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player1
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Belgrade, YU
Sep 2001 time: 06:18
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quote: Originally posted by alexman
2) AI offense flag for MI. I think it should stay. I think that infantry flagged for attack by the AI will not be upgraded to MI otherwise. The AI will still not build attack MI from scratch because tanks are a better deal. But it will upgrade attack infantry, giving it better attack and mobility, which will help it since the upgrade cost is small.
What do you think? |
I think that it WILL be upgraded, as far as I have playtested.
(Did someone noticed the opposite?)
Now, only thing I'm not sure about, is what strategy those units will get?
1) offense: They will be only offense Mech. Inf. units in the game (new units will always be defensive). Not big deal since AI would othervise attack with old Infantries.
2) deffense: AI will have more defensive units, which would trigger building of more Tanks. Also good option.
So in anyway, it's OK if they stay without offense AI flag.
quote: Originally posted by alexman
1) Great Wall. It's a weak wonder. Giving it walls in every city in the continent would make it worth building. It would also benefit the AI, who tries to build it as soon as possible. After construction, the core of an empire is usually mostly cities. This change would benefit newly-build or conquered towns at the outskirts of your empire, just like the real Great Wall!
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Usuly I try not to change stats for Wonders, but I'll think about this one.
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lockstep
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Vienna, Austria
Aug 2001 time: 06:18
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quote: Originally posted by player1
No, no, no...
No low movment Ironclads. |
I don't know if alexman's idea of faster frigates is 'realistic', but it makes for better gameplay IMO.
quote: And no upgardes to Battleships.
Seems silly ot have both Dest. & Ironl. in build queue befor Mass prod. |
Once you have researched Combustion (prereq for Destroyers), you're at most three techs away from Mass Production (prereq for Battleships). If you rushed to Replacable Parts before going for Combustion (which seems to be a common strategy), you're one tech away.
quote: Still, is 100 shield cost a good idea? |
I don't see a problem with it.
quote: I remeber I read one Militray naval history book and how have Destoryers made Ironclads obsolete. |
To be honest, I have no strong feelings about the ironclad upgrade issue. My 'battleship' suggestion came from the ironclad's Civilopedia entry. After all, what is a battleship in Civ3? A destroyer with about +50% attack strength, defense strength, bombard strength and shield costs.
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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
I don't know if alexman's idea of faster frigates is 'realistic', but it makes for better gameplay IMO.
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Somehow I liked to have more distinction between ships.
Firt, you get 4 movment insted of 3 (33% increase).
Then with combustion, you get also 33% increase (4 vs 6).
Adding Frigates with movment of 5 would make this break.
On the other hand, if you wanna make different movemnt rates, giving Ironclads movment of 3 would be resonable.
But, in that case, it would be taxing on AI.
And also, then, they should stay with cost of 80, and preq. of Steam Power.
I'll go with 100 shields cost.
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player1
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Belgrade, YU
Sep 2001 time: 06:18
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Version 1.32 is OUT!
Download from top of the thread.
Changes in ver 1.32
Panzer Tanks get Wheeled ability.
I don't know why I missed that, since I gave that ability to other motorized units long ago.
Ironclads get cost of 100, in order to make them more distinctive from Frigates. Also Frigates become more popular because of realtively cheap cost.
Military Academy small wonder doesn't need anymore a "victorious army" as prequisite. This is done in order to make building of armies a better option.
It would not be unbalancing since I returned old cost of 400 shiled to buiuld an army. Since army cost is as high as of one Wonder builing, making army by using leaders should still be usefull.
In Civ3, Great Wall wonder is at very low value for human player.
In order to fix that, I added an additional befenit to that great wonder.
Every city, at same continent as Great Wall, will also get free City Walls improvment.
Also, I made a small change in difficulty settings for effective number of optimal cities (used when calculating corruption). I upped number of optimal cities at lower difficulty levels, while keeping old numbers at higher levels. That way, I made game a little easier on corruption (but not too much) at lower difficulty levels.
