I got my hands on conquests a week or so, and I've played it some, and I've had some fun so far. However, I think it's time to update the Blitz Mod. All of the work I've done on the various versions of the Blitz Mod has helped me to create a Blitz Mod philosophy which is:
*Combat should be interesting, it should emphasize combined arms, strategy, and planning. While combat should involve some uncertainty, better preparation should lead to victory.
*Culture should have an increased role in the game, and winning a cultural victory should take strategy.
*Scarcity and limited resources will help make the choices in the game harder, and this will increase the strategic depth of Civ3.
*Military aggression should have repercussions, and it shouldn't always be the easiest answer.
*Units balance should be a priority.
*Unique Units should be more powerful than normal units, but all UU's should have the same impact on the game.
*The governments should all have strengths and weaknesses, and should exhibit balance as well.
*Nothing should come easy.
*Don't be afraid to experiment, and hopefully push the editors to its limits.
That's what guides me, and I try to stay loyal to those principles. Here is the readme, broken down by editor tabs, of what I've finished editing so far. As I complete more sections I'll add them to the readme.
__________________________
Conquests Blitz Mod Readme
__________________________
General Settings Changes
*Chance of Rioting is now 50%
*Citizen value in shields is now 25
*Minimum population for we love the king day is now 7
*Future Tech Cost now 500
*Minimum Research Time now 1 turn
*Cities Needed to Support an Army now 3
*Chance to Intercept Enemy Air Missions now 75%
*Chance to Intercept Enemy Stealth Missions now 4%
*Fortification Defense Bonus now 50%
*Town Defense Bonus now 50%
*City Defense Bonus now 100%
*Metro Defense Bonus now 150%
*Citizen Defensive Bonus now 12
*Building Defensive Bonus now 12
*Basic Barbarian is now a Swordsman
*Advanced Barbarian is now a Knight
__________________________
Changes to Governments
Anarchy
0 police
1/1/1 1 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
2 police (4 citizens quelled)
3/3/3 1 support
2 draft
tile penalty
no war weariness
1 worker rate
forced labor
0 assimilation
rampant corruption
regular spies
Republic
0 police
0/0/0 3 support +20 free units
1 draft
high war weariness
trade bonus
2 worker rate
paid labor
2 assimilation
problematic corruption
regular spies
Monarchy
1 police (2 citizens quelled)
2/3/4 2 support
2 draft
low war weariness
2 worker rate
paid labor
1 assimilation
problematic corruption
regular spies
Feudalism
2 police (4 citizens quelled)
4/1/0 3 support
2 draft
no war weariness
1 worker rate
forced labor
0 assimilation
communal corruption
regular spies
Democracy
0 police
1/2/3 2 support
1 draft
high war weariness
trade bonus
3 worker rate
paid labor
5 assimilation
minimal corruption
regular spies
immune to propaganda
Communism
2 police (4 citizens quelled)
2/2/2 1 support
3 draft
no building upkeep
no war weariness
4 worker rate
cannot hurry
3 assimilation
communal corruption
elite spies
immune to investigate city
Fascism
3 police (6 citizens quelled)
3/4/6 3 support
3 draft
no war weariness
trade bonus
3 worker rate
forced labor
0 assimilation
nuisance corruption
regular spies
immune to tech steal
__________________________
Changes to Terrain
*Removed defensive terrain bonus for all terrain types with a 10% bonus. Left all others unchanged.
*Jungle changed to 1.1.0
*Mountains changed to 0.2.0
*Tundra changed to 0.1.0
*Marsh changed to 0.2.0
*Jungle move cost changed to 4
*Mountain’s move cost changed to 4
*Marsh's move cost changed to 3
*Sea’s move cost changed to 2
*Ocean’s move cost changed to 2
*Ocean is now impassable to wheeled units
__________________________
Changes to Citizens
*Scientist now come with Education
*Tax Collector now provides 3 taxes and come with Currency
__________________________
Changes to Civilization Advances
*Bronze Working, Masonry, Alphabet, Pottery, The Wheel, Warrior Code, and Ceremonial Burial cannot be traded
*Horseback Riding is now an optional tech
*Gunpowder now has Education as a prereq in addition to invention
*Economics is now a required tech
*Printing Press now provides a free tech to the first civ to discover it
*Advanced Flight is now a required tech
*Moved Mutual Protection Pacts from Nationalism to Espionage
*Combined Communism and Fascism into a single tech called Totalitarianism, which provides police stations, and the governments communism and fascism
*Created a new tech called antiquities, that has atomic theory as a prerequisit and provides museums
*Amphibious warfare prerequisit is now combustion
*Motorized Transport no longer requires electronics
*Advanced Flight no longer requires motorized transport
__________________________
Changes to Combat Experience
Conscript 3hp 35% retreat
Regular 4hp 50% retreat
Veteran 6hp 60% retreat
Elite 9hp 75% retreat
__________________________
Changes to Difficulty Level
*Military units now quell two unhappy citizens on all levels
*Attack bonus against barbarians reduced to 100% for chieftain, and removed at all other difficulty levels.
