Double Your Pleasure - Mod under Construction

Kal-el

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Here is the list of changes that I am planning to implement in the mod I am working on.

A more detailed description can be found lower down the thread. If while reading through this you see something that you know you came up with and I did not give you credit, just let me no and I will rectify the situation. I have borrowed heavily from others in compiling these changes. My goal was to take the best of what was out there and create something greater than the sum of its parts.

Change Log:

Added Techs: new 48 (20 Changes to Existing Techs)
Ancient Era:
Farming
Domestication
Slavery
Elephant Training
Boat Building
Drama
Tactics
Weaving
Aristocracy
Seafaring
Change to Pottery
Change to Mapmaking
Change to Horseback Riding
Change to Democracy
Change to Republic and Code of Laws
Change to Monarchy

Middle Ages:
Agriculture
Stirrup
Clockworks
Explosives
Strategy – Allows Military Academy – Requires Gunpowder and Education
Leadership
Jurisprudence
Guilds
Mercantilism
Textiles
Modern Legal System
Fundamentalism
Social Contract
Federalism
Change to Chivalry
Change to Invention
Change to Education
Change to Metallurgy
Change to Magnetism
Change to Banking

Industrial Age:
Emancipation
Legalized Gambling
Pharmaceuticals
Motion Pictures
Mass Media
Civil Liberties
Refrigeration
Guerrilla Warfare
Unionization
Automobile
Socialism
Totalitarianism
Marxism
Fascism
Change to Communism
Change to Automated Transportation
Change to Steam Engine
Change to Radio
Change to Medicine
Change to Sanitation

Modern Era:
Advanced Tactics
Game Theory
Machine Tools
Roller Coaster
Plastics
Pesticides
Data Encryption
E-Commerce
Change to Recycling
Change to Space Flight
Change to Synthetic Fibers

Added Improvements: 37 new (4 Wonder Specific)
Ancient Era:
Shrine
Harbor
Obelisk
Forge
Toll House
Shipyard
Slave Market
Basilica
Port
Academy
Bazaar
Theater
Change to Barracks
Change to Temple

Middle Ages:
Mill
Wind Mill
Textile Mill
Guild Hall
Town Clock
District Courthouse
Newspaper
Prison

Industrial Era:
Opera House
Drug Store
Fishery
Stock Market
Steel Mill
Sewage Treatment Plant
Labor Union
Skyscrapers
Supermarket
Movie Palace
Radio Station
Superhighways
Casino
Television Tower
Civil Liberties
Change to Police Station

Modern Era:
Wind Farm
Computer Network
Amusement Park
Modern Farm
Performing Arts Center
WWW Effect
Genetic Tailoring

Added Small Wonders: 16 new
Ancient Era:
Summer Palace
Riddle of the Sphinx

Middle Ages:
Holy City
Supreme Court – reduces corruption
Governor’s Mansion
National Constitution

Industrial Age:
Central Bank
National Monument
National Gallery
National Library
National Electricity Grid
War Memorial
Cable Network

Modern Era:
The Internet
Change to Heroic Epic
National Health Care
National Sports League
Atomic Weapons Testing

Added Wonders: 23 new
Ancient Era:
The Sphinx
Chichen Itza
Stonehenge
Taj Mahal

Middle Ages:
Gutenberg’s Bible
East India Company
Big Ben

Industrial Age:
Emancipation Proclamation
Empire State Building
Eiffel Tower
Spirit of Saint Louis
Statue of Liberty
Edison’s Workshop
Arc De Triomphe
Civil Rights Movement

Modern Era:
Hollywood
World Wide Web
Sydney Opera House
Global E-Bank
Las Vegas
Disneyland
Genome Project

Changes to Existing Wonders:
Pyramids: Increases Luxury Trade, Resistant to Propaganda and Reduces Corruption in city that builds it – Puts Obelisk in all cities (from LWC mod)
Cure for Cancer – shiny happy people – Requires 5 Hospitals
Longevity – Requires 5 Research Labs

