SayHayKid
Prince
- Joined
- Oct 30, 2022
- Messages
- 344
Last year I came back to Civ3 after over a decade. It is one of my all-time favorite games, along with the Baldur’s Gate series, that I always come back to. As much as I love the epic game, I got tired of following the same script every game. So, I started researching other mods, stealing (err borrowing) others’ ideas, and aggregating them into my “House Rules” mod. Then I stumbled across the large mod packs like Rhye’s, RAR, CCM, Worldwide, etc., and was blown away. I liked various aspects of the different mods. So, I started creating my own “epic mod” for internal use, aggregating these ideas.
But … with that, I put the horse before the cart. I was adding all these bells and whistles before really focusing on balance and gameplay. Even though I am 90% done with the larger epic mod, Global Hegemony, I decided to scale back and start by creating a simpler “game balancing” mod that plays close to the original epic game. I wanted to include the AI balancing tweaks generally agreed upon by the Civ Fanatics community (plus some of my ideas) and incorporate some of the new graphics created by the community. Much like Beamdog did with my other favorite game, Baladur’s Gate, when they released the Baldur’s Gate Enhanced Edition.
Thus, I present a preview of … C3C Enhanced Edition. I am not doing anything new that other great mods haven’t done, I am just incorporating the ideas I found most interesting. I have planned out all the changes, new units, new buildings, new Civs, etc. in a spreadsheet. I have already added them to the BIQ, and as of this past weekend, completed the arduous task of updating the Civilopedia.
I'd appreciate any thoughts or feedback.
TECH TREE
I wanted to keep the tech tree similar to the epic game. However, I did a fairly major overhaul of the Ancient Era. Firstly, I wanted to greatly enhance the naval aspects of the game (additional improvements, ships, etc.) Secondly, each starting tech aligns with a specific trait for each CIV.
ANCIENT ERA
The new tech tree for Era 1, along with other changes I incorporated, has made for some interesting strategic choices. Depending on your starting position (and your starting traits) you'll usually want to choose between Pottery or Bronze Working. If you have an abundance of grasslands, most likely you'll want to research Bronze Working. If you have lots of plains, you'll probably want to research Pottery. However, you won't want to put off Bronze Working for too long because the improved Barbarians will be a big surprise. Then you have a choice between growth, happiness, trade, or building up your military.
I really want to change the Era 2 tech tree to bring the Naval techs towards the beginning of the tech tree ala CCM by @Civinator. But ... the goal for this initial "lite" version of C3C Enhanced is to keep the gameplay as close to the epic game as possible. So, the extensive re-working of this era will wait for the non-lite version where I forego trying to keep gameplay similar to the standard game. Feudalism no longer has a government. It was moved to Era 1 as City-States. Its only real use was for ICS, but ICS is no longer a viable strategy with the changes in C3C Enhanced. You have three choices at the start of the era. Are you suffering to keep your citizens happy? You might need some Cathedrals. Don't have horses and/or iron? You might want to go with Engineering for Crossbowmen.
After a couple of play-throughs, I added Humanism as a prerequisite for Matchlock. Muskets came too soon after Pikemen since Pikemen were moved to Chivalry. Chivalry came as a response to Knights and other cavalry. Also, Muskets are no longer defensive. Historically they replaced archers and crossbows and needed to be supported by pikes for defense.
Finally, the big change that you will notice, you can no longer beeline for Military Tradition and Cavalry for early domination. Cavalry has been moved to Nationalism (Cuirassiers and Grenadiers are now available at Military Tradition) and Military Tradition has several additional prereqs. I am still not sure about having Naval Ordnance as a prerequisite for Military Tradition or Military Tradition as a prerequisite for Naval Ordnance. I want the Age of Sail to not be over too soon with the arrival of Ironclads, but I also don't want the Napoleonic era to be too quick with Rifleman and Cav at the start of the next era. I am thinking of switching it so Military Tradition comes first. Cuirassiers and Grenadiers need more time before being obsolete.
INDUSTRIAL AGE
The big change in the Industrial Era is that steel is now a prereq for Infantry and Nationalism is required. Before you could beeline to Infantry without having research Rifleman. It also delays Infantry a bit before you get to the "World Wars". The era ends with the discovery of the Nuclear Bomb that ended World War II. Another goal that I had was no empty techs. Every tech provides something. For example, Zeppelins and Einsten's Lab GW were added to Atomic Theory.
