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  • #16
    Hey RPM, and thanks for checking in here!~ I'm glad you're liking the sounds of the mod, and I can tell you, based on my own testing of various segments of things, that it's going to dramatically improve the overall play experience when we're done!

    As to your ideas:

    The disease thing....sadly no. It's either on or off....:: sigh:: kinna sucks, but that's the best we can do with the editor as it stands. If they give us more flexibility there though, you can bet you'll be seeing stuff like that in future iterations!

    Engineers and workers....yep....not to worry, it's coming...(see below!)

    Leaders: So far, no....well...Kinna no. I'm working on something that MAY allow for Leaders to be "built" I dunno, and it'll be heinously powerful, so it'll have to be pretty doggone expensive, but.....it just MIGHT be doable in a roundabout way....(more on that below too!)

    Late Game Stuff: It's true, the very best elements of the game take place in the Ancient Era and the Middle Ages, and combat modifiers aside, that's where most of our improvements in v 1.0 occur, BUT....

    Keep the faith! This is merely the "first installment" of an ongoing effort to improve the game. Trouble is, it's such a *vast* game that (as was pointed out by one of the folks helping with the design), if we don't do it iteratively, we'll be forever getting anything out the door, and if there's problems with balancing, it may not be possible to immediately recognize exactly where the balance problems are if we change too much at once. So....we're starting off with this, addressing what I believe to be the most glaring problems with the game (terrain imbalances on the opener, combat, too little early game choice where strategy is concerned), and we'll build from there. (For example, in v 2.0, two of the MAJOR components we'll be adding and discussing in depth is a total re-vamping of the way Amphibious Units are handled (currently there's only one Amphib Unit, but I strongly suspect there'll soon be more, and probably starting in the Middle Ages!), and Aussie Lurker has posted a MAMMOTH Civ-Improving document that I'm still reading and digesting....it's huge....probably too huge to add in all at once, so we'll have to break it down by era and see where it takes us, but there's that, and a number of other ideas that have been fronted that we can't really implement just yet (editor limitations), including Government Types that feature Gov-Specific Wonders and Units to *really* make them distinct!

    My thoughts on the "Great Leader/Great Artist" Kinna thing: (No names for any of this stuff yet, cos it's still just a rough idea)

    1) Make City-Build A - Culture Enhancer, available in all cities.
    2) Make City-Build B - Culture Enhancer that can only be built in cities that have "A", and only along rivers (to limit the total number)
    3) Make Minor Wonder C - Pre-Requisites (Must have Wine and City Build B in the city in order to build the wonder)

    New Unit: Great Artist: Pre-Req: Minor Wonder C, Cost (something huge and outrageous)

    Dunno, but that's one way of *maybe* simulating it....

    -=Vel=-

    A general comment too! When the Mod is put out here for downloading, *please* feel free to comment, gripe, complain, or sugesst ways of improving what's already in place! As I see it, each additional iteration of the Mod will basically be comprised of two distinct parts: First, to tweak what already exists, based on player feedback, and second, to add to what already exists, expanding the overall scope and depth of the Mod.

    Engineers: I've had that thought too, about more techs or wonders that double worker speed. Do it often enough, and you begin to seriously cut down on the number of workers needed on hand to accomplish late game tasks (pollution control). No specifics yet here, but it's definitely something to watch for in future iterations!
    The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

    Comment


    • #17
      Comments and Reasonings:

      Korn - Indeed, and your idea re: slowing down expansion further still by having settlers cost 3 pop might be something to look at! Mostly, the goal is to keep the game as interesting as possible for as long as possible, without making the player feel like he's beating his head against the wall and not getting anywhere. I like a steady sense of progress in my games, and lots of choices. If I have those two things in ample supply, then I don't mind if things take a while to get up and running smoothly. And, since most would agree that Civ's BEST moments come in the early game, then extending that might well be a good thing!

