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Jaybe

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Las Vegas, NV USA
Sep 2001 time: 21:25
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This is a list of my changes which I always use (except for my current game in which I started "new game" instead of "load scenario" ).
I have always played at Regent.
World Sizes (Increased default values by 50%)
Optimal # of Cities: Huge: 48; Large: 36; Std 24; Small: 21; Tiny: 18
Difficulty Levels
Attack Bonus Against Barbarians:
Chieftan: 300; Warlord: 100; Regent thru Diety: 0
AI to AI Trade: Regent: 120 (from 140)
Units
Blitz to modern naval (changed RoF to 1), including AI use of multiple bombardments & other changes as I saw fit. Various changes to increase defense when fighters are intercepted, to allow for 'offensive' fighter missions, adjustments to bombardment strengths.
Destroyer: Blitz, RoF:1
Battleship: A/D:18/16; Blitz, RoF:1
AEGIS Cruiser: A/D:12/12; Bombard:6; Blitz, RoF:1
Nuclear Submarine: A/D:10/5; Blitz, RoF:1; Movement: 5 (from 4)
Fighter: A/D:4/3; Bombard /RoF:2/1
Stealth Fighter: B/RoF:8/2
F-15: A/D:8/8; Bombard/RoF:6/2
Jet Fighter: A/D:8/7; Bombard/RoF:4/1
Guerilla: Move 2
Units: Unit Abilities
Battleship: add Lethal Sea Bombardment.
Tank, Panzer, Mech Infantry, Modern Armor: add Wheeled (need roads in mountain/jungle).
Tank, Panzer, Modern Armor: NO AIRLIFT!
Guerilla: Ignore movement cost of jungle, forest, hills & mountains.
General Settings: Various Unit Abilities
Chance to Intercept Air Missions: 67% (increased from default 50%).
Terrain (for PTW only):
Tundra (tundra is for colonies - no cities allowed)!
Allow cities = OFF (no cities on tundra).
Worker Job: None (cannot plant forests on tundra and enable city building).
Improvements and Wonders: (Alpha Centauri Spaceship construction delayed, costs increased).
KEY for following: SS Part: Changed Required Advance; Cost
Apollo Mission: (N/C); 1,000
SS Exterior Casing: Integrated Defense; 1,000
SS Stasis Chamber: Genetics; 640
SS Storage/Supply: Satellites; 240
SS Cockpit: Robotics; 500
SS Docking Bay: Satellites; 200
SS Engine: Satellites; 1,000
SS Fuel Cells: (N/C); 320
SS Life Support: Robotics; 500
SS Thrusters: (N/C); 500
SS Party Lounge: (N/C); 240
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CerberusIV
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I use quite a lot of naval/air unit changes.
I changed privateers to 2.2.3, removed hidden nationality, added sinks in ocean and made them available with astronomy so they are now an early sailing warship (I never used them as intended or saw the AI do so). Quite handy if you are up against the vikings, particularly as I changed berserks to be based on med inf, not longbows, so they are now available with feudalism.
Destroyers see subs, battleships have lethal sea bombardment, carriers move 5 and carry 5 air units.
I added lethal sea bombardment to bombers and jet fighters (but not stealth air so bombers have a role after stealth becomes available). I gave stealth fighters lethal land bombardment so they have more use compared to stealth bombers (F15 have lethal land and lethal sea bombardment).
I also allow upgrading privateer to frigate to destroyer and ironclad to battleship but really to remove obselete units from the build options rather than for any other reason.
I have made other changes but IMHO it is the air and sea aspects that can most be improved.
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Nor Me
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3,5,6:yes.
Lethal bombard:hwacha,F15,stealth fighter and AEGIS Cruiser.
Lethal sea only:Fighter, Jet Fighter
Most of the changes from:Patch suggestion and AU MODs
Preferably later ships have all terrain as roads,blitz.
I've tried having expansionist civs start with the explorer to help expansionist AIs.
For 7: Try changing Cheiftain production down from 20 to 7 or 5.
Improved some useless wonders by giving them improvement abilities.
I've tried different mods but its a long time since I used that New Game button. Does it still work in PTW?
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SanPellegrino
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I deleted the galley (and made lighthouse come later) because I hate to have all civs contact and a complete world map in the ancient age.
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HolyWarrior
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3 new civs--Incas, Scots, Ethiopians with UUs & text.
Culture group changes--U.S. is European, Spain is Mediterranean, Egypt is Middle Eastern.
The Military Academy needs only 5 barracks, not a victorious army, since Heroic Epic has the same requirement, and the 5 barrack requirement condition is the one stated in the manual.
New world size, gigantic--220x220, all 27 civs, replaces small.
Additional citynames and leaders.
Hwacha has lethal bombardment. (I'm thinking of changing this further, I'm running a poll about lethal bombardment in PTW to get feedback on this)
Possible future change: There are 3 militant expansionists: Zulus, Vikings, Mongols. There are 3 religious militants: Aztecs, Celts, Japanese. There are only 15 possible attribute combos. With the max 31 civs, each possible paiing should have 2 civs, and one pairing will have 3. Thus, 1 of the above civs mentioned needs its attributes changed. I just haven't figured out which one yet.

