4.1 60/1 {Marines} Nationalism
Rifleman 6.8.1 60/1 {Infantry}
Infantry 10.12.2 80/1 {Mech Infantry} rubber
Partisan 6.5.4 40/1 (invisable) Replaceable Parts
Marine 15.10.2 100/1 (amphibious unit) rubber
Tank 20.10.3 100/1 (blitz) {Modern Armor} oil, iron
Panzer 20.10.4 100/1 (blitz) {Tank} oil, iron
Paratrooper 12.12.2 [8] 110/1 (airdrop) oil, rubber
Artillary 0.1.2 16[5]2 80 {Radar Artillary} iron
Modern Land Units
Mech Infantry 16.24.4 120/1 (blitz) oil, iron, rubber
Modern Armor 32.16.4 120/1 (blitz) oil, iron, rubber
Radar Artillary 0.1.3 20[6]2 120 (blitz, radar) oil, aluminum
Cruise Missile 0.0.1 15[8]4 60 (tactical missile, cruise missile, foot soldier, load, airlift) aluminum
Tactical Nuke 0.0.1 0[0]8 130 aluminum, uranium
ICBM 0.0.1 (ICBM) 250 aluminum, uranium
Ancient Naval Units
Outrigger 0.1.2 10|1 (sink in sea, sink in ocean) {Galley} NONE
Galley 2.2.3 30|2 {Caravel}
Middle Age Naval Units
Caravel 0.2.4 40|3 {Galleon}
Frigate 6.4.5 6[4]1 60 {Ironclad} iron, saltpeter
Man-O-War 8.4.5 8[5]1 60 {Frigate} iron, saltpeter
Galleon 0.3.5 50|4 {Transport}
Privateer 5.2.6 50 (hidden nationality, zoc) {Destroyer} iron, saltpeter
Industrial Era Naval Units
Ironclad 10.9.6 8[5]1 80 {Destroyer} iron, coal
Transport 0.8.8 90|8 oil
Destroyer 14.12.11 8[5]1 100 (can see submarines) {Aegis Cruiser} oil, iron
Battleship 30.20.10 14[6]2 200 oil, iron, coal
Carrier 0.18.10 200|5 (radar, carries foot soldiers only) oil, rubber
Submarine 16.6.9 100 (can see submarines, zoc) oil
Modern Naval Units
Aegis Cruiser 16.24.11 12[5]1 160|3 (can see submarines, radar, can carry tactical missiles, carry foot units only) aluminum, uranium
Nuclear Submarine 10.12.10 150|3 (can see submarines, can carry tactical missiles) aluminum, uranium
Industrial Era Air Units
Fighter 5.5.2 12[4]6 100 (blitz, foot soldier) {F-15} oil, rubber
Bomber 0.2.2 10[8]8 120 (blitz) oil, rubber
Helicopter 0.2.3 0[0]6 100 (can see submarines/invisable units) oil, rubber
Modern Air Units
Jet Fighter 15.15.3 15[5]8 150 (blitz, radar, foot soldier) oil, aluminum
F-15 18.18.3 15[5]8 150 (blitz, radar, precision strike, foot soldier) {Jet Fighter} oil, aluminum
Stealth Fighter 0.6.3 18[4]8 150 (blitz, radar, stealth) oil, aluminum, uranium
Stealth Bomber 0.3.3 20[8]8 300 (blitz, radar, stealth) oil, aluminum, uranium
Armies
Army -.-.1 100|2 (army, blitz, pillage)
Modern Army -.-.1 130|4 (army, blitz, pillage) Radio
__________________________
Changes to Combat Experiance
Conscript 4
Regular 6
Veteran 9
Elite 12
__________________________
General Settings Changes
*Chance of Rioting is now 25%
*Turn Penalty for Each Hurry Sacrifice is now 20
*Turn Penalty for Each Drafted Citizen is now 30
*Future Tech Cost now 500
*Minimum Research Time now 2 turns
*Maximum Research Time now 50 turns
*Cities Needed to Support an Army now 2
*Chance to Intercept Enemy Air Missions now 90%
*Chance to Intercept Enemy Stealth Missions now 9%
*Citizen Defensive Bonus now 24
*Building Defensive Bonus now 24
*Basic Barbarian is now a Swordsman
*Advanced Barbarian is now a Knight
*Barbarian Sea Unit now Privateer
__________________________
Changes to Citizens
*Scientist now provides 3 research and comes with Education
*Tax Collector now provides 3 taxes and comes with Currency
__________________________
Changes to Difficulty Level
*Cheiftain
Number of Citizens born content 5
Attack bonus vs. Barbarians 500%
*Warlord
Attack bonus vs. Barbarians 50%
Percentage of optimal cities 100%
*Regent
Attack bonus vs. Barbarians 0%
Percentage of optimal cities 100%
*Monarch
Attack bonus vs. Barbarians 0%
Percentage of optimal cities 100%
*Emperor
Addition Free Support 10
Bonus for each city 3
Max government transition time 2
Cost factor 7
Attack bonus vs. Barbarians 0%
Percentage of optimal cities 90%
*Deity
Addition Free Support 20
