I agree about the playing civ3 your own way. i just want a mod that is 75-90% close then I can finish my personal touches. I'll see if I can post the bic on a aol web page in a little while in case others want to see. I've only been working on it since this weekend so only the ancient era is close to being what I'd like. just started the medieval era last night so its way outta whack still. Some little things i've done are to increase settlers to 3 pop and made them wheeled to slow down AI spawl. I think AI spawl is the biggest factor in a game that moves way to fast.
I agree that adding more just for the sake of more isnt good. I look for things that fill a percieved void. Some of the buildings I've been looking to add are: shrine (culture only), mill, splitting harbor and airport into component buildings (seperate extra resource / veteran functions), shopping mall, train depot lowers corruption, radio station for culture, public schools for science, and sewers to allow larger cities (i already increased from 6/12 to 8/16, capitols get autmatic aquaduct and hospital). Some wonders I'm considering: olympics (double colosseum), polio vaccine (renamed cure for cancer), code of hammurabi (free courts), Refrigeration (renamed longevity), GPS (+1 sea movement), internet (modern great library), radio network (free radio stations), treasury bonds (5% interest). i also made some wonders dependant on buildings such as GL requires libraries, GW requires walls.
I've already started modifying costs. i started with the assumption that all foot units consist of 500 people, and mounted units are 100. That way I can try to calculate comparative costs. I also modified bonus HP as follows: all UU get +1, non-gunpowder ranged +1, gunpowder +2, vehicle armor +1, modern vehicle armor +2. All bonuses are accumulative. One game I had over 600 units simply because I had nothing else to build so I realized that costs were way to cheap. Once I got MA, the game was over by conquest in 4 turns against 12 large civs.
One of the first decisions needs to be on what type of map will we balance it on. If you balance on a huge map, the smaller mapped games may drag alot. Vice versa if we balance on a small map.
I agree that adding more just for the sake of more isnt good. I look for things that fill a percieved void. Some of the buildings I've been looking to add are: shrine (culture only), mill, splitting harbor and airport into component buildings (seperate extra resource / veteran functions), shopping mall, train depot lowers corruption, radio station for culture, public schools for science, and sewers to allow larger cities (i already increased from 6/12 to 8/16, capitols get autmatic aquaduct and hospital). Some wonders I'm considering: olympics (double colosseum), polio vaccine (renamed cure for cancer), code of hammurabi (free courts), Refrigeration (renamed longevity), GPS (+1 sea movement), internet (modern great library), radio network (free radio stations), treasury bonds (5% interest). i also made some wonders dependant on buildings such as GL requires libraries, GW requires walls.
I've already started modifying costs. i started with the assumption that all foot units consist of 500 people, and mounted units are 100. That way I can try to calculate comparative costs. I also modified bonus HP as follows: all UU get +1, non-gunpowder ranged +1, gunpowder +2, vehicle armor +1, modern vehicle armor +2. All bonuses are accumulative. One game I had over 600 units simply because I had nothing else to build so I realized that costs were way to cheap. Once I got MA, the game was over by conquest in 4 turns against 12 large civs.
One of the first decisions needs to be on what type of map will we balance it on. If you balance on a huge map, the smaller mapped games may drag alot. Vice versa if we balance on a small map.
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