kettyo
Seeker of Reality
NAVAL POWER MOD by Kettyo for Civilization III by Firaxis Games Inc.
-----------------------------------------------------------------------------
ver. 1.22
I've created another conservative mod (without new units,buildings,civs etc.) based on player1's superb patch suggestion (C). It's most recommended for those who like to play on large and huge worlds with low land mass for most interesting naval battles (like me).
It contains sevorak's city name mod (C).
Marla Singer's World Map (C) ver. 1.18 with naval power mod rules and correct starting locations included.
I post it here just for ideas on possible flaws and maybe some feedback.
Maybe even someone will like it...
These are the changes i made on 1.3 version of player1's mod.
(See readme_player1.txt for player1's changes on 1.29f)
-all combat units have double of the default hit points
this way the randomizer has less impact on the outcome of wars
according to this bombard strenght values of all units are double of the default too
-naval units movement changes
caravel: 3-4
privateer: 3-4
frigate: 4-5
manowar: 4-5
galleon: 4-5
ironclad: 4-5
transport: 5-7
carrier: 5-7
submarine: 3-5
destroyer: 5-7
battleship: 5-7
aegis cruiser: 5-7
nuclear sub: 4-7
-air units changes
fighter oprange 4-6, 6 attack, 4 defense, lethal land/naval bombing
bomber oprange 6-8, 4 defense
jetfighter oprange 6-8, 12 attack, 8 defense, rate of fire 3
stealthfighter oprange 6-8, rate of fire 3, no lethal bombing
f15 oprange 6-8, 12 attack, 8 defense, rate of fire 3, bombing strenght 3
stealthbomber cost 24-22
helicopter defense value is 3, oprange 6
paratroopers oprange 6
-following planes have recon ability
bomber,stealth bomber
-following units have detect subs ability
fighter,jet fighter,f-15,carrier
(carrier's ability represents helicopter patrols around the carrier not a cutting-edge sonar)
-other changes to naval units
ironclad: costs 10
submarine: defense 4-6,carries 1 footsoldier
destroyer: attack 12-10,cost:12-10
nukesub: defense 4-7,attack 10-11,cost:14-18,carries 2 missiles (incl. nuclear)
cruiser: defense 10-11,cost 16-18,carries 2 cruise missiles
carrier: carries 8 planes,cost 18-32
(the graphic shows nimitz class so be really huge)
battleship: carries 1 cruise missile
-cruise missile is now immobile and can rebase (like planes)
-from catapult up bombarding land units get defense values to be counter-bombardable and could be bombed by planes (though they can't be captured anymore)
cannon: 1 defense
artillery: 1 defense
radar artillery: 2 defense
-archer,bowman and longbowman have defensive bombardment ability
-cossacs defense increased to 5 (from 4)
-military academy doesn't require a victorious army
-army costs 40
-scout,explorer,leader set as footunit
-panzer is wheeled unit (corrected bug)
-ironclad is available with industrialization
-jaguar warrior upgrade to horseman
chariot is removed from the aztec unit build list
-the great wall gives walls in every cities under size 7 on the continent
costs 40
-magellan's voyage doesn't increase naval movement speeds but gives a harbor to all coastal cities
costs 60
-workers efficiency doubled in communism
-spaceship parts cost 50% more
-steal technology costs default 10
-no bonus against barbarians at all difficulty levels
-corruption levels decreased a bit at difficulty levels below emperor
Happy civing and thanks for any feedbacks.
version 1.22 uploaded on 19.10.2002
-----------------------------------------------------------------------------
ver. 1.22
I've created another conservative mod (without new units,buildings,civs etc.) based on player1's superb patch suggestion (C). It's most recommended for those who like to play on large and huge worlds with low land mass for most interesting naval battles (like me).
It contains sevorak's city name mod (C).
Marla Singer's World Map (C) ver. 1.18 with naval power mod rules and correct starting locations included.
I post it here just for ideas on possible flaws and maybe some feedback.
Maybe even someone will like it...

These are the changes i made on 1.3 version of player1's mod.
(See readme_player1.txt for player1's changes on 1.29f)
-all combat units have double of the default hit points
this way the randomizer has less impact on the outcome of wars
according to this bombard strenght values of all units are double of the default too
-naval units movement changes
caravel: 3-4
privateer: 3-4
frigate: 4-5
manowar: 4-5
galleon: 4-5
ironclad: 4-5
transport: 5-7
carrier: 5-7
submarine: 3-5
destroyer: 5-7
battleship: 5-7
aegis cruiser: 5-7
nuclear sub: 4-7
-air units changes
fighter oprange 4-6, 6 attack, 4 defense, lethal land/naval bombing
bomber oprange 6-8, 4 defense
jetfighter oprange 6-8, 12 attack, 8 defense, rate of fire 3
stealthfighter oprange 6-8, rate of fire 3, no lethal bombing
f15 oprange 6-8, 12 attack, 8 defense, rate of fire 3, bombing strenght 3
stealthbomber cost 24-22
helicopter defense value is 3, oprange 6
paratroopers oprange 6
-following planes have recon ability
bomber,stealth bomber
-following units have detect subs ability
fighter,jet fighter,f-15,carrier
(carrier's ability represents helicopter patrols around the carrier not a cutting-edge sonar)
-other changes to naval units
ironclad: costs 10
submarine: defense 4-6,carries 1 footsoldier
destroyer: attack 12-10,cost:12-10
nukesub: defense 4-7,attack 10-11,cost:14-18,carries 2 missiles (incl. nuclear)
cruiser: defense 10-11,cost 16-18,carries 2 cruise missiles
carrier: carries 8 planes,cost 18-32
(the graphic shows nimitz class so be really huge)
battleship: carries 1 cruise missile
-cruise missile is now immobile and can rebase (like planes)
-from catapult up bombarding land units get defense values to be counter-bombardable and could be bombed by planes (though they can't be captured anymore)
cannon: 1 defense
artillery: 1 defense
radar artillery: 2 defense
-archer,bowman and longbowman have defensive bombardment ability
-cossacs defense increased to 5 (from 4)
-military academy doesn't require a victorious army
-army costs 40
-scout,explorer,leader set as footunit
-panzer is wheeled unit (corrected bug)
-ironclad is available with industrialization
-jaguar warrior upgrade to horseman
chariot is removed from the aztec unit build list
-the great wall gives walls in every cities under size 7 on the continent
costs 40
-magellan's voyage doesn't increase naval movement speeds but gives a harbor to all coastal cities
costs 60
-workers efficiency doubled in communism
-spaceship parts cost 50% more
-steal technology costs default 10
-no bonus against barbarians at all difficulty levels
-corruption levels decreased a bit at difficulty levels below emperor
Happy civing and thanks for any feedbacks.
version 1.22 uploaded on 19.10.2002