Edit: Patch The World

DoubleTrouble

Chieftain
Joined
Mar 12, 2003
Messages
12
Disclaimer:
First post = forum newbie. ^_^"

I haven't lurked these forums much, but with Brad's civ editor release I just had to take a crack at modifying the game myself. Unlike most mods of the game, this effort is intended to be more of a re-org than a full blown modification/mutation. Most everything is still very much the way Firaxis left it ... although that might not be the impression you get from going through the readme.txt for the list of changes. ^^;

Critiques from the community are not only welcome but desired. As advertised, I don't know and/or have the resources to properly implement the Jump Jet (except as a Jet Fighter knockoff) into this mod at this time. :( I am however more interested in the gameblance issues than in esoteric techincal aspects of getting all the graphics looking lovely. :rolleyes:

Download: Patch The World.zip (932k)

Readme.txt info follows.
 
Patch The World (v0.1)
(aka How To Have Fun With The Beta Version Mac Editor)


RULE CHANGES (Overview)
For simplicity, only rule settings which have been explicitly CHANGED will be listed. The following changes are being brought up at this point, however, due to their far reaching implications on gameplay.

There is only one "new" unit included here (the Jump Jet) and even then it is replacing Helicopters (which are largely pointless as originally implemented). Jump Jets are essentially "flying artillery" performing a swing-role between ground attack and air defense. Most importantly, Jump Jets can be based away from cities, allowing them to move with the frontlines.

Irrigation Without Fresh Water can now begin after reaching Construction instead of Electricity. After all, if there's enough water to support the population of a City (as opposed to a Town) then there's enough water management expertise to irrigate the land. QED.

The Intelligence Agency, renamed as the Spy Network, is now available during the Ancient Era with the discovery of Philosophy. The idea that spies and espionage are a "new" invention of the industrialized world is just ludicrous. The Espionage advance has been renamed Police State and now, instead of Communism, gives the Secret Police building, which no longer reduces Corruption but will instead make cities resistant to Propaganda.

Several Buildings have had their effects changed and Wealth is the only Build Que item which Increases Luxury Trade. Almost all Great Wonders now require a minimum number of supporting Buildings be constructed first before construction of the Great Wonder can begin. Universal Sufferage is something of an exception in that it now requires a specific type of government (Democracy) in order to be built. Hospitals now reduce People Pollution also (Sanitation, go figure). Practically all of the SS components have had their required technologies and/or resource requirements changed also.

Terrain Resources have been reallocated so that no Resource appears in more than two types of Terrain, with the sole exception of Wheat which appears in three (Plains, Grassland and Flood Plain). Iron (which becomes to Steel) and Oil will continue to be extremely important through the Modern Age, particularly for military Units. Aluminum however is of prime importance in the Space Race and for the construction of Air Units (except for "ye vanilla" Fighters and Bombers).

Roads use a 4x multiplier instead of 3x and Forests are worth 20 Shields instead of merely a paltry 10. Defensive bonuses for Cities and Metropolises have been halved to reduce the (entirely too frequent) occurence of Lone Rifleman Eats Modern Tank Divisions.

The parameter of Foot Unit has been redefined to serve as a flag for "special forces" type units, in this case Scouts, Explorers, Marines and Leaders. Privateers (which have now gained invisibility!), Submarines (non-nuclear) and Destroyers are now specifically modified to be capable of transporting these specialized Foot Units (capacity 1 each). Scouts and Explorers are particularly fiendish since they now have the Invisible property turned on, allowing them to sneak around in other civilizations without attracting unnecessary attention (and they can still Pillage).

Barbarians have been "upgraded" to use Spearmen as their Basic Unit will now launch fully oceangoing Privateers(!) instead of Galleys from coastal locations. Although this is not historically "accurate" in the strictest possible sense, it will eventually populate the High Seas with Pirate Ships by the time the game advances to the Age of Sail. Escort of sea transports is therefore advised.

All non-transport oriented military Units which have (or are capable of having) 2+ movement now have the Blitz property turned on, meaning they can all attack multiple times per turn. Ship movement has been modified with the All Terrain As Roads property, meaning that The Great Lighthouse and Magellan's Voyage are now much more important since the extra movement granted by these Wonders can also translate into extra attacks(!). The Wheeled property has also been applied to several late–game military Units, forcing a tradeoff between the most powerful units (Modern Armor, Mech Infantry) and their "earlier" incarnations (Cavalry, Infantry) depending on the terrain being fought over. Furthermore, the military Units of the Modern Times are not so overwhelmingly powerful that they can only be (seriously) challenged by their contemporaries, meaning that Industrial Age Units can (and will) have important roles to play in Modern battles on land, in the air and at sea. Put simply, although most Industrial Units can be Upgraded to Modern counterparts there may in fact be legitimate reasons not to. So much for planned obsolesence!

