Help and suggestion for my mod

Rotpar

Chieftain
Joined
Dec 1, 2001
Messages
18
I'm working on a new mod and here are some of my first ideas for it. Note I'm trying to avoid other ppl's mods to have some realitively fresh ideas.


CITIZENS:
* Scientist generates +2 scienice, do scientists have ANY effect on your research? Can anybody shave off turns from research with these guys?
* Evangelist generates 1 luxory and 1 tax, spreads the Word then passes the collection plate! Enabled with Theology. I'm worried about the Tax/Entertainer balance with this, but SMAC had similar citizens....

CIVILIZATIONS:

* Mongols, they conquered half of Asia dammit! They're not just Barbarians!
* Spanish, I can't believe they were overlooked!

Mongols
Militaristic Expansionist
Leader: Chief Genghis Khan
Unit: Horseback Archer

Spanish
Religious Expansionist
Leader: Queen Isabella
Unit: Conquisitor

Mongols removed from barbarian tribes

CILIVIZATION ADVANCES:

Well, maybe if anyone can help with the crashing...

DIPLOMATS AND SPIES:

I'd like to reduce the cost of spying, too expensive, not enough gain.

ERAS:

No changes...unless you can add another and I get some good ideas to continue the tech tree!

GENERAL SETTINGS:

Wealth changed from 8 to 1 to 6 to 1
Forest valued changed from 10 to 15

GOVERNMENTS:

The Ever Popular Fascism!

Rate Cap 10, Worker rate 2, Assimilation 1%, Draft 4, Police 4, Nuisance Corrutpion, 3/6/8 units free, conscript diplomats/spies, Immune to propaganda. trade bonus

Taken from the BIG Fascism post to what I believe is correct/fair. Note: I would like to avoid another ethics of having fascism/constant debate over the stats/ablilities of it. This isn't my priority.

IMPROVEMENTS AND WONDERS:

* Police Stations reduce corruption
* Added TV Station, makes 1 citizen happy, addes commerce, 5 culture, 3 maint. TV spreads culture really well and makes some people happy, and helps the ecomony, but I think it should also decrease propaganda resistance due to TV's brainwashing ability!:lol:

Mongol Horseback Archer, replaces Horseman 2/2/2, the Mongols were famous for their mounted archers.

Spanish Conquisitor, replaces Musketman 2/4/2.

More to come.
 
Looks good.. but you should (in a way) limit mongol "city" size to 2 :D They conqered most of the Asia, true. But they didn't produce culture, even didn't build cities. They were nomads.
 
Civ3 should have shiped with 32 civs as standard, even if you could still only have the 16 in any game.
 
I think you should replace Queen Isabella for Philp II (Felipe II) He was very much important in Spain, Europe and America history and he help to construct the Spanish Empire
 
Originally posted by Rotpar
...

* Scientist generates +2 scienice, do scientists have ANY effect on your research? Can anybody shave off turns from research with these guys?
Yes, scientists DO have an effect on research. To see for yourself, pick a city and make sure every citizen is working, then go to your domestic advisor screen and view the research output for that town. Now go back and put EVERYONE (or even just one citizen) on science and view your domestic advisor screen again... there will be a change.


* Evangelist generates 1 luxory and 1 tax, spreads the Word then passes the collection plate! Enabled with Theology. I'm worried about the Tax/Entertainer balance with this, but SMAC had similar citizens....
What if you make entertainers +2 lux. and the Tax collectors +2 comm. then the evangelist would be in between and there wouldn't be any imbalance. You could also create a Biotech Engineer or something that give +1 science +1 comm. (like a pharmacist) and a Genetic Engineer that gives +1 science +1 lux. (Creates genetic enhancements for people or something).
 
Ok first thing first....how do I get a little picture under my name?! I haven't the slightest clue!!

Anybody knew any leaders for Spain/Mongols?

Also what other civs should I add? Not sure on the limit but I'm think of adding another South American civ, maybe a more peaceful one than the Aztecs. I'm been thinking about the Celts but I know little about them other than they became the Scottish (...right?).

I've been toying with a attack helicopter idea, but instead of goofing with a new air unit I've been think of cheating: making it a ground unit with "all terrain as road". In a way a helicopter is like a flying tank, it can hang around and fight ground units up close and personal as opposed to planes flying around hopefully out of range of counter-attack. Thinking 11 shields, 12/10/2 (with ATAR and Blitz) gives it Mech.Inf attack and better defense than a Tank but much faster to deploy.

I also had plans for a AWACS recon plane but you can only have a sight range of two...it's pointless to build a pure recon unit if it has no better recon ablility than a normal jet...if anyone knows how this can be changed, maybe to 4 or 5, I'd appriciate it.

