Hello all,
Here is my first submission to this form. Rather than rehashing the readme, I'll just post it here:
Overhaul 1.0 ReadMe
04/19/2002 Justin Ames
You must have Civ3 Version 1.21f to play this BIC
This was designed to enhance playability for Civ3. There is no map in this BIC, just rule changes.
I will not add a map to the game until Firaxis decides to put a minimap in the editor. I did what I
could with what I had.
There are no graphical changes to this BIC, but there are several out there, or you can make your own.
I an horrible at graphics, they end up looking like a kindergartner did them.
I recommend getting the following graphics:
-Smileys city graphics
-Blue0s City Sprawl road/RR graphics
-icedans/snoopys terrain graphics
-Zebs terrain graphics
-player1s skyscraper graphics
-Evan Stegmans population heads/moodbadges
I use all of these (I chose the best from both terrain mods) and they REALLY enhance the game!
Here are the changes I have made:
GENERAL SETTINGS
- Road movement increased from 3 to 4.
- Starting treasury increased from 10 to 26.
- Shield cost per gold is now 6.
- Citizen value in Shield increased from 20 to 26.
- Future Tech Cost increased from 400 to 1000.
- Research time range changed from 4 - 40 to 3 - 60
- Golden Age Duration increased from 20 to 26
- Forest Value in Shields increased from 10 to 26
- Culture Lvl Multiplier decreased from 1000 to 900 (easier to flip)
- Culture Border Factor increased from 10 to 11 (Harder to expand)
- Citizen and Building defensive bonuses decreased from 16 to 4
(Easier to kill pop/destroy build w/ bombard.)
- Barbarians beefed up from Warrior/Horseman/Galley to Knight/Cavalry/Man-O-War
(TOUGHER)
- Default money resource changed from nothing to Gold (Disbanded barbarian camps will leave a gold resource behind)
GOVERNMENTS
- Added a couple ruler titles
IMPROVEMENTS AND WONDERS
- Renamed a few things
- Capitol cities are now more powerful/harder to take
- Many buildings/wonders have much stricter requirements in terms of resources, technologies,
and other buildings. For example, Bach's Cathedral requires a Cathedral which requires an Altar which
requires Incense. This will force you to trade/expand/conquer if you want certain improvements.
Can make it VERY tough on higher levels...
- All Wonders got a +1 to their city happiness
- Several Wonders last longer
- Research lab no longer produces pollution (They could be researching ecological advances, you know)
- Mass Transit produces -1 Pollution (CLEANS POLLUTION)
- Recycling Center produces -2 pollution (CLEANS POLLUTION)
- City walls produce one Culture (How many cities still have city wall ruins?)
- Various other tweaks - use Civ Edit to see them all.
NATURAL RESOURCES
- Tweaked most resources to more realistic Food/Shields/Commerce values. Mostly increases.
TERRAIN
- Tweaked most Food/Shields/Commerce values. Mostly increases.
- Added some possible resources to some terrain
- Added new polluted terrain degradation path - Tundra to Floodplain to Coast. Be careful
building on Floodplain or tundra...
- Tundra can be irrigated
- Increased movement on Sea to 2, Ocean to 3.
- Decreased defensive bonus on Sea to 5%, Ocean to 0%. Barbarian Man-o-Wars are real nasty now! (pirates)
UNITS
- Unique units have 1 additional HP, making them 3/5/7/9 (see COMBAT EXP.)
- All boats/planes/missiles that previously had bombardment capabilities now have lethal
bombardment as well.
- Missiles have increased range
- Musketmen/Musketeers have +1 to their attacks
- Infantry have 8 attack, 9 defense
- Various minor tweaks to a few others - use Civ Edit to see them all.
WORKER JOBS
- No changes
WORLD SIZES
- Any size map can have 16 Civs.
- Since most people cuustomize distance, tech rate, and actual world sizes,
I left these the same for you to tweak as you see fit.
ERAS
- No changes
DIPLOMATS AND SPIES
- Diplomats can now steal world map
DIFFICULTY LEVELS
- No changes - should be customized for custom scenario
CULTURE
- No changes - should be customized for custom scenario
COMBAT EXPERIENCE
- Unit HP's are now 2/4/6/8 instead of 2/3/4/5.