Upgrade paths have also been altered somewhat for several units. No longer will the build que list Swordsmen in 2000 AD. Riflemen are now the "highest" draftable land unit and it is no longer possible to Upgrade Riflemen to Infantry, although Cavalry (and Cossacks) can be upgraded into Tanks. Build costs for many Industrial and Modern Units have been significantly increased. There are also two experimental Upgrade Triangles, both of which involve Unique Units, in which Units can be repeatedly (and endlessly) upgraded for almost no cost. These are the Privateer/Frigate/Man-O-War and the Jet Fighter/F-15/Jump Jet groups which will hopefully "work" in allowing circular upgrades like this.
 
CITIZENS
Tax Collectors: now require Currency, Taxes 2.
Scientists: now require Writing, Research 2.

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CIVILIZATIONS
No Changes.

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CIVILIZATION ADVANCES
Monarchy: renamed Divine Right.
Construction: Enables Irrigation Without Fresh Water, Enables Bridges.
Monotheism: Not Required to Advance Era, Enables Conscription of Units.
Engineering: does not Enable Bridges.
Theology: does not require Monotheism.
Military Tradition: required to Advance Era.
Nationalism: required to Advance Era, does not Enable Conscription of Units.
Communism: Enables Conscription of Units.
Espionage: renamed Secret Police.
Electricity: does not Enable Irrigation without fresh water.
Replaceable Parts: does not Enable Communication Trading.
Flight: Enables Communication Trading.
Satellites: renamed Satellite Communications.

---

COMBAT EXPERIENCE
No Changes.

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CULTURE
In Awe: requires 4:1 Culture Ratio.

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DIFFICULTY LEVELS
Chieftan: Attack Bonus against Barbarians 100.
Warlord: Attack Bonus against Barbarians 75.
Regent: Attack Bonus against Barbarians 50.
Monarch: Attack Bonus against Barbarians 25.
Emperor: Attack Bonus against Barbarians 0.

---

DIPLOMATS AND SPIES
Steal World Map: Diplomats on.
Initiate Propaganda: Base Cost 50.
Expose Enemy Spy: Diplomats on.

---

ERAS
Ancient Times: Luminaries, Dreamwalkers.
Middle Ages: Dark Wizards, Priests of Learning.
Industrial Ages: Mad Scientists, Crackpot Boffins.

---

GENERAL SETTINGS
Movement Rate Along Roads: 4.
Starting Treasury: 0.
Forest Value in Shields: 20.
City Defense: 25.
Metropolis Defense: 50.
Basic Barbarian: Spearman.
Barbarian Sea Unit: Privateer.

---

GOVERNMENTS
Anarchy: Diplomats are Conscript, remove second title.
Despotism: Spies are Veteran, Supreme Lord/Supreme Lady, Divine, Master/Mistress, Great One.
Monarchy: Spies are Veteran, King/Queen, Most Gracious, Mighty, My Lord/My Lady.
Communism: Spies are Elite.
Republic: Assimilation Chance 3%, Military Police Limit 1, 1 free unit per City, 1 free unit per Metropolis, Spies are Veteran, Senator, Prime Minister, Majority Leader, Speaker.
Democracy: 1 free unit per Metropolis, Spies are Veteran, Mr President/Madame President, President, Commander.

