MOD: The Balancer

Well the web-page is down. It seems I have used up all of my alloted bandwidth. I will not be able to load up the mod until sunday. Also I have already aquired a new web host, one that offers 10 times the bandwidth. I don't expect to utilize that much, but I don't want this to happen again. Please bare with us through this problem. Thank you for understanding.


~Elucidus
 
We have stood up a new web page to replace the old one, bandwidth should not be a problem again.

The new site is located at http://cdgroup.org/

Please pardon us while we try and get everything setup. We will be working on this for a little while, but hope to have the new mod up and ready for downloading shortly. Thank you.


Balancer Team
 
Well guys the latest version of the mod is ready to be posted. Here is a list of things effected. It will be ready for download shortly from our new home page.

Go here for an easier to read fuller version (had to cut down to post it)


3.0 (Main Notes of Interest)
First off, the biggest differences anyone will note from either the previous Balancer or the normal game is that the previous balancer's combat is no longer in the game. Instead we replaced it with a hps based combat system. A slight increase in HPs based on experience, the big difference is that as units get more advanced they get more HPs.

Another big aspect of the Balancer that has changed is that we have trait specific buildings. Meaning that anyone who has a certain trait can build those buildings and only those people. The buildings are listed below. Each trait gets one and it requires no upkeep.

NOTE: SOME THINGS NOT MENTIONED HERE HAVE CHANGED BUT THEY ARE VERY MINOR AND WILL BE ANNOTATED LATER.
Citizens- (all have accurate icons now)
- Scientist renamed to Alchemist
- Musician gives +2 Happiness, available with Music Theory
- Accountant gives +2 Taxes, available with Economics
- Scientist gives +2 Science, available with Physics
- Comedian gives +3 Happiness, available with Smart Weapons
- Investor gives +3 Taxes, available with Rocketry
- Researcher gives +3 Science, available with Computers
- Police Officer gives +1 Happiness, Taxes, and Science; available with Communism
Advances-
- Irrigation without fresh water moved to Engineering; from Electricity

Difficulty Levels-
Chieftain-
-Number of Citizens born content 5; up from 3
-Percentage of Optimal Cities to 120%; up from 100%
-Corruption to 60%; down from 100%
-AI-to-AI Trade Rate to 100; down from 110
Warlord-
-Number of Citizens born content 4; up from 3
-Percentage of Optimal Cities to 110%; up from 100%
-Corruption to 85%; down from 100%
-AI-to-AI Trade Rate to 100; down from 120
Regent-
-Percentage of Optimal Cities to 100%; up from 90%
-AI-to-AI Trade Rate to 100; down from 130
Monarch-
-Percentage of Optimal Cities to 90%; up from 85%
-AI-to-AI Trade Rate to 125; down from 140
Emperor-
-Percentage of Optimal Cities to 75%; down from 100%
-Corruption to 120%; up from 100%
-Cost Fact is 6; down from 8
Deity-
-Number of Citizens born content 0; down from 1
-# of Start Unit 1 is 2; up from 1
-# of Start Unit 2 is 3; up from 2
-Max Gov't Transition Time is 1; down from 2
-Corruption to 135%; up from 100%
-AI-to-AI Trade Rate to 200; up from 160
-Cost Fact is 3; down from 6

Espionage-
-Build an Embassy; Cost is 10; Down from 20
-Investigate City; Cost is 3; Down from 10
-Steal Technology; Cost is 5; Down from 10
-Plant Spy; Cost is 30; Down from 60
-Steal Plans; Cost is 5; Down from 10
-Initiate Propaganda; Cost is 50; Down from 100
-Expose Enemy Spy; Cost is 40; Down from 80

