View Full Version : korn's Blitz Mod


korn469
Dec 03, 2001, 01:16 AM
The readme won't fit into this space, so it is further down the thread (around post 60)

To install the Blitz mod you will need to do the following

1) Back up your original civ3mod.bic file and download the Blitzmod zip
2) Unzip the civ3mod.bic file from the Blitz mod zip into your civ3 directory
3) Open up the Text folder in your civ3 directory and back up your Civilopedia.txt, your PediaIcons.txt, and your Version.txt
4) Unzip the Blitz mod Civilopedia.txt, PediaIcons.txt, and version.txt into your civ3/Text folder
5) Open up your art folder then open up the units folder in the art folder and back up your version of the units_32.pcx file
6) Unzip the Blitz mod units_32.pcx file into your civ3/art/units folder
7) You will need to create unit folders in your civ3/art/unit directory for the following units, Outrigger, Colonist, Grenadier, Partisan, and Modern Army
8) If you have a high speed internet connection, you can download the contents of these folders from http://profiles.yahoo.com/blitz_mod they are in the briefcase if not please follow the instruction below

To create the correct flic files here is a step by step guide

1) Goto your main Civ3 directory
2) From there open the Art file
3) From there open the Units File
4) From there create the following folders
-->Colonist
-->Colonist Modern Times
-->Grenadier
-->Modern Army Ancient Times
-->Modern Army Industrial Ages
-->Modern Army Middle Ages
-->Modern Army Modern Times
-->Outrigger
-->Partisan

5) Staying in the Units File copy all of the files in each folder in the following order
-->All of the files in the Settler folder to the Colonist Folder
-->All of the files in the Settler Modern Times folder to the Colonist Modern Times folder
-->All of the files in the Rifleman folder to the Grenadier folder
-->All of the files in the Army Ancient Times folder to the Modern Army Ancient Times Folder
-->All of the files in the Army Industrial Times folder to the Modern Army Industrial Ages folder
-->All of the files in the Army Middle Ages folder to the Modern Army Middle Ages Folder
-->All of the files in the Army Modern Times folder to the Modern Army Modern Times Folder
-->All of the files in the Galley folder to the Outrigger folder
-->All of the files in the Marine folder to the Partisan folder

6) Once you have done that then rename the .ini files in each folder like so (keep the same spaces as i do)
-->Rename settler.ini to colonist.ini
-->Rename settler modern times.ini to colonist modern times.ini
-->Rename rifleman.ini to grenadier.ini
-->Rename army ancient times.ini to modern army ancient times.ini
-->Rename army industrial times.ini to modern army industrial ages.ini
-->Rename army middle ages.ini to modern army middle ages.ini
-->Rename army modern times.ini to modern army modern times.ini
-->Rename galley.ini to outrigger.ini
-->Rename marine.ini to partisan.ini

7) After that play, have fun, and report any bugs!

the readme is on the second page, it is too big to fit into here

if you encounter any problems or bugs or if you have suggestions please let me know...i will continue to update this mod with the intentions of making it the best play balance mod for civ3

v1.06beta7.3 is is Civ3 1.17f compatable, if you don't have the beta7.3 then i highly recommend you upgrade because you are missing many of the files

lordroy
Dec 03, 2001, 05:25 AM
Any chance there is a list of your fixes, currently, without reading the history? i.e.

v1.05bc

(Total List of Changes)

I would be interested in seeing that also...

korn469
Dec 04, 2001, 11:37 AM
This mod hopefully improves Civ3, especially on the combat side
_______________________
v1.05bc
Updates
*Fixed a problem with upgrading units (1.05c)
*Factories now require a Mill, and the Mill does not become obsolete (1.05c)
*Newspaper no longer provide any culture, but now they increase resistance to propaganda in addition to reducing corruption (1.05c)
*Obelisk stats are now 60/1/1 (1.05c)
*The Pyramids now cost 300 with the same effect (1.05c)
*Generals now function as armies, but upgrade to armies and can build armies, this was done to allow the AI to use them effectively (1.05c)
*Work Around for too many Police Stations/U.N. buildings (1.05b)
*Decreased Modern Armor stats to 24.12.4 (1.05b)
*Doubled Hit Points and Rate of Fire for all units
*Doubled Population and Building Defense to Bombard
*Incorporated Sevorak's More City Names Mod
*Added New Government Confederation
*Increased Tech cost of all Industrial and Modern Era Advances by 10%
*Added General Unit
_______________________

Building Changes
*Mothballed the Movie Theater, Propaganda Ministry, and Classless Society because Government Specific buildings are beyond the scope of the editor
*Added four building and three wonders to allow savegame compatability while adding new buildings and wonders
*Added the following buildings: the Forum, the Mill, Port Facility, Theater, Laboratory, Museum, and Stock Exchange
*Decreased culture of all standard Civ3 buildings (except the palace) by 1
*Removed all negative culture modifiers except from the Manhatten Project
*Forum stats are 60/1/2 (NONE)
*Mill stats are 160/2/0 +25% Production (Engineering) {replaced by power plants}
*Newspaper stats are now 120/2/2 Reduces Corruption (Printing Press)
*Port Facility stats are 60/1/0 Veteran Sea Units, Militaristic (Astronomy)
*Theater stats are 140/2/4 (Free Artistry) [Forum]
*Laboratory stats are 180/3/1 +50% Research Output (Scientific Method) [University]
*Museum stats are 200/4/6 (Atomic Theory) [Theater]
*Stock Exchange stats are 180/4/0 +50% Tax Ouput, Commercial (The Corporation)
*Removed Veteran Sea Unitsand Militaristic ability from Harbor
*Increased Airport's upkeep to 3
*Increased Bank's upkeep to 3
*Increased Factory's upkeep to 4
*Increased Hydro Plant's upkeep to 4
*Increased Manufactoring Plant's upkeep to 5
*Increased Mass Transit's upkeep to 3
*Increased Nuclear Plant's cost and upkeep to 180/4
*Increased Coal Plant's upkeep to 4
*Increased Research Lab's cost to 200 and upkeep to 4 [Laboratory]
*Decreased Solar Plant's cost to 320, increased upkeep to 4
*Increased University's upkeep to 3, removed the one unhappy citizen
_______________________

[b]Unit Changes
*Added General Unit, 0.1.1, cost 160, build armies, Horseback Riding
*Added Pillage ability to armies
*Decreased Ironclad movement to 6
*Decreased Transport movement to 8
*Decreased Submarine movement to 8
*Decreased Nuclear Submarine movement to 9
*Decreased Battleship movement to 10
*Decreased Aircraft Carrier movement to 10
*Decreased Destroyer movement to 11
*Decreased Aegis Cruiser movement to 12
_______________________

Government Changes
Confederation
*Rate Cap 7
*Worker Rate 2
*Assimilation Chance 1%
*Draft Limit 2
*Military Police Limit 1
*Corrpution and Waste: Communal
*War Weariness: Low
*Cannot Hurry
*Resistant Modifier vs.: Same as Despotism
*Support 3/3/3 cost 1
*No Prerequisite
Changes to Republic
*support 1/1/1 cost 1
*War weariness increased to high
Changes to Monarchy
*War weariness increased to low
Changes to Communism
*support changed to 4/6/8 cost 1
*Draft limit 4
*Military Police Limit 6
Changes to Fascism
*support 4/5/6 cost 2
Changes to Democracy
*support 1/2/3 cost 2
_______________________


v1.04b
Updates
*Fixed the "Please Wait" hand caused by modifying the specialist citizen
*Fixed an Illegal Opperation Error caused by switching to Fascism in the original v1.04
_______________________


v1.03
Updates
*Added four new buildings, Newspaper, Movie Theater, Propaganda Ministry, Classless Society
*Added one new unit, the Partisan
*Reduced time to build a fortress by half to 8
*Increased Tech Rate slightly on all map sizes
*Cities needed to support an army decreased from 3 to 2
*Fixed a few small bugs
_______________________

Building Changes
*Newpaper cost 120, upkeep 2, +50% research output, reduces corrpution, requires Printing Press
*Movie Theater cost 200, 2 upkeep, replaces colosseum, makes 3 citizens happy, +50% tax output, +6 culture, requires Electronics and Democracy
*Propaganda Ministry cost 160, 2 upkeep, replaces colosseum, makes 3 citizens happy, resistant to propaganda, requires The Corporation and Fascism
*Classless Society cost 200, 2 upkeep, replaces colosseum, makes 3 citizens happy, +50% researcch output, +4 culture, requires Replacable Parts and Communism
*Police Stations now require courthouses before being built
*University now makes one citizen unhappy
*Great Library now requires two Libraries before being built
*The Oracle now requires two Temples before being built
*Sistine Chapel now requires two Cathedrals before being built
*Newton's University now requires two Universities before being built
*Cure for Cancer now requires three Research Labs before being built
*Longevity now requires three Hospitals before being built
*SETI Program now requires three Universities before being built
*Nuclear Plant now causes -2 culture
*Increased cost of all space ship parts by 50%
*Increased cost of SDI to 800, reduced its culture to 0
*Reduced cost of Forbidden Palace to 200
_______________________

Government Changes
*Changes to Anarchy
Assimilation rate is now 0
Now Requires Maintenance
Unit support now 2/4/6 cost 1
Rate Cap now 5
Propaganda Modifier vs. all other governments is -25
Immune to establish Embassy
Spies and Diplomats are both Conscript
War Weariness is now low
*Changes to Despotism
Assimilation rate is now 0
Rate cap is now 8
Propaganda Modifer vs. Fascism is now -20
*Changes to Monarchy
Assimilation rate is now 1
Rate cap is now 9
Propaganda modifer vs. Fascism is now -10
*Changes to Republic
Rate cap is now 9
*Changes to Communism
Assimilation Rate is now 3
Propaganda modifer vs. Fascism is now -5
Draft Rate is now 4
Support is now 3/6/10
*Changes to Democracy
Assimilation Rate is now 4
Propaganda modifer vs. Fascism is now 10
*Changes to Fascism
All Propaganda modifers are reduced by 5
Corruption is now Nuisance
_______________________

Unit Changes
*Partisan stats are 2(8[1]1).2.2 counts as a foot soldier, hidden nationality, treats all terrain like roads cost 20 and 1 pop
*Army now costs 120
*Cruise missile stats now 0.0.1 10[3]4 costs 60
*Galley now costs 20
*Caravel now costs 30
*Frigate now costs 50
*Privateer now costs 40
*Galleon now costs 50
*Ironclad now cost 70
_______________________


v1.02
Updates
*Added New Government Fascism
*Renamed Pharaoh's Cartouche to Obelisk
*Obelisk now correctly shows up in the city screen and Civilipedia
*Tax Collector requires Code of Laws
*Fixed a number of small bugs
_______________________

Government Changes
Fascism
*Rate Cap 10
*Worker Rate 2
*Assimilation Chance 0%
*Draft Limit 4
*Military Police Limit 4
*Corrpution and Waste Minimal
*Standard Trade Bonus
*War Weariness: None
*Forced Labor
*Resistant Modifier vs.:
Anarchy: -5
Despotism: 0
Monarchy: 10
Communism: 20
Republic: 15
Democracy: 20
Fascism: 0
*Diplomats and Spies are regular
*Immune to Steal Technology
*Support Cost 1
*Town/City/Metropolis 2/4/8
*Propaganda Modifier vs.:
Anarchy: 40
Despotism: 35
Monarchy: 35
Communism: 40
Republic: 35
Democracy: 30
Fascism: 0

*changed the assimilation chance in democracy to 5%
*changed the support rate in democracy and republic to 0/1/2
*changed the spies in communism to elite
*added immunity to investigate city for communism
*changed Germany and Japan to prefer Fascism

_______________________

Ground Unit Changes
*Knight cost reduced to 60
*Samurai cost reduced to 60
*Rider cost reduced to 60
*War Elephant cost reduced to 60
*Longbowman cost reduced to 30
*Musketman cost reduced to 40
*Musketeer cost reduced to 40
*Rifleman cost reduced to 60
*Infantry movement increased to 2
*Marine movement increased to 2
*Tank movement increased to 3
*Panzer movement increased to 4
*Mech Infantry movement increased to 4
*Modern Armor movement increased to 4
*Artillary stats now 1(12).1.2
*Radar Artillary stats now 1.(16).1.3

Army Changes
*Army cost reduced from 400 to 150
*Cities needed to support an army decreased from 4 to 3
*Added Blitz ability to armies
*Army transport capacity reduced to 2
*Military Academy now allows bigger armies in addition to build armies without leader

