 |
|  |
 |
|
korn469
|
 |
Poetic Justic
Apr 1999 time: 00:16
|
|
ok we have done many many changes and here is how i feel about the development
Status: all of the changes for 1.06beta7 are almost finalized, and once they are (government and build strategy being the only items really in discussion) then i will uninstall civ3, reinstall a fresh copy of it and then start from a brand new bic and build it, hopfully a new units_32.pcx will be ready as well, it usually takes me an entire afternoon to build a new version of the blitz mod from scratch, and there are almost always oversights and little glitches like the 50 movement galley, these are the things that i fix in the A, B, C, etc versions of a release
after beta7 comes out, there maybe a few more areas that need modification, so a beta8, beta9, and even possibly a beta10 will appear, once all of the changes are final, then i will update the civilipedia and release a finalized v1.06
Goal: The goal of my Blitz mod is to take civ3 beyond its current state, hopefully making it better in the future. To achieve that here are my guiding principles to make it more of a intellectual challenge, to make it more open to different ways of playing, to improve the AI's performance, to make the game somewhat more true to life, to expand upon consequences of a player's actions forcing them to make hard choices, and in general to give the player an experiance that is similar to civ3 yet larger in scope. While some mods will give the player many more toys to play around with, that is not the purpose of this mod. While it would be possible to add in 50 different types of wooden ships, that alone wouldn't improve gameplay, so my mod won't attempt to do that. If there is a gameplay role that is unfilled then i will certainly add in the appropriate thing to fill that void. While some of my actions seem quite radical, i consider this a fairly conservative mod.
State of Development: I am fairly confident that ground units and air units have all of the roles filled and are balanced. I'm still kinda worried about naval units, though I think things are close. I might add in a special forces unit and a cruise missile unit both with hidden nationality in addition to partisans to help simulate the current crop of low intensity conflicts, but that is still up in the air. Additionally i might add in a spy plane, and call it either the U2 or the SR-71 (or possibly even just the simple spy plane) and give it stealth, radar and only allow it to do recon missions. Building wise i think this mod has filled in all of the gaps, but because of the limitations of the civ3 editor it has gone almost as far as it can go. Tech rate appears off, so i'm going to tweak it slightly. General settings i'm pretty happy with. Culture settings i'm unsure about. Governments and build orders are completely up in the air. I'm leaving the tech tree alone for now.
Future: While I have been fairly slow with updates, I do plan on continously updating the mod. I certainly have my fingers crossed about future patches, especially when it comes to improving the editor, so hopefully a completed v1.06 will be the last f1.16 mod for civ3 and v1.07 can take advantage of an extended civ3 game. Civ3 is selling fairly well so this means that an expansion is likely, along with future patches, so hopefully civ3 will become easier and easier to modify and that future patches will make the editor much more powerful. I will only completely stop work on the Blitz mod when either we can go no further because of editor limitations, or because nobody shows any interest in it. So as long as neither of those things happen there will be new updates to the Blitz mod, and hopefully in the future I can make them more regular and somewhat quicker.
Any thoughts on this is appreciated, and as always, if you think you have a better way of doing something in the mod chime in, i might not change it immeadiately because i usually focus on one section of the rules at a time, but eventually we'll probably make a change that addresses the problem.
|
|
|  |
 |
|
TechWins
|
 |
Arizona
Apr 2001 time: 22:16
|
|
What about making Democracy have a support of 2. I've been thinking about it and it seems that the big advantage Democracy has over all other governments is it's trade producing speciality. However, Democracy no longer has that big of an advantage over Fascism and Republic. Democracy with a support of 2 would be the trade gov, Fascism would be the good war and good money gov, and Communism would be the all-around gov, somewhat.
Also, have you noticed how potent Barbarians really can be? I really like that, though, because it adds just another decision for the player to take into consideration. By the way, I have never been a big fan of restless barbarians (simply too many barbarians), so I'm not biased on this, but all this does is add more power to the barbarians and not numbers.
Yes Korn, I have agreed along with the approach you take with this mod. To tell you the truth, when all of the first few mods were being made there were a few to choose from and none of them really distinguished themselves from one another all that much. The reason why I chose your mod to follow is because simply the credibility the mod creator has. Since that the time there are also additional reasons why I follow this mod, though. Keep up the good work and I can't wait to see v1.06beta7 out. 
|
|
|  |
 |
|
lockstep
|
 |
Vienna, Austria
Aug 2001 time: 06:16
|
|
Korn, here are my suggestions regarding government stats (with your last but one post as starting point):- Police: Change Rep back to 0, change Desp back to 2, change Comm back to 4. Reasoning: No advantage of Rep compared to Demo, Comm/Fasc have double rate of Mon/Desp.
