MOD: Patch Suggestion - C3C version

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Patch Suggestion MOD for Civilization 3: Conquests expansion pack
Version: 2.21 (requires 1.22 Conquest patch)


Overview:

Why "patch suggestion"? Because changes in this mod represent a group of small tweaks, which if added to original Civ3: Conquests rules, would improve game balance and fun. I tried using the conservative approach of not changing the rules too much, if not necessary, in order to keep original Civ3 flavor. In fact, this version is actually more conservative then earlier version done for original Civ3 and Play the World expansion, mostly because default rules in Conquests are much better now then before. I hope that players of this MOD will find game more fun and interesting.


Install instructions:

Just unzip the files in your Civ3\Conquests\Scenarios folder. That way, you'll get patch_suggestion.biq in Civ3\Conquests\Scenarios folder and Civilopedia.txt in newly formed Civ3\Conquests\Scenarios\patch_suggestion\Text folder. Don't forget, you need Conquests expansion pack to use this mod. It's also recommended to have 1.22 patch before starting this mod.


New in v2.21:

I allowed Celts to build Medieval Infantry once again. After playing some games with them I realized that in some cases they could really need attacker with offense of 4, even if it means sacrificing ability to build Gallic Swordsmen.

The Oracle wonder gets its price reduced from 300 to 200 shields. With old price it was very suboptimal wonder considering that it's inferior to Hanging Gardens and gets obsolete early.

Shields gained from forced labor are increased from 20 to 30 per population. It needed some boost considering that with old value it was very difficult to rush anything later in game when units and building get more expensive. On the other hand, it's not too drastic increase to unbalance early part of the game.



MOD CHANGES


Land Units:

There are several firearms infantry units that are either overpriced or have poor offense value.

Musketmen get price reduced from 60 to 50 shields, since unit is just 33% better then Pikemen, which costs 30 shields.

Riflemen get attack increased from 4 to 5 and price reduced from 80 to 70 shields. Higher attack is needed, since AI controlled civilizations usually use them for attack when having no Cavalry available. Cost is reduced to keep Musketmen to Riflemen upgrade cost same as before and for some flavor (cavalry more expensive then foot unit).

Infantry gets attack increased from 6 to 8, for similar reasons as Riflemen, which is especially important before Tanks come to play.

Guerilla gets attack increased from 6 to 8 and price reduced from 90 to 80 shields. It also gets its defense bombardment rating increased from 3 to 4. Attack is increased to compensate for higher attack of Infantry. Cost is lowered considering that it still has defense that is inferior compared to Infantry. As for bombardment rating, it was increased to compensate for higher defense rating of most offense units in industrial era (value of 3 is barely better compared to Longbowmen). With stats like this, it is essentially a Longbowmen of modern age. If you want defense you take Infantry, if defensive bombardment you take Guerilla.

Marines get defense increased from 6 to 8 and price reduced from 120 to 110 shields. Such advanced infantry unit should not have its defense as low as some guerilla. Also, it's not that much good to have price equal to a Modern Armor. Note that 110 shields is the same cost as for Modern Paratroopers.

Paratroopers get attack increased from 4 to 7. This way, both their attack and defense value are just a little bit lower then for Infantry. This is understandable, considering that airborne units just don't have so much equipment to be as effective as regular Infantry units.

Modern Paratroopers get both attack increased from 6 to 10 and defense from 11 to 13. The main reason for this is to make them a good alternative to Helicopter dropped TOW Infantry, which has attack of 12 and defense of 14. Since Paratroopers don't need Helicopters and have higher operation range, this should make them worthy.

TOW Infantry gets price reduced from 120 to 110 shields and bombardment rating increased from 6 to 8. No Infantry should be as expensive as Modern Armor. Note that 110 shields is still higher cost then for Tanks, which they can easily destroy. As for defensive bombardment, reasons are the same as for Guerilla.


Cannons get their rate of fire increased from 1 to 2 and price from 40 to 60 shields. This is done for flavor purpose (ships with cannons have rate of fire of 2), and to make Cannons more special compared to Trebuchet (not just 33% better bombard rating), considering their historical role.

