WildWeazel's Change Request is a minimalist mod based on @player1 fanatic 's excellent mod Patch Suggestion - C3C version, just a bit more aggressive.
I thought I had started from a version of the mod that already included Austria in place of Korea, but now I can only find discussion proposing such. I've had this BIQ kicking around for so long now that I can't remember whether I did it myself. In either case, credit to player1 fanatic for the idea. Otherwise, the biggest change is the introduction of the Grenadier (from Napoleonic Europe) in the offense line. Most other changes involve consolidating extraneous techs and redistributing prerequisites in the mid game. Besides further updates to the Civilopedia files, the only new assets are the revised tech tree backgrounds.
While this is a fairly lightweight set of changes, I have only completed one quick game so good balance is not guaranteed. Specifically I have not adjusted tech costs to compensate for fewer techs in the mid-game, which I may come back to later. I've tried to keep the Civilopedia text as accurate as possible but may have missed references to changes. Please report any issues you come across, and all feedback is welcome.
Install instructions:
Just unzip the files into your Civ3\Conquests\Scenarios folder to produce WildWeazelChangeRequest.biq and the directory wwcr.
MOD CHANGES
WWCR includes all of the changes in "Patch Suggestion - C3C version", which are listed in ps_c3c_readme.txt. WWCR_README.txt likewise has a historical changelog and a summary of this post.
General Changes
View attachment 667334
- Replaced Korea with Austria: Mil/Ind, UU Hussar replaces Cavalry. Uses C3C assets.
- Worker is a foot unit so that it can be transported by Helicopter.
- Road movement reduced to 2.
- Golden Age increased to 30 turns.
- Each civ has a single unique color for consistency across games. I'm not happy with all of them and neither will you be.
- All map sizes allow 31 civs for convenience. Un-assign players as desired when starting a game.*
Ancient Times
- Ancient Cavalry attack increased to 3, and bonus HP removed.
Middle Ages
View attachment 667336
- Conscription requires Feudalism
- Berserker replaces MedInf instead of Longbowman.
- Samurai replaces MedInf instead of Knight: 4/4/1 60 shields.
- Knight and Knight UUs defense reduced to 2.
- Caravel requires Gunpowder and Saltpeter, sinks in Sea (until Astronomy).
- Carrack requires Gunpowder and Saltpeter, sinks in Ocean (until Navigation).
- Added Grenadier: 6/4(3)/1 70 shields, requires Metallurgy and Saltpeter. Upgrade for Longbowman, Crusader, MedInf. Upgrades to Guerilla. Uses C3C assets.
- Combined Free Artistry and Music Theory into Performing Arts, requiring Education.
- Printing Press and Economics are required for era advancement.
- Trade Embargo requires Economics.
- Removed Chemistry. Metallurgy requires Gunpowder.
- Merged Magnetism into Navigation. Required for era advancement.
- Merged Theory of Gravity into Physics. Requires Navigation and Gunpowder.
- Man-o-War no longer enslaves (an apparent bug in the original patch).
Industrial Ages
View attachment 667337
- Nationalism and Medicine are required for era advancement.
- Merged Sanitation into Medicine. Requires Scientific Method.
- Electricity requires Scientific Method and Steam Power.
- Coal Plant requires Electricity
- Removed Ironclads technology. Ironclad unit requires Steam Power.
- Fascism requires The Corporation
- Police Station requires Industrialization.
- Policeman citizen requires Espionage.
- Removed Steel.
- Removed Atomic Theory. Electronics requires Electricity.
Modern Times
- Internet requires Computers.
- Radartillery range increased to 3.
- Cruise Missile range increased to 6.
- Tactical Nuke range increased to 8.
- Removed Stealth Fighter (or did I?)
*Note on player count: I did not change other world size settings, so they are still balanced for the standard 4-16 players. From what I can tell, playing with fewer than the number of allowed (31) players on a map should not inherently affect balance; however, playing with significantly more than the intended number (4-16) may indirectly influence tech and corruption rates and the fairness of resource distribution, due to a more crowded map and slower contact between players. Understand the implications of these settings before selecting a large number of players, and consider adjusting them to suit your preferred player count. For settings supporting large numbers of players, see my other simple mod BIGGER BETTER WORLDS.