Added/Modified Units: 29 new
Ancient Era:
Barbarian Warrior
Barbarian Rider
Elephant Rider
Elephant Archer
Chariot Archer
Spy
Coracle
Trireme
Longship

Middle Ages:
Longsordsmen
Crusader
Fanatic
Musketmen
Corvette
Brig
Change to Musketmen – Renamed Arquebusier
Changed to War Elephant
Change to current Cavalry – Renamed Dragoons

Industrial Age:
Laborer
Troop Transport
Cavalry
Partisan
Land Mine
Naval Mine
Secret Agent
Airbase
Radar Station
Engineer
Changed to Samurai – Available with Feudalism
Change to Knight –Available with Stirrup

Modern Era:
SpecialOps – Green Berets/Navy SEALS/SAS, etc.
HumVee
PPS-15 Radar
Penguin Anti-Ship Missile


Note: Nearly all units will have their A/D/M ratings changed.
 
There will be a complete overhaul of the Units A/D/M

The List of Governments: (4 New)
Anarchy – Default Govt.
Rate Cap: 5
Worker Rate: 50%
Assimilation Chance: 10%
Draft Limit: 0
MP Limit: 0
Corruption: Catastrophic
Cost/Unit: All Units Free
Free Units Per:
Town: City: Metro:
Diplomats: Conscript
Spies: Conscript
Immune To: Initiate Propaganda
War Weariness: None
Maintenance: Not Required
Labor: Forced
Standard Trade Bonus: No
Standard Tile Penalty: Yes

Despotism
Rate Cap: 5
Worker Rate: 50%
Assimilation Chance: 10%
Draft Limit: 0
MP Limit: 0
Corruption: Catastrophic
Cost/Unit:1
Free Units Per:
Town:4 City:4 Metropolis:4
Diplomats: Conscript
Spies: Conscript
Immune To: Initiate Propaganda
War Weariness: None
Maintenance: Not Required
Labor: Forced
Standard Trade Bonus: No
Standard Tile Penalty: Yes

Republic
Rate Cap: 6
Worker Rate: 150%
Assimilation Chance: 10%
Draft Limit: 2
MP Limit: 2
Corruption: Problematic
Cost/Unit: 1
Free Units Per:
Town:3 City:5 Metropolis:7
Diplomats: Regular
Spies: Regular
Immune To:
War Weariness: None
Maintenance: Required
Labor: Paid
Standard Trade Bonus: No
Standard Tile Penalty: No

Democracy
Rate Cap: 8
Worker Rate: 100%
Assimilation Chance: 10%
Draft Limit: 1
MP Limit: 2
Corruption: Rampant
Cost/Unit:1
Free Units Per:
Town:2 City:4 Metropolis:6
Diplomats: Veterans
Spies: Regular
Immune To: Propaganda
War Weariness: Low
Maintenance: Required
Labor: Paid
Standard Trade Bonus: Yes
Standard Tile Penalty: No

Monarchy
Rate Cap: 7
Worker Rate: 100%
Assimilation Chance: 10%
Draft Limit: 2
MP Limit: 3
Corruption: Problematic
Cost/Unit:
Free Units Per:
Town:2 City:4 Metropolis:8
Diplomats:
Spies:
Immune To:
War Weariness: Low
Maintenance: Required
Labor: Paid
Standard Trade Bonus: No
Standard Tile Penalty: No

Fundamentalist
Rate Cap: 5
Worker Rate: 50%
Assimilation Chance:10%
Draft Limit: 3
MP Limit: 4
Corruption: Minimal
Cost/Unit: All Free
Free Units Per:
Town: City: Metro:
Diplomats: Conscript
Spies: Veteran
Immune To: Propoganda
War Weariness: None
Maintenance: None
Standard Tile Penalty
Labor: Forced
Standard Trade Bonus: No
Standard Tile Penalty: No

