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  • MOD: Acceleration

    This mod starts off REAL slow but accelerates rapidly to a fast finish. Tech rates, city growth are doubled (each citizen only requires ONE food). Culture levels are reached faster. Civilizations begin without any free techs, though they keep their unique qualities. Settlers movement is doubled. Workers work faster and faster over time but all their abilities must be researched.

    Installation: Download and unzip into the CIV III scenario directory. When you run the game, choose "Load Scenario" and there it is!
    Attached Files
    Last edited by The Rusty Gamer; March 1, 2002, 00:17.
    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

  • #2
    Read Me 1.3

    This CIVIII mod has been designed to speed up the game overall. Starting slow in some respects, it runs at a faster and faster pace in a race to the finish.

    All civilizations have had their starting technologies removed, although they still maintain their individual qualities (industrious, religious etc).

    You begin with an extra settler instead of a worker. You can still build workers at the beginning, but since each worker ability has to be researched first, there may not be any point in the early stages.

    Settlers have two movement points instead of one, to get them around founding cities faster.

    The technology rate has been doubled in general and the minimum and maximum number of turns to research has been halved, that is 2 and 20 turns respectively.

    The optimal number of cities for each map size has also been doubled in general.

    Nearly all units cost population points, at least one more population point than the regular game. Settlers cost 3, workers cost 2, all other units (military etc) cost 1 population point if from ancient times, 2 if from the middle age, 3 if from the industrial age, and 4 if from modern times. The one exception is the Warrior for which there is no population cost.

    Settlers have two movement points instead of one, to get them around founding cities faster. Also, they now have a defense of 1 and have the ability to build roads and railroads while on their way to founding that new town.

    Workers now also have a defense of 1.

    The huge map size has been replaced with gigantic (256 x 256) map size.

    You now begin with a new government type called Pioneering. Under this government, workers are the slowest, production cannot be hurried, war weariness is high (they just want to settle, they don't want to fight anyone), you can only use 1 military unit for police and you can only support 3 military units per town free (and none for cities and metropolises!) and furthermore each additional unit costs 2 gold (not 1) but - building maintenance is free!

    Incidentally, I didn't include this new government into the Civilpedia as, for the moment, I would rather confine my changes to the BIC file. Until a proper modswapper utility has been written and comes into common use, or has been built into CIVIII itself (join in the discussion on this at http://apolyton.net/forums/showthrea...threadid=39743), I don't want to mess around with overwriting files.

    The culture border factor has been lowered from 10 to 8. In other words, 8 culture points to reach the first level, 64 to reach the second etc.

    Growth for cities has been effectively doubled as each population point now only consumes 1 food instead of 2. The maximum sizes of towns and cities has been doubled, that is 12 and 24 respectively. More citizens are contents to begin with; at Chieftain level it is now 8 right down to Deity which is now 3. Citizens affected by each happy face is 2 instead of 1. You need 12 citizens before you can have a We Love the King Day.

    Worker abilities now require technology research:
    Ceremonial Burial is needed for roads.
    The Wheel is needed for irrigation.
    Bronze Working is needed for mining.
    Horseback Riding is needed to clear forests.
    Chivalry is needed to clear jungles.
    Free Artistry is needed to clean up pollution.

    Some specialists now also require research.
    Philosophy is required for scientists. ("I think - therefore I need to discover things").
    Currency is needed for taxmen.

    There are a couple of other things that require research now as well:
    Alphabet is required to gain access to the government type Despotism.
    Writing is needed to build Barracks. (Guess you'll have to fend off from being raided some other way in the meantime eh?)
    Last edited by The Rusty Gamer; March 1, 2002, 00:18.
    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

    Comment


    • #3
      Update from 1.1 to 1.11

      One more change - switched on the "No Map" option.
      Last edited by The Rusty Gamer; January 29, 2002, 05:14.
      Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
      Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

      Comment


      • #4
        Updates from 1.11 to 1.2

        Changed Pioneering unit support to 2 free period plus 2 for each town.

        Added 1 to population points cost when building units. The result is the following:

        Each settler costs 3 population points.
        Each worker costs 2 population points.
        All other units cost 1 population point.

        In addition, settlers have 1 defense and can build roads and railroads.

        I felt the above was needed to balance the high population growth of this mod. This also makes the growth of your military more realistic.
        Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
        Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

        Comment


        • #5
          Update from 1.2 to 1.21

          Workers now have 1 defense.
          Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
          Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

          Comment


          • #6
            Post deleted
            Last edited by The Rusty Gamer; February 11, 2002, 05:43.
            Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
            Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

            Comment


            • #7
              Cool!
              Traigo sueños, tristezas, alegrías, mansedumbres, democracias quebradas como cántaros,
              religiones mohosas hasta el alma...

              Comment


              • #8
                At last! some feedback! Thanks!

                In light of the high rate of growth, I'm toying with the idea of making units in the middle ages costing 2 pop points, the industrial age 3, and the modern age 4. What do you think?
                Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                Comment


                • #9
                  Update from 1.21 to 1.22

                  Firstly, all building improvements have been returned to their original culture value as per the standard game, no more double culture or negative culture buildings - too complicated. Instead, the culture border factor has simply been lowered from 10 to 8. In other words, 8 culture points to reach the first level, 64 to reach the second etc. Takes away any confusion and still achieves the effect I wanted - acceleration.

                  Secondly, specialists now also require research.
                  Polytheism is required for entertainers. (All this boring religious and burial stuff finally makes them realise they need to be cheered up).
                  Philosophy is required for scientists. ("I think - therefore I need to discover things").
                  Currency is needed for taxmen.
                  Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                  Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                  Comment


                  • #10
                    Danger Will Robinson! Danger!

                    The Rusty Gamer

                    if you set the entertainer to require a tech it will crash the game,so if you don't change this you mod will hang anytime the AI tries to select an entertainer but doesn't have the tech for it
                    i learned this the hard way with my mod, but it works just fine if you require a tech for scientist and tax collectors

                    also to truly speed up tech rates, lower the minimum turns for tech from 4 to something lower, like change it from 4-40 to 2-20 and see what that does

                    Comment


                    • #11
                      Update from 1.22 to 1.23

                      Originally posted by korn469
                      The Rusty Gamer

                      if you set the entertainer to require a tech it will crash the game,so if you don't change this you mod will hang anytime the AI tries to select an entertainer but doesn't have the tech for it
                      i learned this the hard way with my mod, but it works just fine if you require a tech for scientist and tax collectors

                      also to truly speed up tech rates, lower the minimum turns for tech from 4 to something lower, like change it from 4-40 to 2-20 and see what that does
                      Entertainers have been changed back to no requirement. Thanks to Korn469 pointing out this bug.

                      This mod has always had the tech set 2-20.
                      Last edited by The Rusty Gamer; February 23, 2002, 04:46.
                      Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                      Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                      Comment


                      • #12
                        Update 1.23 to 1.3

                        Warriors no longer cost population points. However the population point cost has been changed for other units.

                        Settlers cost 3 and workers cost 2 as before, all other units (military etc) cost 1 population point if from ancient times, 2 if from the middle age, 3 if from the industrial age, and 4 if from modern times.
                        Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                        Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                        Comment

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