Dreifels' Mod 3.0 v1.2
made for patch v1.29f
----------------------
complete description and file download at
http://civ3-stuff.cjb.net/
any comments and complains send to Dreifels@gmx.net
---------------------------------------------------
1. Introduction
2. Short description
3. New research tree for Middle Ages
4. Detailled list what I changed and made new
5. File list
6. Thanks and recommondations
1. Introduction
Althought with patch 129f a lot of problems are reduced, and the editor now is really able to use, there are still some points which
would me stop to play the game again, special if you like to play without space racing and without cultural victory.
Did you ever try to play the game with a huge map of the earth, 16 races and then no cultural and space racing victory? When you made all research and still there are existing 14-15 of the races and more than 400 cities built by the AI? And you have cities on Australia, South America, Asia, all over the world, but with 99% corruption?
Then the game becomes little sense to continue. Here on a P800 the turn's calculation then needed up to 20 min!
This and more I I tried to fix with this package:
- the extreme growing of the 'corruption factor by distance' wich makes it impossible to play the game well with a huge map
- some very unlogic settings
- the exorbitant setteling by the AI at every free field
- a more logic science string
- two new resources: copper and lead
2. So I made this:
2.1 To reduce the corruption problem I created 5 "State Government" which are additional Palaces but without any other effect than the corrution reducing effect of the forbidden palace.
They are available after researching Democracy, have as prerequest building the court house and an additional prerequest which is a logic following tech which has to be discovered. So the AI will not start at once to build this palaces on the next available city, and for the human player they are available when the historic time is real coming and it is to expect that the expansion of the empire is growing fast.
Police station and Airport also got a flag to reduce corruption. For me the logic consequence. Airport for me is also a logic setting as the respective police has to be able to act fast, and such isn't possible without moving fast from one city to an other.
2.2 To stop the stupid excessive AI city building, city building and irrigation is no longer possible at Desert. So i.e. in Sahara the Egypts no longer will build mass of cities with size 1.
I also tried to set tundra as not possible for it. However, The AI takes tundra with forest not as tundra and settles nevertheless.
So I set forest and jungle as not possible to settle, and clear forest or clear jungle the only possibility is. Thgis means, fist forest or jungle have to clear, then you can settle there.
So City building no longer is possible on Tundra, but irrigation.
(I also tested to allow irrigation at hills, the result was that the AI took all hills to irrigate they. Terrible, so I come back to the original setting where no irrigation on hills is allowed.) So now here at tundra you can irrigate but not build a city while on a hill you can build a city but not irrigate, and at desert you can't both while forest and jungle you have to clear first.
Furthermore, I changed the food/citizen and lowered relative the food on Coast fields, increased food bonus for fish and whales, changed other bonus points for resources with food, all in relation to the general increased food by citizen factor. In the map I set coast exact to 1 field, then exact 1 field sea, all other ocean. Fish and whales you may find on sea and ocean only. So a good growing costal city must have minimum sea fiels within their active range, as the costal water gives not so much food that a city can grow a lot.
2.3 Three more small changes I also made aside:
- Helicopter now can transport 2 units.
- Army and Leader now are able to move also by airport
- Germany no longer has Republic as preferred objective, but set Democracy instead (what the hell the original setting should say? Republic never had been a point in Germany, that a french speciality has been)
2.4 I also integrated 2 new resources:
copper and lead, and changed resources need for units in this respect a lot (See list below or new Civilopedia). Imortant is now, that this two resources are NOT rare resources. The AI needs the copper early at start. If you change the map and remove the copper for the AI races, they have big problems to grow and against barbarian hordes.
So make i more realistic, I increased the appearance ratio as well as the disappearance ratio for these resources which are allover the world.
(I.e. lot of coal and lead resources had been closed within the past 50 years as the world market prices dropped so much by american or ausstralian or brasilian exports. But this doesn't mean the mines are empty. In case of war or other wordwide effects this mines can be open again, and so as strategic reasons they are to see as still available)
3. Tech tree for Middle Age
Another big change I made was the reorganisation of the Middle Ages research tree, see the screenshot of the advider's research table. I think so it's now more logic.
See also screen copy of the adviser's screen there.
Copper you'll need up from Bronze Working and later for Electronic units
Lead you'll find up from Printing Press and need it for several units before Electronics.