Bonus for each city 5
Max government transition time 1
Cost factor 5
Percentage of optimal cities 75%
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Changes to Diplomats and Spies
*Build an Embassy cost 15
*Investigate City cost 5
*Steal Technology cost 8
*Steal World Map cost 1
*Plant Spy cost 45
*Steal Plans cost 5
*Initiate Propaganda cost 60
*Sabotage Production cost 8
*Expose Enemy Mole cost 60
__________________________
Changes to World Sizes
*Tiny
Optimal Cities 12
Tech Rate 75
*Small
Optimal cities 14
Tech Rate 115
*Standard
Optimal cities 20
Tech Rate 150
*Large
Optimal cities 28
Tech Rate 215
*Huge
Optimal cities 36
Tech Rate 280
__________________________
Changes to Governments
Anarchy
0 police
1/1/1 2 support
0 draft
tile penalty
high war weariness
1 worker rate
0 assimilation
catastrophic corruption
conscript spies
immune to build embassy
no building upkeep
Despotism
3 police
3/3/3 1 support
2 draft
tile penalty
no war weariness
70 rate cap
1 worker rate
forced labor
0 assimilation
rampant corruption
regular spies
Monarchy
2 police
2/3/4 2 support
2 draft
low war weariness
80 rate cap
2 worker rate
paid labor
1 assimilation
problematic corruption
regular spies
Communism
3 police
3/4/5 2 support
3 draft
no war weariness
no rate cap
3 worker rate
forced labor
3 assimilation
communal corruption
elite spies
immune to investigate city
Republic
0 police
2/2/2 2 support
1 draft
high war weariness
80 rate cap
trade bonus
2 worker rate
paid labor
2 assimilation
nuisance corruption
regular spies
Democracy
0 police
1/2/3 2 support
1 draft
high war weariness
no rate cap
trade bonus
3 worker rate
paid labor
4 assimilation
minimal corruption
regular spies
immune to propaganda
Fascism
4 police
4/5/6 3 support
3 draft
no war weariness
no rate cap
trade bonus
2 worker rate
forced labor
0 assimilation
problematic corruption
regular spies
immune to tech steal
__________________________
Changes to Improvements and Wonders
Improvements
Capital
Palace 100/1/0 Center of Empire, +25% defense
Happiness
Temple 60/1/1 +1 Happy (Religious)
Colosseum 120/2/2 +2 Happy
Cathedral 160/2/2 +3 Happy [Temple] (Religious)
Economic
Marketplace 100/0/1 +50% Tax Output, Increases Luxury Trade (Commercial)
Bank 160/0/3 +50% Tax Output [Marketplace] (Commercial)
*Stock Exchange 200/0/4 +50% Tax Output [Bank] (Commercial) The Corporation
Trade
Harbor 80/0/1 Allows Water Trade, Increases Food in Water (Commercial, Coastal)
Air Port 160/0/2 Allows Air Trade, 1 Pollution {Oil} (Commercial)
Military
Walls 20/0/0 +50% Defense, 12 Bombard Defense (Militaristic)
Coastal Fortress 40/0/1 16 Naval Power, 12 Naval Bombard Defense {Iron, Saltpeter} (Militaristic, Coastal)
Barracks 80/0/1 Veteran Ground Units (Militaristic) Warrior Code
*Port Facility 120/0/2 Veteran Sea Units [Harbor] (Militaristic, Coastal) Astronomy
*Airforce Installation 160/0/3 Veteran Air Units {Oil} (Militaristic) Flight
Production
*Mill 160/0/2 +25% Production, Must be Near a River; Engineering
Factory 240/0/4 +50% Production, 2 Pollution {Iron}
Manufactoring Plant 320/0/5 +50% Production, 1 Pollution [Factory] {Aluminum}
Coal Plant 160/0/4 +50% Production, 3 Pollution [Factory] {Coal}
Hydro Plant 240/0/4 +50% Production, Must be Near a River [Factory] {Iron}
Solar Plant 320/0/4 +50% Production [Factory] {Rubber}
Nuclear Plant 240/0/4 +100% Production, 1 Pollution, Must be Near Water, Can Explode or Meltdown [Factory] {Uranium}
Offshore Platform 240/0/3 Increases Shields in Water, 2 Pollution (Coastal)
Research
Library 80/1/1 +50% Research Output (Scientific)
University 200/3/3 +50% Research Output [Library] (Scientific)
*Public School 200/1/2 +50% Research Output
Research Lab 240/0/4 +50% Research Output [University] (Scientific)
Corruption
Courthouse 80/0/1 Reduces Corruption
