Have you tested it to see how often the AI uses it? 95% of the time? 50%? 10% 0%? Just curious.
How did you decide how to keep facism fair & balanced vs. accurate?
Thanks.
I'm the author of the original Civ2 Fascist Patch... I've more or less kept things quite for some time, awaiting to see what would happen with Civ3... well, as we all know, Fundamentalism was taken out (yeah!), but Fascism still didn't make it in.
Well, here is release v2.2 (newly updated 20 Apr 02) of the Civ3 Fascist Patch... some changes have been made. Mostly the addition of Fascism, no new techs, no new units, but there are changes to some units, mainly naval... Fascism is of course added as a new government (requires espionage after Nationalism). Most importanly, what has changed in v2.2 is full support for v1.21f of Civ3.
v2.0 is improvements in Hitlers graphics, (or removal of Hitler whichever is your preferance), and fully compliant with version 1.16f of the game.
New to v1.2 is some additional info in the Civilopedia, but the main changes have been stabilizing the naval units, mostly in the age of sail area (Frigates, Privateers, etc).
(included from v1.1) is some tweaks that make sense... free units of Fascism went down a slight bit, while free units of Communism went up a small amount... also, Civilization government favorite/shunned list updated to include Fascism.
v1.0 was downloaded by over 600 Civ3 fans!
You can also get it at the "Official" website:
http://ourworld.compuserve.com/homep...r/homepage.htm
If you get all worked up into a frenzy everytime you watch the History Channel on TV and they show some pictures of WWII, don't bother going to the website!
The download is 3.6MB in size (regular)
All Hail the Fascist Patch!
http://ourworld.compuserve.com/homep...r/civ3fasc.zip
The download without Hilter is 160KB
http://ourworld.compuserve.com/homep...civ3fascnh.zip
Last edited by Wolfshanze; April 20, 2002 at 20:24.

Have you tested it to see how often the AI uses it? 95% of the time? 50%? 10% 0%? Just curious.
How did you decide how to keep facism fair & balanced vs. accurate?
Thanks.

the fascist patch, lol
what does the government do for you?
Prince of...... the Civ Mac Forum

Code:Civ3 Fascist Government: Requires: Espionage Corruption: Nuisance Support Cost: 1 Free Units: Town – 2 City – 4 Metro – 8 Rate Cap: 10 Worker Rate: 2 Assimilation: 4% Draft Limit: 2 Military Police: 4 Flag Conditions: Requires Maintenance Standard Trade Bonus Ruler Title: Fuehrer Diplomats are: Regular Spies are: Regular Immune to: Steal Technology Propaganda Resistance Modifier Modifier vs Anarchy 25 -5 Despot 20 -5 Monarch 5 5 Republic -10 5 Democ. -20 5 Comm. -25 10 Fascist 0 0 Tech Advance Cost: 100 X – 455 Y – 159 PreReq – Espionage
Last edited by Asher; November 5, 2001 at 00:47.
"The issue is there are still many people out there that use religion as a crutch for bigotry and hate. Like Ben."
Ben Kenobi: "That means I'm doing something right. "
Just to remind you, you can change the civ personalities to like / dislike goverments.
Gonna try the patch later. I liked your work in CIV II Wolfshanze.
I do not want to achieve immortality threw my work. I want to achieve it threw not dying - Woody Allen
I've been waiting for this. The civ2 patch was one of the most well known out there. It had been pretty much a standard mod everytime I installed or upgraded the game. I loved fighting the "evil empires" since it was so popular among the more aggressive civs. I also enjoyed playing the evil empire on occasion.
Thanks for putting it back in.![]()
"I kick a$$ for the Lord!"
-- Father McGruder, Peter Jackson's _Dead Alive_
Thanks for the comments folks. The little chart Asher put up may be a tad bit misleading in one aspect... originally, I was going to (and did) add the Technology Advance of "Fascism" which in-turn gave the Fascist government form. However, after adding the new tech, it made the game unstable, so I had to take it back out and just have Fascism tacked-on to the already existing tech of espionage... so now, when you learn espionage, you gain Fascism. Hopefully I can correct this later when the mod tools improve... it's still very early in the life of Civ3. As for making certain civs like or dislike a government, I missed that... I'll have to go back in and check that out!
Hope you folks enjoy the patch as much as I enjoy making it available. Now you only have to choose which side you play as!![]()
You're brilliant wolfshanze, i loved your facist patch in Civ 2. Thanks so much!
http://monkspider.blogspot.com/