      Aussie - Good points re: Wheat/Cows....my short answer is that we'll leave it as is for the moment, pending testing, cos I wanna get a broad base of opinons on it as it stands, making additional tweaks and changes if needed.

      Basically, the move to eliminate both from plains on the opener seeks to balance plains starts with others (and actually, from a purely mathematical "min/max" standpoint, FloodPlains are the best, most desirable start of all, in SPITE of the chance for disease.

      Secondarily, moving cows to a separate "Animal Husbandry" tech, and making it cheap (tech cost is only 2), and with a Pre-req of Pottery helps strengthen Expansionist civs by giving them a meaningful way to do the very thing their civ trait says they excel at. (and, IMO, it dramatically strengthens what most folks regard as the weakest of the Civ-traits).

      Wheat Stalks: I dunno....I mean, I could be convinced to make this available earlier, but Monarchy is already a plenty powerful tech in its own right (new gov type, and, IIRC, a wonder). I was going historical here, Jethro Tull's crop rotation not only increased aggregate outputs, but prevented soil nutrient depletion, which led to drastically reduced periods of famine due to catostrophic crop failure. IMO, that's what warranted the placement of Wheat Stalks where they are (and, it makes a nice "two step" ramping up of plains to their position of natural superiority over the jungle/desert/tundra starts). However, all of this may go up for review post-release when be being closely examining your truly massive, well-thought out proposals, and blending them with what we've got!

      Sugar: I'm inclined to agree, but I DO love Cat's graphic for the sugar! (even if we pull it from the Mod proper, I may just add it back in on my own copy...lol)
      The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

      Comment


      • #18
        Aussie, wow awesome spreadsheet, I like the fact that there is room for lots more buildings. Seems kinda sad that there is only 64 slots for units though. I'm not trying to bang on you here but, you have opium, marijuana, and hemp; are you trying to tell us something. It would be cool, however, to have negative luxuries (like illegal drugs and alcohol) that add to the happiness of the civ, but decrease culture, production, and possibly revenues.

        Vel, will there be more buildings in the mod? I would especially like to see more buildings that do something in the modern era. More buildings for culture only. And definately more buildings that ease corruption, especially as one moves through time. I do not mind eating it with corruption early in the game. It just sucks that it never gets better.

        Lastly, (like there ever was really a lastly), when can I get my hands on this mod? Would you like another person to give feedback on changes (I know it is not done yet, just trying to help)?
        We're sorry, the voices in my head are not available at this time. Please try back again soon.

        Comment


        • #19
          Hey bud! Just back from lunch and figured I'd better jump on here and answer before the call volume picks back up ( :: sigh:: Sometimes having to work for a living is SUCH a grind! LOL)

          Aussie's Proposals: Are....huge! And well thought out, to boot! I'd not be overly surprised if many/most of them find their way into future iterations of the project! A number of outstanding units, builds, wonders, and government types will be rolled out and discussed in depth not long after we get something playable out here and working!

          Buildings: As far as this iteration of the mod, nope. No additional buildings planned for the 1.0 release (errr....at least none that spring to mind). A fistful of new techs, and shifts/changes so that there ARE NO stepping stone techs that don't do something for you! (That's one thing I couldn't stand or understand about the game....6000 freakin' years of human history, less than a hundred techs, and some of them don't DO anything for you?! Humbug! I quite agree that more buildings are needed, and look to Aussie's mod to give us a fantastic starting point when getting together to talk about what all to put in.

          Culture-specific buildings (that do nothing but increase culture) will very definitely be in the mix (possibly at the trade-off of totally removing the cultural effect of research-oriented builds), builds (and, as you say, potentially resources) that come with a negative cultural impact--Labor Camp, among others).