*Newspaper 120/0/2 Reduces Corruption, Resistant to Propaganda [Library] Printing Press
Police Station 180/0/2 Reduces Corruption, Reduces War Weariness [Courthouse]
Growth
Granary 60/0/1 Doubles City Growth Rate
Aqueduct 100/0/1 Allows City Size Level 2
Hospital 160/0/2 Allows City Size Level 3
Pollution
Mass Transit 200/0/3 Removes Population Pollution {Rubber}
Recycling Center 200/0/3 Removes Building Pollution
Cultural
*Forum 80/3/1
*Theater 160/6/2 Free Artistry
*Museum 240/9/4 [Theater] Atomic Theory
__________________________
Wonders
Happiness
Hanging Gardens 300/0/4 3 happy, 1 happy in all cities {Ind}
Oracle 300/0/4 [2x Temple] Doubles happiness of temples {Rel}
Sistine Chapel 600/0/6 [2x Cathedral] Doubles happiness of Cathedrals {Rel}
JS Bach's Cathedral 600/0/6 [2x Cathedral] 2 happy, 2 happy in all cities {Rel, Con}
Cure for Cancer 1000/0/8 [2x Research Lab] 6 happy, 2 happy in all cities {Sci}
Economic
Colossus 200/0/2 +1 trade in all trade producing squares {Ex, Com, Coa)
Wall Street 300/0/1 [5x Banks] Treasury Earns 5% {Com}
Trade
Great Lighthouse 300/0/2 [2x Harbor] Safe Sea Travel, +1 Ship Movement {Exp, Com, Coa}
Magellan's Voyage [2x Harbor] 400/0/3 +1 {Exp, Com, Coa}
Smith's Trading Company 600/0/3 Pays Maintenance for trade Installations {Com}
Military
Great Wall 200/0/2 Doubles combat vs. Barbs, Doubles City Defens {Mil, Ind}
Sun Tzu's Art of War 600/0/3 Barracks in every city on the continant {Mil}
Leonardo's Workshop 600/0/3 Halves upgrade cost {Mil}
Universal Suffrage 800/0/4 Reduces war weariness in all cities {Mil}
Manhattan Project 800/0/0 [2x University] Allows all civs to build Nukes, 1 unhappy in all cities {Mil, Sci, Ind} Uranium
Heroic Epic 200/0/2 Increased chance of leaders, Requires a victorious army {Mil, Rel}
Military Academy 400/0/1 Build armies without leaders {Mil}
Pentagon 400/0/1 Build larger armies, requires 4 armies, requires a victorious army {Mil}
Strategic Missile Defense 800/0/1 [5x SAM batteries] Decreased chance of missile attacks {Mil, Sci}
Intelligence Agency 400/0/1 Allows spy missions {Mil, Sci}
Battlefield Medicine 500/0/1 [5x Hosptial] Healing in enemy territory {Mil}
Production
Hoover Dam 800/0/3 gain hydro plant in every city on continent, must be near a rive {Ind}
Iron Works 400/0/1 +100% production, 4 pollution, requires coal and iron in city radius {Ind}
Research
Great Library 400/0/5 [2x Library] Gain any advances owned by two civs {Sci}
Copernicus's Observatory 400/0/4 doubles research output {Exp, Sci}
Newton's University 400/0/6 [2x University] doubles research output {Sci}
Theory of Evolution 600/0/5 +2 free advances {Sci}
SETI Program 1000/0/6 [3x University] doubles research output {Sci, Exp}
Apollo Program 500/0/2 build spaceship parts {Sci, Ind} Aluminum
Corruption
Forbidden Palace 200/0/2 reduces corruption {Exp, Rel}
Growth
Longevity 1000/0/4 [2x research Lab] city growth causes +2 pop {Sci, Exp}
Pollution
N/A
Cultural
Pyramids 300/0/4 gives an obelisk in each city on the continant {Ind, Rel}
Shakespeare's Theater 400/0/12 [2x Theater] 3 happy
United Nations 1000/0/10 Allows diplomatic victory {Exp, Com}
__________________________
Space Ship Parts
SS Thrusters 600 Aluminum
SS Engine 1200 Aluminum, Uranium
SS Docking Bay 300 Oil, Rubber
SS Cockpit 600 Aluminum
SS Fuel Cells 300 Uranium, Rubber
SS Life Support System 600 Aluminum
SS Stasis Chamber 600 Aluminum
SS Storage/Supply 300 Oil, Rubber
SS Planetary Party Lounge 300 Oil, Rubber
SS Exterior Casing 1200 Aluminum, Uranium
__________________________
Changes to Civs
Rome: Militaristic, Commercial
Government Preference: Fascism, Democracy
4 AG
Offensive, Naval, Air, Workers, Wealth, Trade
Egypt: Industrious, Religious
Government Preference: Communism, NONE
2 AG
Workers, Growth, Production, Happiness, Culture
Greece: Scientific, Commercial