Cavalry gets cost increased from 80 to 90 shields, since they are much better then Knights (50% better attack and defense). Not something just worth 10 shields difference (or 30gp upgrade).

Modern Armors get defense reduced from 16 to 14, to make Mech. Infantry more important with its defense rating of 18.

Mech. Infantry gets AI offense strategy flag removed, to force AI to make more Tanks for attack. Otherwise, before getting Modern Armor, AI controlled players would build too many Mech. Infantry and attack with them instead of Tanks.



Ships:

Curragh, the new ship added in Conquests is especially useful for making early contacts and map exploration. Unfortunately, AI controlled civilizations rarely build this useful vessel. But, by adding unload flag to Curragh and changing its AI strategy from Naval Power to Naval Transport, this ships becomes valuable asset to AI controlled civilizations too.

Privateer has bombard strength of 3, but rate of fire of 0. Sounds like a bug to me, but I could be wrong. Anyway, just to be sure, I'll increase their rate of fire from 0 to 1 in this mod. Still, note that since they have bombard range of 0, this bombardment can only be used for defensive purposes.

Frigate, Man-O-War and Privateer now upgrade to Destroyer. I really didn't liked having them in build queue in modern era. This should not be a problem from realism standpoint, considering that Galleons always upgraded to Transports and that now upgrade costs are 180gp per unit.

Since Cruisers upgrade to AEGIS Cruisers, these units should not have same cost of 160 shields. Otherwise you'll get upgrade cost of zero. That's why I'll decrease a cost for Cruisers to 150 shields. They weren't really worth 160 shields anyway, considering that they are just weaker Battleships/slower Destroyers, with no unique abilities at all.

With Conquests, bombard rating of all air units and most age of sail ships got boosted, it seamed quite strange to leave ships like Battleship with bombard rating of 8. That's why Battleships get bombard strength increased from 8 to 12, Cruisers get bombard strength increased from 7 to 8 and AEGIS Cruisers get bombard strength increased from 6 to 8.

Carriers get their movement decreased from 7 to 6 tiles. While modern Carriers are faster then old WWII Battleships, 7 movement points is way too much, since that makes them the fastest ships after Destroyers (faster then Cruisers).



Air units:

In Civilization, all fighter units are pretty lame bombers. Their bombard effectiveness is even worse then of catapult.

For this reason Fighters and Jet Fighters get their rate of fire increased from 1 to 2.

Jet Fighters also get their bombard rating increased from 3 to 4, since they should be better bombers then ordinary Fighters.

Stealth Fighters get their bombard rating increased from 6 to 8, so they keep their edge over Jet Fighters and too make them more cost effective when attacking some targets with low defense (then two Stealth Fighters would do more damage then one Stealth Bomber).


Lethal land bombardment is removed from Bombers, since that made them too powerful. Especially considering that AI controlled civilizations rarely built anti-air defenses.

Interception of stealth aircrafts is increased from 5% to 15% to compensate for higher defense rating of these units in Conquests. While in original Civ3, those units had defense of 0, so 5% chance of interception meant 5% of being shot down. Now with defense ratings of 5 and 6, they are much more durable. Still, even with this change chance to shot down a stealth plane is more then 3 times lower then shooting down a normal aircraft.

Cruise Missiles get their cost decreased from 60 to 40 shields, since introduction of lethal bombardment in Conquests made them less useful then before. And not to mention that for price of 2 Cruise Missiles you could buy one Radar Artillery, which can be used as many times as you like.



Download from here:
 

Attachments

Unique Units:

In Conquests, Jaguar Warriors are 50% more expensive then before. This was done for balance purpose, but in my opinion, that opened whole can of worms, since there are other unique units that are very powerful and could need boost in cost. This is also easier done with Conquests, since unit cost doesn't need to be in multipliers of 10.

Enkidu Warriors get cost increased from 10 to 15 shields, since halved cost Spearmen could be too great advantage, especially in multiplayer games, when early rushes are common. Because of this change, I allowed Sumerians to build normal Warriors if they like. Also, similar to Jaguar Warriors which need Warrior Code, Enkidu Warriors need Bronze Working. This is for pure flavor, since Sumerians already start with Bronze Working.

