Dhaeman MOD

Dhaeman

Chieftain
Joined
Nov 19, 2001
Messages
58
Now at version 1.25



A/D/M
A-Attack
D-Defense
M-Move

Version 1.25

Rubber appearance rate is now 140
Horses and iron are now both back to apperance rates of 180
Fundamentalism
Prerequisite is now Monotheism

Fascism
Assimilation chance is now 3%

Socialism
Prerequisite is now The Corporation
Version 1.2



Communism
Rate cap is now 7

Socialism(new government):
Rate cap=9
Worker rate=2
Draft limit=1
Military police limit=1
Minimal corruption
Low war weariness
Diplomats/Spies both veterans
1 unit per town
2 units per city
4 units per metropolis
cost = 1/unit
Requires Maintenance
Standard trade bonus
2% Assimilation chance


Fascism:
Rate cap=10
Hurrying is now forced labor
Spies now conscripts
Diplomats now veterans
Towns support 2 units
Metropolis support 8 units
Draft limit is 4

Police stations and courthouses both are resistant to propaganda,reduce corruption and war wearniess
Destroyer,Battleship 0/0/+1
Added colonist for expansionist civs, +1 movement settler
Removed settler for expansionist civs
Updated civilopedia to include additions of Fascism,Fundamentalism,and Socialism (However it's not very helpful)
Pikemen are 1/3/1 again
Cavalry are now 7/3/2
Armies now cost 18 shields
Privateers are now 3/1/4
Destroyers are now 14/10/8
Mech Infantry now cost 150 shields and are 14/20/4
Tanks are now 18/10/4 and cost 140 shields, Panzers are 18/10/5
Modern armor are 26/18/5 and cost 170 shields
Stealth Bombers are 200 shields now
Iroclands are now 3/6/4
Infantry now cost 100 shields
Tactical nukes are now 22 shields
ICBMs are now 35 shields
Carriers are now 160 shields
Tax collectors now generate 2 taxes
Scientists now generate 2 science things
Great wall now creates a wall in every city on same continent
Added Lost Kingdom small wonder - same effects as Forbidden Palace but requires construction

Version 1.1


Communism:
4 units per town
7 units per city
10 units per metropolis
Spies are elite
Rate Cap=8
Propaganda
Fundamentalism: +10
Fascism: -5

Democracy:
Worker rate=4
Diplomats are elite
Resistance
Fundamentalism: -5
Fascism: +5
Propaganda
Fundamentalism: +10
Fascism: +20

Republic:
Diplomats are veteran
Rate Cap=8
Resistance
Fundamentalism:+10
Fascism:+5
Propaganda
Fundamentalism:+15
Fascism:+10

Monarchy
Rate Cap=7
Low War Weariness
6 units per metropolis
Military police limit =2
Resistance
Fundamentalism: +5
Fascism: +5
Propaganda
Fundamentalism: -5
Fascism: -10

Despotism
3 free units per town
5 free units per metropolis
Rate Cap=5
Spies are conscripts
Resistance
Fundamentalism: +5
Fascism: +5
Propaganda
Fundamentalism: -10
Fascism: -15

Fascism (new government)
No war weariness
Paid Labor
Problematic corruption
3 units per town
6 units per city
9 units per metropolis
Rate cap=8
Draft limit=2
Military police limit=4
Assimilation Chance=1%
Requires Maintenance
Dipolmats are regular
Spies are veteran
Prerequisite: Nationalism
Resistance:
Fundamentalism,Monarchy +5
Anarchy,Despotism,Republic -5
Propaganda:
Anarchy +25
Despotism +20
Monarchy +10
Fundamentalism,Communism +5
Democracy -5

Fundamentalism (new government)
Rate cap=6
All units free
Problematic corruption
Worker Rate=2
Assimilation Chance= 2%
Draft Limit =1
Military Police Limit = 2
Requires Maintenance
Standard Tile Penalty
Cannot Hurry
No war weariness
Resistance:
Anarchy,Monarchy,Fascism,Communism,Democracy,Republic,Despotism +5
Propaganda:
Communism +5
Republic,Monarchy +10
Anarchy, Despotism +15
Prerequisite:Polytheism


Version 1.0

Swordsman,Legionary,Immortals -1/0/0
Bowman +1/-1/0
Knight,Rider,Samurai,War Elephant -10 shield
Cavalry,Cossack +1/0/0
Marine +3/+1/0 +10 shield
Tank +3/+2/0 +20 shields
Panzer +4/+3/0 +20 shields
Paratropper 0/+3/0 +10 shield
Modern Armor +4/+2/+1 +30 shields
Mech Infantry +1/+5/+1 +30 shields
Pikeman 0/+1/0 +10 shield
Musketmen,Musketeer 0/+1/0
Riflemen 0/+1/0 +10 shield
Infantry 0/+1/0 +10 shield
Battleship +2/+2/0
AEGIS Cruiser 0/+2/0
Helicopter 0/+2/0
Jet Fighter,F-15 +2/0/0
Submarine: +1/0/0
Nuclear Submarine: +4/0/+1
Stealth Bomber -20 shields
Increased Resource Apperance Ratio
Saltpepper:+25
Coal:+10
 

Attachments

Found out a few things to change although it is hard to determine what I messed up on from just 1 big game which I am still playing. Any comments on this at all would be great.
 
fundamentalism would have very little corruption (very loyal brainwashed public) and fascism would have a much higher assimilation rate. That's what they're known for. I'd also question the fundamentalism after polytheism, monotheism seems to be the cause of fanaticism. Islam, Christian, Judaic fanaticism is all I've seen. I've never heard of a hindu fanaticism or a bhuddhist fanaticism.
 
Hindu fanaticism arguably exists--in fact you will occassionally see the term in newspaper headlines such as "Hindu Fanatics burn Mosque in Varanasi." However, I would say that one should characterize modern Hindu Fanaticism as (1) a reaction to Islamic Fanaticism AND/OR (2) contingent upon modern, quasi-monotheistic or at least exclusive varieties of Hinduism.

For this reason, I agree that Fundamentalism should require Monotheism in spite of the existence of Hindu fanaticism in the modern world.
 
Version 1.2 has been released of Dhaeman Mod....adding the Lost Kingdom (Foribbden Palace #2) and colonist (settler with 2 moves) for expansionist civs. You can read above for a list of all changes.

Version 1.25 has now been released to fix a few problems I found by releasing 1.2 a little sooner than nessacery. Read about them above.

Again, any more tips on how to handle this mod are well appreciated!
 
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