Communist Regime
Rate Cap: 8
Worker Rate: 100%
Assimilation Chance: %
Draft Limit:
MP Limit:
Corruption: Communal
Cost/Unit:
Free Units Per:
Town:3 City:6 Metropolis:10
Diplomats:
Spies:
War Wariness: Low
Immune To:
Maintenance: None
Labor: Forced
Standard Trade Bonus: No
Standard Tile Penalty: No

Fascist State
Rate Cap: 9
Worker Rate: 100%
Assimilation Chance: %
Draft Limit: 3
MP Limit: 3
Corruption: Problematic
Cost/Unit:1
Free Units Per:
Town:3 City:6 Metropolis:10
Diplomats:
Spies:
War Wariness: None
Immune To:
Maintenance: Required
Labor: Paid
Standard Trade Bonus: Yes
Standard Tile Penalty: No

Federal Republic
Rate Cap: 10
Worker Rate: 200%
Assimilation Chance: 5%
Draft Limit: 1
MP Limit: 0
Corruption: Nuisance
Cost/Unit: 1
Free Units Per:
Town:1 City: 2 Metropolis: 4
Diplomats: Veteran
Spies: Veteran
War Wariness: Low
Immune To: None
Maintenance: Required
Labor: Paid
Standard Trade Bonus: Yes
Standard Tile Penalty: No

Social Democracy
Rate Cap: 10
Worker Rate: 150%
Assimilation Chance: 4%
Draft Limit: 3
MP Limit: 1
Corruption and Waste: Nuisance
War Weariness: High
Immune to: Sabotage Production
Cost/Unit: 1
Free Units Per:
Town: 1 City: 2 Metropolis: 5
Diplomats: Veteran
Spies: Regular
Maintenance: Required
Labor: Paid
Standard Trade Bonus: No
Standard Tile Penalty: No


Modifications to Resources: 13 new (34 total)
Strategic:
Horses
Metals
Copper
Iron
Aluminum
Saltpeter
Coal
Oil
Rubber
Uranium

Luxuries:
Furs
Silks
Dyes
Spices
Gems
Marble/Jade*
Cotton
Tobacco
Incense
Wine
Coffee Beans

Bonus:
Livestock
Cattle
Sheep
Pigs
Fruit
Foodstuffs
Wheat
Rice
Vegetables
Oasis
Marine
Fish
Whales
Precious Metals
Platinum
Gold
Silver

Marble/Jade – Available with Masonry
Copper – Available from Start
Iron – Available with Bronze Working
Silks – Available with Weaving
Dyes – Available with Ceremonial Burial
Gems – Available with Bronze Working
Cotton – Available with Textiles
Tobacco – Available with Agriculture
Coffee Beans – Available with Agriculture
Incense – Available with Mysticism
Livestock – Available with Domestication
Foodstuffs – Available with Farming

Terrain:
Removed Mining from Grasslands
Upped the food production for Grassland, Plains, and Hills by one
Upped the shield production of forest and mountains
Increased commerce production of all terrain
Increased Irrigation bonus for Grassland, Plains, Hills, Desert, and Flood Plains to compensate for the additional food consumption
Can mine forests (think lumber mill)
Tundra and desert produce no food

Worker Jobs:
Mining Available with Bronze Working
Roads Available with The Wheel
Irrigation not available until Agriculture

Citizens consume 3 food

Altered civ tech rate – may now discover techs in as few as two turns, might switch this to one

Combat Experience:
Conscript: 2
Regular: 3
Veteran: 4
Elite: 6

Lowered players advantage against Barbarians
 
the faster you animators can put together some of the units I have requested the faster the completed mod can be issued. :D Not to pressure anyone. :p

I am working on it one era at a time. Just started putting the ancient era together last night. All the techs are in place but there aren't any connecting arrows. I think that will wait until around the end. then I can post the ancient era as a beta and hopefully get some of you to try it out.
 
