View Full Version : The Balancer Modpack v1.32


monkspider
Nov 14, 2001, 01:26 AM
I have put together what I considered the most balanced and through mod currently available on the internet. Some changes trivial, some far-reaching. After through play testing I have found the results to be very favorable. As I hope you will too!

NOTE! If you downloaded version 1.3 you may experience a game-crashing bug with the squatter unit, so please upgrade to version 1.32 right away!
NOW! UPDATED TO VERSION 1.3
Okay, here are those "exciting changes" I have been promising you all. I have been working hard to get this out in time for the weekend, and I think you will like it. I also believe that this mod will, for the moment, set the standard for which future Civ 3 mods are measured. Here's the info from the README file.

Changes made since 1.1 (and they are some doozys)

--- Improves the much maligned Expansionist civs by adding a new unit, the Squatter.
The Squatter is a slightly-cheaper version of the settler with an extra movement point.
This should give expansionist civs a much-needed ability to expand.

---adds government specific wonders for the three most advanced forms of government, these wonders are powerful but also very
expensive and limited to being built by certain governments

-Statue of Liberty, limited only to Democracy, decrease war weariness, when used in conjunction
with Universal suffrage it can make Democracy a powerful military machine

-Universal Equality- Gain any two advances owned by any other governemnt, limited only to
Communism. Useful to gain ground on the scientifically advanced Democratic nations. Lasts until discovery of space flight.

-Reichstag- Allows Fascist governments to build armies in ANY city.
This gives the Fascist government that some complained of being
too weak a considerable advantage.

---There are two new Modern-Age Wonders, due to complaints of there being too few in that
period
-Dinosaur Park-Available with Genetics, this wonder increases tax, science, and luxory output
by 50%
-Sgt. Pepper's Lonely Heart's Club Band- Available with Ecology, This wonder simply produces 25 culture a turn.

Note, all of these wonders include brand new wonder splash screens. There is also an updated
Civopedia and some updated artwork for Facisism.
Enjoy!
download it here until mark puts up his own link
www.geocities.com/monkspider/BALANCER132.zip


http://docdoom.freeservers.com/pepperpreview.jpg

1.1
-Changed the number of happy citazens at each difficulty level back to the default due to complaints
-upgrade Aegis Cruiser attack to 17
-increased number of missiles the Nuclear submarine can carry to 3.
-reverted Bowman back to 2-2-1 for the moment, due to an issue with the War Chariot
-cheaper nuclear weapons
Again, nothing super exciting, but important changes nonetheless. Get it here, until Mark issues his own link.
http://www.geocities.com/monkspider/civ3mod11.zip