Naval Unit Changes
*Frigate movement increased to 6
*Man-o-War movement increased to 6
*Privateer movement increased to 6
*Galleon movement increased to 5
*Ironclad movement increased to 8
*Transport movement increased to 10 transport capacity reduced to 5
*Submarine movement increased to 10
*Destroyer movement increased to 15
*Battleship movement increased to 14, removed cruise missile transport ability
*Carrier movement increased to 14
*Nuclear sub movement increased to 12
*Aegis Cruise movement increased to 15, reclassifed AI as a naval missile transport

Air Unit Changes
*Cruise missiles now appear to be able to sink ships
*Cruise missile stats now 0.0.1 12[2]4 cost 60
_______________________


v1.01
Updates
*Changed the name of Pharaoh's Sunboat to Pharaoh's Cartouche, it's name should appear correctly now
*Increased chance to intercept stealth mission to 9%
*Reset The Manhatten Project back to Great Wonder status, but left its updated stats unchanged
*Various small bug fixes

Air Unit Changes
*Cruise Missile stats now 0.0.1 15[3]4 cost 60
*Fighter stats now 5.4.2 8[1]6 with Blitz
*Bomber stats now 0.3.2 10[3]8 with Blitz
*Jet Fighter stats now 10.8.3 10[2]8 with Blitz and Radar, cost 120
*F-15 stats now 10.8.3 12[3]8 with Blitz and Radar, cost 120
*Stealth Fighter stats now 0.2.3 13[2]8 with Blitz and Radar
*Stealth Bomber stats now 0.1.3 14[4]8 with Blitz and Radar

Naval Unit Changes
*Destroy movement increased to 10
*Submarine movement increased to 7
*Transport movement increased to 7
*Carrier movement increased to 10
*Nuclear submarine movement increased to 8, can now carry cruise missiles in addition to tactical nukes
*Battleship movement increased to 10, can now carry 1 cruise missile
*Aegis Cruiser stats now 14(8).12.10 bombard range decreased to 1, can now carry 2 cruise missiles

Ground Unit Changes
*Paratrooper movement increased to 2
_______________________


v1.0
Citizen Changes
*Entertainers now require Ceremonial Burial
*Tax Collecters now generate 2 taxes, requires currency
*Scientists now generate 2 research, require mathematics
_______________________

Building and Wonder Changes
*SAM missile battery now costs 100, added bombard defense of 8
*Police Stations now cost 120, added resistance reduces corruption
*The Pyramids now put a Pharoah's Sunboat in every city on the continant, stats changed to +2 culture instead of +4
*Pharoah's Sunboat cost 80, gives +2 culture, requires the Pyramids for building
*Manhatten Project is now a small wonder
*Mahatten Project stats changed to enables nukes for that civ, -2 culture, causes 1 unhappy citizen in every city, cost 500
*Factory, Manufactoring Plant, Coal Plant, Offshore Platform, Nuclear Plant now causes -1 culture
*Solar Plant now costs 360
_______________________

General Settings Changes
*Chance to intercept air mission now 90%
*Chance to intercept stealth mission now 7%
_______________________

General Unit Changes
*All civs can now build every general unit
*Swordmen now upgrade to riflemen
*Longbowmen now upgrade to riflemen
*Cavalry now upgrade to tanks
*Frigates now upgrade to ironclads
*Privateers now upgrade to destroyers
*Ironclads now upgrade tp destroyers
*Destroyers now upgrade to Aegis Crusiers

Air Unit Changes
*Fighters stats now 5.4.2 6[1]6 with Blitz
*Bomber stats now 0.3.2 10[4]8 with Blitz
*Jet fighter stats now 10.8.3 12[1]8 with Blitz and Radar, cost 120
*F-15 stats now 10.8.3 14[2]8 with Blitz and Radar, cost 120
*Stealth fighter stats now 0.3.3 15[2]8 with Blitz and Radar
*Stealth Bomber stats now 0.1.3 16[4]8 with Blitz and Radar
*Cruise Missile stats now 0.0.1 18[4]5 cost 50
*Helicopters stats now 0.2.2 6 and can see subs

Naval Unit Changes
*Caravel can now only carry two units, speed increased to 4
*Privateer stats now 2.1.5, exerts a zone of control, costs 50
*Frigate stats now 3(2).3.5
*Man-O-War stats now 4.(3).3.5
*Ironclad stats now 5(4).5.6
*Transport stats now 1.5.6 can now only carry 6 units, cost 90
*Destroyer speed increased to 8, can see subs, cost 100
*Battleship stats now 21(10).15.8
*Carrier stats now 1.10.8 can carry five aircraft cost 200
*Submarine stats now 10.4.6 cost 90
*Nuclear Submarine stats now 6.8.7 can transport 3 tactical nukes, cost 150
*Aegis Cruiser stats now 14(7).12.8

Ground Unit Changes
*Paratrooper stats now 10.8.1 paradrop range is 8, cost 110
*Marine stats now 12.7.1
*Mech Infantry stats now 12.18.3 with Blitz, cost 120
*Radar Artillary stats now 0.0.2 16[3]2 with Blitz

Nuclear Weapon Changes
*Tactical Nukes now cost 150
*ICBMs now cost 300
_______________________


if you encounter any problems or bugs or if you have suggestions please let me know...i will continue to update this mod with the intentions of making it the best modern era combat mod out!

please follow the install instructions included with the zip

kittenOFchaos
Dec 04, 2001, 11:43 AM
Thanks Korn...I've really enjoyed using the previous versions of your mods...the increased ship speeds and te improved privateer are the most obvious benefits of running your mod file!

korn469
Dec 04, 2001, 12:56 PM
kittenOFchaos

well i am glad you are enjoying playing with it :)
hopefully the patch will give me a little more things to play with in the editor so i can make this mode even better

jim1013
Dec 04, 2001, 10:27 PM
*Doubled Hit Points and Rate of Fire for all units

a quick question, with the Rate of Fire are we talking about the bombardment bit here or are we talking ALL UNITS.

if so was this to ensure that combat doesn't take longer with the increased hitpoints? if so how did you do that, and also an idea would be to increse the unit healing speed as well, since it has more HP to heal

Caligula
Dec 05, 2001, 02:48 AM
This mod looks way too good to skip! I had been thinking of making one, but most of my ideas are already in yours, so there´s no need.

One suggestion I can think of would be to add a technical university as an industrial-age improvement. It would increase science significantly, and also production, but with no cultural bonus.

Another suggestion would be for transport improvements, and any others that improve the ability to communicate with distant cities, to decrease corruption.

lordroy
Dec 05, 2001, 04:58 AM
thanx...

also... you increased the hit points... do you ever get any problems from the increased graphics... I tried this (gave elites a base of 6) and when I did, and the unit moved... it would leave a little trail of pixels behind... from the top of the hit point graphic... I have a pretty hefty system... so it isnt that... just wondering...

RoY

Endureth
Dec 05, 2001, 05:54 AM
also... you increased the hit points... do you ever get any problems from the increased graphics... I tried this (gave elites a base of 6) and when I did, and the unit moved... it would leave a little trail of pixels behind... from the top of the hit point graphic... I have a pretty hefty system... so it isnt that... just wondering...

I've noticed that same thing.

Endureth

korn469
Dec 06, 2001, 05:30 PM
also... you increased the hit points... do you ever get any problems from the increased graphics... I tried this (gave elites a base of 6) and when I did, and the unit moved... it would leave a little trail of pixels behind... from the top of the hit point graphic... I have a pretty hefty system... so it isnt that... just wondering...

yea it seems that everyone is encountering this, while annoying i think its goodpoints (better combat results) outweight the bad (stupid little trails of pixals)

a quick question, with the Rate of Fire are we talking about the bombardment bit here or are we talking ALL UNITS.

just the bombard units, otherwise by doubling the hitpoints without doubling the rate of fire then bombard units would only be half as effective

and the healing rate should double as well (i tested it and that is what seemed to have happened)

seeing as the patch will be out soon does anyone have a v1.06 wishlist?

Caos Dragon
Dec 11, 2001, 03:08 PM
:goodjob: i see that this is one of the few MODs that look very good. :goodjob:
i'll d'load it right now

jim1013
Dec 11, 2001, 08:26 PM
How did you double the healing rate?

KALIROB2k2
Dec 11, 2001, 10:14 PM
Very nice, good changes and good Wonders. Really original!:king:

Desert Fox
Jan 05, 2002, 08:26 PM
A couple things.. I keep getting a crash during industrial or modern ages when using Korn's Biltz mod and patch on a 230x230 world only 8 players. I now am playing on a 150x150 8 player world well into the modern age no crash just total imbalance as you already know. Anyone else played a game past the Industrial or modern ages on Hugh worlds with only 8 civs? I am thinking it is just the lack of proper testing to find all the bugs but who knows. :nuke:

Desert Fox :p

korn469
Jan 06, 2002, 05:44 PM
Desert Fox

what do u find to be out of balance?

i am working on v1.06 and when i release it, while it won't contain any new art it should have an icon for everything, and i don't personally want any bugs in it...crashes are harder to fix, because you have to determine which change caused the crash

also i never play on huge worlds, in fact i never play on anything bigger than standard because i only have a p2 400 with 128mb ram...i once tried to play on a huge world with 16 civs and i couldn't even make it past 1000bc because each turn was taking over two minutes to process

however

just total imbalance as you already know

i don't already know, please tell me how its totally imbalanced

anyways for anyone who is interested here is part of the upcoming changes to v1.06

Changes to Units
Settler 0.0.1 3/3 (wheeled) {Colonist}
Worker 0.0.1 1/1
Scout 0.0.1 1 (all terrain as roads) {Explorer}
Explorer 1.1.2 2 (all terrain as roads) Astronomy
Marine 30.20.2 10 (amphibious unit) rubber
Paratrooper 25.25.2 [8] 110 (airdrop) oil, rubber
Warrior 1.1.1 1 {Legionary}
Archer 4.2.1 2 {Longbowman}
Spearman 2.4.1 2 {Pikeman}
Swordsman 6.4.1 3 {Rifleman} iron
Chariot 2.2.2 2 (wheeled) {Mounted Warrior} horses
Horseman 4.2.2 3 (mounted) {Rider} horses
Pikeman 2.6.1 3 {Musketeer} none
Longbowman 8.2.1 3 {Rifleman} iron
Musketman 4.8.1 4 {Rifleman} saltpeter
Knight 8.6.2 6 (mounted) {Coassack} horses, iron
Rifleman 10.15.1 6 {Infantry}
Cavalry 12.6.3 8 (mounted) {Panzer} horses, saltpeter
Infantry 15.25.2 8 {Mech Infantry} rubber
Tank 40.20.3 10 (blitz) {Modern Armor} oil, rubber
Mech Infantry 30.45.4 12 (blitz) oil, rubber
Modern Armor 60.30.4 12 (blitz) oil, rubber, aluminum
Catapult 0.1.1 8[2]1 2 (wheeled) {Cannon}
Cannon 0.2.1 16[2]1 4 (wheeled) {Artillary} saltpeter
Artillary 0.3.2 30[5]2 8 {Radar Artillary}
Radar Artillary 0.4.3 40[7]2 12 (blitz) aluminum
Cruise Missile 0.0.1 25[8]4 6 (tactical missile, cruise missile, foot soldier, load, airlift) aluminum
Tactical Nuke 0.0.1 0[0]8 13 aluminum, uranium
ICBM 0.0.1 (ICBM) 25 Aluminum, Uranium
Galley 1.1.3 2|2 {Caravel}
Caravel 2.4.4 3|2 {Galleon}
Frigate 6.6.5 5 4[4]1 {Ironclad} iron, saltpeter
Galleon 2.4.5 5|4 {transport}
Ironclad 12.12.6 10[5]1 7 {Destroyer} iron, coal
Transport 3.5.8 10|8 oil
Carrier 3.25.10 20|5 (radar) oil
Submarine 25.10.8 9 (can see submarines) oil
Destroyer 30.20.11 15[5]1 10 (can see submarines) {Aegis Cruiser} oil
Battleship 50.35.10 25[5]2 20 oil
Aegis Cruiser 30.30.11 10[5]1 16|2 (can see submarines, radar, can carry tactical missiles, carry foot units only) aluminum, uranium
Nuclear Submarine 15.20.9 15|3 (can see submarines, can carry tactical missiles) uranium
Fighter 12.10.2 15[3]6 8 (blitz) {Jet Fighter} oil
Bomber 0.7.2 25[8]8 10 (blitz) oil
Helicopter 0.4.2 0[0]6 9 (can see submarines) oil, rubber
Jet Fighter 25.20.3 25[5]8 12 (blitz, radar) oil, aluminum
Stealth Fighter 0.5.3 35[5]8 12 (blitz, radar, stealth) oil, rubber, aluminum
Stealth Bomber 0.3.3 38[10]8 240 (blitz, radar, stealth) oil, rubber, aluminum
Army -.-.1 13|2 (army, blitz, pillage)
Jaguar Warrior 2.2.2 1 {Warrior}
Bowman 4.4.1 2 {Archer}
Hoplite 2.6.1 2 {Impi}
Impi 2.4.2 {Spearman}
Legionary 6.6.1 3 {Immortals} iron
Immortals 8.4.1 3 {Swordsman} iron
War Chariot 4.2.2 2 {Chariot} horses
Rider 8.6.3 6 (mounted) {Samurai} horses, iron
Mounted Warrior 6.2.2 3 (mounted) {Horseman} horses
Musketeer 6.8.1 4 {Musketman} saltpeter
Samurai 8.8.2 6 {War Elephant} iron
War Elephant 8.6.2 6 (mounted) {Knight}
Cossack 12.8.3 8 (mounted) {Cavalry} horses, saltpeter
Panzer 40.20.4 10 (blitz) {Tank} oil, rubber
Man-O-War 8.6.5 6[4]1 {Frigate} iron, saltpeter
F-15 25.20.3 30[8]8 120 oil, aluminum
Privateer 4.2.6 4 (hidden nationality, zoc) {Destroyer} iron, saltpeter
Partisan 8.8.4 2/1 (hidden nationality)
Colonist 0.0.2 8/2

Changes to Combat Experiance
Conscript 4
Regular 6
Veteran 9
Elite 12

Desert Fox
Jan 06, 2002, 09:56 PM
Originally posted by korn469
Desert Fox

what do u find to be out of balance?