Partisans come with Communism. They can not be built, only upgraded from Serfs (Era 2 worker upgrade). Initially, I gave them Hidden Nationality, but that wasn't working so well. They do however treat All Terrain As Roads and are the first non-wheeled combat units available (can move across mountains, through jungles, and wade through marshes. They also can pillage which NO fast units in the game can do any longer nor can Infantry and their subsequent upgrades.
MODERN ERA
The big change to Era 4 is that NONE of the techs are tradeable. Also, building the various spaceship parts requires your cities to have an "aeronautics" industry (must have an Air Force Base which requires a Factory). There are some new Attack Helicopters that have Lethal Land Bombardment (removed from Bombers), a Special Forces unit (massively upgraded version of the Modern Paratrooper), and Nuclear Subs, Missile Destroyers, and Missile Cruisers that can carry Cruise Missiles. Plus, a couple of new Great Wonders including the Sydney Opera House and Climate Change to help those going for a Cultural Victory.
NEW CIVS
Some of the original Civs overlap, or are less memorable, in an overcrowded part of the map. I wanted to bring in some under-represented African Civs and also fill in some empty areas on the map. There will be two biqs. One with the original Civs and one with the new Civs.
I plan to replace:
I also re-assigned some of the traits of the original Civs. You can see those highlighted in Red with the new Civs highlighted in Green.
UNIT LINES
I wanted to make Ancient Era warfare (especially the use of chariots) a little more interesting, fill in some of the gaps (e.g. Musketman to Rifleman), balance some of the units (make Infantry more valuable), and balance some of the UUs. Naval Warfare and the naval units have also been expanded (I like to play on Archipelago or Continents with 70%/80% water).
Currently, I haven't added "flavor units" for the full "Enhanced Edition" effect. For testing purposes, I have left them out. Maybe for the initial "Lite" version of the mod, I will keep it with the generic warrior, the generic spearman, etc. Then add flavor units (African Tribal Warrior, Asian Tribal Warrior, European Tribal Warrior, etc.) in the expanded version of the mod. The community has made some really nice units that could Enhance or modernize the look and feel.
FOOT UNITS
There are quite a few changes in UUs. Even with the new City-States government allowing for a viable early Golden Age, I moved some of the early UUs to later in the timeline. Swordsmen were too overpowered. Their defense has been lowered to 1. They will need to be supported with Spearman and/or cavalry. Also, all three lines merge at Grenadier.
MOUNTED UNITS
I split the Ancient cavalry into two lines. Light and Heavy. This, along with delaying Horseman, gives Chariots more time to shine. It also allows spreading out of the Knight UUs. Chariots and Horseman have the same ADM values, but Chariots can Blitz. Horsemen have the advantage that they can ignore certain terrain and don't need roads to fully take advantage of their faster movements. Chariots are a good early investment because they upgrade to Companion Cavalry (Ancient Cavalry available to all Civs), but the trade-off is if you don't have iron, you can't upgrade. If you don't have iron, Horsemen are a great option since iron isn't needed to upgrade to Horse Archers.
NAVAL UNITS
I added a Naval Power line to the Ancient Era with War Galleys plus added Piracy. Initially, Piracy was going to be the "Naval Power", but I like having a separate non-Pirate line. Seafaring Civs can build War Galleys after discovering Ship Building. Non-Seafaring Civs however have to rely on Pirate Galleys. Either way, you won't want your regular Galleys exploring the world and/or transporting settlers without some support from War Galleys or Pirate Galleys. The Pirate Haven SW adds a 50% tax bonus to simulate "pirate booty" and auto-produces Marauders (amphibious attackers). In addition, ALL Sefaring Civs have a UU naval unit (along with Korea because Turtle Ships are cool). This is in addition to any other UUs they may also have.
AIRCRAFT
I boosted Fighters so hopefully, they will do a better job of intercepting bombers, added strategic bombers, and removed LL bombardment from all aircraft and LS bombardment from Bombers. Plus, I added Attack Helicopters.
But … with that, I put the horse before the cart. I was adding all these bells and whistles before really focusing on balance and gameplay. Even though I am 90% done with the larger epic mod, Global Hegemony, I decided to scale back and start by creating a simpler “game balancing” mod that plays close to the original epic game. I wanted to include the AI balancing tweaks generally agreed upon by the Civ Fanatics community (plus some of my ideas) and incorporate some of the new graphics created by the community. Much like Beamdog did with my other favorite game, Baladur’s Gate, when they released the Baldur’s Gate Enhanced Edition.
