New versions are at the bottom of the message. Newest changes are in BLUE.
Well, I was waiting for Firaxis to allow us changing HP on a unit by unit basis. Now that's done, and then I can share with you something that I hope could please some people
Instruction about installation are in the readme.txt included in the file, so I can directly describe the modification I made in the mod.
Features
Completely rebuilt tech tree
- Quite long sail age, which give ocean-crossing ships earlier and allow war on seas with sail ships.
- Enhanced modern age with slightly futuriscs techs.
- Improvement/units/aiblities dispatched among the tech to try to limit the "void techs".
Units revamped
- Bonus to HP to give newer units an edge over ancients one. To compensate the leap in power, a smoother upgrade line has been done.
Cultural buildings
Three new buildings that count ONLY for culture, in an attempt to make the culture war an acceptable strategy.
CHANGES
I will list here all the modifications I made. If it's not listed, then it's as in original Civ3.
It's still a beta. Much is subject to change according my work and your (eventual and warmly welcomed ) feedback. Particularly, the civilopedia is barely changed, and then hold nothing but inadequate information for now. It's to be changed, but I wanted to this mod to works first
Main changes of gameplay
- No armies
- No great leaders
- No UU
- No Golden Age
(ouch)
I never felt all of these new things improved that much the game, and I never felt them "natural". So I just get rid of them. I hope it won't displease too many people. At the very least, I could activate again the Golden Age. GL and armies WON'T come back (hate them), and I used UU for other units graphics, so I won't be able to put them back as long as I can't get my hand on new FLICs.
General Rules
Penalty for drafted citizen : reduced to 10 turns
Minimum research time : 1 turn.
Maximum research time : 48 turns
Cultural levels : added "pathetic" and "dominant".
Defensive bonus : towns have a +25 % bonus.
Diplomats and spies
Reduced the price of missions.
Difficulty levels
Corruption set at 75% for all levels.
Percentage of optimal cities : 175 % for chieftain
150 % for warlord
125 % for prince
100 % for monarch
90 % for emperor
80 % for deity
Culture
Added two cultural opinions :
"scornful of" : ratio 5 to 1,
1 % chance of successful propaganda,
95 % initial resistance chances, 90 % continued.
"stunned by" : ratio 1 to 5,
25% chances of successful propaganda,
30 % initial resistance chances, 20 % continued.
Combat experience
Conscript : 1 HP, 33 % chances of retreating.
Regular : 2 HP, 50 % chances of retreating.
Veteran : 3 HP, 66 % chances of retreating.
Elite : 4 HP, 75 % chances of retreating.
Civilizations
Changed most of the colors of civilizations, and some favorite/shunned governments too.
Citizens
Entertainers require now Ceremonial burial.
Taxmen require now Currency.
Scientist require now Written language.
Governments
Despotism is no longer the default government. It requires the tech "government" to be usable.
Republic changed to oligarchy : corruption is now "rampant", military police is 1, draft limit is 1, assimilation is 3% and each city can support 1 unit regardless of its size.
New governments :
primitive : default government
corruption : rampant
worker rate : 50%
cannot hurry
assimilation : 1%
draft limit : 1
no war weariness
cost/unit : 2
towns, cities and metropolis support 1 unit.
require maintenance
standard tile penalty
theocracy: require "theology"
corruption : nuisance
worker rate : 100 %
draft limit : 4
military police : 3
3% assimilation chances
hurry by forced labor
no war weariness
all units free
standard tile penalty
NB : I have not much playtested the theocracy, so perhaps it's imbalancing.
Terrains
All the terrains that gave 10% bonus in defense now give 0%.
No more mining for grasslands and plains.
Tundra irrigable.
Hills irrigable.
World sizes
Tiny : size is 60x60, optimal number of cities is 8.
Small : size is 90x90, optimal number of cities is 12.
Standard : size is 120x120, optimal number of cities is 16.
Big : size is 150x150, optimal number of cities is 24.
Huge : size is 200x200, optimal number of cities is 32.
All sizes have a 16-civ availability (you can still set the civ to "NONE" in the "new game" screen if you want play with less than 16 civs).