No the game is out of balance without your GREAT mod!! I tried playing the game without your mod to see if it would crash.

i am working on v1.06 and when i release it, while it won't contain any new art it should have an icon for everything, and i don't personally want any bugs in it...crashes are harder to fix, because you have to determine which change caused the crash

also i never play on huge worlds, in fact i never play on anything bigger than standard because i only have a p2 400 with 128mb ram...i once tried to play on a huge world with 16 civs and i couldn't even make it past 1000bc because each turn was taking over two minutes to process

however



i don't already know, please tell me how its totally imbalanced

anyways for anyone who is interested here is part of the upcoming changes to v1.06

Changes to Units
Settler 0.0.1 3/3 (wheeled) {Colonist}
Worker 0.0.1 1/1
Scout 0.0.1 1 (all terrain as roads) {Explorer}
Explorer 1.1.2 2 (all terrain as roads) Astronomy
Marine 30.20.2 10 (amphibious unit) rubber
Paratrooper 25.25.2 [8] 110 (airdrop) oil, rubber
Warrior 1.1.1 1 {Legionary}
Archer 4.2.1 2 {Longbowman}
Spearman 2.4.1 2 {Pikeman}
Swordsman 6.4.1 3 {Rifleman} iron
Chariot 2.2.2 2 (wheeled) {Mounted Warrior} horses
Horseman 4.2.2 3 (mounted) {Rider} horses
Pikeman 2.6.1 3 {Musketeer} none
Longbowman 8.2.1 3 {Rifleman} iron
Musketman 4.8.1 4 {Rifleman} saltpeter
Knight 8.6.2 6 (mounted) {Coassack} horses, iron
Rifleman 10.15.1 6 {Infantry}
Cavalry 12.6.3 8 (mounted) {Panzer} horses, saltpeter
Infantry 15.25.2 8 {Mech Infantry} rubber
Tank 40.20.3 10 (blitz) {Modern Armor} oil, rubber
Mech Infantry 30.45.4 12 (blitz) oil, rubber
Modern Armor 60.30.4 12 (blitz) oil, rubber, aluminum
Catapult 0.1.1 8[2]1 2 (wheeled) {Cannon}
Cannon 0.2.1 16[2]1 4 (wheeled) {Artillary} saltpeter
Artillary 0.3.2 30[5]2 8 {Radar Artillary}
Radar Artillary 0.4.3 40[7]2 12 (blitz) aluminum
Cruise Missile 0.0.1 25[8]4 6 (tactical missile, cruise missile, foot soldier, load, airlift) aluminum
Tactical Nuke 0.0.1 0[0]8 13 aluminum, uranium
ICBM 0.0.1 (ICBM) 25 Aluminum, Uranium
Galley 1.1.3 2|2 {Caravel}
Caravel 2.4.4 3|2 {Galleon}
Frigate 6.6.5 5 4[4]1 {Ironclad} iron, saltpeter
Galleon 2.4.5 5|4 {transport}
Ironclad 12.12.6 10[5]1 7 {Destroyer} iron, coal
Transport 3.5.8 10|8 oil
Carrier 3.25.10 20|5 (radar) oil
Submarine 25.10.8 9 (can see submarines) oil
Destroyer 30.20.11 15[5]1 10 (can see submarines) {Aegis Cruiser} oil
Battleship 50.35.10 25[5]2 20 oil
Aegis Cruiser 30.30.11 10[5]1 16|2 (can see submarines, radar, can carry tactical missiles, carry foot units only) aluminum, uranium
Nuclear Submarine 15.20.9 15|3 (can see submarines, can carry tactical missiles) uranium
Fighter 12.10.2 15[3]6 8 (blitz) {Jet Fighter} oil
Bomber 0.7.2 25[8]8 10 (blitz) oil
Helicopter 0.4.2 0[0]6 9 (can see submarines) oil, rubber
Jet Fighter 25.20.3 25[5]8 12 (blitz, radar) oil, aluminum
Stealth Fighter 0.5.3 35[5]8 12 (blitz, radar, stealth) oil, rubber, aluminum
Stealth Bomber 0.3.3 38[10]8 240 (blitz, radar, stealth) oil, rubber, aluminum
Army -.-.1 13|2 (army, blitz, pillage)
Jaguar Warrior 2.2.2 1 {Warrior}
Bowman 4.4.1 2 {Archer}
Hoplite 2.6.1 2 {Impi}
Impi 2.4.2 {Spearman}
Legionary 6.6.1 3 {Immortals} iron
Immortals 8.4.1 3 {Swordsman} iron
War Chariot 4.2.2 2 {Chariot} horses
Rider 8.6.3 6 (mounted) {Samurai} horses, iron
Mounted Warrior 6.2.2 3 (mounted) {Horseman} horses
Musketeer 6.8.1 4 {Musketman} saltpeter
Samurai 8.8.2 6 {War Elephant} iron
War Elephant 8.6.2 6 (mounted) {Knight}
Cossack 12.8.3 8 (mounted) {Cavalry} horses, saltpeter
Panzer 40.20.4 10 (blitz) {Tank} oil, rubber
Man-O-War 8.6.5 6[4]1 {Frigate} iron, saltpeter
F-15 25.20.3 30[8]8 120 oil, aluminum
Privateer 4.2.6 4 (hidden nationality, zoc) {Destroyer} iron, saltpeter
Partisan 8.8.4 2/1 (hidden nationality)
Colonist 0.0.2 8/2

Changes to Combat Experiance
Conscript 4
Regular 6
Veteran 9
Elite 12 :crazyeyes

Desert Fox
Jan 06, 2002, 10:02 PM
Korn's Biltz mod is the best mod out there! I was saying the game (as you already know) is totally unbalanced without your great mod! I was just curious if anyone has played on large worlds with patch and your mod without a crash. I now have to try a game with your mod running under windows 2000 professional. I do know that the worker bug is one reason I was having crashes though.
You had the best ideas I think as far as mods go keep them coming, but wheeled settlers? hmm, I will check it out, I know someone making Army Corp Engineer being able to build roads etc was way out there :D I bet it will work though or you would not have tried it! Peace! :goodjob:

Desert Fox :p

korn469
Jan 06, 2002, 11:59 PM
Desert Fox

thanks for the support!
i thought that you meant i introduced new imbalance into the game, which is certainly not my aim
what is the worker bug? are you talking about how it doesn't appear in the build queue? i know what causes this, and hopefully i will enlist the help of someone with art expertise to get rid of it

the wheeled 3 pop early settlers are in place to slow down expansion, so that when the mid game comes there is still places to expand to

i am really hoping that combat in the industrial and modern eras will be much better
btw although armies have had their transport ability reduced to 2 now the military academy, the pentagon, and battlefield medicine raise army size by 1

korn469
Jan 07, 2002, 12:08 PM
the full version isn't ready yet, but here is the latest beta

note: to install the beta you will need to replace the current civ3mod.bic file with the civ3mod.bic file i included, however i strongly recommend that you make a backup of your original civ3mod.bic in case my mods crash your game

also to keep the game from crashing you will need to create two unit folders (you can find these folders in ...\Civ3\Art\Units), the partisan unit folder and the colonist unit folder, you will then need to copy all of the files from the paratrooper unit folder to the partisan unit folder, and rename paratrooper.ini to partisan.ini then you will need to copy all of the files from the explorer unit folder to the colonist unit folder and rename explorer.ini to colonist.ini

korn469
Jan 09, 2002, 07:27 PM
ok v1.06beta4 is up, try it out and tell me what you think

korn469
Jan 14, 2002, 08:03 PM
ok beta6 is up, if anyone out there is playing it, please feel free to give all of the feedback you want, because feedback is what will make this mod even better

Desert Fox
Jan 21, 2002, 03:16 PM
Hey whats up? Testing you new mod will keep you posted!

Desert Fox :p

Desert Fox
Jan 22, 2002, 06:12 PM
Hey I am running 1.06 mod installed patch overtop of it. My units all move with a jerky kind of movement is one problem. Another is why in the world did you give the galley 50 movement points? That is way to many moves for any unit. I just started messing with it I will post any other problems I encounter. With the problems with the graphics being jerky like it is I expect a crash. I am playing on a 230x230 world with only 8 civs. I think once you go beyond 180x180 the game gets bogged down for some reason. :confused: Peace!

Desert Fox :p

korn469
Jan 27, 2002, 07:19 PM
Desert Fox

the galley having 50 movement was something i was doing to speed up the game for my playtesting, it shouldn't have been in there, sorry about that, i will have it fixed for beta 7 which should be up soon

hope you are still enjoying it :)

Master of Ceremonies
Jan 29, 2002, 07:20 AM
I've been playing the 1.05 version and am now in the 1500's (medieval age) and I am very pleased with the overall gameplay of this mod.

One suggestion: update the civilopedia, please. It's very hard to keep up with all the differences.

No bugs to report whatsoever.

KALIROB2k2
Jan 29, 2002, 02:31 PM
Originally posted by Master of Ceremonies
I've been playing the 1.05 version and am now in the 1500's (medieval age) and I am very pleased with the overall gameplay of this mod.

One suggestion: update the civilopedia, please. It's very hard to keep up with all the differences.

No bugs to report whatsoever.

