I don't really like to fiddle with games (even if there is an inbuilt editor for just that) but I've finally decided to give it a shot. First of all though I'd be interested to see what kind of things other players have tweaked, especially in the area of unit attack/defence values.
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Same with me, don't enjoy changing games. I only did some very minor things:
Privateer attack = 2.
Army cost decreased. (To make Militay Academy useful).
Sun Tzu's Art of War cost decreased. (To make me want build it)
4 turn limit removed.
32 turn limit changed to 25 turns.
Greeks restricted from building Pikemen.
Added some city/leader names and strings for goverments.
Pretty much all, but I like this better.Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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Ive changed the graphics of certain stuff:
terrain, resources, smiley faces in the city (not the people, the smileys next to the luxuries), the palace background, irrigation, mines... Yeah, thats about it.
Oh, and i stoped the intro movie from playing ever again.
Was a nice intro, but couldnt be bothered watching it again.
But i didnt want to change any in-game settings as the patch would (and did) change everything back and also i wanted to play in the civ3 tournaments here, so i need original rules.
EDIT: added the intro movie thingLast edited by Skanky Burns; December 23, 2001, 08:23.I'm building a wagon! On some other part of the internets, obviously (but not that other site).
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Increased the mineral bonus for forest by 1 to make forest more popular, and made 'plant forest' a free worker job available straight from the beginning. The result is that the computer civs now prefer forest over everything else, keeping procreation slightly below roach level due to decreased food supply. And faster production speeds up gameplay a bit. And of course it looks lovely to see the world covered with forest.
Also allowed for tundra to be irrigated, resulting in two food. Also increased mineral bonus for jungle by 1 to make it an _almost_ feasible habitat, somewhat counteracting the problem of a jungle based starting location. Decreased jungle chop cost by a notch. And finally, I changed mountains to give 1 food like hills, but no commerce (IIRC).
Finally, I decreased corruption levels for (all) governments by a notch. No unit/combat changes for now except for upgrade paths where there were none.
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Some things I have changed:
1. Optimal # of cities (Standard size map) = 80
I like having the option of conquering large areas of map. Feel those conquered cities should produce something. Have found this also benefits the AI as well. The cities they conquer also produce for them. It is also balanced by not being able to build Forbidden palace till much later in game. Thereby increasing corruption in farflung cities to about 20-30% after courthouse/police station. This feels right for me with democracy.
2. All land bombard units given defense values and increased costs.
Catapult a0/d2/cost40 (added cost/defense from spearman)
Cannon a0/d4/cost100 (added cost/defense of Musketman)
Artillery a0/d10/cost150 (added cost/defense from Infantry)
Radar Artillery a0/d18/cost190 (added cost/defense from MechInf)
My way of dealing with no stacked movement. With these changes I no longer have to deal with trying to keep groups of defense land units stacked with land bombard units.
3. Made just about all units upgradeable to next era.
This is not realistic in some situations. But feels right for me in the game. It also makes Leonardos workshop a very nice wonder to have. Makes the AI civ hard to beat if they get it first. Additional benefit of removing obselete units from production queue.
4. Submarine and Nuclear submarine attack values +2.
Gives subs close to same punch as surface units of same age when attacking. Still very vulnerable on defense as I think they should be. Be warned, AI is very good at using subs to decimate your fleet and then disappear.
5. All unit hit points increased by 2.
Conscript = 4
Regular = 5
Veteran = 6
Elite = 7
This makes the chances of a more modern unit losing to inferior a little less. Still giving the older unit a chance to win though. I personally like the fact more modern units cant just run over older ones without being hurt. Also makes the land bombard units a little less devastating at damaging enemy units.
The following graphics mods are not in any order of which i like more or less. Just the order i found them in the forum so I could give the author proper credit.
6. Sn00py's BLUE WATER graphics mod.
7. Sn00py's Rocky not Red Mountains graphics mod.
8. m_m_x's mine graphic mod.
9. Zeb_Fisher's grassland irrigation graphics mod.
10. soufie77's tidier railroad graphics mod.
