DiverseCiv - Civ3 refined

I have only one comment-the Arab Swordsman should be changed, I dont think reducing attack with 25% is a good idea. This is how I would make it:

4.2.1 cost 30, does´nt require Iron. That would make them a cool unit, because it will make it possible for small cities to produce strong military units too. However I dont like two UU´s so close, so I would try to find another UU for the Arabs.
 
The suggestion is good. I'm not sure if the list is up to date with the current version... actually, while I'm on the subject, I'm having second thoughts about the 2 UU's.

I finalized the list and started adding them when it hit me: It was tedious. Modding is often tedious, but this was different. I wasn't excited about the whole thing and there was no enjoyment of creation. I stopped and reconsidered. Suddenly I didn't feel like doing the 2 UU's. I'm not sure if I can balance them properly - already some of their stats feel really forced and I'm not too happy with some of the units themselves.

So it's yet again on hold. However, I am doing some other unit things like editing existing stats and adding new units. It's fun and exciting. The wonder of creation is there. I've been balancing late medieval cavalry with great interest and suddenly the 2 UU's feel like something I started doing just for the sake of taking DiverseCiv further and adding more to it.

In the end, DiverseCiv is just my personal mod that I've decided to share. I'm surprised if more than five people in addition to myself actually play it. Don't confuse this for putting the mod down. I honestly like it and think it is good enough to share, it's just that a mod has to be really good in order for people to play it. So maybe I should stop making it a good product to market to others and focus on what I find most enjoyable. Currently, I don't find the 2 UU's very enjoyable - they are specialized, make their appearance for only one civ and therefore are something of a curiosity. On the other hand new units that are accessible to everyone, new techs and new improvements are something that actually make the mod more diverse since they offer so much more options.

I'm not saying a definite "no" to 2 UU's, just that they probably won't be included in beta5. This probably means that it won't create as much interest as it would with them - while 2 UU's has been done by some mods, it's something that raises interest for example when advertised in a sig. However, this is no DyP nor is it MEM, TAM or Teturkhan so raising interest isn't a very high priority. :)
 
Hi Drift:

I finally gave up on the rebuilding from pieces and loaded Civ3 PTW. I have been playing Beta4 for about a week now.

At present I am in late Middle Ages. The map is Huge and I have cities scattered all over it. So, corruption is rampant; I need to switch to Democracy; but am still several turns away. My current units are musketmen, musket infantry, and calvary; but I still have Hoplites guarding some of the more distant cities. It is taking forever to build city improvements there. 120 turns is too long to build a temple. If it wasn't for libraries; I would never have any growth. Harbors and barracks are also difficult. I think the AI is having even more trouble than me. They were at zero growth for the longest time.

Still, I keep playing. It is a challenge. Maybe I'll just attack everyone and win by conquest. I would like to see the more modern units you have provided; however.

I believe you said that in beta5, you removed the 50% worker efficiency in Oligarchy and Theoracy. Good idea; why would I want to switch from Monarchy to a government that would reduce worker efficiency by 50%. I simply didn't bother researching them.

Anyway have a good day; I'll let you know how the game comes out.
 
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