Thus, I present a preview of … C3C Enhanced Edition. I am not doing anything new that other great mods haven’t done, I am just incorporating the ideas I found most interesting. I have planned out all the changes, new units, new buildings, new Civs, etc. in a spreadsheet. I have already added them to the BIQ, and as of this past weekend, completed the arduous task of updating the Civilopedia.
I'd appreciate any thoughts or feedback.
TECH TREE
I wanted to keep the tech tree similar to the epic game. However, I did a fairly major overhaul of the Ancient Era. Firstly, I wanted to greatly enhance the naval aspects of the game (additional improvements, ships, etc.) Secondly, each starting tech aligns with a specific trait for each CIV.
- Agricultural = Pottery
- Commercial = Writing
- Expansionist = The Wheel
- Industrious = Mining
- Militaristic = Warrior Code
- Religious = Ceremonial Burial
- Scientific = Masonry
- Seafaring = Boat Building
ANCIENT ERA
The new tech tree for Era 1, along with other changes I incorporated, has made for some interesting strategic choices. Depending on your starting position (and your starting traits) you'll usually want to choose between Pottery or Bronze Working. If you have an abundance of grasslands, most likely you'll want to research Bronze Working. If you have lots of plains, you'll probably want to research Pottery. However, you won't want to put off Bronze Working for too long because the improved Barbarians will be a big surprise. Then you have a choice between growth, happiness, trade, or building up your military.
- Getting to City-State quickly gives you an early government that removes the Despotism penalty.
- Going for Boat Building early opens your trade network. You can't enter neighbor's territories without a Right of Passage. If you wait too long for Naval exploration you will be blocked along the coast and won't be able to explore without negotiating a ROP.
- Thinking about neglecting the Religious techs for a while? The Marketplace no longer doubles the effects of luxuries. So, if you want to continue your rapid expansion, you will need some happiness buildings.
- What about the Military techs? You'll be in for a big surprise (literally) when the second Barbarian unit comes rumbling through your territory.
- Monarchy and Republic have been tweaked and both come at the end of Era 1. Are you a builder? You'll likely want to go with Republic. Most of the techs leading up to Republic support this strategy. Going to war in Republic? You better be quick and decisive or watch your cities be engulfed in disorder. Want to take it to your neighbors early? Then Monarchy might be the way to go, but you better capture cities fast to increase support for your military.
I really want to change the Era 2 tech tree to bring the Naval techs towards the beginning of the tech tree ala CCM by @Civinator. But ... the goal for this initial "lite" version of C3C Enhanced is to keep the gameplay as close to the epic game as possible. So, the extensive re-working of this era will wait for the non-lite version where I forego trying to keep gameplay similar to the standard game. Feudalism no longer has a government. It was moved to Era 1 as City-States. Its only real use was for ICS, but ICS is no longer a viable strategy with the changes in C3C Enhanced. You have three choices at the start of the era. Are you suffering to keep your citizens happy? You might need some Cathedrals. Don't have horses and/or iron? You might want to go with Engineering for Crossbowmen.
After a couple of play-throughs, I added Humanism as a prerequisite for Matchlock. Muskets came too soon after Pikemen since Pikemen were moved to Chivalry. Chivalry came as a response to Knights and other cavalry. Also, Muskets are no longer defensive. Historically they replaced archers and crossbows and needed to be supported by pikes for defense.
Finally, the big change that you will notice, you can no longer beeline for Military Tradition and Cavalry for early domination. Cavalry has been moved to Nationalism (Cuirassiers and Grenadiers are now available at Military Tradition) and Military Tradition has several additional prereqs. I am still not sure about having Naval Ordnance as a prerequisite for Military Tradition or Military Tradition as a prerequisite for Naval Ordnance. I want the Age of Sail to not be over too soon with the arrival of Ironclads, but I also don't want the Napoleonic era to be too quick with Rifleman and Cav at the start of the next era. I am thinking of switching it so Military Tradition comes first. Cuirassiers and Grenadiers need more time before being obsolete.
INDUSTRIAL AGE
The big change in the Industrial Era is that steel is now a prereq for Infantry and Nationalism is required. Before you could beeline to Infantry without having research Rifleman. It also delays Infantry a bit before you get to the "World Wars". The era ends with the discovery of the Nuclear Bomb that ended World War II. Another goal that I had was no empty techs. Every tech provides something. For example, Zeppelins and Einsten's Lab GW were added to Atomic Theory.