Great job but I agree with Master of Ceremonies, its hard to keep up sometimes when the Civilopedia is off :(. No bugs here either though and that is something to be happy about heh. :king:

Desert Fox
Feb 04, 2002, 10:12 AM
Originally posted by korn469
Desert Fox

the galley having 50 movement was something i was doing to speed up the game for my playtesting, it shouldn't have been in there, sorry about that, i will have it fixed for beta 7 which should be up soon

hope you are still enjoying it :)

Hey dude of course I am enjoying your mod. I hope you did not get the wrong impression? I fixed the minor problem with your mod myself. I also freshly installed civ 3, placed your mod in folder and applied the patch. I did this by mistake but thought it should be okay.
I found one bug or something, settlers are not able to land on or cross jungle unless there is a road?
Another bug is that all of the units seem jerky when moving them now?
I am still trying to see if it will crash at the modern age. I am about 10-15 turns away. All of my games in the past crashed during industrial or modern age playing on a 230x230 map with only 8 civs total. I will let you know if anything happens. I have installed win2k professional played a game without any mods past modern age and no crash. Hoping that win98 had more problems then win2k pro does. Keep up the great work I love the colonist idea, now just change the graphical respresentation so it does not look like the explorer! :goodjob:

Desert Fox :p

Desert Fox
Feb 04, 2002, 11:01 AM
Originally posted by korn469
ok beta6 is up, if anyone out there is playing it, please feel free to give all of the feedback you want, because feedback is what will make this mod even better

I just discovered Motorized Transportation, the only thing left was Flight. After I picked flight as next research the game crashed. I am going to uninstall Civ 3 once more. I wonder just how long we will have to wait for them to fix this overly hyped game? :cry: :confused:

Desert Fox - Depressed! :( :p

korn469
Feb 13, 2002, 05:36 PM
well civ3 v1.17 is coming out on friday and we've been discussing the Blitz mod over at apolyton in this thread

http://apolyton.net/forums/showthread.php?s=&threadid=34508&pagenumber=1

anyways, beta7 should be out a few days after the patch

Desert Fox
Feb 13, 2002, 11:24 PM
Originally posted by korn469
well civ3 v1.17 is coming out on friday and we've been discussing the Blitz mod over at apolyton in this thread

http://apolyton.net/forums/showthread.php?s=&threadid=34508&pagenumber=1

anyways, beta7 should be out a few days after the patch

Understand I am not blaming you for any problems I am having. It is the unstable game of course. I am looking forward to your next mod you have some good ideas. I no longer go over to Apolyton to often. Guess I will miss everything. :(

Desert Fox :p

korn469
Feb 18, 2002, 03:54 AM
__________________________

Blitz Mod 1.06beta7.2 Readme
__________________________

Changes to Units

Non-combat Units
Settler 0.0.1 50/3 (wheeled) {Colonist}
Colonist 0.0.3 80/3 Navigation
Worker 0.0.1 10/1
Scout 0.0.1 10 (all terrain as roads) {Explorer}
Explorer 0.0.2 20 (all terrain as roads) Astronomy

Ancient Land Units
Warrior 1.1.1 10 {Legionary}
Jaguar Warrior 1.1.2 10 {Warrior}
Archer 2.1.1 20 {Longbowman}
Bowman 2.2.1 20 {Archer}
Spearman 1.2.1 20 {Pikeman}
Hoplite 1.3.1 20 {Spearman}
Impi 1.2.2 20 {Hoplite}
Chariot 1.1.2 10 (wheeled) {Mounted Warrior} horses
War Chariot 2.1.2 10 {Chariot} horses
Swordsman 3.2.1 30 {Grenadier} iron
Immortals 4.2.1 30 {Swordsman} iron
Legionary 3.3.1 30 {Immortals} iron
Horseman 2.1.2 30 (mounted) {Rider} horses
Mounted Warrior 3.1.2 30 (mounted) {Horseman} horses
Catapult 0.1.1 4[2]1 20 (wheeled) {Cannon} iron

Middle Age Land Units
Pikeman 2.3.1 30 {Musketeer} none
Longbowman 5.1.1 40 {Grenadier}
Knight 4.3.2 60 (mounted) {Coassack} horses, iron
Rider 4.3.3 60 (mounted) {Knight} horses, iron
Samurai 4.4.2 60 {Rider} iron
War Elephant 4.3.2 60 (mounted) {Samurai}
Musketman 3.4.1 40 {Rifleman} saltpeter
Musketeer 4.4.1 40 {Musketman} saltpeter
Cavalry 6.3.3 80 (mounted) {Panzer} horses, saltpeter
Cossack 6.4.3 80 (mounted) {Cavalry} horses, saltpeter
Cannon 0.1.1 8[4]1 40 (wheeled) {Artillary} saltpeter, iron

Industrial Era Land Units
Grenadier 8.4.1 60/1 {Marines} Nationalism
Rifleman 6.8.1 60/1 {Infantry}
Infantry 10.12.2 80/1 {Mech Infantry} rubber
Partisan 6.5.4 40/1 (invisable) Replaceable Parts
Marine 15.10.2 100/1 (amphibious unit) rubber
Tank 20.10.3 100/1 (blitz) {Modern Armor} oil, iron
Panzer 20.10.4 100/1 (blitz) {Tank} oil, iron
Paratrooper 12.12.2 [8] 110/1 (airdrop) oil, rubber
Artillary 0.1.2 16[5]2 80 {Radar Artillary} iron

Modern Land Units
Mech Infantry 16.24.4 120/1 (blitz) oil, iron, rubber
Modern Armor 32.16.4 120/1 (blitz) oil, iron, rubber
Radar Artillary 0.1.3 20[6]2 120 (blitz, radar) oil, aluminum
Cruise Missile 0.0.1 15[8]4 60 (tactical missile, cruise missile, foot soldier, load, airlift) aluminum
Tactical Nuke 0.0.1 0[0]8 130 aluminum, uranium
ICBM 0.0.1 (ICBM) 250 aluminum, uranium

Ancient Naval Units
Outrigger 0.1.2 10|1 (sink in sea, sink in ocean) {Galley} NONE
Galley 2.2.3 30|2 {Caravel}

Middle Age Naval Units
Caravel 0.2.4 40|3 {Galleon}
Frigate 6.4.5 6[4]1 60 {Ironclad} iron, saltpeter
Man-O-War 8.4.5 8[5]1 60 {Frigate} iron, saltpeter
Galleon 0.3.5 50|4 {Transport}
Privateer 5.2.6 50 (hidden nationality, zoc) {Destroyer} iron, saltpeter

Industrial Era Naval Units
Ironclad 10.9.6 8[5]1 80 {Destroyer} iron, coal
Transport 0.8.8 90|8 oil
Destroyer 14.12.11 8[5]1 100 (can see submarines) {Aegis Cruiser} oil, iron
Battleship 30.20.10 14[6]2 200 oil, iron, coal
Carrier 0.18.10 200|5 (radar, carries foot soldiers only) oil, rubber
Submarine 16.6.9 100 (can see submarines, zoc) oil

Modern Naval Units
Aegis Cruiser 16.24.11 12[5]1 160|3 (can see submarines, radar, can carry tactical missiles, carry foot units only) aluminum, uranium
Nuclear Submarine 10.12.10 150|3 (can see submarines, can carry tactical missiles) aluminum, uranium

Industrial Era Air Units
Fighter 5.5.2 12[4]6 100 (blitz, foot soldier) {F-15} oil, rubber
Bomber 0.2.2 10[8]8 120 (blitz) oil, rubber
Helicopter 0.2.3 0[0]6 100 (can see submarines/invisable units) oil, rubber

Modern Air Units
Jet Fighter 15.15.3 15[5]8 150 (blitz, radar, foot soldier) oil, aluminum
F-15 18.18.3 15[5]8 150 (blitz, radar, precision strike, foot soldier) {Jet Fighter} oil, aluminum
Stealth Fighter 0.6.3 18[4]8 150 (blitz, radar, stealth) oil, aluminum, uranium
Stealth Bomber 0.3.3 20[8]8 300 (blitz, radar, stealth) oil, aluminum, uranium

Armies
Army -.-.1 100|2 (army, blitz, pillage)
Modern Army -.-.1 130|4 (army, blitz, pillage) Radio
__________________________

Changes to Combat Experiance
Conscript 4
Regular 6
Veteran 9
Elite 12
__________________________

General Settings Changes
*Chance of Rioting is now 25%
*Turn Penalty for Each Hurry Sacrifice is now 20
*Turn Penalty for Each Drafted Citizen is now 30
*Future Tech Cost now 500
*Minimum Research Time now 2 turns
*Maximum Research Time now 50 turns
*Cities Needed to Support an Army now 2
*Chance to Intercept Enemy Air Missions now 90%
*Chance to Intercept Enemy Stealth Missions now 9%
*Citizen Defensive Bonus now 24
*Building Defensive Bonus now 24
*Basic Barbarian is now a Swordsman
*Advanced Barbarian is now a Knight
*Barbarian Sea Unit now Privateer
__________________________

Changes to Citizens
*Scientist now provides 3 research and comes with Education
*Tax Collector now provides 3 taxes and comes with Currency
__________________________

Changes to Difficulty Level
*Cheiftain
Number of Citizens born content 5
Attack bonus vs. Barbarians 500%
*Warlord
Attack bonus vs. Barbarians 50%
Percentage of optimal cities 100%
*Regent
Attack bonus vs. Barbarians 0%
Percentage of optimal cities 100%
*Monarch
Attack bonus vs. Barbarians 0%
Percentage of optimal cities 100%
*Emperor
Addition Free Support 10
Bonus for each city 3
Max government transition time 2
Cost factor 7
Attack bonus vs. Barbarians 0%
Percentage of optimal cities 90%
*Deity
Addition Free Support 20
Bonus for each city 5
Max government transition time 1
Cost factor 5
Percentage of optimal cities 75%
__________________________

Changes to Diplomats and Spies
*Build an Embassy cost 15
*Investigate City cost 5
*Steal Technology cost 8
*Steal World Map cost 1
*Plant Spy cost 45
*Steal Plans cost 5
*Initiate Propaganda cost 60
*Sabotage Production cost 8
*Expose Enemy Mole cost 60
__________________________

Changes to World Sizes
*Tiny
Optimal Cities 12
Tech Rate 75
*Small
Optimal cities 14
Tech Rate 115
*Standard
Optimal cities 20
Tech Rate 150
*Large
Optimal cities 28
Tech Rate 215
*Huge
Optimal cities 36
Tech Rate 280
__________________________

Changes to Governments

Anarchy
0 police
1/1/1 2 support
0 draft
tile penalty
high war weariness
1 worker rate
0 assimilation
catastrophic corruption
conscript spies
immune to build embassy
no building upkeep

Despotism
3 police
3/3/3 1 support
2 draft
tile penalty
no war weariness
70 rate cap
1 worker rate
forced labor
0 assimilation
rampant corruption
regular spies

Monarchy
2 police
2/3/4 2 support
2 draft
low war weariness
80 rate cap
2 worker rate
paid labor
1 assimilation
problematic corruption
regular spies

Communism
3 police
3/4/5 2 support
3 draft
no war weariness
no rate cap
3 worker rate
forced labor
3 assimilation
communal corruption
elite spies
immune to investigate city

Republic
0 police
2/2/2 2 support
1 draft
high war weariness
80 rate cap
trade bonus
2 worker rate
paid labor
2 assimilation
nuisance corruption
regular spies

Democracy
0 police
1/2/3 2 support
1 draft
high war weariness
no rate cap
trade bonus
3 worker rate
paid labor
4 assimilation
minimal corruption
regular spies
immune to propaganda

Fascism
4 police
4/5/6 3 support
3 draft
no war weariness
no rate cap
trade bonus
2 worker rate
forced labor
0 assimilation
problematic corruption
regular spies
immune to tech steal
__________________________

korn469
Feb 18, 2002, 03:55 AM
__________________________

Changes to Improvements and Wonders

Improvements
Capital
Palace 100/1/0 Center of Empire, +25% defense

Happiness
Temple 60/1/1 +1 Happy (Religious)
Colosseum 120/2/2 +2 Happy
Cathedral 160/2/2 +3 Happy [Temple] (Religious)

Economic
Marketplace 100/0/1 +50% Tax Output, Increases Luxury Trade (Commercial)
Bank 160/0/3 +50% Tax Output [Marketplace] (Commercial)
*Stock Exchange 200/0/4 +50% Tax Output (Commercial) The Corporation

[b]Trade
Harbor 80/0/1 Allows Water Trade, Increases Food in Water (Commercial, Coastal)
Air Port 160/0/2 Allows Air Trade, 1 Pollution {Oil} (Commercial)

Military
Walls 20/0/0 +50% Defense, 12 Bombard Defense (Militaristic)
Coastal Fortress 40/0/1 16 Naval Power, 12 Naval Bombard Defense {Iron, Saltpeter} (Militaristic, Coastal)
Barracks 80/0/1 Veteran Ground Units (Militaristic) Warrior Code
*Port Facility 120/0/2 Veteran Sea Units [Harbor] (Militaristic, Coastal) Astronomy
*Airforce Installation 160/0/3 Veteran Air Units {Oil} (Militaristic) Flight

Production
*Mill 160/0/2 +25% Production, Must be Near a River; Engineering
Factory 240/0/4 +50% Production, 2 Pollution {Iron}
Manufactoring Plant 320/0/5 +50% Production, 1 Pollution [Factory] {Aluminum}
Coal Plant 160/0/4 +50% Production, 3 Pollution [Factory] {Coal}
Hydro Plant 240/0/4 +50% Production, Must be Near a River [Factory] {Iron}
Solar Plant 320/0/4 +50% Production [Factory] {Rubber}
Nuclear Plant 240/0/4 +100% Production, 1 Pollution, Must be Near Water, Can Explode or Meltdown [Factory] {Uranium}
Offshore Platform 240/0/3 Increases Shields in Water, 2 Pollution (Coastal)

Research
Library 80/1/1 +50% Research Output (Scientific)
University 200/3/3 +50% Research Output [Library] (Scientific)
*Public School 200/1/2 +50% Research Output
Research Lab 240/0/4 +50% Research Output [University] (Scientific)

Corruption
Courthouse 80/0/1 Reduces Corruption
*Newspaper 120/0/2 Reduces Corruption, Resistant to Propaganda [Library] Printing Press
Police Station 180/0/2 Reduces Corruption, Reduces War Weariness [Courthouse]

