Hi all,
Has anyone given some thought to creating a CIV3 BIC file with a few Apolyton extensions? The mod file would not be drastic, but would have a few new units and buildings, and a few changes to the game rules.
The Apolyton mod would make some bridging techs useful, for example. (Bridging techs are those that don't give anything new)
The ideas I have so far:
Has anyone given some thought to creating a CIV3 BIC file with a few Apolyton extensions? The mod file would not be drastic, but would have a few new units and buildings, and a few changes to the game rules.
The Apolyton mod would make some bridging techs useful, for example. (Bridging techs are those that don't give anything new)
The ideas I have so far:
- Tax Collectors - The Currency advance is required before tax collectors can be created
- Scientists - Philosophy or Scientific Method is required before Scientists can be created
- Horse Resource - Should give +1 Production and +1 Trade
- Game Resource - Should be available in Jungles as well
- New unit: (name to be decided) Required advance: Military Tradition. Hand-to-hand unit that replaces Swordsmen at the end of the Middle Ages. I was thinking of bayonets here, but that's probably the wrong time period for them.
- New unit: Sniper. 6-8 attack, 1 defence. Replaces Longbowmen somewhere in the Industrial Age. Requires Saltpeter.
- Small wonder: Oil refinery. Required Advance: Refining. Allows a city with oil in its radius to increase production. Works like Iron Works, but creates a bit more pollution and increases production a bit less.
- New improvement that reduces corruption that becomes available in the Industrial Age - any ideas? Can corruption be reduced twice by 2 improvements?
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