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Final Rule Mod (new govs/new tech/naval units faster/privateers more powerfull/che...

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  • Final Rule Mod (new govs/new tech/naval units faster/privateers more powerfull/che...

    Ok heres the final rule edits, i think it is a lot better to play and is more balanced..
    Pretty much i just made it so all things actually make sense to be used (xcept anarchy it worst now)


    Government changes
    ----------------Anarchy
    -immune to build embassy
    -diplomats are conscript
    -spies are conscript
    -resistant fa:5 fu:5
    -rate cap 6
    ----------------Despotism
    -3 units free for town
    -5 free for metro
    -resistant fa:0 fu:-5
    -propaganda fa:0 fu:0
    -rate cap 7
    Monarchy
    -5 free units per city
    -7 free units per metro
    -resistant fa:0 fu:5
    -propaganda fa:-5 fu:-10
    -rate cap 8
    ---------------Comunism
    -worker rate of three
    -m. police limit 4
    -3 work rate
    -paid labor
    -1 free unit per town
    -4 free units per city
    -10 free units per metropolis
    -units cost 2 to support
    -Propaganda a:40 des:25 m:15 c:0 R:10 D:5 fa:-10 fu:-15
    -standard tile bonus
    -corruption is problematic
    -resistance Fu:-15 fa:-10
    ---------------Republic
    -1 free unit per city
    -2 free units per metro
    -corruption is problematic
    -resistance fa:0 fu:-5
    -rate cap 9
    ---------------Democracy
    -worker rate 4
    -diplomats are veteran
    -spies are conscript
    -now immune to sabotage production
    -5% assimilation chance
    -1 free unit per metropolis, town and city
    -6 free units
    -units cost 2 to support
    -Resistance fa:15 fu:5
    -Propaganda fa:15 fu:-15
    ------------------Fascism
    -prerequisite fascism
    -Corruption Nuisance
    -free units: 4,t 6,c 10,m
    -diplomats are regular
    -spies are regular
    -immune to investigate city
    -worker rate 2
    -3% assimilation chance
    -draft limit 4
    -military police limit is 4
    -forced labor
    -1 gold per unit
    -forced labor
    -Propaganda A:25 Des:15 m:5 c:0 r:-5 d:-10 fa:-5 fu:-15
    -rate cap 9
    ---------------Fundementalism
    -Prerequisite fundementalism
    -all units free
    -corruption minimal
    -worker rate 2
    -cant hurry
    -no war wearyness
    -resistance A:20 Des:15 M:10 C:5 R:0 D:-15 Fa:5 fu:0
    -diplomats are conscript
    -spies are conscript
    -no immunitys
    -1 draft limit
    -0 military police
    -propaganda a:20 des:10 m:5 c:-15 r:5 d:0 fa:5 fu:-5
    -assimilation chance 1%
    -rate cap 7


    -----------------Units Changed
    Privateer Attack improved
    All naval units except submarine have increased movement points
    All Air units are cheaper
    Nuclear Weapons are less expensive (cut in half)
    ------------------Personality Changes
    Leader Personalitys are modified to fit new government types/ agressiveness/non agresiveness is edited
    -----------------new techs
    Fundementalism
    pre: Monotheism, Feudalism
    Fascism
    pre: nationalism, motorized transportation


    although i doubt anyone will dl this.. if you want to know why i changed things the way i did you can ask..
    Last edited by ancient; November 13, 2001, 21:06.
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