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star mouse
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of the Barbarians
Aug 2001 time: 16:18
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Here's a list of mods from my current mod:
CITIZENS
Tax collectors - Give 3 gold, require Currency
Scientists - Give 3 science, require Invention
COMBAT EXPERIENCE
Conscript 2
Regular 3
Veteran 4
Elite 6
GENERAL SETTINGS
Barbarian unit = Archer
Barbarian advanced unit = Horseman
Barbarian sea unit = Privateer
Minimum research time = 3 turns
Money resource from goodie huts = Gold
RESOURCES
Horses give +1 shield and +1 commerce
TERRAIN
Jungles also have Game and Incense
Plains also have Game
Flood Plains also have Game
Tundra turns into Grassland with global warming
UNITS
All naval units except Galley have +1 movement and are double strength
Swordsmen etc. upgrade to Marine (doesn't work with 1.17 patch)
Longbowmen upgrade to Marine
WORLD SIZES
Tiny: Min distance = 14, optimum cities = 16, science = 80
Small: Min distance = 16, optimum cities = 20, science = 100
Standard: Min distance = 18, optimum cities = 24, science = 120
Large: Min distance = 20, optimum cities = 32, science = 160
Huge: Min distance = 24, optimum cities = 40, science = 200
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bigvic
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Columbia, S.C.
Nov 2001 time: 00:18
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quote: Originally posted by star mouse
WORLD SIZES
Tiny: Min distance = 14, optimum cities = 16, science = 80
Small: Min distance = 16, optimum cities = 20, science = 100
Standard: Min distance = 18, optimum cities = 24, science = 120
Large: Min distance = 20, optimum cities = 32, science = 160
Huge: Min distance = 24, optimum cities = 40, science = 200 |
These responses are great. Exactly what I'm looking for. Well, I must be going, but could not resiet a peek to see what showed up. One question - what is the deal with the above? I don't quite get this one. Will post (or begin posting) my mods when I return (there are quite a few). Looking forward to discussing not only effects on game play/balance, but also historic acurracy, etc. Also look forward to learning stuff I overlooked (with such a complete rulrbook and well organized civivapedia, how could one miss stuff? )
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Coracle
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Changes?? Too many to mention them all.
Everything related to Espionage (Small Wonder, advance, missions) is reduced by a third. Espionage still is hardly worth it!
Manhattan Project edited so that no one can make it until the game is almost over - just change Required Advance and the like to "Integrated Defense".
Theory of Evolution Edited down a bit as we have no choice of what Advance we get from it.
Every unit's values changed as soon as gunpowder comes in, and knights become 5.2.2. Civ III's values for units after Ancient times are far too low. Naval units increase in speed and strength; bombardment eliminated for pre-ironclads.
Resources, esp. iron and coal, edited up so they are rare but not insanely rare.
Other stuff too. Firaxis' mod looked slapped together, and there remain far too few units and too few techs.
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Dominae
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quote: Originally posted by star mouse
Swordsmen etc. upgrade to Marine (doesn't work with 1.17 patch)
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I just recently made this change myself, but haven't had the opportunity to test it. Could someone explain to me why it doesn't work with 1.17?
Dominae
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Marquis de Sodaq
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... no, a Marquis.
Jul 2000 time: 23:18
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Increased ship movement. I left the galley the weenie it is, but gave the rest +1 (wooden) or +2 (modern) movement.
Gave the privateer some balls - 3/2/6. It can sink wooden ships, but is still helpless against more modern ones. Basically a weaker, faster frigate. This is my default barbarian ship, as well - I must actually care about where they are. Those conscript galleys in the default are not even worth avoiding. 
Increased optimal city #s by about 25% and added "reduces corruption" flag to police station. I like to play on a modified MarlaMap, reducing corruption is a must. (I also changed almost all tundra on that map to mountain, which eliminated about 100 AI towns from the game - turns took too long, otherwise. Besides, a metropolitan greenland just doesn't sit well with me...)
Increased disapperance rate for some resources, including horses.
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Spatzimaus
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I've got a few different versions, and made a TON of changes, but here's the basics. The primary goal of these changes was to make the AI players stronger; their "attack on all fronts with a variety of units and research techs evenly across the board" approach needs to become viable.
A ton of stuff was moved around; most resources now appear several advances before you can use them, to give more time to trade or plan. Every Small Wonder now has a prerequisite tech, so that it appears on the tree. Some units were moved also, so that every tech now gives something (unit, wonder, modified rule); no more worthless prerequisite techs.
Removed Theory of Gravity tech (moving the wonder to Physics), added Nautical Science (off Invention, required for Astronomy) which gives Caravels and Privateers; Privateers no longer require Saltpeter but can't sail on oceans until Caravels do.
Amphibious War was moved MUCH earlier (off of Steam Power, required for Combustion), and gives Ironclads (now 6(4)/4) and Marines (which are now 6/4/1).
Some techs now have more requirements; Electricity is now needed to get Steel, which keeps people from rushing to Replaceable Parts.
New buildings:
Armory: a late-game City Walls, basically gives the 100% Metropolis bonus even to towns, and helps defend against bombardment
Sewer System: reduces pollution by a set amount (3 or 4, I'm still tweaking), at Sanitation. This is great, since it allows you to make Factories in the Industrial era without having totally out-of-control pollution.
Harbor was split into Docks (+food, ancient era), Harbor (trade links, middle ages), and Shipyard (veteran units, middle ages); Docks are a prerequisite for the other two.
New Small Wonders:
Internet (research bonus, one happy person in each city, one unhappy person in each city, and a few other things)
Hollywood (one happy person in each city, increases money in home city)
Taj Mahal, Statue of Liberty, Arc d'Triumph: act like Forbidden Palace, but each has extra requirements (Cathedral, Harbor, and two victorious armies), higher costs (400/500/600), and comes later in the game than the ones before it.
