ArtilleryMod
Version 1.9
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For a complete list of changes in this version, please refer to the "changes.txt" file>>
This mod is primarily an attempt to encourge more extensive use of artillery and naval units by making them more powerful and useful. Many of the changes in the current version are also designed to reduce corruption, making large empires more efficient. There are, however a few other minor (and not-so minor) tweaks to gameplay, including two entirely new units. Below is a complete list of the changes I've made.
Your comments and suggestions are welcome! If you have opinions or ideas, feel free to contact me. My
email address is
BrookeAWheeler@netscape.net
Credits
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- A big "Thank You" to the following folks for units or other graphics that I borrowed for this project: Dark Sheer at Civfanatics -- crossbowman unit animations SpincruS (Civfanatics) -- crossbowman build queue icon
Kal-el (Civfanatics) -- longboat unit animations; Marble, Pearls and Oasis resource icons; (I acquired the extra resource icons from GIDustin's resource pack at Civfanatics.)
Ecipse (Civfanatics) -- crossbowman civilopedia graphics.
Kestrel18 (Civfanatics) -- ideas for the crossbowman civilopedia description.
Christopher Smith (The Templar on CivFanatics) -- Space Race Mod graphics & 'pedia entries
Ukas (Civfanatics) -- modern era War Memorial graphics.
Civfanatics GOTM Staff -- resource icon bonus "blips"
Kinboat (Civfanatics) -- Industrial era explorer unit animations.
GIDustin, pdescobar and Kal-el (Civfanatics) -- for helping me get the additional luxury icons to display properly in the city view.
Balou (Civfanatics) -- for his modern infantry unit animations and 'pedia icons for same, used in the Civ3 edition as the Commando unit.
- Kudos to Andrej Damjanovic, whose Player1 Mod got me thinking about this in the first place. I also borrowed his ideas for Marines/Paratroopers and modern armored units and artillery re: the "Wheeled" attribute.
- Thanks to RebelX210 on Civfanatics for posting that list of improved German city names.
- A big "thumbs-up" to hbdragon88 at Civfanatics for an improved Chinese city list and all his work on bringing the vanilla Civ3 version of this mod up-to-date. (And helping to maintain it thereafter!)
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Units
- All land units now have the airlift flag set. (I never understood why you weren't allowed to airlift workers and artillery)
- most fast land units have the blitz ability, (with the notable exception of Tanks and chariots) so be sure to station plenty of defenders in your cities. (I recommend at least two per city)
- All modern combat ships require iron to build. This makes it a critical resource right through to the end of the game.
- All units with missile weapons or firearms now have the Zone of Control feature enabled so they can take potshots at passing enemies.
- All armored vehicles and all artillery are "wheeled" so they can't move onto mountain or jungle squares that don't have roads. This makes paratroopers more useful. (i.e., drop onto a mountain square that contains the only road across that mountain range, and pillage the road, severing your opponent's empire until he can get another road pushed through.)
- In previous versions, I had disabled the actual upgrade ability for wooden ships, so that while they disappeared from the build box when new technology became available, you couldn't actually upgrade them. HOWEVER, it seems that Firaxis has changed the way this works, and HBDragon88 reported that while you couldn't upgrade these units INDIVIDUALLY, they could be moved into cities with barracks and upgraded en-masse by hitting SHIFT-U. This was a major exploit, so I have broken the upgrade path to prevent it. This means that the Man-O-War and galleon can still be built later, but that's preferable to letting people upgrade them to transports and ironclads!
- Most units with the bombard ability are lethal vs. land and sea units. This was always a sore point for me with Civ3, as most of the casualties in real-world wars are from artillery and bombs rather than infantry assults.
- Some of the more advanced sailing ships can be built earlier, making them much more useful.
- Updated the German city names: added new ones and corrected the spelling on existing ones.
- Removed "The Mumbles" from the English city name list and added a number of new ones. They needed a longer city list too.
- Destroyers and cruisers have "all terrain as roads" enabled, so Magellan's Voyage really gives these ship types a big boost, which can allow you to run circles around your opponents' navies in the later game--or vice versa if they built it instead of you!