- Support: Change Anarchy to 3/3/3 1 (same as Desp), change Demo to 1/2/3 2 (same as Rep), change Mon/Comm to 2/4/6 1, change Fasc to 2/4/6 2. Reasoning: Support rates of 3 are too unbalancing IMO, same for 8 free units per metropolis (although this is part of the original Civ3 v1.16f), Demo needs to be strengthened compared to Rep.
- Draft: Change Rep back to 1, change Desp/Mon/Comm back to 2, change Fasc to 2. Reasoning: The draft/unhappiness model of Civ3 1.16f is exploitable IMO - there's no need to encourage this.
- Tile penalty/trade bonus: Everything's fine IMO.
- War weariness: Change Anarchy to 'none'. Reasoning: I don't want to suffer from war weariness as Rep/Demo (or Mon), suddenly fall into anarchy and - as war weariness still is present - never get out of anarchy again.
- Rate cap: Either drop rate caps at all or change them to 60% for Desp and 80% for Mon/Rep. Reasoning: IMO, there's no point in a small difference. (BTW, any rate cap for Anarchy doesn't make a difference, so you may as well drop it.)
- Worker rate: Cange Comm to 4, change Demo to 4. Reasoning: Worker rates of 8 are too unbalancing IMO, Demo/Comm/Fasc have double rate of Rep/Mon/Desp.
- Hurrying type: Everything's fine IMO.
- Assimilation: Change Mon back to 2%, change Comm back to 4%. Reasoning: Only three values for assimilation, like 'none', 'slow' and 'quick'. Simple and elegant IMO.
- Corruption: Change Rep to 'problematic', change Fasc to 'rampant'. Reasoning: Demo needs to be strengthened compared to Rep, Fasc needs to weakened compared to all other government, difference between 'minimal' and 'rampant' corruption is quite small in Civ3 v1.16f.
- Spies: Everything's fine IMO. (If espionage costs are further reduced, maybe change Comm back to 'veteran'.)
- Immunity: Do whatever weakens Fasc.
You didn't mention maintenance, but IMO Anarchy shouldn't require any. (It's hard enough to pay for units without receiving any income from cities.)
Last edited by lockstep on 13-02-2002 at 03:43
|
|
|  |
 |
|
korn469
|
 |
Poetic Justic
Apr 1999 time: 00:16
|
|
well the readme for the new patch is out, and the editor upgrades consist of
Editor: Added Undo/Redo functionality.
maybe the just haven't listed the changes they made, i really hope so!
____________________________
lockstep here is how you proposed to make the governments
anarchy
0 police
3/3/3 1 support
0 draft
tile penalty
no war weariness
1 worker rate
0 assimilation
catastrophic corruption
conscript spies
immune to build embassy
despotism
2 police
3/3/3 1 support
2 draft
tile penalty
no war weariness
60 rate cap
1 worker rate
forced labor
0 assimilation
rampant corruption
regular spies
monarchy
2 police
2/4/6 2 support
2 draft
low war weariness
80 rate cap
2 worker rate
paid labor
2 assimilation
problematic corruption
regular spies
republic
0 police
1/2/3 2 support
1 draft
high war weariness
80 rate cap
trade bonus
2 worker rate
paid labor
2 assimilation
problematic corruption
regular spies
fascism
4 police
3/5/7 3 support
2 draft
no war weariness
no rate cap
trade bonus
2 worker rate
forced labor
0 assimilation
rapant corruption
regular spies
immune to tech steal
communism
4 police
4/5/6 2 support
2 draft
no war weariness
no rate cap
4 worker rate
forced labor
4 assimilation
communal corruption
elite spies
immune to investigate city
democracy
0 police
1/2/3 2 support
1 draft
high war weariness
no rate cap
trade bonus
4 worker rate
paid labor
4 assimilation
minimal corruption
regular spies
immune to propaganda
quote: Worker rate: Cange Comm to 4, change Demo to 4. Reasoning: Worker rates of 8 are too unbalancing IMO, Demo/Comm/Fasc have double rate of Rep/Mon/Desp |
i was going from memory, the worker rate was supposed to be 3 i thought about changing them then decided not too and that is where the 8 number came from, so in light of that do u still wanna bump democracy and communism up one?
