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MOD: The Real Deal

Discussion in 'Civ3 - Completed Modpacks' started by DrJambo, Apr 27, 2002.

  1. DrJambo

    DrJambo Crash-test dummy

    Dec 27, 2001
    Athens of the North (Edinburgh)
    The Real Deal

    v2.01 (Compatible with 1.29f!)

    Updated to correct pediaicons.txt

    Updated Man-O-War to have correct actions.

    v2.0 (Compatible with 1.29f!)

    Now I’m nearing a happy medium for this mod, I thought I’d start afresh and name this update v2.0. Ideas have come from mainly my own views, some based on realism, some on balancing and some on just pure fun. From recently looking at a few of the other mods about the forums, I noticed that many of my views and opinions are shared, some pure coincidence, others I used and modified.

    The aim of this mod is to slightly prolong the early ages as I felt these were progressing to fast, produce a more balanced game with nothing added that the Ai itself couldn’t utilise effectively. Just you wait until the Ai uses those outlaws and privateers to steal your workers/cities and sink you laden galleons while Neutral towards you! It seems that in bringing the privateer further forward in the tech tree and separating it from the frigate, the Ai actually builds it! Overall the age of sail has been lengthened with the frigate and galleon also being brought forward in the tech tree. One can’t, however, just beeline for Navigation to get these too early since they still require saltpeter from Gunpowder to build them. In general, all the way up the tech tree the naval aspect has been tweaked and improved. With kayaks (canoes for expansionist civs) is now possible to expand from those hopeless island starts at the beginning of a game, however, just beware of those more deadly barbarians ships now.

    One of the major improvements was to prolong the map trading and communications trading aspect of the game. These have been substantially delayed to improve the fun, explorative part of civ3 which will now last right up to astronomy.

    You just got to try the new improved bow and arrow units. Addition of a zero range, defensive bombardment means they are useful in defending as long as they are part of a stack. This has now been included for the marine and the modern infantry units to bolster their capabilities. The marine and helicopter now have a range of 8 and the helicopter can carry 2. With the late game modern infantry the helicopter should be fairly useful.

    The mid-late game has been tweaked to make the Space race trickier and has many more improvements to build for the pacifist builder. One of the problems was that the end game became boring if not at war, since much of the tech tree contained solely military units. Now with theatres and shopping malls we have two new improvements, with the museum, shipyard and now readily available ironworks we have essentially 3 extra SWs and with the Internet and AI we have brand new late game Wonders.

    More missile-based units adds to the modern feel and makes bombardment and air defence play greater roles. The thing I like about missiles is they prevent the end game tedium of having to move round tons of units since they themselves are destroyed when used. Their powerful lethal bombardment more than makes up for this failing. The cruise is a powerful land-based missile which can be loaded onto nuclear subs and the AEGIS, whereas the tomahawk is less powerful, immobile but has the ability to be re-based quickly (including island to island). Introducing lethal bombardment to these and the stealth fighter meant that they can have their role for finishing off weakened units in the field or cities, but with their relatively lower power not become over-powerful or replace the bomber.

    To install:
    Unzip contents of "real deal2.0.zip" into a temporary folder.

    Put "Real_Deal2.0" into "Civilization III\"

    Backup old "resources.pcx" then copy new resources.pcx into "Civilization III\Art\"
    Backup old "pediaicons.txt" and "civilopedia.txt", then copy new versions over into "Civilization III\Text\"
    Backup old "buildings-large.pcx" and "buildings-small.pcx", then copy new files into "Civilization III\Art\City Screen\"

    Put "66crossbowmansmall" and "66crossbowmanlarge.pcx" into" Civilization III\Art\Civilopedia\Icons\Units\"

    Copy and paste contents of "Civilization III\Art\units\Explorer\" into a new folder: "Civilization III\Art\units\Outlaw\". Rename "Explorer.ini" in the new Outlaw folder to "Outlaw.ini"