Hoplites get cost increased from 20 to 25 shields. This still makes it a powerful unique unit, since Greeks get power of Pikemen for lower cost and no need of iron.

Immortals and Mounted Warriors get cost increased from 30 to 35 shields, and since these are some of best unique units available, higher cost won't make them much weaker.

Gallic Swordsmen get cost increased from 40 to 45 shields, considering that Mounted Warrior got price increased to 35 shields.

Swiss Mercenaries get cost increased from 30 to 40, since "power of gunpowder" so early should not be underestimated. This still makes them cheaper then Musketmen anyway.

Rider gets cost increased from 70 to 80 shields, since extra movement point is very powerful bonus for Knight type unit.

Ansar Warrior cost increased from 60 to 70 shields, for similar reasons as Rider.

Siphai cost increased from 100 to 105 shields, to compensate for higher cost of Cavalry.

Dromon cost is increased from 30 to 40 shields, since they are very powerful naval unit for that time. With their attack and bombard ratings they could even destroy Caravels and Galleons without problem. Plus, you could use them for bombardment of land units.


Some other changes to unique units:

Chasqui Scout gets cost decreased from 20 to 15 shields. With old 20 shields cost, it was too expensive for a Scout and too expensive for a military unit.

Jaguar Warrior, in order to not get outshined by Chasqui Scout, gets an extra hit point in its heath bar. This should make them a little bit more powerful, but not as powerful as when they had 10 shields cost before Conquests.

Zulu Impi gets AI offense flag removed. This will make AI use Impi more often for pillaging and troop escort instead of suicide attacks.

Javelin Throwers get AI defense strategy flag removed, since that made AI controlled players use them for defense, which is not so good considering that there is 33% less expensive Spearmen.

Dromon now upgrades to Frigate, since it's too useful to become obsolete with Caravel.
But, since this breaks upgrade chain of transport based vessels, to compensate I allowed Byzantines to build Galley if they like. That way even Byzantine Curraghs upgrade to Galleys and then to Caravels, while Dromons upgrade to Frigate. Also, this way if you really want to get transport quickly you can build cheaper Galley instead of Dromon.

Keshik gets bombard rating of 2 with rate of fire 1 and range of 0 (defensive first strike). It goes with flavor (mounted archer) and makes this unique unit a little bit more worthy as it should be. Also, it gains ability to ignore movement cost on Volcano tiles, since these tiles are almost the same as mountain tiles.

Musketeers changed to have better focus on offense. They get both attack and defense of 4. Also they get cost reduced to 50 shields like Musketmen. With this, they are closer to their original version before Conquests, just a little bit more powerful (but still balanced).

Conquistadors get price reduced from 70 to 60 shields. Considering the costs of Gallic Swordsmen and added changes to Keshik, slightly lower price should not be a problem. It also goes with flavor, considering that it is a light cavalry, which means that it isn't supposed to be more expensive then heavy cavalry (knights).

Like Cannons, Hwach'a gets its rate of fire increased from 1 to 2 and cost from 40 to 60 shields.

F-15 gets their bombard rating increased from 6 to 8, to mimic the changes done to Stealth Fighter.



Improvements and Wonders:

Coastal Fortress naval defense is increased from 8 to 16. This was done in order to make chance of destroying Coastal Fortress with Frigate similar to chance of destroying Walls with the Catapult (around 30%).

Ancient Cavalry has its attack decreased from 3 to 2. That should make this unit not too dominating in ancient age, while still keeping the edge over normal Horsemen. After all, Statue of Zeus is powerful wonder, since it can generate a lot of these powerful units and gets obsolete very late.

The Oracle wonder gets its price reduced from 300 to 200 shields. With old price it was very suboptimal wonder considering that it's inferior to Hanging Gardens and gets obsolete early.

Cure for Cancer makes two citizens content instead of one. Without this, the effect of wonder will be pretty mediocre, especially considering that there are many wonders, which are cheaper and have greater effects.