---

IMPROVEMENTS AND WONDERS
Barracks: requires Warrior Code.
Temple: requires Mysticism not Ceremonial Burial.
Marketplace: +50% Luxury Output, does not increase Luxury Trade.
Bank: +50% Luxury Output.
Cathedral: requires Engineering, Industrious.
Recycling: Industrious, Pollution -2.
Hospital: Pollution -1.
Mass Transit System: Pollution -1.
Coastal Fortress: Naval Power 12, Bombard Defense 12.
Police Station: renamed Secret Police, Militaristic, Resistant to Propaganda, does not Reduce Corruption.
Wealth: Commercial, +50% Luxury Output, +50% Tax Output, Increases Luxury Trade.
The Pyramids: requires 3 Temples, gain a Temple in every city on the continent.
The Colossus: requires 3 Marketplaces, not Religious.
The Great Lighthouse: requires 3 Harbors.
The Great Library: requires 3 Libraries.
The Oracle: requires Polytheism not Mysticism, requires 3 Temples, rendered Obsolete by Physics.
The Great Wall: Culture 3, requires 3 Walls, every city on continent gains Walls.
Sun Tzu's Art of War: requires Heroic Epic, Expansionist.
Sistine Chapel: requires 4 Cathedrals.
Magellan's Voyage: requires 4 Harbors, Militaristic.
Copernicus's Observatory: requires 4 Libraries, Scientific not Expansionist.
Shakespeare's Theater: requires 4 Colosseums, Religious, doubles happiness of all Colosseums, does not generate additional Happy Faces in own city.
Leonardo's Workshop: Scientific not Militaristic, Doubles Research not Half Upgrade Cost.
JS Bach's Cathedral: requires 4 Cathedrals.
Newton's University: requires 4 Universities.
Smith's Trading Company: requires 4 Banks, +50% Luxury Output, +50% Tax Output.
Universal Sufferage: requires 5 Factories, Democracy government, Halves Unit Upgrade Cost.
Hoover Dam: requires 5 Factories.
Theory of Evolution: requires 5 Universities, +50% Research.
The United Nations: requires 6 Airports, Militaristic and Expansionist not Commercial.
The Manhattan Project: Scientific.
Cure for Cancer: requires 6 Research Labs, +50% Research.
Longevity: requires Sanitation not Genetics, requires 5 Hospitals.
SETI Program: requires Satellite Communications, requires 6 Research Labs, Scientific not Expansionist.
Military Academy: does not require Victorious Army.
Apollo Program: requires 6 Research Labs, Militaristic, Industrious, Expansionist.
Intelligence Agency: renamed Spy Network, requires Philosophy not Espionage (now Police State), not Militaristic or Scientific, Expansionist.
SS Thrusters: Cost 50.
SS Engine: requires Fission, requires Uranium, Cost 100.
SS Docking Bay: requires Robotics, Cost 25.
SS Cockpit: requires Miniaturization, Cost 50.
SS Fuel Cells: renamed SS Battery Stacks, requires Aluminum not Uranium, Cost 25.
SS Life Support System: requires Recycling, Cost 50.
SS Statis Chamber: requires Genetics, Cost 50.
SS Storage/Supply: requires Robotics, requires Oil, Cost 25.
SS Planetary Party Lounge: Cost 25.
SS Exterior Casing: requires Oil not Rubber, Cost 100.

---

NATURAL RESOURCES
No Changes.

---

TERRAIN
Desert: add Uranium, add Gems.
Plains: add Aluminum, no Pollution Effect.
Grassland: no Pollution Effect.
Tundra: no Aluminum.
Hills: add Uranium, no Horses, no Saltpeter, no Wine.
Mountains: no Saltpeter.
Forest: no Uranium.
Jungle: add Saltpeter, no Coal, no Gems.