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123john321
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quote: Originally posted by HolyWarrior
(...)The Military Academy needs only 5 barracks, not a victorious army, since Heroic Epic has the same requirement, and the 5 barrack requirement condition is the one stated in the manual.(..) |
How do you do that???
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HolyWarrior
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Mad Monk, as I stated, I added three new civs. All of these have UUs and animations. I also added them into the civopedia. These three are available as downloads in the mods section, made by persons much more talented than I. I could add four more to make it 31, but I don't have the tools to make animated leaderheads or UUs or any of that. So 27 it is for now.
123john321, just go into the PTW editor. Select your mod, and click customize rules. Select the improvement/wonders tab. On the left side, under required advanced, you will see improvement/ wonder. In the example above of the Military Academy, I selected barracks. You now have an option to set the number. Set it to 5, and deselect the Requires Victorious Army condition.
Also, you should change the civopedia entry to reflect this.

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Mad Bomber
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Columbus, Ohio
Nov 2002 time: 00:25
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Changes to Basic rules:
units moving on roads now move 4 tiles instead of 3
Wealth gives a better return on your investment and rushing either with gold or poulation has been inhanced.
Corruption set at 80% of default.
Wonders:
Heroic Epic: added the Militaristic attribute to it, and also made it reduce War Weariness.
Commercial Dock: Increases Food and Commerce of water tiles by 1.
Units:
Horseman: 3.1.2
Archer: 2(2).1.1
War Chariot: 2.1.2
Mounted Warrior: 3.2.2
Pikeman: 2.3.1
Longbow: 4(3).2.1
Musketmen: 3(4).4.1
Musketeer: 4(4).4.1
Rifleman: 5(6).6.1
Cavalry: 6(6).3.3
Sapahi: 7(6).3.3, 80 shields
Cossack: 6(6).4.3
Tank: 16(12).8.2, All terrain as Roads
Panzer:16(12).8.3, All terrain as Roads
MI: 12(12).18.3, All terrain as Roads
MA: 24(12).16.3, All Terrrain as Roads
Infantry: 8(8).10.1
Paratrooper:10(8).12.2, ignores rough terrain penalties, 100 Shields
Marines: 12(8).10.1
Guerilla 8(8).8.1, all terrain as roads
Frigate:4(4).3.4
Ironclad:6(6).6.4
Destroyer: 12(8)10.6
Carrier: 1.12.6, carries 6 air units
Battleship: 18(16).14.5
Submarine: 10.5.4, zoc attack
Nuclear Sub: 14.12.6, zoc attack, carries 4 tactical missles
Cruise Missle: flagged as a tactical missle, increased ROF
In addition midieval units have 2 HP bonus, industrial 4, and modern 6
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123john321
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quote: Originally posted by HolyWarrior
(...)123john321, just go into the PTW editor.(..) |
Don't have PTW...
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Nor Me
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quote: Originally posted by 123john321
Don't have PTW... |
You don't need it for that.
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