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Yook is offline Yook
Chieftain
USA
Nov 2001
time: 21:18
  Old Post 06-03-2002 08:41 Visit Yook's homepage!
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Okay. Which of the many mods out there do you recommend?

Not maps, not attempted scenarios. Rather, mods that change the ruleset a bit (or a lot) to try and make a "better" game, in the eye of their creators.

I'm not particularly looking for one that was made with the intent of making the game harder. I'm much more interested in more "fun", which can be loosely interpreted to mean "less annoying", and perhaps a tad bit more Civ2/SMAC-like.

Any ideas?

-Yook

TurboTraxx is offline TurboTraxx
Settler
Leased Batcave
Feb 2002
time: 23:18
  Old Post 06-03-2002 08:42
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either of the city names mods is a must.

ixnay is offline ixnay
ACS Staff: 'RoN' Content Editor
I <3 etna, omg disgaea fag
Jan 1970
time: 22:18
  Old Post 06-03-2002 08:49 Visit ixnay<br><img src=/forums/images/staff-icon.gif>'s homepage!
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The only mods I have on my game are the citynames mods, some rearranged civ colors, and changed numbers of civs on map sizes.

The citynames mods are essential, though.

Captain is offline Captain
King
by Divine Right
May 2001
time: 00:18
  Old Post 06-03-2002 09:03
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Look in the Civ 3 Files section.

Most of the mods there have a description of what their intent is, plus a list of what changes they've made and what the observed effects are so far.

Since people's definitions of "fun" vary quite a bit, you should read the mod descriptions/readmes to figure out which ones you will like.

Pius Popprasch is offline Pius Popprasch
Warlord
Europe
Feb 2002
time: 05:18
  Old Post 06-03-2002 17:29
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One of the city names mods still has a lot of errors(citynames.zip). Some examples: Edo and Tokyo are the same city. Lutetia and Paris are the same city. Cologne and Köln are the same city.

If you really like different rules try the lwc mod!

Shadow_Cougar is offline Shadow_Cougar
Settler
Dallas, TX usa
Nov 1999
time: 05:18
  Old Post 06-03-2002 21:40
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I would say the most essential mod for CIV III enjoyment is the optimal cities change. I think the most common change to raising the limits by +50-60%. This reduces the frustration of a 1 shield city and makes it worthwhile to occupy a conquered civ's land.

aahz_capone is offline aahz_capone
Prince
The Hague
Feb 2002
time: 06:18
  Old Post 07-03-2002 01:17
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any mod that makes the faces of city residents easily readable is good.


However, I hope that FIRAXIS will choose only specific mods for their mod page and not like 4 different fascist mods. That way I can play with an "official" mod gov, and not some madman's divination. (Unless ofcourse there are differences made between different forms of fascism, democracy etc like national socialism and liberal democrats etc)

Todd Hawks is offline Todd Hawks
Prince

Jan 2001
time: 06:18
  Old Post 07-03-2002 01:40
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I strongly recommend checking out some of the graphics mods.

About the rules mods... I never used any because everytime I find one that sounds good there are also a bunch of things in it which I really don't like.
To avoid this you could use "small" mods that don't change that much of the game or take the best ideas you encounter and make your own mod.
But then maybe I'm the only one that feels like this about the existing mods.

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:18
  Old Post 07-03-2002 03:41
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quote:
About the rules mods... I never used any because everytime I find one that sounds good there are also a bunch of things in it which I really don't like.
To avoid this you could use "small" mods that don't change that much of the game or take the best ideas you encounter and make your own mod.
But then maybe I'm the only one that feels like this about the existing mods.


until the modmakers know what you don't like they can't change it

PapaLenin is offline PapaLenin
Chieftain
Finland
Nov 2001
time: 05:18
  Old Post 07-03-2002 14:51
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quote:
I would say the most essential mod for CIV III enjoyment is the optimal cities change. I think the most common change to raising the limits by +50-60%. This reduces the frustration of a 1 shield city and makes it worthwhile to occupy a conquered civ's land.


could u explain what u mean by that?

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:18
  Old Post 07-03-2002 15:01
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quote:
could u explain what u mean by that?


PapaLenin

afaik that is just extra corruption added on when you exceed the optimal number of cities, so it will not help with corruption at all if you have less than the optimal number of cities, so that means if you only have three cities it won't help cure distance corruption, but if you have lots of cities and you have raised the limit then it will help keep corruption from tainting all of your cities

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:18
  Old Post 07-03-2002 15:50
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I like most of SnOOpy's Graphic mods. I've increased the speeds of the ships to be "more" realistic to the technology changes. I've upped the % (can't remember the exect one) in the difficulty section to help with the corruption problem. I've made the Courthouse & Police Station to also give you a content/happy. I Implemented my Unit Upgrade/Obsolecence Mod (patting myself on the back, though Fraxis guys forgot my handle , they still remembered it was posted here :cool. I also scaled the Map Sizes/starting distances linearly to the max better (standard seems too small for 8 Civs when taking REX into account), so as not to have to make a senerio size file for saving "regular" games. If I could use up a part of movement to get on to/ off of a railroad (and movement along it too), I would have. Most of the other stuff I just left alone. If I continue to play, most likely the cityname mods too.

A lot of this is more or less a matter of taste.

E_T

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