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  • Zurai's Mod

    Zurai's Civ3 Mod

    NOTE: Don't freak out about the numbers on units until you've read them all. I've made signifigant changes on all units after Gunpowder to decrease the chances of the Killer Spearman.

    ADDITIONS:

    Natural resources-

    Timber; no tech required, +2 shields/+1 commerce, strategic resource, appears in forests and jungles, high appearance and disappearance ratios (900/800)

    Stone; requires Masonry, +2 shields/+1 commerce, strategic resource, appears in hills and mountains, high appearance and disappearance ratios (900/800)


    Units- Available to all civs unless otherwise noted.

    Arabian Caravel; Cosmetic Caravel replacement for Egypt, Babylon, and Persia.

    Camel Rider; Cosmetic Knight replacement for Egypt, Babylon, and Persia.

    Coracle; New sea unit. No tech required, costs 1 row of shields, 0/0/2, transports 1 foot unit.Sinks in Sea and Ocean squares. Upgrades to Galley.

    Helicopter Gunboat; New air unit. Requires Rocketry, costs 10 rows of shields, 10(10)/3/6, 4 ROF, operational range 4, is NOT immobile (which means the AI probably won't use it right), lethal land and sea bombardment. Bombing, recon, and re-base air missions. Requires Aluminum and Oil.

    Horse Archer; New land unit. Requires Invention, costs 5 rows of shields, 3(3)/2/2, 0 bombard range/2 ROF. Requires horses. Second Babylonian UU. Upgrades to Cavalry - does NOT replace anything.

    Javelineer; New land unit. Requires Monarchy, costs 3 rows of shields, 2(2)/2/2, 0 bombard range/1 ROF. Second Roman UU - does NOT replace anything. Upgrades to Crossbowman.

    Junk; Cosmetic Caravel replacement for India, China, and Japan.

    Mercenary; New land unit. Requires Iron Working, costs 6 rows of shields, 3/2/1, hidden nationality. The AI *does* use this unit properly - and is quite aggressive with it.

    Militia; New land unit. Requires Feudalism, costs 3 rows of shields and 1 pop, 1/3/1, immobile. Upgrades to Pikeman.

    Mounted Mercenary; New land unit. Requires Monarchy, costs 10 rows of shields, 3/2/2, hidden nationality. Again, the AI is very aggressive with these.

    National Guard; New land unit. Requires Replaceable Parts, costs 8 rows of shields and 1 pop, 6(6)/10/1, 0 bombard range/2 ROF, has all worker functions (AI WILL use it). Second American UU - does NOT replace anything.

    Ship of the Line; New sea unit. Requires Magnetism, costs 8 rows of shields, 6(6)/4/3, transports 1 foot unit, treats all terrain as roads, lethal sea bombardment. Requires Timber, Saltpeter, and Iron.

    Tongkang; New sea unit. Cosmetic Ship of the Line replacement for India, Japan, and China.

    Trebuchet; New land unit. Requires feudalism, costs 3 rows of shields, 0(6)/0/1, 1 range bombard/2 ROF, wheeled. Requires Timber.

    Crawler; New land unit. Requires Integrated Defense, costs 25 rows of shields, 40(15)/18/2, 1 range bombard/4 ROF, transports 1 foot unit, radar, treats all terrain as roads, blitz, lethal land and sea bombardment. 2 HP bonus. Requires Uranium, Aluminum, and Rubber.

    Hover Tank; New land unit. Requires The Laser, costs 15 rows of shields, 25/13/3, treats all terrain as roads, wheeled (so it can't go on mountains or jungle, which makes sense), blitz. 2 HP bonus. Requires Uranium, Aluminum, and Rubber.

    Dropship; New air unit. Requires Satellites, costs 15 rows of shields, 0/8/6, NOT immobile (again, AI doesn't use it right), transports 2 units and can airdrop them. 2 HP bonus. Recon and re-base air missions. Requires Uranium, Aluminum, and Rubber.

    Gunship; New air unit. Requires Integrated Defense, costs 30 rows of shields, 24(20)/12/8, 6 ROF, NOT immobile (AI problems), radar, detects invisible. 2 HP bonus. All air missions except precision bombing. Requires Uranium, Aluminum, and Rubber.

    Armored Shock Infantry; New land unit. Requires Smart Weapons, costs 13 rows of shields, 18(12)/20/1, 0 range bombard/4 ROF, amphibious assault, foot unit, airdrop range of 6. 1 HP bonus. Requires Aluminum and Rubber.

    Pocket Battleship; New sea unit. Requires Mass Production, costs 15 rows of shields, 20(10)/10/4, 2 range bombard/4 ROF, treats all terrain as roads, radar, lethal land and sea bombard. 1 HP bonus. Requires Oil. Second German UU - does NOT replace anything.

