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Tridotan1
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Some suggestions:
Rename "Theater" to Playhouse, to mirror what it was called a the time. (Colluseum is called so but the modern equivalent (sports ground, boxing ring) is named differently. Make a museum wonder called "National museum"(small Wonder), "L'Ouvre", "World Museum of Science"(Big Wonders) or something like that. (Purely cultural and smiley faces bonuses) available at the same time as Museum (wherever you decide to put it at). (Museology, Archaelogy, Nationalism?)
Thanx.
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korn469
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Poetic Justic
Apr 1999 time: 00:16
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ok anyways about the partisans
here is what i'm doing to them
they will be offensive and artillary AI
1.1.4 40 shields 1 pop though i have yet to decide on their exact bombard damage i am still considering that, but they will have a bombard range of 2...but their bombard will be leathal to land units
they will also be invisable and i will try them with hidden nationality
also they will have -4 to their hitpoints, so a regular partisan will have 2 hitpoints, and an elite will only have 8
special forces/commandos will be about the same
they will be 16.8.5 invisable, see invisable, -4 hitpoints, blitz, amphibious, and airdrop with a range of 8
basically they are a partisans worst nightmare 
status: ok i added all of the new stuff last night and did some editing of things i know i'm not going to change, but i still have to decide on somethings
no promises because my girlfriend's uncle died today, but it should be out tommorrow, i'm tired and i'm not going to make any changes tonight
Last edited by korn469 on 28-04-2002 at 08:32
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korn469
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Poetic Justic
Apr 1999 time: 00:16
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__________________________
Blitz Mod 1.06beta8 Readme
__________________________
Changes to Units
Non-combat Units
Settler 0.0.1 50/3 (wheeled) {Colonist}
Colonist 0.0.2 60/3 Navigation
Worker 0.0.1 10/1 {Engineer}
Engineer 0.0.1 20/1 (all terrain as roads)
Scout 0.0.3 10 (invisable) {Explorer}
Explorer 0.0.6 20 (invisable) 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 1.1.3 10 (wheeled) {Rider} horses
Swordsman 3.2.1 30 {Grenadier} iron
Immortals 4.2.1 30 {Swordsman} iron
Legionary 3.2.1 30 (+3 hit points) {Immortals} iron
Horseman 2.1.2 30 {Rider} horses
Mounted Warrior 3.1.2 30 {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 {Coassack} horses, iron
Rider 4.3.3 60 {Knight} horses, iron
Samurai 4.4.2 60 {Rider} iron
War Elephant 4.3.2 60 {Samurai}
Musketman 3.4.1 40 {Rifleman} saltpeter
Musketeer 4.4.1 40 {Musketman} saltpeter
Cavalry 6.3.3 80 {Panzer} horses, saltpeter
Cossack 7.4.3 80 {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 1.1.4 14[4]2 40/1 (invisable, hidden nationality, -4 hitpoints) Replaceable Parts
Marine 15.10.2 100/1 (amphibious unit) rubber
Tank 20.10.3 100/1 (blitz, wheeled) {Modern Armor} oil, iron
Panzer 20.10.4 100/1 (blitz, wheeled) {Tank} oil, iron
Paratrooper 12.12.2 [8] 110/1 (airdrop) oil, rubber
Special Forces 16.8.5 [8] 120 (airdrop, amphibious, invisable, see invisable, blitz, -4 hitpoints) Amphibious Warfare
Artillary 0.1.2 16[5]2 80 {Radar Artillary} iron
Modern Land Units
Modern Infantry 14.18.2 110/1 (blitz) rubber
Mech Infantry 16.24.4 120/1 (blitz, wheeled) oil, iron, rubber
Modern Armor 32.16.4 120/1 (blitz, wheeled) oil, iron, rubber
Radar Artillary 0.1.3 20[6]2 120 (blitz, radar, wheeled) oil, aluminum
Cruise Missile 0.0.1 15[8]5 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
Galley 0.1.2 10|1 (sink in sea, sink in ocean) {Caravel} NONE
War Galley 2.2.3 30 (sink in sea, sink in ocean) {Sloop} Map Making
Middle Age Naval Units
Caravel 1.1.4 40|2 {Galleon} Astronomy
Sloop 3.3.5 4[4]1 40 {Frigate} Astronomy
Frigate 6.5.2 8[4]1 60 (all terrain as roads, blitz) {Ironclad} Magnetism saltpeter, iron
Man-O-War 8.6.2 8[4]1 60 (all terrain as roads, blitz) {Frigate} Magnetism saltpeter, iron
Galleon 1.2.5 50|4 {Transport} Magnetism
Privateer 4.2.7 50 (hidden nationality, zoc) {Commerce Raider} Navigation saltpeter, iron
Industrial Era Naval Units
Ironclad 10.9.3 10[5]1 90 (all terrain as roads, blitz) {Destroyer} Steel iron, coal