Government Preference: Democracy, Communism
2 AG
Workers, Production, Science, Wealth, Trade, Culture
Babylon: Scientific, Religious
Government Preference: Democracy, Communism
2 AG
Growth, Production, Happiness, Science, Culture
Germany: Militaristic, Scientific
Government Preference: Fascism, Democracy
5 AG
Offensive, Naval, Air, Production, Science, Culture
Russia: Expansionistic, Scientific
Government Preference: Communism, NONE
4 AG
Naval, Growth, Production, Science, Explore, Culture
China: Militaristic, Industrious
Government Preference: Communism, Democracy
5 AG
Offensive, Workers, Naval, Air, Growth, Production
America: Industrious, Expansionistic
Government Preference: Democracy, Fascism
4 AG
Workers, Naval, Air, Growth, Production, Explore
Japan: Militaristic, Religious
Government Preference: Fascism, Democracy
4 AG
Offensive, Naval, Air, Growth, Happiness, Culture
France: Industrious, Commercial
Government Preference: Democracy, Anarchy
2 AG
Wokers, Growth, Production, Wealth, Trade
India: Religious, Commercial
Government Preference: Democracy, Communism
1 AG
Workers, Growth, Happiness, Wealth, Trade, Culture
Persia: Industrious, Scientific
Government Preference: Democracy, None
3 AG
Workers, Growth, Production, Science, Culture
Aztecs: Militaristic, Religious
Government Preference: Communism, Democracy
4 AG
Offensive, Naval, Air, Growth, Happiness, Culture
Zulu: Militaristic, Expansionistic
Government Preference: Communism, Democracy
5 AG
Offensive, Naval, Air, Growth, Explore
Iroquois: Expansionistic, Religious
Government Preference: Democracy, Fascism
3 AG
Naval, Growth, Happiness, Explore, Culture
English: Expansionistic, Commercial
Government Preference: Democracy, Communism
3 AG
Workers, Naval, Growth, Production, Wealth, Trade
__________________________
Changes to Resources
All resources set to have a disapperance rate of 900
__________________________
if you encounter any problems or bugs or if you have suggestions please let me know...i will continue to update this mod with the intentions of making it the best play balance mod for civ3
v1.06beta7.5 is is Civ3 1.17f compatable, if you don't have the beta7.5 then i highly recommend you upgrade because it contains the files you need
Blitz v1.06beta7.5
Last edited by korn469 on 15-03-2002 at 13:36
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korn469
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Poetic Justic
Apr 1999 time: 00:16
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_______________________
v1.05bc
Updates
*Fixed a problem with upgrading units (1.05c)
*Factories now require a Mill, and the Mill does not become obsolete (1.05c)
*Newspaper no longer provide any culture, but now they increase resistance to propaganda in addition to reducing corruption (1.05c)
*Obelisk stats are now 60/1/1 (1.05c)
*The Pyramids now cost 300 with the same effect (1.05c)
*Generals now function as armies, but upgrade to armies and can build armies, this was done to allow the AI to use them effectively (1.05c)
*Work Around for too many Police Stations/U.N. buildings (1.05b)
*Decreased Modern Armor stats to 24.12.4 (1.05b)
*Doubled Hit Points and Rate of Fire for all units
*Doubled Population and Building Defense to Bombard
*Incorporated Sevorak's More City Names Mod
*Added New Government Confederation
*Increased Tech cost of all Industrial and Modern Era Advances by 10%
*Added General Unit
_______________________
Building Changes
*Mothballed the Movie Theater, Propaganda Ministry, and Classless Society because Government Specific buildings are beyond the scope of the editor
*Added four building and three wonders to allow savegame compatability while adding new buildings and wonders
*Added the following buildings: the Forum, the Mill, Port Facility, Theater, Laboratory, Museum, and Stock Exchange
