Greetings! Welcome to Home World.
Have made changes to the game that you might or might not agree with, but I'm putting the file up for you to try out. It is designed based on probably the best earth map available, kudos to Marla Singer. Civ placement tool is not included, instead, changed the start positions to give each Civ maximum elbow room to expand. Also added more goody huts, barbarian camps, but some resources have been way reduced. Goody huts should speed up tech growth in the first few centuries.
New city names have been added, thanks to Sevorak for his mod, added a few more Leaders of my own. Thoughts from various postings on forums have been included; thanx to player1 for his valuable thoughts on ROF, alexman for reducing the cost of espionage, and mainly Armour for how to whip corruption. New units, civilizations, governments and technologies have however not been added. The goal is how to maximise gameplay within existing constraints. Feedback very welcome. Enjoy!
I love Civ3, but I do have a few pet peeves. These are, in order of peeve-ness: corruption, leading to slow growth of large empires, pollution, no matter how many recycling plants and mass transits you build, less than sterling combat experience on land, piss poor air power, near useless sea units, slow tech growth, war weariness, and silly Worker automation.
GENERAL, TERRAIN AND RESOURCE CHANGES
The optimal number of cities for this map has been boosted to 256, half the maximum number you can build, to reduce corruption. Which also means that your Forbidden Palace is available after the 129th city, about when you would have broken into the Euro-Asian landmass from the Americas, or vice versa. Incredibly, the original setting is only 50.
The size 2 and size 3 cities have been increased from 6 and 12, to 7 and 15. Feel cities hit the expansion limit too quickly otherwise.
Diplomats can now initiate propaganda. Waiting for the Spy to come along is a bit too late to be of much use. Historically, dirty tricks in diplomacy is as old as diplomacy itself. Chance of successful propaganda has also been adjusted upwards very slightly.
Deserts cannot be mined, only irrigated, but produce only one food. Tundra no longer produces one shield, nor can you build mines. Plains and Grassland can no longer be mined. These should make for smarter Worker automation, and should also encourage the use of colonies, which is I think is as the game intended. Coast, sea, and ocean all produce one food more each.
Some terrain has been changed, mainly for play balance reasons, and some islands removed. The carefully selected start locations are meant to give every Civ an even chance of surviving and prospering, with good resources, and maximum elbow room to expand before bumping into its neighbors.
Uranium and Oil have been increased by one commerce point, Gold by one shield, Furs by one food. Better reflecting reality, I feel. Some resources, like Oil, Rubber and Uranium, have been reduced, while others like Fish and Game, have been increased. The goal is to encourage more trade and to better reflect real world scarcity. "Oil at any price, or blood for oil."
Golden Age increased from 20 to 25 turns. Most players seem to find 25 turns just right.
CITY IMPROVEMENTS AND WONDERS
Several of the improvements and wonders have been modified to reduce corruption, pollution and war weariness, as appeared sensible to do so. These are:
Palace: Reduces war weariness.
Barracks: Reduces war weariness.
Temple: Reduces corruption - people more moral.
Walls: Maintenance increased from 0 to 1.
Courthouse: Reduces war weariness. Reduces population and building pollution. costs 120 not 80.
Bank: Reduces corruption.
Cathedral: Reduces corruption - people more moral.
Factory: 1, not 2 pollution.
Manu Plant: 1, not 2 pollution. Costs 280, not 320.
Recycling Centre: Reduces both population and bldg pollution, not just bldg. Also produces -5 pollution. Costs 220, not 200. Maintenance increased from 2 to 3.
Hydro, Nuke and Solar Plants: Reduces building pollution. Solar plant costs 280, not 320.
Hospital: Maintenance increased from 2 to 3.
Research Lab: 0, not 1 pollution. Figure they pollute but also develop ways to cut pollution too. Maintenance increased from 2 to 3.
Mass Transit: Produces -2 pollution. Costs 18, not 20.
Airport: 50% luxury increase. Airports don't do that much for their cost, and this benefit doesn't seem to be used by any other improvement or wonder. Go figure. Maintenance increased from 2 to 3.
Police Station: Reduces war weariness. Reduces population and building pollution. Cops catchin' the polluters.
Hoover Dam: Reduces building pollution with city.
