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Kal-el
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Welcome to Double Your Pleasure, aka DyP.
DyP is an attempt at adding more depth and choice to the great game of Civ3.
One of my main goals in developing this mod was to create a game that followed the development of human civilization more closely than the original Civ3.
What does this mean? I have deliberately made early expansion more difficult and slowed down city growth for the first half of the Ancient Age. We have added 95 new tech advances to help cultivate the sense of how great scientific achievements have marked the development of human civilization. These new techs allow for greater depth in the unit and improvement aspect of Civ3. To this end we have added 65 new units that flesh out the upgrade chains on all levels of military development. We have also added 50 new improvements, 35 new wonders, and 17 new small wonders.
All these new improvements and wonders create unparalleled choices for the player and mean that the old standard cookie cutter cities no longer apply. In DyP it becomes possible, and some say even essential, to create specialized cities that focus on one aspect of empires development, be that science, production or commerce, they all play a role and each one is developed further in DyP than in the original game.
http://civ3files.apolyton.net/mod/C...e_1.50x_PtW.exe
http://civ3files.apolyton.net/mod/Dyp_v090_full.exe
But don’t just take my word for it. Here are some comments from other players just like you.
“Civ III came out late October of 2001 and my love for it consumed me from then until probably about March. Finally burned out, I let it go until recently when I heard about the Double Your Pleasure mod a few weeks back. Since then, I've been playing a hideous amount of Civ 3 again. This mod is absolutely tremendous. DYP revolutionized the tech tree with nearly 100 new technologies, over 60 new units, 50 new wonders and 45 new improvements. When I play it I can't help but wonder why the original Civ 3(which I love dearly, remember) wasn't this good. The mod adds new layers of strategy to the game and sets the standard in my opinion as to what Civ IV must beat. Definately worth taking for a spin.”
Jason M. Diller – GoneGold.com
Gamespot called the mod “epic” in its otherwise unflattering review of Play the World.
Gamespot
“Excellent mod! It forces choices that simply aren't there in regular Civ.”
Plato - Apolyton Member
“Well, Kal-El's Double Your Pleasure mod is an absolute must. It really enriches the game drastically   ”
Spiffor - Apolyton Member
“Calling Kal-El's work a mod is rather short.
What Kal-El did is what Civ3 shoud have been in the first place.
You might agree or disagree on some of the design decisions he made, but the structure is 99,99 % flawless.”
delfino – Civfanatics Member
“Great job Kal-El !! You managed to combine Civ3 quality with Call to Power quantity !! A successful challenge as I could see. I have the feeling that I'm playing a new game.”
Juliennew – Civfanatics Member
“... I've been gaming for a good many years now, but have only played DYP since v.47. I just wanted to say that since playing DYP, the thought of plain vanilla C3 is anathema to me. You've obviously put a great deal of work and love into this mod, but it is certainly worth it. Bravo!”
Kault – Civfanatics Member
“Thank You DYP Team - S!
Haven't had this much fun with a Mod in years. You folks should be congragulated! I won't bore you with all the "you need to fix that, and this...", as from what I have read on the posts has already been said. I come only to praise Ceaser!!
Thanks DYP Team!”
DasBuck – Civfanatics Member
“Woohoo great mod!!!
Let me start by repeating that this mod is fantastic. It is the civ3 equivalent of CelestialDawn's mod for Ctp - except even (a lot) better!! It is imho civ3 as it should have been from the start.”
Kdan – Civfanatics Member
“I would like to say thank you for rekindling my love for the civ series. Your mod has made the civ3 game what it should be (or close enough). I stopped playing this game because of the fact that a lot of the civ 2 stuff that i liked wasnt there. You guys added some extra cool stuff and i see brought back some civ 2 ideas.”
Doorsmaniac – CDG Member
“DYP really made CivIII playable for me. Before that it was a huge disappointment. What a great addiction!”
j100telecaster – CDG Member
“Gotta log a vote for Civ3 Double Your Pleasure. Mods aren't a huge deal in the 4x strategy genre, but that one took the original game where the developers should've gone.”
Ironrod1 – Gone Gold Member
Discussions about DyP:
The DyP Thread
DyP Forums
DyP Strategy at Apolyton
DyP Strategy at Civfanatics
Last edited by Kal-el on 23-10-2003 at 09:56
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Guynemer
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Why two links? Is the first one for PTW? That first one is broken.
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Guynemer
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Love the mod; however, I'm having some difficulty with menus and text; things are garbled or just one thing off.
Another thing I noticed... I saw that the rules prevent cities in jungle, desert, and tundra; I started a game in the jungle, and it let me build a city there. Is this a glitch with Civ3Edit or something?
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Sava
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GO GO GO!
Mar 2001 time: 23:31
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oh and I forgot... I create custom maps using the generate map feature, give myself a wonderful starting position with all of the luxury and strategic resources nearby, and plan out a system of cities to get maximum efficiency and the least possible overlap. I then give myself about 40 goodie huts to advance past the ancient age real quick.
