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Tlalynets Civ III Civics Mod 2016-10-05

A small change to play the way I like to play.

Forum:
http://forums.civfanatics.com/showthread.php?p=6346532#post6346532
It uses the original gamecore, if you want to change that go ahead. Posted at V 1.0. Paked in .zip

Changes
Cities Founded at size 2.
+2 Trade Routes Per city.
Unit Upgrades Cheaper.
XP to levelup does not snowball, Various XP bonus builds changed to reflect this.
+1 National Wonders per city, +3 in OCC.
Victorious Seige Weapons get 2 EXP.
20% Less GPP Cost increase.
20% Less GG Cost increase.

No buildings Obselete (Must rebuild Monuments ect when Stonehenge obsoletes).

Despotism gets 1 Draft
Monarchy gets 2 Drafts, +1 Happy Per Military Unit, +50% to GG Rate.
Represetations Provides +1 All Commerse for Specialists, 1 Draft +25% WW
Faschism gives 3 Drafts, -50% WW, -50% GPP Rate, -2 Trade Routes, +100% GG Rate, +25% Unit Production,
+2 Happy Per Military Unit,-100% GG Rate in Boarders (Must War Aggresively to get GG Bonus)
Universal Democracy provides +1 Food and hammer Per town. 1 Draft. +50% WW

Vassaladge tweaked to accomodate new XP formula.
Nationhood is now Spy Civic, +2EP per Specialist, +25% EP.

Serfdom makes farms produce 1 commerce.
Caste System adds 1 culture to specialists.
Emancipation provides 2 Happy in Largest Cities.

Enviromentalist Forest Preserves now create a food to make the Enviro Strategy viable.
Enviro Windmills Produce an extra food.

Theocracy is now an Elite Military Civic, +2 Cost per unit, new units get +2 levels each.
-100% GG emergence from Pacifism. +1 Science Per Specialist.


Pyramids Cost 400, Gives +1 Free Specialist.

Representitive Government availible with Philosiphy.
Author
Tlalynet
Downloads
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