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MOD: Anti-Conquests Mod

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  • MOD: Anti-Conquests Mod

    This is my personal mod that I developed originally for PTW and recently updated for C3C. I know it is not for everyone as most of the people here seem to like expansion and hate corruption. If you were disappointed with the level of corruption when Civ 3 first appeared - this mod is not for you.

    The main goal of this mod is to make expansion difficult. It also tries to balance several aspects of the game and takes a lot of ideas from the AU mod and its prepared C3C version.
    There are more civilizations per map than in the standard game. Since their expansion is made more difficult, many of them survive till late game. Some of them will be very weak, some strong but rarely will one civ occupate the whole continent. Also, bigger is not always better in this mod; there are cases where a civ with a couple of cities might overcome a much more numerous rivals.

    If anybody would like to give my mod a try, I will be grateful for comments and bug reports.

    See the readme for details.


    =======================================
    Kuratko's ANTI-CONQUESTS MOD
    =======================================
    Current version 1.02
    ---------------------------------------------------


    EXPANSION TWEAKS
    ----------------------

    * Settler consumes 3 population units when created and it costs 50 shields to build. Worker costs 20 shields.
    - This makes expansion slower. The AI seems to cope well with these changes, still it is quite fast expanding. The more expensive Settler actually helps the AI as it shortens the periods when the AI waits for its building due to insufficient city size.

    * City placement forbidden in Desert and Tundra (in addition to Mountains, Marsh and Volcano).
    - This should increase the value of colonies, especially on large maps. Forest cannot be planted on Tundra. Clear Forest is available with Engineering and Clear Wetlands with Gunpowder.
    This increases realism and slows expansion. Some more observations of the AI are needed. If the AI will be proved to know how to clean Marsh to build there a city, the same can be suppposed also for Jungles. In that case I would forbid city placement also in Jungles.

    * Sea has movement cost of 2 and Ocean movement cost of 3 and Ocean is impassable by wheeled units (Galley and Curragh).
    - An obstacle for sea expansion and island hopping. Also diminishes suicide sails that the AI did not use.

    * Decreased optimum number of cities:
    Tiny/Small/Standard/Large/Huge
    4/5/6/8/12
    - That means corruption due to number of cities is dramatically increased. This hinders expansion. Still the AI goes over OCN if it is advantageous.

    * Changed maximum number of civs to 9/12/14/18/24.
    Tech rates changed to 80/100/120/160/200 (was 60/200/240/320/400)

    Overall the above changes lead to the fact that many civs will survive till the Modern age.


    UNITS
    -------

    * Infantry attack stregthened to 7, Paratrooper to 6 and Modern Paratrooper to 8.
    - To make it better for the AI as AI uses these units for attack.

    * Cavalry weakened to 5.3.3

    * Removed AI offense flag from Rifleman, Mech. Infantry, Musketeer.
    - There are alternatives better suited for attack.

    * Curragh set to Naval Transport with capacity 0.
    - To encourage the AI to build it, otherwise humans get advantage.

    * Curragh and Galley made wheeled (cannot enter ocean squares). Caravel gets ignore movement cost at sea and all other ships ignore movement costs at both sea and ocean.
    - This also makes Carrack a stronger UU.

    * Privateer made cheaper (35 from 50)

    * Frigate streghthened to 3-3-5 (from 2-2-5). Man-O-War changed accordingly to 5-3-5 (from 4-2-5).

    * Later ship bombard strength increased: Cruiser 8 (from 7), Battleship 12 (from 8) and AEGIS Cruiser 8 (from 6).

    * Carrier can carry up to six airplanes.

    * Added Wheeled ability to Tank, Panzer, Mech. Infantry, Modern Armor, Artillery, Radar Artillery and Mobile SAM.
    - To give Paratroopers, Marines, and air and naval support more importance. You still can move these units on enemy roads.

    * Bomber and Stealth Bomber are flagged to carry one unit, but also flagged with "carries only air" and "carries only foot". That way, they will not be able to be loaded to Carriers.



    UNIQUE UNITS BALANCING
    -----------------------------

    * Reduced cost of Conquistador to 60 and changed stats to 2.3.2.
    - To strengthen this unique unit without making knights obsolete. Its main purpose is pillaging in enemy territory, therefore stats are improved for defense.

