Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Files > MOD: BadtzMod
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
16.Sep: 7 NEW FILES
15.Sep: TRIAL + NO SLEEP = ONE GAME
13.Sep: PATCH THE PREVIOUSLY UNPATCHABLE

bottom of page
   - CIV3 CONQUESTS $29.99 - CIV3 from $9.99
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Badtz Maru is offline Badtz Maru
Warlord

Nov 2001
time: 23:16
  Old Post 15-12-2001 07:26
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
BadtzMod complete and available for download! Support Apolyton, buy Galactic Civilizations

I've finally completed the finishing touches on my mod. It's a conglomeration of a number of ideas lifted from these forums and ideas of my own. Here is the readme.txt (also included in the .zip):

* World Sizes

Enabled 16 civilizations on each map size

* General Settings

Increased movement rate on roads to 4
Increased forest value to 20
Changed Barbarian sea unit to Privateer
Increased Town Size to 7 and City Size to 14
Increased Fortress Defensive Bonus to 75
Increased Town Defensive Bonus to 25

* Governments

Added a new government, Fascism, which becomes available with Nationalism.
Government Traits:
Corruption is Rampant
Towns, Cities, and Metropolises support 2 more free units than with Communism
Hurrying method is Forced Labor
Military Police Limit is 4
Draft Limit is 3

Added a new government, Theocracy, which becomes available with Theology
Governmetn Traits:
COrruption is Communal
Units do not require upkeep
Suffers Standard Tile Penalty
Cannot hurry units
Rate Cap of 5
No Military Police
Draft Limit is 2
Resistant to Propaganda, especially from other Theocracies

Modified Republic so that 2 free units are allowed per Town, City, or Metropolis
Modified Republic so that Military Police Limit is 1

*Improvements and Wonders

Granary is now Expansionist
Banks now reduce Corruption
Factories are now Industrious
Manufacturing Plants are now Industrious
Nuclear Plants no longer require water, but generate one unhappy citizen
Mass Transit System now becomes available with Motorized Transportation
Coastal Fortress has had Naval Power and Naval Bombard Defense raised by 50%
Harbor no longer produces Veteran Naval Units but does now raise Luxury Output. It is now Expansionist and Commercial instead of Militaristic and Commercial
Offshore Platform is now Industrious
Airport is now also Expansionist
Police Station is now available with Nationalism
The Pyramids no longer create a Granary in every city, but instead increase productivity and generate 50% more culture.
The Great Wall now costs 50% more, but creates Walls in every city on it's continent
The Great Library now requires you to have built two Libraries
Shakespeare's Theater now produces one happy citizen in every city
Leonardo's Workshop is now also Scientific
Universal Suffrage now produces 1 happy citizen in every city, but is no longer Militaristic
The United Nations now acts as the Great Library
Longevity now creates 1 happy citizen in every city
The Apollo Program is now Expansionist

*Natural Resources
Horses no longer have a prerequisite and now produce 1 Food. They are also slighty more common
Iron is 25% less likely to disappear
Saltpeter is now 50% more common, and never disappears
Coal is now 33% more common, but twice as likely to disappear
Rubber is 33% more common
Aluminum is 33% more common and has Advanced Flight as it's prerequisite

*Terrain
Desert now has a Movement Cost of 2 and can have Aluminum or Uranium
Plains now have Saltpeter and Game
Tundra can now have Uranium
Hills can now have Gems
Mountains can now have Furs
Jungles can now have Fish, Game, and Ivory. They also produce 1 shield and have a Defense Bonus of 50
Coast now can have Whales