CIVILIZATION ADVANCES
- No changes - should be customized for custom scenario
CIVILIZATIONS
- Personalized America - nothing affecting gameplay.
- Should be customized for custom scenario
CITIZENS
- Entertainers now produce 2 luxuries and 1 tax
- Tax Collectors now produce 2 taxes and 1 research
- Scientists now produce 2 research and one luxury
- Please note that in City View only 1 of each bonus is displayed, but all 3 ARE in effect.
**************************************************
UPDATED 04/25/02
V. 1.01 Changes
MISC
- Now only allows Space Race and Conquest victories (the others bore me)
- Removed Culturally linked starting locations
- Edited Civilopedia to reflect changes.
GENERAL SETTINGS
- Barbarians even tougher - War Elephant/Cossack/Man-O-War. Yikes.
WORLD SIZES
- Added New World Size - Tremendous - 256x256. This does not show in Setup, but if you click
below 'Huge' it will select it. if anyone knows how to fix this, email me.
CIVILIZATIONS/ADVANCES
- Each Civ now starts off with a unique, non-researchable advance (named CivNameX).
These advances allow you to build the corresponding Civs Culture Center.
The techs CAN be traded (worth 400 each). This will let you build another Civs
Culture Center.
IMPROVEMENTS/WONDERS
- Removed the UN Wonder (no Diplo victory...)
- There is now a Small Wonder (CivX Culture Center) associated with each unique Advance.
This uses the UN graphics. All Civs Culture Centers are unique - 5 Culture, 2
happy in City, 1 happy in Civ. Customize away if you wish... These cost 125!!!
- Fixed bug where Great Library could be built before a Library.
I would like to add some more units, resources, and terrain, but I will not have time for about a week. If anyone has any graphics they would like me to add, let me know!
Version 1.00 removed after only 14 downloads...
New version Below....
ENJOY!!!
Any questions/comments/problems email me at AmesJustin@yahoo.com.
Here is my first submission to this form. Rather than rehashing the readme, I'll just post it here:
Overhaul 1.0 ReadMe
04/19/2002 Justin Ames
You must have Civ3 Version 1.21f to play this BIC
This was designed to enhance playability for Civ3. There is no map in this BIC, just rule changes.
I will not add a map to the game until Firaxis decides to put a minimap in the editor. I did what I
could with what I had.
There are no graphical changes to this BIC, but there are several out there, or you can make your own.
I an horrible at graphics, they end up looking like a kindergartner did them.
I recommend getting the following graphics:
-Smileys city graphics
-Blue0s City Sprawl road/RR graphics
-icedans/snoopys terrain graphics
-Zebs terrain graphics
-player1s skyscraper graphics
-Evan Stegmans population heads/moodbadges
I use all of these (I chose the best from both terrain mods) and they REALLY enhance the game!
Here are the changes I have made:
GENERAL SETTINGS
- Road movement increased from 3 to 4.
- Starting treasury increased from 10 to 26.
- Shield cost per gold is now 6.
- Citizen value in Shield increased from 20 to 26.
- Future Tech Cost increased from 400 to 1000.
- Research time range changed from 4 - 40 to 3 - 60
- Golden Age Duration increased from 20 to 26
- Forest Value in Shields increased from 10 to 26
- Culture Lvl Multiplier decreased from 1000 to 900 (easier to flip)
- Culture Border Factor increased from 10 to 11 (Harder to expand)
- Citizen and Building defensive bonuses decreased from 16 to 4
(Easier to kill pop/destroy build w/ bombard.)
- Barbarians beefed up from Warrior/Horseman/Galley to Knight/Cavalry/Man-O-War
(TOUGHER)
- Default money resource changed from nothing to Gold (Disbanded barbarian camps will leave a gold resource behind)
GOVERNMENTS
- Added a couple ruler titles
IMPROVEMENTS AND WONDERS
- Renamed a few things
- Capitol cities are now more powerful/harder to take
- Many buildings/wonders have much stricter requirements in terms of resources, technologies,
and other buildings. For example, Bach's Cathedral requires a Cathedral which requires an Altar which
requires Incense. This will force you to trade/expand/conquer if you want certain improvements.