          Basically, what I'm looking for is systemic balance but component imbalance in many cases....what I mean by that is: Create a balanced system made up of divergent pieces. Some parts (Temples, for example) provide a good mix of benefits and are no brainers to build). Other stuff (like Libraries, to use another example), may or may not be a good idea to build everywhere. Let's say, for the sake of conjecture, that you have a HIGHLY productive city and decide to plop a labor camp in there, and several other nasty builds that increase productivity at the expense of culture and science in that city. This is prolly NOT the place you want to spend tons of shields on for science boosting stuff. Individually, some of the builds are imbalanced (providing huge boosts to one aspect of the city, at the detriment of one or more others), but on the whole....balance.

          This is one of the key ways to create strategic choice for players....provide a series of things the player wants: (shield production, good science, good money, good borders (Culture), but don't hand it to them all with 2-3 buildings....no way....sure, have SOME buildings that are well-balanced and do a little of everything (early game stuff), but as the game grinds on, cities begin to specialize out, and late-game buildings should reflect that, becoming individually more and more one-sided to allow players to really, truly set up super science cities, or cultural bulwarks, or heinously productive industrial centers.....

          Oh yeah....it'll be cool....

          -=Vel=-
          The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

          Comment


          • #20
            D'oh! Forgot the most important part of the question!

            Our Master Modder Sev is currently working the magic to get all these ideas into a single, playable bic file while our artists are laboring to create some new icons and animations for us.

            At last estimate, the mod itself (minus the new art for units) will be ready for Alpha Testing in a matter of days. Mind you, the units will be placeholders, and I dunno about the level of completion of such things as the look and feel of the tech tree (Tech Advisor screen), but we'll be able to fire up a game using these changes and see how it plays out....that'll be the *really* cool stuff.... So yes! Keep an eye on this thread! This will be the place we "hang" our testing files and comment on the results of games played, so if you're up for nuking your current .bic file, join us!

            -=Vel=-
            The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

            Comment


            • #21
              Hey RPM,

              First, thanks for the positive comments-it's always nice to be appreciated, however I should point out that it was Nero Would who first put together the spreadsheet. I merely edited it to include my mod suggestions (Used it as a template).

              As for your comments concerning the drug angle, I can assure you that I do not smoke, I drink rarely and I take no drugs (though I do respect the right of others to do so as long as they aren't hurting anyone else!!) I just included these items because they have had a major impact on our socieites throughout history!! Hemp, of course, was a major source of material for clothing, rope and even paper and home construction in ancient societies, but that is a completely different story. You will notice however that, though these items make people happy, they do reduce production from that tile!!

              Anyway, hope to get more feedback from you in the future.

              Yours,
              The_Aussie_Lurker

              Comment


              • #22
                Vel, My bic file is hovering over the trashcan icon awaiting the eternal drop into the abyss. I understand that the mod will not be in the final form and that some of the artwork and screens will not be totally complete.

                You had me going until I read the second post. I finished reading the first post and said to myself, "I've been Diss'd by Vel". Anyway, I appreciate you keeping me and the rest of the lurkers entertained over the last two months. I know that if you are excited about this mod, then it will be good.

                I'm still playing the patched version, but have still not been able to get into the modern age because I tend to get bored by that point and have the largest empire. I guess that I am trying to say that since I have not seen the modern era, it would be hard for me to give advice on how to make it better.

                (PS -- I'm at work too. My boss just walked in as I was typing this. Thank God for the minimize button. That's okay though, I catch my employees surfing all the time -- as long as they get their work done.)
                We're sorry, the voices in my head are not available at this time. Please try back again soon.

                Comment


                • #23
                  Hi Vel,

                  Thankyou for ALL your positive feedback regarding my mod suggestions, it makes all the work SO worthwhile (although the chance to expand the game makes it worthwhile as well!!!)
                  You made a mention of government specific units and improvements, and the inability to do this!? The reason this seems strange is that I'm sure I've seen a mod in the Files section where this had actually been achieved (off the top of my head, however, I can't remember which one!!!!) If you can find the guy who created that mod, perhaps he can let you know HOW he was able to tie improvements and wonders to certain governments!!