Growth
Granary 60/0/1 Doubles City Growth Rate
Aqueduct 100/0/1 Allows City Size Level 2
Hospital 160/0/2 Allows City Size Level 3

Pollution
Mass Transit 200/0/3 Removes Population Pollution {Rubber}
Recycling Center 200/0/3 Removes Building Pollution

Cultural
*Forum 80/3/1
*Theater 160/6/2 Free Artistry
*Museum 240/9/4 [Theater] Atomic Theory
__________________________

Wonders
Happiness
Hanging Gardens 300/0/4 3 happy, 1 happy in all cities {Ind}
Oracle 300/0/4 [2x Temple] Doubles happiness of temples {Rel}
Sistine Chapel 600/0/6 [2x Cathedral] Doubles happiness of Cathedrals {Rel}
JS Bach's Cathedral 600/0/6 [2x Cathedral] 2 happy, 2 happy in all cities {Rel, Con}
Cure for Cancer 1000/0/8 [2x Research Lab] 6 happy, 2 happy in all cities {Sci}

Economic
Colossus 200/0/2 +1 trade in all trade producing squares {Ex, Com, Coa)
Wall Street 300/0/1 [5x Banks] Treasury Earns 5% {Com}

Trade
Great Lighthouse 300/0/2 [2x Harbor] Safe Sea Travel, +1 Ship Movement {Exp, Com, Coa}
Magellan's Voyage [2x Harbor] 400/0/3 +1 {Exp, Com, Coa}
Smith's Trading Company 600/0/3 Pays Maintenance for trade Installations {Com}

Military
Great Wall 200/0/2 Doubles combat vs. Barbs, Doubles City Defens {Mil, Ind}
Sun Tzu's Art of War 600/0/3 Barracks in every city on the continant {Mil}
Leonardo's Workshop 600/0/3 Halves upgrade cost {Mil}
Universal Suffrage 800/0/4 Reduces war weariness in all cities {Mil}
Manhattan Project 800/0/0 [2x University] Allows all civs to build Nukes, 1 unhappy in all cities {Mil, Sci, Ind} Uranium
Heroic Epic 200/0/2 Increased chance of leaders, Requires a victorious army {Mil, Rel}
Military Academy 400/0/1 Build armies without leaders {Mil}
Pentagon 400/0/1 Build larger armies, requires 4 armies, requires a victorious army {Mil}
Strategic Missile Defense 800/0/1 [5x SAM batteries] Decreased chance of missile attacks {Mil, Sci}
Intelligence Agency 400/0/1 Allows spy missions {Mil, Sci}
Battlefield Medicine 500/0/1 [5x Hosptial] Healing in enemy territory {Mil}

Production
Hoover Dam 800/0/3 gain hydro plant in every city on continent, must be near a rive {Ind}
Iron Works 400/0/1 +100% production, 4 pollution, requires coal and iron in city radius {Ind}

Research
Great Library 400/0/5 [2x Library] Gain any advances owned by two civs {Sci}
Copernicus's Observatory 400/0/4 doubles research output {Exp, Sci}
Newton's University 400/0/6 [2x University] doubles research output {Sci}
Theory of Evolution 600/0/5 +2 free advances {Sci}
SETI Program 1000/0/6 [3x University] doubles research output {Sci, Exp}
Apollo Program 500/0/2 build spaceship parts {Sci, Ind} Aluminum

Corruption
Forbidden Palace 200/0/2 reduces corruption {Exp, Rel}

Growth
Longevity 1000/0/4 [2x research Lab] city growth causes +2 pop {Sci, Exp}

Pollution
N/A

Cultural
Pyramids 300/0/4 gives an obelisk in each city on the continant {Ind, Rel}
Shakespeare's Theater 400/0/12 [2x Theater] 3 happy
United Nations 1000/0/10 Allows diplomatic victory {Exp, Com}
__________________________

Space Ship Parts
SS Thrusters 600 Aluminum
SS Engine 1200 Aluminum, Uranium
SS Docking Bay 300 Oil, Rubber
SS Cockpit 600 Aluminum
SS Fuel Cells 300 Uranium, Rubber
SS Life Support System 600 Aluminum
SS Stasis Chamber 600 Aluminum
SS Storage/Supply 300 Oil, Rubber
SS Planetary Party Lounge 300 Oil, Rubber
SS Exterior Casing 1200 Aluminum, Uranium
__________________________

Changes to Civs

Rome: Militaristic, Commercial
Government Preference: Fascism, Democracy
4 AG
Offensive, Naval, Air, Workers, Wealth, Trade

Egypt: Industrious, Religious
Government Preference: Communism, NONE
2 AG
Workers, Growth, Production, Happiness, Culture

Greece: Scientific, Commercial
Government Preference: Democracy, Communism
2 AG
Workers, Production, Science, Wealth, Trade, Culture

Babylon: Scientific, Religious
Government Preference: Democracy, Communism
2 AG
Growth, Production, Happiness, Science, Culture

Germany: Militaristic, Scientific
Government Preference: Fascism, Democracy
5 AG
Offensive, Naval, Air, Production, Science, Culture

Russia: Expansionistic, Scientific
Government Preference: Communism, NONE
4 AG
Naval, Growth, Production, Science, Explore, Culture

China: Militaristic, Industrious
Government Preference: Communism, Democracy
5 AG
Offensive, Workers, Naval, Air, Growth, Production

America: Industrious, Expansionistic
Government Preference: Democracy, Fascism
4 AG
Workers, Naval, Air, Growth, Production, Explore

Japan: Militaristic, Religious
Government Preference: Fascism, Democracy
4 AG
Offensive, Naval, Air, Growth, Happiness, Culture

France: Industrious, Commercial
Government Preference: Democracy, Anarchy
2 AG
Wokers, Growth, Production, Wealth, Trade

India: Religious, Commercial
Government Preference: Democracy, Communism
1 AG
Workers, Growth, Happiness, Wealth, Trade, Culture

Persia: Industrious, Scientific
Government Preference: Democracy, None
3 AG
Workers, Growth, Production, Science, Culture

Aztecs: Militaristic, Religious
Government Preference: Communism, Democracy
4 AG
Offensive, Naval, Air, Growth, Happiness, Culture

Zulu: Militaristic, Expansionistic
Government Preference: Communism, Democracy
5 AG
Offensive, Naval, Air, Growth, Explore

Iroquois: Expansionistic, Religious
Government Preference: Democracy, Fascism
3 AG
Naval, Growth, Happiness, Explore, Culture

English: Expansionistic, Commercial
Government Preference: Democracy, Communism
3 AG
Workers, Naval, Growth, Production, Wealth, Trade
__________________________

Changes to Resources

All resources set to have a disapperance rate of 900
__________________________

korn469
Feb 18, 2002, 03:56 AM
ok there is the readme, and the file is on the first page, follow the installation instructions and it should work

have fun and report any problems you are having, or any other suggestions

Desert Fox
Feb 18, 2002, 03:40 PM
Hey Korn - One quick comment I did not mean your mod was out of balance. I like your mod over all the rest so far. It seems I did get a crash with both of your past mods either during industrial or modern ages.
I just wanted to suggest that you make the folders etc. and include them in your zip with your mod. Or maybe a separate zip file if size is an issue. For what it is worth I am lazy basically :king: :D Either way once I finish my current game with new patch I will be checking out your latest greatest mod :goodjob:
One more suggestion I really like using my Privateers for messing with the other civs. Be nice if this could be upgraded to a more modern version of same type of vessel.

Desert Fox :p

korn469
Feb 21, 2002, 04:01 AM
here are some fixes and balance changes i've doing for beta7.1

fixes
*changed captured unit from colonist to worker
*made partisans hidden nationality
*made police station require courthouse
*fixed fascism so that it requires upkeep and gives a trade bonus

balance changes
*changed each drafted citizen to have a hurry penalty of 30 turns
*changed chariots and war chariots cost to 10
*changed pikemen to 2.3.1
*changed longbowmen to 5.1.1 40 no resources

Desert Fox
Feb 21, 2002, 07:46 AM
Originally posted by korn469
here are some fixes and balance changes i've doing for beta7.1

fixes
*changed captured unit from colonist to worker
*made partisans hidden nationality
*made police station require courthouse
*fixed fascism so that it requires upkeep and gives a trade bonus

balance changes
*changed each drafted citizen to have a hurry penalty of 30 turns
*changed chariots and war chariots cost to 10
*changed pikemen to 2.3.1
*changed longbowmen to 5.1.1 40 no resources

I was wondering if you or anyone will address one HUGH problem with civ 3. If you try and build on another piece of land distant from your main land everyone knows the corruption issue is terrible. It is ridiculous to see 80-120 turns to build city improvements. There must be a way to fix this without too much problem. I think taking 75 turns to produce a city improvement etc is far too long. There have been some attempts at solving this problem thought maybe you could give it a shot in your mod.

If not I guess I will have to start making my own mods. Even though I have complained about the game I certainly cannot stop playing the damn freaking game. :D

Funny part is I have not completed one game since I bought it due to crashing and other problems. :eek: Who cares right? Peace. :scan:

Desert Fox :p

HarryS
Feb 21, 2002, 08:42 AM
Ho Korn,

I've been reading over your Modpack and Civfanatics in general in greater detail than usual over the last week or so because I finally got Civ3. It's taken this long because I use Mac.

I'm really hyped about trying out, or I was until I tried to unzip blitz1.06beta. I didn't get a bic file to replace the civ3mod.bic at all, instead I got a php file. So now I'm worried that I won't be able to try out your modpack. Yet from my reading around the forum everyone seems to concur that these mods should be applicable across both systems. Are they right and I'm messing up in some way or am I doomed not to try your modpack out?

HarryS

HarryS
Feb 21, 2002, 10:08 AM
Dear Korn,

Ignore my last post. It helps if I unzip stuff properly. I renamed the files and folders as per your instructions but it wouldn't run and failed just at the point of starting, with a type 11 error (if you know anything about Mac error messages.)

I don't if it's the cause, but I noticed when I went back to the files to change them back, that one of the file names was wrong; the "modern army industrial times.ini" file was missing it's last 's' because the file name was too long.

Is this the reason for the error on start up and is there a way round it?

HarryS

korn469
Feb 22, 2002, 02:19 AM
Desert Fox

I was wondering if you or anyone will address one HUGH problem with civ 3. If you try and build on another piece of land distant from your main land everyone knows the corruption issue is terrible. It is ridiculous to see 80-120 turns to build city improvements. There must be a way to fix this without too much problem. I think taking 75 turns to produce a city improvement etc is far too long. There have been some attempts at solving this problem thought maybe you could give it a shot in your mod.

well as of now in the editor there isn't a global corruption level switch, so you are limited to a few different ways of limiting corruption

1) increasing the optimal number of cities, this ONLY wards off corruption from going over the limit, and the higher the number is the more cities you must have before you can build the forbidden palace

2) changing the corruption rates in the government section, the thing is distance will be a problem for all corruption types except for communal corruption, which has the drawback of being the highest corruption level for virtually all empires

3) adding in lots of buildings that reduce corruption, though you are left with the same problem of not being able to build these buildings, because civ3 will keep the same distance from capital corruption formula, plus if you add this effect in too much it will hurt game balance, and in general make the game easier for the human and more difficult for the AI

as far as i know that is the only options we have right now :(
and i don't want to unbalance things so i'm not sure what to do

if you can think of anything to help allievate this i'm willing to try it, but i don't think there is a way to fix this in the editor without setting all civs to communal

as far as your crashes go, completely uninstall civ3 then reinstall it and apply the v1.17f patch fresh...i've done this and the game has only crashed one time since playing beta7 but it continued from that point by simply reloading the save and no problems

i've playtested it for more than 10 hours this week, so it seems stable

if that doesn't work, give me your system stats, the nature of the crashes and i'll send them to firaxis, also you are following the installations proceedures correct? if you are not then it will cause the game to crash

i'm really sorry that corruption and crashes are ruining your fun :(
____________________

HarryS

i don't know very much about the mac at all

on the pc when you don't create or don't properly create a unit folder it will load correctly and run till that units is actually built, then the game will crash; however it doesn't give an error for this

so i'm unsure of what is causing this

I don't if it's the cause, but I noticed when I went back to the files to change them back, that one of the file names was wrong; the "modern army industrial times.ini" file was missing it's last 's' because the file name was too long

you must have been one of the first people to download the mod because around 8 downloads i changed the readme after catching a slight error in it

1) Goto your main Civ3 directory
2) From there open the Art file
3) From there open the Units File
4) From there create the following folders
-->Colonist
-->Colonist Modern Times
-->Grenadier
-->Modern Army Ancient Times
-->Modern Army Industrial Ages
-->Modern Army Middle Ages
-->Modern Army Modern Times
-->Outrigger
-->Partisan

it was industrial ages not times, sorry about that, so rename the folder and the .ini and see if that works, i hope it does

HarryS
Feb 22, 2002, 05:09 AM
Dear Korn,

Thanks I'll try the ages not times thing and get back to you if I have any success.

