DiverseCiv - Civ3 refined

Drift

It's a boy!
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Mar 31, 2003
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A mod for Civilization 3 Play The World (1.14f & 1.21f)

News 29/12/03: Development of the mod officially discontinued. Beta4 is final.


Download DiverseCiv beta4 (18MB)
Try DiverseCiv with Kal-el's World Map (0.05MB) - made by Yoda Power

  • To play, just start the mod with Civ3+(world).bix instead of Civ3+.bix Naturally, this requires the beta4

Please note that until I release a new full install, the mod will go by the old "Civ3+" name, I'm not going to bug Thunderfall about an 18MB upload just so I can change mod's name.

Important: In case you have an earlier version of the mod installed, it's safest to delete the old "Civ3+" folder before installing beta4. Other than that, just extract the zip into civ3ptw\scenarios\. Owerwrite files if there are any.

If some bugs appear, the fixes will be released as independent patches, so you have to download the base install only once.

From what I've gathered, the mod works in 1.21f US patch even though it was made and tested with 1.14f Euro patch. I could be wrong though. Hopefully the new patch comes along soon.


Goal of this mod is to create a more diverse Civ3 experience. There are changes to the actual gameplay, but basically, DiverseCiv plays pretty much like original PTW. You just have to weigh your options more. Governments have all their unique bonuses and disadvantages, modern era has been extended with nine new techs, units have been changed and some added. I've tried to maintain "quality before quantity" approach when adding new stuff. Civilopedia has been updated with all the changes so you can quickly check up on new additions.

Quick overview of the mod:

- Reworked goverments including six completely new govts including Fascism, Modern Socialism, Theocracy, Green Democracy, Technocracy and Oligarchy.
- One unique city improvement for most government types.
- 5 new city improvements available to all governments.
- 5 new wonders
- Big changes to the existing units and 20 completely new units. Especially the naval warfare and Industrial & Modern military units have been redone completely.
- Completely new Modern Era tech tree including 9 new techs.
- Changes to the tech tree in many other places to accomplish better gameplay and an illusion of realism.

More detailed changelist for those interested:

Governments & their unique city improvements (roughly in the order of appearance)

Anarchy none
Despotism none
Monarchy Royal guard (+25% defence, 1 happy face)
Oligarchy none
Theocracy Monastery (+25% production, 2 happy faces)
Republic Senate (reduces corruption, reduces war weariness, 1 happy face)
Democracy International Trade Center (+50% tax income, 1 unhappy face)
Technocracy Science Forum (+50% scientific research, 1 unhappy face)
Communism Secret Police (2 happy faces, +25% defense)
Fascism Work Camp (+25% production, 1 unhappy face)
Modern Socialism Civil Center (+25% production, reduces corruption)
Green Democracy Nature Center (Reduces bldg&pop pollution, reduces corruption, 2 happy faces)

That’s a lot of goverments but each is unique and there shouldn’t be too much overlapping. The unique improvements take care of that, but the goverments itself are also different from each other and not just variations of each other.

All unique improvements cost 0 to maintenance and take one turn to build. This is to represent their benefits being benefits of the government, not the improvement itself. When the player changes governments, the unique improvements disappear and stop giving their benefits. If the player changes back to the same government, the once built unique improvements reappear.

New Wonders:

Platon’s Akademeia Doubles Scientific Research in the city it’s built
Greenpeace Recycling Center in all cities
International Television +2 happy faces in all cities
Global Network Information Networks in all cities
Great Refinery small wonder, requires oil inside city borders, +1 trade per each tile in the city it’s built in

New City Improvements

Gallows reduces corruption, 1 unhappy face
TV Station 2 happy faces
Kelp Farm +1 food on water squares
Information network +50% tax income, reduces corruption
Wave Power Plant +25% production, coastal installation

Certain improvements produce happiness

Courthouse (1) Laws produces stability and stability is good
Hospital (1) Healthcare produces healthy people and healthy people are happy people

Certain improvements produce unhappiness:

University (1) Academical freedom has always been a source of rebellion
Factory (2) Struggle about workers’ rights causes unhappiness
Manufact. Plant (1) Automation causes unemployment
Nuclear Plant (1) Use of nuclear energy activates green radicals
Coal Plant (1) Pollution isn’t a positive thing