I will if she's wearing hot pants!!!;) Just kidding she looks great.

Since you asked, I need the following units:

Ancient Age
Barbarian Rider - chinese rider with horns on his head
Elephant Rider - download the bmps in the unit forum
Elephant Archer - download the bmps in the unit forum
Chariot Archer – download the bmps in the unit forum
Trireme – Should be a simple conversion from the Galley - just put a bronze ram on the front and maybe throw a scary eye painted on the side
Longship – Should be a simple conversion from the Galley - just round off the front and put some round shields along the side

Middle Ages:
Longsordsmen – Bjorn is working on this but ... (edit: This unit is almost done - fabulous!!!!)
Crusader - Should be a simple snatch and grab job from ToT Crusader unit - I can supply the images much like I did for the HumVee
Musketmen - Animepornstar has put out a beautiful preview of a unit that is perfect for this, please let us know how that is coming along
Partisan – I am imagining the modern worker with a gun
Naval Mine - round ball floating in the water with some pressure contacts sticking out of it. - pesoloco, this one has your name all over it.

I would love to add these units:
Trebuchet
Bombard
WWII Infantry - I think the Sniper unit by zyxwyvu will work for this

I would like for someone to convert the mech infantry into an apc by removing the heavy cannon and replacing it with a light machine gun.

I would like to have an Apache helicopter instead of Blue-O's which is IMO more futuristic looking than the rest of the units in the game. Again I can suply the bmp images if someone will use them to make a usable unit.

This may be asking a lot. But I have supplied the bmps for many of the units already and would be more than happy to supply the ones I mentioned above.
 
sounds very ambitious and a lot of fun. I think it would be a great addition, if not a little difficult to get your ball bearing down to the new options available at your finger tips. I'd suggest a really easy to use and see readme/mod post so that people can get a better idea with a quick glance. Otherwise some people might be turned away, as half way through I was kind of winded already from reading all that info :). It looks tasty though...
 
actually this is what I call the "change log in brief"

the full doc has all the civilopedia info included.

so you think get rid of all the what it does, etc and just put the basic info?

and should that be in a new thread or what do you suggest?
 
here is a taste of some of the images for the mod:

