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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Creation > Creating an Apolyton CIV3MOD.BIC file
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star mouse is offline star mouse
Prince
of the Barbarians
Aug 2001
time: 16:17
Post  Old Post 01-02-2002 05:17
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Creating an Apolyton CIV3MOD.BIC file Got spare money?

Hi all,

Has anyone given some thought to creating a CIV3 BIC file with a few Apolyton extensions? The mod file would not be drastic, but would have a few new units and buildings, and a few changes to the game rules.

The Apolyton mod would make some bridging techs useful, for example. (Bridging techs are those that don't give anything new)

The ideas I have so far:


  • Tax Collectors - The Currency advance is required before tax collectors can be created
  • Scientists - Philosophy or Scientific Method is required before Scientists can be created
  • Horse Resource - Should give +1 Production and +1 Trade
  • Game Resource - Should be available in Jungles as well
  • New unit: (name to be decided) Required advance: Military Tradition. Hand-to-hand unit that replaces Swordsmen at the end of the Middle Ages. I was thinking of bayonets here, but that's probably the wrong time period for them.
  • New unit: Sniper. 6-8 attack, 1 defence. Replaces Longbowmen somewhere in the Industrial Age. Requires Saltpeter.
  • Small wonder: Oil refinery. Required Advance: Refining. Allows a city with oil in its radius to increase production. Works like Iron Works, but creates a bit more pollution and increases production a bit less.
  • New improvement that reduces corruption that becomes available in the Industrial Age - any ideas? Can corruption be reduced twice by 2 improvements?

star mouse is offline star mouse
Prince
of the Barbarians
Aug 2001
time: 16:17
  Old Post 01-02-2002 05:22
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#2 Report this post to a moderator
Lose 30 kilos (of popups)

Can the game recognise new resources properly if they are created? I was thinking of adding a new resource:

Stone (bonus resource)
Available in deserts, plains, hills, mountains
+1 production, maybe +1 trade as well

Because so much stuff is already available in hills, perhaps we make horses no longer available on hills.

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