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  • Mod makers I need your help! Please read

    Hi! I'm not sure if any of you know me, or know of my mod (the Blitz Mod) but about a year ago I created a mod for Civ3 called the blitz mod that was an attempt to address all of the major shortcomings I found in the game. It became fairly comprehensive, and a few loyal players gave me an enormous amount of feedback. I still have most of my notes for the Blitz mod, but unfortunantly I've had major computer problems, and the old computer I currently have won't run Civ3. So I was wondering if anyone would be interested in taking what I have and actually coding it in. I would really like to be able to send it to firaxis in hopes that it can get on Conquests...

    It added some new buildings, new units, rebalanced existing units, gave a slight rebalance to buildings and wonders, added a new government and tweaked existing governments, it added a new cultural level, and it changed many of the other rules. So I'm going to post the readme, and hopefully somebody or a group of people is up for doing this

    korn469

  • #2
    __________________________
    Blitz Mod Readme
    __________________________

    Changes to Units

    Non-combat Units
    Settler 0.0.1 50/3 (wheeled) {Colonist}
    *Colonist 0.0.2 50/3 Navigation
    Worker 0.0.1 10/1 {Engineer}
    *Engineer 0.0.1 10/1 (all terrain as roads) Steam Power
    Scout 0.0.1 10 (invisible, hidden nationality, free upkeep) {Conquistador}
    Explorer 0.0.2 20 (invisible, hidden nationality, free upkeep) Astronomy
    **Conquistador 4.2.2 40 (invisible, all terrain as roads, zoc) horses Astronomy {Explorer}
    **Army 0.0.2|3 150 (blitz, zoc, pillage +9 hp)

    Ancient Land Units
    Warrior 2.1.1 20 {Legion}
    Jaguar Warrior 2.1.2 20 (imc: forest, jungle) {Warrior}
    Archer 3.1.1 20 {Bezerk}
    Bowman 3.2.1 20 {Archer}
    Swordsman 4.2.1 30 iron {Medieval Infantry}
    Gallic Swordsman 5.2.2 40 iron {Swordsman}
    Immortal 4.2.1 20 (-1 hp) iron {Gallic Swordsman}
    Legion 4.2.1 30 (+3 hp) iron {Immortal}
    Spearman 2.2.1 20 {Pikeman}
    Hoplite 2.3.1 20 {Spearman}
    Impi 2.2.2 20 {Hoplite}
    Numideon Mercenary 3.4.1 30 (free upkeep) {Impi}
    Chariot 3.1.2 30 (wheeled, zoc) horses {Mounted Warrior}
    War Chariot 5.1.2 30 (wheeled, zoc) horses {Chariot}
    Horseman 4.1.2 40 (zoc) horses {War Elephant}
    Mounted Warrior 6.1.2 40 (zoc) horses {Horseman}

    Middle Age Land Units
    Longbowman 7.2.1 40 {Rifleman}
    Bezerk 10.3.1 60 (Amphibious, +1 hp) {Longbowman}
    Medieval Infantry 8.5.1 50 iron {Rifleman}
    Pikeman 5.5.1 30/1 {Musketeer}
    Musketman 11.11.1 60/1 saltpeter {Rifleman}
    Musketeer 13.13.1 60/1 (+1 hp) saltpeter {Musketman}
    Knight 8.4.2 60 (zoc) iron, horses {Siphai}
    Ansar Warrior 10.4.2 60 (blitz, +1 hp, zoc) iron, horses {Knight}
    Keshik 9.2.2 50 (imc: mountains, hills, zoc) horses {Ansar Warrior}
    Rider 8.4.3 60 (zoc) iron, horses {Keshik}
    Samurai 8.6.2 60 (zoc) iron {Rider}
    War Elephant 14.10.1 80 (zoc) {Samurai}
    Cavalry 14.6.3 80 (zoc) horses, saltpeter {Panzer}
    Cossack 14.9.3 80 (zoc) horses, saltpeter {Cavalry}
    Siphai 18.6.3 80 (+1 hp, zoc) horses, saltpeter {Cossack}

    Industrial Era Land Units
    Guerrilla 2.1.3 12/1/4 10/2 (invisible, hidden nationality, lethal land bombardment, -4 hp, free upkeep, imc:all) Communism
    Marine 30.15.2 120/1 (amphibious, zoc) rubber
    Paratrooper 25.20.2 120/1 (10 air drop range, zoc) rubber
    Rifleman 15.15.2 80/1 {Infantry}
    Infantry 20.20.2 100/1 rubber
    Tank 38.18.3 140/1 (wheeled, blitz, zoc, cannot airlift) iron, oil {Modern Armor}
    Panzer 38.18.4 140/1 (wheeled, blitz, zoc, cannot airlift, +1 hp, imc:forest) iron, oil {Tank}