quote: You didn't mention maintenance, but IMO Anarchy shouldn't require any. (It's hard enough to pay for units without receiving any income from cities.) |
for now i plan on sticking with anarchy requiring maintenance
____________________________
quote: Played a test game with the default setting (regent, standard map, 8 civs). Cultural victory, about 1000 points. Some hard facts regarding my empire: Pop 220, about 13% of the map's land mass (had a small continent for myself), 14 cities (all level 3), average city distance to palace/FP 4.5 tiles (i.e. close to nil), 3 science and 3 tax buildings in every city (i.e multipliers of 2.5 for science and taxes without additional wonder effects), courthouse in every city. This resulted in the following income/corruption figures for the different governments (Confederation not included):
Government ------------- Desp -- Mon -- Comm -- Rep / Fasc -- Dem
A: Total Income ---------- 948 -- 1045 --- 1002 --- 1604 --- 1614
B: Income From Cities ----- 898 --- 995 ---- 952 --- 1554 --- 1564
C: 'Raw' Commerce* ---- 345 --- 368 ---- 368 ---- 605 ---- 605
Corruption ---------------- 54 ----- 47 ----- 68 ----- 71 ----- 66
Corruption / A ------------- 5.7% -- 4.5% -- 6.8% -- 4.4% -- 4.1%
Corruption / B ------------- 6.0% -- 4.7% -- 7.1% -- 4.6% -- 4.2%
Corruption / C --------- 15.7% - 12.8% - 18.5% - 11.7% - 10.9%
* commerce from city tiles/worked tiles, no science/tax multipliers included
Some comments/conclusions:
IMO corruption / C ('raw' commerce) is the correct corruption rate. Don't believe your domestic advisor, just do some counting in every city screen. (BTW, SMAC's city screen showed science and tax figures both before and after applying multipliers due to buildings/wonders.)
The 'correct' rate was about 2.5 times higher in my test game; as my cities had science/tax multipliers of 2.5, this is as it should be.
With the correct figures in mind, courthouses etc. generally become far more worthwile.
As already mentioned, the difference between 'minimal' and 'nuisance' corruption is negligible. To balance the Fascist government, it should be changed to 'problematic' corruption. |
____________________________
ok i went back edited your save a little, first i sold all market places, banks, and stock exchanges (to get rid of any commerce bonus), then i sold all courthouses (to get rid of any corruption bonus), then i set all production to airports (because setting it to wealth artifically raised the tax amount), then i set the tax rate to 100% (because if not then tax increasing buildings increase commerce at one rate and science increasing buildings increase commerce at another rate), then instead of going through each city i just compared the different governments at 100% tax rate in two areas: income from cities and corruption, here are my findings
despotism: +345/-80 23.2%
monarchy: +367/-67 18.3%
communism: +357/-113 31.7%
republic: +595/-105 17.6%
democracy: +595/-88 14.8%
fascism: +595/-105 17.6%
now i know that going from city to city, and adding corruption plus taxes together then dividing the sum of all of the corruptions by the total of sum of corruptions plus sum of taxes would have been a better more accurate way of doing this but this is good enough for government work
also two other things to note, corruption also takes away shields, and there are three corruption reducing buildings in my mod, the courthouse, the newspaper, and the police station
____________________________
also to get a clear picture of corruption there are two other variables we must look at, difficulty level and world size
World Sizes
Tiny: Optimal cities 16
Small: Optimal cities 20
Standard: Optimal cities 24
Large: Optimal cities 32
Huge: Optimal cities 40
Difficult Level
Chieftan: Percentage of optimal cities 100%
Warlord: Percentage of optimal cities 100%
Regent: Percentage of optimal cities 100%
Monarch: Percentage of optimal cities 90%
Emperor: Percentage of optimal cities 80%
Deity: Percentage of optimal cities 70%
so for your game, the optimal number of cities was 24 and the percentage of optimal cities was 100%, so since you had less than 24 cities no extra corruption came from having too many cities
Last edited by korn469 on 14-02-2002 at 02:31
|
|
|  |
 |
|
korn469
|
 |
Poetic Justic
Apr 1999 time: 00:16
|
|
TechWins
hmmm, well i want anarchy to be painful to really make government switching a strategic decision....hmmm
i think i might have the solution
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
so if that looks good to everyone on governments for now i'll move on to the final four areas of question for beta7
tech rate:
as it is now i have made the rate 25% on all map sizes, i have also increased the industrial and modern era techs by 10% and i have made the maximum time between techs 50 turns
so what i'm thinking is leaving the maximum time between techs at 50, leaving industrial and modern techs costing 10% more and lowering the tech rate to +10% of the civ3 tech rate on all map size...if this is still too long, i think lowering the maximum time between techs to 45 should fix it
culture settings:
still thinking about this
AI build preferences:
still thinking about this
World sizes:
aka tech rate changes, and a little bit of tweaking the optimal cities
other than that i think most areas of beta7 are ready to go unless someone has a specific thing they want me to change...if you do here is your chance any changes you want made ask now and we'll discuss it
EDIT:
any thoughts on making tanks, modern armor, and possibly mech infantry non air liftable? i was thinking about doing this to encourage having a strong navy but what do u think?
