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player1
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Belgrade, YU
Sep 2001 time: 06:18
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quote: Originally posted by lockstep
BTW, player1, in that case frigates should upgrade to ironclads, not to destroyers. |
I was thinking about that.
But then, I said to myself, why to penalize England by making Frigate type units obsolete with Ironclads.
Yes I could make only Frigate upgarde to Ironlcads, not Man-O-War, but it would look a little bit strange.
So I would leave it as it is.
Last edited by player1 on 25-07-2002 at 03:04
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player1
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Belgrade, YU
Sep 2001 time: 06:18
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Version 1.31 is OUT!
Download from top of the thread.
Changes in ver 1.31
Prequisite tech for Ironclad unit is now Industrialization (instead of Steam Power).
This is done in order to prolong use of Frigates as "queen of seas".
In original rules, Frigates were quickly made obsolete by Ironclads.
Late game naval units have increased movment by 1.
This is done in order to make greater difference between speed of modern naval vessels and sailing ships.
It should not be unbalancing since change is for just one movment point.
So Destroyers, Battleships, AEGIS Cruisers, Transports and Carriers get movment of 6.
Subs get movment of 4, while Nuclear Subs get movment of 5.
Attack bonus against barabarians is lowered too.
Why?
Since I don't think, that even novice players think it's fun to have his one lone warrior defeat 15 enemy horsemen. And that's something that can happen with anti-barabarian bonus of 800% at easiest difficulty.
Now, at Chieftain diffculty, bonus against barabarians is 200% (still good), at Warlord is 100%, at Regent and Monarch is 50%, and at Emperor and Deity diffculty there is no bonus at all.
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:18
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player1,
This is a great mod!
As you may or may not know, there are two discussions in the Strategy forum that are converging, and could use a good minimalist mod.
First, there is a thought to 'encourage' the development of "killer AI civs." I sort of started it, trying to use player settings rather than the editor... the highlights of that effort seem to be that varied starting environmental conditions, including especially the clustering of strategic resources that comes with 3 Billion year world age, result in environmental winners and losers, which then get into a feedback loop (the rich get richer). alexman just re-ignited that discussion, with a thread on the use of build preferences.
Second, a couple of us have been shepherding along "Apolyton University,' in an effort to jointly get better at the game, and to prep for MP.
In both cases, we are generally looking for a tougher challenge, and better gameplay, but without getting to far away from stock Civ3 (again, part of the motivation is MP). Thus, it's generally agreed that we'd like to settle on a basic, standard mod. Vel's efforts (with others) in that regard seem a little much, more oriented to scenarios. I'd like to start as vanilla as possible, so your philosophy in this thread is welcomed.
All of that said, it has been suggested that we start with your mod, and I'm very favorably inclined.
Several comments / questions:
* Units: The biggest overall change seems to me to be the upgrade path for Longbowmen and Sword-level units. Any observations on actual game experience for both the AI civs and the human player? I know part of your goal is to demonstrate for Firaxis tweaks that they might choose to adopt... I can;t believe they'd change this upgrade path. Is it too much to ask for a BIC without this change?
* A number of your other upgrades and cost changes would seem to favor the 'rich get richer' feedback loop... have you, or others, seen killer AI civs emerging more often?
* We do want to adopt alexman's suggestions re build preferences... any thoughts? I know that you are disinclined to do so, but we actually did get Soren into the discussion, and he said that it is the right starting place. If we're right about starting environmental conditions, then we need to give more of the AI civs a shot at becoming killers... it seems like Egypt, France, and a few others are the only ones that currently do so, given the right start. Anyway, if you could take a look, alexman's Strategy thread is called "The key to AI greatness."
All in all, I really like your changes; they are very reasonable fixes, and keep the mod true to the stock game.
Kudos!!
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player1
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Belgrade, YU
Sep 2001 time: 06:18
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quote: Originally posted by Theseus
* Units: The biggest overall change seems to me to be the upgrade path for Longbowmen and Sword-level units. Any observations on actual game experience for both the AI civs and the human player? I know part of your goal is to demonstrate for Firaxis tweaks that they might choose to adopt... I can;t believe they'd change this upgrade path. Is it too much to ask for a BIC without this change?
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-The main purpose of this change is to remove Longbowmen and co. from build queue (same applies to Frigates). It would be just bad to have, when making modern historical scenario, these units in build quese.
-Second, it prevents AI from building them again in modern era.
-Thrid, AI was doing pretty well with these changes. Haven't seen any problems.
-Fourth, human player becomes more inclined to build those units witout fear that they will be stuck obsolete in some age (major problem with Longbowmen usability).
-Fifth, it just looks logical (they are all land foot troops, maybe not much logical for Frigate upgarde, but on the other hand how does Galleon upgrade to Assault Transport).
-Sixth, Riflemen now has attack of 5, so these upgardes give additinal offensive capability too (also Riflemen now costs 70 shields)
-Seventh, at least Cavalry does NOT upgarde to Tanks (since that would not be real upgrade because of lower movment).
So far, I haven't seen any complaints from fellow gamers.
quote:
* A number of your other upgrades and cost changes would seem to favor the 'rich get richer' feedback loop... have you, or others, seen killer AI civs emerging more often?
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I've seen them having less obsolete units then normaly.
quote:
* We do want to adopt alexman's suggestions re build preferences... any thoughts? I know that you are disinclined to do so, but we actually did get Soren into the discussion, and he said that it is the right starting place. If we're right about starting environmental conditions, then we need to give more of the AI civs a shot at becoming killers... it seems like Egypt, France, and a few others are the only ones that currently do so, given the right start. Anyway, if you could take a look, alexman's Strategy thread is called "The key to AI greatness."
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I don't know how much I would be of help in that thread.
Only important thing that I can say it that Mech. Inf. has no more offense AI flag selected (not realy needed). And Bombard AI is added to Fighter & Jet Fighter units.
I would probably not change "standard" version of this MOD, but you can make yourself "custom" version of this MOD with changed AI prefs and post it here in this thread (and that AI thread too).
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