General Settings-

Wealth-
-Shield cost per Gold is 6; down from 8
Hurry Production-
-Citizen Value in Shields is 22; up from 20
Citizen Mood-
-Min Pop for WLTKD is 7; up from 6
-Turn Penalty for each Drafted Citizen is 20; down from 40
Golden Age-
-Duration is 25; up from 20
Various Unit Abilities-
-Forest Value in Shields is 15; up from 10
-Chance to intercept enemy air missions is 80; up from 50
-Chance to intercept enemy stealth missions is 8; up from 5
City Size Levels-
-Level 1: Maximum size is 7; up from 6
-Level 2: Maximum size is 15; up from 12
Defensive Bonuses-
-Fortifications is 50; up from 25
-Towns are 10; up from 0
-Citizens are 22; up from 16
-Buildings are 22; up from 16
Default Units-
-Captured Unit is the Prisoner (new unit); from Worker
-Start Unit 1 is the Colonist (new unit); from Settler
-Start Unit 2 is the Nomad (new unit); from Worker
-Scout is the Pioneer (new unit) from Scout
-Advanced Barbarian is the Bandit (new unit); from Horseman
-Barbarian Sea Unit is the Brigantine (new unit) from Galley

Governments-
Anarchy
-No longer a standard Tile Penalty; to help promote switching governments
Despotism
-Rate Cap is 5; down from 10
-Worker Rate is 1; down from 2
Monarchy
-Rate Cap is 7; down from 10
-Free Units per Metropolis is 6; down from 8
-Immune to Steal World Map
Communism
-Rate Cap is 8; down from 10
-Draft limit is 3; up from 2
-Free Units per Town is 3; up from 2
-Free Units per City is 5; up from 4
-Immune to Sabotage Production
Republic
-Rate Cap is 9; down from 10
Democracy
-Free Units per Town is 1; up from 0
-Free Units per City is 1; up from 0
-Free Units per Metropolis is 1; up from 0
Fascism NEW (to CivIII, not the Balancer)
-Required Tech is Radio
-Rate Cap is 7
-Worker Rate is 2
-Assimilation Chance is 0
-Draft Limit is 3
-Military Police Limit is 3
-Corruption and Waste is a Nuisance
-Hurrying Production is through Paid Labor
-War Weariness is None
-Requires Maintenance
-Immune to Steal Plans
-Diplomats are Regular
-Spies are Regular
-Cost/Unit is 1
-Free Units per Town is 2
-Free Units per City is 3
-Free Units per Metropolis is 5
-Free Units is 25
City State NEW (to CivIII, not the Balancer)
-Required Tech is Feudalism
-Rate Cap is 6
-Worker Rate is 2
-Assimilation Chance is 2
-Draft Limit is 1
-Military Police Limit is 1
-Corruption and Waste is a Rampant
-Hurrying Production is through Paid Labor
-War Weariness is Low
-Requires Maintenance
-Standard Tile Bonus
-Immune to Investigate City
-Diplomats are Regular
-Spies are Regular
-Cost/Unit is 1
-Free Units per Town is 1
-Free Units per City is 2
-Free Units per Metropolis is 3
-Free Units is 10
Theocracy NEW (to CivIII, not the Balancer)
-Required Tech is Theology
-Rate Cap is 6
-Worker Rate is 1
-Assimilation Chance is 2
-Draft Limit is 3
-Military Police Limit is 3
-Corruption and Waste is a Communal
-Hurrying Production is through Forced Labor
-War Weariness is None
-Doesn't Require Building Maintenance
-Immune to Plant Spy
-Diplomats are Regular
-Spies are Veteran
-Cost/Unit is 3
-Free Units per Town is 0
-Free Units per City is 0
-Free Units per Metropolis is 0
-Free Units is 0

Terrain- (Food/Irrigation | Shields/Mining)
Tundra (1/1 | 0/1)
-Irrigation is 1; up from 0

Flood Plains (3/2 | -/-)
-Irrigation is 2; up from 1

Hills (1/1 | 1/2)
-Irrigation is 1; up from 0

Mountains (-/- | 2/2)
-Shields is 2; up from 1

Jungle (1/- | 1/-)
-Shields is 1; up from 0

Coast (2/- | -/-)
-Food is 2; up from 1

Sea (1/- | 1/-)
-Shields is 1; up from 0

Ocean (1/- | 1/-)
-Food is 1; up from 0
-Shields is 1; up from 0

Worker Jobs-
Fortress -Turns to Complete is 8; down from 16
Clear Jungle -Turns to Complete is 8; down from 16
Clear Pollution -Turns to Complete is 20; down from 24
Plant Forest -Turns to Complete is 16; down from 18