Last edited by korn469 on 14-02-2002 at 21:29
|
|
|  |
 |
|
lockstep
|
 |
Vienna, Austria
Aug 2001 time: 06:16
|
|
quote: Originally posted by korn469
lockstep here is how you proposed to make the governments
fascism
3/5/7 3 support
communism
4/5/6 2 support |
I proposed 2/4/6/2 for fascism, 2/4/6 1 for communism. As I already said, IMO support rates of 3 are too unbalancing. Anyway, just finish beta7 so I can do some playtesting.
quote: i was going from memory, the worker rate was supposed to be 3 i thought about changing them then decided not too and that is where the 8 number came from, so in light of that do u still wanna bump democracy and communism up one? |
No, I'm happy with a maximum worker rate of 3.
quote: ok i went back edited your save a little, first i sold all market places, banks, and stock exchanges (to get rid of any commerce bonus), then i sold all courthouses (to get rid of any corruption bonus), then i set all production to airports (because setting it to wealth artifically raised the tax amount |
You're right. I completely forgot about the effects of wealth.
quote: also two other things to note, corruption also takes away shields, and there are three corruption reducing buildings in my mod, the courthouse, the newspaper, and the police station |
I built some newspapers at first and sold them later (for a 'clean' test setup). IIRC, they decreased corruption further, but only by a very small amount, compared to courthouses. This needs some additional testing.
quote: Chieftan: Percentage of optimal cities 100%
Warlord: Percentage of optimal cities 100%
Regent: Percentage of optimal cities 100%
Monarch: Percentage of optimal cities 90%
Emperor: Percentage of optimal cities 80%
Deity: Percentage of optimal cities 70% |
A suggestion: There are so many other ways to make the upper levels harder. Why not stick with a percentage of optimal cities of 100%?
quote: well everyone one little victory for the blitz mod, firaxis added blitz to armies in the regular version of civ |
They also added the ability to upgrade to civ-specific units. 
One reservation regarding general settings: While the blitz mod increases tech costs - especially for the modern age -, Firaxis has decided to decrease modern age tech costs in v1.17f. I suggest to try the new settings on a standard map before making incisive changes. (Still, the tech rates for the other world sizes should be adjusted to the no. of civs IMO.)