    * Legionary can build road and fort.
    - To strengthen this unique unit and for historical accuracy.

    * Jaguar Warrior gets enslave and costs 20 instead of 15.
    * Impi gets enslave and costs 25.
    - Now we have three enslaving units.

    * Sipahi gets weakened to 7.3.3
    - in accordance with weakening of Cavalry

    * Reduced cost of Musketman and Musketeer to 50 (from 60)
    - to stregthen the defense against Cavalry



    TECH TREE
    ------------

    * Chemistry requires Education (in addition to Gunpowder)
    - prolongs the time of Knights and ensures that almost all AIs can get Musketmen before Cavalry

    * Motorized Transportation no longer requires Electronics
    - weakens the part of the tree leading to Hoover Dam

    * Some ancient age advances made more expensive: Pottery 3 (instead of 2), Iron Working 7 (6), Horseback Riding 6 (5), Mysticism 6 (4), Polytheism 14 (12), Philosophy 10 (6)


    SPECIALISTS
    --------------

    * Civil Engineer available with Steel
    - to make this technology more attractive


    WONDERS
    -----------

    * Statue of Zeus made more expensive (350 instead of 200) and Ancient Cavalry toned down (no hp bonus). Knight's Templar costs 400 (instead of 300). Statue of Zeus and Knight's Templar produce units less frequently (once per 8 turns)
    - Were too powerful.

    * Increased happy faces for Cure for Cancer by 2.
    - To make this wonder worth building. In the late game, when most empires have access to 6-8 luxuries, 1000 shields for one happy face is just not worth it.

    * Longevity moved to Sanitation and cost reduced to 800. Also gives one happy face in all cities.


    IMPROVEMENTS
    -----------------

    * Coastal Fortress set to 32 naval and naval bombard defense.
    - To stregthen. Otherwise it is good for nothing.

    * Colosseum produces only 1 Culture and 3 happy faces (instead of 2/2) and Cathedral produces only 2 happy faces (instead of 3).
    - To be worth building. It was better to wait for cathedrals, even for non-religious civs. Now you go for Colosseums if you need happiness and Cathedrals if you need Culture. Also makes Sistine Chapel slightly weaker.

    * Hydro Plant gives only +25% production, Nuclear Plant gives 2 pollution and Solar Plant gives +75% production. Hydro plant possible with Electricity and does not require Factory. Hydro Plant also made cheaper and costs 160 shields (same as Coal Plant).
    - To rebalance power plants and make Hoover Dam less powerful.


    SS COMPONENTS
    -------------------

    * All SS components made almost twice as expensive (1000, 500 and 250 instead of 640, 320 and 160 shields)

    * SS Docking Bay moved to Robotics, SS Storage/Supply and SS Life Support moved to Genetics.
    - To postpone the space race a little and to give Genetics more sense once Longevity has been moved away.


    MAP SIZES
    ------------

    * Increased minimum distance between civs:
    Tiny/Small/Standard/Large/Huge
    12/16/20/26/32
    This should separate initial starting positions more.


    OTHER TERRAIN AND RESOURCE CHANGES
    ----------------------------------------------

    * Mining of grasslands forbidden.
    - I simply do not like the whole country mined. Also makes city placement more important.

    * Railroads made by 50% more difficult to build.
    - They are too powerful.

    * Stategic resources made more rare (see table in the readme)
    - As there are more civs, this is not that bad as it looks at the first glance, as some civs will probably be eliminated in the course of history


    GOVERNMENTS
    -----------

    * Spies for all governments except Anarchy set to Veteran, Communist Diplomats are veteran and Spies set to elite. Mission cost halved for Plant a spy, Steal plans, Initiate Propaganda, Sabotage Production and Expose enemy spy.
    - To increase the efficiency of the missions. Default is too low.

    * Workers under Fascism at 150% speed and units cost 2 gold.
    - 200% was overpowering.