I've edited my post with the correction.
"The issue is there are still many people out there that use religion as a crutch for bigotry and hate. Like Ben."
Ben Kenobi: "That means I'm doing something right. "
Excellent! Fascism back in Civ. I haven't got Civ3 yet, but I hope it won't be too difficult to add in other government types like theocracy and corporate republic to expand on the rather emaciated existing Civ3 government choices.
Fascism and Civ3
A little thought process and reasoning behind Fascism in Civ3:
To answer an earlier question, the idea of Fascism vs the implementation of Fascism in a game like Civ3, is fairly similar to the idea I had in Civ2.
Make it both believeable, and play-balanced.
In Civ2, I saw Fundamentalism as a game-breaker... it was simply TOO STRONG for the game and unbalanced it the way it had too many advantages. When I modified Fundamentalism into Fascism, it was exactly that... a mod of Fundamentalism, so I couldn't really do what I wanted to, but I think I succeeded in balancing the game better in Civ2 (I really hated the thought of Fascism having no corruption, but my hands were tied).
In Civ3, I can do closer to my interpretation of Fascism in game-scale then I could in Civ2, since the government editing tools are better in Civ3.
In a nut-shell, Civ3 Fascism is like a "modern" Republic, without the "war weariness" factor. Corruption does take it's toll though in Civ3 Fascism. By the time people reach the Industrial age, Republic is usually ditched in favor of Democracy, those wanting to wage war, usually use Communism. Fascism is the third "modern" choice of late-generation governments, especially smaller states, since the corruption is minimum close to home (ie: the original nation). As the Fascist state grows in size, it will have to deal with corruption, but the free-market economy of a Fascist state is better financially and scientifically compared with a Communist regime. Once again, this places all-out war in the "best to use Communism" category, while all-out peace is best to use Democracy... Fascism is somewhere in the middle, with a balance of war and economy, without the war weariness of a Democracy or Republic!
...and people stand up to cheer the man behind the podium.![]()
I always felt there needed to be a third choice for the modern era. Democracy and Communism were the survivors, true, but Fascism had awfully strong backing during the Depression. It was genuinely considered a viable alternative to the democracies and recently overthrown monarchies that fought WWI.
BTW, did you mess with the leader likes\dislikes portion of Civ3 yet?
Do you know if certain countries routinely pick this style of government?
"I kick a$$ for the Lord!"
-- Father McGruder, Peter Jackson's _Dead Alive_
what's unrealistic about the communist gov't in the game is that there is a reduced level of corruption. having experienced communism first hand, I can say that corruption should fall under the "more than rampent" catagory. But then, there would be no advantage to this form of gov't in the game, just as in the real world.
I think I may have found a problem with the Mod...what can I say, I installed it...anyway, I can no longer read the science advisor's advice in the tech tree. The text screen where it's supposed to appear is now black with a few purple dots in it. Has anyone else had this problem?
"I kick a$$ for the Lord!"
-- Father McGruder, Peter Jackson's _Dead Alive_
There should be no bugs at all. By your statement, I assume you mean the same place you get to by hitting the "F6" key.
The Fascist Patch doesn't do any "trickery" to do what it does. It uses the default built-in editor, and stands by all the editing rules, there's no reason for a bug at all.
I've played many games using the mod, and I have no problems reading the science advisor where the F6 key is concerned. It comes out clear as a bell... I'm under the assumption nobody else has had this problem either?!?!
I fully playtested the mod before releasing it (that's how I squashed the other bug when I did try to bend the rules by adding a Fascist Tech Advance). What I posted is a "clean" mod with no funny-business. Odd that you should have any problems, as it runs fine on my end.
Have you used any other mods of any sort, anything from a cracked exe to any other mod? The Fascist Patch changes no graphics and no game rules other than the Fascist Government, so I suspect your problem lies elsewhere not related to the Fascist Patch (assuming you did install it correctly).
Right up my alley Wolfshanze awesome. Really like the swastika graphic on the goverment choice list and the title fuehrer. Just something to think about is maybe later adding one special unit for each goverment type, like democracy gets maybe a navy seal, communist get maybe some kind of tatical shock trooper with better stats than infantry, and facist get of coarse facist trooper with different abilities. man know that would be cool. i know alot of work and patience goes into getting these different mods and things, but i really enjoy them and hope you continue to make civ 3 a even better gaming experience than it already is.
"How must the man be constituted who will lead Germany back to her old heights?" The man, should be a dictator not averse to the use of slogans, street parades and demagoguery. He must be a man of the people yet have nothing in common with the mass. Like every great man, he must be "all personality," and one who"does not shrink from bloodshed. Great questions are always decided by blood and iron." To reach his goal, he must be prepared "to trample on his closest friends," dispense law "with terrible hardness" and deal with people and nations "with cautious and sensitive fingers" or if need be "trample on them with the boots of a grenadier." ---Rudolf Hess
Just letting you know I called it the Fascist Patch VERSION 1.0 for a reason! There will be future updates... I have many ideas in my head for the Fascist Patch... some I can impliment now, others will have to wait for better editing tools, but all will have to wait for me to have more time! (Maybe this upcoming 3-day weekend).
For those wanting to visit the Fascist Patch's home page, try here:
Civilization Fascist Site

