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Father Beast
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My head stuck permanently in my civ
Feb 2000 time: 22:21
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This is my first mod, for Sid Meier's Civilization. To keep within the file size limits, I have asked you to download at least one file from apolyton (jimmyh's camel unit), and do a lot of renaming. if I included all the renamed folders, the file would be around 10 MB!!!
this is mostly done, with the only major thing needing doing is writing the civilopedia entries. there are some problems, and any advice on dealing with these would be welcome.
Father Beast
Edit: please use the 2 files a few posts down. that is the updated and better way to go.
Thanks
Last edited by Father Beast on 14-08-2002 at 17:13
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Father Beast
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My head stuck permanently in my civ
Feb 2000 time: 22:21
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oK, here's my civ1 mod. once again, the only major thing I'm aware of that needs doing is writing the civilopedia entries. currently I only have most of the ground unit entries done.
Settlers and Workers are identical, I only kept both units so the AI would know what to do with them.
The tech tree has been rearranged to fit the civ1 tech tree, with allowances for the ages. cost for the techs has also been adjusted.
I don't have diplomats, but I DO have caravans! you can only use them for production rushing, and the cost of each is high, and increases with the ages. You still can't rush a wonder but you CAN rush a caravan.
Used the ideas found in rusty gamer's feels like civ2 mod to mostly eliminate cultural effects. have seen the odd city defect, though.
Natch, have eliminated all the improvements, wonders, and units (except the worker) that weren't in civ1.
Being disgusted about not being able to irrigate from seas, I gave the ability to irrigate anywhere as coming with alphabet, which is given to all civs as a starting tech. the only starting tech.
Natch, eliminated civ specific abilities...
That's about the size of it. I haven't playtested it into the modern age, so don't know what problems may arise. give it a shot and remember the good old days
EDIT: accidentally deleted the link instead of updating it. found 2 posts down
Last edited by Father Beast on 16-08-2002 at 16:14
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Father Beast
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My head stuck permanently in my civ
Feb 2000 time: 22:21
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OK, found some errors while playing, made the corrections.
The collossus was still flagged as a coastal installation. that flag has now been removed so you can build the collossus in any city.
For some reason, the SS Structural was not listed as a spaceship part, and became a city improvement. now fixed.
I had erroneously given robotics no prerequisites. it now has computers and plastics as preqs, as it should be.
accidentally deleted download from above post. it's now here. I'll try not to do that anymore.
EDIT: Updated attachment
EDIT: Updated again
Attachment: civ1bic.zip
This has been downloaded 2 time(s).
Last edited by Father Beast on 24-08-2002 at 15:49
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Father Beast
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My head stuck permanently in my civ
Feb 2000 time: 22:21
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OK, got some more changes...
I have given all naval units (except the transport, which has no attack), the blitz capability. i also made sure that all naval units except trireme, sail, submarine, and carrier can bombard.
in the way of experiment, i have created 3 new improvements, called trade routes, available with the trade advance.
The first one increases taxes, the second one taxes and science, the third one taxes, science, and luxuries.
I did that because I was playing an OCC game and saw how hampered my science was without trade routes.
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