                  EDIT: I FOUND IT!!! It's Monkspiders BALANCER MOD. In it, he has a whole host of government-specific improvements, so it might be a good idea for one of us to ask how the HELL he did it!? Hope this info helps you Vel.

                  Yours,
                  The_Aussie_Lurker
                  Last edited by The_Aussie_Lurker; January 14, 2002, 18:50.

                  Comment


                  • #24
                    Hey Aussie! And you're welcome! Having spent a good deal of time in the guts of your proposed changed, all I can say is I'm amazed! It's a VERY well considered system! I think it'll spark a LOT of great discussion as we begin to massage it into the general framework, and I can tell you I'm looking forward to that!

                    As to the government specific stuff: Yes....it is true you can add new government specific wonders and units, however - switching gov type does not disallow them. It's like the game only checks once to see if you meet the requirements to have them....once it finds out that you do, it never checks again, so if you change governments later.....:: sigh:: But, keep yer fingers crossed! Perhaps the next patch will give us the goods!

                    -=Vel=-
                    The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

                    Comment


                    • #25
                      RPM: Ahhh yes...they joys of surfing at work! LOL! Glad to hear I'm not alone in that!

                      Oh, and I'd not diss you...just....well, I'm a scatterbrain sometimes.....(or frequently, depending on who you ask!)

                      I totally agree with you about the Modern Age....part of me wants to get in there and try to fix it up, but another part of me looks at it like this: If the vast majority of those 6000 years of history is covered in the first two ages, and everybody keeps saying how good those two eras are, then perhaps what we need to do first is make the first two game eras even MORE immersive, and then see what we can do about perking up the last two.

                      So....a pretty huge project...and the more eyeballs we have on it testing, the better the end result will be!

                      -=Vel=-
                      The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

                      Comment


                      • #26
                        Still on the uranium subject:
                        i understand your idea about giving the player time to prepare, but looking at the tech tree, there is a long time from that advance to actually being able to use it. Some resources should be avaliable before you can use them, like coal.

                        i would list more suggestions now, but i need my sleep. so instead i'll store them up till tomorrow

                        Comment


                        • #27
                          Hi Again guys,

                          First of all to Grim Leaper-I agree with Vel about pushing some of the strategic resources availability back for a couple fo reasons. First it represents the tech at which people first appreciate what the resource IS, and knows it exists. For example, oil should be available with industrialization, as this is when it was first REALLY used, but mostly in lamps and so forth. It wan't until the advent of refining, however, that it's true potential was realised (same with uranium and saltpeter-the Chinese first used it in fireworks, but it was the Europeans who cottoned on to it's use as a WEAPON!!) Most importantly, however, it allows a much more technologically superior Civ to trade for a resource, even if that Civ doesn't appreciate it's FULL potential!

                          On another note, I've thought of some new amphibious units, please feel free to diss them if you like!!

                          Ancient: Naval Assault force or Naval Landing Force or Naval Legionnaires; Requires Mapmaking.

                          Middle Ages: Coastal Raiders and Bucanneers-Available with Trade Specialisations. Bucanneers are raiders that lack the civ identifier!
                          Marine Rifleman-Available with Navigation.

                          Industrial Age: Amphibious landing Vehicle (lighter version of the tank which can make amphibious assaults!)-Available with Amphibious war.

                          Modern Age: Modern Marines (stronger version of marines) and Amphibious Assault Vehicle (Lighter version of modern armour)-Available with synthetic fibres.