Heroic Epic: Reduces war weariness within city.
Iron Works: 1, not 2 pollution.
Forbidden Palace: Reduces war weariness within city.
Military Academy: Reduces war weariness within city.
Pentagon: Reduces war weariness within city.
Intelligence Agency: Reduces corruption, war weariness within city.
Battlefield Medicine: Reduces war weariness within city.
All Great Wonders now cost 3 to maintain, and Small Wonders cost 2. Makes sense that they aren't free, and the reduction in corruption can result in a player slush with funds towards the end of the game. The end result feels about right: the total revenue per turn, with all 512 cities with all improvements and wonders built, is about 46,000, corruption takes about 4,000, and maintenance costs about 16,000.
UNITS
Units have been tweaked to enhanced gameplay while balancing with historical reality:
Marines and Paratroopers treat all roads as squares - which is more in line, I feel, with the physical performance of elite units. The drop range of Paratroopers has also been increased.
Rifleman and Infantry can now do amphibious attacks and have been oriented as offensive units. Historically, even Greek hoplites under Alexander were used as Marines, but I thought that was going a bit far for Civ3.
All units including UUs, have upgrade paths to modern units. My favourite Legionary, for example, becomes Rifleman - Infantry - Mech Inf. Your battle-hardened elite and veteran units now don't need to be disbanded but can trade in their spurs for tracks. Just like many powers did with their horse units at the onset of World War II.
All land units can now be airlifted except Modern Armour, Mech Inf, Tank, Panzer and Radar Artillery. A main battle tank today does weigh about 60 tons .... This change does make for more interesting gameplay as mech units can only move by sea.
Several land and sea units now have ZOC, so expect to be fired upon more when you move. Hey, makes sense that if you move next to an enemy, they're gonna take a potshot.
The movement points of all sea units have been greatly enhanced. Makes no sense for sea units to take several turns to get anywhere. More of a gameplay issue to balance the speed of land units with railways.
Bombardment power of several units have been boosted. Air units should have something of the correct impact on especially pre-modern troops; in balance, the chance of a successful air intercept has been increased to 75%.
Battleships, Frigates, Men o War, and Privateers can now carry one foot soldier unit. Carriers now carry six air units. Privateers can also now bombard. Frigates, Men o War, and Privateers are now dangerous all purpose units. Should be more interesting.
All sea units have enhanced fighting as well as blitz capability. Made no sense to get a Destroyer next to an enemy convoy, and only take out one ship per turn.
Units like the Battleship and Radar Artillery, have longer bombardment ranges.
Radar Artillery now has three movement points. Hey, it's an MLRS after all. Regular Artillery, with three movement points, can now move into position better.
The movement points of Tanks, Panzers, Mech Inf and Modern Armour have all been increased by one movement point each. Makes no sense that a Tank is slower than Cavalry, and with only two movement points, Tanks cannot carry out a proper blitzkrieg into enemy territory. With four movement points, German Panzers are really panzers.
Cost of some modern units have also been adjusted. Hey, an M1 is bloody expensive.
Changed unit statistics:
Worker: Airlift. Flagged as foot soldier.
Settler: Airlift. Flagged as foot soldier.
Scout. MP reduced to 1, but treats all squares as roads. Added speed makes more sense. Radar. Airlift. Flagged as foot soldier.
Explorer: Radar. Airlift. Flagged as foot soldier.
Marine: All squares as roads. Def Str 8, not 6.
Paratrooper: All squares as roads. Op range 8, not 6.
Swordsman: Upgrades to Pikeman.
Horseman: ZOC. Upgrades to Knight.
Longbowman: Upgrades to Musketman.
Knight: ZOC.
Musketman: ZOC.
Rifleman: Amphibious. Offensive, not defensive. ZOC.
Cavalry: Upgrades to Tank.
Infantry: Amphibious. Offensive, not defensive. ZOC.
Tank: Moves 3, not 2. Airlift removed. Costs 120, not 100.
Mech Inf: Moves 3. not 2. Offensive, not defensive. Draft capability removed - too powerful a unit. Ideal unit for loading into Army. Airlift removed.
Modern Armour: Moves 4, not 3. Airlift removed. Costs 150, not 120.
Catapult: ZOC. Airlift. Lethal Land Bombardment.