1.0
-Adds a new government, Facisim. A great war-time government
-added Rommel to list of German leaders and Montgomery to list of British leaders
-Catapult bombard strength upgraded to 6
-Cannon bombard strength upgraded to 9 and rate of fire to 2
-Babylonian Bowman upgraded to 2-1-2 rather then 2-2-1
-Clearing jungles now takes less time
-tweaked Communism a bit to fit well between Democracy and Fascism
-Gave Police Stations the ability to quell corruption like Courthouses. Increased their cost to 120 shields, and maintance costs to 3 gold per turn.
-Man o War upgraded to 4-3-4
-The chance for Air Superiority interception is increased to 65%, even though this feature seems to be broken at this time.
-Great Lighthouse upgraded to having 5 culture each turn
-The Great Wall now reduces corruption and gives 4 culture each turn
-Magellan's Voyage now also gives a free harbor to all cities on the same continent, along with the normal +1 movement bonus to all naval vessels. Cost was increased to 600 shields.
-Shakespeare's theatre upgraded greatly by now giving 12 culture each turn, rather than 6
-The UN gives a Collossus like trade bonus in every tile, due to the unpopularity of the diplomatic victory
-Cure for Cancer and Longevity each upgraded to giving 10 culture each turn, due to complaints of their
ineffectiveness in coming so late in the game
-Artillery upgraded to bombard strength 14
-Increased the number of initial content citizens for each difficulty level:
Chieftan- 5
Warlord- 4
Regent- 3
Monarch- 3
Emperor- 2
Deity-1 (left the same)
-Changed harvested-forest bonus shields from 10 up to 20. This is a good way to boost production in ancient times, and also in the later 'post replaceable parts' era via deforestation. Very advantagious to Industrial civs.
-Changed Wealth shields-to-gold ratio down to 4:1 from the default 8:1.
-Oil should now sometimes appear on coastal tiles. They will not be able to be used as a strategic resource because you need to road to it, but it will still give its bonus resources.
-Army Corps of Engineers: Infantry and Mechanized Infantry can perform the Build Forstress, Build Road, and Clear Forest/Jungle commands.
-All civs now get the corresponding regular units to their unique units.
-Radar Artillery has 18 bombard; 2 range; and 3 rate of fire. This change (I find these upgraded artillery stats to be much more balanced than the default ones)
-Cruise Missile now has a bombard range of 6 instead of 2.
-Transport can now only carry only 6 units.
-Submarine now attacks at 8 instead of 4.
--AEGIS Cruiser has the same bombarding attack strength as the destroyer: 2.
-Nuclear Submarine has the same attack and defense as the modded submarine (8A.4D), but now moves at 4. Even the civilopedia stated that the n-subs were supposed to be faster.
-Fighter now has a bombard strength of 4.
-Jet Fighter and F-15 have their bombard strength increased to 8.
-Stealth Fighter can now initiate the Interception command. Its stats are: 8A.6D and operational range of 7. Bombard is 8 with a rate of fire of 2.
-The Chinese Rider UU no longer has ZoC
-Mounted Warrior also has no ZoC; for the same reasons stated for the Rider and Horseman units.
-Privateers have an attack of 2, defense of 1, and move at 4. This makes them a decent investment for their time.
-Destroyers upgraded to 14 attack
-Battleships upgraded to 20 attack

-Thanks to anunuikoba for the inspiration for some of these changes
One thing I hope to do with this mod is address the needs of the fans, so if there is anything you would like to see changed email me, or post on the forum! I want this to be the best mod there is! Have fun!

Hommer
Nov 14, 2001, 03:27 AM
Can you fix it?

Please, sent me this mod to this e-mail:

vykhr@nonolet.ru

monkspider
Nov 14, 2001, 03:51 AM
Sorry, if it doesn't work, try right-clicking and going to "save as"
That worked for me, at least! :king:

Machi
Nov 14, 2001, 04:46 AM
Whoa!! nice mod pack! I can't wait to try it out! Especially the police stations

btw does a mod pack affect games that you load up (after installing it) or will it only be for new games played after it is installed? thanks!!

Hommer
Nov 14, 2001, 05:15 AM
I catched it, thanks again. I see the many changes is the same as in LongWindedChanges Mod... :D People think similarly, but what Firaxis think about it???

monkspider
Nov 14, 2001, 03:07 PM
Thanks for the kind words! And yes, these changes will affect a game after you load it up.
Have fun!

atonfive
Nov 14, 2001, 05:30 PM
Great ideas in your mod. I added 2 others:

-changed HP (Conscript 2, Reg 4, Vet 6, Elite 8)
-marketplaces give +1 culture

I found the first to eliminate a lot (but not all) of the "killer phalanx" issues. The second just seems more realistic to me (after reading "The Pillars of the Earth" and seeing how folks flocked to markets, especially at fair time), and doesn't adversely affect playability.

Just a suggestion.

Qelebex
Nov 14, 2001, 08:06 PM
why don't you just try an easier game or play chieftain? ;)

Kiki
Nov 14, 2001, 08:29 PM
Employ more anti-corruption stuff like another mod maker did (I'm using it right now in my game) so corruption won't be very bad.

monkspider
Nov 15, 2001, 01:08 AM
thanks for all the suggestions folks!:)

PohlSE
Nov 15, 2001, 01:13 AM
For starters the fundamentalist gov should be included it is, after all, still a viable form of government today...

Also, it seems to me that there is an extreme amount of time between Aqueducts (city size 6-12) and Hospitals (city size 12+)
there should be a development between the two wich would make it Aqueducts (6-12), ?????? (12-18), and Hospitals (18+).
I think that addition would make the transition from age to age smoother...