    Copy and paste contents of "Civilization III\Art\units\Paratrooper\" into the "Civilization III\Art\units\Marine\"folder and rename "Paratrooper.ini" to "Marine.ini"

    Copy and paste contents of "Civilization III\Art\units\Marine\" into a new folder: "Civilization III\Art\units\Modern Infantry\". Rename "Marine.ini" in the new Modern Infantry folder to "Modern Infantry.ini"

    Download "Tomahawk Missile.zip" (later on in thread) and add contents to a new folder: "Civilization III\Art\units\ Tomahawk Missile\"

    Download "Canoe.zip" (later on in thread) and add contents to a new folder: "Civilization III\Art\units\ Canoe\"

    Download "Kayak.zip" (later on in thread) and add contents to a new folder: "Civilization III\Art\units\ Kayak\"

    Download "Crossbowman.zip" (later on in thread) and add contents to a new folder: "Civilization III\Art\units\ Crossbowman \"

    And away you go…

    So, here’s the Deal:


    Penalties for draft and sacrifice reduced to 15 turns.
    Fortresses give a 100 defensive bonus, rivers 50, and towns 10 (similar to all terrain).
    Wealth now 6 shields/gold.
    Forests give 15 shields.
    Barbarian ship is now the Privateer instead of the Galley. Helps curb early exploration by making sea travel more dangerous.
    Intercept: 60
    Intercept stealth: 6


    AI to AI tech rates modified to bring it more in line with the human player:
    Chieftain 115
    Warlord 120
    Regent 125
    Monarch 130
    Emperor 135
    Deity 140

    Human now gets lower bonuses against barbarians.


    Only 1 free tech for each civilisation instead of 2. Helps prolong the Ancient Era.

    Flagged choices for building artillery, naval and air units for various civilisations.

    Changed each civ’s colour so that they are always the same colour.
    Barbarians: Pink
    English: Red
    Americans: Dark blue
    Babylonians: Purple
    Persians: Light Pink
    Chinese: Turquoise
    Japanese: Deep Red
    Indians: Orange
    French: Blue
    Russians: Green
    Iroquois: Brown
    Zulus: Black
    Egyptians: Yellow
    Greek: Light blue
    Aztecs: Dark Green
    Germans: Dark Grey
    Romans: Light Grey


    Due to the way the AI in 1.29f concentrates mainly on tech advances that are required for era advancement and will often bypass ones that don’t…
    Printing Press,
    Advanced Flight,
    Free Artistry,

    All are needed for Era advancement now. This helps slow the AI up a little especially in the Middle Ages.

    Astronomy now allows map and communications trading instead of Map Making and Writing.

    Tech Rates now
    Standard 245
    Large 330
    Huge 415


    Communism now has elite spies
    Monarchy has veteran diplomats and spies
    Despotism has a slider limit of 80%
    Monarchy and Republic have slider limits of 90%
    Communism and Democracy have no slider limits
    Democracy now no longer immune to propaganda


    Slight reduction in general certain espionage costs.


    Tax collectors now 2
    Scientists now 2


    (Food, shields, commerce)
    Fish 3,0,1
    Pearls 0,1,2 (sea, coast)
    Whales 2,2,2
    Gold 0,0,5
    Oasis 2,0,0 (desert)
    Oil (now appears in flood plains in addition)

    Sea movement 1
    Ocean movement 2

    Defensive bonuses:
    Forest now 50
    Jungle 50
    Hills 100
    Mountains 150


    All Spaceship parts scaled up in costs from (160, 320 and 640 to 300, 500 and 700)

    SS Stasis Chamber {now Recycling}
    SS Planetary Lounge now cost 700

    Theatre {Free Artistry} cost 160, culture 4, +50% luxury output, maintenance 1, requires Colosseum (otherwise will always be Ai’s first choice of building).
    Shopping Mall {Corporation} cost 200, +50 tax output, requires bank, maintenance 1
    Factory now gives -1 culture, 1 unhappy citizen.
    Solar plant now gives 3 production instead of 2 (encourages more of a will-you-won’t-you swap your hydro plants for them situation when they become available)

    Small Wonders:
    Museum cost 300, culture 20, requires 5 Theatres.
    Shipyard cost 300, culture 2, pollution 2, production 1, adds 1 shield per worked water square, adds extra food per worked water square, requires 5 harbours, requires iron and saltpeter and coastal town.
    Ironworks cost 300, production 3, pollution 3, now requires coal and iron, but not in same city radius. Made it more likely to build as I’ve never seen this built before.