Cannon: ZOC. Airlift. Lethal Land Bombardment.
Artillery: Moves 2, not 1. ZOC. Airlift. Lethal Land Bombardment.
Radar Artillery: Moves 3, not 2. ZOC. Range 3, not 2. Lethal Land & Sea Bombardment.
Cruise Missile: Airlift. Lethal Land & Sea Bombardment.
Tac Nuke: Airlift.
Galley: Moves 2, not 3. All terrain as roads, so actually moves much further.
Caravel: All terrain as roads, so actually moves much further.
Frigate: All terrain as roads, so actually moves much further. Attack Str 3, Defend 2, instead of 2 and 1. Carries one Foot. ZOC. Upgrades to Ironclad. Lethal Sea Bombardment.
Galleon: All terrain as roads, so actually moves much further.
Ironclad: All terrain as roads, so actually moves much further. Attack Str 5, not 4. ZOC. Blitz. Upgrades to Battleship. Lethal Sea Bombardment.
Transport: All terrain as roads, so actually moves much further.
Carrier: Moves 5, not 4. All terrain as roads, so actually moves much further. Carries 6, not 4.
Submarine: Moves 4, not 3. All terrain as roads, so actually moves much further. ZOC. Blitz.
Destroyer: Moves 7, not 5. All terrain as roads, so actually moves much further. ZOC. Blitz. Carries one Foot. Bombard range 2, not 1. Lethal Sea Bombardment.
Battleship: All terrain as roads, so actually moves much further. Bombard range 3, not 2. ZOC. Blitz. Carries one Foot. Lethal Land & Sea Bombardment.
AEGIS Cruiser: Moves 6, not 5. All terrain as roads, so actually moves much further. Bombard range 3, not 2. ZOC. Blitz. Carries 4 tactical missiles. Bombard Str 6, not 4. Lethal Sea Bombardment.
Nuke Sub: All terrain as roads, so actually moves much further. Attack str 12, not 8. Carries 4 tactical missiles. ZOC. Blitz.
Fighter: Bombard Str 8, not 2. Op. range 6 not 4. ROF 2, not 1. Defend strength dropped to zero. Lethal Land & Sea Bombardment. Now attacks 3 times a turn.
Bomber: Bombard Str 12, not 8. Op. range 8, not 6. Upgrades to Stealth Bomber. Defend strength dropped to zero. Lethal Land & Sea Bombardment. Now attacks 3 times a turn.
Helicopter: Range 6, not 4.
Jet Fighter: Bombard Str 10, not 2. Op. range 8, not 6. ROF 2, not 1. Defend strength dropped to zero. Lethal Land & Sea Bombardment. Now attacks 3 times a turn. America can now build.
Stealth Fighter: Bombard Str 12, not 4. Op. range 8, not 6. Lethal Land & Sea Bombardment. Now attacks 3 times a turn.
Stealth Bomber: Bombard Str 16, not 8. Lethal Land & Sea Bombardment. Now attacks 3 times a turn.
Leader: Airlift.
Army: Unload option; doesn't seem to upload anyway. Radar. Blitz.
Legionary: Upgrades to Rifleman.
Immortals: Upgrades to Rifleman.
Cossack: Upgrades to Tank.
Panzer. Moves 4, not 3. Airlift removed. Costs 120, not 100.
Man o War: All terrain as roads, so actually moves much further. Attack str 4, Defend 3, instead of 3 and 2. Carries one Foot. Upgrades to Ironclad.
F-15: Bombard Str 12, not 4. Op. range 8, not 6. Lethal Land & Sea Bombardment. Now attacks 4 times a turn.
Privateer: Moves 4, not 3. All terrain as roads, so actually moves much further. Attack Str 3, not 2. ZOC. Carries one Foot. Now Bombard Str 2. Lethal Sea Bombardment.
The latest version can be obtained at the following locations:
Ronald Hee
August 2002
Version 1.9
ronaldhe@pacific.net.sg
Home World 1.0 removed after 95 downloads.
Home World 1.4 removed after 538 downloads.
Home World 1.5 removed after 84 downloads.
Home World 1.6 removed after 112 downloads.
Home World 1.7 removed after 94 downloads.
Home World 1.8 removed after 107 downloads.