Other changes to the existing improvements

- Courthouse comes at Education. Costs 2 (Gallows comes at Code of Laws and costs 1)
- Coal Plant costs 2, pollutes 2, causes 1 unhappy face and increases production 50%
- Hydro Plant costs 3, pollutes 0 and increases production 50%
- Solar Plant costs 4, pollutes 0, causes 1 happy face and increases production 50%

Unit lists: (new units in bold italics)

Land units:

Warrior 1.1.1
Spearman 1.2.1
Archer 2.1.1
Horseman 2.1.2
Javeliner 2.2.1
Swordsman 3.2.1

Pikeman 1.3.1
Medieval Infantry 4.2.1
Horse Archer 3.1.3
Knight 4.3.2
Longbowman 4.1.1
Musketman 1.4.1
Siege Cannon (bombarment unit: 6.1.1)
Musket Infantry 5.3.1
Naval Infantry 6.3.1

Cavalry 6.3.3

Rifleman 6.6.1
Guerrilla 8.6.1
Infantry 8.10.1
Infantry Tank 12.6.1
Armored Car 10.4.3
Motorized Infantry 8.10.2

Armor 16.8.2

Modern Infantry 14.14.2
Mercenary 12.10.2
Humvee 18.10.4
Special Forces 14.10.2

Mechanized Infantry 16.18.3
Modern Armor 24.14.3

Ships: A.D.M / Bombardment

Galley 1.1.3
War Galley 2.2.3

Caravel 1.2.3
Corvette 3.2.4
Galleon 1.3.4
Privateer 3.2.4
Frigate 4.3.4 / 4.1.2
Ship of the Line 5.4.4 / 6.1.2

Iron Frigate 6.6.5 / 8.1.2
Dreadnought 10.6.4 / 12.1.2
Steam Transport 1.4.4 transports 6

Destroyer 12.8.6 / 8.1.2
Submarine 8.4.4
Transport 1.4.6 transports 8
Carrier 1.4.4 no radar, transports 4
Battleship 18.12.6 / 16.2.2

Nuclear sub 12.6.5
Nuclear Carrier 1.8.6 radar, transports 6
Modern Destroyer 14.10.8 / 12.2.2
AEGIS Cruiser 18.14.8 / 16.2.2

Gameplay Changes:

- 3 new bonus resource, Sheep that can be found in plains, Oasis that can be found in deserts and Volcano that can be found in mountains. Sheep gives +1 production and +1 food, Oasis gives +1 food and Volcano +2 food.
- 25% decrease in all espionage mission costs.
- Most governments have veteran spies. Communist spies are elite and Green Democracy ones regular.
- Both Forced Labour & Draft mood penalties were shortened from 20 turns to 15.
- All units can be upgraded.

Credits:

Yoda Power - Kal-el's world map conversion, playtesting and great feedback
Ukas – Graphics for Work camp, Secret Police, Gallows, Information network, TV Station, International Television and the convert job on Platon’s Akademeia
Smoking Mirror – Motorized Infantry, Naval Infantry, Iron Frigate, Dreadnought
Kinboat – Infantry Tank, Humvee, Armored Car & Mercenary
Admiral Kraken – Ship of the Line, War Galley & Corvette
Kryten – Horse Archer, Javeliner
Balou – Modern Infantry & Special Forces
Dark Sheer – Musket Infantry
Aaglo – Siege Cannon
MazterJo – Modern Destroyer
Papajohns - Carrier
Zulu9812 – Units32.pcx file
m_m_x – new ruin graphics
mrtn – volcano resource

If you notice something, a unit, building graphic or whatever belonging to you, throw me a PM and I'll add your name here
 
Originally posted by aaglo
One question:
Why is the geothermal plant a small wonder? Why isn't in just a regular building?

Game mechanics. I had forgotten that you can't check "required goods must be inside city radius" for city improvements, only wonders and small wonders. So I settled for doubling its production bonus to +50% and making it a small wonder. Kinda lame, but I liked the idea too much to get rid of it completely.
 
ok I tried a little game, here are my suggestions.