Improvements and wonders
Still working on this one.
As I completely changed the tech tree, I don't list the techs needed to build improvements. What each tech allow to build is available on the tech tree pictures (see below).
Here are the actual changes :
Palace : cost reduced to 50, produce 2 culture, +1 happy face in the city.
Temple : produces 1 culture instead of 2.
Library : produces 1 culture instead of 3.
Cathedral : produces 2 cultures instead of 3.
University : produces 2 culture instead of 4.
Factory : requires the building workshop in the city. Needs coal rather than iron.
Manufacturing plant : produce less pollution than before.
Coal plant : bonus production reduced to +25%, maintenance reduced to 2, pollution reduced.
Hydro plant : bonus production reduced to +25%, maintenance reduced to 2, building cost reduced to 200.
Nuclear plant : bonus production reduced to +75% (or so I think, it's "3" in the "production" box), cost elevated to 280, maintenance elevated to 3, pollution slighty increased.
Solar plant : bonus production reduced to +25%, maintenance reduced to 2, building cost reduced to 240.
Hospital : reduce slightly pollution.
Research lab : doesn't produces any culture point anymore.
Pyramids : now count as a TEMPLE in each continental city, rather than a granary. Produce 4 culture instead of 2. Ends with Industrialization.
Longevity : changed it to "school art", a regular improvement that add 3 cultures in the city, cost 70 to produce, maintenance of 1.
Heroic Epic : Only effect is to produce 6 culture now. Price reduced to 160.
Iron work : changed to a regular city improvement => "workshop", require iron to be built, +25 % to city production, 1 maintenance, 120 to produce, no increase in pollution, required to build a factory.
Military academy : changed to a regular city improvement => museum, produce 4 culture, cost 100 to be built; requires 2 maintenance.
The Pentagon : act as a second Forbidden palace.
New buildings :
Theater : cost 50, produces 2 culture, requires 1 maintenance.
Fusion plant : act like a nuclear plant, but cost more to product, require less maintenance, can't meltdown and don't pollute.
As you can see, I tried to make a line of "pure culture" buildings. I made them quite easy to build, as they add to the maintenance cost of the city adding only culture points. Their cost of production is subject to change according to feedback.
Units
ATTENTION, GENERAL RULE : ALL the units that require a great number of men cost 1 POPULATION POINT. It includes all the ground unit except scout and explorer, and very big sea unit like battleship, carrier and supercarrier. Beware of the pop cost in early game.
Some units share the exact same shape than others (coracle and galley, bombard and cannon ie). That's because I just don't have other graphics to give
(so if someone has some FLIC spared... )
Settler, worker, scout, explorer, cruise missile, tactical nuke, ICBM : no change.
All UU : removed.
Warrior : 1-1-1, +0 HP, upgrade to militia.
Militia : 1-1-1, +1 HP, upgrade to footman.
Archer : 2-2-1, +0 HP, upgrade to longbowman.
Longbowman : 3-3-1, +0 HP, upgrade to Arquebusier.
Arquebusier : 3-4-1, +1 HP, upgrade to musketeer.
Spearman : 1-2-1, +1 HP, upgrade to pikeman.
Pikeman : 2-3-1, +2 HP, upgrade to musketeer.
Swordsman : 2-1-1, +1 HP, upgrade to footman.
Footman : 3-2-1, +1 HP, upgrade to musketeer.
Musketeer : 4-5-1, +2 HP, upgrade to rifleman.
Rifleman : 5-7-1, +2 HP, upgrade to infantry.
Infantry : 7-10-1, +3 HP, upgrade to mech infantry.
Mech infantry : 12-16-3, +4 HP, no upgrade.
Troopers : 10-12-1, +3 HP, can paradrop, make amphibious attack, and treat all square as road, no upgrade.
Chariot : 1-1-2, +0 HP, upgrade to horseman.
Horseman : 2-1-2, +0 HP, upgrade to cavalier.
Cavalier : 3-1-2, +1 HP, upgrade to knight.
Knight : 4-2-2, +2 HP, upgrade to Dragon.
