Balanced Population mod

Romualdas

Chieftain
Joined
May 14, 2002
Messages
7
Location
Tyumen,Siberia,Russia
Hi everyone!

First of all I’m to say - I like this place! Really much info over here.
I read some treads (unsure I ever find enough time to read all of them) and find that my ideas some where corresponding with other member’s ideas and it’s pleasure for me.

The work I’m to present is not so complex like some projects here, but I think real lovers will appreciate it at its true value. So let’s the story begins.

As many people as many vision. There is no chance to make a game that satisfied everyone in it’s any aspect. This great game is not exception. I’m stand the position, that game of such a kind must be realistic and historically correct. So main idea of all the changes were made in mod is realism.

The first way of changes touch costs factor, of units, buildings, production – everything I can see.
The second step was the units balance. I find that classical parameters table can be called anyway but not balanced so all the units parameters were reworked.
Then time for terrain types came.
Then tech tree was changed a bit to make it more real.
After that Civilization’s parameters, Government types, general settings and difficulty settings undergo some changes.

But general changes happen only when patch 1.21f was released.
I was visited by thought to imitate population loss during the war.
The only way for it was to make the units cost people. Sounds crazy aren’t it? Yes it was crazy idea but only at the first look. If we will follow it deeper and pay attention to military science history it’s not so crazy like looks.
The main decision is to separate units in two classes.
First class is draft units, which cost population, and the second class is mercenary which cost no population.

The units of draft class are very cheap to produce have not so high characteristics but have up to double hit points number in comparison with units of mercenary class. It makes those units very hardy. This option gave unexpected, but pleasant side effect it make infantry more powerful then fast units as cavalry or tanks when attacked enemy infantry inside fortifications or towns.

The units of mercenary class cost up to twice then draft unit, have less or no additional hit points at all depending of they branch, but have better parameters.

If you are interested to get more information follow this link:
http://www.ideal-games.com/forum/topic.asp?TOPIC_ID=88


If you prefer to explore civ3mod.bic instead of reading description you can download it right here:

Version 2.0
http://civ3.ideal-games.com/files/civ3.exe

Version 3.0
(with more then ten new units)
http://civ3.ideal-games.com/files/3.0.exe

Installation instructions are in readme.doc inside archive.

Thank you for attention!
 
I-Deal Visions Civilization III v1.21f mods.


Population Balance v3.0.


· Capitalization rate different for each government type now, but no more then 90%:
Despotism– 70%, Monarchy Socialism Republic, Military Communism and Fascism – 80%, Democracy –90%(made to regulate AI only, there is no chance to move it close to reality, cause in fact no country in humans history ever got it more than half of it’s budget);


Tech tree

Tech tree was changed a bit:

Gunpowder and Chemistry treaded place;
Both Physics and Metallurgy are needed for Magnetism;
You need Education and Gunpowder for Military tradition;
Military tradition is required for new era;
Navigation now is required for new era;
For some units tech requirements were changed.

Units

Upgrade line was changed.

Several units added (see the table)

There are 3 branches for infantry now with it's own upgrade line for each: offensive, defensive and support.
Tanks have two sub classes tanks and heavy tanks now

Mechinf removed from the top of the infantry upgrade line and put to the top of the Cavalry upgrade line to emulate Cavalry obsolete. It's place taken by Motorized infantry;

Cavalry units divided into 2 basic classes joining into single class at the end of tech tree – see table below;

All ships now included in uninterrupted line of upgrades, to emulate wooden ships obsolete;

Some races have more then single specific unit, but only one of those units have start golden age ability.

Greece
Phalanx replaces Hoplite. Hoplite moved to race Group unit type see below

Rome
Legio - Replaces Legion - it's native name for this unit;

Russia
T-34-85 = Tank sub class
IS-2 = Heavy tank sub class
SU-27 = BattlePlane

England
Choosenman = support infantry
Sherman = Tank sub class
Churchill Crocodile - Heavy tank sub class

Germany
Panther = Tank sub class
King Tiger = Heavy tank sub class

America
M26 - Heavy tank sub class
B-52 - Heavy Bomber sub class

Japan
Imperial Marines = Marines



Some units gathered into race groups – this means that some units are available for specific group of nations only accordingly historical facts:


Swordsman - Babilon, Germany, Russia, China, America, Japan, France, India, Persia, England.
Hoplite - Rome, Egypt, Greece.
Condottiere - Rome, Greece, Germany, France, Russia, England.
Pikeman - Rome, Germany, Russia, America, Japan, France, Aztecs, Iroquois, England
Eastern Pikeman - Egypt, Babilon, India, Persia


Longbowman - Babilon, Germany, Russia, China, Japan, France, India, Persia, Aztecs, Iroquois, England
Crossbowman - Rome, Egypt, Greece, Germany, America, France, England,

Chariot - Rome, Greece, Babilon, India, Persia.
Horseman - Rome, Greece, Germany, Russia, China, America, France, England
Arab Cavalry - Egypt, Babilon, India, Persia
Horsearcher - Egypt, Babilon, India, Persia, China

Catafractii - Babilon, India, Persia

Iroquois have no heavy cavalry

Aztecs have no cavalry units earlier than Dragoons now, they are to use Jaguar Warrior as cavalry alternative (not so bad alternative be sure...);

Zulu have no cavalry at all now.
Impi is the only (but very powerfull) Zulu unit till discovering gunpowder now...