    Great Wonders:
    Great Wall puts Walls in every city on continent, now costs 400; previously it was useless especially to the AI.
    Internet {Computers} cost 1200, culture 3, acts as the Great Library. Will help move the modern era along a bit, but if the tech leader builds this they gain no significant advantage.
    Artificial Intelligence {Robotics} cost 1200, culture 3, gives research labs in every city. +50 tax output. Will help move the modern era a long a bit.
    Cure for Cancer now culture 40! Cost 1200, the big culture wonder for those cultural victories.
    Longevity {Sanitation} cost 800. Basically this was useless where it appeared in the tech tree.
    Copernicus’ and Newton’s now cost 500.
    Manhattan now cost 100.
    Great Lighthouse, now increases ship movement by 1, increases shield and food in worked water squares. No safe sea travel since galleys can now safely traverse the sea.


    Att/def/move (bomb/range/rof)
    New units

    Canoe {available from the start} 0,0,2 cost 20, carry 1, only available to expansionist civs, upgrade to Galley.
    Kayak {available from the start} 0,0,1 cost 20, carry 1, available to all other civs, upgrade to Galley.
    Crossbowman {replaces longbowman}, longbowman is the English UU.
    Outlaw {Feudalism} 3,1,1 cost 40, hidden nationality, foot unit
    Modern Infantry {Ecology} 12,15, 1 (12, 0, 2) cost 110, draft, infantry upgrade, requires rubber, foot unit, offensive + defensive tagged, lethal land (basically, if unit is in a stack when attacked it will get one free bombard attack like artillery do. This was added to make sure there’s a useful infantry unit in Modern Era and help the cause of the Helicopter).
    Tomahawk missile (12, 6, 4) {Rocketry} cost 60, immobile, re-base. Different missile mechanics to the cruise missile. Only cruise missile tagged to prevent re-basing onto nuclear subs.

    Changes to existing units

    All missile troops have ZOC (guns and arrows)
    All units can be airlifted

    Explorer {Astronomy}
    Archer 2,1,1 (2,0,1) lethal land, see modern infantry for explanation on bombard with 0 range. Makes archers, bowmen , crossbowmen and longbowmen worth building and also useful in defence.
    Bowman 2,2,1 (2,0,1) lethal land
    Crossbowman 4,1,1 (4,0,1) lethal land, upgrade to Marine
    Longbowman 5,1,1 (5,0,1) lethal land, upgrade to Marine
    Swordsman upgrade to Marine
    Infantry 7,10,1
    Marine 10,8,1 (10,0,2) airdrop range 8, amphibious assault
    Helicopter can now carry 2, range 8

    Tank wheeled
    Panzer wheeled
    Mech Inf wheeled, deselected offence tag.
    Modern Armour wheeled

    All artillery have higher strength, lower rate of fire.
    Catapult (5,1,1)
    Cannon (10,1,1)
    Artillery (16,2,1)
    Radar Artillery (22,2,1) {Miniaturisation} move 2

    Ironclad, Destroyer, Battleship, Transport, Carrier and Submarine +1 hp;
    AEGIS and Nuclear Sub +2 hp.