*Decreased culture of all standard Civ3 buildings (except the palace) by 1
*Removed all negative culture modifiers except from the Manhatten Project
*Forum stats are 60/1/2 (NONE)
*Mill stats are 160/2/0 +25% Production (Engineering) {replaced by power plants}
*Newspaper stats are now 120/2/2 Reduces Corruption (Printing Press)
*Port Facility stats are 60/1/0 Veteran Sea Units, Militaristic (Astronomy)
*Theater stats are 140/2/4 (Free Artistry) [Forum]
*Laboratory stats are 180/3/1 +50% Research Output (Scientific Method) [University]
*Museum stats are 200/4/6 (Atomic Theory) [Theater]
*Stock Exchange stats are 180/4/0 +50% Tax Ouput, Commercial (The Corporation) [Bank]
*Removed Veteran Sea Unitsand Militaristic ability from Harbor
*Increased Airport's upkeep to 3
*Increased Bank's upkeep to 3
*Increased Factory's upkeep to 4
*Increased Hydro Plant's upkeep to 4
*Increased Manufactoring Plant's upkeep to 5
*Increased Mass Transit's upkeep to 3
*Increased Nuclear Plant's cost and upkeep to 180/4
*Increased Coal Plant's upkeep to 4
*Increased Research Lab's cost to 200 and upkeep to 4 [Laboratory]
*Decreased Solar Plant's cost to 320, increased upkeep to 4
*Increased University's upkeep to 3, removed the one unhappy citizen
_______________________
Unit Changes
*Added General Unit, 0.1.1, cost 160, build armies, Horseback Riding
*Added Pillage ability to armies
*Decreased Ironclad movement to 6
*Decreased Transport movement to 8
*Decreased Submarine movement to 8
*Decreased Nuclear Submarine movement to 9
*Decreased Battleship movement to 10
*Decreased Aircraft Carrier movement to 10
*Decreased Destroyer movement to 11
*Decreased Aegis Cruiser movement to 12
_______________________
Government Changes
Confederation
*Rate Cap 7
*Worker Rate 2
*Assimilation Chance 1%
*Draft Limit 2
*Military Police Limit 1
*Corrpution and Waste: Communal
*War Weariness: Low
*Cannot Hurry
*Resistant Modifier vs.: Same as Despotism
*Support 3/3/3 cost 1
*No Prerequisite
Changes to Republic
*support 1/1/1 cost 1
*War weariness increased to high
Changes to Monarchy
*War weariness increased to low
Changes to Communism
*support changed to 4/6/8 cost 1
*Draft limit 4
*Military Police Limit 6
Changes to Fascism
*support 4/5/6 cost 2
Changes to Democracy
*support 1/2/3 cost 2
_______________________
v1.04b
Updates
*Fixed the "Please Wait" hand caused by modifying the specialist citizen
*Fixed an Illegal Opperation Error caused by switching to Fascism in the original v1.04
_______________________
v1.03
Updates
*Added four new buildings, Newspaper, Movie Theater, Propaganda Ministry, Classless Society
*Added one new unit, the Partisan
*Reduced time to build a fortress by half to 8
*Increased Tech Rate slightly on all map sizes
*Cities needed to support an army decreased from 3 to 2
*Fixed a few small bugs
_______________________
Building Changes
*Newpaper cost 120, upkeep 2, +50% research output, reduces corrpution, requires Printing Press
*Movie Theater cost 200, 2 upkeep, replaces colosseum, makes 3 citizens happy, +50% tax output, +6 culture, requires Electronics and Democracy
*Propaganda Ministry cost 160, 2 upkeep, replaces colosseum, makes 3 citizens happy, resistant to propaganda, requires The Corporation and Fascism
*Classless Society cost 200, 2 upkeep, replaces colosseum, makes 3 citizens happy, +50% researcch output, +4 culture, requires Replacable Parts and Communism
*Police Stations now require courthouses before being built
*University now makes one citizen unhappy
*Great Library now requires two Libraries before being built
*The Oracle now requires two Temples before being built
*Sistine Chapel now requires two Cathedrals before being built
*Newton's University now requires two Universities before being built