Airlift now works for all foot units, mech infantry, modern armour and radar artillery, all the other units must be transported over sea.
 
Buildings and Units Tables

Name Cost /10 Required improvements Other changes

Walls 2 None
Coastal Fortress 18 Barracks Naval Power 18; Naval bombard defense 36
SAM Missile Battery 16 None Air Power 12

Barracks 4 None

Granary 6 None
Harbor 12 + 50% tax output
Airport 16 + 50% tax output

Aqueduct 10
Hospital 20 Aqueduct Doubles city growth rate

Court House 8
Police Station 10 Court house +1 content citizen

Temple 6
Coliseum 16 Barracks Reduces corruption
Cathedral 12 Temple

Marketplace 10 None + 50% luxury output
Bank 12 Marketplace

Library 8
University 20
Research Lab 16

Factory 32
Offshore Platform 24
Manufacturing Plant 40

Coal Plant 18
Hydro Plant 32
Nuclear Plant 40
Solar Plant 32

Mass Transit System 20
Recycling Center 20

The Colossus 20
The Pyramids 50
The Great Lighthouse 30 2 Harbors
The Great Library 40 5 Libraries
The Oracle 30 5 Temples
The Great Wall 20
Sun Tzu's Art of War 40 2 Barracks
Leonardo's Workshop 60
Sistine Chapel 60 5 Cathedrals
Magellan's Voyage 50 3 Harbors
Copernicus's Observatory 40 5 Libraries
Shakespeare's Theater 40 1 Coliseum
The United Nations 100 5 courthouses
JS Bach's Cathedral 60 5 Cathedrals
Newton's University 40 2 Universities
Smith's Trading Company 60 5 Banks
Universal Suffrage 80 Factory
Hoover Dam 80 Hydro Plant
Theory of Evolution 80 3 Universities
The Manhattan Project 80 5 Universities
SETI program 100 3 Research Labs
Cure for Cancer 100 5 Research Labs
Longevity 100 7 Research Labs

Name Cost Attack Defence Movement Bombard strength Range Rate of fire Transport Overstock Advance Resources
Foot infantry offensive (mercenary class)
1st level
Warrior 1 2 2 1 0
2nd level
Swordsman @ 3 3 2 1 0 Iron Working Iron
Hoplite @ 3 3 3 1 0 Iron Working Iron
3rd level
Condottiere @ 4 4 3 1 0 Feudalism Iron
4th level
Royal Guards 5 4 5 1 1 Military tradition Saltpetre
5th (top) level
Imperial Marines # 6 8 7 1 1 Industrialisation None
Marine 6 7 8 1 1 Industrialisation None

Out of upgrade chain

Paratrooper 8 7 8 1(6) 1 Flight Oil, Rubber
Bluecask (hidden nationality) 8 7 8 1 1 Fission None

Foot infantry offensive (draft class)
1st level
Jaguar Warrior * 2 3 2 1 4
2nd level
Impi * 2 3 3 2 4 Bronze Working
3rd level
Immortals * 3 3 2 1 5 Iron Working Iron
Phalanx * 3 3 3 1 4 Iron Working Iron
Legio * 3 4 2 1 4 Iron Working Iron
4th level
Musket man 5 4 5 1 6 Gunpowder Saltpetre
Musketeer * 5 4 6 1 6 Gunpowder Saltpetre
5th level
Rifleman 6 5 6 1 6 Nationalism None
6th level
Infantry 8 6 8 2 8 Replaceable Parts None
7th (top) level
Motorised Infantry 12 8 10 3 8 Computers Oil, Rubber

Foot infantry defensive (mercenary class)
1st level
Warrior 1 2 2 1 0 None
2nd level
Hoplite @ 3 3 3 1 0 Iron Working Iron
3rd level
Eastern pike man @ 3 3 4 1 0 Feudalism Iron

Foot infantry defensive (draft class)
1st level
Spearman 2 2 2 1 4 Bronze Working None
Impi * 2 3 3 2 4 Bronze Working None
2nd level
Phalanx * 3 3 3 1 4 Iron Working Iron
3rd level
Pike man 3 3 4 1 4 Feudalism Iron
4th level
Musket man 5 4 5 1 6 Gunpowder Saltpetre
Musketeer * 5 4 6 1 6 Gunpowder Saltpetre
5th level
Rifleman 6 5 6 1 6 Nationalism None
6th level
Infantry 8 6 8 2 8 Replaceable Parts None
7th (top) level
Motorised Infantry 12 8 10 3 8 Computers Oil, Rubber