Social Democracy
 

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Added Techs: new 48 (20 Changes to Existing Techs)
Ancient Era:
Farming – Starting Tech –Makes visible Wheat, Rice, and Vegetables – Starting tech for Expansionistic Civs
Domestication – requires the wheel – allows horseback riding – Can use livestock resources
Slavery – allows Slave Market, Requires Mysticism
Elephant Training – Allows Elephant Rider and Elephant Archer – Requires Polytheism and Domestication
Boat Building – Allows Mapmaking – Requires Pottery and Bronze Working - Allows Galley and Trireme
Drama – Allows Theater – Requires Literature and Philosophy
Tactics – Requires Iron Working and Writing - Allows Sun Tzu's Art of War
Weaving – Requires Domestication – Allows access to silks
Aristocracy – Requires Code of Laws – required for Monarchy
Seafaring – Requires Mapmaking – Allows Longboat
Change to Pottery – Requires Farming
Change to Mapmaking – Requires Boat Building
Change to Horseback Riding – Now requires Domestication
Change to Democracy – Rename Egalitarianism – Requires Philosophy and Code of Laws
Change to Republic – Rename Republicanism – Requires Currency and Code of Laws
Change to Monarchy – Rename Divine Right – Requires Aristocracy and Polytheism
Middle Ages:
Agriculture – Literature and Horseback Riding – Allows Irrigation – Requires Feudalism
Stirrup – Starting Middle Ages Tech– Required for Chivalry – Allows Knight
Clockworks – allows improvement town clock and Big Ben Wonder – Requires Invention
Explosives – Requires Chemistry
Strategy – Allows Military Academy – Requires Gunpowder and Education
Leadership – Requires Strategy and Stirrup – Allows Dragoons
Jurisprudence – Requires Education
Guilds – Requires Feudalism
Mercantilism – Requires Education
Textiles – Requires Invention – Allows Textile Mill
Modern Legal System – Requires Federal Republic – Allows Prison and Supreme Court
Fundamentalism – Allows Govt. of Same Name – Requires Theology
Social Contract – Allows Constitution – Requires Printing Press and Modern Legal System
Federalism – Allows Govt. Federal Republic – Requires Social Contract and Economics
Change to Chivalry – Requires Monotheism, Stirrup and Feudalism
Change to Invention – Requires Agriculture and Engineering
Change to Education – Requires Guilds and Theology
Change to Metallurgy - Now requires both Leadership and Explosives
Change to Magnetism – Requires Navigation and Physics
Change to Banking – Requires Mercantilism
Industrial Age:
Emancipation – Requires Steam Power – Allows Emancipation Proclamation
Legalized Gambling – Requires Radio Allows Casino
Pharmaceuticals – Requires Scientific Method – Allows Drug Store
Motion Pictures – Allows Movie Palace and Hollywood – Requires Electronics
Mass Media – Allows TV Tower – Requires Radio and Corporation
Civil Liberties – Requires Radio and Emancipation – Allows Civil Rights Movement
Refrigeration – Requires Electricity and Corporation – Allows Supermarkets
Guerrilla Warfare – Requires Espionage – Allows Partisan
Unionization – Requires Marxism – Allows Labor Union
Automobile – Requires Mass Production, Required for Mobile Warfare – Allows Troop Transport
Socialism – Allows Govt. Social Democracy – Requires Marxism and Civil Liberties
Totalitarianism – Requires Nationalism – Allows Communism with Marxism, Fascism with Corporation – Allows Police Station
Marxism – Requires Industrialization; allows Communism with Totalitarianism – Allows Union Workhouse
Fascism – Allows Govt. Fascist State – Requires Totalitarianism and Corporation
Change to Communism – Allows Govt. Communist Regime – requires Marxism and Totalitarianism
Change to Automated Transportation – Renamed Mobile Warfare – Requires Automobile
Change to Steam Engine – Doubles Work Rate, Allows Laborer
Change to Radio – Doubles Work Rate, Allows Engineers and Radar Stations
Change to Medicine – Allows Hospitals
Change to Sanitation – Allows Sewage Treatment Facility
Modern Era:
Advanced Tactics – Requires Computers and Synthetic Fibers – Allows Special Forces
Game Theory – John Nash’s Governing Dynamics - doubles output of all economic buildings – Requires Fission
Machine Tools – Beginning Modern Tech – Required for Computers and Roller Coasters
Roller Coaster – Requires Machine Tools
Plastics – Requires Rocketry – Required for Recycling, Synthetic Fibers, Space Flight – Allows HumVee
Pesticides – Requires Ecology – Allows Modern Farm
Data Encryption – Requires Computers – required for E-Commerce
E-Commerce – Requires Data Encryption and Game Theory – Allows Global E-Bank, increases commercial buildings
Change to Recycling – Requires Plastics and Ecology
Change to Space Flight – Requires Plastics
Change to Synthetic Fibers – Requires Plastics