I thought I had started from a version of the mod that already included Austria in place of Korea, but now I can only find discussion proposing such. I've had this BIQ kicking around for so long now that I can't remember whether I did it myself. In either case, credit to player1 fanatic for the idea. Otherwise, the biggest change is the introduction of the Grenadier (from Napoleonic Europe) in the offense line. Most other changes involve consolidating extraneous techs and redistributing prerequisites in the mid game. Besides further updates to the Civilopedia files, the only new assets are the revised tech tree backgrounds.
While this is a fairly lightweight set of changes, I have only completed one quick game so good balance is not guaranteed. Specifically I have not adjusted tech costs to compensate for fewer techs in the mid-game, which I may come back to later. I've tried to keep the Civilopedia text as accurate as possible but may have missed references to changes. Please report any issues you come across, and all feedback is welcome.
Install instructions:
Just unzip the files into your Civ3\Conquests\Scenarios folder to produce WildWeazelChangeRequest.biq and the directory wwcr.
MOD CHANGES
WWCR includes all of the changes in "Patch Suggestion - C3C version", which are listed in ps_c3c_readme.txt. WWCR_README.txt likewise has a historical changelog and a summary of this post.
General Changes
View attachment 667334
- Replaced Korea with Austria: Mil/Ind, UU Hussar replaces Cavalry. Uses C3C assets.
- Worker is a foot unit so that it can be transported by Helicopter.
- Road movement reduced to 2.
- Golden Age increased to 30 turns.
- Each civ has a single unique color for consistency across games. I'm not happy with all of them and neither will you be.
- All map sizes allow 31 civs for convenience. Un-assign players as desired when starting a game.*
Ancient Times
- Ancient Cavalry attack increased to 3, and bonus HP removed.
Middle Ages
View attachment 667336
- Conscription requires Feudalism
- Berserker replaces MedInf instead of Longbowman.
- Samurai replaces MedInf instead of Knight: 4/4/1 60 shields.
- Knight and Knight UUs defense reduced to 2.
- Caravel requires Gunpowder and Saltpeter, sinks in Sea (until Astronomy).
- Carrack requires Gunpowder and Saltpeter, sinks in Ocean (until Navigation).
- Added Grenadier: 6/4(3)/1 70 shields, requires Metallurgy and Saltpeter. Upgrade for Longbowman, Crusader, MedInf. Upgrades to Guerilla. Uses C3C assets.
- Combined Free Artistry and Music Theory into Performing Arts, requiring Education.
- Printing Press and Economics are required for era advancement.
- Trade Embargo requires Economics.
- Removed Chemistry. Metallurgy requires Gunpowder.
- Merged Magnetism into Navigation. Required for era advancement.
- Merged Theory of Gravity into Physics. Requires Navigation and Gunpowder.
- Man-o-War no longer enslaves (an apparent bug in the original patch).
Industrial Ages
View attachment 667337
- Nationalism and Medicine are required for era advancement.
- Merged Sanitation into Medicine. Requires Scientific Method.
- Electricity requires Scientific Method and Steam Power.
- Coal Plant requires Electricity
- Removed Ironclads technology. Ironclad unit requires Steam Power.
- Fascism requires The Corporation
- Police Station requires Industrialization.
- Policeman citizen requires Espionage.
- Removed Steel.
- Removed Atomic Theory. Electronics requires Electricity.
Modern Times
- Internet requires Computers.
- Radartillery range increased to 3.
- Cruise Missile range increased to 6.
- Tactical Nuke range increased to 8.
- Removed Stealth Fighter (or did I?)
*Note on player count: I did not change other world size settings, so they are still balanced for the standard 4-16 players. From what I can tell, playing with fewer than the number of allowed (31) players on a map should not inherently affect balance; however, playing with significantly more than the intended number (4-16) may indirectly influence tech and corruption rates and the fairness of resource distribution, due to a more crowded map and slower contact between players. Understand the implications of these settings before selecting a large number of players, and consider adjusting them to suit your preferred player count. For settings supporting large numbers of players, see my other simple mod BIGGER BETTER WORLDS.