    Modern Land Units
    *Special Forces 40.20.4 150 (amphibious, invisible, see invisible, 10 air drop range, blitz, -5 hp, imc:all) Computers
    Mech Infantry 30.40.4 140/1 (wheeled, blitz, zoc, cannot airlift) iron, oil, rubber
    Modern Armor 60.20.4 160/1 (wheeled, blitz, zoc, cannot airlift) iron, oil, aluminum

    Seige
    Catapult 0.1.1 8/1/4 40 (wheeled) iron {Cannon}
    Cannon 0.1.1 18/1/6 80 (wheeled) iron, saltpeter {Artillary}
    Artillary 0.1.2 25/2/8 120 (helicopter transportable) iron
    Radar Artillary 0.1.3 30/2/6 160 (wheeled, blitz, cannot airlift) aluminum, oil

    Missile
    Cruise Missile 0.0.1 60 40/5/3 (leathal land, leathal sea, can load into Aegis Cruisers and nuclear subs) aluminum
    Tactical Nuke 0.0.1 180 10 aluminum, uranium
    ICBM 0.0.1 250 aluminum, uranium

    Ancient Naval Units
    Galley 2.2.4 30|2 (sink in sea, sink in ocean) {Sloop}

    Middle Age Naval Units
    *Sloop 5.3.5 50 (sink in ocean, imc: sea) {Man-o-War} Astronomy
    Caravel 2.3.4 60|3 (-2 hp, imc: sea, ocean) {Galleon}
    Galleon 2.3.5 80|4 (-2 hp, imc: sea, ocean) {Transport}
    Frigate 12.9.2 12/1/1 100 (all terrain as roads, blitz) {Ironclad}
    Man-o-War 16.12.2 12/1/1 100 (all terrain as roads, blitz)
    Privateer 8.2.7 40 (hidden nationality, imc: sea, ocean) Navigation

    Industrial Era Naval Units
    Ironclad 20.16.3 20/1/1 120 (all terrain as roads, blitz) iron, coal Steel {Battleship}
    Transport 2.5.8 100 (-2 hp, imc: sea, ocean) oil
    Battleship 48.38.3 30/2/3 240 (all terrain as roads, blitz) iron, coal, oil
    Destroyer 16.26.4 16/1/1 120 (all terrain as roads, blitz) oil {Aegis Cruiser}
    Submarine 16.6.3 120 (all terrain as roads, blitz, invisible, detect invisible)
    Aircraft Carrier 2.8.3 200|5 (all terrain as roads, blitz, radar) iron, rubber Advanced Flight

    Modern Naval Units
    Nuclear Sub 16.20.3 180|3 (all terrain as roads, blitz, invisible, detect invisible)
    Aegis Cruiser 25.35.4 25/1/1 160|2 (all terrain as roads, blitz, radar, detect invisible, *transport cruise missiles) aluminum, oil

    Industrial Era Air Units
    Fighter 5.5.2 25/6/2 120 (blitz, lethal sea bombard) oil {F-15}
    Bomber 0.2.1 20/12/8 150 (*foot soldier) oil, rubber {Jet Bomber}
    Helicopter 0.2.3 0/0/6 100 oil, rubber

    Modern Air Units
    Jet Fighter 20.20.3 35/8/3 180 (blitz, radar, lethal sea bombard) aluminum, oil
    F-15 30.30.3 35/8/3 180 (blitz, radar, lethal sea bombard, precision strike) aluminum, oil {Jet Fighter}
    *Jet Bomber 0.6.2 30/16/8 220 (blitz, radar, *foot soldier) aluminum, oil Rocketry
    Stealth Fighter 0.0.2 32/14/6 200 (blitz, stealth, radar, precision strike, *foot soldier) aluminum, oil, uranium
    Stealth Bomber 0.0.1 80/120/10 450 (blitz, stealth, radar, precision strike, *foot soldier) aluminum, oil, uranium

    Comment


    • #3
      __________________________

      Changes to Combat Experience
      Conscript 4hp 25% retreat
      Regular 6hp 50% retreat
      Veteran 9hp 60% retreat
      Elite 12hp 75% retreat
      __________________________