Added Improvements: 37 new (4 Wonder Specific)
Ancient Era:
Shrine – happiness – Requires Ceremonial Burial
Harbor – Now only gives additional food, Requires Farming
Obelisk - (non buildable – is given to creator of Pyramids) +1 culture in all cities – Requires Pyramids (from LWC Mod)
Forge – increases production – Iron Working
Toll House – increased taxes - Requires Mathematics
Shipyard – acts like a barracks for ships – Requires Boat Building
Slave Market – Increases production, decreases happiness – Requires Slavery
Basilica – increases happiness – Requires Polytheism
Port – Allows for overseas trade, gives tax increase in water tiles, Requires Map Making
Academy – increased science – Requires Philosophy
Bazaar – increased luxuries – Requires Marketplace, Requires Currency
Theater – happiness – requires Drama
Change to Barracks – Requires Warrior Code
Change to Temple - available with Mysticism
Middle Ages:
Mill – increased production – must be on a river – Requires Engineering
Wind Mill – increases production – Requires Engineering
Textile Mill – Increases Luxuries – Requires Textiles
Guild Hall – increases production, tax and luxuries – Requires Invention
Town Clock – Increases production – Requires Clockworks
District Courthouse – reduces corruption – requires 3 courthouses – Requires Juris Prudence
Newspaper – reduces propaganda requires Printing Press
Prison – reduces corruption – Requires Court house – Requires Modern Legal System
Industrial Era:
Opera House – Increases happiness – Requires Steam Engine
Drug Store – happiness – Requires Pharmaceuticals
Fishery – Additional Food from Water Tiles – Requires Refrigeration and Harbor
Stock Market – increase tax – Requires Economics
Steel Mill – increases production – Requires Steel & Forge
Sewage Treatment Plant – allows cities to move to level two (instead of Hospitals), Requires Sanitation
Labor Union – increase happiness – requires Guildhall and Unionization
Skyscrapers – increases tax and luxuries – Requires Steel
Supermarket – Doubles Growth Rate of cities (effectively a Second Granary) Requires Refrigeration
Movie Palace – decreases war weariness, happiness – Requires – Motion Pictures
Radio Station – reduces propaganda – Requires Radio
Superhighways – Increased trade – Requires Automobile
Casino – Increased Happiness, Increased Tax, decrease production – Requires Legalized Gambling
Television Tower – happiness – Requires Mass Media
Civil Liberties (non buildable – is given to creator of Civil Rights Movement) +1 industry in all cities – Requires Civil Rights Movement
Change to Police Station – Requires Totalitarianism
Modern Era:
Wind Farm – Increases Production – Requires Wind Mill and Ecology
Computer Network – increased science – Requires Computers
Amusement Park – Increased Happiness – Requires Roller Coaster
Modern Farm – Doubles Growth Rate of Cities, Requires Granary – Acts as a tertiary Granary – Requires Pesticides
Performing Arts Center – Increased Happiness – Requires Synthetic Fibers
WWW Effect (non buildable, is given to the creator of the World Wide Web) increased research, +1 happiness – Requires WWW
Genetic Tailoring (non buildable – is given to creator of Genome Project) +1 industry in all cities – Requires Genome Project

Added Small Wonders: 16 new
Ancient Era:
Summer Palace – reduces corruption - Requires Code of Laws
Riddle of the Sphinx – Leaders more Likely – Buildable only after building Sphinx
Middle Ages:
Holy City – reduces corruption – Requires Monotheism
Supreme Court – reduces corruption – Requires 3 District Courts – Requires Modern Legal System
Governor’s Mansion – reduces corruption – Requires Social Contract
National Constitution – reduces corruption - Requires Social Contract
Industrial Age:
Central Bank – increases tax, 5% interest - Requires Economics
National Monument – leaders more likely, reduces war weariness – Requires Nationalism
National Gallery – increases happiness, leaders more likely – Requires Free Artistry
National Library – requires 5 libraries – increases research – Requires 3 Universities
National Electricity Grid – requires 5 power plants – increases happiness and production
War Memorial – Requires Nationalism and One victorious Army – Leaders more likely
Cable Network – reduces propaganda – Requires 5 TV Towers – Requires Mass Media
Modern Era:
The Internet – increased research – Requires 5 Computer Networks – Requires Computers
Change to Heroic Epic – available with Literature – No longer requires Victorious Army – (LWC)
National Health Care – increases happiness – requires 3 Hospitals – Requires Social Contract
National Sports League – Requires Mass Media – 5 Coliseums – Increased happiness, decreased War Weariness
Atomic Weapons Testing – Required for Manhattan Project and United Nations

