Thx Civanator.
After I seen how many changes "Double your pleasure" made, I didn't really expect much interest. Lets see if I can just drop the doc here -> *** Battle Mod Version 129f-4 ***
Mod based on patch 1.21f imported into 1.29f editor (Written by: Frisco).
Concept Changes:
Most Units are now either offensive or defensive.
Naval power units are offensive and naval transports are defensive.
Fighters are offensive and bombers are treated as air artillery (which
means you should have fighter escorts for your bombers). Send the fighters
on a bombing run to the city you wish to target until all enemy interceptors
are defeated.
Fighters get 10% of there adjusted attack for bombardment and offensive ships get 50%
of there adjusted attack. Artillery & Bombers get 100% of their tech bonuses applied
to bombardment.
Workers and Settlers still have no offense or defense.
Scouts & Explorers are defensive only (no attack).
Warriors are both offensive and defensive.
Units are assigned "Tech Bonus Points" according to how many techs had to be discovered
to make the unit available. These points are added to either their attack, defense or
bombardment depending on what the unit is superior at. Once that's done, any special added
abilities the unit has will take back 1 Bonus Point and be applied to that
ability (transporting units costs 2 bonus points per unit).
Shield costs are based on the Warrior unit as a starting point. The Warrior is considered
to be tech level zero. It cost 10 shields for a tech level zero unit. Each tech bonus a
unit gets, costs an additional 10 shields. All ground units get 1 movement included in the first
10 shield price. Air units get 1 operational range. Sea units get 3 moves (because roads cant
be built on the ocean, this simulates 1/3 movement point that land units enjoy with roads).
Bombardment costs 5 shields each. An ROF of 2 costs double and ROF of 3 costs triple. An ROF of
2 on a ship is like having 2 artillery units on the ship and it still get its attack and defense.
So battleships have been extremely under priced in the past.
Offensive units get 2/3 or 66% (rounded to closest or up if x.5) of there offensive value
as their defense. Defensive units are the exact opposite.
In the case of an offensive unit @ tech level 2, for example the "Swordsmen". The unit will
be awarded +2 to its attack from the warrior standard of 1/1/1 to become 3/2/1. Its shield
cost will be increased by 20 to 30.
You will notice that a lot of units already follow a similar formula and the units that are
being altered did not. This was causing units to lack the power and or be too cheap for their
tech level.
Some units now have "Heavy Armor" (+1 HP) or "Reinforced Heavy Armor" (+2 HP). This will help
ensure that lower tech units don't get too lucky in a battle. The cost is based on the fact
that adding 1 HP is about as good as adding +2 to offense or defense. So +1 HP units cost
20 extra shields and +2 HP units cost 40 extra shields.
Editor Tab Changes.
General:
Lowered shield cost per gold to 1. Now each shield produces 1 gold when using "Wealth".
Lowered shield value in gold to 1. Now 1 gold will buy 1 shield of production (sort of).
Lowered the draft penalty to 10 turns. The draft would not make people as angry
as when you kill them.
Changed minimum turns to discover a tech to 1 turn. This will allow
1 turn discovery for techs that do not give any benefits. The 1 turn
tech's do not carry forward any tech bonuses to future units.
Citizen and building defenses raised to 18 each to match the new stronger artillery unit.
This will give that unit a 50% chance to kill the population or a building during an
attack. Radar Artillery and Stealth Bombers have a better chance.
Citizens:
The maximum production from a citizen on any type of unimproved terrain is 3 units
(i.e. 3 food or 2 food 1 shield, etc). So it seems logical that a Specialist would
produce 3 of its bonus item. This also makes Specialists more attractive and
lessens the need to whip them to death or draft them.
I would have liked to made a police specialist. One that could cancel 3 units of
corruption. Making extra people in town even more of a benefit, but there is no
"Add Citizen" in the editor.
Civilizations:
Flagged all Civilizations to build often -> Offensive land, Defensive land, Naval & Air units.
Governments:
Changed Monarchy to Nuisance waste
Created a new government called Neo-Democracy. This government reflects the peoples need
for justice and protection. The people are happy to see troops protecting the cities and
so Military police are 4. War weariness is none, labor is paid and corruption is minimal.