                          I also feel in strong agreement with Optimizer that the Civ series as a whole tends to treat naval combat and tradition as a MERE sideline. To deal with this I have the following suggestions (some are mine, some are Optimizers)

                          1. The harbour is TOO powerful an improvement. As in Civ2, it should only increase the amount of food obtained!
                          2. New improvement-Port Facility: Requires harbour and marketplace to build, increases trade (arrows). Cultural improvement. Available with Astronomy
                          3. New Improvement-Dry Dock: Requires Harbour to build, production:2, culture:-1. Now a prerequisite for building a naval shipyard! Available with Astronomy
                          4. New improvement- Naval Academy. Coastal improvement. Allows production of Veteren Naval units. Available with Military tradition. Cultural improvement.
                          5. New naval units-Steamship. Available with Steam Power. Has same troop capacity as a galleon, but higher defense and attack strengths.
                          Modern Battleship. Available with Nuclear Power. Nuff said. VERY POWERFUL!!
                          SuperCarrier. Availbale with Nuclear Power. Again nuff said. higher attack/defense, greater transport capacity.

                          Anyway, let me know what you guys think and, if you like the ideas, I'll edit the spreadsheet!

                          Yours,
                          The_Aussie_Lurker

                          Comment


                          • #28
                            Originally posted by Grim Leaper
                            Some resources should be avaliable before you can use them, like coal.
                            I really like that suggestion for a number of reasons.
                            First, the Ironworks is listed as an ancient wonder, but is only available in the industrial age?? If coal were revealed earlier, then the Ironworks could actually be an actually useful small wonder. Also, if coal were moved back a bit, the Ironworks would stand out more as a special production bonus, instead of being 1 tech away from factories. Very bad placement.

                            Also if you have discovered steam but dont have coal, you cant really benefit from your tech lead. Even though the other civs would know of this resource, you cant trade for it. Moving coal back to before steam would make this aspect of the game more realistic.

                            With the mod in general, i wouldnt mind testing it, seeing which parts are unbalanced.

                            Vel: Is there a flag in the editor to make the colorless units unable to capture cities?? That would go a long way to un-breaking those colorless units.
                            I'm building a wagon! On some other part of the internets, obviously (but not that other site).

                            Comment


                            • #29
                              Actually Vel, when I think about it, the problem you've mentioned with Gov-specific buildings isn't such a big deal with most of the ones I've suggested for the following reasons:

                              1) Most of them become obsolete at some time!
                              2) Many of them have a NEGATIVE impact of some sort (culture, happiness, research etc)
                              3) From the AI perspective, the various civs favour certain govs, so I expect that once they settle on a gov they like they won't change TOO often.

                              In spite of these points, however, I also hope that they fix this situation!
                              I wonder, would it work if we approached it from the opposite end-ie. flagging governments that CANNOT build or benefit from the improvement, rather than flagging those that can? Let me know what you think.

                              Yours,
                              The_Aussie_Lurker

                              Comment


                              • #30
                                The_Aussie_Lurker

                                unfortunantly their isn't a way a preventing a government from building a wonder or improvement

                                Skanky Burns

                                again unfortunantly their isn't a way to prevent a hidden nationality unit from capturing a city with the editor in a conventional way, about the closest way i could think of would be to make it an airunit that didn't immoble wasn't selected, and that it didn't have the rebase command...i have no idea if this would work, but it might

                                all in all the editor is rather disappointing but it does have potential

                                anyway here is the list of changes that i've made in my mod that i have recorded (i made a bunch of changes to governments but have yet it put them in the readme)

                                Changes to Units

                                Land Units
                                Ancient
                                Settler 0.0.1 40/3 (wheeled) {Colonist}
                                Worker 0.0.1 10/1
                                Scout 0.0.1 10 (all terrain as roads) {Explorer}
                                Warrior 1.1.1 10 {Legionary}
                                Archer 4.2.1 20 {Longbowman}
                                Spearman 2.4.1 20 {Pikeman}
                                Swordsman 6.4.1 30 {Longbowman} iron
                                Chariot 2.2.2 20 (wheeled) {Mounted Warrior} horses
                                Horseman 4.2.2 30 (mounted) {Rider} horses
                                Catapult 0.1.1 8[2]1 20 (wheeled) {Cannon} iron
                                Jaguar Warrior 2.2.2 10 {Warrior}
                                Bowman 4.4.1 20 {Archer}
                                Hoplite 2.6.1 20 {Impi}
                                Impi 2.4.2 20 {Spearman}
                                Legionary 6.6.1 30 {Immortals} iron
                                Immortals 8.4.1 30 {Swordsman} iron
                                War Chariot 4.2.2 20 {Chariot} horses
                                Mounted Warrior 6.2.2 30 (mounted) {Horseman} horses

