Billingsley's Rules

whb

King
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Jan 21, 2002
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Here is the first (beta) version of my modifications to the rules. They are small modifications that I think make for a more interesting game.

Full details of the changes are in the text file in the zip, but here's a summary:

Space Race

3 of the parts require Manufacturing Plants in the cities that build them. (Try knocking up an interstellar spaceship engine in your back shed!). This does mean you'll need to research Robotics!

I've also added a new tech Advanced Propulsion. I felt it seemed a bit silly that you could build the interstellar rocket engines with the same tech that builds the Apollo Mission.

Stealth and Integrated Defence are now the only two modern techs you won't need. Since construction on some big parts is delayed until Robotics (previously the Party Room was usually the last to build -- quite small and comes with the Laser), the race will hopefully be tighter towards the end.

Governments

Unit maintenance is now more expensive in Republics and Democracies, so you'll have to run the risk of a smaller army (or lower research rate) to support these governments.

For added interest, I've added a new Capitalist government (available with Corporation). This is to cover the fact that in modern free market economies the government does not pay for banks etc.
This government cannot hurry improvements, but doesn't pay for them either. Military units are very expensive under this government. Since research is assumed to be "outsourced", I've limited the tech rate to 70%. Corruption is communal (so Washington is as corrupt as L.A.)
Consider this government as privitisation gone overboard!

Improvements

Courthouses now generate 1 culture (to reflect the influence of the rule of law on surrounding areas), but do not resist propaganda.

A new "broadcaster" improvement is available with Radio. It generates culture and gives a 50% bonus to luxuries. Mostly this is here to reflect the fact that modern culture is not simply based on libraries and cathedrals, but also on the mass media.

Small Wonders

I've beefed up the Military Academy to boost the "leaders as armies" side of things. Battlefield Medicine is no longer available, but the Military Academy now provides its benefit. (Units regaining HPs is more about reinforcement and resupply than simply about people healing).

Units

Explorer comes earlier (Map Making), but only has 1 move. (Still effectively 3 moves since it is "all as roads"). This makes explorers useful for exploring briefly, but doesn't take too much advantage away from scouts. Explorers can no longer pillage.

Workers, settlers and scouts can be airlifted.

Marines and Paratroopers have increased stats just to make it worth researching/buying those techs

Tanks, Modern Armour, Panzers, Mech Infs and Radar Artillery are wheeled. This also makes Paratroopers more useful.

Privateers have attack of 3 and a hit point penalty (regular has 2 hit points, vet 3). The cost has been reduced.

Cruise missiled have a range of 6, bombard of 20 and are marked as "tactical" in the hope that you can load them onto subs.

Radar artillery has range 3

Nuclear sub has missile capacity of 2

Aegis Cruiser has missile capacity of 2. That makes these things quite dangerous in the end game!

Advances

Advanced Propulsion added for the space race.

Printing Press removed, and its cost has been added to the cost of Democracy. (Printing Press was a redundant tech)


Have fun, and please post comments.

cheers,
Bill Billingsley (whb)
 
Known bugs/issues:

* Cruise Missile is missing the "Load" ability. Oops.

* I haven't modified the tech tree "arrows" -- so Democracy and Advanced Propulsion appear disconnected. (TBH, I'm waiting for the June editor to fix this!)

* Civilopedia entries have not been updated (again, waiting for the editor!)
 
Originally posted by whb
Known bugs/issues:

* Still can't load a cruise missile onto a sub. Is the 'Tactical' flag not working?

Under Special Actions, did you check the 'Load' box?

Also, though I admittedly haven't tried your rules, the Capitalism government sounds too weak. I like the idea of not paying maintenance for buildings, but having a higher unit maintenance, Communal corruption, 70% tech rate and not being able to rush buildings sounds like too much of a handicap. You should probably give it Problematic, or maybe even Nuisance, corruption (after all, Capitalism is a more efficient economic system than Communism, which also has Communal corruption). It should also be able to pay gold to rush build structures...after all, the government could always intervene to make sure vital structures were built by granting special loans or tax incentives to corporations, etc.

Sounds like some interesting rules changes. When I can find time between my own mod work, I'll give them a try.
 
Originally posted by Ed O'War


Under Special Actions, did you check the 'Load' box?

Also, though I admittedly haven't tried your rules, the Capitalism government sounds too weak. I like the idea of not paying maintenance for buildings, but having a higher unit maintenance, Communal corruption, 70% tech rate and not being able to rush buildings sounds like too much of a handicap. You should probably give it Problematic, or maybe even Nuisance, corruption (after all, Capitalism is a more efficient economic system than Communism, which also has Communal corruption). It should also be able to pay gold to rush build structures...after all, the government could always intervene to make sure vital structures were built by granting special loans or tax incentives to corporations, etc.

Sounds like some interesting rules changes. When I can find time between my own mod work, I'll give them a try.

Hi Ed, thanks for having a look and commenting. I'll definitely have a look at that flag tonight.

Personally, I've tended to find "Communal" corruption an advantage -- while it does give an economic hit to core cities, it also allows outlying areas to start producing (and build courthouses, etc). This seems particularly important when trying to build temples/libraries to boost captured cities' borders to stave off culture flips.

As I (and hopefully others!) keep playing the mod, I'll see how Capitalism compares, and try to balance it up more. In my test games so far, it has seemed to give a slight economic disadvantage due to core corruption (compared to Democracy) but a healthy production advantage. And military campaigns really hurt economically!

cheers,
Bill Billingsley (whb)
 
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