Have made changes to the game that you might or might not agree with, but I'm putting the file up for you to try out. It is designed based on probably the best earth map available, kudos to Marla Singer. Civ placement tool is not included, instead, changed the start positions to give each Civ maximum elbow room to expand. Also added more goody huts, barbarian camps, but some resources have been way reduced. Goody huts should speed up tech growth in the first few centuries.
New city names have been added, thanks to Sevorak for his mod, added a few more Leaders of my own. Thoughts from various postings on forums have been included; thanx to player1 for his valuable thoughts on ROF, alexman for reducing the cost of espionage, and mainly Armour for how to whip corruption. New units, civilizations, governments and technologies have however not been added. The goal is how to maximise gameplay within existing constraints. Feedback very welcome. Enjoy!
I love Civ3, but I do have a few pet peeves. These are, in order of peeve-ness: corruption, leading to slow growth of large empires, pollution, no matter how many recycling plants and mass transits you build, less than sterling combat experience on land, piss poor air power, near useless sea units, slow tech growth, war weariness, and silly Worker automation.
GENERAL, TERRAIN AND RESOURCE CHANGES
The optimal number of cities for this map has been boosted to 256, half the maximum number you can build, to reduce corruption. Which also means that your Forbidden Palace is available after the 129th city, about when you would have broken into the Euro-Asian landmass from the Americas, or vice versa. Incredibly, the original setting is only 50.
The size 2 and size 3 cities have been increased from 6 and 12, to 7 and 15. Feel cities hit the expansion limit too quickly otherwise.
Diplomats can now initiate propaganda. Waiting for the Spy to come along is a bit too late to be of much use. Historically, dirty tricks in diplomacy is as old as diplomacy itself. Chance of successful propaganda has also been adjusted upwards very slightly.
Deserts cannot be mined, only irrigated, but produce only one food. Tundra no longer produces one shield, nor can you build mines. Plains and Grassland can no longer be mined. These should make for smarter Worker automation, and should also encourage the use of colonies, which is I think is as the game intended. Coast, sea, and ocean all produce one food more each.
Some terrain has been changed, mainly for play balance reasons, and some islands removed. The carefully selected start locations are meant to give every Civ an even chance of surviving and prospering, with good resources, and maximum elbow room to expand before bumping into its neighbors.
Uranium and Oil have been increased by one commerce point, Gold by one shield, Furs by one food. Better reflecting reality, I feel. Some resources, like Oil, Rubber and Uranium, have been reduced, while others like Fish and Game, have been increased. The goal is to encourage more trade and to better reflect real world scarcity. "Oil at any price, or blood for oil."
Golden Age increased from 20 to 25 turns. Most players seem to find 25 turns just right.
CITY IMPROVEMENTS AND WONDERS
Several of the improvements and wonders have been modified to reduce corruption, pollution and war weariness, as appeared sensible to do so. These are:
Palace: Reduces war weariness.
Barracks: Reduces war weariness.
Temple: Reduces corruption - people more moral.
Walls: Maintenance increased from 0 to 1.
Courthouse: Reduces war weariness. Reduces population and building pollution. costs 120 not 80.
Bank: Reduces corruption.
Cathedral: Reduces corruption - people more moral.
Factory: 1, not 2 pollution.
Manu Plant: 1, not 2 pollution. Costs 280, not 320.
Recycling Centre: Reduces both population and bldg pollution, not just bldg. Also produces -5 pollution. Costs 220, not 200. Maintenance increased from 2 to 3.
Hydro, Nuke and Solar Plants: Reduces building pollution. Solar plant costs 280, not 320.
Hospital: Maintenance increased from 2 to 3.
Research Lab: 0, not 1 pollution. Figure they pollute but also develop ways to cut pollution too. Maintenance increased from 2 to 3.
Mass Transit: Produces -2 pollution. Costs 18, not 20.
Airport: 50% luxury increase. Airports don't do that much for their cost, and this benefit doesn't seem to be used by any other improvement or wonder. Go figure. Maintenance increased from 2 to 3.
Police Station: Reduces war weariness. Reduces population and building pollution. Cops catchin' the polluters.
Hoover Dam: Reduces building pollution with city.
Heroic Epic: Reduces war weariness within city.