*Cure for Cancer now requires three Research Labs before being built
*Longevity now requires three Hospitals before being built
*SETI Program now requires three Universities before being built
*Nuclear Plant now causes -2 culture
*Increased cost of all space ship parts by 50%
*Increased cost of SDI to 800, reduced its culture to 0
*Reduced cost of Forbidden Palace to 200
_______________________
Government Changes
*Changes to Anarchy
Assimilation rate is now 0
Now Requires Maintenance
Unit support now 2/4/6 cost 1
Rate Cap now 5
Propaganda Modifier vs. all other governments is -25
Immune to establish Embassy
Spies and Diplomats are both Conscript
War Weariness is now low
*Changes to Despotism
Assimilation rate is now 0
Rate cap is now 8
Propaganda Modifer vs. Fascism is now -20
*Changes to Monarchy
Assimilation rate is now 1
Rate cap is now 9
Propaganda modifer vs. Fascism is now -10
*Changes to Republic
Rate cap is now 9
*Changes to Communism
Assimilation Rate is now 3
Propaganda modifer vs. Fascism is now -5
Draft Rate is now 4
Support is now 3/6/10
*Changes to Democracy
Assimilation Rate is now 4
Propaganda modifer vs. Fascism is now 10
*Changes to Fascism
All Propaganda modifers are reduced by 5
Corruption is now Nuisance
_______________________
Unit Changes
*Partisan stats are 2(8[1]1).2.2 counts as a foot soldier, hidden nationality, treats all terrain like roads cost 20 and 1 pop
*Army now costs 120
*Cruise missile stats now 0.0.1 10[3]4 costs 60
*Galley now costs 20
*Caravel now costs 30
*Frigate now costs 50
*Privateer now costs 40
*Galleon now costs 50
*Ironclad now cost 70
_______________________
v1.02
Updates
*Added New Government Fascism
*Renamed Pharaoh's Cartouche to Obelisk
*Obelisk now correctly shows up in the city screen and Civilipedia
*Tax Collector requires Code of Laws
*Fixed a number of small bugs
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Government Changes
Fascism
*Rate Cap 10
*Worker Rate 2
*Assimilation Chance 0%
*Draft Limit 4
*Military Police Limit 4
*Corrpution and Waste Minimal
*Standard Trade Bonus
*War Weariness: None
*Forced Labor
*Resistant Modifier vs.:
Anarchy: -5
Despotism: 0
Monarchy: 10
Communism: 20
Republic: 15
Democracy: 20
Fascism: 0
*Diplomats and Spies are regular
*Immune to Steal Technology
*Support Cost 1
*Town/City/Metropolis 2/4/8
*Propaganda Modifier vs.:
Anarchy: 40
Despotism: 35
Monarchy: 35
Communism: 40
Republic: 35
Democracy: 30
Fascism: 0
*changed the assimilation chance in democracy to 5%
*changed the support rate in democracy and republic to 0/1/2
*changed the spies in communism to elite
*added immunity to investigate city for communism
*changed Germany and Japan to prefer Fascism
_______________________
Ground Unit Changes
*Knight cost reduced to 60
*Samurai cost reduced to 60
*Rider cost reduced to 60
*War Elephant cost reduced to 60
*Longbowman cost reduced to 30
*Musketman cost reduced to 40
*Musketeer cost reduced to 40
*Rifleman cost reduced to 60
*Infantry movement increased to 2
*Marine movement increased to 2
*Tank movement increased to 3
*Panzer movement increased to 4
*Mech Infantry movement increased to 4
*Modern Armor movement increased to 4
*Artillary stats now 1(12).1.2
*Radar Artillary stats now 1.(16).1.3
Army Changes
*Army cost reduced from 400 to 150
*Cities needed to support an army decreased from 4 to 3
*Added Blitz ability to armies
*Army transport capacity reduced to 2
*Military Academy now allows bigger armies in addition to build armies without leader
Naval Unit Changes
*Frigate movement increased to 6
*Man-o-War movement increased to 6
*Privateer movement increased to 6
*Galleon movement increased to 5
*Ironclad movement increased to 8
*Transport movement increased to 10 transport capacity reduced to 5
*Submarine movement increased to 10
*Destroyer movement increased to 15