Dragon : 6-3-2, +2 HP, upgrade to cavalry.
Cavalry : 8-4-2, +2 HP, upgrade to tank.
Tank : 14-8-2, +3 HP, upgrade to modern armor.
Modern Armor : 20-12-3, +4 HP, no upgrade.
Catapult : (4)-0-1, +0 HP, ROF : 1, range : 1, upgrade to bombard.
Bombard : (6)-0-1, +0 HP, ROF : 1, range : 1, upgrade to cannon.
Cannon : (8)-0-1, +1 HP, ROF : 1, range : 1, upgrade to artillery.
Artillery : (12)-0-1, +2 HP, ROF : 2, range : 1, upgrade to missiles launcher.
Missiles launcher : (16)-0-2, +3 HP, ROF : 2, range : 2, lethal sea bombardment, no upgrade.
Coracle : 0-0-1, +0 HP, transport 1 unit, sink in sea and ocean, upgrade to galley.
Galley : 1-1-2, +0 HP, transport 2 units, sink in sea and ocean, upgrade to sail.
Sail : 1-1-3, +1 HP, transport 2 units, sink in ocean, upgrade to caravel.
Caravel : 1-2-4, +1 HP, transport 3 units, upgrade to galleon.
Galleon : 1-2-5, +2 HP, transport 4 units, upgrade to transport.
Transport : 0-4-6, +3 HP, transport 6 units, no upgrade.
Carrier : 0-6-6, +4 HP, transport 4 aircraft units, radar, upgrade to supercarrier.
Supercarrier : 0-10-7, +5 HP, transport 6 aircraft, radar, no upgrade.
Frigate : 3-3-5, +2 HP, upgrade to line ship.
Line ship : 4-4-5, +2 HP, upgrade to ironclad.
Ironclad : 5-5-5, +3 HP, upgrade to destroyer.
Destroyer : 8-8-7, +4 HP, no upgrade.
Battleship : 16(10)-16-7, +5 HP, ROF : 2, range : 1, lethal sea bombardment, no upgrade.
AEGIS cruiser : 12(8)-12-8, +4 HP, can see invisible, radar, lethal sea bombardment, no upgrade.
Submarine : 10-2-6, +3 HP, invisible, see invisible, upgrade to nuclear submarine.
Nuclear submarine : 18-4-8, +4 HP, invisible, see invisible, transport 2 tactical missiles, no upgrade.
Fighter : 4(2)-4-4, +1 HP, ROF : 1, lethal sea bombardment, upgrade to Jet fighter.
Jet fighter : 8(4)-8-8, +2 HP, ROF : 1, lethal sea bombardment, no upgrade.
Bomber : 0(10)-2-6, +1 HP, ROF : 2, lethal sea bombardment, upgrade to stealth bomber.
Stealth bomber : 0(12)-3-7, +2 HP, ROF : 2, lethal sea bombardment, no upgrade. (considering lethal ground bombardment)
Multitask aircraft : 6(12)-6-6, +2 HP, ROF : 2, lethal sea bombardment, radar, no upgrade (considering lethal ground bombardment)
Helicopter : 0-1-8, +1 HP, transport 2 foot units, no upgrade.
Attack copter : 12-3-6, +2 HP, detect invisible, NOT IMMOBILE. Still to be tested to see if it works.
I'm still working on other units. I would like to build a bacteriological missile that would have basically the same effect than a nuke on units, but without pollution nor destruction of improvements, and that could affect your reputation in the same way. If anyone know how to do this...
Here are the links to the *.PCX tech tree images to put in the /art/advisor directory.
Ancient era
Middle-age era
Industrial era
Modern era
Changes in beta version 1.01
- Fixed many small bugs about the upgrade paths and some missing techs abilities.
- Decreased the cost of the techs by industrial and modern age (they are still higher than in basic Civ3 though)
- Cathedral returned to its "happy faces" fonction. Art school replace movie theater and is the "culture building" of Middle-age.
- Ironclads sink no more in ocean.
- Slighty increased overall corruption.
- New tech screens, cleaner.