    Cataphract; New land unit. Requires Chivalry, costs 9 rows of shields, 5/4/2. Requires Iron and Horses. Upgrades to Cavalry. Second Persian UU - does NOT replace anything (and yes I know cataphracts aren't persian, but this is the best I could come up with).

    Longboat; New sea unit. Requires Map Making, costs 3 rows of shields, 1/1/3, transports 3 units. Requires Timber. Upgrades to Caravel. Currently only used as the barbarian ship.

    Plumed Archer; New land unit. Requires Warrior Code, costs 2 rows of shields, 2(2)/1/2, 0 range bombard/1 ROF, foot unit. Upgrades to Crossbowman. Second Aztec UU - replaces Archers (again, I know this is actually a Mayan unit, but there's nothing I could find that fit the Aztecs better).

    Yamato Class; New sea unit. Requires Radio, costs 24 rows of shields, 30(15)/15/4, 3 range bombard/6 ROF, treats all terrain as roads, radar, lethal land and sea bombard. 2 HP bonus. Requires Oil. Second Japanese UU - does NOT replace anything.

    Leclerc; New land unit. Requires Synthetic Fibers, costs 18 rows of shields, 30/15/4, wheeled, blitz. 2 HP bonus. Requires Oil, Rubber, and Aluminum. Second French UU - replaces Modern Armor.

    T34; New land unit. Requires Motorized Transportation, costs 12 rows of shields, 20/14/2, wheeled. 2 HP bonus. Requires Oil. Upgrades to Modern Armor. Second Russian UU - replaces Tank.

    Chu-Ko-nu; New land unit. Requires Invention, costs 4 rows of shields, 4(4)/3/1, 0 range bombard/4 ROF, foot unit. Upgrades to Marine. Second Chinese UU - replaces Crossbowman.

    Sarwe; New land unit. Requires Warrior Code, costs 2 rows of shields, 3/1/1, foot unit. Upgrades to Swordsman. Second Zulu UU - replaces Archer.

    Hypaspist; New land unit. Requires Iron Working, costs 3 rows of shields, 3/2/1, foot unit. 1 HP bonus. Upgrades to Crossbowman. Second Greek UU - replaces Swordsman.

    Crossbowman; New land unit. Requires Invention, costs 4 rows of shields, 4(4)/2/1, 0 range bombard/2 ROF, foot unit. Upgrades to Marine.

    Eagle Warrior; New land unit. No tech required, costs 1 row of shields, 2/1/1, foot unit. Upgrades to Swordsman. Second Iroquois UU - replaces Warrior.

    Elephant Archer; New land unit. Requires Chivalry, costs 6 rows of shields, 3(3)/3/2, 0 range bombard/2 ROF. 1 HP bonus. Upgrades to Cavalry. Second Indian UU - does NOT replace anything.

    Janissary; New land unit. Requires Gunpowder, costs 8 rows of shields, 5(4)/5/1, 0 range bombard/1 ROF, foot unit. 1 HP bonus. Requires Saltpeter. Second Egyptian UU - replaces Musketman.

    CHANGES:

    General Settings-

    Changed minimum research time to 1.
    Changed shield:gold ratio for wealth to 4:1.
    Basic Barbarian is the Mercenary.
    Advanced Barbarian is the Mounted Mercenary.
    Barbarian Ship is the Longboat.


    Governments -

    3 free units for Monarchy.
    Communism has no building maintenance (this may end up being too good).
    Communist workers sped up 50% (same as Democracy).
    Republic corruption increased one step.
    Democracy gets 1 paid unit for each City and 2 for each Metropolis.


    Improvements and Wonders -

    Palace requires Stone.
    The Pyramids requires Stone.
    The Hanging Gardends requires Stone.
    The Great Lighthouse requires Stone.
    The Oracle requires Stone.
    The Great Wall requires Stone.
    Sistine Chapel requires Stone.
    Shakespeare's Theater requires Timber.
    Longevity available at Medicine.


    Natural Resources -

    Horses generate 1 shield.


    Terrain -

    Tundra can be irrigated for 1 food.
    Flood Plains generate 3 food.
    Hills can be irrigated for 1 food.
    Coast generates 2 food.
    Coast can have Whales.
    Sea generates 1 shield.
    Sea takes 2 movement.
    Ocean generates 1 food, 1 shield, and 1 commerce.
    Ocean takes 3 movement.