Partisans come with Communism. They can not be built, only upgraded from Serfs (Era 2 worker upgrade). Initially, I gave them Hidden Nationality, but that wasn't working so well. They do however treat All Terrain As Roads and are the first non-wheeled combat units available (can move across mountains, through jungles, and wade through marshes. They also can pillage which NO fast units in the game can do any longer nor can Infantry and their subsequent upgrades.
MODERN ERA
The big change to Era 4 is that NONE of the techs are tradeable. Also, building the various spaceship parts requires your cities to have an "aeronautics" industry (must have an Air Force Base which requires a Factory). There are some new Attack Helicopters that have Lethal Land Bombardment (removed from Bombers), a Special Forces unit (massively upgraded version of the Modern Paratrooper), and Nuclear Subs, Missile Destroyers, and Missile Cruisers that can carry Cruise Missiles. Plus, a couple of new Great Wonders including the Sydney Opera House and Climate Change to help those going for a Cultural Victory.
NEW CIVS
Some of the original Civs overlap, or are less memorable, in an overcrowded part of the map. I wanted to bring in some under-represented African Civs and also fill in some empty areas on the map. There will be two biqs. One with the original Civs and one with the new Civs.
I plan to replace:
- Sumeria (Babylon covers the Mesopatamians)
- Hittites (Crowded area and more deserving Civs in the region)
- Byzantine (Greece and Rome have them covered)
- Celts (England becomes Britain)
- Portugal (Western Europe is over-represented and they are the least "iconic")
- Mali
- Ethiopia
- Khmer
- Polynesia
- Nubia/Brazil/Siam
I also re-assigned some of the traits of the original Civs. You can see those highlighted in Red with the new Civs highlighted in Green.
UNIT LINES
I wanted to make Ancient Era warfare (especially the use of chariots) a little more interesting, fill in some of the gaps (e.g. Musketman to Rifleman), balance some of the units (make Infantry more valuable), and balance some of the UUs. Naval Warfare and the naval units have also been expanded (I like to play on Archipelago or Continents with 70%/80% water).
Currently, I haven't added "flavor units" for the full "Enhanced Edition" effect. For testing purposes, I have left them out. Maybe for the initial "Lite" version of the mod, I will keep it with the generic warrior, the generic spearman, etc. Then add flavor units (African Tribal Warrior, Asian Tribal Warrior, European Tribal Warrior, etc.) in the expanded version of the mod. The community has made some really nice units that could Enhance or modernize the look and feel.
FOOT UNITS
There are quite a few changes in UUs. Even with the new City-States government allowing for a viable early Golden Age, I moved some of the early UUs to later in the timeline. Swordsmen were too overpowered. Their defense has been lowered to 1. They will need to be supported with Spearman and/or cavalry. Also, all three lines merge at Grenadier.
MOUNTED UNITS
I split the Ancient cavalry into two lines. Light and Heavy. This, along with delaying Horseman, gives Chariots more time to shine. It also allows spreading out of the Knight UUs. Chariots and Horseman have the same ADM values, but Chariots can Blitz. Horsemen have the advantage that they can ignore certain terrain and don't need roads to fully take advantage of their faster movements. Chariots are a good early investment because they upgrade to Companion Cavalry (Ancient Cavalry available to all Civs), but the trade-off is if you don't have iron, you can't upgrade. If you don't have iron, Horsemen are a great option since iron isn't needed to upgrade to Horse Archers.
NAVAL UNITS
I added a Naval Power line to the Ancient Era with War Galleys plus added Piracy. Initially, Piracy was going to be the "Naval Power", but I like having a separate non-Pirate line. Seafaring Civs can build War Galleys after discovering Ship Building. Non-Seafaring Civs however have to rely on Pirate Galleys. Either way, you won't want your regular Galleys exploring the world and/or transporting settlers without some support from War Galleys or Pirate Galleys. The Pirate Haven SW adds a 50% tax bonus to simulate "pirate booty" and auto-produces Marauders (amphibious attackers). In addition, ALL Sefaring Civs have a UU naval unit (along with Korea because Turtle Ships are cool). This is in addition to any other UUs they may also have.
AIRCRAFT
I boosted Fighters so hopefully, they will do a better job of intercepting bombers, added strategic bombers, and removed LL bombardment from all aircraft and LS bombardment from Bombers. Plus, I added Attack Helicopters.
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