*Battleship movement increased to 14, removed cruise missile transport ability
*Carrier movement increased to 14
*Nuclear sub movement increased to 12
*Aegis Cruise movement increased to 15, reclassifed AI as a naval missile transport
Air Unit Changes
*Cruise missiles now appear to be able to sink ships
*Cruise missile stats now 0.0.1 12[2]4 cost 60
_______________________
v1.01
Updates
*Changed the name of Pharaoh's Sunboat to Pharaoh's Cartouche, it's name should appear correctly now
*Increased chance to intercept stealth mission to 9%
*Reset The Manhatten Project back to Great Wonder status, but left its updated stats unchanged
*Various small bug fixes
Air Unit Changes
*Cruise Missile stats now 0.0.1 15[3]4 cost 60
*Fighter stats now 5.4.2 8[1]6 with Blitz
*Bomber stats now 0.3.2 10[3]8 with Blitz
*Jet Fighter stats now 10.8.3 10[2]8 with Blitz and Radar, cost 120
*F-15 stats now 10.8.3 12[3]8 with Blitz and Radar, cost 120
*Stealth Fighter stats now 0.2.3 13[2]8 with Blitz and Radar
*Stealth Bomber stats now 0.1.3 14[4]8 with Blitz and Radar
Naval Unit Changes
*Destroy movement increased to 10
*Submarine movement increased to 7
*Transport movement increased to 7
*Carrier movement increased to 10
*Nuclear submarine movement increased to 8, can now carry cruise missiles in addition to tactical nukes
*Battleship movement increased to 10, can now carry 1 cruise missile
*Aegis Cruiser stats now 14(8).12.10 bombard range decreased to 1, can now carry 2 cruise missiles
Ground Unit Changes
*Paratrooper movement increased to 2
_______________________
v1.0
Citizen Changes
*Entertainers now require Ceremonial Burial
*Tax Collecters now generate 2 taxes, requires currency
*Scientists now generate 2 research, require mathematics
_______________________
Building and Wonder Changes
*SAM missile battery now costs 100, added bombard defense of 8
*Police Stations now cost 120, added resistance reduces corruption
*The Pyramids now put a Pharoah's Sunboat in every city on the continant, stats changed to +2 culture instead of +4
*Pharoah's Sunboat cost 80, gives +2 culture, requires the Pyramids for building
*Manhatten Project is now a small wonder
*Mahatten Project stats changed to enables nukes for that civ, -2 culture, causes 1 unhappy citizen in every city, cost 500
*Factory, Manufactoring Plant, Coal Plant, Offshore Platform, Nuclear Plant now causes -1 culture
*Solar Plant now costs 360
_______________________
General Settings Changes
*Chance to intercept air mission now 90%
*Chance to intercept stealth mission now 7%
_______________________
General Unit Changes
*All civs can now build every general unit
*Swordmen now upgrade to riflemen
*Longbowmen now upgrade to riflemen
*Cavalry now upgrade to tanks
*Frigates now upgrade to ironclads
*Privateers now upgrade to destroyers
*Ironclads now upgrade tp destroyers
*Destroyers now upgrade to Aegis Crusiers
Air Unit Changes
*Fighters stats now 5.4.2 6[1]6 with Blitz
*Bomber stats now 0.3.2 10[4]8 with Blitz
*Jet fighter stats now 10.8.3 12[1]8 with Blitz and Radar, cost 120
*F-15 stats now 10.8.3 14[2]8 with Blitz and Radar, cost 120
*Stealth fighter stats now 0.3.3 15[2]8 with Blitz and Radar
*Stealth Bomber stats now 0.1.3 16[4]8 with Blitz and Radar
*Cruise Missile stats now 0.0.1 18[4]5 cost 50
*Helicopters stats now 0.2.2 6 and can see subs
Naval Unit Changes
*Caravel can now only carry two units, speed increased to 4
*Privateer stats now 2.1.5, exerts a zone of control, costs 50
*Frigate stats now 3(2).3.5
*Man-O-War stats now 4.(3).3.5
*Ironclad stats now 5(4).5.6
*Transport stats now 1.5.6 can now only carry 6 units, cost 90
*Destroyer speed increased to 8, can see subs, cost 100
*Battleship stats now 21(10).15.8
*Carrier stats now 1.10.8 can carry five aircraft cost 200
*Submarine stats now 10.4.6 cost 90