      Changes to Terrain
      *All terrain defensive bonuses set to 0% except in jungles, forest, hills, and mountains which are unchanged
      *Jungle changed to 1.1.0
      *Mountains changed to 0.2.0
      *Tundra changed to 0.1.0
      *Jungle move cost changed to 4
      *Mountain’s move cost changed to 4
      *Sea’s move cost changed to 2
      *Ocean’s move cost changed to 3
      __________________________

      General Settings Changes
      *Chance of Rioting is now 50%
      *Citizen value in shields is now 25
      *Turn Penalty for Each Hurry Sacrifice is now 20
      *Turn Penalty for Each Drafted Citizen is now 30
      *Future Tech Cost now 500
      *Minimum Research Time now 1 turn
      *Maximum Research Time now 48 turns
      *Cities Needed to Support an Army now 2
      *Chance to Intercept Enemy Air Missions now 75%
      *Chance to Intercept Enemy Stealth Missions now 4%
      *Fortification Defense Bonus now 50%
      *Citizen Defensive Bonus now 12
      *Building Defensive Bonus now 12
      *Basic Barbarian is now a Swordsman
      *Advanced Barbarian is now a Knight
      __________________________

      Changes to Citizens
      *Scientist now provides 3 research and comes with Education
      *Tax Collector now provides 3 taxes and comes with Currency
      __________________________

      Changes to Difficulty Level

      Bonus versus Barbarians removed at Regent and above
      All difficulty levels except for chieftain have one less default happy citizen (note: emperor and deity now start at 0 happy citizens)
      __________________________

      Changes to Diplomats and Spies
      *Build an Embassy cost 15
      *Investigate City cost 5
      *Steal Technology cost 8
      *Steal World Map cost 1
      *Plant Spy cost 45
      *Steal Plans cost 5
      *Initiate Propaganda cost 60
      *Sabotage Production cost 8
      *Expose Enemy Mole cost 60
      __________________________

      Changes to World Sizes
      *Tiny
      Optimal Cities 12
      Tech Rate 75
      *Small
      Optimal cities 14
      Tech Rate 115
      *Standard
      Optimal cities 20
      Tech Rate 150
      *Large
      Optimal cities 28
      Tech Rate 215
      *Huge
      Optimal cities 36
      Tech Rate 280
      __________________________

      Changes to Governments

      Anarchy
      0 police
      1/1/1 2 support
      0 draft
      tile penalty
      no building upkeep
      high war weariness
      1 worker rate
      0 assimilation
      catastrophic corruption
      conscript spies
      immune to build embassy

      Despotism
      3 police
      3/3/3 1 support
      2 draft
      tile penalty
      no war weariness
      1 worker rate
      forced labor
      0 assimilation
      rampant corruption
      regular spies

      Monarchy
      2 police
      2/3/4 2 support
      2 draft
      low war weariness
      2 worker rate
      paid labor
      1 assimilation
      nuisance corruption
      regular spies

      Communism
      3 police
      2/3/4 1 support
      3 draft
      tile penalty
      no building upkeep
      no war weariness
      3 worker rate
      paid labor
      3 assimilation
      communal corruption
      elite spies
      immune to investigate city

      Republic
      0 police
      1/1/1 2 support +15 free units
      1 draft
      high war weariness
      trade bonus
      2 worker rate
      paid labor
      2 assimilation
      problematic corruption
      regular spies

      Democracy
      0 police
      1/2/3 2 support
      1 draft
      high war weariness
      trade bonus
      3 worker rate
      paid labor
      4 assimilation
      minimal corruption
      regular spies
      immune to propaganda

      Fascism
      4 police
      1/3/5 3 support +10 free units
      3 draft
      no war weariness
      trade bonus
      2 worker rate
      forced labor
      0 assimilation
      nuisance corruption
      regular spies
      immune to tech steal

      Comment


      • #4
        __________________________

        Changes to Culture

        In awe of
        Culture Ratio 3:1
        Chance of Successful Propaganda: 60%
        Initial Resistance Chance: 20%
        Continued Resistance Chance: 15%

        Admirers of
        Culture Ratio 2:1
        Chance of Successful Propaganda: 50%
        Initial Resistance Chance: 35%
        Continued Resistance Chance: 30%

        Impressed with
        Culture Ratio 5:4
        Chance of Successful Propaganda: 40%
        Initial Resistance Chance: 50%
        Continued Resistance Chance: 45%

