Corruption/Resources Mod

Flak

vBülletin Förum
Joined
May 10, 2001
Messages
1,523
Location
Manchester, England
I just wanted to have a chance at reducing the corruption a bit and letting all of the Civs have a shot at all of the possilbe resources. I'd kind of like to see what world would develop if everybody is on a more level playing field with considerably more productive cities in larger empires. Changes made:

Added the 'Reduces Corruption' flag to:
Temple
Marketplace
Library
Cathedral
University
Solar Plant
Colossus
Intelligence Agency

Maximized the resource probability for all resources except the luxuries. Also, none of the resources ever run out. Let me know what you guys think.
 

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One of the best issues of Civ III ist the concept of the strategic resources.

But unfortunately there are to many of it in the map. And the last to long. The game make more fun, if you have to fight (or trade) for the resources.

It would also be more realistic.

Can you tell me, how to reduce the resources and how to make, that they don't hold so long.

Thanks.
 
Originally posted by World Dominator
One of the best issues of Civ III ist the concept of the strategic resources.

But unfortunately there are to many of it in the map. And the last to long. The game make more fun, if you have to fight (or trade) for the resources.

It would also be more realistic.

Can you tell me, how to reduce the resources and how to make, that they don't hold so long.

Thanks.

I sure will not be playing your mod then! I think the resource thing in civ 3 is a shortfall to the game. I am constantly running out of gold and some important resource. End up either going to war for it or paying a ridiculous "Unrealistic" price for it. In the real world it would not be like it is in civ 3. This has been rbought across poorly so do not defend it! :nuke:

Desert Fox :D
 
Fox:
I respectfully disagree. I think the addition of strategic and luxury resources is one of the best features of the game, and it is historically accurate. Wars are always being fought over resources. As a recent example (depending on your point of view), the Gulf War was fought to ensure a steady supply of oil to the West. Also, colonial powers fought each other constantly to control various types of trade in dyes, teas, opiates, tobacco, cotton, etc. The Germans were hampered in WWII by a lack of steady supply of rubber, which is primarily available in tropical locations.

Strategic/luxury resources also open a great window of opportunity for scenario and mod design. If they ever come out with a real scenario editor, we'd proably be able to do even greater things with the resources.

IMO resources should be balanced depending on what they do in your game. If a resource allows you to build a really powerful unit, then that resource should probably be fairly rare, or the unit should require two or three resources to build. Just a matter of game balance.

Just my two cents worth.

Dominator:
To fiddle with the resources open the map editor, go to Tools and click on Use Default Rules to activate the editor. Then go to the tab for Natural Resources and adjust the values. Lower values make the resources less available or deplete faster (the help function explains it a little).

Hope this helps.
 
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