Well, now you can download the version b1.01 of this mod if you feel like to
All feedback welcome
Well, I was waiting for Firaxis to allow us changing HP on a unit by unit basis. Now that's done, and then I can share with you something that I hope could please some people
Instruction about installation are in the readme.txt included in the file, so I can directly describe the modification I made in the mod.
Features
Completely rebuilt tech tree
- Quite long sail age, which give ocean-crossing ships earlier and allow war on seas with sail ships.
- Enhanced modern age with slightly futuriscs techs.
- Improvement/units/aiblities dispatched among the tech to try to limit the "void techs".
Units revamped
- Bonus to HP to give newer units an edge over ancients one. To compensate the leap in power, a smoother upgrade line has been done.
Cultural buildings
Three new buildings that count ONLY for culture, in an attempt to make the culture war an acceptable strategy.
CHANGES
I will list here all the modifications I made. If it's not listed, then it's as in original Civ3.
It's still a beta. Much is subject to change according my work and your (eventual and warmly welcomed ) feedback. Particularly, the civilopedia is barely changed, and then hold nothing but inadequate information for now. It's to be changed, but I wanted to this mod to works first
Main changes of gameplay
- No armies
- No great leaders
- No UU
- No Golden Age
(ouch)
I never felt all of these new things improved that much the game, and I never felt them "natural". So I just get rid of them. I hope it won't displease too many people. At the very least, I could activate again the Golden Age. GL and armies WON'T come back (hate them), and I used UU for other units graphics, so I won't be able to put them back as long as I can't get my hand on new FLICs.
General Rules
Penalty for drafted citizen : reduced to 10 turns
Minimum research time : 1 turn.
Maximum research time : 48 turns
Cultural levels : added "pathetic" and "dominant".
Defensive bonus : towns have a +25 % bonus.
Diplomats and spies
Reduced the price of missions.
Difficulty levels
Corruption set at 75% for all levels.
Percentage of optimal cities : 175 % for chieftain
150 % for warlord
125 % for prince
100 % for monarch
90 % for emperor
80 % for deity
Culture
Added two cultural opinions :
"scornful of" : ratio 5 to 1,
1 % chance of successful propaganda,
95 % initial resistance chances, 90 % continued.
"stunned by" : ratio 1 to 5,
25% chances of successful propaganda,
30 % initial resistance chances, 20 % continued.
Combat experience
Conscript : 1 HP, 33 % chances of retreating.
Regular : 2 HP, 50 % chances of retreating.
Veteran : 3 HP, 66 % chances of retreating.
Elite : 4 HP, 75 % chances of retreating.
Civilizations
Changed most of the colors of civilizations, and some favorite/shunned governments too.
Citizens
Entertainers require now Ceremonial burial.
Taxmen require now Currency.
Scientist require now Written language.
Governments
Despotism is no longer the default government. It requires the tech "government" to be usable.
Republic changed to oligarchy : corruption is now "rampant", military police is 1, draft limit is 1, assimilation is 3% and each city can support 1 unit regardless of its size.
New governments :
primitive : default government
corruption : rampant
worker rate : 50%
cannot hurry
assimilation : 1%
draft limit : 1
no war weariness
cost/unit : 2
towns, cities and metropolis support 1 unit.
require maintenance
standard tile penalty
theocracy: require "theology"
corruption : nuisance
worker rate : 100 %
draft limit : 4
military police : 3
3% assimilation chances
hurry by forced labor
no war weariness
all units free
standard tile penalty
NB : I have not much playtested the theocracy, so perhaps it's imbalancing.
Terrains
All the terrains that gave 10% bonus in defense now give 0%.
No more mining for grasslands and plains.
Tundra irrigable.
Hills irrigable.
World sizes
Tiny : size is 60x60, optimal number of cities is 8.
Small : size is 90x90, optimal number of cities is 12.
Standard : size is 120x120, optimal number of cities is 16.
Big : size is 150x150, optimal number of cities is 24.
Huge : size is 200x200, optimal number of cities is 32.
All sizes have a 16-civ availability (you can still set the civ to "NONE" in the "new game" screen if you want play with less than 16 civs).