    Galley 1,1,3 now can safely travel seas (previously isolated starting positions were impossible, this helps to alleviate this for human and AI).
    Caravel 1,2,5 {now Education}
    Galleon 1,2,7 {now Navigation}
    Frigate 4,2,7 (4,1,2) {now Navigation} available to non-expansionist civs, upgrade to Destroyer
    Man-O-War 5,2,7 (5,1,2) {now Navigation} available to expansionist civs, upgrade to Destroyer
    Privateer 3,1,7 (3,1,2) {Astronomy}
    Ironclad 5,4,6 (5,1,2) {Industrialisation} (slower than frigate/galleon across ocean), upgrade to Destroyer
    Destroyer 12,9,4 (6,1,3) all terrain as roads, (fastest ship with potential movement of 12 if it doesn’t attack)
    Battleship 20,12,3 (8,2,3) all terrain as roads, radar, blitz (potential for 3 assaults if no other movement)
    AEGIS Cruiser 12,15,3 (6,2,3) {Nuclear Power} all terrain as roads, lethal land, radar, blitz, see invisible, carry 2 missiles (naval power and missile transport selected)
    Transport 1,5,3 all terrain as roads, carry 8
    Carrier 1,9,3 {Advanced Flight}all terrain as roads, carry 5
    Submarine 10,5,3 all terrain as roads
    Nuclear Sub 10,5,3 all terrain as roads, carry 3 missiles

    Cruise Missile (16,4,4) tactical missile and cruise missile selected
    Fighter 4,2,1 (2,0,2) range 5
    Bomber 0,2,1 (8,0,3) range 7
    Jet Fighter 8,5,1 (4,0,2) range 7, lethal land/sea, air bombard and defence selected
    F15 8,6,1 (6,0,3) range 7, lethal land/sea, air bombard and defence selected
    Stealth Fighter (6,0,3) range 8, lethal land/sea
    Stealth Bomber (10,0,3) range 8, lethal sea

    Pre 1.3 edited after 26 downloads.

    1.3 edited after 64 downloads.

    2.0 edited after 11 downloads.

    Attached Files:

  2. DrJambo

    DrJambo Crash-test dummy

    Dec 27, 2001
    Athens of the North (Edinburgh)
  3. DrJambo

    DrJambo Crash-test dummy

    Dec 27, 2001
    Athens of the North (Edinburgh)
    Version 1.2 is here!

    Look at first post for details and download. :)

    Feedback would be appreciated.

    Enjoy folks :)
  4. cegman

    cegman Scott Walker Supporter

    Jan 13, 2002
    Wisconsin USA
    Good but musketeers should be 4 4 2 because they were offensive and defenders of the king and rode on horses so they could move a bit faster than musketmen I guess different time periods though

    Just a question shouldn't regent be equal 100 for trade bonus and 95 for cheftain the rest is great
  5. DrJambo

    DrJambo Crash-test dummy

    Dec 27, 2001
    Athens of the North (Edinburgh)
    Version 1.3 of the Real Deal is here!

    Some major changes have implemented for an improved gaming experience...

    See first post for details and remember to download the attached Tomahawk missile.zip on this post and, if you haven't done so already, the modern infantry.zip further up...

    Installation instructions can be found on the first post and in the Readme included in the real_deal.zip

    Enjoy and any feedback would be appreciated. :)

    Attached Files:

  6. DrJambo

    DrJambo Crash-test dummy

    Dec 27, 2001
    Athens of the North (Edinburgh)
    Anyone any suggestions for improvements before i release v2.0, which will probably be my last update as i'm nearing a very playable and enjoyable mod now.

    In 2.0 the main attraction will be an Internet Wonder, which basically works like a modern age Theory of Evolution for the lucky bugger that gets there first. The other option is to make it so it gives a research lab in every city on the continent. However, the late game tedium leans me towards the first idea being the better one.

    Furthermore, there will also be the Interceptor SAM, which will act as a defence against bombers/jet fighters within the city's worker radius (2 squares). This missile will basically be a better, more appropriate option than the garbage SAM site which only use is currently for the SDI defence small wonder.
  7. Maple

    Maple Canadian Patriot

    May 15, 2002
    At My Computer
    Make the Internet a small wonder which boosts science in all cities size 6 and above 50%. Make the World Wide Web a great wonder and have it put a research lab in all cities.
  8. Yarlen

    Yarlen Chieftain

    Nov 18, 2001
    Greetings - I like this mod alot (though the v1.29f patch is very unforgiving of any errors, so it no longer runs - I don't envy your having to fix things up), however, the Theatre seems broken to me. I mean - 8 culture and you can build them everywhere? That's just seems like overkill to me. Perhaps have them generate 2 culture and be built everywhere or make it a minor wonder?