And speaking of governments... What about including a few more governments to represent the subtle changes from nation to nation... For example Mussolini's vision of fascism was that of a benevelent police state (which he succeded at for a short time) while Hitlers fascism (it was called nazism but originally fascism was different and over time they became considered the same despite history) which was brutal and rather underfunded (as far as long term conflict went) and even Perone's fascist governmant in Argentina was more authoritarian... I think subtlies such as these (but to other governments as well) would add depth, and more chances to experiment with the nuances of government...

I've got some other ideas but I suck at creating modpacks (I've tried, its sad), if you want to hear them drop me a line... at PohlSE@aol.com

monkspider
Nov 16, 2001, 03:02 AM
NOW! UPDATED TO VERSION 1.1
Don't expect any revolutionary changes, as these are really more "fine-tunes" than anything, but you can expect some really exciting things to come out of this mod in the coming days. I figured you guys would rather have the small changes now rather then wait to get them with all together with the big stuff. Here's what you can expect to find in 1.1
-upgraded tax collectors and scientists to collecting three each of money and beakers respectively.
-Changed the number of happy citazens at each difficulty level back to the default due to complaints
-upgrade Aegis Cruiser attack to 17
-increased number of missiles the Nuclear submarine can carry to 3
-reverted Bowman back to 2-2-1 for the moment, due to an issue with the War Chariot
-cheaper nuclear weapons
Again, nothing super exciting, but important changes nonetheless. Get it here for now
http://www.geocities.com/monkspider/civ3mod11.zip

calvinx
Nov 16, 2001, 09:30 AM
Hi MonkSpider,


I cant download ur mod file. Can u post it to a new location or send it to calvinx@rocketmail.com . I'm really looking forward to ur mod and been annoyed with some of the default civ rules.

monkspider
Nov 16, 2001, 12:31 PM
Try right-clicking and going to "save target as" Calvin, if Civfanatics wants to host this file *hint hint* I certainly wouldn't protest.
If that still doesn't work try getting it here
http://apolyton.net/getfile.shtml?http://apolyton.net/forums/attachment.php?s=&postid=601025
I hope that helps!

PepsiFizz
Nov 16, 2001, 12:57 PM
One of the simple changes I made to your mod was I added unhappiness caused by Factory, Manufacturing Plant, Coal Plant and Nuclear Plant. I thought it was a little too easy to keep people happy. This puts more emphasis on needing the luxury resources.

The_Newbie
Nov 18, 2001, 11:17 PM
From what I've heard the coastal oil thing is a bad idea unless you dramatically increase the number of oil resources alocated because there are so many coastal tiles in an average map that all the oil ends up offshore. Unless you made a sea unit with worker abilities (and made seas and oceans impossible to build upon and limiting coasts to roads)

monkspider
Nov 19, 2001, 01:10 AM
NOTE! If you downloaded version 1.3 you may experience a game-crashing bug with the squatter unit, so please upgrade to version 1.32 right away!

Yasz
Nov 19, 2001, 04:23 PM
Monkspider, I'd like to give your mod a try, but the link seems to be down...even tried saving it directly, but it does not exist...could you email me 1.32? yasz@aol.com Thanks

Yarlen
Nov 20, 2001, 12:58 PM
Ditto, Geocities seems to have nuked the account where the download link was pointed to. Can you post it off the forum or somewhere else?

Thunderfall
Nov 20, 2001, 05:10 PM
monkspider, don't you know you can use the forum's file attchment feature to attach a file to your post? :confused: The attachment file size limit is 500 KB, more than enough for your modpack.

The file I am ataching is v1.1. You can attach the latest version when it's available yourself. :)

adamythos
Nov 30, 2001, 05:32 PM
First off, thanks for creating the patch. Makes Civ3 much more enjoyable. Couple concerns though...

1. When in the "Change Production" submenu, some icons are not present. This also posses a problem when looking at your city's garrison (i.e. sometimes units don't show up). Am I the only one having this problem?

2. By adding the non-civ-specific ability (i.e. Japan can build samurai and knight) it is impossible to upgrade units to the civ's uu. (Horsement can only become knights, not samurai). Is there a solution to this?

Thanks...