|
|
|  |
 |
|
korn469
|
 |
Poetic Justic
Apr 1999 time: 00:16
|
|
ok i'm downloading the patch right now and working on the mod
my goal is to have it out this weekend
ok after much consternation of naval units, here is how the blitz mod's units will look
__________________________
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 2.3.1 20 {Spearman}
Impi 1.2.2 20 {Hoplite}
Chariot 1.1.2 20 (wheeled) {Mounted Warrior} horses
War Chariot 2.1.2 20 {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 1.3.1 30 {Musketeer} none
Longbowman 4.1.1 30 {Grenadier} iron
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 (hidden nationality, 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 (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) 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 6.5.3 8[4]6 100 (blitz) {F-15} oil, rubber
Bomber 0.3.3 12[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 12.10.4 12[6]8 150 (blitz, radar) oil, aluminum
F-15 12.10.4 15[8]8 150 (blitz, radar) {Jet Fighter} oil, aluminum
Stealth Fighter 0.4.4 16[6]8 150 (blitz, radar, stealth) oil, aluminum, uranium
Stealth Bomber 0.2.4 18[10]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
__________________________
Last edited by korn469 on 18-02-2002 at 12:28
|
|
|  |
 |
|
korn469
|
 |
Poetic Justic
Apr 1999 time: 00:16
|
|
ok i was thinking about how to properly assign the build priorities to the various civs, and here is what i've came up with
all civs start off with a 3 aggression level, then they get three traits from each of their special abilities, if they do not have six abilities because of overlap and the AI function of their CSU is not represented I will add that in
Militaristic: +2 AG, Offensive, Naval, Air
Industrious: +0 AG, Workers, Growth, Production
Expansionistic: +1 AG, Naval, Growth, Explore
Scientific: +0 AG, Production, Science, Culture
Religious: -1 AG, Growth, Happiness, Culture
Commercial: -1 AG, Workers, Wealth, Trade
_____________________________________
Rome: Militaristic, Commercial
Government Preference: Fascism, Democracy
4 AG
Offensive, Naval, Air, Workers, Wealth, Trade
Egypt: Industrious, Religious
Government Preference: Communism, NONE
2 AG
Defensive, 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
Offensive, 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
Settlers, Growth, Production, Science, Explore, Culture
China: Militaristic, Industrious
Government Preference: Communism, Democracy
5 AG
Offensive, Defensive, Workers, Naval, Air, Production
America: Industrious, Expansionistic
Government Preference: Democracy, Fascism
4 AG
Settlers, Workers, 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
Defensive, Wokers, 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
Offensive, Defensive, Workers, 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, Settlers, Naval, Air, Growth, Explore
Iroquois: Expansionistic, Religious
Government Preference: Democracy, Fascism
3 AG
Offensive, Settlers, Growth, Happiness, Explore, Culture
English: Expansionistic, Commercial
Government Preference: Democracy, Communism
3 AG
Settlers, Workers, Naval, Production, Wealth, Trade
Last edited by korn469 on 25-02-2002 at 17:10
|
|
|  |
 |
|
korn469
|
 |
Poetic Justic
Apr 1999 time: 00:16
|
|
__________________________
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 120/1/2 +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 80/2/1 +50% Research Output (Scientific)
University 200/3/3 +50% Research Output [Library] (Scientific)
*Public School 200/1/2 +50% Research Output
Research Lab 240/1/4 +50% Research Output [University] (Scientific)
Corruption
Courthouse 80/0/1 Resistant to Propaganda, Reduces Corruption
*Newspaper 120/1/2 Reduces Corruption [Library] Printing Press
Police Station 160/0/2 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 60/2/1
*Theater 160/4/2 Free Artistry
*Museum 240/6/4 [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
EDIT:
i did some play testing, and if you set the pyramids as the required building for the obelisk then you can only build one obelisk 
so basically you can't use wonders to enable certain buildings
also selecting a wonder to double the happiness of a building that doesn't generate any happiness does nothing
Last edited by korn469 on 18-02-2002 at 14:41
|
|
|  |
 |
|
korn469
|
 |
Poetic Justic
Apr 1999 time: 00:16
|
|
__________________________
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 20
*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%
__________________________
Changes to Diplomats and Spies
*Build an Embassy cost 15
*Investigate City cost 7
*Steal Technology cost 9
*Steal World Map cost 1
*Plant Spy cost 45
*Steal Plans cost 7
*Initiate Propaganda cost 80
*Sabotage Production cost 8
*Expose Enemy Mole cost 60
__________________________
Changes to World Sizes
*Tiny
Optimal Cities 14
Tech Rate 75
Number of Civs 6
*Small
Optimal cities 16
Tech Rate 115
Number of Civs 8
*Standard
Optimal cities 20
Tech Rate 150
Number of Civs 10
*Large
Optimal cities 26
Tech Rate 225
Number of Civs 14
*Huge
Optimal cities 35
Tech Rate 300
__________________________
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
__________________________
Last edited by korn469 on 18-02-2002 at 13:45
|
|
|  |
 |
|
korn469
|
 |
Poetic Justic
Apr 1999 time: 00:16
|
|
here it is
Attachment: blitz1.06beta7.2.zip
This has been downloaded 56 time(s).
Last edited by korn469 on 26-02-2002 at 05:12
|
|
|  |
All times are GMT. The time now is 05:16. Apolyton Time is 00:16. |
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
|
|
|
|
|
|