                                Middle Ages
                                Explorer 1.1.2 20 (all terrain as roads) Astronomy
                                Colonist 0.0.2 80/2
                                Pikeman 2.6.1 30 {Musketeer} none
                                Longbowman 8.4.1 40 {Partisan} iron
                                Knight 8.6.2 60 (mounted) {Coassack} horses, iron
                                Musketman 6.8.1 40/1 {Rifleman} saltpeter
                                Cavalry 12.6.3 80/1 (mounted) {Panzer} horses, saltpeter
                                Cannon 0.2.1 16[2]1 40 (wheeled) {Artillary} saltpeter
                                Rider 8.6.3 60 (mounted) {Samurai} horses, iron
                                Samurai 8.8.2 60 {War Elephant} iron
                                War Elephant 8.6.2 60 (mounted) {Knight}
                                Musketeer 8.8.1 40/1 {Musketman} saltpeter
                                Cossack 12.8.3 80 (mounted) {Cavalry} horses, saltpeter

                                Industrial
                                Rifleman 12.15.1 60/1 {Infantry}
                                Partisan 8.8.4 40/1 (hidden nationality)
                                Infantry 20.25.2 80/1 {Mech Infantry} rubber
                                Tank 40.20.3 100/1 (blitz) {Modern Armor} oil, rubber
                                Marine 30.20.2 100/1 (amphibious unit) rubber
                                Paratrooper 25.25.2 [8] 110/1 (airdrop) oil, rubber
                                Artillary 0.3.2 30[5]2 80 {Radar Artillary} iron
                                Panzer 40.20.4 100 (blitz) {Tank} oil, rubber

                                Modern
                                Mech Infantry 30.45.4 120/1 (blitz) oil, rubber
                                Modern Armor 60.30.4 120/1 (blitz) oil, rubber, aluminum
                                Radar Artillary 0.4.3 40[7]2 120 (blitz) aluminum
                                Cruise Missile 0.0.1 25[8]4 60 (tactical missile, cruise missile, foot soldier, load, airlift) aluminum
                                Tactical Nuke 0.0.1 0[0]8 130 aluminum, uranium
                                ICBM 0.0.1 (ICBM) 250 Aluminum, Uranium

                                Sea Units
                                Ancient
                                Galley 1.1.3 20|2 {Caravel}

                                Middle Ages
                                Caravel 2.4.4 30|2 {Galleon}
                                Frigate 6.6.5 4[4]1 50 {Ironclad} iron, saltpeter
                                Galleon 2.4.5 50|4 {transport}
                                Privateer 4.2.6 40 (hidden nationality, zoc) {Destroyer} iron, saltpeter
                                Man-O-War 8.6.5 6[4]1 50 {Frigate} iron, saltpeter

                                Industrial
                                Ironclad 12.12.6 10[5]1 70 {Destroyer} iron, coal
                                Transport 3.5.8 100|8 oil
                                Carrier 3.25.10 200|5 (radar) oil
                                Submarine 25.10.8 90 (can see submarines) oil
                                Destroyer 30.20.11 15[5]1 100 (can see submarines) {Aegis Cruiser} oil
                                Battleship 60.40.10 25[5]2 200 oil, iron, coal

                                Modern
                                Aegis Cruiser 30.30.11 10[5]1 160|2 (can see submarines, radar, can carry tactical missiles, carry foot units only) aluminum, uranium
                                Nuclear Submarine 15.20.9 150|3 (can see submarines, can carry tactical missiles) uranium