I play with around 20 civs on a standard size map... more to kill 
I always do conquest. I'm trying to see how fast I can conquer the world and get all the techs. So far, my best is 1250 BC with 16 future techs. 
I also set the citizen food consumption to 2 so I have massive cities. And I set the corruption levels to 0%... it's just too annoying. 
I also created a government "Pax " like Pax Americana, or Pax Ruska, Pax Romana... depending upon which Civ I play as. I give the Civ all the civ-specific qualities as well. This gov't has the highest worker rate, tile bonuses, and free unit support, and I make it available at the start of the game.
And I gave engineers "all terrain as roads". I tend to expand faster than I can build an infrastructure, so I needed to do something about moving guys through all terrains. 
I think that's about it.
I just wanted to note that I routinely have insane numbers in city production... sometimes upwards of 800-1000 shields... over 3,000 trade, and city sizes above 60... the game usually doesn't last long enough to get higher than that. And I've never had a crash. 
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Kal-el
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Well said, Harrier.
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Kal-el
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The next patch for Regular Civ3 will be the last so we want to make sure we get everything right. Isak is in charge of the release schedule and I know he has been working feverishly on finishing it up. He will be the best one to ask, and in case he isn't subscribed to this thread yet, you may want to poke your head in over at the DyP forums and add your voice to the scores of people bugging him to get that out.
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isak
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Airhose, Denmark
Mar 2002 time: 06:31
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We have a new version out for Play The World.
It's 2.01x and it's available so far from our DYP Website .
The list of changes from 1.50x is long and the list of changes from the version on the Best of the Net cd is not much shorter.
quote:
2.01x
---------------
Fixed: Clear Forest now requires Dynasticism
Fixed: Crash when building Arquebusier
Edit: Gunship now has new animations by BeBro
Edit: Balloon had it's bombard ability removed. This most likely means that the AI won't build it at all, but the alternative was to remove the unit completely.
Edit: Harbors are now available with Boat Building
Edit: Elephant Riders upgrade to Cuirassiers instead of Knights
Fixed: Armies are no longer Wheeled
Edit/Fixed: Experience Point levels set to 3/4/5/7 (which also fixed the two levels that had been set to the same value)
Fixed: Changed Shield cost of Inti Warrior from 1 to 5 (same as Berserk and MDI)
Edit: Changed Guerilla from 12(15)/12/2 ATAR to 9(12)/9/2 Ignore MoveCost of everything
Edit: Changed Shield cost of Mameluk from 7 (Knight) to 9
Edit: Kensai upgrades now to Dragoon
Edit: Changed Emissaries to –1HP, removed Invisible, removed Pillage
Edit: Changed Assassins and Ninja to –1HP, removed Pillage
Edit: Changed Spy to –1HP, removed pillage
Edit: Changed Secret Service to 0HP Bonus, removed Pillage
Edit: Changed Secret Agent to +1HP, removed Pillage
Edit: Changed Special Agent to +2HP, removed Pillage
Edit: Changed Balloon to Mobile, removed Defense value, removed Rebase
Edit: Hit Points decreased by one for Spearmen (and all flavor units), Javelineers, Hoplites, Immortals and Numidian Spearman
Edit: Patriots no longer require Saltpeter
Edit: Cossacks no longer require Horses
Edit: Partisans now treat all terrain as grassland
Edit: Bombard now requires Saltpeter instead of Iron
Edit: Cannons now require Saltpeter and cost 120 shields.
Edit: Bombard Effects for Galleas, Turtle Ship and Tongkang added.
Edit: Armies now carry 3 units again.
Edit: Ghurka is now ADM 2/4/2 (was. 3/3/2)
Edit: Cossacks are now 6/3/2 and require Horses.
Edit: Impi are now 4/1/2 and cost 50 shields.
Edit: Persia set to build Trade more often, and less Science
Edit: China set to build Science more often, and less Trade
Edit: Horse Archers and contemporary flavor units/UU's now upgrade to Dragoons.
Edit: Zulus can no longer build Medieval Infantry.
Edit: Cavaliers now upgrade to Cuirassier, Kensai upgrade to Cavalry.
Edit: Ottoman Sipahi available with Cavalry Tactics.
Edit: Sipahi and Dragoons now require Saltpeter in addition to Horses.
Edit: Cossacks are now 5/2/3, +1 hp and require no upkeep.
Edit: Armies now cost 500 shields. (again)
Edit: Artillery set to have bombard range 2 (again)
Edit: Motorcycle Scout cost upped to 100 shields.
Edit: Emissary, Assassin, Ninja, Spy, Secret Service, Secret Agent, Special Agent and Covert Operative cost increased 25%.
2.00x
---------------
Edit: Statue of Liberty now requires 3xHarbors, and Federal Republic Govt. Reduces War Weariness in all cities.
Edit: National Health Care now requires 3xHospitals, and Social Democracy Govt. Cost Increased.