Improvements and wonders
Still working on this one.
As I completely changed the tech tree, I don't list the techs needed to build improvements. What each tech allow to build is available on the tech tree pictures (see below).
Here are the actual changes :
Palace : cost reduced to 50, produce 2 culture, +1 happy face in the city.
Temple : produces 1 culture instead of 2.
Library : produces 1 culture instead of 3.
Cathedral : produces 2 cultures instead of 3.
University : produces 2 culture instead of 4.
Factory : requires the building workshop in the city. Needs coal rather than iron.
Manufacturing plant : produce less pollution than before.
Coal plant : bonus production reduced to +25%, maintenance reduced to 2, pollution reduced.
Hydro plant : bonus production reduced to +25%, maintenance reduced to 2, building cost reduced to 200.
Nuclear plant : bonus production reduced to +75% (or so I think, it's "3" in the "production" box), cost elevated to 280, maintenance elevated to 3, pollution slighty increased.
Solar plant : bonus production reduced to +25%, maintenance reduced to 2, building cost reduced to 240.
Hospital : reduce slightly pollution.
Research lab : doesn't produces any culture point anymore.
Pyramids : now count as a TEMPLE in each continental city, rather than a granary. Produce 4 culture instead of 2. Ends with Industrialization.
Longevity : changed it to "school art", a regular improvement that add 3 cultures in the city, cost 70 to produce, maintenance of 1.
Heroic Epic : Only effect is to produce 6 culture now. Price reduced to 160.
Iron work : changed to a regular city improvement => "workshop", require iron to be built, +25 % to city production, 1 maintenance, 120 to produce, no increase in pollution, required to build a factory.
Military academy : changed to a regular city improvement => museum, produce 4 culture, cost 100 to be built; requires 2 maintenance.
The Pentagon : act as a second Forbidden palace.
New buildings :
Theater : cost 50, produces 2 culture, requires 1 maintenance.
Fusion plant : act like a nuclear plant, but cost more to product, require less maintenance, can't meltdown and don't pollute.
As you can see, I tried to make a line of "pure culture" buildings. I made them quite easy to build, as they add to the maintenance cost of the city adding only culture points. Their cost of production is subject to change according to feedback.
Units
ATTENTION, GENERAL RULE : ALL the units that require a great number of men cost 1 POPULATION POINT. It includes all the ground unit except scout and explorer, and very big sea unit like battleship, carrier and supercarrier. Beware of the pop cost in early game.
Some units share the exact same shape than others (coracle and galley, bombard and cannon ie). That's because I just don't have other graphics to give
(so if someone has some FLIC spared... )
Settler, worker, scout, explorer, cruise missile, tactical nuke, ICBM : no change.
All UU : removed.
Warrior : 1-1-1, +0 HP, upgrade to militia.
Militia : 1-1-1, +1 HP, upgrade to footman.
Archer : 2-2-1, +0 HP, upgrade to longbowman.
Longbowman : 3-3-1, +0 HP, upgrade to Arquebusier.
Arquebusier : 3-4-1, +1 HP, upgrade to musketeer.
Spearman : 1-2-1, +1 HP, upgrade to pikeman.
Pikeman : 2-3-1, +2 HP, upgrade to musketeer.
Swordsman : 2-1-1, +1 HP, upgrade to footman.
Footman : 3-2-1, +1 HP, upgrade to musketeer.
Musketeer : 4-5-1, +2 HP, upgrade to rifleman.
Rifleman : 5-7-1, +2 HP, upgrade to infantry.
Infantry : 7-10-1, +3 HP, upgrade to mech infantry.
Mech infantry : 12-16-3, +4 HP, no upgrade.
Troopers : 10-12-1, +3 HP, can paradrop, make amphibious attack, and treat all square as road, no upgrade.
Chariot : 1-1-2, +0 HP, upgrade to horseman.
Horseman : 2-1-2, +0 HP, upgrade to cavalier.
Cavalier : 3-1-2, +1 HP, upgrade to knight.
Knight : 4-2-2, +2 HP, upgrade to Dragon.
Dragon : 6-3-2, +2 HP, upgrade to cavalry.
