Let me throw in a couple of ideas, just to spark some discussion for the C3C version of this mod:
Colosseums
They cost as much as two full-price Temples to build and maintain, but produce half as much culture and don't allow Cathedrals like Temples do. Why build them? Well, most of the time, you don't.
What if Colosseums were the building of choice for border expansion for non-religious, non-scientific civs? What if we made them cost a little less than half-price, with half the effect? Say 50 shields, 1 culture, 1 happy citizen, 1g maintenance (down from 120, 2, 2, 2). Borders would expand after 10 turns after you build one of those, or you could build a slightly more expensive Temple and have borders expand after 5 turns instead.
Cavalry
As much as I love Cavalry, I have come to realize that they are the biggest reason that my games end before reaching the industrial age (either because I have won, or because I am bored, or because I got my butt kicked in MP) .
IMHO Cavalry power in Civ3 is too strong, and that hurts gameplay, not to mention realism. The poor AI rarely uses Cavalry in numbers, so it doesn't take advantage of the human Cavalry-blitz tactic.
What if we reduced Cavalry (and Cavalry-based UU) movement to 2? Not a drastic change, but certainly enough to prevent empires from collapsing overnight.
Ship Movement
The often-stated problem with ship movement in Civ3 is that it takes forever to move around larger maps. But if you increase the movement of ships, it creates an unfair tactical advantage for seaborne invasions and raids. Increase movement too much and defending fleets and airpower have no chance to intercept the attackers before they drop off their passengers, bombard their targets, and vanish into the fog of war or into home ports in the same turn.
One solution is to make movement in Ocean cost less than movement along the coast. That would allow rapid movement across oceans, with more movement spent in tactical operations near the enemy. This has been adopted over at the GOTM with success, but the problem is that it allows ancient Galleys to discover the World much faster.
What if we did the following:
Galley and Caravel are unchanged, with Galleys needing two movement points to enter Ocean. After this point, we double movement of all ships, but charge extra for movement in Coast (3), Sea (2), and ignore the extra cost of Ocean. That way exploration in the Ancient Age is still hampered, but later ships can quickly cross oceans, without removing the chance of naval/aerial combat near the shore.
Any thoughts?
Colosseums
They cost as much as two full-price Temples to build and maintain, but produce half as much culture and don't allow Cathedrals like Temples do. Why build them? Well, most of the time, you don't.
What if Colosseums were the building of choice for border expansion for non-religious, non-scientific civs? What if we made them cost a little less than half-price, with half the effect? Say 50 shields, 1 culture, 1 happy citizen, 1g maintenance (down from 120, 2, 2, 2). Borders would expand after 10 turns after you build one of those, or you could build a slightly more expensive Temple and have borders expand after 5 turns instead.
Cavalry
As much as I love Cavalry, I have come to realize that they are the biggest reason that my games end before reaching the industrial age (either because I have won, or because I am bored, or because I got my butt kicked in MP) .
IMHO Cavalry power in Civ3 is too strong, and that hurts gameplay, not to mention realism. The poor AI rarely uses Cavalry in numbers, so it doesn't take advantage of the human Cavalry-blitz tactic.
What if we reduced Cavalry (and Cavalry-based UU) movement to 2? Not a drastic change, but certainly enough to prevent empires from collapsing overnight.
Ship Movement
The often-stated problem with ship movement in Civ3 is that it takes forever to move around larger maps. But if you increase the movement of ships, it creates an unfair tactical advantage for seaborne invasions and raids. Increase movement too much and defending fleets and airpower have no chance to intercept the attackers before they drop off their passengers, bombard their targets, and vanish into the fog of war or into home ports in the same turn.
One solution is to make movement in Ocean cost less than movement along the coast. That would allow rapid movement across oceans, with more movement spent in tactical operations near the enemy. This has been adopted over at the GOTM with success, but the problem is that it allows ancient Galleys to discover the World much faster.
What if we did the following:
Galley and Caravel are unchanged, with Galleys needing two movement points to enter Ocean. After this point, we double movement of all ships, but charge extra for movement in Coast (3), Sea (2), and ignore the extra cost of Ocean. That way exploration in the Ancient Age is still hampered, but later ships can quickly cross oceans, without removing the chance of naval/aerial combat near the shore.
Any thoughts?
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