HarryS

HarryS
Feb 22, 2002, 06:02 AM
I tried again and had the same problem as before, though it was a type 2 not a type 3 error, oh well....

But something else occurred to me when I was reading over the 1.06beta readme. There seem to be dozens of changes but the 1.06beta seemed to have only nine. Do I have to install the earlier modpacks first before the the 1.06beta? Now that I think of it it would make sense. So am I just being obtuse again?

I would so seriously love to try this modpack out!

HarryS

Desert Fox
Feb 22, 2002, 08:43 AM
Hey Korn - I did not know that some of the corruption problem was "hard wired", if you will for lack of better words. I really thought you could designate some new buildings to help with the problem? There needs to be a degree of corruption to make things balance out in the game, but Firaxis has too address this issue.
I have been a real nut case about complaining. That is all in the past I have not stopped "trying" to play the game since I bought it when it first came out. I am ill and rely heavy on games to give some escape. Turn based games are the only thing I can handle. Hence why I turned into a nightmare for those fo you who were taking the bugs in stride.
All I care about now is the final patch too solve the big issues. I want to help you iron the bugs out of your mod because you have the right ideas for the game. Other mods have some good points but yours is spot on in view. I especially like your wheeled Settler! :goodjob: Playing expansionists civ it really helps big time!

I build computers for a living I know how to install programs etc. To bad there are some problems with the install of program and patch. You should not have to uninstall the game for each patch.

I still would like to see those folders created in your zip file. Make it tons easier to install the mod. Thanks for taking the time to make such a nice mod I mean that! :love: :goodjob:

P.S. I plan to create my own mod soon once the patches are all in. I will use your mod for a base if you don't mind? Peace.

Desert Fox :p

Desert Fox
Feb 22, 2002, 05:44 PM
Hey I finally finished a game with a horrible score but finished with space race. :crazyeyes

First thing I notice is that the barbarians are now a challenge set at restless. Need at least 3 fortified when they hoard up.
Science is real slow but I think I understand why. It is harder too build a settler now? I mean cost more?
I set up a world 220x220 just to see if it crashes on large again. I did notice that every time I tried to change my color the game would crash. I play as Greeks most of the time. The green set for them is too much like the terrain making it tough to see settler build zone etc.

One suggestion I have is make the Privateer upgrade to another type of same ship. Call it Mercenary or something. Higher attack stats too hamper the modern shipping lanes. Of course it should not be able to take out a powerful battleship you know.
You need a dedicated artist for all of those great units you have made :goodjob:

Desert Fox :p

korn469
Feb 22, 2002, 06:36 PM
HarryS

each mod pack is a seperate entity, and you should try to install any of the previous versions

on windows there is a folder for civ3, mine is called civ3, but normally it's something like

Infogrames Interactive/Civilization III

inside of this folder there are a few folders

Art
redist
Saves
Scenarios
Sounds
Text

and a number of files including the civ3mod.bic and civ3.exe

to install a mod, you need to change all of the files affected by the mod, since i am not including the full range of files that is why i'm still calling v1.06 a beta release, i will certainly need to add in a civilopedia.txt and a pediaicons.txt (though if anyone want to volunteer for this i'd appreciate it very much :D) but the zip contains everything you need on windows to get it to run

on windows all you needed to get it running is to replace the civ3mod.bic, and it should load...however since i've added buildings it won't load a save game, on windows you get a dataIO error

however you also need to create the unit folders because even though it will run it will crash the game as soon as those units come into play, which should be almost immeadiately

also another thing to note is the version of the bic, on windows it is 2.10, the game is not compatiable with any new or older versions of the bic, to get the newest version of the bic you need the newest version of the patch, so you cannot play the blitz mod (or most likely any new mod) on an unpatched version of the game

so where does this bring us to?

lets try to get this running, so could you do the following things for me?

1) make sure you have the current version of the patch installed
2) switch out the civ3mod.bic but do not alter any other thing at this time
3) start a new game

if that causes a crash open up the civ3 editor goto the help section, and open "about civ3 edit" then note the version of the bic

if it is not 2.10 then that explains the situation, and it means that windows most likely isn't compatable with mac, in order to test this, i have included the original version of the civ3mod.bic for windows, it hasn't been altered in any way, so replace the blitz mod civ3mod.bic with the original one, and then try to start a new game, if there is still a problem then windows created bics can't be played on mac and vise versa

however if it does load with the blitz modbic we're in business, create the art files and it should work then

if it doesn't work with the blitz mod bic but does work with the original bic then you'll have to wait till sunday or monday when i release beta7.1 with most of the needed files

however if the mac version doesn't have art folders and text files and such, then i'm not sure about anything except that the mac would most likely require mac specific mods
________________________________________

Desert Fox

I did not know that some of the corruption problem was "hard wired", if you will for lack of better words. I really thought you could designate some new buildings to help with the problem? There needs to be a degree of corruption to make things balance out in the game, but Firaxis has too address this issue.

you can add buildings with a corruption reducing effect, and i did (the newspaper in the middle ages and i changed the police station to reduce culture before firaxis did :p), however the problem with balancing out these issues is this, cities far away from your capital which needs the building the most are also the cities least able to build those structures, while the cities with the smallest need for them are most likely to be able to build them

i will adjust the cost of the courthouse to make it easier to build in far away cities though, thanks for the idea :)

You should not have to uninstall the game for each patch.

hehe you shouldn't but everytime civ3 has became unstable on me uninstalling it and reinstalling it seemed to fix that

I still would like to see those folders created in your zip file. Make it tons easier to install the mod.

the only problem with that is my internet connection, it is slow as crap! but if you have a fast internet connection please tell me because i have an idea on how to work around this :D :D

I plan to create my own mod soon once the patches are all in. I will use your mod for a base if you don't mind?

no problem at all, just do two things make sure you say its built on the blitzmod and include the blitz mod contribution's and thanks file (i'm working on this)

Desert Fox
Feb 22, 2002, 07:14 PM
Hey I will be happy to help you out with that :D If that is your idea. Not a problem let me know what you want to do. I have no uploaded to the forum but that should be easy. :crazyeyes

Yeah I have had to uninstall the whole game when I was running win98SE. Now with XP I no longer have to not exactly sure why. In fact XP has not crashed fatally since I installed it!

Looks like you will beat me too fixing the corruption issue before I get around to making my mod. I hate another problem too resources disappearing to quickly, and not enough of them. I think the gold should be double appearance it is now, plus some of the military resource should be a little more plentilful too. The happy resources they should be the ones that are sprinkled around. AI will not trade on the cheap for military resources either. Maybe I am the only one this bothers? :scan:

I am getting ready to enter the Industrial age using latest Blitz mod. Soon see if it bombs or not.

Of course I would plaster your name all over my mod if I based it on yours :D No worries!

Desert Fox :p

korn469
Feb 22, 2002, 09:10 PM
Hey I will be happy to help you out with that If that is your idea. Not a problem let me know what you want to do. I have no uploaded to the forum but that should be easy.

this is exactly what i had in mind, i'll pm you about it soon

Looks like you will beat me too fixing the corruption issue before I get around to making my mod. I hate another problem too resources disappearing to quickly, and not enough of them. I think the gold should be double appearance it is now, plus some of the military resource should be a little more plentilful too. The happy resources they should be the ones that are sprinkled around. AI will not trade on the cheap for military resources either. Maybe I am the only one this bothers?

yea i'll make the courthouses cheaper and resources are up for review, along with terrain

korn469
Feb 23, 2002, 12:04 AM
ok it's not a true website or anything but it is a centralized place to get all of the blitz mod files, including the unit files (hehe now you don't have to ask anymore desert fox)

you can find it here in the briefcase, i'll put up a readme soon for it

Blitz Mod Files (http://profiles.yahoo.com/blitz_mod)


anyways a few gameplay comments i missed

First thing I notice is that the barbarians are now a challenge set at restless. Need at least 3 fortified when they hoard up.

yup, i changed the default barbarians from warriors, horsemen, and galleys to swordsmen, knights, and privateers, additionally i took away all of the bonuses versus barbarians from regent on, so not only do barbarians get better units it also isn't as easy to kill them, this was done to slow down expansion some and to force the player to defend themselves better, also the great wall is actually worth something now

It is harder too build a settler now? I mean cost more?

settlers now cost 50 shields and require 3 population to build, compared to 30 shields and 2 population in normal civ3, they also have the wheeled special ability so they can't move over mountains or jungles unless they have roads on them first

I did notice that every time I tried to change my color the game would crash.

this isn't a problem with the mod it is a problem with civ3, you can only use the first 16 colors, if you use any other colors the game will crash

One suggestion I have is make the Privateer upgrade to another type of same ship. Call it Mercenary or something. Higher attack stats too hamper the modern shipping lanes. Of course it should not be able to take out a powerful battleship you know.

i'm thinking of doing this, i'd call it a commerce raider but i still haven't made up my mind one way or the other, just because i'm not sure where it would fit into the naval warfare side, i might possibly just add the hidden nationality flag to submarines though i'm not sure about this

on a historical note, the CSS Alabama during the US Civil war and the German Pocket Battleships in world war 2 are examples of this...though in WW1 or WW2 i think there was some german ship operating in the indian ocean that sank massive amounts of shipping, but i can't think of its name

You need a dedicated artist for all of those great units you have made

hehe know of any? :)

HarryS
Feb 23, 2002, 04:54 AM
Dear Korn,

Many thanks for all the advice and so much of it! I'll try switching out the Civ3mod.bic and see what happens.

The Mac has all the Art etc files and folders just like the windows version. One of the moderators, I forget who, did say that there is no reason why the modpacks shouldn't work on the Mac as it use all the the bic and flc files just like windows.

HarryS

HarryS
Feb 23, 2002, 05:26 AM
Hi Korn, me again. I've been looking over your reply to me in more detail and in the interest of giving you all the details you may need I'm going to answer some of the queries in your reply.

In my Civ3 folder I have all the files you mentioned except redist.

the civ3mod.bic file seems to have no version number at all. When I check it just says n/a.

Last night, I downloaded from Macsoft the Mac-compatible version of the latest patch, version 1.17f. I don't know if that will make a difference.

I am not really sure what you mean by "switch out the civ3mod.bic" Do you mean change the one in the basic version of the game for the one in 1.06beta? I'll try it anyway.

HarryS

HarryS
Feb 23, 2002, 07:16 AM
The updated 1.17f patch seemed to make the difference and I started a new game with no problem. I've only played two turns but at least it's up and running.

Now the questions. I'm probably belabouring the point but I want to make sure I completely understand. Am I right in saying that 1.06beta only modifies the units listed? And am I also right to say that if I want, say, the modifed/extra governments, like fascism, extra buildings etc. I need to download other earlier modpacks?

In the readme for the complete list of modifications I noticed under the government types, there were listed a number of different factors for each type under the heading of 'AG', what are these?

Anyway, sorry to keep bugging you like this but I figure if I right pedantic questions now they'll be that much easier for you to answer quickly.

HarryS

HarryS
Feb 23, 2002, 07:22 AM
In the readme list of units are the unit types listed in {} brackets, the unit upgrade? For example do Swordsmen actually upgrade to Grenadiers? That's quite a jump up the tech ladder. And UUs seem to 'upgrade' to the inferior standard equivalent unit, which seems odd.

Anyway, thanks again.

HarryS

korn469
Feb 23, 2002, 09:16 AM
switch out the civ3mod.bic" Do you mean change the one in the basic version of the game for the one in 1.06beta?

yes, exactly :cool:

I'm probably belabouring the point but I want to make sure I completely understand. Am I right in saying that 1.06beta only modifies the units listed? And am I also right to say that if I want, say, the modifed/extra governments, like fascism, extra buildings etc. I need to download other earlier modpacks?

no, the beta7 bic will make all of the changes listed in the beta7 readme, though until i update the civilipedia the only way to see what changes i've made is to either read the read me or to open the civ3mod.bic in the editor

so to get the blitz mod working, simply delete your current civ3mod.bic (after saving it somewhere else on your computer) and then simply put the civ3mod.bic from the blitz mod into the main civ3 folder, but the most important thing is this, you can only have one civ3mod.bic file in your main civ3 directory at any one time, so make sure it is the latest (and hopefully greatest) blitz mod civ3mod.bic :)

In the readme for the complete list of modifications I noticed under the government types, there were listed a number of different factors for each type under the heading of 'AG', what are these?

