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  • MOD: Nine Governments Mod

    I would really appreciate it if I could get some of you brave souls to play test this mod before it goes into the finished area. There is currently no new artwork or anything. It is simply 3 new governments at this point. Before it is released, I plan to change some combat aspects, tweak a few more rules, and possibly introduce some new units (I am terrible with art stuff, so these units would be ripoffs from talented people. )

    Nine Governments Mod ReadMe
    Nine Governments Mod v1.0 ReadMe for Civilization III v1.29
    by Laser


    GOVERNMENTS -
    **************************************************
    Government: ANARCHY


    Prerequisite - NONE

    Corruption and Waste - CATASTROPHIC


    Unit Support Costs:
    Cost/Unit - 1

    Free Units - ALL UNITS FREE

    Per:
    Town - N/A
    City - N/A
    Metropolis - N/A

    Rate Cap - 10
    Worker Rate - 1
    Assimilation Chance - 1%
    Draft Limit - 0
    Military Police Limit - 0

    Hurrying Production - CANNOT HURRY
    War Weariness - NONE

    Espionage:
    Diplomats Are - CONSCRIPT
    Spies Are - CONSCRIPT
    Immune to - NONE

    Flags:
    TRANSITION TYPE
    STANDARD TILE PENALTY

    **************************************************
    Government: DESPOTISM


    Prerequisite - NONE

    Corruption and Waste - RAMPANT


    Unit Support Costs:
    Cost/Unit - 1

    Free Units - 0

    Per:
    Town - 4
    City - 4
    Metropolis - 4

    Rate Cap - 10
    Worker Rate - 2
    Assimilation Chance - 1%
    Draft Limit - 2
    Military Police Limit - 2

    Hurrying Production - FORCED LABOR
    War Weariness - NONE

    Espionage:
    Diplomats Are - REGULAR
    Spies Are - REGULAR
    Immune to - NONE

    Flags:
    DEFAULT TYPE
    REQUIRES MAINTENANCE
    STANDARD TILE PENALTY

    **************************************************
    Government: MONARCHY


    Prerequisite - MONARCHY

    Corruption and Waste - PROBLEMATIC


    Unit Support Costs:
    Cost/Unit - 1

    Free Units - 0

    Per:
    Town - 2
    City - 4
    Metropolis - 8

    Rate Cap - 10
    Worker Rate - 2
    Assimilation Chance - 2%
    Draft Limit - 2
    Military Police Limit - 3

    Hurrying Production - PAID LABOR
    War Weariness - NONE

    Espionage:
    Diplomats Are - REGULAR
    Spies Are - REGULAR
    Immune to - NONE

    Flags:
    REQUIRES MAINTENANCE

    **************************************************
    Government: COMMUNISM


    Prerequisite - COMMUNISM

    Corruption and Waste - COMMUNAL


    Unit Support Costs:
    Cost/Unit - 1

    Free Units - 75

    Per:
    Town - 3
    City - 6
    Metropolis - 9

    Rate Cap - 10
    Worker Rate - 2
    Assimilation Chance - 35%
    Draft Limit - 2
    Military Police Limit - 4

    Hurrying Production - FORCED LABOR
    War Weariness - NONE

    Espionage:
    Diplomats Are - REGULAR
    Spies Are - ELITE
    Immune to - NONE

    Flags:
    REQUIRES MAINTENANCE

    **************************************************
    Government: REPUBLIC


    Prerequisite - THE REPUBLIC

    Corruption and Waste - NUISANCE


    Unit Support Costs:
    Cost/Unit - 1

    Free Units - 0

    Per:
    Town - 0
    City - 0
    Metropolis - 0

    Rate Cap - 10
    Worker Rate - 2
    Assimilation Chance - 2%
    Draft Limit - 1
    Military Police Limit - 0

    Hurrying Production - PAID LABOR
    War Weariness - LOW

    Espionage:
    Diplomats Are - VETERAN
    Spies Are - REGULAR
    Immune to - NONE

    Flags:
    REQUIRES MAINTENANCE
    STANDARD TRADE BONUS

    **************************************************
    Government: DEMOCRACY


    Prerequisite - DEMOCRACY

    Corruption and Waste - MINIMAL


    Unit Support Costs:
    Cost/Unit - 1

    Free Units - 0

    Per:
    Town - 0
    City - 0
    Metropolis - 0

    Rate Cap - 10
    Worker Rate - 3
    Assimilation Chance - 4%
    Draft Limit - 1
    Military Police Limit - 0