*Units
All units with a ranged attack now have ZOC
Marines are now 10.8.1/4.1.1 and cost 20% more
Horsemen cost 33% more and are now 2.1.3
Swordsmen now upgrade to Marines
Pikemen no longer require Iron
Archers are now 3.1.1 and upgrade to Riflemen
Longbowmen are now 5.2.1 and are only available to England
Musketmen are now 2.5.1 and also available to France
Knights are now available to India
Riflemen are now 6.6.1 and will be used offensively by the AI
Cavalry now costs 25% more, is available to Russians, and upgrades to Tanks
Infantry is now 8.10.1/6.1.1, costs 11% more, and will be used offensively by the AI
Tanks now cost 20% more and have 6.1.1 bombard ability, and are Wheeled
Modern Armor costs 33% more, has a 4 move, and has 10.1.1 bombard ability, and are Wheeled
Radar Artillery is now wheeled
Tactical Nuke costs 33% less
ICBM now costs 20% less
Galley now has a move of 5
Caravel now has a move of 6
Frigate now has a move of 8 and it's Bombard Strength was raised to 4
Galleon now has a move of 8
Ironclad now has a move of 8 and it's Bombard Strength was raised to 6
Transport now has a move of 10
Carrier now has a move of 10 and can carry Tactical Missiles
Submarine now has a move of 10
Destroyer now has a move of 12 and it's Bombard Strength was raised to 8
Battleship has had it's Move and Bombard Strength raised to 10
AEGIS Cruiser has had it's Defense and Move raised to 12, and it's Bombard Strength to 8. It no longer requires Uranium
Nuclear Submarine now has a Move of 12 and a Defense of 6
Bomber's Bombard Strength has been increased to 10
Helicopter has been removed
Stealth Fighter's Bombard Strength increased to 6
Stealth Bomber's Bombard Strength increased to 10
Armies can now unload units
Bowman is now 3.2.2
War Chariot is now 2.2.2 and costs 50% more
Musketeer is now 4.4.2 and costs 33% more
War Elephant is now 3.2.2, is available with Horseback Riding, and costs 29% less
Cossack now costs 50% more and has the Blitz ability
Panzer now costs 20% more, is wheeled, and has a 6.1.1 bombard atttack
Man-O-War is now 3.2.8/6.1.2
Privateer now has a move of 6

*Civilization Advances

Theology now costs 16% more
Invention now costs 9% less
Nationalism now costs 20% more

*Citizens

Scientists and Tax Collectors now produce twice the research and money

I posted it here because for some reason I don't have permission to create new posts in the Files forum. I've played a game or two with it and it seems pretty good. I especially like how the AI attacks with footmen more now.

I've updated it, I'd tell those of you who downloaded the first version to get the new one, but nobody has downloaded it.

Attachment: badtzmod.zip
This has been downloaded 228 time(s).

Last edited by Badtz Maru on 15-12-2001 at 17:35

ancient is offline ancient
Prince
Life Goes On
May 2001
time: 00:16
  Old Post 15-12-2001 07:36
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton or Terrorists Win

every one has their own mix..

Badtz Maru is offline Badtz Maru
Warlord

Nov 2001
time: 23:16
  Old Post 18-12-2001 09:27
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Enter the AD-FREE zone

I see that six people have downloaded it. I was wondering if any of you had an comments or suggestions. I have noticed a couple of quirks with this patch so far. First, the AI rarely (if ever) uses the other governments. These are pretty much exactly the same as I had them in my pre-patch mod, and the computer loved using Theocracy (and to a lesser degree, Fascism). They seem useful to me, but the AI doesn't seem to think so anymore. Secondly, I've seen the AI build huge amounts of Infantry since the change - I think that maybe the AI thinks they are a REALLY good unit and goes overboard on them now. I was playing a game and it started to get REALLY slow in the mid-industrial period. I then saw one of the AI sending a long line of Infantry through my territory after I made a RoP with him. I clicked on some of the stacks and saw that there were 10-30 Infantry units in each square, and the chain went for about 10 squares. I thought that maybe it was a problem with my Theocracy government, which doesn't require maintenance, but I checked the Military advisor screen and it turned out the AI was a Democracy - he had hundreds of units, I'm not sure how he was able to support them (it was a standard sized map and he had 2/3 of a medium-large continent).

Here are some ideas for what I'm going to do on my next revision.

I'm considering raising the upkeep cost on all military units. I'm thinking 2 in every government except Democracy, which will have an upkeep cost of 3. I will probably give Theocracy an upkeep cost of 1 instead of 0, and maybe Fascism too to see if that will make the AI use it. This should cut down on the number of units in the game, which should reduce slowdown, and make warfare a bit less tedious.

I'm also going to use the idea I saw on the boards (can't remember who made the suggestion but I thank them) of making it possible to upgrade units to UUs. The only drawback to this is it could cause a bit of confusion when people look at the civilopedia entry of a unit (as it will sometimes say it upgrades to a unit that civ has no access to) but most people who play mods are already familiar with how upgrades work so it shouldn't be that big of a problem.

I may up the defensive values of towns and cities again, as in the Ancient ages I think that the 3.1.1 Archers may make conquest a bit too easy...I still haven't decided on this.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:16.
Apolyton Time is 00:16.
    top of page
Rate This Thread:
Forum Jump:
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
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0406 seconds (89.29% PHP - 10.71% MySQL) with 29 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net