You might want to increase the 'worker rate' to 3 also, since Fascism promotes a strong work force.
And also- did you intentionally leave Fascist spies as 'Regular', instead of making them 'Veteran'? It seems to me that under Fascist rule, espionage would be a great deal more important so that spies are emphasized. Just a couple of suggestions.
Now all you need is a Gestapo unit.
thanks, looks just as great as the Civ2 fascist patch![]()
The Gestapo was very good at domestic counterintelligence, but was not responsible for foreign intelligence. I forget what the foriegn intelligence service of the 3rd Reich was called, but it was run by Admiral Canaris. Historically, the foreign inteligence service was abysmal - riddled with double agents, those who were not double agents were incompetent, etc... The entire German spy network in Britain was turned early in the war, and every time the Germans sent anybody new in the ones already there either turned him, saw to it he got "caught", or gave him the mushroom treatment ("keep 'em in the dark & feed 'em ****"). Similarly, the Germans landed some sabotage teams in the US vis U-boat and the FBI caught them before they could accomplish anything at all. Canaris himself seems to have been a member of the anti-Nazi resistance and perhaps a double agent himself (his widow quietly received a pension after the war from the Western Allies). So, actually under Fascism your own spies should be lame but you would have a lot of immunity to enemy spies, if you want to model it on history.Originally posted by Anunikoba
And also- did you intentionally leave Fascist spies as 'Regular', instead of making them 'Veteran'? It seems to me that under Fascist rule, espionage would be a great deal more important so that spies are emphasized.

I put 100% for assimilation on mine...I mean, would Hitler have killed 4% of the Jews? Unlikely.
-rmsharpe
I've had a problem like this without the patch, but it seems to go away and just be quite random where it appears. It so far has only happened on part of my Palace screen, and my tech screen once. I'd just assume it's a glitch in the game, rather than in the patch.Originally posted by MDR
I think I may have found a problem with the Mod...what can I say, I installed it...anyway, I can no longer read the science advisor's advice in the tech tree. The text screen where it's supposed to appear is now black with a few purple dots in it. Has anyone else had this problem?
have you seen the AI use facism yet wolf?
http://monkspider.blogspot.com/

i was just curious, how does one go about adding techs and changing images on the tech tree? as well as makin new images for governments and the like. i have only used the ingame editor so far, havent looked to deeply at the file structures, but if someone could give me some tips, id be very appreciative. and btw, ive found that setting a government to "shunned" doesnt stop the AI from using it if its a "powerful" government.
DEVM SVM
I cant think of anything else intelligent...except, check out my alternate history page:
Roma Invicta

Yes, if anyone who has played with the Facism patch could post here how well the AI uses it I would be very interested. Someone recently said in their game of 10 civs - 7 had democracy & 3 had communism. If Facism is too strong and too favorable all the AIs will be using it & none will be using the other government types. If Facism is too weak none of the AIs will be using it. Seeing all the AIs use all Facism, Communism, & Democracy would be ideal. Right now Republic & Monarchy suck real bad so no AI will touch them unless they have to.
I like the idea of the Fascist government, very realistic.
Just a few questions about your implemenation..
How did you choose to hurry production?
In my opinion, the ability to wage war and receive
the standard trade bonus is a HUGE advantadge.
Perhaps the fascist government needs some more
disadvantadges to balance it out.
Vis a Vis a Fascist Government, the only advantadges a
Democracy receives are minimal corruption and
increased worker rates.
Whereas the advantadge the Fascist government
receives are free units, higher draft limit, military
police, no war weariness(HUGE). When you add
in the standard trade bonus coupled with no unit
support costs, it seems like the gold income would
be MASSIVE.
Perhaps setting the spies to conscripts and lowering
the number of free units might add some more
balance..
Anyone who has used this government have any
feedback? By the way, none of this is meant to be
a criticism, just tossing some ideas into the ring.
Great job on the fascist patch.
-JP

Currently, my game has 8 of the 10 civs I started with. All 8 are Fascist. Of course, we're in the middle of WW1 (The world vs France and I) so Democracy isn't a really great choice for anyone right now.Originally posted by Pyrodrew
Yes, if anyone who has played with the Facism patch could post here how well the AI uses it I would be very interested. Someone recently said in their game of 10 civs - 7 had democracy & 3 had communism. If Facism is too strong and too favorable all the AIs will be using it & none will be using the other government types. If Facism is too weak none of the AIs will be using it. Seeing all the AIs use all Facism, Communism, & Democracy would be ideal. Right now Republic & Monarchy suck real bad so no AI will touch them unless they have to.
Well, if you want to nitpick...
"Fascism" is a noun for the government type, or the ideology underlying the government type. "Fascist" is both a noun for someone/something advocating/practicing Fascism, and the adjective to ascribe the advocation/practice of Fascism to the noun it modifies.
Example:
"Grand Fenwick adopted Fascism": Fascism is a noun.
"The leader of Grand Fenwick's government was a Fascist": Fascist is a noun.
"The leader of Grand Fenwick's government was a Fascist dictator": Fascist is an adjective, modifying the noun "dictator".
The government of Grand Fenwick was Fascist: Fascist is an adjective, modifying the noun "Government of Grand Fenwick".
Knight's usage "All 8 [governments] are Fascist" is therefore correct. "Fascist" in this usage is an adjective modifying the noun "All 8 [governments]", ascribing the charactoristic of practicing Fascism to the governments in question.
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