---

UNITS
Settler: Airlift.
Worker: Airlift.
Scout: Foot Unit, Invisible, Airlift.
Explorer: Foot Unit, Invisible, Airlift.
Marine: Shield Cost 15, Attack Str 9, Defense Str 7.
Paratrooper: Shield Cost 15, Attack Str 7, Defense Str 8, HP Bonus 1, not a Foot Unit.
Warrior: not a Foot Unit, not available to Barbarians.
Archer: Zone of Control on, not a Foot Unit.
Spearman: not a Foot Unit, available to Barbarians, not available to Persia.
Swordsman: upgrades (through Legionary) to Knight, Attack Str 2, not a Foot Unit, available to Persia, Upgrade Unit.
Chariot: Blitz.
Horseman: upgrades (through Mounted Warrior) to Knight, Blitz.
Pikeman: upgrades to Rifleman, not a Foot Unit.
Longbowman: requires Chivalry, Shield Cost 3, upgrades to Rifleman, Zone of Control on, not a Foot Unit, Upgrade.
Musketman: Shield Cost 5, upgrades (through Musketeer) to Rifleman, not a Foot Unit, no Draft.
Knight: Shield Cost 6, Blitz, add Defense Strategy.
Rifleman: Shield Cost 7, not a Foot Unit.
Cavalry: Shield Cost 9, upgrades (through Cossack) to Tank, Blitz, Upgrade Unit.
Infantry: Shield Cost 13, Attack Str 7, Defense Str 9, not a Foot Unit, no Draft.
Tank: Shield Cost 14, upgrade (through Panzer) to Modern Armor, Attack Str 10, Defense Str 6, Wheeled, requires Iron, Upgrade Unit.
Mech Infantry: Shield Cost 23, Move 3, Attack 10, Defense 15, Wheeled, Blitz, no Draft, remove Offensive Strategy, requires Iron.
Modern Armor: Shield Cost 22, Attack 14, Defense 10, Wheeled, requires Iron not Rubber.
Catapult: Rotate Before Attack, Airlift.
Cannon: Shield Cost 5, Rate of Fire 2, Rotate Before Attack, Lethal Land Bombardment, Lethal Sea Bombardment, Airlift.
Artillery: Wheeled, Rotate Before Attack, Lethal Land Bombardment, Lethal Sea Bombardment, Airlift.
Radar Artillery: Move 2, Bombard Str 12, Rate of Fire 3, Wheeled, Blitz, Lethal Land Bombardment, Lethal Sea Bombardment, requires Oil, Airlift.
Cruise Missile: Bombard Range 6, Immobile, Tactical Missile, Lethal Land Bombardment, Lethal Sea Bombardment, remove Go To Order, Load, Airlift.
Galley: Move 1, All Terrain As Roads, not available to Barbarians.
Caravel: Move 1, All Terrain As Roads.
Frigate: upgrades (through Man-O-War) to Privateer, Move 1, Blitz, All Terrain As Roads, Upgrade Unit.
Galleon: Move 1, All Terrain As Roads, remove Upgrade Unit.
Ironclad: requires Industrialization not Steam Power, Move 2, Blitz, All Terrain As Roads, Sinks in Ocean.
Transport: Move 2, All Terrain As Roads, requires Iron.
Carrier: Move 3, Transport Capacity 6, All Terrain As Roads, requires Iron.
Submarine: Shield Cost 14, Move 2, Transport Capacity 1, Zone of Control on, Attack Str 10, Defense Str 5, Bombard Str 4, Bombard Range 1, Rate of Fire 1, Blitz, All Terrain As Roads, Transports Only Foot Units, add Naval Transport Strategy, requires Iron, Unload, Bombard.
Destroyer: Shield Cost 18, Move 3, Transport Capacity 1, Blitz, All Terrain As Roads, Transports Only Foot Units, add Naval Transport Strategy, requires Iron, Unload.
Battleship: Shield Cost 28, Move 3, Bombard Str 10, Rate of Fire 3, Blitz, All Terrain As Roads, requires Iron.
AEGIS Cruiser: Shield Cost 22, Move 3, Bombard Str 10, Blitz, All Terrain As Roads, requires Iron and Oil not Aluminum and Uranium.
Nuclear Submarine: Shield Cost 17, Move 2, Zone of Control on, Attack Str 10, Defense Str 7, Blitz, All Terrain As Roads, requires Iron.
Fighter: Bombard Str 4, Rate of Fire 2, Lethal Land Bombardment, Lethal Sea Bombardment.
Helicopter: renamed (and replaced by) Jump Jet.
Jump Jet: requires Advanced Flight advance, Shield Cost 10, Pop Cost 0, upgrade to Jet Fighter, Moves 2, Transport Capacity 0, Zone of Control on, Attack Str 6, Defense Str 6, Operational Range 3, Bombard Str 8, Bombard Range 0, Rate of Fire 2, Blitz, Radar, not Immobile, Ranged Attack Animation, Lethal Land Bombardment, Lethal Sea Bombardment, Avilable to All (except Barbarians), Air Bombard Strategy, requires Oil and Aluminum, Standard Orders (all), Load, Upgrade Unit, Bombing, Recon, Rebase.
Jet Fighter: upgrade (through F-15) to Jump Jet, Bombard Str 6, Rate of Fire 2, Radar, Lethal Land Bombardment, Lethal Sea Bombardment.
Stealth Fighter: Bombard Str 6, Lethal Land Bombardment, Lethal Sea Bombardment, Precision Bombing.
Stealth Bomber: Precision Bombing.
Leader: Move 1, Foot Unit, All Terrain As Roads.
Army: Unload, Pillage.
Jaguar Warrior: not a Foot Unit, Blitz.
Bowman: Zone of Control on, not a Foot Unit, remove Defensive Strategy.
Hoplite: not a Foot Unit.
Impi: not a Foot Unit, Blitz.
Legionary: upgrades to Knight, Defense Str 2, not a Foot Unit, Upgrade Unit.
Immortals: requires Bronze Working, Shield Cost 2, upgrades to Musketman, Attack Str 1, HP 1, not a Foot Unit, Defense not Offense Strategy, does not require Iron, Upgrade Unit.
War Chariot: Blitz.
Rider: Shield Cost 6, Blitz.
Mounted Warrior: Blitz.
Musketeer: Attack Str 4, not a Foot Unit.
Samurai: Shield Cost 6, not a Foot Unit, Blitz.
War Elephant: Shield Cost 6, Blitz.
Cossack: upgrade to Tank, Defense Str 3, Blitz, remove Defensive Strategy, Upgrade Unit.
Panzer: Shield Cost 15, Move 2, Attack Str 12, Defense Str 6, HP Bonus 1, Wheeled.
Man-O-War: upgrades to Privateer, Move 1, Defense Str 3, Blitz, All Terrain As Roads, Lethal Sea Bombardment, Upgrade Unit.
F-15: upgrade to Jump Jet, Attack Str 10, Defense Str 6, Bombard Str 6, Radar, Lethal Land Bombardment, Lethal Sea Bombardment, Upgrade Unit, remove Precision Bombing.
Privateer: requires Navigation not Magnetism, upgrades to Frigate, Move 1, Transport Capacity 1, Zone of Control on, Defense Str 2, Blitz, All Terrain As Roads, Invisible, Transports Only Foot Units, available to Barbarians, add Naval Transport Strategy, requires no resources, Unload, Upgrade Unit.