Unit Combat Experience
Conscript
Base hit points 3; up from 2
Retreat Bonus 25; down from 34
Regular
Base hit points 4; up from 3
Retreat Bonus 50; remained the same
Veteran
Base hit points 5; up from 4
Retreat Bonus 62; up from 58
Elite
Base hit points 6; up from 5
Retreat Bonus 75; up from 66

Miscellaneous Changes
Added Rommel to list of German leaders
Added Montgomery to list of British leaders

Units (Units more upgradeable; no more swordsman in the modern age)
-Canoe (0/0/1) Transport 1, no tech requirement
-Coracle (0/1/2) Transport 1, Requires Writing
-Fire Galley (2/2/3), Requires Map Making
-Corvette (3/3/4), requires Astronomy
-Dreadnaught (36/28/14), Requires Superconductor
-Missile Frigate (22/16/14), Requires Fission
-Super Carrier (14/22/14), Requires The Laser
-Catapult bombard strength upgraded to 6; is from 4
-Cannon bombard strength upgraded to 9; is from 8
-Rate of Fire is 2; up from 1
-Artillery bombard strength upgraded is14; up from 12
-Radar Artillery bombard strength upgraded is18; up from 16
-Rate of Fire is 3; up from 2
-Babylonian Bowman upgraded to 2/1/2; changed from 2/2/1
-Cruise Missile bombard Range is 8; up from 2
-AEGIS Cruiser Bombard Strength is 6; up from 4
-Nuclear Submarine carries 3 Missiles; up from 1
-Paratrooper is 10/8/1; up from 6/8/1
-Para-drop range is 10; up from 6
-Marine is 10/8/1; up from 8/6/1
-Samurai is 4/3/2; down from 4/4/2
-Cost is 50; down from 70
-Modern Armor Cost is 14; up from 12
-Mech. Infantry Cost is 13; up from 11
-Helicopter Operational Range is now 8; up from 6
-Horses no longer require a tech to see
-Ranger (New American UU, replaces Paratrooper, see Changed section below for what happened to the F-15)
-Babylonian Bowman (New Babylonian UU, replaces Bowman, see Changed section below for what happened to the Bowman)
-Long bowman (New English UU replaces Archer, see changed section for what happened to the Man-o-War)
-Man-At-Arms (New Medieval age swordsman, to unit transition)
-Grenadier (New German UU, replaces Rifleman, see Changed section for what happened to the Panzer)
-Horse Archer (New Knight replacement for those non-European Civs)
-F-15 renamed to Strike Fighter and made available to all civs as an upgrade to the bomber (sort of a Fighter/Bomber)
-Man-o-War renamed to Ship-of-the-Line and made available to all civs as an upgrade to the frigate
-Panzer renamed to Armor and made available to all civs as an upgrade to the Tank
-Armies reduced to 300
-Engineer, this is an upgrade to the settler and the worker. It is like a prisoner but buildable and with 2 moves
-Fire Galley, this is a normal galley, but with a 2 attack and defense and can only carry one unit
-Dreadnaught, a precursor to the battleship, this unit upgrades from the destroyer and to the battleship
-Missile Frigate, this is a weaker version of the battleship, but it is the only naval unit with ZOC
-Attack Helicopter, this is a fighter helicopter as opposed to a transport
-Renamed the Scout to Explorer, available to non-expansionist civs, removed All-terrain-as-roads, 2 Moves
-Renamed the Explorer to Pioneer, available to Expansionists only, All-terrain-as-roads, 1 move
-Prisoner (I was going to make it the POW, but didn't want to offend anyone), this is the unit that is captured, it can do anything a worker can do and can build a city, as well. You cannot get this unit any other way.