Added Wonders: 23 new
Ancient Era:
The Sphinx – Reduces War Weariness allows building of Riddle of the Sphinx – Requires Masonry
Chichen Itza – Available with Code of Laws – Gives Courthouse in every city
Stonehenge – Gives Granary in every city (early astronomers allowed for the proper time for planting crops)
Taj Mahal – Religious – increases happiness – Requires Polytheism
Circus Maximus – Increased Happiness in all cities – Requires Construction and 4 coliseums, the masses love a spectacle
Middle Ages:
Gutenberg’s Bible – increases both happiness and science – Requires Printing Press
East India Company – increases tax and luxuries – Requires Navigation
Big Ben – puts town clock in all cities – Requires Clockworks
Industrial Age:
Emancipation Proclamation – makes obsolete slave markets – happiness in all cities – requires Emancipation
Empire State Building – increases tax and luxuries, requires 5 sky scrapers
Eiffel Tower - reduces propaganda, those damn French, they won’t be swayed by American Culture
Spirit of Saint Louis – if you have Magellan’s voyage Lucky Chucky should get his props too – happiness and trade
Statue of Liberty – decreases war weariness – Requires Refining
Edison’s Workshop – increased science – Requires Electricity
Arc De Triomphe – Less war Weariness, leaders more likely – Requires Nationalism
Civil Rights Movement – Requires Civil Liberties, Increased Happiness, gives Civil Liberties in all Cities
Modern Era:
Hollywood – decreases war weariness, Puts Movie Palace in all cities
World Wide Web – Needs Internet – Gives WWW Effect in all cities
Sydney Opera House – Increased happiness – Requires Synthetic Fibers
Global E-Bank – increased tax, 5% interest – Requires E-Commerce
Las Vegas – Increased Taxes, Increased Luxuries – Requires 4 Casinos – Requires Legalized Gambling
Disneyland – The Happiest Place In the World!!! – Requires Roller Coaster
Genome Project – Requires Genetics, gives genetic tailoring

Changes to Existing Wonders:
Pyramids: Increases Luxury Trade, Resistant to Propaganda and Reduces Corruption in city that builds it – Puts Obelisk in all cities (from LWC mod)
Cure for Cancer – shiny happy people – Requires 5 Hospitals
Longevity – Requires 5 Research Labs

Added/Modified Units: 29 new
Ancient Era:
Barbarian Warrior – Barbarian Only
Barbarian Rider – Barbarian Only
Elephant Rider – Available with Elephant training
Elephant Archer – Available with Elephant training
Chariot Archer – Available with the Wheel
Spy – Available with literacy, no attack so they can't take over cities, low bombard so they have some offensive ability, can pillage, hidden nationality, stealth – “What?!? Who?!? Where?!? Us?? No.” - Requires, Silk, Iron, and Incense (the prereq idea is Corinthians)
Coracle – available with Pottery, early boat moves 2 carries 1 no attack
Trireme – Military version of Galley – Requires Boat Building
Longship – sailing ship available with Mapmaking, can voyage across the ocean, moves 2 carries 2
Middle Ages:
Longsordsmen – Available with Feudalism
Crusader – With Chivalry
Fanatic – Terrorist Unit – available with Fundamentalism – available to all civs – Stealth/Cruise Missile/Low Defense
Musketmen – Available with Leadership
Corvette – Available with Navigation
Brig – Available with Astronomy
Change to Musketmen – Renamed Arquebusier
Changed to War Elephant - Available with Stirrup; requires Ivory
Change to current Cavalry – Renamed Dragoons - of the Napoleonic/Colonial Period - now available with Leadership
Industrial Age:
Laborer – Industrial Age worker; 2 Movement - Available with Steam Engine
Troop Transport – Available with Automobile
Cavalry – akin to the US army cavalry circa Civil War - Available with nationalism
Partisan – Available with Guerilla Warfare
Land Mine – Available with Mass Production
Naval Mine - Available with Mass Production
Secret Agent – Available with Espionage, upgrade from spy, better defense, still no attack – don’t want them to be able to take over cities, but can bombard – gives them some offensive capabilities, ”, treats all tiles as roads - “I think this would be a good time to leave”, can pillage – there real purpose, and of course hidden nationality - “if you are caught we have no knowledge of your existence.”
Airbase – Available with Flight
Radar Station – Available with Radio
Engineer – Modern Age Worker; 3 Movement – Available with Radio
Changed to Samurai – Available with Feudalism
Change to Knight –Available with Stirrup
Modern Era:
SpecialOps – Green Berets/Navy SEALS/SAS, etc. – Available with Advanced Tactics
HumVee – Lighter Faster Troop Transport – Available with Plastics
PPS-15 Radar – Available with Miniaturization
Penguin Anti-Ship Missile – Available with Rocketry
 
