I tried posting this in the General/Help thread, hoping to lure people into a succession game. Now I'm actively being chased out of there so I thought I'd try my luck here instead.
What I have assembled is a number of changes to the rules.txt file (and some self-imposed rules) that I believe will offer a different and more balanced game experience. ICS will be impaired as a strategy, as will early rushes to Monarchy or Republic. Wonders are more difficult to get, meaning that you may have to embark on militant quests if you want them. Terrain improvement also provides more decisions to make, as do city improvements and unit selection.
Here is the full list of changes, and the rules.txt file.
COSMIC
1) Road movement multiplier = 2
2) 100% chance coastal ships are lost
3) Citizens eat 1
4) 20 rows in food box
5) 6 rows in shield box
6) Settlers eat 2 if gov <= Monarchy
7) Settlers eat 6 if gov > Monarchy
8) Unrest factor = 8
9) Riot factor = 12
12) Monarchy supports 1 free unit
13) Communism supports 3 free units
14) Fundamentalism supports no free units (except Fanatics)
15) No max science rate in Fundamentalism
CITY
[Just about every building changed, because of 5) above, look at the file]
Only Great Library, Great Wall and Michelangelo's
Workship now expire, the rest are permanent
UNITS
[All units changed, look at the file]
Major changes include:
1) Amphibious for Legion and Musketeers
2) Pathfinding for Archers
3) Ignore ZOC for Paratroopers
4) Bombardment for Catapult, Cannon and Artillery
5) Coastal for all sail ships
6) Settlers now cost 120, Engineers 180, Pioneers 90
7) HP and FP set to 4/2 for all units
8) New units: Rangers are early Alpine Troops, Pioneers are cheaper Settlers with more moves
TERRAIN
1) Desert, Plains, Grassland and Tundra get +1 trade
2) Grassland yields 1/3 food w/without irrigation
3) Irrigation takes 2 turns for Desert; 4 turns for Plains, Tundra and Hills; 10 turns for Grassland
4) Mining takes 4 turns for Desert; 8 turns for Glacier; 16 turns for Hills; 20 turns for Mountains
5) Mining gives +3 shields for Mountains; +2 shields for Glacier
6) Jungle/Swamp get +2 trade
7) 2 moves for Plains and Grassland; 3 moves for Desert and Tundra; 4 moves for Forest; 5 moves for Hills, Swamp and Jungle; 6 moves for Mountain
8) -50% defense for Tundra, Jungle and Swamp; +50% for Glacier
9) Specials receive an overall boost
SELF-IMPOSED RULES
1) You may only establish trade routes with your own cities and only where the commodity is demanded
2) You may not buy any city production ever
3) You may not bribe enemy cities
4) You may not accept or demand tribute of the AI.
5) You may not share maps with the AI.
6) You may not use caravans to help wonder construction along (regular units are okay)
7) You must have both Monarchy and Republic before switching to to Monarchy; you must have both Democracy and Republic before switching to Republic; you must have all government techs before switching to Democracy, Communism or Fundamentalism
8) Airbases not allowed as a production boost
Comments and suggestions of all kinds are most welcome (I try to be a turn-the-other-cheek kind of person, flames will be returned with a smile)
What I have assembled is a number of changes to the rules.txt file (and some self-imposed rules) that I believe will offer a different and more balanced game experience. ICS will be impaired as a strategy, as will early rushes to Monarchy or Republic. Wonders are more difficult to get, meaning that you may have to embark on militant quests if you want them. Terrain improvement also provides more decisions to make, as do city improvements and unit selection.
Here is the full list of changes, and the rules.txt file.
COSMIC
1) Road movement multiplier = 2
2) 100% chance coastal ships are lost
3) Citizens eat 1
4) 20 rows in food box
5) 6 rows in shield box
6) Settlers eat 2 if gov <= Monarchy
7) Settlers eat 6 if gov > Monarchy
8) Unrest factor = 8
9) Riot factor = 12
12) Monarchy supports 1 free unit
13) Communism supports 3 free units
14) Fundamentalism supports no free units (except Fanatics)
15) No max science rate in Fundamentalism
CITY
[Just about every building changed, because of 5) above, look at the file]
Only Great Library, Great Wall and Michelangelo's
Workship now expire, the rest are permanent
UNITS
[All units changed, look at the file]
Major changes include:
1) Amphibious for Legion and Musketeers
2) Pathfinding for Archers
3) Ignore ZOC for Paratroopers
4) Bombardment for Catapult, Cannon and Artillery
5) Coastal for all sail ships
6) Settlers now cost 120, Engineers 180, Pioneers 90
7) HP and FP set to 4/2 for all units
8) New units: Rangers are early Alpine Troops, Pioneers are cheaper Settlers with more moves
TERRAIN
1) Desert, Plains, Grassland and Tundra get +1 trade
2) Grassland yields 1/3 food w/without irrigation
3) Irrigation takes 2 turns for Desert; 4 turns for Plains, Tundra and Hills; 10 turns for Grassland
4) Mining takes 4 turns for Desert; 8 turns for Glacier; 16 turns for Hills; 20 turns for Mountains
5) Mining gives +3 shields for Mountains; +2 shields for Glacier
6) Jungle/Swamp get +2 trade
7) 2 moves for Plains and Grassland; 3 moves for Desert and Tundra; 4 moves for Forest; 5 moves for Hills, Swamp and Jungle; 6 moves for Mountain
8) -50% defense for Tundra, Jungle and Swamp; +50% for Glacier
9) Specials receive an overall boost
SELF-IMPOSED RULES
1) You may only establish trade routes with your own cities and only where the commodity is demanded
2) You may not buy any city production ever
3) You may not bribe enemy cities
4) You may not accept or demand tribute of the AI.
5) You may not share maps with the AI.
6) You may not use caravans to help wonder construction along (regular units are okay)
7) You must have both Monarchy and Republic before switching to to Monarchy; you must have both Democracy and Republic before switching to Republic; you must have all government techs before switching to Democracy, Communism or Fundamentalism
8) Airbases not allowed as a production boost
Comments and suggestions of all kinds are most welcome (I try to be a turn-the-other-cheek kind of person, flames will be returned with a smile)
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