New Great Wonders:
Theory of Relativity (acts like Theory of Evolution but comes in the Modern Era)
KGB (acts like the Great Library but comes at Espionage)
Citizens: like a lot of other people, I made Tax Collectors and Scientists come at later techs and add 2 instead of 1.
Units:
HP goes 3/4/5/7. Naval units move much faster. All bombardment units have Rate of Fire doubled (to make up for the HP scaling) and their range increases by 1 (usually). Swordsmen and naval vessels upgrade. Archer units have a defensive bombard ability (range 0, rate of fire 1, power = attack power) which makes them good support units to stack with the main attack. More units have Zone of Control. Armies get Blitz. Submarines have hidden nationality. Battleships get Blitz (so they can bombard like crazy).
Barbarians are Swordsman, Knight, Privateer. Now, they're an actual threat; their conscript level still works against them, but it's no longer safe to use Warriors to scout everywhere.
Then, in a later version I added a dozen or so new units; some Sniper-type units (the continuation of the Archer line), some attack infantry (so it now goes Swordsman - Man at Arms - Marine - Paratrooper - SEAL, with Samurai being a UU replacement for Man at Arms), a skirmisher line (like the Impi), an upgraded Worker (the Engineer; he can be airlifted and is 0/1/2; faster, and is destroyed instead of captured), the Pirate (upgraded Privateer), Trebuchet (between Catapult and Cannon), some modern units (Modern Battleship, Supercarrier), the Balloon (0/0 Air unit, only does the Recon command), and two new varieties of Army.
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ALPHA WOLF 64
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Illinois USA
Mar 2002 time: 23:18
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I made settlers 3 pop, and banned contact until navigation. after I see the new patch, i want to totally rework the tech tree. I made barbarians; archers, elephants (3/3/2), and galleys. I love the idea of privateers as the naval unit but since i like large water worlds, it makes any water exploration next to impossible. i made elephants (indian UU) available at horse riding but it requires ivory. I'm playing around with increasing culture points so that I can increase modern armor's speed to 4. I dont want to do this increase until i'm sure that some cities will expand out past 4 so that mass rushes of modern armor cant conquer an entire civ in one turn. its just too easy to wipe out a civ if the modern armor can roll in from outside the borders in one turn. the goal being to give the defending civ at least one turn to gather troops and draft for its defense (lots more fun this way). I increased HP to 3/4/6/8 which drastically decreased the "unrealistic" combat results but doesnt eliminate them. I increased naval movement to 5 for multimast sailing ships, and 10-12 for modern surface ships. Subs are 6, nucs are 10. I also added variations of ships such as pre-dreanaught BB, a dreadnaught, and AEGIS Battlecruiser. I've been experimenting with roads as 4 or 5 trying to determine which one is better. Increased foot units; rifleman (4/8/1), infantry(8/10/1), marine(12/10/2) and paratroopers(10/12/2). altho not totally realistic, I decided that infantry was WW1 and marines/paratroopers were WW2 thru mech inf (14/18/3). Tank-types also get bombard. Havent seen the AI use that yet tho I increased town/city sizes to 8/16 from 6/12. Also made palaces remove population limits so a capitol can grow with no improvements. unfortunately, population pollution is still an issue.
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Spatzimaus
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quote: Originally posted by SpencerH
How would you say your changes have altered the game, especially your tech tree mods? |
It's really helped, the AI is MUCH more capable of keeping up now. Note that I didn't change the number of techs; I subtracted one, added one (in the same era), and moved a bunch of others around, so there are still 82 techs. Adding more techs tends to cause problems and slow the game down.
The big difference is that the AI isn't as outclassed any more. A human player would know not to build certain units as being "inferior". A human player would go along one side of the tech tree to get a key technology, while the AI would work across the board; for example, a Human knows to get Replaceable Parts ASAP (it wasn't uncommon for me to get Infantry before Riflemen), while the AI would spend time on Communism and Espionage, or would research a no-gain tech like Steel without immediately following it up with the next tech in the line. But, make Electronics be needed for Steel, which is required for Replaceable Parts, which in turn is needed by Electronics, and then move Artillery to Steel, and both problems are solved. Human players can't make a beeline for a good tech, and no tech is worthless in its own right.
Some of the changes were just for balance reasons. Harbors, for example, were too strong and too cheap. By splitting up the benefits you increase overall cost, and it favors specialization; every coastal city will want a Dock for food, but you'll only have a few cities with Harbors (only need one per continent, really), and Shipyards will be pretty rare.
Adding more Forbidden Palaces really helps the AI; in the late game in an unmodded game it makes a HUGE difference where you put the FP. For example, if I'm at one corner of the continent, I'd want my FP to be as close to the center or far edge as I can get, but the AI wouldn't think that way. With more FP options the AI builds them as it expands, but since they're spaced out (one per era) it won't build them all in one area.
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star mouse
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of the Barbarians
Aug 2001 time: 16:18
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quote:
WORLD SIZES
Tiny: Min distance = 14, optimum cities = 16, science = 80
Small: Min distance = 16, optimum cities = 20, science = 100
Standard: Min distance = 18, optimum cities = 24, science = 120
Large: Min distance = 20, optimum cities = 32, science = 160
Huge: Min distance = 24, optimum cities = 40, science = 200 |
quote: Originally posted by bigvic
One question - what is the deal with the above? I don't quite get this one. |
I tweaked these for these reasons:
* Min distance in an attempt to increase the civ spacing on the map.
* Optimum cities to reduce corruption.
* Science is a multiple of the optimum cities instead of the minimum distance.
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