                                Air Units
                                Industrial
                                Fighter 12.10.2 15[3]6 80 (blitz) {Jet Fighter} oil
                                Bomber 0.7.2 25[8]8 100 (blitz) oil
                                Helicopter 0.4.2 0[0]6 90 (can see submarines) oil, rubber

                                Modern
                                Jet Fighter 25.20.3 25[5]8 120 (blitz, radar) oil, aluminum
                                Stealth Fighter 0.5.3 35[5]8 120 (blitz, radar, stealth) oil, rubber, aluminum
                                Stealth Bomber 0.3.3 38[10]8 240 (blitz, radar, stealth) oil, rubber, aluminum
                                F-15 25.20.3 30[8]8 120 oil, aluminum

                                Armies
                                Army -.-.1 130|2 (army, blitz, pillage)

                                Changes to Combat Experiance
                                Conscript 4
                                Regular 6
                                Veteran 9
                                Elite 12

                                General Settings Changes
                                *Future Tech Cost now 500
                                *Minimum Research Time now 2 turns
                                *Maximum Research Time now 50 turns
                                *Cities Needed to Support an Army now 2
                                *Chance to Intercept Enemy Air Missions now 90%
                                *Chance to Intercept Enemy Stealth Missions now 9%
                                *Citizen Defensive Bonus now 16
                                *Building Defensive Bonus now 16
                                *Basic Barbarian is now a Swordsman
                                *Advanced Barbarian is now a Knight
                                *Barbarian Sea Unit now Privateer

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

                                Changes to Civilizations
                                *Implemented Sevorak's More City Names Mod
                                *Changed colors for many civs

                                Changes to Civilization Advances
                                *Increased cost of all Industrial and Modern Age techs by 10%

                                Changes to Culture
                                *In awe of
                                Culture Ratio 4:1
                                Chance of Successful Propaganda 40%
                                Initial Resistance Chance 35%
                                Continued Resistance Chance 25%
                                *Admirers of
                                Culture Ratio 3:1
                                Chance of Successful Propaganda 30%
                                Initial Resistance Chance 45%
                                Continued Resistance Chance 35%
                                *Impressed with
                                Culture Ratio 2:1
                                Chance of Successful Propaganda 25%
                                Initial Resistance Chance 60%
                                Continued Resistance Chance 50%
                                *Unimpressed with
                                Culture Ratio 1:2
                                Chance of Successful Propaganda 15%
                                Initial Resistance Chance 80%
                                Continued Resistance Chance 70%
                                *Dismissive of
                                Culture Ratio 1:3
                                Chance of Successful Propaganda 10%
                                Initial Resistance Chance 90%
                                Continued Resistance Chance 80%
                                *Disdainful of
                                Culture Ratio 1:4
                                Chance of Successful Propaganda 5%
                                Initial Resistance Chance 95%
                                Continued Resistance Chance 90%

                                Changes to Difficulty Level
                                *Cheiftain
                                Number of Citizens born content 5
                                Attack bonus vs. Barbarians 500%
                                *Warlord
                                Attack bonus vs. Barbarians 50%
                                Percentage of optimal cities 100%
                                *Regent
                                Attack bonus vs. Barbarians 0%
                                Percentage of optimal cities 100%
                                *Monarch
                                Attack bonus vs. Barbarians 0%
                                *Emperor
                                Addition Free Support 10
                                Attack bonus vs. Barbarians 0%
                                *Deity
                                Number of Start Unit type 1: 2
                                Number of Start Unit type 2: 3
                                Addition Free Support 20
                                Bonus for each city 5
                                Max government transition time 1
                                Cost factor 5