Trait Specific Buildings
--Military Base..........Militaristic.....Resist propaganda Reduces war weariness
--Alchemist House....Scientific.......+50 Research Output
--Bazaar...................Commercial..+50 Tax Output
--Smelter..................Industrious..+1 Production -1 Pollution
--Alter.......................Religious......+1 Happy
--Land Essay Office..Expansionist.Reduces Corruption Levels

Wonders & Buildings
--Stonehenge Wonder.....Puts the Monolith in all Cities on same continent.
--Monolith.....+1 Production +1 Culture
--Gaia Controller Wonder.....Puts the Gaia Stabilizer in all Cities on same continent.
--Gaia Stabilizer.....+2 Production -100 Pollution +1 Happy
--Weather Control System Wonder.....Weather Control Center in every city
--Weather Control Center.....+1 Production -5 pollution +1 Happy
--The Sphinx.....Acts as the second Forbidden Palace Wonder
--Deep Core Mining Center.....+100% Production
--Core Waste Dump.....-25 Pollution
--Zoo.....+2 Culture
--Museum.....+2 Culture
--Forbidden Palace Cost is 14; down from 20
--Recycling Center Cost is 16; Down from 20
--Mass Transit System Cost is 16; down from 20
--Great Lighthouse Cost is 26; Down from 30
-All Sea units built as veteran in its city
--The Great Wall now gives walls in every city on the continent
--Coliseum Cost is 10; down from 12
--Barracks Cost is 5; up from 4
--Magellan's Voyage Cost is now 32; down from 40
--Shakespeare's Theater grants 6 Happy in the city; down from 8
-Grants 1 Happy in all continental cities; up from 0
--Longevity available with Scientific Method; down from Genetics
--United Nations now adds +1 Trade in each trade producing tile
--Magellan's Voyage grants a free harbor to all cities on the same continent
-Cost is 60; up from 32
--Nuclear Plant remains the same at 4 in production (100%), they now add -1 culture per turn as well
--Coal Plant remains the same at 2 production (50%), they now add -2 culture per turn as well
--Hydro Plant acts as a lower level nuclear in that it gives 3 (75%)
--Solar Plant acts as an upgrade to coal and gives 3 (75%)
--Factories, manufacturing plants, and offshore platforms, all add -1 culture per turn
--Recycling centers have been given a positive culture value of 1; and a -1 pollution value
--Core Waste Dumps and Mass Transit Systems have been given a positive culture value of 2
--Marketplace no longer increases luxury trade (Bonus happiness) it instead gives +50% Luxury output
--Bank increase luxury trade instead
--Walls now have a bombardment defense of 16.
--Mass Transit Available with Combustion; down from Ecology
 
I should have mentioned this earlier to avoid confusion. To play the Newest Balancer Mod you click on Load Scenario and select it from there. My Apologies for not mentioning it earlier.


Rob
 
I would like to start hosting and sorting out the many different files that are all over the place on Apolyton and CivFanatics and anywhere else I can find them. Send me an email and let me know what your favorites are. I will probably open a forum for the messages shortly, all depending on the response I get of course.
 
Hello Elucidus.

I noticed in the editor under the "Improvements and Wonders" tab that you included the various civ traits (Religious, Industrious,etc) for your trait specific buildings. Presumably this has been tested and works, yes? How did you come to know this was possible? I don't think anyone else has done this.

Great work, by the way.

Hasdrubal
 
Well, technically, it isn't the trait. But it is assigned to the people with those traits. So I guess I cheated.
BTW, yes, it works wonderfully. I don't remember what made me think of it, but I do remember that I came up with how to do it before I thought to do it. I think it adds even more depth to the game. Hope you enjoy it.
 
~Luc,

Fantastic mod. I really appreciate all the work you and the other hard-core modders have done -- making it easier for people like me, who like to "borrow" ideas and graphics without having to put too much work in. On this note, in my personal mod I have included trait-specific city improvements, inspired by the ones in your mod. I created new techs, specific to each trait ("religious trait", etc) and then made those techs requirements for the various buildings. I believe that is what you did, and I wouldn't have thought it possible otherwise. However, here's a problem I noticed in my current game: when the Great Library is built, that civ now receives the trait techs shared by at least 2 other civs -- and gains access to their respective buildings. For example, I am playing as India (rel, comm), build the Great Library and now I can build Forges, etc. I don't want this effect to happen -- it makes the Great Library even more powerful than it already is. Any idea on how to get around this? Thanks in advance for any help/advice you can offer.

