Civ3 on Earth. Accurate world map, accurate resource placement, correct startsites.

@KittenOfChaos
It has been a while since I asked your permission to make a colonization mod of your mod. It was never completely finished, but maybe you would like to implement some of the ideas of that mod into your mod. I'd make the civiliopedia stuff if you like.

Basically what's new in my version are the ancient civ's. Rome, Greek, Babylon, Egypt, Persia, China and India have an advantage in the beginning of the game, thanks to the strategic ressource papyrus, which is needed for building wonders and can only be found in riversides such as in Egypt and Babylon. Rome has one, which is needed for the legionary (so if they lose rome, they have to secure another piece of papyrus or trade with egypt who has plenty of it).

I copied your idea of giving England, French, Germany, and Spain an advantage in medieval times (Cattle, Fertilizers, better ships, Explorers etc.) and I used Resources like dye and marble to represent aristocratic structures, which allowed wonders of the world (e.g. sistine chapel needed dyes and incense) and the production of knights (without marble no aristocratics, without them no knights).

In industrial times its basically a time of revolution, when native (Zulu, Iroquois, Aztec) and colonized Civilizations (Persia, India, Egypt, Babylon) can build Revoluzzers to (imaginatively) free themselve from the european conquerors.

In modern times the colonized and native civs can buy "European" Tanks, Fighters and Ships - but only if they have a trade agreement with a european civ for getting the resource war material (it's needed to "build" Euorpean Tanks etc.) - war material is only available in europe. This means these countries have to be friendly with europe to get their old weapons while fighting each other (instead of europe).

Well just some examples. If you like those ideas, feel free to use them, and if you need help with the civilopedia, I'd be glad to do some work there (only problem of course: english isn't my mother tongue). If you don't like those ideas, I'm asking permission to make another mod of your mod. ;)
 
Interesting idea!


What with all the stuff I've got to do today (brush teeth, feed cat ;) ) I don't know if I'll get out a preview this weekend.


Playing PTW online most of Saturday didn't help either :D
 
You should really consider making the same exact map with PTW in it. This would really make it more interesting, mainly for Spain and the Ottomans, but also for the early conquerors like the Vikings and Mongols.:king:
 
Agreed on the PTW map.
And the most important thing I think is to make a map with all the resources but the STANDARD rule. What happens is if I restore rules, many resources disappear. I think a lot of people are impressed with the resource allocations, but some of us want to play the standard rules or our own rules. Right now it's very hard to do so.
And a couple of minor points: many parts of China, tibet and middle Asia need to be redrawn. Generally more moutains and hills and more distinguishable features, like basins. Another thing is no unit is able to retreat, that should be fixed.
Again, resource allocation is really good, especially the research on saltpeter. And I don't think France deserves any aluminium.
 
I was also thinking that you should "cripple" the Egyptians. They are only a lasting nation today because of their former occupiers. A major point of argument is the fact that South Africa is a main cause of the Zulus, and it falls in the same category as the Egyptians. Another thing I noticed is the major placement of Barbarians in Australia and on the Scandinavian Penninsula. Maybe you should downsize a bit, or make a separate barbarian civ to replace the Vikings that make only ships, and maybe a few warriors. (That is what you were trying to accomplish, right?) By the way, If you don't make a PTW mod, is there any way to make it so I can use the map you made and do it myself?
I wouldn't be posting it or anything, just playing it myself. Thanks.
 
THE WEEKEND!!!

At LAST!


Thanks for the suggestions, I'll see what I can put together :)
 
Fisrt I wanna thank to Kitten for his job.[However I did not download his mod coz anything I had downloaded did not work]

For a week I am working on a mod, Real World:Dawn of Civilizations and borrowed many ideas from Kitten.[again thanx]

Like you, I had Aztecs, Iroqous and Zulus crippled, disabled them building workers.But to add some realism and prove that Europeans will advance in future I made some more changes which may prove good:

1.I usually give no or one tech. to Americas and Europeans while giving 4-[usually, pottery, alphabet, ceremonial b., warrior code, bronze working, wheel] of these techs. to first civilizations.It is obvious that they knew some of these in 4000 B.C.

