Ten Bands/Broods Civ III Scenarios

After playing a few Civ III games i really thought some of the values needed adjustment. I don't think the balance is screwed up as a result, but the net result are Civs that are a bit easier to keep happy and wealthy. I decided to stick with maps of roughly 15,000 hexes as it gives plenty of opportunities of all kinds over the course of a full game, and I can customize one in reasonable time.

There are ten starting positions. Each one is a good hex to drop right down and build a city
without looking around. Everyone will have some time to build and develop before encountering
another civilization. A few civs start off solo on a small land mass, while most share larger
continents. The world is richer in resources than usual and you will have to work
at it to find crummy spots to build cities.


These maps incorporate almost all the changes made in version 1.17 of the Civ3mod.bic file. I did not change all the barbarian unit types as it didn't seem very important, and I left Aluminum and Oil allowed to be found on Plains. As far as I know Civ unique units all have an upgrade path if their standard counterpart also does.


RULE CHANGES/SUMMARIES
(There are numerous quantity/strength errors in the manual. Changes are from what actually is present in the game software).


Original values are in ().

Maximum Research Time is 32 (40), as Civ 3 set it to originally.

A Golden Age lasts 25 (20) turns.

Citizens are worth 25 (20) shields if they're converted.

Shield cost per gold is 6 (8). Cities will net more gold when producing 'Wealth'.

Probabalities that some resources are  exhausted have been reduced a little.

Desert terrain gets a 2 (1) food bonus for irrigation.

Banks, Harbors, Airports and Police Stations reduce Corruption.

Coal Plant makes one citizen Unhappy

Hospital makes one citizen Happy

Longevity makes one citizen Happy in all Cities, but costs 120 (100).

Workers 'Clear Pollution' nominal time is 20 (24).

Aqueducts reduces Pollution (in the sense of better health).

Hydro and Solar Plants reduce Pollution by eliminating need for miscellaenous dirty sources of energy.

Factory and Man. Plant produce 1 (2) pollution because I say so.

Mass Transit still eliminates Pollution by population, but increases Pollution in general by 2 (0). As
a result of greater effiencies from a truly successful system, it increases production by 1 (0).

Great Wall gives Walls to all your towns on that continent.

Military Academy does not need an Army Victory, but costs 45 (40).

Shakespeare's Theater makes 4 citizens Happy in City, 1 citizen Happy in all your cities, and is
Commercial/Expansionist.


Oil is +2 (1) shields
Game is +1 (0) shield
Gold is now called Precious Metals and has 1 (0) shield

Egypt, Aztec and Zulu default to Monarchy, not Despotism, since Despots have stinky production/corruption numbers, and can't Rush very well anymore. This makes them better AI opponents.

Workers can be Airlifted.

Elite Units have 6 (5) hit points.
Armies can pillage and have a zone of control.
Swordsman, Legionaires and Immortals upgrade to Knight.
Panzers ADM is 18/10/3 (16/8/3), but cost 12 (10).
F-15 ADM is 8/6/6 (8/4/6).
Cruise Missiles have a range of 3 (2), Cost 7 (6),  can be Airlifted.

Man'o War ADM is 3/3/4 (3/2/4).
Privateer moves 4 (3).
Ironclad moves 5 (4).
Destroyer move at 7 (5).
Transport moves 6 (5)
Carrier moves 5 (4)
Battleships move 6 (5)
Submarine moves 4 (3), defends at 5.
Nuclear Submarine moves 5 (4) Attacks at 10 (8), Defends at 6 (4).
Aegis Cruiser moves 7 (5), Attacks at 14 (12), Defends at 10.


Plant Spy costs 500 (600).
Initiate propoganda costs 600 (1000).
Expose Mole costs 500 (800)
These are nominal values and are never the same in a game.


SPOILERS
Ten maps are 'Medium Large', 124 x 124.
Optimal Cities = 40 so corruption won't frag you for getting big.
Tech Rate = 140 a bit faster than other

Ten Bands of Dummies has the best town locations marked by a Road 'X'. 

In Ten Broods, you will not find oil, aluminum or uranium on any of the starting land masses.
Everyone will have to get them exploring/colonizing by ship or trading for them.
In Ten Bands Aluminum & Uranium continue to be in remote locations.

All the starting land masses have a path to other land masses with nothing more than a galley.
The paths are not always obvious. Some land masses are not discovered until your civ can build
ocean-going vessels.