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To address the matter of "tanks losing to spearmen", etc... I basically multiplied all unit attack, defense & bombardment factors by a multiplier for the "combat era" in which that unit properly exists:
Pre-gunpowder: 1 (i.e. no change)
Early Gunpowder: 2
Steam Age: 3
20th Century: 4
To eliminate the annoyance of excessive corruption & pollution, I gave every city improvement the attributes "Reduces Corruption", Removes Pop. Pollution", "Reduces Bldg. Pollution" & set all of them to Polution = 0. Note that this does not "turn off" pollution & corruption, but it greatly reduces them down to a level I can tolerate. For example, instead of several new pollutions per turn I get one new pollution every 3-4 turns.
I changed the AI strategies for Musketmen, Riflemen & Infantry to be both Offense & Defense, in the hopes that this would get the AI to stop building pre-gunpowder offense infantry units once it gets gunpowder.
I gave every unit in the game which does become obsolete (including UU's) something to upgrade to, in the hopes the AI would use it & I'd see fewer mixed AI forces of spearmen & tanks.
I turned off "can see submarines" for everything except Nuclear Submarines, increased the speed of Nuclear Submarines to equal the best of other madern ships, and raised the attack/defense of Nuclear Submarines to equal the defense of a Battleship so it has a 50-50 chance of sinking a battleship or another Nuclear Submarine, better than that against any other sort of surface ship. Not the ideal solution, but the best I think that can be done with additional code changes from Firaxis - new flags like "defense doubled against submarines" or "defense halved against submarines" or "defenseless against submarines", seperate attack/defense factors for ASW warefare from those used in naval combat, something like that.
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Personally I've moved the unit strengths on an exponential scale, to put the "anti-tank spearmen" syndrome to rest. (Suprisingly enough, the AI also seems to understand better that in needs moder units now.) Gave more units the ability to bombard weakly, mostly so they can be correctly used for support. Made citizens and improvements harder to destroy with catapults. Increased the movement range for destroyers. Made barbarians tougher. Fixed some resource requirements. (So tanks are made of steel, not of bubblegum.) Etc.
You can see the whole list of changes if you look in the Files forum for the Exponential mod. (And/or the Cheat mod, if that's your thing.)
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[SIZE=1] Fixed some resource requirements. (So tanks are made of steel, not of bubblegum.)
But then you have strange things such as Infantry and marines requiring rubber to be built. What the hell can that be rationalised as being for?
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Erm. REAL Tank's threads (as opposed to toy tanks) are made of articulated steel segments. In fact a desperate stopgap measure in WW2 to increase some tanks' armour, in face of the ever increasing armour penetrations of enemy tanks and AT guns, was to hang segments of thread all over the tank's front part.
But then the screwed up resources have been discussed to death already in other threads, so I'll try not to hijack this thread too :P
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Changes I've made that are staying:
Regent is the default for optimal city percentage and changes in the number are capped at 5%, e.g. Chieftan gets 110%, Monarch 95%, Deity 85%, and so on. It didn't make any sense to me that at the difficulty that's supposed to be the standard that there was already a 10% penalty for optimal city number. Dropping deity down to 70% just seemed like tying one hand behind your back "just because".
The U.N. reduces war weariness in all cities like Universal Sufferage. It gives the wonder some purpose beyond diplomatic victory and fits with the role of the U.N. U.N. sanctioned military aggression is generally accepted throughout most of the world.
Doubled the cost of the Intelligence Agency and gave it the reduces corruption ability of a Forbidden Palace. Historically, nations have used such an agency to spy on their own people as much if not more than foreign powers. It won't let you turn a continent across the ocean productive due to the cost but it gives you a mid-late game way to ameliorate corruption within your main empire.
Removed the requirement of a victorious army for Military Academy. Armies are too expensive and of limited use to be forcing someone to waste a leader just to build an army at some point in the game. If your civ hasn't figured out how to organise its troops into an army by the time of Military Tradition, it needs to go back to flint axes. You still need to decide if you're going to blow the leader in the early game but it allows everyone to have late game armies if they want.
Banks reduce corruption in their city - if a centralised network of money keepers doesn't help cut down on corruption, what does?
Irrigating Flood Plains gives +2 instead of +1 food. It allows some growth to desert cities and emphasises their importance in the development of civilisation.
Mining a mountain gives +3 instead of +2 shields - hills shouldn't be better than mountains, in standard rules they produce as many shields and a food.
Although I've kept the requirement that nothing upgrades to a unique unit, just about everything upgrades to something more or less logical. Cleans up the build list and forces the AI to adapt.
Non-sail ocean craft have movement increased 50%.