Edit: Dynasticism renamed Monarchy. Original Monarchy renamed Feudal Monarchy.
Edit: New timeline created - included as separate 'Extended' bix.
Edit: Egalitarianism advance is now called Democracy
Edit: Divine Right advance is now called Absolutism
Edit: The Corporation now also requires Electricity
Edit: Theocracy government now requires Theology
Edit: Coal Plant now requires Industrialization
Edit: Factory now requires Steam Power
Edit: Port now requires Sailing and a Coastal Trade Center, and (only) allows size 2 cities.
Edit: Anarchy now has a Science rate cap of 100%
Edit: China are now Sci/Ind (was: Mil/Ind) and start with Alphabet instead of Warrior Code
Edit: Persia are now Mil/Ind (was: Sci/Ind) and start with Warrior Code instead of Alphabet
Edit: Almost all tech costs adjusted, in particular Industrial Age techs have become cheaper
Edit: Middle Eastern Inf. renamed Janissary
Edit: Eastern Pikeman and Spearman renamed Arabian Pikeman and Spearman
Edit: SpecOps renamed Special Forces
Edit: Mobile Infantry renamed Shadow Force
Edit: APC renamed Motorized Infantry (as it's no longer able to carry personnel)
Edit: Truck unit has been removed.
Edit: Naval Mine unit has been removed.
Edit: Asian Galleon renamed Baode Luan.
Edit: Siamese Infantry renamed Chinese Infantry.
Edit: Armies can only hold 2 units initially.
Edit: Laborers now available with Absolutism
Edit: Impi now available with Vassalage
Edit: Inti Warrior now available with Vassalage, no longer ignores move cost of mountains
Edit: Chariot and War Chariot now available with The Wheel
Edit: Catapult now available with Construction
Edit: Radar Artillery now available with Guided Weapons
Edit: Ninja now available with Feudalism
Edit: Spy now available with Absolutism
Edit: Secret Agent now available with Totalitarianism
Edit: Sloop-O-War now available with Ship Building
Edit: Privateer now available with Naval Cannon
Edit: Tongkang now available with Ship Building
Edit: Rocket Tongkang now available with Naval Tactics
Edit: Destroyer now available with Machine Tools
Edit: Cruiser now available with Naval Aviation
Edit: Battleship now available with Advanced Metallurgy
Edit: Cruise Missile now available with The Laser
Edit: Jaguar Warrior now ignores move cost of Forests and Jungles
Edit: Legionaries can now build Roads and Forts
Edit: Elephant Riders can now build Roads and Clear Forests and Jungles
Edit: East India Co., Magellan's Voyage and Statue of Liberty now require Coastal Trade Center
Added: Govt. specific Improvements (Arena, Customs House, Holy Relic, Manor, Philosopher's School)
Added: Govt. specific GW's (Magna Carta, Ministry of Truth, New Deal, Triumph of the People)
Added: Govt. specific SW's (Conglomerate, Five Year Plan, Secret Police HQ, Tomb of the Unknown Soldier)
Added: Coastal Trade Center improvement (Map Making, provides +50% tax, requires Harbor)
Added: Motorcycle Scout unit
Added: Emissary Units
Added: Assassin unit
Added: Secret Service, Special Agent and Covert Operative units
Added: Arabian Archer flavor unit.
Added: Colonial Marines unit
Added: Leatherneck unit
Added: Amphibious Infantry unit
Added: RPIMa (French Special Forces flavor unit)
Added: Commando Unit
Added: Patriot
Added: Assault Transport
Added: Missile Destroyer
Added: Fokker Triplane (German Biplane flavor unit)
Added: ME-1101, F86 Saber and MiG 15 (Jet Fighter flavor units)
Added: Arabian Swordsman (Flavor unit)
Added: KSK (German Special Forces flavor unit)
Added: SAS (British Special Forces flavor unit)
Added: Junk (Asian Caravel flavor unit)
Added: AV7 (German Tank flavor unit)
Added: MKIV (British Tank flavor unit)
Added: Arabian Knight
Added: Landing Craft
Added: Turtle Ship
Added: Interceptor
Added: Harrier
Added: MiG-29
Added: African Horseman
Added: African Marine
Added: African Rifleman
Added: Guerrilla
Added: Super Carrier
Added: Fallschirmjäger (German Paratrooper flavor unit)
Added: Dreadnaught
Fixed: The different Palace Gardens now have their own Wondersplashes (though Palace Garden and Forbidden Garden still share the splash) |
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jmbbright
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need some help, i have the original dyp on my ptw civ iii, love it, downloaded the 2.01 version, do i also need to download and install the 1.50 version?
i am also having a problem with my menus and text being out of whack, can someone help me out, i downloaded the 2.01 version on the link i found on this page.
i would appreciate any help
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jmbbright
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i downloaded it yesturday and am using play the world version 1.27, but for some reason other civilizations can take my workers and attack me without war being declared, i also can not see there units when they do this anyone have this problem or an idea about it
thanks
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