Transport 0.6.3 100|8 (all terrain as roads) Mass Production oil
Destroyer 12.15.5 12[5]1 110 (can see submarines, zoc, all terrain as roads, blitz) {Aegis Cruiser} Mass Production iron, oil
Battleship 25.20.4 16[6]2 200|1 (can carry tactical missiles, carry foot units only, all terrain as roads, blitz) Mass Production iron, oil, coal
Carrier 0.12.4 200|5 (radar, doesn't carry bombers, all terrain as road) Advanced Flight oil, rubber
Submarine 16.6.4 110 (can see submarines, zoc, all terrain as roads, blitz) Mass Production oil
Commerce Raider 15.12.15 130 (hidden nationality, zoc) Mass Production iron, oil
Modern Naval Units
Aegis Cruiser 16.24.5 12[5]1 160|3 (can see submarines, radar, can carry tactical missiles, carry foot units only, all terrain as roads, blitz) aluminum, uranium
Nuclear Submarine 10.14.4 150|3 (can see submarines, can carry tactical missiles, all terrain as roads, blitz) aluminum, uranium
Industrial Era Air Units
Fighter 5.5.2 12[4]6 100 (blitz, leathal sea) {F-15} oil, rubber
Bomber 0.2.2 10[8]8 120 (blitz, foot soldier) {Jet Bomber} 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, leath sea) oil, aluminum
F-15 18.18.3 15[5]8 150 (blitz, radar, precision strike, leathal sea) {Jet Fighter} oil, aluminum
Jet Bomber 0.6.3 18[8]8 180 (blitz, radar) oil, aluminum Rocketry
Stealth Fighter 0.6.3 18[4]8 150 (blitz, radar, stealth, foot soldier) oil, aluminum, uranium
Stealth Bomber 0.3.3 20[8]8 300 (blitz, radar, stealth, foot soldier) 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 4hp 25% retreat
Regular 6hp 50% retreat
Veteran 9hp 60% retreat
Elite 12hp 75% retreat
__________________________
Changes to Terrain
*All terrain defensive bonuses set to 0% except in jungles, forrest, hills, and mountains
*Jungle changed to 1.1.0
*Mountains changed to 0.2.0
*Tundra changed to 0.1.0
__________________________
General Settings Changes
*Chance of Rioting is now 25%
*Worker value in shields 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 1 turn
*Maximum Research Time now 48 turns
*Cities Needed to Support an Army now 2
*Chance to Intercept Enemy Air Missions now 90%
*Chance to Intercept Enemy Stealth Missions now 5%
*Fortification Defense Bonus now 35%
*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 War Galley
__________________________
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
Cost factor 30
Number of Citizens born content 5
Attack bonus vs. Barbarians 1000%
Warlord
Number of Citizens born content 3
Attack bonus vs. Barbarians 50%
Percentage of optimal cities 100%
Regent
Number of Citizens born content 2
Attack bonus vs. Barbarians 0%
Percentage of optimal cities 100%
Monarch
Number of Citizens born content 1
Attack bonus vs. Barbarians 0%
Percentage of optimal cities 100%
Emperor
Number of defensive land units 8
Number of offensive land units 4
Number of start unit type one 1
Number of start unit type two 2
Number of Citizens born content 0
Addition Free Support 16
Bonus for each city 4
Max government transition time 2
Cost factor 6
AI to AI trade rate 160
Attack bonus vs. Barbarians 0%
Percentage of optimal cities 90%
Deity
Number of defensive land units 10
Number of offensive land units 6
Number of start unit type one 2
Number of start unit type two 4
Number of Citizens born content 0
Addition Free Support 20
Bonus for each city 5
Max government transition time 1
Cost factor 5
AI to AI trade rate 180
Attack bonus vs. Barbarians 0%
Percentage of optimal cities 75%
__________________________
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
Starting Distance 9
Small
Optimal cities 14
Tech Rate 115
Starting Distance 12
Standard
Optimal cities 20
Tech Rate 150
Starting Distance 18
Large
Optimal cities 28
Tech Rate 215
Starting Distance 24
Huge
Optimal cities 36
Tech Rate 280
Starting Distance 32 (editor max)
__________________________
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
1 worker rate
forced labor
0 assimilation
rampant corruption
regular spies
Monarchy
2 police
2/3/4 1 support
2 draft
low war weariness
2 worker rate
paid labor
1 assimilation
nuisance corruption
regular spies
Communism
3 police
4/5/6 2 support
3 draft
tile penalty
no war weariness
3 worker rate
paid labor
3 assimilation
communal corruption
elite spies
immune to investigate city
no building upkeep
Republic
0 police
2/2/2 2 support
1 draft
high war weariness
trade bonus
2 worker rate