                                Changes to Diplomats and Spies
                                *Build an Embassy cost 15
                                *Investigate City cost 7
                                *Steal Technology cost 9
                                *Steal World Map cost 1
                                *Plant Spy cost 45
                                *Steal Plans cost 7
                                *Initiate Propaganda cost 80
                                *Sabotage Production cost 8
                                *Expose Enemy Mole cost 60

                                Changes to World Sizes
                                *Tiny
                                Optimal cities 16
                                Tech Rate 75
                                *Small
                                Optimal cities 20
                                Tech Rate 115
                                *Standard
                                Optimal cities 24
                                Tech Rate 150
                                *Large
                                Optimal cities 32
                                Tech Rate 225
                                *Huge
                                Optimal cities 40
                                Tech Rate 300

                                Changes to Worker Jobs
                                fortress 6
                                railroad 15
                                clear pollution 30

                                Changes to Improvements and Wonders

                                Improvements
                                Capital
                                Palace 100/1/0 Center of Empire, +25% defense

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

                                Economic
                                Marketplace 100/0/1 +50% Tax Output, Increases Luxury Trade (Commercial)
                                Bank 160/0/3 +50% Tax Output [Marketplace] (Commercial)
                                *Stock Exchange 200/0/4 +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, 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 80/0/1 Veteran Ground Units (Militaristic) Warrior Code
                                *Port Facility 120/0/2 Veteran Sea Units [Harbor] (Militaristic, Coastal) Astronomy
                                *Airforce Installation 160/0/3 Veteran Air Units [Airport] {Oil} (Militaristic) Flight

                                Production
                                *Mill 160/0/2 +25% Production, Must be Near a River; Engineering
                                Factory 240/0/4 +50% Production, 2 Pollution {Iron}
                                Manufactoring 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 80/2/1 +50% Research Output (Scientific)
                                University 200/3/3 +50% Research Output [Library] (Scientific)
                                *Public School 200/1/2 +50% Research Output
                                Research Lab 240/1/4 +50% Research Output [University] (Scientific)

                                Corruption
                                Courthouse 80/0/1 Resistant to Propaganda, Reduces Corruption
                                *Newspaper 120/1/2 Reduces Corruption [Library] Printing Press
                                Police Station 160/0/2 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
                                *Forum 60/2/1
                                *Theater 160/4/2 Free Artistry
                                *Museum 240/6/4 [Theater] Atomic Theory

                                Wonders
                                Happiness
                                Hanging Gardens
                                Oracle
                                Sistine Chapel
                                Shakespeare's Theater
                                JS Bacg's Cathedral
                                Cure for Cancer

                                Economic
                                Colossus
                                Wall Street

                                Trade
                                Great Lighthouse
                                Magellan's Voyage
                                Smith's Trading Company

                                Military
                                Great Wall
                                Sun Tzu's Art of War
                                Leonardo's Workshop
                                Universal Suffrage
                                Manhattan Project
                                Heroic Epic
                                Military Academy
                                Pentagon
                                Strategic Missile Defense
                                Intelligence Agency
                                Battlefield Medicine

                                Production
                                Hoover Dam
                                Iron Works

                                Research
                                Great Library
                                Copernicus's Observatory
                                Newton's University
                                Theory of Evolution
                                SETI Program
                                Apollo Program

                                Corruption
                                Forbidden Palace

                                Growth
                                Longevity

                                Pollution
                                N/A

                                Cultural
                                Pyramids
                                United Nations

                                Space Ship Parts
                                SS Thrusters
                                SS Engine
                                SS Docking Bay
                                SS Cockpit
                                SS Fuel Cells
                                SS Life Support System
                                SS Stasis Chamber
                                SS Storage/Supply
                                SS Planetary Party Lounge
                                SS Exterior Casing

                                i think that there are some ideas you could incorporate into your mod in there, basically the main goals of my mod are to improve combat, fix late game tedium as much as possible, and give increase the overall experiance of playing civ3

                                if you see something interesting that you don't understand or just wanna discuss things in general please feel free to ask

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