*Nuclear Submarine stats now 6.8.7 can transport 3 tactical nukes, cost 150
*Aegis Cruiser stats now 14(7).12.8
Ground Unit Changes
*Paratrooper stats now 10.8.1 paradrop range is 8, cost 110
*Marine stats now 12.7.1
*Mech Infantry stats now 12.18.3 with Blitz, cost 120
*Radar Artillary stats now 0.0.2 16[3]2 with Blitz
Nuclear Weapon Changes
*Tactical Nukes now cost 150
*ICBMs now cost 300
_______________________
Last edited by korn469 on 08-01-2002 at 02:05
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RTodd
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Austin, TX
Nov 2001 time: 23:16
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I've been thinking about doing the same thing with cruise missiles. Can't you set the Cruise missile unit to be a tactical missile as well, make sure the ships have "Can carry tactical missiles" enabled, also the "unload" action, and make sure the cruise missiles have the "load" action? Also, I think you need to make sure the AI strategies are set to "naval transport" for the ships so the AI can use an "AEGIS Tomahawk Cruiser", for example.
T
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RTodd
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Austin, TX
Nov 2001 time: 23:16
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Correction: "naval MISSILE transport".
T
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RTodd
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Austin, TX
Nov 2001 time: 23:16
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Very cool, korn.....certainly interested in how this turns out, esp. from an AI perspective.
T
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korn469
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Poetic Justic
Apr 1999 time: 00:16
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With a Cruise Missile!
Aiya
as i suspected cruise missiles not being able to target ships is a bug, just hold down on the B ket and you can target ships, however in my play test game, i attacked a 1 hp barbarian galley with a cruise missile and it sank it which was very unexpected
i am going to check this again...what i think happened is where i set the cruise missile as a foot soldier so this gave it the ability to destroy ships, you might be able to allow bombers to destroy ground units like in the same fashion
EDIT:
After trying things i think the setting in my mod that allows a cruise missile to sink a ship is the tactical missile setting, but i'm not sure, because giving a stealth bomber that setting didn't sink the ship nor did it make the stealth bomber disappear after being used, so i'm not positive but i do know that with my current rules you can load cruise missiles into Aegis Cruisers and that Cruise Missiles can sink ships...that's all i am positive about though
note: i couldn't target the galley, but i did find an Aegis Cruiser and a transport that a single click of B could target, however in any case holding down on the B key allowed me to target the galley
one further thing, cruise missiles would only fire from a ship when they had the tactical missile flag
Last edited by korn469 on 21-11-2001 at 06:17
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Paradigm
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is there any chance you could tac on a fascism gov in your mod, or do you know of some way I can use your mod (cuz its good) with wolfshane's gov mod. Currently it just overwrites your mod....
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korn469
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Poetic Justic
Apr 1999 time: 00:16
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here's the new version
Last edited by korn469 on 27-11-2001 at 15:43
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