paid labor
2 assimilation
problematic corruption
regular spies
Democracy
0 police
1/2/3 2 support
1 draft
high war weariness
trade bonus
3 worker rate
paid labor
4 assimilation
minimal corruption
regular spies
immune to propaganda
Fascism
4 police
10 free 2/3/4 2 support
3 draft
no war weariness
trade bonus
2 worker rate
forced labor
0 assimilation
problematic corruption
regular spies
immune to tech steal
__________________________
Changes to Culture
In awe of
Culture Ratio 3:1
Chance of Successful Propaganda: 60%
Initial Resistance Chance: 20%
Continued Resistance Chance: 15%
Admirers of
Culture Ratio 2:1
Chance of Successful Propaganda: 50%
Initial Resistance Chance: 35%
Continued Resistance Chance: 30%
Impressed with
Culture Ratio 5:4
Chance of Successful Propaganda: 40%
Initial Resistance Chance: 50%
Continued Resistance Chance: 45%
On par with
Culture Ratio 4:5
Chance of Successful Propaganda: 30%
Initial Resistance Chance: 60%
Continued Resistance Chance: 55%
Unimpressed by
Culture Ratio 1:2
Chance of Successful Propaganda: 20%
Initial Resistance Chance: 70%
Continued Resistance Chance: 65%
Dismissive of
Culture Ratio 1:3
Chance of Successful Propaganda: 10%
Initial Resistance Chance: 85%
Continued Resistance Chance: 80%
Disdainful of
Culture Ratio 1:10
Chance of Successful Propaganda: 1%
Initial Resistance Chance: 100%
Continued Resistance Chance: 95%
__________________________
Changes to Improvements and Wonders
Improvements
Capital
Palace 100/1/0 Center of Empire, +1 Happy
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 240/0/4 +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, +50% Luxury Output 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
*Naval Base 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) Writing
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
*Amphitheater 80/3/1 Literature
*Opera 160/6/2 Music Theory
*Museum 240/9/4 [Theater] Atomic Theory
__________________________
Wonders
Happiness
Hanging Gardens 300/0/4 3 happy, 1 happy in all cities {Ind} Polytheism
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 900/0/4 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 1200/0/3 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 500/0/6 [2x University] doubles research output {Sci}
Theory of Evolution 600/0/5 +2 free advances {Sci}
SETI Program 1200/0/6 [3x University] doubles research output {Sci, Exp}
Apollo Program 500/0/2 build spaceship parts {Sci, Ind} Aluminum
Corruption
Forbidden Palace 150/0/1 reduces corruption {Exp, Rel}
Growth
Longevity 1200/0/4 [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 expires with Nationalism {Ind, Rel}
Shakespeare's Theater 400/0/16 [2x Theater] 2 happy, +50% Luxury Output
United Nations 1200/0/15 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 strategic resources set to have a disapperance rate of 900
*Oil can now be in plains
*Game can now be in jungle
__________________________
Changes to Technology
*Moved Map Trading from Map Making to Navigation
*Moved Communication trading from Writing to Magnetism
*Moved Mutual Protection Pacts from Nationalism to Espionage
*Moved appearance of Aluminum to Mass Production
*Moved appearance of Uranium to Atomic Theory
*Advanced Flight is now a required tech
__________________________
Last edited by korn469 on 02-05-2002 at 01:19
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korn469
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Poetic Justic
Apr 1999 time: 00:16
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lockstep
as you have noticed there is still glitches in the readme that i am sorting out, i just got really tired last night and i thought i had most of the major things corrected in it, but obviously i missed a few things
quote: War chariots should upgrade to knights as in v1.21f |
chariots are 1.1.2 10
war chariots are 1.1.3 10
horsemen are 2.1.2 30
so either the egyptians should be able to build both horsemen and war chariots, or war chariots should upgrade to horsemen, because while war chariots are useful for their cost i'm not sure if the egyptians are better off without horsemen
quote: To smooth ot things, the no. of optimal cities should be 16 for a small map (tiny = 12, normal = 20) |
ok sounds good
quote: The tech rates have changed generally in v1.21f - e.g. the rate for a standard map is 240 now. You may want to re-check your changes |