[...]
below the 6 parts for download here.
made for patch v1.29f
----------------------
complete description and file download at
http://civ3-stuff.cjb.net/
any comments and complains send to Dreifels@gmx.net
---------------------------------------------------
1. Introduction
2. Short description
3. New research tree for Middle Ages
4. Detailled list what I changed and made new
5. File list
6. Thanks and recommondations
1. Introduction
Althought with patch 129f a lot of problems are reduced, and the editor now is really able to use, there are still some points which
would me stop to play the game again, special if you like to play without space racing and without cultural victory.
Did you ever try to play the game with a huge map of the earth, 16 races and then no cultural and space racing victory? When you made all research and still there are existing 14-15 of the races and more than 400 cities built by the AI? And you have cities on Australia, South America, Asia, all over the world, but with 99% corruption?
Then the game becomes little sense to continue. Here on a P800 the turn's calculation then needed up to 20 min!
This and more I I tried to fix with this package:
- the extreme growing of the 'corruption factor by distance' wich makes it impossible to play the game well with a huge map
- some very unlogic settings
- the exorbitant setteling by the AI at every free field
- a more logic science string
- two new resources: copper and lead
2. So I made this:
2.1 To reduce the corruption problem I created 5 "State Government" which are additional Palaces but without any other effect than the corrution reducing effect of the forbidden palace.
They are available after researching Democracy, have as prerequest building the court house and an additional prerequest which is a logic following tech which has to be discovered. So the AI will not start at once to build this palaces on the next available city, and for the human player they are available when the historic time is real coming and it is to expect that the expansion of the empire is growing fast.
Police station and Airport also got a flag to reduce corruption. For me the logic consequence. Airport for me is also a logic setting as the respective police has to be able to act fast, and such isn't possible without moving fast from one city to an other.
2.2 To stop the stupid excessive AI city building, city building and irrigation is no longer possible at Desert. So i.e. in Sahara the Egypts no longer will build mass of cities with size 1.
I also tried to set tundra as not possible for it. However, The AI takes tundra with forest not as tundra and settles nevertheless.
So I set forest and jungle as not possible to settle, and clear forest or clear jungle the only possibility is. Thgis means, fist forest or jungle have to clear, then you can settle there.
So City building no longer is possible on Tundra, but irrigation.
(I also tested to allow irrigation at hills, the result was that the AI took all hills to irrigate they. Terrible, so I come back to the original setting where no irrigation on hills is allowed.) So now here at tundra you can irrigate but not build a city while on a hill you can build a city but not irrigate, and at desert you can't both while forest and jungle you have to clear first.
Furthermore, I changed the food/citizen and lowered relative the food on Coast fields, increased food bonus for fish and whales, changed other bonus points for resources with food, all in relation to the general increased food by citizen factor. In the map I set coast exact to 1 field, then exact 1 field sea, all other ocean. Fish and whales you may find on sea and ocean only. So a good growing costal city must have minimum sea fiels within their active range, as the costal water gives not so much food that a city can grow a lot.
2.3 Three more small changes I also made aside:
- Helicopter now can transport 2 units.
- Army and Leader now are able to move also by airport
- Germany no longer has Republic as preferred objective, but set Democracy instead (what the hell the original setting should say? Republic never had been a point in Germany, that a french speciality has been)
2.4 I also integrated 2 new resources:
copper and lead, and changed resources need for units in this respect a lot (See list below or new Civilopedia). Imortant is now, that this two resources are NOT rare resources. The AI needs the copper early at start. If you change the map and remove the copper for the AI races, they have big problems to grow and against barbarian hordes.
So make i more realistic, I increased the appearance ratio as well as the disappearance ratio for these resources which are allover the world.
(I.e. lot of coal and lead resources had been closed within the past 50 years as the world market prices dropped so much by american or ausstralian or brasilian exports. But this doesn't mean the mines are empty. In case of war or other wordwide effects this mines can be open again, and so as strategic reasons they are to see as still available)
3. Tech tree for Middle Age
Another big change I made was the reorganisation of the Middle Ages research tree, see the screenshot of the advider's research table. I think so it's now more logic.
See also screen copy of the adviser's screen there.
Copper you'll need up from Bronze Working and later for Electronic units
Lead you'll find up from Printing Press and need it for several units before Electronics.
[...]
below the 6 parts for download here.
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