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WORKER JOBS
No Changes.

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WORLD SIZES
No Changes.
 
Harrier Jump Jet thread at CivFanatics:
http://forums.civfanatics.com/showthread.php?threadid=28896&s=

Harrier Jump Jet download pack:
http://www.civfanatics.net/uploads/Harrier.zip

Harrier Jump Jet image that really wants to be a Civilopedia pic:
http://forums.civfanatics.com/attachment.php?postid=409995&s=

At present I'm having to "fudge" my graphics by using the stock-n-standard Jet Fighter iconography since the Mac Editor does not "appreciate" the 600+ icon units_32.pcx version and I lack the necessary image editing tools to do the cut'n'splice job myself. The lack of suitable large/small pcx images for the Civilopedia are equally frustrating from an aesthetic completist point of view. :(

Then again, I am a Mac User running 10.1.5 and patch 1.21g of vanilla Civ III ... so perhaps it's not so surprising that I'm so far behind The Curve here. :crazyeye:

Special Thanks to Brad Oliver, without whom we Mac People would still be researching our way to an Editor (from Ancient Times no less).
Thanks also to Smoking Mirror for taking a crack at the Harrier unit art, even if I can't manage to implement it properly (without help). ^_^"
 
Hey, that's pretty interesting for changes. I haven't played civ in quite a while but I think I'll try this scenario. Great work!
 
Yup.. this sounds interesting. Will try it out tonight.
 
Be advised guys that this .bic file has "issues" I'm not fully understanding. I've tried running this mod on my machine and for whatever reason it tends to crash after being up for a little while. :( Don't know why. :aargh:

Also, with the benefit of hindsight I should have included the Draft property on a few more ancient era UUs since the Draft is now available with Monotheism and therefore all ancient units won't be obsolete by the time the Draft becomes available.

And I can't seem to get the pediaicons to display right, and I wish I had photoshop to clean up the tech tree arrows, and .... :(

Maybe if I recompile/reconstruct the .bic file using the latest version of the editor Brad has provided these problems will go away on their own. :crazyeye:
 
I played your scenario for awhile and went through alot of advances and i never got a wonder to build. Though spy network did show up.
 
Hmmm ... unexpected.
I did set up pretty much all of the wonders to require a certain number of supporting city improvements be built first before construction of the wonder could be undertaken. The general pattern was 3 requisite improvements for Ancient Era, 4 for Middle Ages, 5 for Industrial Age and 6 for Modern Era. So for instance, you should have to have built 3 Temples before you can build the Pyramids, or have built 3 Harbors before you can build the Great Lighthouse.

At least, that was the plan.

This result makes me wonder if any of the civs in your game built any wonders, because if the computer can build them it only stands to reason that the player can too.

Might need to change this setting when I (finally) get around to updating this mod.
 
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