i skipped the entire tech section last night because i haven't edited tech rates yet and i have only glanced at their changes
quote: The defense bonus for the palace should be dropped because of its weird effects |
it has been, this is something i missed in the readme (thanks for pointing that out )...the palace now provides +1 happiness...which is vitally important on harder levels (look at the difficulty level changes)
quote: The prereq for museums should be Communism (an optional tech) instead of Atomic Theory, as we already happened to agree |
i'm torn about this, i certainly agree in principle about attaching culture buildings to optional techs, yet communism already provides police stations and the communist form of government while atomic theory provides nothing, so spreading out things in the tech tree to have fewer filler techs is competing with that and i'm not sure yet which one to go with
quote: The combination of a pop cost of 1 for industrial/modern land units with a higher draft penalty may cause massive AI self destruction. Unless you have tested this feature heavily, I suggest to drop it |
first thing the draft penalty is less than what it was in the 1.17f patch, secondly if you draft a 1 population unit it still only costs 1 population, so you are basically trading your shields for unhappiness, in my test games a 20 turn draft penalty seemed weak for the benefit it gave you, however if they have changed the mechanics of drafting i will change this
quote: Due to the vastly (about 100%) increased costs of spaceship parts, the AI may never actually go for a space victory (player1 reported this effect for a 150% increase). I don't have a clue what to do about this one at the moment |
did player1 change the civ's build priorities? solo reported in one of his test games that the AI seemed to be more likely to build the spaceship than in 1.17f if it had the production
quote: I really like the idea to get rid of defense bonuses for 'normal' terrain |
good 
plus i also made fortifying 10% stronger, to counterbalance this
quote: Communism with unit support costs of 2, but no building upkeep |
communism should be a strange government to play right now, it has high flat corruption and the tile penalty, yet it also has paid labor, no building upkeep, and elite spies, along with good police, no war weariness and the best support in the game i am hoping that is a balanced and useful form of government 
as you notice anything else point them out to me so i can correct them tonight 
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lockstep
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Vienna, Austria
Aug 2001 time: 06:16
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quote: Originally posted by korn469
chariots are 1.1.2 10
war chariots are 1.1.3 10
horsemen are 2.1.2 30
while war chariots are useful for their cost i'm not sure if the egyptians are better off without horsemen |
And that's why war chariots should directly upgrade to knights (skipping horsemen). 
quote: i certainly agree in principle about attaching culture buildings to optional techs, yet communism already provides police stations and the communist form of government while atomic theory provides nothing, so spreading out things in the tech tree to have fewer filler techs is competing with that and i'm not sure yet which one to go with |
While fewer filler techs are the way to go, atomic theory has nothing to do with museums IMO ... but I'll have to leave the decision to you.
BTW, a sugestion to get rid of another filler tech: Make the Hanging Gardens available with Polytheism instead of Monarchy.
quote: first thing the draft penalty is less than what it was in the 1.17f patch, secondly if you draft a 1 population unit it still only costs 1 population, so you are basically trading your shields for unhappiness |
I agree with your reasoning, but am still afraid that the AI can't cope with this feature.
quote: did player1 change the civ's build priorities? solo reported in one of his test games that the AI seemed to be more likely to build the spaceship than in 1.17f if it had the production |
player1 didn't mention any change in that regard. OTOH, his tests were done under v1.17f, so things may be different now.
quote: as you notice anything else point them out to me so i can correct them tonight |
I'm perusing the readme right now. BTW, could you give the details of cultural levels, including the new one 'on par with'?