    Units -

    Marine increased to 12(8)/9/1. 0 range bombard, 2 ROF. Upgrades to Armored Shock Infantry.
    Paratrooper increased to 9(8)/12/1. 0 range bombard, 2 ROF. Upgrades to Armored Shock Infantry.
    Archer gets a strength 2, 0 range bombard with 1 ROF. Upgrades to Crossbowman.
    Longbowman becomes the second English UU. 5(5)/2/1, 0 range bombard with 2 ROF. Replaces Crossbowman.
    Musketman increased to 3(4)/5/1. 0 range bombard, 1 ROF.
    Rifleman increased to 5(6)/8/1. 0 range bombard, 2 ROF.
    Cavalry increased to 7(4)/3/3. 0 range bombard, 2 ROF.
    Infantry increased to 9(8)/15/1. 0 range bombard, 2 ROF. Upgrades to Armored Shock Infantry.
    Tank increased to 20/10/2. 1 HP bonus.
    Mech Infantry increased to 10(10)/20/2. 0 range bombard, 3 ROF. 2 HP bonus.
    Modern Armor increased to 30/15/3. 2 HP bonus.
    Catapult bombard value changed to 3.
    Cannon bombard value changed to 9.
    Artillery ROF increased to 4.
    Radar Artillery bombard value changed to 15, ROF increased to 6.
    Cruise Missile bombard range increased to 6, ROF increased to 8.
    Galley requires Timber.
    Caravel increased to 2/2/3. Requires Timber.
    Frigate increased to 3(3)/3/4. Treats all terrain as roads. Requires Timber.
    Galleon increased to 2(2)/3/4. 0 range bombard, 2 ROF. Requires Timber.
    Ironclad increased to 5(5)/6/4. Lethal sea bombard.
    Transport treats all terrain as roads.
    Carrier increased to 1/10/4. Treats all terrain as roads.
    Submarine increased to 16/4/2. Treats all terrain as roads.
    Destroyer increased to 12(8)/8/5. Treats all terrain as roads. Lethal sea bombard.
    Battleship increased to 26(12)12/4. Treats all terrain as roads. Lethal land and sea bombard.
    AEGIS Cruiser increased to 16(10)10/5. Treats all terrain as roads. Lethal land and sea bombard.
    Nuclear Submarine increased to 8/8/4. Treats all terrain as roads.
    Fighter bombard value changed to 4, ROF increased to 2.
    Bomber bombard value changed to 12, ROF increased to 3.
    Helicopter changed to 0/2/4, loses Immobile flag (AI problems).
    Jet Fighter bombard value changed to 10. ROF increased to 4.
    Stealth Fighter bombard value changed to 12. ROF increased to 4.
    Stealth Bomber bombard value changed to 20. ROF increased to 6.
    Bowman gets a strength 2, 0 range bombard with 1 ROF. Upgrades to Crossbowman.
    Legionary gets the ability to build roads and forts, and clear forests, jungles, and pollution. AI will not use these.
    Musketeer changed to 3/5/2.
    War Elephant gets a 1 HP bonus.
    Cossack increased to 7(5)/4/3. 0 range bombard, 2 ROF.
    Panzer increased to 20/10/3.
    Man-O-War increased to 6(6)/4/5. Treats all terrain as roads. Replaces Ship of the Line.
    F-15 bombard value changed to 10. ROF increased to 4.
    Privateer increased to 4(2)/3/3. 0 range bombard, ROF 1.


    Worker Jobs -

    Clear Jungle time halved.
    Clear Pollution time decreased to 20.


    Combat Experience -

    Hitpoints doubled across the board (conscript 4, regular 6, veteran 8, elite 10).


    Difficulty Levels -

    Corruption decreased to 70% on Chieftan and increases by 5% per difficulty, 100% on Diety.


    Diplomats and Spies -

    Some espionage values changed; still need playtesting. Definately not final.
    Now, the mod isn't in beta yet, and even if it was it's too huge to post here - 33 new units, with accompanying graphics, sound, and animation files. What I'm looking for is ideas and feedback. I realize the scope of the changes is pretty massive, but I'll be upfront - when I made this mod, my main thought wasn't "would this be more realistic" or "would this be more fun for everyone", instead it was "would this be more fun for ME". So there's a few things in here that won't be removed, like the future units. Everything is up for suggestions, comments, and *constructive* criticism, however.

    I know some of the new UUs are a bit of a stretch, but I had to work with the animations that I was able to find. If I can find something better than the Cataphracts, Eagle Warriors, Plumed Archers, etc, then I'll change them. My goal with the new UUs was to either highlight the civ's strength (Aztec and Zulu early attackl; they're even more lethal now) or to make up for a weak original UU (France, England, etc). I think I accomplished that for the most part. A secondary goal was to put more UUs in the industrial and modern eras, since all but 2 are ancient or medieval.

    I got the government and terrain change ideas from other mods; they'll be credited in the release version (assuming I ever make it to release). Same with the unit animations - none of them are done by me, and I'll credit the authors in my readme.
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