The Draft rate is 2 and the worker rate is 4 (200%). The nation is now a warring nation
and seeks its revenge against recent terrorist actions.
Civilization Advances:
All non 1 turn "Ancient Times" techs cost 4 times per tech level.
All non 1 turn "Middle Ages" techs cost 6 times per tech level.
All non 1 turn "Industrial Ages" techs cost 8 times per tech level.
All non 1 turn "Modern Times" techs cost 10 times per tech level.
"Ancient Times" Techs all start at level 4.
"Middle Ages" Techs all start at level 7 as level 6 is the highest tech in "Ancient Times".
"Industrial Ages" Techs all start at level 16 as level 15 is the highest tech in the "Middle Ages".
"Modern Times" Techs all start at level 32 as level 31 is the highest tech in the "Industrial Ages".
Replaced Polytheism with "Advanced Ballistics". I realize that this can be researched
before you get Warrior Code, but I didn't want to mess with the graphic files to much.
Removed the "Not Required for Era Advancement" flag from "Chivalry" & "Military Tradition". If the AI
didn't research these, they would have to send a longbowmen against an infantry later on.
Moved the Privateer to Astronomy to make it weaker.
Since governments are not required for era advancement, I moved the Police Station to Replaceable Parts.
That way, you can still gain it without researching Communism.
Moved the Iron Clad to Combustion. The Iron Clad was only 1 tech away from Frigates so it was only
1 attack point stronger. I also wanted a class of ship to counter transports & Carriers until
the Destroyer is discovered. The Iron Clad is now a Modern Frigate. The graphics & animations
for the Modern Frigate are available on the web if you want to install them.
Moved the Hospital to "Medicine" Now "Sanitation only stops disease in flood plains and it is
not required for era advancement. Also swapped Medicine with Economics to make Hospitals cheaper
as well as make them available sooner. It was a painfully long wait to discover Medicine in the past.
Moved the Transport to the new "Combustion" to make it weaker.
Moved the Carrier to Flight to make it weaker, increased speed to 5 and transport
capacity to 6.
Moved the Sub to the new "Advanced Hulls" tech.
Moved the Destroyer to the new "Heavy Armor" Tech. Destroyers bombardment range is now increased
by 1 so that it will be more useful in a carrier battle group.
Moved Flight where Steel was and Changed Flight to Advanced Flight.
Moved the Battleship to the new "Mass Production" to make it more powerful.
Moved Research Labs to the new "Radiology". This was done to lower the cost of labs
and make them available earlier.
Replaced Atomic Theory with Neo-Democracy.
Moved Radar Artillery to Computers to better match its power to Mech Infantry (like regular
artillery matches regular Infantry).
Moved the Recycling center to Ecology.
Removed the Stealth Fighter. While the Stealth Fighter raises the "Cool" factor of the game it
seems like it was forced into the game. Not really a bomber and not a fighter either.
Moved ICBM's to Integrated Defense to make them more expensive and provide for a
means of defense against them as soon as their available.
The following tech's have been reduced to 1 turn to discover because there were no benefits
to be gained by researching them - Philosophy, Chemistry, Physics, Printing Press,
Electricity (minor tech) and Smart Weapons (minor tech).
Improvements & Wonders:
Building maintenance costs are as follows:
"Ancient Times" Buildings cost 1 gold.
"Middle Ages" Buildings cost 2 gold.
"Industrial Ages" Buildings cost 3 gold.
"Modern Times" Buildings cost 4 gold.
Removed Obsolete flag for Colossus. Not critical that it expire.
Removed Obsolete flag for the Oracle. Not critical that it expire.
Removed Obsolete flag for the Hanging Gardens. Not critical that it expire.
Moved the Coal plant to Refining. Coal plants are no longer power plants (they don't disappear when you
build solar, nuclear or hydro plants). You will need the extra production in order to make some of the
improved units in the game at a reasonable speed.
Reduced all pollution by 50%. Pollution was too insane.
Research Lab no longer produces pollution.
Buildings now all cost 10 shields per tech level to build. Barracks are tech zero so I put them at 10
shields. Left the Palace at 100 shields.
Flagged the Granary as Expansionist.