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korn469
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Poetic Justic
Apr 1999 time: 00:16
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quote: And that's why war chariots should directly upgrade to knights (skipping horsemen) |
all i can say is D'oh! 
i thought you meant they didn't need horsemen, sorry about the miscommunication 
quote: BTW, could you give the details of cultural levels, including the new one 'on par with'? |
yes i'll put those up soon, i was too tired to do it last night
quote: BTW, a sugestion to get rid of another filler tech: Make the Hanging Gardens available with Polytheism instead of Monarchy |
good idea 
quote: Cossacks really have +1 attack compared to Cavalry? |
yes
quote: The 1000% attack bonus vs. barbarians at Chieftain is a typo, isn't it? |
nope, chieftan is going to be a training wheels level in my mod, you should always win at it, while diety should be so hard that most players lose consistantly
quote: Public Schools (late-game science buildings) shouldn't produce culture (like the Research lab) |
i was thinking of the reason it had culture was because of political socialization...basically what you learn in school helps shape your out look on politics, world affairs, etc.
but i'm flexable on this, if you want it out we can kill it
quote: Make Colonists/Engineers only slightly costlier than Settlers/Workers (that is, 60/20 shields), and give them a defense value of 1 so they can't be captured |
ok no problem about the cheaper cost, but why do you want to make them uncapturable? i don't mind having it that way but i was just wondering what you were thinking
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lockstep
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Vienna, Austria
Aug 2001 time: 06:16
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Another issue occured to me. Quite some time ago, I suggested to include the 'preliminary discovery of strategic ressources'. This feature was (IIRC) at first included in Plutarck's Long Winded Changes mod and was also part of Vel's noname mod. In these mods, every strategic ressource became available somewhat earlier on the tech tree (e.g. Iron with Bronze Working, Saltpeter with Invention). The reasonings were as follows:- Gameplay: Possibility to a) trade the ressource without giving away a crucial tech b) plan ahead wars with a limited (i.e. ressource-driven) object.
- Realism: The idea that a certain natural phenomenon is indeed a valuable ressource normally arises somewhat before the ressoure is actually useful.
To be honest, I'm still not sure if this feature is a definite improvement to the basic game or just a matter of taste. After all, if you don't have access to a certain ressource, workarounds (e.g. units that don't require this ressource) are often available. HOWEVER, things may be different for aluminium and uranium, which are required for a space victory. Maybe it's just me, but if I don't own these ressources, I want to know this fact before the modern age, so I have the option to forge some long-term alliances to get them by force. In the LWC mod, aluminium became visible with Mass Production and uranium became visible with Atomic Theory, i.e. both in the late industrial age. This is appropriate IMO, and you may want to adopt it for the blitz mod.
P.S.: It would also allow for the separation of Atomic Theory and Museums. 
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TechWins
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Arizona
Apr 2001 time: 22:16
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Well, I don't have enough time to give a thorough reply, but I do have a few things to say.
First off, great job.
Secondly, do you realize that a battleship will be able to move 75 spaces in one turn? For the units that have the 'count all terrain as roads' ability should have their movement rate lessened. Maybe you just overlooked this, I don't know. As a matter of preference I think you should move the galley to map making, and add in the outrigger (or coracle) as the starting out naval unit. The outrigger would be 0.0.1 10|1 (sink in sea, sink in ocean). Then make the galley become available at map making and be 0.0.2 20|1 (sink in sea, sink in ocean). However, this might make it a be redundant. Either way, though, the war galley should be 0.0.1 30 (sink in sea, sink in ocean, count all terrain as road). This will stop the war galley from making an attack (if winning) and then being able to still move. The same goes for the rest of the ships but some balancing issues will have to be taken care of. I think making ocean squares cost two movement will help prevent early game expansion, but have no ill effects on modern age naval units because of there 'count all terrain as roads' attribute. Basically, make it harder for transporting boats to cross the ocean by increasing the movement cost for ocean, keep it the same movement pace for 'war boats' by giving them the 'count all terrain as roads' attribute, and lower (balance) the movement points of certain units that have the 'count all terrain as roads' atrribute.
Barbarians should have a little bit weaker of units, IMO. Here a few possible combos: war charriot/swordsmen - horsement/swordsmen - horsemen/immortals -
mounted warrior/immortals
Lockstep, I think that idea for resources is a good one.
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