    Hurrying Production - PAID LABOR
    War Weariness - HIGH

    Espionage:
    Diplomats Are - ELITE
    Spies Are - REGULAR
    Immune to - INITIATE PROPAGANDA

    Flags:
    REQUIRES MAINTENANCE
    STANDARD TRADE BONUS

    **************************************************
    Government: FASCISM


    Prerequisite - NATIONALISM

    Corruption and Waste - NUISANCE


    Unit Support Costs:
    Cost/Unit - 1

    Free Units - 0

    Per:
    Town - 4
    City - 8
    Metropolis - 12

    Rate Cap - 10
    Worker Rate - 2
    Assimilation Chance - 1%
    Draft Limit - 3
    Military Police Limit - 2

    Hurrying Production - FORCED LABOR
    War Weariness - NONE

    Espionage:
    Diplomats Are - REGULAR
    Spies Are - VETERAN
    Immune to - NONE

    Flags:
    REQUIRES MAINTENANCE
    STANDARD TILE PENALTY
    STANDARD TRADE BONUS

    **************************************************
    Government: THEOCRACY


    Prerequisite - THEOLOGY

    Corruption and Waste - PROBLEMATIC


    Unit Support Costs:
    Cost/Unit - 1

    Free Units - 0

    Per:
    Town - 4
    City - 6
    Metropolis - 8

    Rate Cap - 7
    Worker Rate - 2
    Assimilation Chance - 5%
    Draft Limit - 3
    Military Police Limit - 3

    Hurrying Production - PAID LABOR
    War Weariness - NONE

    Espionage:
    Diplomats Are - REGULAR
    Spies Are - REGULAR
    Immune to - INITIATE PROPAGANDA

    Flags:
    REQUIRES MAINTENANCE

    **************************************************
    Government: CORPORATE REPUBLIC


    Prerequisite - THE CORPORATION

    Corruption and Waste - MINIMAL


    Unit Support Costs:
    Cost/Unit - 3

    Free Units - 0

    Per:
    Town - 0
    City - 0
    Metropolis - 0

    Rate Cap - 10
    Worker Rate - 3
    Assimilation Chance - 4%
    Draft Limit - 1
    Military Police Limit - 0

    Hurrying Production - PAID LABOR
    War Weariness - LOW

    Espionage:
    Diplomats Are - VETERAN
    Spies Are - VETERAN
    Immune to - NONE

    Flags:
    STANDARD TRADE BONUS

    **************************************************
    And here is the zip:
    Attached Files
    Last edited by Dimorier Maximus; August 1, 2002, 14:29.
    Ex Fide Vive
    Try my new mod and tell me what you think. I will be revising it per suggestions. Nine Governments Mod

  • #2
    This space reserved for further updates.

    Please tell me of any problems you encounter if you do encounter any. Also, all feedback is welcome, though all the current governments are staying in the mod, I may still tweak them and I might add some more.
    Ex Fide Vive
    Try my new mod and tell me what you think. I will be revising it per suggestions. Nine Governments Mod

    Comment


    • #3
      Ah, at last a government mod without countless, almost-similar govts!
      The difference between industrial society and information society:
      In an industrial society you take a shower when you have come home from work.
      In an information society you take a shower before leaving for work.

      Comment


      • #4
        I don't know whether you are being facetious or serious?

        But if you like the bland 6 governments offered in Civ1 and no more, this mod isn't for you. No bones about it. If you like a variety of governments, then you'll like this mod. Also, it is still in the testing phase and I would have more drastic changes in governments except that the darn editor doesn't allow for much.
        Ex Fide Vive
        Try my new mod and tell me what you think. I will be revising it per suggestions. Nine Governments Mod

        Comment


        • #5
          I am serious - what I mean is that I am tired of all these mods with like 20 governments.
          The difference between industrial society and information society:
          In an industrial society you take a shower when you have come home from work.
          In an information society you take a shower before leaving for work.