AG stands for AI aggression levels

In the readme list of units are the unit types listed in {} brackets, the unit upgrade? For example do Swordsmen actually upgrade to Grenadiers?

yes they do upgrade, it is quite a jump but it also have the positive effect of no more obsolete units in the build queue

And UUs seem to 'upgrade' to the inferior standard equivalent unit, which seems odd.

a civ will only upgrade a unit to what it can actually build, so that means a samurai wouldn't ever upgrade to a rider or a knight because the japanese can't actually build those units, nor would it upgrade to a coassak either, it will upgrade to the next unit the civ can build, so there isn't any problems here

HarryS
Feb 23, 2002, 10:42 AM
Hi Korn,

Everything seems to be running smoothly, I can tell because 20 turns in the barbarians sacked my one and only city! I'll have to be more circumspect about opening those goodyhuts in future. This is going to be hard.

Now that I've had a chance to take a closer look at the readme I can appreciate the details though I don't understand it all. The AG rating is a great idea, it gives you some idea of what kind of trouble you're going to be in....

I am not sure about the lists of traits like 'Offensive/Naval/Workers/growth etc...' for each Civ. Are these areas of special cultural strength? A more detailed expansion of the general cultural traits like Militaristic/Commercial etc?

Also in the city improvements there seem to be three entries for each improvement. The first is clearly cost and one of the others is maintenance but what is the last one?

Some of the units have a note 'blitz' attached to them. Is this an advance prerequisite, an ability or a short hand for the bombard command?

On a gameplay note I seem to be able to irrigate my city tiles from the sea, did you change back to the Civ2 way of doing things for irrigation?

And on a last small note further to our discussion of UUs in the Readme I noted that Legionaries seem to upgrade to Immortals while Immortals upgrade to Legionaries. It could just be a typo but I thought you'd want to know.

By the way, my brother works for Infogrames out in Melbourne and did some of the graphics for 'Wipeout' racing game. It's not something I know a lot about but I could ask him if he'd like to do some graphics for the city improvements and/or the civilopedia entries, if you want? For all I know he may eat flic files for breakfast and be able to rattle out endless unit animations before lunch.

Anyway, thanks for excellent modpack. In all my years of Civing it never occurred to me that it was possible to alter the game, it's great work.

HarryS

roalan
Feb 23, 2002, 02:47 PM
I have a question. Why can't the cov3mod.bic file go into the scenario folder instead of the main folder? If it can where does the .pcx file go?

Desert Fox
Feb 23, 2002, 03:50 PM
Hey I am playing on a 180x180 as Romans. I am having trouble building settlers/colonists fast enough to fill a hugh piece of land. The cost increase is unbalanced on hugh worlds anyways.
Corruption is much higher too for some reason. I have the city set at 40 on world settings.
Still has the problem with the wrong icons (graphics) in the queue or when viewed inside a transport. It functions as colonists though. :crazyeyes
I do not have the ability to build a hospital to enlarge past size 12? Did you remove it by accident :eek:
Let me know about any fixes need to play and the game needs a mod or it sucks. Peace. :king:

Desert Fox :p

korn469
Feb 24, 2002, 02:10 AM
HarryS

I am not sure about the lists of traits like 'Offensive/Naval/Workers/growth etc...' for each Civ. Are these areas of special cultural strength? A more detailed expansion of the general cultural traits like Militaristic/Commercial etc?

it is options in the editor that determine what the AI will build...

Offensive units are units with the offensive AI enabled, such as warriors, archers, swordsmen, etc

Defensive units are units with the defensive AI enabled such as spearmen, pikemen, etc

and so on

Also in the city improvements there seem to be three entries for each improvement. The first is clearly cost and one of the others is maintenance but what is the last one?

first value is cost, second is culture, third is maintenance

Some of the units have a note 'blitz' attached to them. Is this an advance prerequisite, an ability or a short hand for the bombard command?

blitz is an ability that grants a unit the ability to attack as many times in a turn as it has movement

On a gameplay note I seem to be able to irrigate my city tiles from the sea, did you change back to the Civ2 way of doing things for irrigation?

check those squares again, they will say coast, but if they are completely enclosed by land they count as fresh water (ie they are lakes, inland seas things of that nature)

And on a last small note further to our discussion of UUs in the Readme I noted that Legionaries seem to upgrade to Immortals while Immortals upgrade to Legionaries. It could just be a typo but I thought you'd want to know

i think it is a typo in the readme, and i will correct it, and look to make sure it's not in the blitz civ3mod.bic (but i don't think it is, iirc you can't have a unit upgrade to a unit that upgrades to itself)

By the way, my brother works for Infogrames out in Melbourne and did some of the graphics for 'Wipeout' racing game. It's not something I know a lot about but I could ask him if he'd like to do some graphics for the city improvements and/or the civilopedia entries, if you want? For all I know he may eat flic files for breakfast and be able to rattle out endless unit animations before lunch.

if this was truly the case i couldn't be thankful enough! :D :D :D

Anyway, thanks for excellent modpack. In all my years of Civing it never occurred to me that it was possible to alter the game, it's great work

you're welcome! and thanks for the feedback :)

______________________________

roalan

I have a question. Why can't the cov3mod.bic file go into the scenario folder instead of the main folder? If it can where does the .pcx file go?

i will check into all of this, because installation could possibly safer and easier by making it a scenario

______________________________

Desert Fox

I am having trouble building settlers/colonists fast enough to fill a hugh piece of land. The cost increase is unbalanced on hugh worlds anyways.

hmmm i have had the exact opposite argument (the world fills up too fast) over at apolyton, i recommend you go for navigation so you can get colonists which move faster and aren't wheeled

Corruption is much higher too for some reason. I have the city set at 40 on world settings

unless firaxis changed something with the patch corruption should not be higher, except under fascism which was too powerful, i don't know what could be causing this

Still has the problem with the wrong icons (graphics) in the queue or when viewed inside a transport. It functions as colonists though.

this won't work till i include the pediaicons.txt file, and i am going to put it in with beta7.1 so it should work fine then

I do not have the ability to build a hospital to enlarge past size 12? Did you remove it by accident

i certainly don't think so, but i will check this out to make sure, you do have medicine right?

_____________________________

i have a few errands to run when i wake up in the morning, but then i'm going to work on the beta7.1 (including a pediaicons!) and i will release it either late sunday night or sometime monday (EST) with the changes we've discussed :)

HarryS
Feb 24, 2002, 04:47 AM
Hi Korn,

look I'm goimg to have to learn to read! My comment about the UUs was not quite true. What it says is that Immortals upgrade to Swordsmen and that Legionaries upgrade to Immortals. But that's still means one UU is upgrading to another UU.

I hope that's more useful.

HarryS

Desert Fox
Feb 24, 2002, 08:31 AM
When playing on a hugh world the extra shields for settler & colonists do not work. The high cost of science was a problem too. I quit a game 1950 AD where I still had not finished filling in my land and no prospect of ever reaching the space age. It was not my playing style that did it.
Personally I really liked the way you did units in the past mods. I had a major problem with barbarians too. Since my land was so large the barbarians were the worst I have ever seen in a game.
Corruption was actually higher then in any other game I have played. Only 3 cities away from my capital and the corruption was so bad that it took 50-60 turns for the common improvements.
I am not the best player but I did find these problems on hugh worlds. Maybe on smaller worlds this is not an issue.
I made some changes to see how it works out to help handle corruption and the high cost of building colonists & settlers. Settlers are normal, (3/2) colonists are now 5/3.
I tagged a bunch of buildings to help with the corruption issue.

Looking forward to some changes especially fixing the little things like the icon view being wrong. Peace! :king:

I perfer this web site over Apolyton, to many "know it alls" & clicks over there making it not very enjoyable. Civ Fanatics is a much better site less clutter too. Apolyton seems to be into ads like crazy too. I use software to block tracking attempts. Not to piss off anyone just my opinion.

Desert Fox :p :D

korn469
Feb 24, 2002, 08:34 AM
look I'm goimg to have to learn to read! My comment about the UUs was not quite true. What it says is that Immortals upgrade to Swordsmen and that Legionaries upgrade to Immortals. But that's still means one UU is upgrading to another UU.

harryS

a unit can only upgrade to a unit your civ can build, if you can't build a unit then the build queue skips that units and moves on to the next highest unit you can build...it also works the same in reverse, that's why in normal civ3 even if you have discovered intergrated defense you will still have longbowmen and either swordsmen (if you have iron) or warriors (if you don't) in your build queue

so that is exactly how it is supposed to be

basically what that works out to mean is that if you are the persians a warrior will upgrade to an immortal, if you are the romans a warrior will upgrade to a legionary, and if you are any other civ a warrior will upgrade to a swordsman

hope that clears things up

Desert Fox
Feb 24, 2002, 12:33 PM
I am playing your mod on Chieftain level and having all the trouble with the extra cost of building settlers & colonists. I figured that at a higher level it wouold be that much worse.

I am playing a game as Persians now with some slight changes to combat corruption and make it easier to build settlers & colonists. Let me know what the popular opinion is though.
Looking forward to checking out the next version. Peace! :D

Desert Fox :p

korn469
Feb 24, 2002, 04:48 PM
Desert Fox

you cross posted with me this morning, and i didn't have time to respond

anyways to address your points

When playing on a hugh world the extra shields for settler & colonists do not work. The high cost of science was a problem too. I quit a game 1950 AD where I still had not finished filling in my land and no prospect of ever reaching the space age. It was not my playing style that did it

i haven't done enough testing on huge maps to say how they will effect things one way or the other, however let me give you a strategy to try

__________________

huge map strategy

first make sure all 16 civs are in the game, and then choose russians or english as your civ, set barbarians to one of the two lowest settings, pangea or large continant are a good map to play on

research as quickly as possible and head straight for republic, (do not research any tech not required for republic) you will fall behind in the tech game but, not too worry, if you can discover republic first you will leap frog out ahead

build lots of scouts and use them to explore aggressively, the more civs you discover the better, trade techs and tech whore as much as possible, expand as much as possible

when you make trade, the most important thing you want to trade for is communications, the more communications you get the better off you will be

once you discover republic first, tech whore and that should bump you up to the middle ages and first in tech, tech whore monothesism, once you get this lead you shouldn't have to worry about the rest of the game

Corruption was actually higher then in any other game I have played. Only 3 cities away from my capital and the corruption was so bad that it took 50-60 turns for the common improvements.

unless this is a bug or an undocumented feature in 1.17f, corruption should certainly not be worse, the corruption in the blitz mod is slightly less than in 1.17f and there are more ways to control it, besides building a courthouse, newspaper, and police station try and keep your citizens in a we love day to further lower corruption

Maybe on smaller worlds this is not an issue.

corruption is still there, but it's managable, and it is not worse as normal civ3

slight changes to combat corruption and make it easier to build settlers & colonists

my setting are anti-ICS, that means that with both settlers and colonists, population and not shields are the limiting factor for producing them, a city can generate roughly 20 shields by the time it grows from size 1 to size 2 (1 pop settler civ2), it can roughly generate 50 shields by the time it grows from size 1 to size 3 (2 pop settler civ3), and it can generate roughly 80 shields by the time it grows from size 1 to size 4 (3 pop settler blitz mod)

as long as population is the limiting factor (civ3 and the blitz mod) ICS doesn't exist, but when shields are the limiting factor like in civ2 then ICS is possible

what all of this means is that if you lower the cost of a settler to 10 shields without lowering the population cost, expansion won't be any faster it just makes expansion and obvious instead of an interesting choice, but one of the principle aspects of the blitz mod is to slow expansion so that is why settlers cost 3 pop

anyways i hope those comments helped some, i'm working on beta7.1 right now

Desert Fox
Feb 24, 2002, 05:27 PM
Hey dude.. I understand somewhat you are trying to do. But leaving the settlers & colonists at the cost now is just not practical on hugh worlds. I know how to play the game thanks for the tutor :D :rolleyes:
I play with my own piece of land everytime I play. I am wierd but that is me. I want my empire to be shared with no one until later on conquest or islands etc. I usually make 200x200 plus maps. With corruption being such a problem with or without your mod at one end of my land it was taking 20-60 turns for a size 8 & 10 city to produce a colonist. Settlers were taking about 20-30 turns. If it means adjusting the population or whatever I think you should do it. Your are taming down the AI from producing them at a madden rate but in the process I think it ruins large scale games.