    * The Republic tech advance renamed City States and it now enables government called City States.
    City states stats: Communal corruption, Paid labor, low WW, units free 0/1/1, 2gold-unit, 1 Draft, 0MP, Worker 100%, Assimilation 2%
    Feudalism: Problematic corruption, Forced labor, low WW, trade bonus, units free 5/2/1, 3gold-unit, 2 Draft, 3MP, Worker 100%, Assimilation 3%
    Monarchy: Problematic corruption, paid labor, no WW, units free 3/6/9, 1gold-unit, 2 Draft, 3MP, Worker 100%, Assimilation 2%
    Resistance modifiers changed generally to make resistance more of an issue.


    CIVILIZATIONS
    ----------------

    * Traits for Maya and Sumeria swapped, Maya is now Agr-Sci and Sum is Agr-Ind.
    - Maya has very strong UU and was overpowered with its traits.


    DISASTERS
    ------------

    * Volcanos period decreased down to 3000
    * Plagues allowed with slightly modified settings


    VICTORY POINT SCORING
    ----------------------------

    * Victory point scoring victory allowed (100000 points) - needs tweaking to
    be balanced with other victory conditions
    - Wonder: 10*cost
    - Defeating unit: 5*cost
    - Advance: 5*cost
    - City conquest: 100*population
    - Victory point scoring: 5 per turn
    - No capturing of special unit and no gold for capture

    * Game prolonged by 50 turns.
    Attached Files
    Last edited by Kuratko; January 5, 2004, 09:00.
    Check my C3C Reference Tech Tree
    Test my Anti-Conquests Mod

  • #2
    Reserved

    for future use...
    Check my C3C Reference Tech Tree
    Test my Anti-Conquests Mod

    Comment


    • #3
      interesting stuff.

      however, i don't like the idea of no cities on marsh and in jungles.
      ofcourse it is more realistic and better. but the AI doesn't know how to handle it. it can't chop down and then build a city there.

      i'd also increase the civ count. 12 on huge means only approx. 8 at higher difficulty levels! so why don't you just increase the number of civs even more from 8/10/12/16/24 to 10/14/19/26/31.

      btw: that's another disadvantage of the AI: he doesn't like going over the OCN. don't know when and how this preference is "broken"

      i'll try this mod after my exams... looks interesting
      - Artificial Intelligence usually beats real stupidity
      - Atheism is a nonprophet organization.

      Comment


      • #4
        NEW VERSION

        NEW VERSION 1.02 OF THE MOD POSTED.
        Some rebalancing and minor changes.

        Originally posted by sabrewolf
        interesting stuff.

        however, i don't like the idea of no cities on marsh and in jungles.
        ofcourse it is more realistic and better. but the AI doesn't know how to handle it. it can't chop down and then build a city there.

        i'd also increase the civ count. 12 on huge means only approx. 8 at higher difficulty levels! so why don't you just increase the number of civs even more from 8/10/12/16/24 to 10/14/19/26/31.

        btw: that's another disadvantage of the AI: he doesn't like going over the OCN. don't know when and how this preference is "broken"

        i'll try this mod after my exams... looks interesting
        Thanks for comments sabrewolf. Cities are forbidden on marshes even in the standard game so there is a hope that the AI knows how to handle it. I have not made enough testing to confirm that yet so no cities on jungles has been removed from current version of the mod. Number of civs has been increased. As for the OCN, from my testing it follows that the AI goes over 2*OCN in case that it is significantly advantageous. I also met a situation where the AI expanded rather strongly but then suffered large inefficiency problems.

        In other words, larger is not always better in this mod and this is what I wanted to achieve.
        Check my C3C Reference Tech Tree
        Test my Anti-Conquests Mod

        Comment


        • #5
          Seems interesting, though i think some of your stuff with the governments aren't done very good and logically.

          FE Feudalism is less likely to have Assimilation because Fedualism is inherantly a very localized form of government. Monarchy should be higher than fedualism because of its more centralizaed nature.

          Workers also IMO should be lowered, but that might be unbalancing.
          Which Love Hina Girl Are You?
          Mitsumi Otohime
          Oh dear! Are you even sure you answered the questions correctly?) Underneath your confused exterior, you hold fast to your certainties and seek to find the truth about the things you don't know. While you may not be brimming with confidence and energy, you are content with who you are and accepting of both your faults and the faults of others. But while those around you love you deep down, they may find your nonchalance somewhat infuriating. Try to put a bit more thought into what you are doing, and be more aware of your surroundings.

          Comment

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