    Great work, though - I can't wait to see your next version.

    - Yarlen
  9. DrJambo

    DrJambo Crash-test dummy

    Dec 27, 2001
    Athens of the North (Edinburgh)
    Hi Maple and Yarlen, thanks for the comments.

    YEah a lots been updated since the 1.29f patch, i now have the mod in complete working order and am currently play testing a very stable version 2.1.

    In it there has been some major changes. Too many to shortlist here for the moment. Here's a taster:

    New Internet Wonder
    New Artificial Intelligence Wonder (may call it World Wide Web as that's also appropriate and maybe preferable - thanks Maple :))
    New Shipyard Small Wonder
    Buildable Ironworks
    Streamlined tech tree progression (slightly slowed ancient and middle ages, quickened modern age slightly)
    New Kayak unit (canoe for expansionist civs)
    Longbowman UU for English, Man-O-War expansionist specific
    Improved naval side of things
    Improved explorative aspect of civ3. Map trading and communications trading pushed back in the tech tree.

    The jury is still out on the Theatre, i have now made it require a colloseum since the Ai was having a tendency to always build this as the first improvement in new post-Free Artistry cities. Dropping the cultural value may be a useful idea, but i was hoping to try to encourage cultural victories of which i have seen zero!!

    You see improvemtns double their cultural value after 1000 years. Because free artistry and the theatre don't arrive till the late middle ages, there'll never be any doubling. A temple built in 1000 BC could give 2 x 2 x 2 = 16 culture points by 2000 AD, so it didn't seem too much?!

    However, i am considering dropping the price and dropping the culture value though...
  10. DrJambo

    DrJambo Crash-test dummy

    Dec 27, 2001
    Athens of the North (Edinburgh)

    add contents to a new folder: "Civilization III\Art\units\Canoe\..."

    Attached Files:

  11. DrJambo

    DrJambo Crash-test dummy

    Dec 27, 2001
    Athens of the North (Edinburgh)

    add contents to a new folder: "Civilization III\Art\units\Kayak\"

    Attached Files:

  12. DrJambo

    DrJambo Crash-test dummy

    Dec 27, 2001
    Athens of the North (Edinburgh)
    Tomahawk Missile:

    add contents to a new folder: "CivilizationIII\Art\units\Tomahawk Missile\"

    Attached Files:

  13. DrJambo

    DrJambo Crash-test dummy

    Dec 27, 2001
    Athens of the North (Edinburgh)
    Version 2.0 has arrived, which has some interesting updates and is compatible with 1.29f!!

    Check out the first post in this thread for details, which is copied from the readme file.

    Once you've downloaded the real deal mod, download the 4 extra units from the previous 4 posts:
    Tomahawk missile

    Make sure you follow the instructions for getting the Outlaw, Marine and Modern Infantry correct in the Civilisation\Art\Units folder.

    Also make sure you follow the instructions for getting the rest of the real_deal.zip into the correct places. I have tried to make this as simple as possible. :)

    Enjoy, and remember to give some feedback...

  14. DrJambo

    DrJambo Crash-test dummy

    Dec 27, 2001
    Athens of the North (Edinburgh)
    v2.01 (Compatible with 1.29f!)

    Updated to correct pediaicons.txt

    Updated Man-O-War to have correct actions.
  15. DrJambo

    DrJambo Crash-test dummy

    Dec 27, 2001
    Athens of the North (Edinburgh)
    Can't believe i forgot to put the Crossbowman up!? :)


    add contents to a new folder: "Civilization III\Art\units\Crossbowman\"

    Attached Files:

  16. robehans

    robehans Chieftain

    Jul 8, 2002
    A space between heaven and hell.

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