Support infantry (mercenary class only!)
1st level
Archer (L) 2 1 1 1 4 1 1 -2 Warrior Code None
Bowman (L) * 3 1 2 1 4 1 2 Warrior Code None
2nd level
Crossbowman (L) @ 3 1 2 1 4 1 2 -2 Invention Iron
Long bowman (L) @ 4 1 2 1 5 1 2 -2 Invention None
3rd level
Machinegun (L) 6 2 4 1 8 1 2 -2 Industrialisation None
4th (top) level
Mortar (L) 8 3 6 2 12 1 2 -2 Replaceable Parts None

Heavy cavalry (mercenary class only)
1st level
Chariot 2 3 1 2 0 The Wheel Horses
War chariot * 3 4 1 2 0 The Wheel Horses
2nd level
Cataphracti @ 5 6 1 2 0 Horseback Riding Horses, iron
3rd level
Knight 6 6 3 2 1 Chivalry Horses, iron
Samurai * 7 6 4 2 1 Chivalry Iron
War Elephant * 7 7 4 1 3 Chivalry None

Light cavalry (mercenary class only)
1st level
Horseman @ 4 3 3 3 0 Horseback Riding Horses
Mounted Warrior * 4 4 2 3 0 Horseback Riding Horses
ArabCavalry @ 3 3 2 3 0 Horseback Riding Horses
HorseArcher @ 4 3 2 3 4 1 1 0 Horseback Riding Horses
Rider * 7 5 3 3 1 Chivalry Horses, iron

Cavalry (upper level for previous cavalry classes)
1st level
Dragoons 7 7 3 3 1 Military tradition Horses, saltpetre
Cossacks * 7 8 3 3 1 Military tradition Horses, saltpetre
2nd level
Cavalry 8 9 4 3 2 Industrialisation Horses

Fast attack unit (upper level for cavalry class)
Only level
Mechinf 18 14 18 4 3 Synthetic Fibres Oil, Rubber, Iron

Tanks (mercenary class)
1st level
Tank(M4A3) 10 10 10 3 2 Motorised Transportation Oil, Rubber, Iron
Heavy Tank 14 14 12 2 2 Motorised Transportation Oil, Rubber, Iron
M26 # 14 16 14 2 2 Motorised Transportation Oil, Rubber, Iron
T-34-85 # 12 15 13 3 2 Motorised Transportation Oil, Rubber, Iron
IS-2 # 16 20 15 2 2 Motorised Transportation Oil, Rubber, Iron
Sherman # 12 12 12 3 2 Motorised Transportation Oil, Rubber, Iron
Ch Crocodile # 14 14 13 2 2 Motorised Transportation Oil, Rubber, Iron
Panther # 16 16 14 3 2 Motorised Transportation Oil, Rubber, Iron
King Tiger * 18 18 16 2 2 Motorised Transportation Oil, Rubber, Iron
2nd level
Modern Armor 22 22 16 4 2 Synthetic Fibres Oil, Rubber, Iron

Artillery
1st level
Catapult (L) 6 0 0 1 10 1 1 Mathematics None
2nd level
Canon (LN) 9 0 0 1 14 1 1 Metallurgy Iron, Saltpetre, Horses
3rd level
Artillery (LN) 12 0 0 1 18 2 2 Replaceable Parts Iron, Saltpetre, Horses
4th level
Radar Artillery (LN) 16 0 0 2 22 3 2 Robotics Iron, Oil, Aluminum

Naval power (cargo class)
1st level
Galley (N) 4 2 2 3 4 1 1 2 0 Map Making None
Fire Galley 6 2 2 3 8 1 1 2 0 Map Making None
2nd level
Caravel (N) 6 2 3 4 6 1 1 2 1 Astronomy None
3rd level
Galleon (N) 9 4 4 3 10 1 2 4 3 Magnetism Iron, Saltpetre

Naval power (destroyer class)
1st level (transition)
Frigate (N) 8 4 4 4 8 1 2 2 2 Magnetism Iron, Saltpetre
Man-o-War (N) # 9 5 5 4 10 1 2 2 3 Magnetism Iron, Saltpetre
Privateer (N) 8 3 3 5 8 1 2 1 1 Magnetism Iron, Saltpetre
2nd level
Ironclad (LN) 10 6 6 4 10 1 2 3 Steam Power Iron, Coal
3rd level
Destroyer (LN) 12 8 8 6 12 2 2 4 Combustion Iron, Oil

Naval power (battleship class)
Only level
Battleship (LN) 22 12 12 5 18 3 2 8 Mass Production Iron, Oil

