Announcement

Collapse
No announcement yet.

MAP: Home World

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • MAP: Home World

    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:


    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...



    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.
    Attached Files
    Last edited by Ultraman; August 5, 2002, 02:16.

  • #2
    Look like a nice MOD with lots of tweaks.

    But, why is it called a scenario?

    Comment


    • #3
      Originally posted by player1
      Look like a nice MOD with lots of tweaks.

      But, why is it called a scenario?
      I waited two days before I moved it... I Asked markos what to call it. As it is a mod of a map, not a new map, and not even a change to the map but the rules. He then told me to name it Scenario as it were a map with new rules. I was a mit sceptic to give it that name, as it maybe would give the wrong view of it, but I couldn't name it mod because it had a map, and as it is the samemap as Marla's map I couldn't name it as a new map either...
      Creator of the Civ3MultiTool

      Comment


      • #4
        Originally posted by Gramphos

        I waited two days before I moved it... I Asked markos what to call it. As it is a mod of a map, not a new map, and not even a change to the map but the rules. He then told me to name it Scenario as it were a map with new rules. I was a mit sceptic to give it that name, as it maybe would give the wrong view of it, but I couldn't name it mod because it had a map, and as it is the samemap as Marla's map I couldn't name it as a new map either...
        Even Marla Map is scenario in that way, since it also changes some rules, like cost of settlers.

        Pretty confusing.

        Comment


        • #5
          Originally posted by player1
          Even Marla Map is scenario in that way, since it also changes some rules, like cost of settlers.

          Pretty confusing.
          Yes, I know... I just don't know what to do...

          Marla's map is a new map, and when it was created it were only a map (corruption changed). This is that map with other rules.
          Creator of the Civ3MultiTool

          Comment


          • #6
            ......Is there some way to get Aircraft Carriers to work? Planes will neither load or rebase to them, and as best I can tell, it's because "FOOT UNITS ONLY" is selected under attributes.

            Dammit. Dammit dammit dammit! I get this far in a game to have my carriers not work!
            Dying tickles!

            Comment


            • #7
              airlift

              sup, jus wonderin if i can find a mod where i can airlift all units.. i know its included in your pack but i just want the universal airlift option... thanks.. any help would be appreciated
              rageZ0r

              Comment


              • #8
                Sine_Nomen, sorry about the damn carriers. Will remove that in version 1.5. Also found some other glitches which I will also be fixing. How has the game been otherwise? Personally, right now happiest that corruption seems about just right - high enough to slow down the path to uber-wealth, low enough to allow development in distant cities.

                ragez0r, it's quite easy to make the change in the editor, You could back up your default bic and make your own. I don't know of any other mod/scenario that has this option. In Homeworld, I'm planning to remove the airlift flag from Tank, Mech Inf and Armour, forcing players to continue making use of sea transport. Seems to make more sense and more fun, what do you guys think?

                Comment


                • #9
                  thanks ultraman, browsing thru these websites i learned quickly and i got the hacked ver of civ3edit, i just got into civ3 modding 3 days ago so im still doing some catching up. I was gonna add the airlift option to my settlers and workers till i got a hold of this 'unit" i can addon.. im sure your familiar with the popular engineer, so installing that i put the airlift option but oddly enuf the game dont wanna work no more so i dunno whats up.. hopefully ill get this fixed... thx 4 yer help tho...
                  rageZ0r

                  Comment


                  • #10
                    Everything else was fine.. but I vehemently disagree with taking airlift off armor and mech inf.. abrams tanks can be transported in planes in real life.
                    Dying tickles!

                    Comment


                    • #11
                      also, you might want to increase the panzer's movement to four..
                      Dying tickles!

                      Comment


                      • #12
                        Sine_Nomen

                        Thanx for your thoughts. Today, the US Army has a tough time airlifting its MBTs and AIFVs. The giant C5 can only carry one M1 at a time, or two Bradleys. Remember reding this somewhere. So, true, they can be airlifted in an emergency, but the numbers are small. They usually travel in by sea. Look at the Gulf War. Only the Airborne and the Air Force came by air. The heavy hitters on the ground came by sea.

                        On Tanks, decided to keep it to 3 MPs and 4 MPs for the Panzer. In Civ3, this means the Tank has enough MPs to penetrate thru a normal city's zone of control, and hit once. The Panzer can take out an enemyy unit and a city, or move into position for the next city. makes sense to me.

                        Thanx again for your thoughts. How do you find the terrainn changes? Personally disappointed in adding a food for forests. Defeated the purpose of setting food as zero for tundra. AI can still build cities up to the treeline.

                        Comment


                        • #13
                          Anywhere else?

                          Hey. I like the zounds of this project, but the zip errors with: invalid zip format or incomplete archive [winzip 8.0/ win98]. Is there another link to your zip? Regards.

                          Comment


                          • #14
                            Yo Bedient. Been busy the past coupla days porting my stuff over to a new computer. Windows XP hides files in different places from 98 ... Haven't had time to play Civ3, let alone dream up changes to Homeworld. Promise to upload ver 1.5 soonest, before end of March. You might want to wait for that, ver 1.4 has a coupla shortfalls I ain't happy with. Thanx for your interest and happy Civin'!

                            Comment


                            • #15
                              New Version

                              Yo Bedient, promised nnew version before the end of March, here it is, enjoy for the long weekend!

                              In designing HomeWorld, I've gained a deeper appreciation of why Civ3 is the way it is. The biggest lesson has been corruption. If there was no corruption, leading Civs would gain an enormous amount of wealth and hence an enormous lead. Corruption slows down the big boys. But most players feel the corruption level as it is is ridiculous. The level in HomeWorld is I feel just right. It's still there. It doesn't cripple city development anymore, but still does slow you down. Very slight adjustment in this version. Very slight adjustment in war weariness too.

                              The start locations have been further adjusted. The goal is to provide all 16 civs with maximum elbow room. Some were still penned in too early.

                              Ships are nice and powerful. But by comparison, air power isn't as devastating. This has been adjusted. Ship bombardment is down a bit. The Carrier didn't work as hoped and is back to carrying air units only, and now carries six.

                              Some Civers have complained that in the default game, expansionist powers don't have that much of an advantage. In version 1.5, I've added more goody huts and barbarians, plus the Scout is improved. Another lesson in designing HomeWorld, has been don't mess with the minimum tech rate. If the tech rate is lowered, then technology progresses too fast. You move from era to era too quickly and your units get obsolete as you build them. The goody huts do however speed up the early centuries.

                              The terrain changes didn't work as hoped, so these have been changed again. The AI isn't too smart on utilization of terrain, so it has to be guided.

                              The Marine and Paratrooper change is a failure. Flagging "all terrain as roads" applied also to terrain with railroads? Crazy design flaw! So their MP has been boosted instead.

                              The airlift flag has been removed from Modern Armor, Mech Inf, Radar Artillery, Tank and Panzer. Makes sense; how many M1s and Bradleys do you get on any air transport? Forces you to use ships, which enhances their importance.

                              Marla Singer was way too generous with resources. Trading isn't so possible. Resources have been reduced. The terrain has been changed somewhat too. The Civ that is stuck in Australia won't be so dominated by the desert, for example. The Nile Delta is the cradle it should be.

                              Lastly, espionage, which in the default game is next to useless, has simply been made less costly and hence more viable.

                              I need help though, in one area. The display for the modern Worker is somehow off, and either doesn't show or shows as settler. Anyone knows what's wrong?

                              Happy civing!

                              Comment

                              Working...
                              X