Flagged the Aqueduct as Expansionist.
Flagged the Hospital as Expansionist.
Flagged the Coal Plant as Industrious.
Flagged the Manufacturing Plant as Commercial.
Flagged the Solar Plant as Religious. The Religious right believe in the Gaia theory and are
out to save the world (in more than one way).
Flagged the Nuclear Plant as Scientific and Militaristic. High tech civ's have the know how to
build them faster. The military build them faster to get the Plutonium by products for their
Nuclear weapons.
Natural Resources:
Raised all appearance ratio's to 160 and all disappearance ratio's to zero.
This can cause more problems then its worth. disappearing resources can cause completely unfair
circumstances by sheer luck of the draw. The system needs to be tweaked some before it can be turned
back on.
Units:
The Settler now requires the Alphabet. Our people need to know how to communicate before
they can tell each other where to go build a city. This also will allow the Catapult to
be Tech level 3 instead of tech 2 because a 1 turn tech carries no tech bonus on to
future units.
The Longbowmen is touted as a great attacker during Ancient Times in the Civilopedia.
So he has been moved to a new tech called "Advanced Ballistics"
Set airlift flag on all ground units.
All Offensive units that use gunpowder to fire now get zone of control.
Adjusted civ specific units to be either offensive or defensive. These
units get 1 free tech bonus.
Paratroopers are weaker then marines because points are subtracted for their
operational range (the same as aircraft).
Provided upgrade paths whenever possible. This sometimes led to a few problems
with the civ specific units (some were left alone). Most upgrades are done
by simply swapping weapons out with better ones and or buying land troops
horses to use. Sometimes ships will be refitted with new technologies.
Often times the old unit will be sold and or melted down. The proceeds from
the sale plus some additional funds are used to buy the newer unit instead of
building it. So units can be upgraded to odd things (like frigates to ironclads).
Made all wheeled units, wheeled.
Cruise Missiles now get lethal land and sea bombardment. They also cost a lot
due to there ROF of 3. All units with a high ROF will all be more costly.
Made an exception to the rule for nuke costs. Tacks are now 450 and ICBM's
are 600.
Tanks get +1 HP.
Mech Infantry get +1 HP.
Modern Armor get +2 HP.
Destroyers get +1 HP.
Battleships get +2 HP.
AEGIS cruisers get +1 HP.
Nuclear subs now get 5 moves. Nuclear subs can go just as fast as carriers in real life.
They are also the most bang for the buck because they don't have any bombardment costs.
Now they can also support carrier groups better.
Left the Helicopter alone, I don't use it, maybe someone does ?
Worker Jobs:
Clear Pollution lowered to 16
Clear Jungle lowered to 14
World Sizes:
(Results rounded up).
Tiny 60x60=3600 squares minus an ave of 70% water=1080/20 tiles per city=54/4 civs=14 cities per civ.
Small 80x80=6400 squares minus an ave of 70% water=1920/20 tiles per city=96/6 civs=16 cities per civ.
Standard 100x100=10000 squares minus an ave of 70% water=3000/20 tiles per city=150/8 civs=19 cities per civ.
Large 130x130=16900 squares minus an ave of 70% water=5070/20 tiles per city=254/12 civs=21 cities per civ.
Huge 160x160=25600 squares minus an ave of 70% water=7680/20 tiles per city=384/16 civs=24 cities per civ.
Here is what I actually put in the mod: Tiny 14, Small 16, Standard 20, Large 24 and huge 32. On the bigger
maps its very difficult to control the land in a way that the AI civ cant plop down cities in all the places
you just burned them down.
Tips & Tricks:
Marines are very powerful now. Be sure to have fighters flying recon or picket ships off the coast of
your coastal cities.
Leonardo's workshop is very important now because upgrades will be very expensive without it.
If you fall behind in technology you will have a very hard time, so keep up.
Use up those elites. If you upgrade elites, they get knocked back down to vets.
If your annoyed by the music that comes on during viewing of the Science Advisor, etc. you
can turn it off. Just rename the morphtext.wav in the sound folder to dead.wav
There is bound to be changes you don't like and maybe some you would like to suggest.
If so, please email any comments to:
civ3fourme@yahoo.com