These changes will make an incredible, indepth mod.

Just a few minor suggestions:

Have you though about changing the name of fundamentalism and fascism, to theocracy and nationalism. These names are a bit less coloured by recent history, and possibly have a wider application.

Also I have been experimenting with a few different improvements/wonders over the last few weeks...

Wonders:
Suez Canel wonder (increased trade effect)

The Mausaleum (one of the seven ancient wonders of the world, and where the name Mausaleum came from - with a religious, happiness effect).

New Improvements:
Holy Office of the Inquestion (Built only by Theocracy, lowers corruption, but makes one citizen unhappy)

State Media (Built only by Communists, lowers corruption, but has a negative effect on culture)

While I understand the flaws involved with specific government improvements, I believe if you add a negative aspect to the building which is acceptable under that particular government, but could prove a problem under 'better' governments, this could help solve the current limitations. For example the Inquestion will lower corruption, an important effect, but makes some citizens unhappy. Under a theocracy with no war warinesss this will not be such a problem, but if you were a democracy at war, it would be another story.

And of course you could always add my favourite Bonus resource... the mountain goat (food in the mountains, you got to love it :lol: )

Well just thought I would tell you a few of my ideas, take what you want and leave the rest...
 
Hey bud,

Been working on a mod myself. I found a nice way to draw the lines for those techs. It is pretty simple. First you have to erase the previous lines. Copy and paste can do it simple enough. Then go into your game, take a snap shot of your tech tree, paste it into your background picture. Then draw the lines from there. Don't worry about the background images as they will be covered by the overlay that Civ 3 throws on there. That is the way I did it anyway.
 
beautiful! very good thinking. I was debating with myself over this very thing just the other night. I hadn't come to any clear decsion on it but now, with your outside opinion, I will do as you suggest.
 
Kal-El, remember to do those lines after you have linked all the buildings to techs that you want to. After you add buildings they will make the boxes bigger, probably making it so you need to reorganize your techs again.

I have a question, how do you make a tech use a smaller box instead of a bigger one? Damn its annoying that some techs are using the biggest possible box when they have no buildings attached to them (or just one building).
 
The ancient age doesn't have the smallest box available to use it has a size 3 and a size 4 (the biggest one). I tried adding smaller sizes and, ew, it went crazy. The best thing I can figure is that they wanted to take up space in the ancient age to make it look more full than it really is. There is no forseeable way to change it. As far as I can determine which techs in the ancient age get which blocks is hard coded. Iron working for example has one icon in it and it uses a size 4 block. Currency which also has one icon in it and it uses a size 3 block. Maybe if we delete and readd those techs it will do it right. We'll probably have to use a different name to get it to work right.
 
even new techs in the ancient age with nothing attached to them have the larger boxes. So I don't know if deleting and renaming will help. but you i didn't realize that you could even make the smaller box available. where did you find that and how did you try to change it?

don't you hate when you think you have this game figured out and then there is something hardcoded and the thing you have been working on for the past two hours crashes the game?
 
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