- The Beta Tester mod in Play the World gave me an idea. I changed coastal movement to 2, sea movement to 2 and ocean movement to 3. I then made the following changes to naval units:
- Galley: ignores coastal penalties. Galleys can't go far from the shore. The movement penalties
should give the AI some incentive to (finally) upgrade their transports. I'm sick and tired of seeing battleships escorting galleys in modern times.
- Caravel/Longboat: ignore coastal and sea movement penalties. Same reasoning as with the galley, but caravels and longboats are more seaworthy, so no sea movement penalty.
- Galleon/Privateer/Frigate/Man-O-War/Destroyer/AEGIS: ignore coastal, sea and ocean penalties. No penalties for these ships. They are capable of ocean travel, but not so large that they can't navigate coastal waters easily.
- Ironclad: like the USS Monitor, these ships are not very seaworthy, so they don't ignore the movement penalty on the ocean. You CAN cross the ocean with them, but it will be slow.
- Transport/Carrier/Nuclear Sub/Sub/Battleship: ignore ocean and sea penalties. These ships need deeper water to operate efficiently. In coastal waters, they have to move more slowly to avoid running aground on reefs or shoals.
These should improve naval warfare considerably.
- Here's another idea I borrowed from the Beta Tester Mod in PtW: Armies now impart a hit-point bonus of 2 to the units in them and their capacity has been increased to 4. (5 after you build the Pentagon.) I also removed the "victorious army" flag from the Military Academy.
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For the complete list of changes to unit stats and abilities, see the included Excel spreadsheet.>>
Wonders of the World
- The Great Wall now puts city walls in all cities on the same continent, in addition to everything else. It still goes obsolete when Metallurgy is discovered, but it's now actually useful while it lasts.
- Leonardo's Workshop now doubles research in the city where it's built, in addition to its other qualities. Again, this is a lot more useful, especially if you miss out on Copernicus or Newton later on.
- Longevity can now be built once sanitation is disovered. This makes it more useful, as you're just starting to build hospitals and can probably use the population boost at this point. I also lowered the build cost so it would be in line with other industrial-age wonders.
- Cure for Cancer now gives 6 culture per turn instead of two and makes 2 unhappy people in each city content rather than only 1. The extra happiness really comes in handy late in the game.
- SETI program now requires satellites to build, but gives two free techs, which can really help in the space race.
Other Gameplay Issues
Corruption
I adjusted the 'optimum number of cities' as follows to reduce corruption to a more manageable level:
Code:
Map Size Old/New
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Tiny 12/15
Small 14/17
Standard 16/20
Large 24/32
Huge 32/40
I initially upped the stock values by 50% for each map size, but found that it unbalanced the game, especially on the larger map sizes. This will (hopefully) take a bite out of the corruption without it being too big of a bite. YMMV. Give me feedback on this one--let me know what YOU think. (With the corruption reducing improvements in this version, I may have to change these settings back to their original values: your input on this subject is welcome.)
Espionage
The following espionage missions have been reduced in price as follows:
Code:
Mission Cost Factor (Old/New)
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Investigate City 10/5
Steal Technology 10/7
Steal Plans 10/7
Initiate Propaganda 100/50
Expose Enemy Spy 80/50
In addition, propaganda can be initiated by diplomats. This allows players to actually get a bit of use out of it before the democracies start popping up like mushrooms after a rain and it's no longer usable. These values seem to work a bit better in practice, I'm happy to say.
Golden Age
I increased the length from 20 to 25 turns. I'd really like to change it so a civilization can have two instead of only one, but this was the best I could do.
Hurry/Draft Penalty
I reduced it from 20 turns to 10. This seems more reasonable to me. (10 turns is still a LONG time.)
Citizen Value
Now if you hurry a project, each population point is worth 30 shields.
Forest Value
Cutting down a forest now adds 20 shields to your build box instead of just 10.
Future Improvements
- I've added four new buildings (see changes.txt for complete details), but decided to scrap the idea of limiting them based on civilization attributes. I tried to set this up, but the editor doesn't have a way to do this directly, and I ran into too many problems trying to get around this limitation.
- For version 2.0, no new features will be added. What I want to do instead is adjust the exisiting features where necessary to make the mod more balanced. Play-testing is currently underway to evaluate gameplay and identify problems that may need to be addressed.