Naval power and missile transport (cruiser class)
Only level
AEGIS cruiser (LN) 18 10 10 5 14 3 2 6 Robotics Iron, Aluminum, Uranium

Submarines
Only level (Naval power)
Submarine 12 12 6 3 2 Amphibious War Iron, Oil

Only level (Naval power and missile transport)
Nuclear Submarine 16 12 6 3 4 Amphibious War Iron, Uranium

Naval transport (cargo class)
1st level
Galley (N) 4 2 2 3 4 1 1 2 0 Map Making None
Fire Galley 6 2 2 3 8 1 1 2 0 Map Making None
2nd level
Caravel (N) 6 2 3 4 6 1 1 2 1 Astronomy None
3rd level
Galleon (N) 9 4 4 3 10 1 2 4 3 Magnetism Iron, Saltpetre
4th level
Transport 10 0 4 5 0 0 0 8 3 Steam Power Iron, Coal

Naval transport (battleship class)
Only level
Frigate (N) 8 4 4 4 8 1 2 2 2 Magnetism Iron, Saltpetre
Man-o-War (N) # 9 5 5 4 10 1 2 2 3 Magnetism Iron, Saltpetre
Privateer (N) 8 3 3 5 8 1 2 1 1 Magnetism Iron, Saltpetre

Naval Carrier
Only level
Carrier 32 0 8 3 8 14 Flight Iron, Oil

Air Power (interceptor)
1st level
Fighter (LN) 16 4 2 1(4) 4 0 1 Flight Oil
2nd level
Jet Fighter (LN) 20 6 4 1(5) 6 1 2 1 Rocketry Oil, Aluminium
F-15 (LN) * 20 6 3 1(6) 6 1 2 1 Rocketry Oil, Aluminium
3rd level
Battle plane (LN) 26 6 4 1(7) 12 1 3 2 Advanced Flight Oil, Aluminium
SU-27 (LN) # 26 7 5 1(6) 10 1 2 2 Advanced Flight Oil, Aluminium

Air bombardment (bomber)
1st level
Bomber (LN) 16 0 3 1(7) 10 0 2 Flight Oil
B-52 (LN) # 22 0 6 1(8) 14 0 2 2 Flight Oil
2nd level
Battle plane (LN) 26 6 4 1(7) 12 1 3 2 Advanced Flight Oil, Aluminium
SU-27 (LN) # 26 7 5 1(6) 10 1 2 2 Advanced Flight Oil, Aluminium

# - Special unit of nation;
* - Special unit of nation, starts Golden Age;
@ - Specific unit of several nations;
(L) –Land bombardment is lethal;
(N) –Naval bombardment is lethal;
(LN) –Both land and naval bombardment is lethal.

Notes for infantry units:
Foot units of Draft class = costs one population, can join city;
Foot units of Mercenary class = costs no population, amphibious starting level 2
Support infantry = costs no population, have zones of control, can’t pillage improvement.


Installation

Make backup copy of original civ3mod.bic file;
Unzip one of archives depending of version you are prefer into your Civilization III folder;
("Program Files\Infogrames Interactive\"Civilization III")


INPORTANT! You are to start new game for changes take effect!!!

Uninstallation

Replace civ3mod.bic file in your civ III folder with backup copy of original the civ3mod.bic you made before.

Delete following subfolders in Civilization III\Art\Units\:
B-52
Battle Plane
Cataphracti
Legio
"Motorized Infantry"
SU-27

INPORTANT! You are to start new game for changes take effect!!!


Credits:

Mod developing and testing:

General mod conception and costs balance - Romualdas Arm;
Ancient military armies consultant - Andrew Gutov;
Government Changes Idea – Andrew Buslov;
Government Changes Adaptation - Romualdas Arm and Andrew Buslov;
20th century and modern military forces consultant - Andrew Buslov;
Beta testing: Andrew Buslov, Romualdas Arm


Units Graphics (from http://forums.civfanatics.com/ ) was used:

Fire Galley by SpencerH (Fire Galley)
Churchill Infantry Tank by Smaoking Mirror (Ch. Crocodile)
Phalanx by JimmyH (Phalanx)
King Tiger by Smoking Mirror (King Tiger)
Eastern Pikeman by Lab Monkey (Eastern Pikeman)
Japanese Imperial Marines by unknown (Imperial Marines)
Panther Tank by Kentonio (Panther)
T34/76 by Smoking Mirror (T-34-85)
Crossbowman by Dark Sheer (Crossbowman)
Horse Archer by Kryten (HorseArcher)
Mortar by Christ2000 (Mortar)
Bandit by Dark Sheer (Dragoon)
Blue Cask by dsaindon (BlueCasc)
Sherman by Kentonio (Sherman)
Arabian Horseman by Lab Monkey (Arab Cavalry)
 
Top Bottom