1. Make Horseman upgrade to Horsearcher, and make Horsearcher upgrade to Knight.
2. Give Wheat + 1 food, that would make the game more balanced since grassland only gives 1 food
3. You might want to considder making irrigation available on Tundra, it can be more fun to play with, but its really a matter of taste.
4. Make Platons Akademia more expensive, just 50 shields or so.
5. I think you should use the Musketeer graphics for the Musketeer, then you could use the Napolenic Rifleman as a Fussilier or Grenadier. That could come in between Musketman and Rifleman. I think that would be cool, but ofcause its up to you.
6. I think should Oasis should give 2 food instead of 1.
7. I think you should add some ships, that is a part of civ that is missing in the original game.

thats all for now:)
 
1. Good point. Will do.
2. Grassland giving only 1 food is still a little iffy. If it stays that way, wheat should probably be upped.
3. Hmm. Have to think on this. :)
4. *checks current cost* - 20. That is admittedly too little. However, GL is 40 so 30? Or is double science city so powerful in early game?
5. Napoleonic Rifleman looked more advanced than Musket Infantry, Musketeer graphics looked like they precede the Musket Infantry. However, point taken. Must give it some thought.
6. Could well be. I wanted to keep deserts pretty barren, but I guess 2 food wouldn't be too much.
7. It's on my to-do-list. Just need to do some research on what people usually want with the naval aspect, I don't build that much ships so I don't have that much feel on them.

Huge thanks Yoda. Although I was thrilled just to see that the mod actually works on other computers than just mine and that I haven't screwed up with the zips. :D

One question: Do you think I should scrap the modified terrain bonuses and go back to normal Civ3 terrain bonuses? I mean, it isn't exactly in key with the 'focus' of the mod to modify terrain bonuses. Am I making things too complicated for no good reason?
 
Originally posted by Drift
One question: Do you think I should scrap the modified terrain bonuses and go back to normal Civ3 terrain bonuses? I mean, it isn't exactly in key with the 'focus' of the mod to modify terrain bonuses. Am I making things too complicated for no good reason?
No actually I find it quite funny the way you made it. I think you should keep it, but as I said before give wheat one more food.

About ships this is what I would suggest:

A/D/M(maker)
Galley 1/2/3, transport
War Galley 2/2/2or 2/2/3(made by Smoking Mirror)
Caravel 2/3/4, transport
Corvette 3/2/4(Admiral Kraken)
Galleon 2/4/5 transport
Frigate 4/3/5
Clipper 3/5/6(being made by Admiral Kraken) transport
Ship of the Line 5/4/6(Admiral Kraken)
Cargo 3/6/7 (civ3 transport) transport
Ironclad 7/7/6
Transport 0/8/8 (cruiser by Smoking Mirror)
etc.
 
Originally posted by Drift
Courthouse (1)[/b] Laws produces stability and stability is good

University (1)[/b] Academical freedom has always been a source of rebellion

That's an interesting ideological statement you make there! ;)

I would suggest changing "Greenpeace" to "Organized Environmentalism" or the like, since you are really pointing to the entire movement as a whole on a popular level. I'm sure the people at Greenpeace would like to be thought of as having equal historical importance to the other Wonders, though.

Maybe to counteract the unhappiness effect of Factory we could have the option of building a Trade Union in our cities? If you want to represent unhappy labor you should at least let them organize against their unhappiness (unless in your model TV is enough of a drug to keep the oppressed workers happy).

Just some ideas. :)
 
btw Drift you might want to get Thunderfall to upload the whole mod to the server, then it can be a onedownload:)
 
Yoda: thanks for the ship bit. :) I thought of bugging Thunderfall but the upload info said "files over 12MB". However, it would be much more convenient with one zip...

Afrorouge: it's not really an ideological statement. :lol:

Organized Enviromentalism is a good suggestion, but I chose Greenpeace because it's a) well known b) I wanted to personalize the wonder instead of a 'planet on a pedestal'. (In reality, I couldn't draw the planet so I drew the ship. :lol: )

Trade union is a good idea, but it would probably have to be a small wonder requiring a number of factories. Actually, it's very good idea. Gotta think on it.
 