- Haz
 
Yes I ran into a problem with that myself, and I do have a solution. It will take a little bit more work, but it will work to solve this problem. Also in PTW this is not an issue. It will be in the next version of the mod, due out this friday.

For the mod I am planning on making a tech for each civ for each trait, this will prevent anyone from getting it through the library. Since the library is the only way to get a non-era tech that will prevent anyone from getting any of these. Hope this helps.
 
~Luc,

Not quite sure what you mean. Are you saying that you're making a specific tech for each individual civilization (i.e., Indian-tech, German-tech, etc)? Then, you make a specific building only available to that civ (via the tech-requirement). However, in this case, the specific buildings for civilizations with the same trait would be the same. In other words, all religious civilizations would have access to the Alter, but there would be an Indian Alter, a Babylonian Alter, etc. (with characteristics equivalent).

That sounds like a hell of a lot of work. Two specific buildings per civ equals 64 new buildings (even though there are really only 6 new buildings with different benefits).

Am I getting this right, or is there an easier way?

- Haz
 
Haz,

You got it about right. Unless Firaxis wants to patch civ3 to fix this, that is the only way to do it. At least that I know of. It is a little bit of extra work, but technically speaking it is pretty easy to do.
 
I am challenging all the good players out there playing the latest 3.0 The Balancer, which is featured as part of the Mod Games Challenge. If you "think" your good at civ3 we want you stop by and sign up! :D

We are featuring "The Mod Games Challenge at the new home for The Balancer at http://www.cdgroup.org./forums/tbs/civ3/

I am playing as the Americans I think no one can beat me :) My play style is better then anyone I am sure of that. If you doubt that I am that good, then come over and prove it. :)

This first TMGC is a very hard game the way it is set up no matter if you play as USA or as the Chinese. Good luck to those who "Think" they're good players :lol:
 
Elucidus has wisely decided to approve a hardware section for the web site. For now it is called Hardware Questions & Answers. Access to the Hardware section can be found at the future CDG Main Front page here: http://www.cdgroup.org/forums/

This section is being Sponsored by NeoTech Solutions. This company is local to Las Vegas & is dedicated to building custom gaming computers. They do service calls for on site repairs and/or upgrades.
The company is owned an operated by Shawn Webster. He has about 7 years experience in the industry. He will post relevant messages regarding the latest hardware to enhance your gaming pleasure in the hardware news forum. He will answer questions as well, that you may have regarding tweaks, best cards to buy, building your own PC, or whatever you need. :cool:
He will post special deals he is offering for gaming upgrades or complete systems too. Not that it will be a place peppered with ads for his business. He is only posting current specials just in case someone is interested in saving some cash. Could be something used or special item hard to find.

The main point of this new section is to help you when any problem arise when playing a game or whatever questions you may have. Enjoy. :)
 
Whew, been a long time since we updated this thread. The balancer is still alive and kicking, I just haven't updated this thread about it. I guess I should have. Balancer is up to 3.1 for Civ3 and 3.1J for PTW. I would link you to it, but I don't want to cause any problems. If you are interested in the mod and can't find it, the link in my signature will get you there or you can PM me, or email me, or just goto my profile and click on "my website".
 
Originally posted by Elucidus
removed the ability to build railroads? What do you mean?

By making the worker task prerequisist to build railroads the very last advance. I figure if the games still going then, then railroads will soon speed it up to a conclusion.
 
Originally posted by Elucidus
Ahh, okay so you did mean it literally.

May I ask as to which version you are playing?

I'm playing 3.0 (at least thats what its saying)

Really good, tough even matched games!

3.1 from what I've heard in buggy?
 
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