JeffNebraska
Dec 06, 2001, 01:04 PM
After installing the Mod I was no longer able to load my save games. I got an error like "Data I/O error," or something like that. This is about my ninth mod, so I don't think I did it wrong. Anyone else experiencing this?

KALIROB2k2
Dec 06, 2001, 09:16 PM
Originally posted by JeffNebraska
After installing the Mod I was no longer able to load my save games. I got an error like "Data I/O error," or something like that. This is about my ninth mod, so I don't think I did it wrong. Anyone else experiencing this?

Yea dont worry Jeff that happens when you install the mod, some files are changed so you previous saves are now useless and cant be loaded. So just start a new game and those saves will load. :goodjob:

Caos Dragon
Dec 11, 2001, 04:45 PM
this MOD looks very good, especially for the sgt. pepper's lonely hearts club band :goodjob: i cant wait to try it :D

strife03
Jan 30, 2002, 11:19 AM
Hey monkspider, I took a look at the document that came with the patch, new ideas and the idea of adding on extra technologys is awsome. I dont know if this will help but try checking this out <a href="http://apolyton.net/forums/showthread.php?threadid=33937"> Its the adress of a post off of apolyton <a>

Elucidus
Mar 03, 2002, 09:07 PM
Hey guys,

I helped Monkspider create the Balancer Mod. I was a kind of silent partner. That "Ideas" file you are talking about I meant for him to look at, I didn't think he would include it in the update I sent him.

I haven't heard from him in a long while, so I thought I would continue work on the Balancer. I reconstructed it from a clean 1.17f BIC. It is tested, but let me know if you find anything that is odd. All of the unit changes did not make it back into the Mod, but they may in the future. If you want to see where we stand now check out the Readme.txt. (http://www.geocities.com/elucidus_healfire/README.txt)

To download it go here. (http://www.geocities.com/elucidus_healfire/)

Let me know if you have anything you would like added or changed. Hope you guys enjoy it.

Elucidus
Mar 04, 2002, 05:46 PM
With the ability to add techs I would like to look into having a unique unit for each civ for each Era. They would have to be in the same flavor as the original one. For instance, the jaguar warior is fast, if nothing else. They could have a faster version of a middle ages unit. This would keep within the same basic principal, but allow the races to be more competative. What do you guys think? And who should get what, and what should the modifications be? Any ideas?

Elucidus
Mar 04, 2002, 09:35 PM
Something I had been looking at is changing the terrain model and bonus resources model. I thought x5 would be a good starter and adjust from there. I started out by taking all of the terrain values for food and shields (not gold) and multiplying by 5. That was going to be my base. There are a couple of problems with this model:

- The base city tile is not changed it still gives the default amount

- The bonus grassland shield still gives only one shield

- and the big kicker, the despotism penalty isn't much of a penalty anymore, now cities grow way way too quickly at the beginning. It stabilizes later, but right off the bat it is a major balancing issue. I'll look into it and let you know.

Elucidus
Mar 06, 2002, 07:54 AM
I have to apologize. I haven't been able to do any updates lately. I got home and found out that the construction going on next door cut my phone-line. No phone line no DSL or dial-up. IIt is supposed to be fixed no later than 6pm CST. Again, sorry about this.

Elucidus
Mar 11, 2002, 07:34 PM
Been working pretty hard on 2.1. It's coming along nicely, thanks primarily to the work of WesW. He has been a great help with the new units and such. There has been a multitude of changes this go around. Including many new buildings, units, and wonders, as well as some changes to many. There are new resources also thanks to WesW.

2.1 isn't quite ready for general release, but if anyone is interested in testing it out please send me an email here. I am still working out the finishing touches (pics, icons, and other such things), as well as a few balancing issues. With the new resources added in, I am trying to have each piece of terrain retain it's own distinct flavor.

I will post the new readme when it is complete. Hope you guys enjoy it.


Check out the new Balancer homepage.

Elucidus
Mar 12, 2002, 10:50 PM
Well I have made a few new building pics. I have a few more to go, and quite a few new wonder ones as well.

Elucidus
Mar 12, 2002, 10:52 PM
Got some new Wonder Splashes as well.

Here is the Taj Mahal. If anyone can find a better picture let me know.

Elucidus
Mar 12, 2002, 10:53 PM
Here is the one for Walt Disney World.