Originally posted by mrtn
About the ships: Yoda wrote that transport should have 0/8/8, it has to have attack at least 1. Because of AI flags.
oh yeah, I did´nt thought about that

I would add a tech called Naval Warfare(or something like that), it should require Magnetism and Metallurgy :)
 
I think you should rename Chemistry to Alchemy and then create a new tehc between Alchemy and Physics called Chemistry. Also why not add a tech called Fundamentalism, comes after Theocracy, gives Fanatic.

Fanatic 5/1/1 amphibius, upgrades to marines

I think you should add a resource that can only be found on plains, it should give +2production. And if you havent assigned Oil on plains I think you should do that.

:)
 
more suggestions..

1. You should call Musketman for Arquebusier, then call Musket Infantry for Musketman.

2. Reduce the needed shields for wealth

I have more suggestions, but I have to go..
 
Good ! I can't wait the next version of this mod for PTW 1.21 or 1.3x :cry: :egypt:

Don't forgot a civilopaedia for this mod :scan: !

:scan: Drink more :scan:
 
I think you should rename the Forbidden Palace to the Forbidden City, that was the wonders real name. Then make it a wonder instead of a SW, gice it the same ability as the Colussus, though it should be able to build inland too. Have Mettalurgy as prequist
Make two new SW´s that have the second palace effect. That way you can have a bigger empire, which is more fun. I would say make them something like East India Company and the other West Inida Company. I think it would be good if you made them identical to each other, not only in the effects, but also with the name, because then people can easily see what they do.

i hope im not giving you to many ideas:rolleyes:
 
Yoda:
I would add a tech called Naval Warfare(or something like that), it should require Magnetism and Metallurgy
Could be. I’m toying around with the naval aspect. Current version has the age of sail ships coming still at Magnetism, but a new naval warfare tech may become needed.

I think you should rename Chemistry to Alchemy and then create a new tehc between Alchemy and Physics called Chemistry.
Hmm. I like the idea, but what is its purpose. More logical, slower advancement in the tech tree?

Also why not add a tech called Fundamentalism, comes after Theocracy, gives Fanatic.
Theocracy used to be called Fundamentalism, but after I saw a number of people complaining about Fundamentalism being a modern phenomenon, I decided to go for Theocracy as it kinda encompasses also militant religious fundamentalism. If I add the Naval Warfare tech, it could give an early marine. I’m not sure if I want to give amphibious ability to units so early.

I think you should add a resource that can only be found on plains, it should give +2production. And if you havent assigned Oil on plains I think you should do that.
Any suggestions on what it might be? Plains do suffer from them not giving any shields. Grasslands have shield bonuses to compensate so a +2 production bonus is probably needed. Oil will be assigned to plains if it already isn’t.

You should call Musketman for Arquebusier, then call Musket Infantry for Musketman.
Here I differ from the realistic school of thought. :) I’ve learned from CFC that the Civ3 Musketmen represent Arquebusiers, but I’m not sure everyone knows that. Chemistry gives you saltpeter and early muskets that are used by Musketmen who are trained to use them defensively. Flintlock gives you better muskets and guys actually trained to use them in the field of battle - Musket Infantry. I feel the names represent that properly.

Reduce the needed shields for wealth
What would you suggest. From 8 to what? I don’t have any experience with changing that figure so I have no idea how drastic change 7 or 6 would be.

I think you should get Jungle back, simply because there is more jungle in the world than Swamp
Well, I’ve thought of that myself, long and hard. The reason I replaced jungles with swamps was that I liked their look better and they were a refreshing change. However, it is naturally bit of a problem that there are no jungles in the world. :lol: Have to think on it. Swamps as resources doesn’t somehow feel right. Where would they appear and what would their bonuses be? (Couldn’t use the link, CFC is down and I’m writing this offline)

Why not make Infantry Upgrade to modern Infantry? Then you should proberly give modern Infantry 2 defence points.
This and some other upgrade problems I’ve already fixed. Infantry now upgrades to Motorized infantry, which upgrades to Modern Infantry which upgrades to Mech Infantry. Leap from Motorized to Modern is a bit strange but you just have to imagine the transportation methods modern infantry uses to have 2 moves. Also, this should minimize the amount of old units AI has running around.