*All difficulty levels except for chieftain have one less default happy citizen (note: emperor and above start out with 0 default happy citizens)
__________________________
*Combat should be interesting, it should emphasize combined arms, strategy, and planning. While combat should involve some uncertainty, better preparation should lead to victory.
*Culture should have an increased role in the game, and winning a cultural victory should take strategy.
*Scarcity and limited resources will help make the choices in the game harder, and this will increase the strategic depth of Civ3.
*Military aggression should have repercussions, and it shouldn't always be the easiest answer.
*Units balance should be a priority.
*Unique Units should be more powerful than normal units, but all UU's should have the same impact on the game.
*The governments should all have strengths and weaknesses, and should exhibit balance as well.
*Nothing should come easy.
*Don't be afraid to experiment, and hopefully push the editors to its limits.
That's what guides me, and I try to stay loyal to those principles. Here is the readme, broken down by editor tabs, of what I've finished editing so far. As I complete more sections I'll add them to the readme.
__________________________
Conquests Blitz Mod Readme
__________________________
General Settings Changes
*Chance of Rioting is now 50%
*Citizen value in shields is now 25
*Minimum population for we love the king day is now 7
*Future Tech Cost now 500
*Minimum Research Time now 1 turn
*Cities Needed to Support an Army now 3
*Chance to Intercept Enemy Air Missions now 75%
*Chance to Intercept Enemy Stealth Missions now 4%
*Fortification Defense Bonus now 50%
*Town Defense Bonus now 50%
*City Defense Bonus now 100%
*Metro Defense Bonus now 150%
*Citizen Defensive Bonus now 12
*Building Defensive Bonus now 12
*Basic Barbarian is now a Swordsman
*Advanced Barbarian is now a Knight
__________________________
Changes to Governments
Anarchy
0 police
1/1/1 1 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
2 police (4 citizens quelled)
3/3/3 1 support
2 draft
tile penalty
no war weariness
1 worker rate
forced labor
0 assimilation
rampant corruption
regular spies
Republic
0 police
0/0/0 3 support +20 free units
1 draft
high war weariness
trade bonus
2 worker rate
paid labor
2 assimilation
problematic corruption
regular spies
Monarchy
1 police (2 citizens quelled)
2/3/4 2 support
2 draft
low war weariness
2 worker rate
paid labor
1 assimilation
problematic corruption
regular spies
Feudalism
2 police (4 citizens quelled)
4/1/0 3 support
2 draft
no war weariness
1 worker rate
forced labor
0 assimilation
communal corruption
regular spies
Democracy
0 police
1/2/3 2 support
1 draft
high war weariness
trade bonus
3 worker rate
paid labor
5 assimilation
minimal corruption
regular spies
immune to propaganda
Communism
2 police (4 citizens quelled)
2/2/2 1 support
3 draft
no building upkeep
no war weariness
4 worker rate
cannot hurry
3 assimilation
communal corruption
elite spies
immune to investigate city
Fascism
3 police (6 citizens quelled)
3/4/6 3 support
3 draft
no war weariness
trade bonus
3 worker rate
forced labor
0 assimilation
nuisance corruption
regular spies
immune to tech steal
__________________________
Changes to Terrain
*Removed defensive terrain bonus for all terrain types with a 10% bonus. Left all others unchanged.
*Jungle changed to 1.1.0
*Mountains changed to 0.2.0
*Tundra changed to 0.1.0
*Marsh changed to 0.2.0
*Jungle move cost changed to 4
*Mountain’s move cost changed to 4
*Marsh's move cost changed to 3
*Sea’s move cost changed to 2
*Ocean’s move cost changed to 2
*Ocean is now impassable to wheeled units
__________________________
Changes to Citizens
*Scientist now come with Education
*Tax Collector now provides 3 taxes and come with Currency
__________________________
Changes to Civilization Advances
*Bronze Working, Masonry, Alphabet, Pottery, The Wheel, Warrior Code, and Ceremonial Burial cannot be traded
*Horseback Riding is now an optional tech
*Gunpowder now has Education as a prereq in addition to invention
*Economics is now a required tech
*Printing Press now provides a free tech to the first civ to discover it
*Advanced Flight is now a required tech
*Moved Mutual Protection Pacts from Nationalism to Espionage
*Combined Communism and Fascism into a single tech called Totalitarianism, which provides police stations, and the governments communism and fascism
*Created a new tech called antiquities, that has atomic theory as a prerequisit and provides museums
*Amphibious warfare prerequisit is now combustion
*Motorized Transport no longer requires electronics
*Advanced Flight no longer requires motorized transport
__________________________
Changes to Combat Experience
Conscript 3hp 35% retreat
Regular 4hp 50% retreat
Veteran 6hp 60% retreat
Elite 9hp 75% retreat
__________________________
Changes to Difficulty Level
*Military units now quell two unhappy citizens on all levels
*Attack bonus against barbarians reduced to 100% for chieftain, and removed at all other difficulty levels.
*All difficulty levels except for chieftain have one less default happy citizen (note: emperor and above start out with 0 default happy citizens)
__________________________
Comment