Iron Works: 1, not 2 pollution.
Forbidden Palace: Reduces war weariness within city.
Military Academy: Reduces war weariness within city.
Pentagon: Reduces war weariness within city.
Intelligence Agency: Reduces corruption, war weariness within city.
Battlefield Medicine: Reduces war weariness within city.
All Great Wonders now cost 3 to maintain, and Small Wonders cost 2. Makes sense that they aren't free, and the reduction in corruption can result in a player slush with funds towards the end of the game. The end result feels about right: the total revenue per turn, with all 512 cities with all improvements and wonders built, is about 46,000, corruption takes about 4,000, and maintenance costs about 16,000.
UNITS
Units have been tweaked to enhanced gameplay while balancing with historical reality:
Marines and Paratroopers treat all roads as squares - which is more in line, I feel, with the physical performance of elite units. The drop range of Paratroopers has also been increased.
Rifleman and Infantry can now do amphibious attacks and have been oriented as offensive units. Historically, even Greek hoplites under Alexander were used as Marines, but I thought that was going a bit far for Civ3.
All units including UUs, have upgrade paths to modern units. My favourite Legionary, for example, becomes Rifleman - Infantry - Mech Inf. Your battle-hardened elite and veteran units now don't need to be disbanded but can trade in their spurs for tracks. Just like many powers did with their horse units at the onset of World War II.
All land units can now be airlifted except Modern Armour, Mech Inf, Tank, Panzer and Radar Artillery. A main battle tank today does weigh about 60 tons .... This change does make for more interesting gameplay as mech units can only move by sea.
Several land and sea units now have ZOC, so expect to be fired upon more when you move. Hey, makes sense that if you move next to an enemy, they're gonna take a potshot.
The movement points of all sea units have been greatly enhanced. Makes no sense for sea units to take several turns to get anywhere. More of a gameplay issue to balance the speed of land units with railways.
Bombardment power of several units have been boosted. Air units should have something of the correct impact on especially pre-modern troops; in balance, the chance of a successful air intercept has been increased to 75%.
Battleships, Frigates, Men o War, and Privateers can now carry one foot soldier unit. Carriers now carry six air units. Privateers can also now bombard. Frigates, Men o War, and Privateers are now dangerous all purpose units. Should be more interesting.
All sea units have enhanced fighting as well as blitz capability. Made no sense to get a Destroyer next to an enemy convoy, and only take out one ship per turn.
Units like the Battleship and Radar Artillery, have longer bombardment ranges.
Radar Artillery now has three movement points. Hey, it's an MLRS after all. Regular Artillery, with three movement points, can now move into position better.
The movement points of Tanks, Panzers, Mech Inf and Modern Armour have all been increased by one movement point each. Makes no sense that a Tank is slower than Cavalry, and with only two movement points, Tanks cannot carry out a proper blitzkrieg into enemy territory. With four movement points, German Panzers are really panzers.
Cost of some modern units have also been adjusted. Hey, an M1 is bloody expensive.
Changed unit statistics:
Worker: Airlift. Flagged as foot soldier.
Settler: Airlift. Flagged as foot soldier.
Scout. MP reduced to 1, but treats all squares as roads. Added speed makes more sense. Radar. Airlift. Flagged as foot soldier.
Explorer: Radar. Airlift. Flagged as foot soldier.
Marine: All squares as roads. Def Str 8, not 6.
Paratrooper: All squares as roads. Op range 8, not 6.
Swordsman: Upgrades to Pikeman.
Horseman: ZOC. Upgrades to Knight.
Longbowman: Upgrades to Musketman.
Knight: ZOC.
Musketman: ZOC.
Rifleman: Amphibious. Offensive, not defensive. ZOC.
Cavalry: Upgrades to Tank.
Infantry: Amphibious. Offensive, not defensive. ZOC.
Tank: Moves 3, not 2. Airlift removed. Costs 120, not 100.
Mech Inf: Moves 3. not 2. Offensive, not defensive. Draft capability removed - too powerful a unit. Ideal unit for loading into Army. Airlift removed.
Modern Armour: Moves 4, not 3. Airlift removed. Costs 150, not 120.
Catapult: ZOC. Airlift. Lethal Land Bombardment.