Corruption is needed to a degree or the game will be too easy. The corruption needs to be tweaked (Newspaper does not affect corruption by the way nor does it provide research in your present mod at least)

I am using your mod as a base to make a version that I feel works on hugh worlds. You check it out use it if you want. I have no clue how to even upload a mod anyways. :confused:

That is the bottom line though, degrease slightly on your cost of those settlers & colonists, tweak the corruption a little, and the barbarians are relentless even at restless tribes setting. Normally I handle them but with a large world that is not completely settled until the 1400-1500 AD. I had over 100 barbarians horde up on me almost took 2 cities with 3 pikemen in each city. :eek:

Desert Fox :p

Desert Fox
Feb 24, 2002, 05:32 PM
[QUOTE]Originally posted by korn469
[B]Desert Fox

you cross posted with me this morning, and i didn't have time to respond

anyways to address your points



i haven't done enough testing on huge maps to say how they will effect things one way or the other, however let me give you a strategy to try

__________________

huge map strategy

first make sure all 16 civs are in the game, and then choose russians or english as your civ, set barbarians to one of the two lowest settings, pangea or large continant are a good map to play on

I would never play with more then 8 civs anyone that does is a total addict. Even on my fast PC each turn later in the game takes 2-5 minutes to excute. I quit not even in the Industrial ages. You have to be a gaming animal to play with that many civs! I think they should optimize the game to play faster or only have 8 civs.
I like Islands or long pieces of land. I am a empire builder perfer not to battle unless I have to. Seems though in civ 3 if you are peaceful your score is low :cry:

Desert Fox :p

korn469
Feb 25, 2002, 06:47 AM
_____________________

beta7.1

Fixes

*correctly set captured units to workers
*correctly set police stations to require a courthouse
*fixed fascism so that it requires upkeep and gives a trade bonus
*research labs no longer cause pollution

Map size Changes

*reset number of civs back to their original civ3 value (4/6/8/12/16)
*changed optimal number of cities to the following 12/16/20/28/36
*changed tech rate to the following 75/115/150/215/280

Balance Changes

*changed each drafted citizen to have a hurry penalty of 30 turns
*changed chariots and war chariots cost to 10
*changed pikemen to 2.3.1
*changed longbowmen to 5.1.1 40 no resources
*Fighter 5.5.2 12[4]6 100 (blitz) {F-15} oil, rubber
*Bomber 0.2.2 10[8]8 120 (blitz) oil, rubber
*Jet Fighter 15.15.3 15[5]8 150 (blitz, radar) oil, aluminum
*F-15 18.18.3 15[5]8 150 (blitz, radar, precision strike) {Jet Fighter} oil, aluminum
*Stealth Fighter 0.6.3 18[4]8 (blitz, radar, stealth) oil, aluminum, uranium
*Stealth Bomber 0.3.3 20[8]8 300 (blitz, radar, stealth) oil, aluminum, uranium
*Carriers can now only carry fighters, jet fighters, and F-15s (set carriers to transport foot soldiers only, and all of the fighters set to foot soldiers)

Espionage Changes

*Build an Embassy cost 15
*Investigate City cost 5
*Steal Technology cost 8
*Steal World Map cost 1
*Plant Spy cost 45
*Steal Plans cost 5
*Initiate Propaganda cost 65
*Sabotage Production cost 8
*Expose Enemy Mole cost 60

Building Changes

colosseum 120/2/2
library 80/1/1
forum 80/3/1
theater 160/6/2
museum 240/9/4
courthouse 60/0/1 corruption effect
newspaper 120/0/2 corruption effect, resistant to propaganda
police station 180/0/2 corruption effect, reduces war weariness
research lab 240/0/4

Changes to Civs

Egypt: Industrious, Religious
Government Preference: Communism, NONE
2 AG
Workers, Growth, Production, Happiness, Culture

Babylon: Scientific, Religious
Government Preference: Democracy, Communism
2 AG
Growth, Production, Happiness, Science, Culture

Russia: Expansionistic, Scientific
Government Preference: Communism, NONE
4 AG
Naval, Growth, Production, Science, Explore, Culture

China: Militaristic, Industrious
Government Preference: Communism, Democracy
5 AG
Offensive, Workers, Naval, Air, Growth, Production

America: Industrious, Expansionistic
Government Preference: Democracy, Fascism
4 AG
Workers, Naval, Air, Growth, Production, Explore

France: Industrious, Commercial
Government Preference: Democracy, Anarchy
2 AG
Workers, Growth, Production, Wealth, Trade

Persia: Industrious, Scientific
Government Preference: Democracy, None
3 AG
Workers, Growth, Production, Science, Culture

Zulu: Militaristic, Expansionistic
Government Preference: Communism, Democracy
5 AG
Offensive, Naval, Air, Growth, Explore

Iroquois: Expansionistic, Religious
Government Preference: Democracy, Fascism
3 AG
Naval, Growth, Happiness, Explore, Culture

English: Expansionistic, Commercial
Government Preference: Democracy, Communism
3 AG
Workers, Naval, Growth, Production, Wealth, Trade

Changes to resources

*all disappearance rates set to 900
_____________________


i'll update the readme soon, but anyways the file is up, the civilopedia.txt file is beta7.1 but it's not finished yet

roalan
Feb 25, 2002, 12:17 PM
i ASK AGAIN WHY CAN YOU NOT PUT THE MODCIV3.BIC FILE IN THE SCENARIO FOLDER INSTEAD OF THE MAIL DIRECTORY?

korn469
Feb 25, 2002, 02:49 PM
roalan

a couple reasons

1) i haven't ever tried to do it like that, so i'm not sure if it would work properly, but i will look into this and find a guide to make sure i can set it up and have it work properly like that

2) because you are the first person to ask me to do it like that, and it was on short notice

basically this was a small update, most of the work went into the civilopedia instead of the actual bic, so instead of changing everthing around for an update i left it like it was

but just because i haven't changed it yet doesn't mean i won't...i will see how setting it up as a scenario works and for beta8 i will do it like that if it works

cool? :)

Desert Fox
Feb 25, 2002, 02:55 PM
I noticed when editing your mod that you made a mistake for the Port Facility. It should give Veteran Sea Units you had Ground Units. :eek: :D


Desert Fox :p

rubixd
Feb 25, 2002, 04:01 PM
that is a lot of things!!Nice:goodjob: :goodjob:

korn469
Feb 25, 2002, 05:00 PM
Desert Fox

hey thanks for catching that! already fixed it and posted beta7.2 :)

btw did you happen to have a barracks and a port in the same city? if you did were the ground units you built veteran or elite? just curious

rubixd

glad you like it :)

roalan
Feb 25, 2002, 05:32 PM
I did place version 1.13 in the scenario folder and it works fine.yoir instruction mention to load from the scenario folder. So if I put 1.18 in the folder do you think it will overwrite the original mod?

Astaroth
Feb 26, 2002, 10:45 AM
Sorry if it's a stupid question, but what are the disadvantages of Fascism? It looks like it has no war wariness, it has free unit support and trade bonus. It seems it has all the advantages of the other government types and I didnt see any disadvantage, bt I'm sure there are some, can someone point them out, please?

cheers

korn469
Feb 26, 2002, 12:33 PM
Astaroth

it has a slower worker rate than communism or democracy
it uses forced labor instead of paid
its units cost 3 upkeep instead of two, so while for mid size armies they have the best support, for huge armies either democracy of communism has the best support
it has a higher corruption rate than democracy
and it has the highest resistant rate (that is the number of people who will be resistors when you capture a city)
and fascism also has a zero assimilation rate, compared to 3 for communism and 4 for democracy

roalan
Feb 26, 2002, 04:04 PM
I placed world map 1.8 in the scenario folder and it did NOT overwrite 1.13. I assume I should be able just to load it when I want to use it?or make any changes I wish as I did with your very nice 1.13 map and rules.

korn469
Feb 26, 2002, 04:22 PM
roalan

I placed world map 1.8 in the scenario folder and it did NOT overwrite 1.13.

are we talking about the same mod?
i have had a v1.06beta6, and now a v1.06beta7, beta7.1, and the current version is beta7.2

i have yet to have any version i numbered v1.08 or v1.13

however if by placing the civ3mod.bic into the scenario files if it worked then i will do that from now on, can you still play random maps? do the new units work ok? is the civilopedia up to date?

if so that is the path i will pursue from now on, but i don't understand your comments about the version, that has confused me somewhat

roalan
Feb 26, 2002, 05:58 PM
Korn469. I think I just came back form the moon? I was talking about Marlas Map-Mods. and did not realize you were talking about your Mods. Sorry.

korn469
Feb 26, 2002, 06:15 PM
roalan

oh ok, that clears up alot of thing :)
so are you able to use marla's map and my mod together?
that would be really awsome if you could

roalan
Feb 26, 2002, 06:23 PM
Interesting. I will let you know if it works out when I try it.

Desert Fox
Feb 27, 2002, 12:54 PM
Hey Korn, unless I am nuts when I build the outrigger the build queue shows stealth bomber. I looked at pedicons I see nothing wrong but then again, I am not sure what to look for. Is the placement of reference file have anything to do with it? I notice all your additions are at the bottom :confused:
Thanks for the great mod Firaxis should pick yours for their site. Looking forward to when you add new graphics for your new units. :goodjob:

Desert Fox :p

Desert Fox
Feb 27, 2002, 07:02 PM
Hey Korn,
I am tinkering (Blitz mod) with the Wonders making them having a better payoff at the same time making them cost much more to build. Civ2 had Wonders that gave walls etc. I find I miss some of them in civ3. I made some of the wonders provide certain improvements, like Universal S. will put Police Stations in all cities when built to combat corruption for middle to late games on large & hugh worlds. I increased the cost to build big time to make it a true sacrifice for any civ to build. I only increased culture by one the big gain is the imrpovements and in some cases I lowered the culture for the item being placed in each city. I changed 6 wonders in all.

Just curious if anyone thought this was a good idea? It seems to slow down the whole game at least how I play. :rolleyes:

Desert Fox

korn469
Feb 28, 2002, 03:34 AM
Desert Fox

Civ2 had Wonders that gave walls etc

ahh yes the infamous "you get building X in every city when you build this wonder"

i do agree that they are powerful, but in general i prefer not to have wonders that function in this way, just because it is a very cheap way of playing the game

take universal sufferage for example

on a huge (what's up the hugh spelling?) world it is quite easy to have 15 cities, and the police station costs 180 shields for each one so unless you raise the cost of UnSuf to at least 1300 shields then it saves the player alot of shields and alot of upkeep costs, and yet it doesn't add any special abilities that make having a wonder present unique oppertunities to the player

just considering interesting options that wonders present to the player i think some of the most interesting wonders are the great light house, the great library, and battlefield medicine, i like interesting wonders compared to boring wonders

that is the case against them, though i don't think one or two of them are too bad, plus its your game so feel free to mod it to it suits your playing preference

basically the pros are ease of play and the cons are balance and interest, just take those things into consideration

about the stealth bomber i've noticed this as well and i will try to fix it

anyways here is a game follow up i posted on apolyton

_____________________________

ok i was playing around, and while barbarians certainly were strong they weren't insurmountable, however in my first game it was me(america) and the aztecs all alone on a continant to ourselves, the continant was roughly just a straight line the me at the bottom and the aztecs at the top

the map size was either small or standard i don't remember completely, but i think it was small

my start location was a dream, by moving one space over i had 4 wheat tiles in my city radius, and there incense close by

however to my left where the incense was happened to be all desert and above me was all jungle

there was also only two huts but they were both good, i got ceremonial burial and a settler, and the place i happened tofound the city with my settler was amazing it held both horses and iron, though i didn't know this at the time

anyways after fighting with some barbarians in the jungles which wasn't too bad because of scout, the Aztecs filled up the top part of the continant and i filled up the jungle part at a slower rate, without the industrious bonus and all of the extra food, even accomplishing this would have been impossible, our continant was isolated while the other civs had contact with each other

i rushed straight for monarchy however the aztecs were quite uncooperative trading partners and both of our research was going especially slow

around 1200 AD me and the aztecs were both in monarchy had filled the continant, both of us had bronze working and i had just traded for iron working from them, we had tech parity, and both of us had alphabet and writing, and i was working on map making...however because i didn't have construction my cities were stuck at size 6, and i had just discovered that i had iron in addition to horses in that upper city

i had time to build two or three swordsmen and i had about three of four horsemen and some various archers and spearmen when the aztes declared war on me
i had 8 cities and the aztecs had more than that though i'm not exactly sure how many the aztecs had, this meant i had 1