2.a Though, Europe do not have enough rooms I increased Europeans' civ specific abilities. For example Germans were militaristic and industrious, I added religious, expansionistic and scientific abilities.
2.b While I gave Asians +2 a total of 4 techs, in front of Europeans, I gave them +1settlers, +1spearman and +1warrior
but I took back some of their civ specific abilities.For example Babylon is no more Scientific.[When I compare babylon (religious) to Americans (expansionistics, industrious, commercial, scientific) I have pity on my poor bablyonians]

3.To prevent Aztecs and Zulus rapidly colonising whole continent I disabled their "explore" ability

4.I tried to increase base hitpoints of units but that made game unbalanced.I made it 3-consc.,4-reg.,6-vet.,8-elite so I thought that player would know value of his elite units more but this proved disasterous to my Romans.I lost 3 archers and 3 chariots(modified as 3.1.2[I like Civ 1, I these guys did much for me during last years so I wanted them to be useful :-)]-but they were costing 50 shields, compared to 2.1.2 value and 25 shields cost of horseman] to one single elite -hitpoints of 8 spearman of France[punch].Erm, I also modified fortfy defence up to 50% so that is reduced to 33%

5.I wanted Indýans and Chinese to have lots of barbarians also to prevent rapid development.:evil:

6.How world tech. rate works?Can you explain it to me?I increased it to 750 but I was discovering techs in 8-12 turns at the beginning of the game.I thought of increasing min.research time to 6 or 8 turns but in the future I want to have discoveries in 2-3 turns if I invest huge amount of money for research.

7.I tested the game for several turns but wow, Babylon was first(of course-what I was expecting, +1 settler, +4 tech) but second was Aztecs:confused: -(they founded 5 cities-of course they do bot produce worker-so they produce settler-->maybe your idea of 70shields costing settlers can be fitting or they can require 3 pop.), and I was last.:(

Tonight I will be working on my mod-unit adjustments, Bombard power to longbowman, increased RoF for cannons etc.

Also I think of adding fundamentalism and feudal monarchy as governments but these are not ready in my mind yet.

Have a nice time

Never stop playing civilization:rewrite history
 
I agree.
The ancient chinese capital is in Xian (or the surrounding area),
not in Beijing, nor in Nanjin.


Originally posted by Zouave
Many people are unhappy with 1.17 for various reasons described in detail elsewhere.

What happens if we have both 1.16 and 1.17 installed - but then remove 1.17??

---------------------------

Also, about China. The starting position for the Chinese is historically too far north. It should be a little to the west of that central coal tile. This should be changed, for history, and to give the Japanese a chance to get some cities on the mainland before China does. Even so, japan may need some additional free techs to have a chance.



---------------

And belated happy birthday to kitten! I guess you can now celebrate in bars. :D
 
Thank you for Kitten of Chaos.
You have done a great job.

Why do you call yourself Kitten of Chaos?
Is that corona virus that can be found in the body of cats makes you in chaos?
No matter what is the answer, see you in Baghdad!!!
 
Where is your file?

Originally posted by Favorius
Fisrt I wanna thank to Kitten for his job.[However I did not download his mod coz anything I had downloaded did not work]

For a week I am working on a mod, Real World:Dawn of Civilizations and borrowed many ideas from Kitten.[again thanx]

Like you, I had Aztecs, Iroqous and Zulus crippled, disabled them building workers.But to add some realism and prove that Europeans will advance in future I made some more changes which may prove good:

1.I usually give no or one tech. to Americas and Europeans while giving 4-[usually, pottery, alphabet, ceremonial b., warrior code, bronze working, wheel] of these techs. to first civilizations.It is obvious that they knew some of these in 4000 B.C.