Cavalry : 8-4-2, +2 HP, upgrade to tank.
Tank : 14-8-2, +3 HP, upgrade to modern armor.
Modern Armor : 20-12-3, +4 HP, no upgrade.
Catapult : (4)-0-1, +0 HP, ROF : 1, range : 1, upgrade to bombard.
Bombard : (6)-0-1, +0 HP, ROF : 1, range : 1, upgrade to cannon.
Cannon : (8)-0-1, +1 HP, ROF : 1, range : 1, upgrade to artillery.
Artillery : (12)-0-1, +2 HP, ROF : 2, range : 1, upgrade to missiles launcher.
Missiles launcher : (16)-0-2, +3 HP, ROF : 2, range : 2, lethal sea bombardment, no upgrade.
Coracle : 0-0-1, +0 HP, transport 1 unit, sink in sea and ocean, upgrade to galley.
Galley : 1-1-2, +0 HP, transport 2 units, sink in sea and ocean, upgrade to sail.
Sail : 1-1-3, +1 HP, transport 2 units, sink in ocean, upgrade to caravel.
Caravel : 1-2-4, +1 HP, transport 3 units, upgrade to galleon.
Galleon : 1-2-5, +2 HP, transport 4 units, upgrade to transport.
Transport : 0-4-6, +3 HP, transport 6 units, no upgrade.
Carrier : 0-6-6, +4 HP, transport 4 aircraft units, radar, upgrade to supercarrier.
Supercarrier : 0-10-7, +5 HP, transport 6 aircraft, radar, no upgrade.
Frigate : 3-3-5, +2 HP, upgrade to line ship.
Line ship : 4-4-5, +2 HP, upgrade to ironclad.
Ironclad : 5-5-5, +3 HP, upgrade to destroyer.
Destroyer : 8-8-7, +4 HP, no upgrade.
Battleship : 16(10)-16-7, +5 HP, ROF : 2, range : 1, lethal sea bombardment, no upgrade.
AEGIS cruiser : 12(8)-12-8, +4 HP, can see invisible, radar, lethal sea bombardment, no upgrade.
Submarine : 10-2-6, +3 HP, invisible, see invisible, upgrade to nuclear submarine.
Nuclear submarine : 18-4-8, +4 HP, invisible, see invisible, transport 2 tactical missiles, no upgrade.
Fighter : 4(2)-4-4, +1 HP, ROF : 1, lethal sea bombardment, upgrade to Jet fighter.
Jet fighter : 8(4)-8-8, +2 HP, ROF : 1, lethal sea bombardment, no upgrade.
Bomber : 0(10)-2-6, +1 HP, ROF : 2, lethal sea bombardment, upgrade to stealth bomber.
Stealth bomber : 0(12)-3-7, +2 HP, ROF : 2, lethal sea bombardment, no upgrade. (considering lethal ground bombardment)
Multitask aircraft : 6(12)-6-6, +2 HP, ROF : 2, lethal sea bombardment, radar, no upgrade (considering lethal ground bombardment)
Helicopter : 0-1-8, +1 HP, transport 2 foot units, no upgrade.
Attack copter : 12-3-6, +2 HP, detect invisible, NOT IMMOBILE. Still to be tested to see if it works.
I'm still working on other units. I would like to build a bacteriological missile that would have basically the same effect than a nuke on units, but without pollution nor destruction of improvements, and that could affect your reputation in the same way. If anyone know how to do this...
Here are the links to the *.PCX tech tree images to put in the /art/advisor directory.
Ancient era
Middle-age era
Industrial era
Modern era
Changes in beta version 1.01
- Fixed many small bugs about the upgrade paths and some missing techs abilities.
- Decreased the cost of the techs by industrial and modern age (they are still higher than in basic Civ3 though)
- Cathedral returned to its "happy faces" fonction. Art school replace movie theater and is the "culture building" of Middle-age.
- Ironclads sink no more in ocean.
- Slighty increased overall corruption.
- New tech screens, cleaner.
Well, now you can download the version b1.01 of this mod if you feel like to
All feedback welcome
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