Cannon: ZOC. Airlift. Lethal Land Bombardment.
Artillery: Moves 2, not 1. ZOC. Airlift. Lethal Land Bombardment.
Radar Artillery: Moves 3, not 2. ZOC. Range 3, not 2. Lethal Land & Sea Bombardment.
Cruise Missile: Airlift. Lethal Land & Sea Bombardment.
Tac Nuke: Airlift.
Galley: Moves 2, not 3. All terrain as roads, so actually moves much further.
Caravel: All terrain as roads, so actually moves much further.
Frigate: All terrain as roads, so actually moves much further. Attack Str 3, Defend 2, instead of 2 and 1. Carries one Foot. ZOC. Upgrades to Ironclad. Lethal Sea Bombardment.
Galleon: All terrain as roads, so actually moves much further.
Ironclad: All terrain as roads, so actually moves much further. Attack Str 5, not 4. ZOC. Blitz. Upgrades to Battleship. Lethal Sea Bombardment.
Transport: All terrain as roads, so actually moves much further.
Carrier: Moves 5, not 4. All terrain as roads, so actually moves much further. Carries 6, not 4.
Submarine: Moves 4, not 3. All terrain as roads, so actually moves much further. ZOC. Blitz.
Destroyer: Moves 7, not 5. All terrain as roads, so actually moves much further. ZOC. Blitz. Carries one Foot. Bombard range 2, not 1. Lethal Sea Bombardment.
Battleship: All terrain as roads, so actually moves much further. Bombard range 3, not 2. ZOC. Blitz. Carries one Foot. Lethal Land & Sea Bombardment.
AEGIS Cruiser: Moves 6, not 5. All terrain as roads, so actually moves much further. Bombard range 3, not 2. ZOC. Blitz. Carries 4 tactical missiles. Bombard Str 6, not 4. Lethal Sea Bombardment.
Nuke Sub: All terrain as roads, so actually moves much further. Attack str 12, not 8. Carries 4 tactical missiles. ZOC. Blitz.
Fighter: Bombard Str 8, not 2. Op. range 6 not 4. ROF 2, not 1. Defend strength dropped to zero. Lethal Land & Sea Bombardment. Now attacks 3 times a turn.
Bomber: Bombard Str 12, not 8. Op. range 8, not 6. Upgrades to Stealth Bomber. Defend strength dropped to zero. Lethal Land & Sea Bombardment. Now attacks 3 times a turn.
Helicopter: Range 6, not 4.
Jet Fighter: Bombard Str 10, not 2. Op. range 8, not 6. ROF 2, not 1. Defend strength dropped to zero. Lethal Land & Sea Bombardment. Now attacks 3 times a turn. America can now build.
Stealth Fighter: Bombard Str 12, not 4. Op. range 8, not 6. Lethal Land & Sea Bombardment. Now attacks 3 times a turn.
Stealth Bomber: Bombard Str 16, not 8. Lethal Land & Sea Bombardment. Now attacks 3 times a turn.
Leader: Airlift.
Army: Unload option; doesn't seem to upload anyway. Radar. Blitz.
Legionary: Upgrades to Rifleman.
Immortals: Upgrades to Rifleman.
Cossack: Upgrades to Tank.
Panzer. Moves 4, not 3. Airlift removed. Costs 120, not 100.
Man o War: All terrain as roads, so actually moves much further. Attack str 4, Defend 3, instead of 3 and 2. Carries one Foot. Upgrades to Ironclad.
F-15: Bombard Str 12, not 4. Op. range 8, not 6. Lethal Land & Sea Bombardment. Now attacks 4 times a turn.
Privateer: Moves 4, not 3. All terrain as roads, so actually moves much further. Attack Str 3, not 2. ZOC. Carries one Foot. Now Bombard Str 2. Lethal Sea Bombardment.
The latest version can be obtained at the following locations:
Ronald Hee
August 2002
Version 1.9
ronaldhe@pacific.net.sg
Home World 1.0 removed after 95 downloads.
Home World 1.4 removed after 538 downloads.
Home World 1.5 removed after 84 downloads.
Home World 1.6 removed after 112 downloads.
Home World 1.7 removed after 94 downloads.
Home World 1.8 removed after 107 downloads.
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