        On par with
        Culture Ratio 4:5
        Chance of Successful Propaganda: 30%
        Initial Resistance Chance: 60%
        Continued Resistance Chance: 55%

        Unimpressed by
        Culture Ratio 1:2
        Chance of Successful Propaganda: 20%
        Initial Resistance Chance: 70%
        Continued Resistance Chance: 65%

        Dismissive of
        Culture Ratio 1:3
        Chance of Successful Propaganda: 10%
        Initial Resistance Chance: 85%
        Continued Resistance Chance: 80%

        Disdainful of
        Culture Ratio 1:10
        Chance of Successful Propaganda: 1%
        Initial Resistance Chance: 100%
        Continued Resistance Chance: 95%
        __________________________


        Changes to Improvements and Wonders

        Improvements
        Capital
        Palace 100/1/0 Center of Empire, +1 Happy

        Happiness
        Temple 60/1/1 +1 Happy (Religious)
        Coliseum 120/2/2 +2 Happy
        Cathedral 160/2/2 +3 Happy [Temple] (Religious)

        Economic
        Marketplace 100/0/1 +50% Tax Output, Increases Luxury Trade (Commercial)
        Bank 150/0/3 +50% Tax Output [Marketplace] (Commercial)
        *Stock Exchange 220/0/4 +50% Tax Output [Bank] (Commercial) The Corporation

        Trade
        Harbor 80/0/1 Allows Water Trade, Increases Food in Water (Commercial, Coastal)
        Air Port 160/0/2 Allows Air Trade, +50% Luxury Output 1 Pollution {Oil} (Commercial)

        Military
        Walls 20/0/0 +50% Defense, 12 Bombard Defense (Militaristic)
        Coastal Fortress 40/0/1 16 Naval Power, 12 Naval Bombard Defense {Iron, Saltpeter} (Militaristic, Coastal)
        Barracks 80/0/2 Veteran Ground Units (Militaristic) Warrior Code
        *Naval Base 120/0/3 Veteran Sea Units [Harbor] (Militaristic, Coastal) Astronomy
        *Airforce Installation 160/0/4 Veteran Air Units {Oil} (Militaristic) Flight
        SAM Missile Battery 100/0/2

        Production
        *Mill 160/0/2 +25% Production, Must be Near a River; Engineering
        Factory 240/0/4 +50% Production, 2 Pollution {Iron}
        Manufacturing Plant 320/0/5 +50% Production, 1 Pollution [Factory] {Aluminum}
        Coal Plant 160/0/4 +50% Production, 3 Pollution [Factory] {Coal}
        Hydro Plant 240/0/4 +50% Production, Must be Near a River [Factory] {Iron}
        Solar Plant 320/0/4 +50% Production [Factory] {Rubber}
        Nuclear Plant 240/0/4 +100% Production, 1 Pollution, Must be Near Water, Can Explode or Meltdown [Factory] {Uranium}
        Offshore Platform 240/0/3 Increases Shields in Water, 2 Pollution (Coastal)

        Research
        Library 80/1/1 +50% Research Output (Scientific) Writing
        University 200/3/3 +50% Research Output [Library] (Scientific)
        Research Lab 240/0/4 +50% Research Output [University] (Scientific)

        Corruption
        Courthouse 80/1/1 Reduces Corruption
        *Newspaper 120/1/2 Reduces Corruption, Resistant to Propaganda [Library] Printing Press
        Police Station 180/1/2 Reduces Corruption, Reduces War Weariness [Courthouse]

        Growth
        Granary 60/0/1 Doubles City Growth Rate
        Aqueduct 100/0/1 Allows City Size Level 2
        Hospital 160/0/2 Allows City Size Level 3

        Pollution
        Mass Transit 200/0/3 Removes Population Pollution {Rubber}
        Recycling Center 200/0/3 Removes Building Pollution

        Cultural
        *Amphitheater 80/3/1 Literature
        *Opera 160/8/2 [Amphitheater] Music Theory
        *Museum 240/14/4 [Theater] Atomic Theory
        **Obelisk 0/1/0 cannot be built only appears through the Pyramids
        __________________________

        Wonders
        Happiness
        Hanging Gardens 300/0/4 3 happy, 1 happy in all cities expires with Steam Power {Ind}
        Oracle 300/0/4 [2x Temple] Doubles happiness of temples expires with Theology {Rel}
        Sistine Chapel 600/0/6 [2x Cathedral] Doubles happiness of Cathedrals {Rel}
        JS Bach's Cathedral 600/0/6 [2x Cathedral] 2 happy, 2 happy in all cities expires with Genetics {Rel, Con}
        Cure for Cancer 1000/0/8 [2x Research Lab] 6 happy, 2 happy in all cities {Sci}