So at Chieftain, optimal number is 150% of base number instead of 100%, at Warlord 120% instead of 95%, at Regent 100% instead of 90% and at Monarch level 90% instead of 85%. At Emperor and Deity levels optimal number is left unchanged (80% and 70% as before).
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lockstep
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Vienna, Austria
Aug 2001 time: 06:18
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Player1, thanks for including the Military Academy change, which is my 'beloved' feature, in your mod! 
As for further changes: I'd like to see that the best ideas for 'smoothing out the basic game' eventually converge into a single mod, a kind of 'Apolyton Standard'. At the moment, your 'Patch Suggestion' mod and alexman's 'Apolyton University' mod have acchieved a lot in that respect. I know that most of the differences between the two mods won't be resolved easily; this is especially true for the the Musketeer stats, the inclusion of zero range bombardment, the F-15/Stealth Fighter RoF, the movement rates of Frigates and Privateers and the ironclad upgrade path. The swordsman/longbowman upgrade path issue isn't that important IMO, because everything will change with PtW in that respect, and alexman's revised AI build priorities may undergo some changes due to playtesting. However, I'd like you to consider to implement the following changes of alexman's mod (which I suggested to him) also in your mod:- Longevity doesn't yield additional happy faces and is available with Medicine instead of Genetics (costs are 800 shields instead of 1000). This makes the primary benefit of Longevity (faster city growth) actually useful and this wonder an interesting choice.
- SS Docking Bay requires Space Flight as in vanilla v1.29 instead of Robotics. That way, researching Robotics (which is one tech away from Minituarization, a prereq tech for space victory) becomes more of a strategic choice, because manufacturing plants could speed up the construction of SS parts.
Again thanks for updating your mod, which after all isn't that 'conservative' anymore. 
EDIT: Your mod readme (for v1.00) still says 'Army gets price of 300'. You should add 'Removed in v1.32'.
EDIT2: A last major difference between AU mod and PS mod is the question of upgrading Privateers to Destroyers. I know that A/D rates of 2/1 are ridiculous in the late industrial and modern age; however, Privateers have hidden nationality. Are you sure that this isn't useful even in special cases (let's say, attacking heavily damaged transports of another Civ so that it won't be able to sustain an attack against a third Civ)?
Last edited by lockstep on 08-08-2002 at 18:08
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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
Longevity doesn't yield additional happy faces and is available with Medicine instead of Genetics (costs are 800 shields instead of 1000). This makes the primary benefit of Longevity (faster city growth) actually useful and this wonder an interesting choice. |
Don't know about this one.
It would make is just too much different then original.
quote:
[*]SS Docking Bay requires Space Flight as in vanilla v1.29 instead of Robotics. That way, researching Robotics (which is one tech away from Minituarization, a prereq tech for space victory) becomes more of a strategic choice, because manufacturing plants could speed up the construction of SS parts.[/list]Again thanks for updating your mod, which after all isn't that 'conservative' anymore. 
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From my gaming expirience, it would not be good strategic choice.
It would still be faster to leave Nuclear Power - Laser - Robotics at the end of research chain.
This way, you can at least play a little with Cruisers and Radar Artillery.
quote:
EDIT: Your mod readme (for v1.00) still says 'Army gets price of 300'. You should add 'Removed in v1.32'.
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Read it again.
There is:
quote: Army gets price of 300 (changed back to 400 in v1.32), to make players build these in Industrial age, not after they get 80+ shileds cities.
Army gets also a pillage order. |
quote: EDIT2: A last major difference between AU mod and PS mod is the question of upgrading Privateers to Destroyers. I know that A/D rates of 2/1 are ridiculous in the late industrial and modern age; however, Privateers have hidden nationality. Are you sure that this isn't useful even in special cases (let's say, attacking heavily damaged transports of another Civ so that it won't be able to sustain an attack against a third Civ)? |
It could be usefull in 1-5% of cases.
But it won't be worth enough to have it "infest" your modern build queue.
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