Governments:

Feudalism unit maintenance cost is changed from 3 gold per unit to standard 1 gold per unit. While Conquests were still in beta phase, Feudalism had an ability to not pay any maintenance for buildings. Obviously, that would have been very unbalancing if unit cost was not higher to compensate. Still, since now, Feudalism does not have that ability, 3 gold per unit is really not needed.

Republic's number of free units per city is changed from 3 to 2 and for metropolis from 4 to 2. I think that when maintenance cost for units were increased in Conquests the goal was too make Republic weaker then before. But, it seams that when you get cities (7+ pop), Republic is actually better then before Conquests, since if having less then 6 units per city or 8 units per metropolis (what is pretty easy to do), you paid less maintenance cost then before and earned more money. This made Republic even better then Democracy in some cases. With mentioned changes, Republic is still good as before if having 4 or less units per city, which should make it slightly more balanced.



Other:

Shields gained from forced labor are increased from 20 to 30 per population. It needed some boost considering that with old value it was very difficult to rush anything later in game when units and building get more expensive. On the other hand, it's not too drastic increase to unbalance early part of the game.

Cost of Philosophy advance is increased from 6 to 12 points. Considering that in Conquests, this advance, if first researched, gives an extra advance for free, it was just too cheap for its old price. To compensate, The Republic advance is made cheaper for the same amount (22 points instead of 28).

Fixed the bug of making Mayan leader targetable by Stealth Fighter's stealth attack.

All Artillery units, Scouts and Explorers get airlift capabilities. If Workers can be airlifted, these units need too.

Scouts and Explorers get foot unit flag, which makes them transferable by Helicopters, like it's possible with most infantry units.

Leader and King units both get airlift capabilities and ability to be transferable by Helicopters. Exempt being realistic, it can make modern regicide game more interesting.
 
:thanx: player1.

Btw, how the aerial city view project develops you and some other comrades made a year ago or so?
 
Originally posted by kettyo
:thanx: player1.

Btw, how the aerial city view project develops you and some other comrades made a year ago or so?

Well, it pretty much stoped when Ismailov stoped making workshop files.
I fixed a little size of small cities, but that's pretty much all.

And with C3C, if you use moded BIQ, you can't see areal view anyway.
 
Originally posted by player1 fanatic
And with C3C, if you use moded BIQ, you can't see areal view anyway.

Yes. Thats the thing i miss the most from Civ1.
Seeing how your cities are developing with each improvement built and seeing troops marching before the captured cities. :D

Such a great feeling...
 
Originally posted by player1 fanatic
True, Civ1 was the only game which had city view properly made.

Yeah!
What a shame diplomacy is screwed up so much. :rolleyes:
Having proper diplomacy like brothergame Master Of Orion has Civ1 would be all time #1 IMO. :king:
 
Actually, with good working diplomacy i would play Civ1 until my death i think. :D
 
May I suggest a possible modification? I would say you should turn on keep culture. IMO, it is much more realistic, and stops the AI from colonizing in territory you have just captured (which is VERY annoying).
 
There is a side-effect of decreasing modern armor defense rating to 14.

Now they could be easily destroyed by 2 attacking tow infantry.

:tank: :rocket2:
 
Originally posted by kettyo
There is a side-effect of decreasing modern armor defense rating to 14.

Now they could be easily destroyed by 2 attacking tow infantry.

:tank: :rocket2:

Well, they are anti-tank infantry.
Aren't they? :D


EDIT:
And that's with still losing 110 shields for one TOW that was defeated during attack.
 
Is this mod with (some) of the changes from earlier Player1 mods?
I believe you had slightly larger armies, better organized ship movement, and some other things, which elude me.
 
Originally posted by Red Boxer
Is this mod with (some) of the changes from earlier Player1 mods?
I believe you had slightly larger armies, better organized ship movement, and some other things, which elude me.

It is similar, but not with exactly same changes.
Mostly, beacuse C3C is much different then vanilla Civ3.

For example, in PtW version of mod, modern ships got +1 to movement, but in C3C since Destroyer get 8 movemet points, and Frigates have 5 movement point, similar thing isn't implemented.

For details, check much sig, and compare different versions if you like.


EDIT:
No, mod never had larger armies.
Nor it's needed considering how powerful armies are in C3C.
 
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