Balanced Accelerated Production Mod

DaveMcW

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Oct 8, 2002
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Accelerated Production is a wonderful thing for multiplayer games, essentially cutting the number of turns you need to play in half. Unfortunately, AP is so unbalanced that it is a totally different game than normal civ3. This mod is an attempt to fix that.

I have tested it quite a bit myself, but I would appreciate other people's input. Here is the complete list of changes.
  • Double worker speed (Triple road building speed)
  • Half min and max research time (2 and 20)
  • Double culture from improvements
  • Half golden age length (10)
  • Half shields from pop rushing (10)
  • Half duration of unhappiness from rushing/drafting (10)
  • Half shields from harvesting forest (5)
  • Double resource disappearance rate
  • Double pollution from improvements
  • Half cost for Build Embassy and Steal Technology
  • Half turns before the game ends (270)
  • Double years per turn

This is the exact date system used:
  • First 13 turns = 100 years each (-4000 to -2700)
  • Next 12 turns = 80 years each (-2700 to -1740)
  • Next 20 turns = 50 years each (-1740 to -740)
  • Next 25 turns = 40 years each (-740 to 260)
  • Next 49 turns = 20 years each (260 to 1240)
  • Next 51 turns = 10 years each (1240 to 1750)
  • Next 50 turns = 5 years each (1750 to 2000)
  • Next 50 turns = 1 year each (2000 to 2050)

By default, AP makes the following changes:
  • Half shield cost for all projects
  • Half food required to grow
  • Half research cost
  • Half upgrade cost

I left all the game rules and victory conditions open, so be sure Accelerated Production is on when you start the game.

C3C biq file:
http://www.civfanatics.net/uploads6/C3C_Balanced_AP.zip

PTW bix file:
 

Attachments

MAJOR BUG FOR ONLINE! This works with only si-move. Look at the road the worker is making. Notice the date. Notice they are the same. :hmm:

The pictures that were here have served their purpose and Dave told me to get rid of them ;)
 
This is a bug in PTW version 1.21, not my mod. The accelerated road building means it requires less micromanagement but it can still exploited without a mod.

Check out my bug report here.
 
Hey, I was going to start the thread :p

But it is a really bad bug in this game becaues its one turn for roads. Same thing for Democracy (when you get it) it will happen too (if your industrious).
 
Is there any chance of combining this mod with the Patch Suggestions Mod for PTW? I really think the mod is a major improvement in terms of unit balance and use, but I would like to play it together with this balanced AP mod. I'd try to figure out how to do it myself, but it appears my CivIII PTW cd is scratched or something and the Civ3 edit will not install properly. Alternatively you could just upload Civ3Xedit and I can probably figure it out for myself.

Otherwise I guess I'm just stuck with standard AP. :(
 
There's no way to load 2 mods at once. :( If you have a working editor you can make the changes to the patch suggestion mod.

Try the Technical Support Forum if you are having trouble getting Civ3Xedit running.
 
I figured out the problem, it was because I didn't have the most recent patch installed.
 
What I especially like about this mod is that it reduces the advantage of Industrious civs, which is especially apparent in MP! :goodjob:
 
Yes, I had to change the Industrious/Non-Industrious balance due to rounding error and I decided to err on the side of Non-Industrious. Here is a comparison chart:

Code:
Worker Task           Normal Ind  Normal Non-Ind  Modded Ind  Modded Non-Ind  Lost Ind Advantage 
Irrigate              2           4               1           2               0%
Mine                  3           6               2           3               33%
Clear Forest          5           10              3           5               20%
Clear Jungle          12          24              6           12              0%
Road To Grassland     3           4               2           2               33%
Road To Hill          4           7               2           3               16%
Road To Mountain      6           10              3           4               25%
Railroad (Democracy)  2           4               1           2               0%
Clear Pollution       12          24              6           12              0%
Industrious still has a significant advantage, but not as great as before. In default AP the industrious advantage was even bigger.

Edit: recalculated percentages
 
Hmmm, I thought you tripled the road building speed.
That's mainly what caused me to comment, as building a road on flatlands would be the same for Industrious and non-Industrious.

Is that not the case?
 
In the chart above, I added an extra turn for the worker to move onto the tile being roaded. When you factor in worker movement, normal industrious workers only have a 33% speed advantage building roads on grassland. Triple road-building speed eliminates this advantage, but it was never that great anyway.

My goal was to double the speed of Road To orders, so to compensate for the fixed cost of moving onto the tile I had to triple road building speed.
 
Very nice mod, but I had to go in and hack the passing of time back to Civ3 standard.. the game ended too quickly IMO.

(Then again.. I suck.. and was only playing Chieftain and taking my time..)

I find it's just as enjoyable with the normal rate of years.
 
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