I think you should rename the Forbidden Palace to the Forbidden City, that was the wonders real name. Then make it a wonder instead of a SW, gice it the same ability as the Colussus, though it should be able to build inland too. Have Mettalurgy as prequist
Make two new SW´s that have the second palace effect.
I’m a little hesitant to touch the corruption system. God knows I’ve been frustrated with the system myself, but I’m not sure if I want to temper with it. Currently, there are two ways of having big empire – Communism & Modern Socialism. Downside is naturally the communal corruption. I’m not sure if two FP’s would negate that advantage too much.

i hope im not giving you to many ideas
Of course not. I love to get feedback. The only problem is that I’ve got university entry exams in 9th of June. I really shouldn’t be doing any of this so I’m not sure how much I’ve got time to work with the mod. Smaller changes will go in during the next few days but I’m not sure if I’ll tackle larger ones until mid-June. I really need to change my main subject in university and these exams are the best way of doing it. Also, if I get it out of the way now, I’m free to go interrailing again next spring. :D
 
BUG: When I enetr the industrial age, the game cracks. It says missing file ModerWrkerCaptured.flc or something very much like that I looked in the files, but could´nt find the problem.

Hmm. I like the idea, but what is its purpose. More logical, slower advancement in the tech tree?
Slower advancement is always good, and that also gives some room if you want to add more buildings in the future.

Theocracy used to be called Fundamentalism, but after I saw a number of people complaining about Fundamentalism being a modern phenomenon, I decided to go for Theocracy as it kinda encompasses also militant religious fundamentalism.
Well fundamentalism is not a modern phenomenon, just think of the Assasins/Hashish in the medieval Middle East

Any suggestions on what it might be? Plains do suffer from them not giving any shields. Grasslands have shield bonuses to compensate so a +2 production bonus is probably needed. Oil will be assigned to plains if it already isn’t.
ok what about Tobacco?

Here I differ from the realistic school of thought. I’ve learned from CFC that the Civ3 Musketmen represent Arquebusiers, but I’m not sure everyone knows that. Chemistry gives you saltpeter and early muskets that are used by Musketmen who are trained to use them defensively. Flintlock gives you better muskets and guys actually trained to use them in the field of battle - Musket Infantry. I feel the names represent that properly.
I disagree, but it´s your mod, so what can I do;)

What would you suggest. From 8 to what? I don’t have any experience with changing that figure so I have no idea how drastic change 7 or 6 would be.
I suggest 6:)

Well, I’ve thought of that myself, long and hard. The reason I replaced jungles with swamps was that I liked their look better and they were a refreshing change. However, it is naturally bit of a problem that there are no jungles in the world. Have to think on it. Swamps as resources doesn’t somehow feel right. Where would they appear and what would their bonuses be? (Couldn’t use the link, CFC is down and I’m writing this offline)
Well mrtn made a Swamp resource, I think it looks pretty good, it should appear in Jungle and Floodplain, I think.

This and some other upgrade problems I’ve already fixed. Infantry now upgrades to Motorized infantry, which upgrades to Modern Infantry which upgrades to Mech Infantry. Leap from Motorized to Modern is a bit strange but you just have to imagine the transportation methods modern infantry uses to have 2 moves. Also, this should minimize the amount of old units AI has running around.
Well thats also a way to do it, but if you just had a new line(starting with Mobile Infantry) that were stronger and faster, it would mean that you had to build new units, instead of just upgrading the old ones.

I’m a little hesitant to touch the corruption system. God knows I’ve been frustrated with the system myself, but I’m not sure if I want to temper with it. Currently, there are two ways of having big empire – Communism & Modern Socialism. Downside is naturally the communal corruption. I’m not sure if two FP’s would negate that advantage too much.
Do what you want, but I would still like to say, that it has been testet before, and it works fine:)

Of course not. I love to get feedback. The only problem is that I’ve got university entry exams in 9th of June. I really shouldn’t be doing any of this so I’m not sure how much I’ve got time to work with the mod. Smaller changes will go in during the next few days but I’m not sure if I’ll tackle larger ones until mid-June. I really need to change my main subject in university and these exams are the best way of doing it. Also, if I get it out of the way now, I’m free to go interrailing again next spring.
Ofcause exams are more important than a computer game, so go finish them and then come back and upgrade your mod.

I really like your mod, the gameplay is really good:goodjob:
 
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