2.a Though, Europe do not have enough rooms I increased Europeans' civ specific abilities. For example Germans were militaristic and industrious, I added religious, expansionistic and scientific abilities.
2.b While I gave Asians +2 a total of 4 techs, in front of Europeans, I gave them +1settlers, +1spearman and +1warrior
but I took back some of their civ specific abilities.For example Babylon is no more Scientific.[When I compare babylon (religious) to Americans (expansionistics, industrious, commercial, scientific) I have pity on my poor bablyonians]

3.To prevent Aztecs and Zulus rapidly colonising whole continent I disabled their "explore" ability

4.I tried to increase base hitpoints of units but that made game unbalanced.I made it 3-consc.,4-reg.,6-vet.,8-elite so I thought that player would know value of his elite units more but this proved disasterous to my Romans.I lost 3 archers and 3 chariots(modified as 3.1.2[I like Civ 1, I these guys did much for me during last years so I wanted them to be useful :-)]-but they were costing 50 shields, compared to 2.1.2 value and 25 shields cost of horseman] to one single elite -hitpoints of 8 spearman of France[punch].Erm, I also modified fortfy defence up to 50% so that is reduced to 33%

5.I wanted Indýans and Chinese to have lots of barbarians also to prevent rapid development.:evil:

6.How world tech. rate works?Can you explain it to me?I increased it to 750 but I was discovering techs in 8-12 turns at the beginning of the game.I thought of increasing min.research time to 6 or 8 turns but in the future I want to have discoveries in 2-3 turns if I invest huge amount of money for research.

7.I tested the game for several turns but wow, Babylon was first(of course-what I was expecting, +1 settler, +4 tech) but second was Aztecs:confused: -(they founded 5 cities-of course they do bot produce worker-so they produce settler-->maybe your idea of 70shields costing settlers can be fitting or they can require 3 pop.), and I was last.:(

Tonight I will be working on my mod-unit adjustments, Bombard power to longbowman, increased RoF for cannons etc.

Also I think of adding fundamentalism and feudal monarchy as governments but these are not ready in my mind yet.

Have a nice time

Never stop playing civilization:rewrite history
 
[color=600f0f]Nobunagatenno, Please don't post multiple replies in quick succession like you did here. It is interpreted as "spam". Qouting long posts in their entirety, and then asking "Where is your file?" also fits the description. Try to control your enthusiasm, and make meaningful posts. ;) [/color]
 
sorry for that.
the thread is too long and while i read the thread i answer at the same time.

if i want to reply two different message with different contents, can i post multiple replies?
 
Yes, you can, but it is usually preferable to put them into one post, like:

----------------------------------------------------------
Originally posted by aaaa
I like this mod, but I think the Framinham unit is too powerful
<your reply>
Originally posted by xyz1
Great map! did you make it yourself?
<your reply>
----------------------------------------------------------

and so on.

Or even something as simple as :

----------------------------------------------------------
@aaaaa: <your reply>

@xyz1: <your reply>
----------------------------------------------------------

Just build your response in Notpad while you browse. When you're ready, just copy and paste into the reply window.

I do realize that there is a wealth of information available here, and someone new is going to have a lot of questions and comments. I just don't want you to get a reputation as a "spammer". I would rather have you known as a welcome contributor. ;)
 
Originally posted by Nobunagatenno
thank you for your advice.

If you think of something to add, just add it to your posts by editing.

I must REALLY update this mod, but I am playing Warrior Kings when I'm not working, working out, etc :D
 
Well, the latest version is from the first page of this thread:

http://forums.civfanatics.com/attachment.php?s=&postid=183759


I am considering putting the effort in to take this mod further, but give me the choice between 4 hours of modding and 2 hours spamming off-topic and 2 hours in the gym, then so far the mod hasn't been winning out.
 
For those of you interested in adding the PTW civs:

You can just import the map from kitten's scenario in your own (provided you have CIVIIIXEDIT on your computer) and choose to import only the map and rules, WITHOUT THE CIVILIZATIONS!!! This will give you the brilliant additions to the rules and the PTW civs as well. The only downside is you have to add the starting postions for these civs. But it does add some customizing possibilities.:) Sorry if this is undermining your authority, kitten.:mad:
 
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