Can make it VERY tough on higher levels...
- All Wonders got a +1 to their city happiness
- Several Wonders last longer
- Research lab no longer produces pollution (They could be researching ecological advances, you know)
- Mass Transit produces -1 Pollution (CLEANS POLLUTION)
- Recycling Center produces -2 pollution (CLEANS POLLUTION)
- City walls produce one Culture (How many cities still have city wall ruins?)
- Various other tweaks - use Civ Edit to see them all.
NATURAL RESOURCES
- Tweaked most resources to more realistic Food/Shields/Commerce values. Mostly increases.
TERRAIN
- Tweaked most Food/Shields/Commerce values. Mostly increases.
- Added some possible resources to some terrain
- Added new polluted terrain degradation path - Tundra to Floodplain to Coast. Be careful
building on Floodplain or tundra...
- Tundra can be irrigated
- Increased movement on Sea to 2, Ocean to 3.
- Decreased defensive bonus on Sea to 5%, Ocean to 0%. Barbarian Man-o-Wars are real nasty now! (pirates)
UNITS
- Unique units have 1 additional HP, making them 3/5/7/9 (see COMBAT EXP.)
- All boats/planes/missiles that previously had bombardment capabilities now have lethal
bombardment as well.
- Missiles have increased range
- Musketmen/Musketeers have +1 to their attacks
- Infantry have 8 attack, 9 defense
- Various minor tweaks to a few others - use Civ Edit to see them all.
WORKER JOBS
- No changes
WORLD SIZES
- Any size map can have 16 Civs.
- Since most people cuustomize distance, tech rate, and actual world sizes,
I left these the same for you to tweak as you see fit.
ERAS
- No changes
DIPLOMATS AND SPIES
- Diplomats can now steal world map
DIFFICULTY LEVELS
- No changes - should be customized for custom scenario
CULTURE
- No changes - should be customized for custom scenario
COMBAT EXPERIENCE
- Unit HP's are now 2/4/6/8 instead of 2/3/4/5.
CIVILIZATION ADVANCES
- No changes - should be customized for custom scenario
CIVILIZATIONS
- Personalized America - nothing affecting gameplay.
- Should be customized for custom scenario
CITIZENS
- Entertainers now produce 2 luxuries and 1 tax
- Tax Collectors now produce 2 taxes and 1 research
- Scientists now produce 2 research and one luxury
- Please note that in City View only 1 of each bonus is displayed, but all 3 ARE in effect.
**************************************************
UPDATED 04/25/02
V. 1.01 Changes
MISC
- Now only allows Space Race and Conquest victories (the others bore me)
- Removed Culturally linked starting locations
- Edited Civilopedia to reflect changes.
GENERAL SETTINGS
- Barbarians even tougher - War Elephant/Cossack/Man-O-War. Yikes.
WORLD SIZES
- Added New World Size - Tremendous - 256x256. This does not show in Setup, but if you click
below 'Huge' it will select it. if anyone knows how to fix this, email me.
CIVILIZATIONS/ADVANCES
- Each Civ now starts off with a unique, non-researchable advance (named CivNameX).
These advances allow you to build the corresponding Civs Culture Center.
The techs CAN be traded (worth 400 each). This will let you build another Civs
Culture Center.
IMPROVEMENTS/WONDERS
- Removed the UN Wonder (no Diplo victory...)
- There is now a Small Wonder (CivX Culture Center) associated with each unique Advance.
This uses the UN graphics. All Civs Culture Centers are unique - 5 Culture, 2
happy in City, 1 happy in Civ. Customize away if you wish... These cost 125!!!
- Fixed bug where Great Library could be built before a Library.
I would like to add some more units, resources, and terrain, but I will not have time for about a week. If anyone has any graphics they would like me to add, let me know!
Version 1.00 removed after only 14 downloads...
New version Below....
ENJOY!!!
Any questions/comments/problems email me at AmesJustin@yahoo.com.
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