          Comment


          • #6
            Originally posted by Optimizer
            I am serious - what I mean is that I am tired of all these mods with like 20 governments.
            Oh, thanks then. I really don't think I will add any more governments to this mod either, because there is just no way to really make them much different anymore. Like I said, the editor doesn't allow for much.

            Anyways, I would really appreciate it if people would try this out and tell me if they find any problems with it or if they think anything needs tweaking.

            Thanks in advance.
            Ex Fide Vive
            Try my new mod and tell me what you think. I will be revising it per suggestions. Nine Governments Mod

            Comment


            • #7
              Looks good, though the ruler titles are still missing, and I have no clue what they should be called...

              EDIT: I just saw your mod file, there you had the title rules, just thought you had forgotten about it, since you didn't mention it above...
              This space is empty... or is it?

              Comment


              • #8
                Finaly more govts but as I see the statistics isn't fascism a bit too powerfull: much unit support and low corruption and the tile penalty isnt that bad anymore in the industrial and modern age.

                Comment


                • #9
                  Originally posted by Mattaba
                  Finaly more govts but as I see the statistics isn't fascism a bit too powerfull: much unit support and low corruption and the tile penalty isnt that bad anymore in the industrial and modern age.
                  I agree that corruption should be higher for Fascism - problematic or even rampant. Regarding the tile penalty: I think it's pretty bad (and therefore good for gameplay), because you will lose 1 food or 1 shield on nearly every worked tile once railroads arrive.
                  "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

                  Comment


                  • #10
                    Fascism should have a low science rate cap, too. It is a really anti-intellectual ideology.
                    The difference between industrial society and information society:
                    In an industrial society you take a shower when you have come home from work.
                    In an information society you take a shower before leaving for work.

                    Comment


                    • #11
                      Originally posted by ADG
                      Looks good, though the ruler titles are still missing, and I have no clue what they should be called...

                      EDIT: I just saw your mod file, there you had the title rules, just thought you had forgotten about it, since you didn't mention it above...
                      I don't think I forgot anything, but if you find anything that I missed, let me know ASAP so that I can fix it. If you check the civilizations screen, you will see that I made the Americans favored gov. Corporate Republic, the Germans favor Fascism, and some religious civs favor Theocracy. I didn't put all that in the readme...or even here.

                      I believe that Republic is now required to reach the second era as well.

                      All I put in the readme was the changes to the governments, and not even all of them. I didn't put in rates compared to other governments because I found that tedious; however, I did put the rates in the game...they aren't all zero. I just didn't type them up.
                      Ex Fide Vive
                      Try my new mod and tell me what you think. I will be revising it per suggestions. Nine Governments Mod

                      Comment


                      • #12
                        With regards to Fascism, I am thinking I will tweak it to be a little weaker. Maybe take away some military support: 3/6/9 : town/city/metropolis. Give Communism 4/8/12. Because Communism is really just crap as far as the game designers were concerned. It really sucks. I want all these governments to be viable depending on your strategy. I want to keep Fascism strong in science mainly because of the way the German tanks ran through the Maginot Line. I don't think of a technologically backward country when I think of a Fascist nation. I think of a smart, powerful country that scares the crap out of the other countries. It is likely that Nazi Germany would have succeeded in conquering Europe if the whole world wasn't against them.
                        Ex Fide Vive
                        Try my new mod and tell me what you think. I will be revising it per suggestions. Nine Governments Mod

                        Comment


                        • #13
                          Btw, I want to thank each of you for taking the time to play this mod and tell me what needs fixing. Also, can I ask someone that likes to play Republic -> Democracy to try out Corporate Republic and tell me their opinion on it? I am gunning for a certain effect with this government. I don't mind if it makes Rebublic obsolete, but I hope it doesn't make Democracy obsolete, just another way to do things.
                          Ex Fide Vive
                          Try my new mod and tell me what you think. I will be revising it per suggestions. Nine Governments Mod

                          Comment


                          • #14
                            A quick comment on Corporate Republic: Even with unit support costs of 3, I'm afraid that the 'doesn't require maintenance' flag is far too powerful. I'll have to test this, though.
                            "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

                            Comment


                            • #15
                              Yes, please test it and tell me what you think.
                              Ex Fide Vive
                              Try my new mod and tell me what you think. I will be revising it per suggestions. Nine Governments Mod

                              Comment

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