        Economic
        Colossus 200/0/2 +1 trade in all trade producing squares expires with Mass Production {Ex, Com, Coastal)
        Wall Street 300/0/1 [5x Banks] Treasury Earns 5% {Com}

        Trade
        Great Lighthouse 300/0/2 [2x Harbor] Safe Sea Travel, +1 Ship Movement expires with Magnetism {Exp, Com, Coa}
        Magellan's Voyage [2x Harbor] 400/0/3 +1 Ship Movement expires with Nuclear Power {Exp, Com, Coa}
        Smith's Trading Company 600/0/4 Pays Maintenance for trade Installations {Com}

        Military
        Great Wall 200/0/2 Doubles combat vs. Barbs, Doubles City Defense expires with Metallurgy {Mil, Ind}
        Sun Tzu's Art of War 600/0/3 Barracks in every city on the continent expires with Motorized Transport{Mil}
        Leonardo's Workshop 600/0/3 Halves upgrade cost {Mil}
        Universal Suffrage 900/0/4 Reduces war weariness in all cities {Mil}
        Manhattan Project 800/0/2 [2x University] Allows all civs to build Nukes {Mil, Sci, Ind} Uranium
        Heroic Epic 200/0/4 Increased chance of leaders, Requires a victorious army expires with Military Tradition {Mil, Rel} (note: The Heroic Epic is now a great wonder)
        Military Academy 400/0/1 Build armies without leaders {Mil} (note: victorious army requirement removed)
        Pentagon 400/0/1 Build larger armies, requires 4 armies, requires a victorious army {Mil}
        Strategic Missile Defense 800/0/1 [5x SAM batteries] Decreased chance of missile attacks {Mil, Sci}
        Intelligence Agency 400/0/1 Allows spy missions {Mil, Sci}
        Battlefield Medicine 500/0/1 [5x Hospital] Healing in enemy territory {Mil}

        Production
        Hoover Dam 1200/0/3 gain hydro plant in every city on continent, must be near a river {Ind}
        Iron Works 400/0/1 +100% production, 4 pollution, requires coal and iron in city radius {Ind}

        Research
        Great Library 400/0/4 [2x Library] Gain any advances owned by two civs expires with Education {Sci}
        Copernicus's Observatory 400/0/4 doubles research output expires with Space Flight {Exp, Sci}
        Newton's University 500/0/5 [2x University] doubles research output {Sci}
        Theory of Evolution 600/0/6 +2 free advances {Sci}
        SETI Program 1200/0/8 [3x University] doubles research output {Sci, Exp}
        Apollo Program 500/0/3 build spaceship parts {Sci, Ind} Aluminum

        Corruption
        Forbidden Palace 150/0/1 reduces corruption {Exp, Rel}

        Growth
        Longevity 1200/0/8 [2x research Lab] city growth causes +2 pop {Sci, Exp}

        Pollution
        N/A

        Cultural
        Pyramids 200/0/4 gives an obelisk in each city on the continent expires with Monotheism {Ind, Rel}
        Shakespeare's Theater 400/0/16 [2x Theater] 2 happy, +50% Luxury Output
        United Nations 1200/0/15 Allows diplomatic victory {Exp, Com}
        __________________________

        Space Ship Parts
        SS Thrusters 600 Aluminum
        SS Engine 1200 Aluminum, Uranium
        SS Docking Bay 300 Oil, Rubber
        SS Cockpit 600 Aluminum
        SS Fuel Cells 300 Uranium, Rubber
        SS Life Support System 600 Aluminum
        SS Stasis Chamber 600 Aluminum
        SS Storage/Supply 300 Oil, Rubber
        SS Planetary Party Lounge 300 Oil, Rubber
        SS Exterior Casing 1200 Aluminum, Uranium
        __________________________

        Changes to Resources

        *All strategic resources set to have a disappearance rate of 900
        *Oil can now be in plains
        *Game can now be in jungle
        __________________________

        Changes to Technology

        *Moved Map Trading from Map Making to Navigation
        *Moved Communication trading from Writing to Magnetism
        *Moved Mutual Protection Pacts from Nationalism to Espionage
        *Moved appearance of Aluminum to Mass Production
        *Moved appearance of Uranium to Atomic Theory
        *Advanced Flight is now a required tech
        __________________________

        Comment

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