I got both tried of Civ II and frustrated by a good number of the less-realistic rules; I solved both problems with a bunch of rules.txt changes!
I'm not sure I could list them all, but in general I changed the sheild cost for a number of early buildings. They just took too long to build and slowed the game way down. However, I did jack up the tech paradigm, sort of like a tech stagnation in SMAC.
Most of the changes were in the units. I got rid of some, like the Crusader. I also changed some of the hit point and attack/defense values to better reflect reality. A bunch of guys with rifles on horses having 50% more attack strength than a cruiser? Please.
The biggest change, though, was to eliminate all wonders other than the Appolo Program. I set each as having User Tech 2 for the prerequisite and UT3 as the expiration. So, they only pop up at the end and are very soon worthless.
I could get more specific if anyone is interested, and I would love to read what you have tried.
I'm not sure I could list them all, but in general I changed the sheild cost for a number of early buildings. They just took too long to build and slowed the game way down. However, I did jack up the tech paradigm, sort of like a tech stagnation in SMAC.
Most of the changes were in the units. I got rid of some, like the Crusader. I also changed some of the hit point and attack/defense values to better reflect reality. A bunch of guys with rifles on horses having 50% more attack strength than a cruiser? Please.
The biggest change, though, was to eliminate all wonders other than the Appolo Program. I set each as having User Tech 2 for the prerequisite and UT3 as the expiration. So, they only pop up at the end and are very soon worthless.
I could get more specific if anyone is interested, and I would love to read what you have tried.
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