Changes I'm playing around with:
I'm playing around with tweaking unit stats and costs such that, with a few exceptions, they keep their same relative strengths within their era but are stronger against older units. On the other hand, costs are based on a stat based formula (which probably needs some more tweaking) so that many older units are cheaper and more recent units are much more expensive. So, a tank takes far less damage against older units (still not impossible, though) but costs over twice what it does now. I'd post actual stats but this is one I'm still heavily playtesting - it's hard to get the numbers and cost just right.
Added a cost factor to fast units to semi-balance out their retreat ability. Added a price reduction factor for each strategic unit required to build a unit.
Marines and paratroopers can do more than stand around and look pretty - whose bright idea was it to make special forces units with an 8 and 6 attack respectively at the same time the standard defense goes to 8 & 14? I particularly love the marine as is - yes, it can attack amphibiously, if someone is defending a coastal city with spearmen.
The only 3 move unit in the game prior to modern armor is the Chinese Rider, cavalry has been changed to a 2 move but has attack boosted to 8 (makes sense in terms of other strength/defense changes).
Rifleman and Infantry (with improved stats) are both offensive and defensive so that the computer has something to build (important since longbowman upgrade to rifleman).
Transports are lower in cost. The helicopter only costs 70 and has been boosted to carry 4 foot units. Carriers, even with increased stats, are cheaper than in the original rules - why exactly do I have to pay nearly as much as a battleship for a ship that can barely defend itself and can't attack?
Naval bombardment has been boosted to give them a stronger role but costs are much increased. This one might be too strong, I'm waiting for the industrial/modern era to see.
Aerial bombardment for modern era aircraft has been boosted. Like naval, might be too strong, will wait and see. As it was, jet fighters were nearly useless except for interceptions (I gave them bombard 4). The F-15 received a bombard 6 and a 10 attack - now it really is king of the skies which is what such a narrow UU should be. The stealth planes are the ones that stand the biggest chance of being too powerful, will have to wait and see. Bombard is tricky, too low (e.g. the 2 of jet planes) and you can never hit anything, but too high and it becomes trivial to destroy everything from afar.
I'm testing 1f/3s for forests. I'm trying to decide if it's in any way balanced - forests are very strong defensively (slow down all enemy units in your territory) and at 1f/3s it outclasses or matches everything except hills, mountains, and the grassland with 2f/1s as its base production after you mine and rail them. It definitely speeds up early-mid game development, cuts down on micromanagement, and makes the map prettier, but it also seems to alter a delicate production balance through the ages that existed before.
I'm testing having forests give more than 10 shields when you clear them - now that clearing is a once per square per game bonus, it's not possible to abuse. 10 shields is a decent amount of shields in the ancient era but completely worthless in the industrial and beyond (particularly with my increased costs). Currently testing 20.
I'm testing having grassland give +2 food instead of +1 when irrigated. The idea was to discourage grassland mining but I'm not sure this one's a good thing. Cities are growing very fast with it and the AI is going crazy with irrigating grassland. If it doesn't start mining or planting forests at some point I'm going to wind up with an AI that has maximum size cities with no production.
Jungle will produce 1 or 2 shields (still not decided). People have been harvesting lumber from jungles as long as there were people with wood cutting tools - I don't know where they got the bright idea to dump a disease causing terrain that doesn't do anything for anyone in the game but I mean to do something about it
Changes I'm contemplating:
Making tundra irrigable.
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I have only added my Skycraper MOD (which changes city view screen, graphic only).
Reason:
I want to be compatibile with other players who play unmoded.
Also, I want to actually discuss in strategies forum.
Pretty impossibile if you chage game too much.
I doubt that any MOD for Civ3 will be so much popular to become more used than original game.
Plus, game will have more patches, so it will probably be moded by FIRAXIS.
Civ2: Fascism MOD (popular, but more for scenarios then in random game)
CTP1: CD-mod, MedMod (both played much more then original game)
CTP2: MedMod, Cradle, Apolyton Pack (all played more then original game)
Civ3: Who knows
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Originally posted by player1
I doubt that any MOD for Civ3 will be so much popular to become more used than original game.
Plus, game will have more patches, so it will probably be moded by FIRAXIS.
OTOH, this is a single player game only at this point and, for me, will be 98% single player game at any point. None of my changes (with the exception of forest and grassland) have had any real change so far on the major game mechanics, just minor smoothing effects and that's a good thing to me.
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