On to the citizens. I'd think have Ent. give you 2 luxories would be too unbalancing. It might be more realistic (do you really need ALL of those people to make an equal sized group happy?) but it might hose the game balance. I like the ideas for the others, I'd planned on continuing in this manner but had no clue for the sci/ent and the sci/tax. Also, while I'd say it's historicaly correct that Evangelists come with Theology, I'd think it might be a little too early...also the two Bio-guys Zippo suggested come too late in the game.

I'm going to improve the Jungles, adding a shield to them and if possible give the clearing shield bonus. They are the WORST terrain. at least Tundra can be mined and doesn't kill your people! Jungles are rough enviroments but human life can survive.

Priveteers are being upgraded to 2 attack, pirates armed with small cannons must be capable of destroying galleys armed with arrows/javelins. 50/50 on attack/defense is a joke. I'm going to add a point or two to the Nuke Sub, it is more modern then the Sub, also I'll add Naval Power to the AI strat for Nuke Subs.
 
It would be good to have the Mongols back :p Especially after having played Civ 1 for years and years (never did like colonisation), it just doesn't feel right to not include them any more.

Leave Khan as the Mongol leader :king:
 
According to my encyclopedia-

"The Celts were red-haired wanderers who probably came from the distant steppes beyond the Caspian Sea. By 500 BC they were living in northeastern France, southwestern Germany, and Bohemia. The Celts, who were also called Gauls, continued to migrate in all directions.

About 400 BC Celtic tribes crossed the Swiss Alps into northern Italy. After capturing the fertile Po Valley region, they laid siege to Rome. At the same time other groups of Celts pushed down into France and Spain, eastward to Asia Minor, and westward to the British Isles. To what is now France they gave the ancient name of Gaul."

Well i never knew that, i thought they were just a bunch of people who lived in Ireland, and got kicked out of England by the Angals and later had a good kicking by the Vikings, (Who should also get a Civ in my opinion, being the first to discover America counts for nothing?).
 
Oh, and I also agree with getting the Mongols back, along with a decent editor….
 
Originally posted by Rotpar
Also what other civs should I add? Not sure on the limit but I'm think of adding another South American civ, maybe a more peaceful one than the Aztecs.


Incas or Mayas are appropriate.
 
This is what I did for facism:

Added a unit - Facist. I make Facism available with nationalism (too much trouble messing with the tech tree:D ) This is the stats for my facist (6/8/1). I also make them function like a worker and cost 1 pop point to make. I take it that the facist are mostly worker class and thus I allow them to work during peace time and take to arms during war (they have the same attack ability as a infantry but lower defense) I combine the graphic and animation for Modern Leader, infantry (for attack and def) and workers (for all those worker related functions). Look pretty nice I must say:lol:

I am also thinking of adding fundementalism and fanatics (unit) but that will have to wait until I finish my current game to test out my own mod. Fundementalism available after religion? Perhaps monotheism:) I would give the fanatics about the same stats of immortals but requires nothing to build and cost 1 pop points. Fanatics are normal citizen with arms:crazyeyes
 
Nice idea for the fanatics! At first I thought they were redundant because you can draft peopl,e but then I remembered, that makes people unhappy and your fanatics won't! Great idea, mind if I use it if I add Fundementalism to my mod?
 
Yeah, should have more Civs. Civ 2 had 21 civs even though only 7 can play at a time. And how come south-east asian civs are often neglected? There are the Khmer, viets, Burmese, Thailand, Malayans, Javanese and many other. Of course, just picking a few (maybe 2) of these would have been good enough for me :D
 
Originally posted by Rotpar
Nice idea for the fanatics! At first I thought they were redundant because you can draft peopl,e but then I remembered, that makes people unhappy and your fanatics won't! Great idea, mind if I use it if I add Fundementalism to my mod?

Be my guest!!:D

Good ideas are to be shared anyway:king:
 
Originally posted by mfauzi
Yeah, should have more Civs. Civ 2 had 21 civs even though only 7 can play at a time. And how come south-east asian civs are often neglected? There are the Khmer, viets, Burmese, Thailand, Malayans, Javanese and many other. Of course, just picking a few (maybe 2) of these would have been good enough for me :D

I agree on your idea of more Civs. However, I do need to point out a few things. Perhaps thailand and javanese can be considered a civilization of their own, but the others are way too small in history.:(

Khmer, viets and burmese are considered as barbarians by the chinese. And most of the time these small kingdom are no more than just vessel states.

However, more Civ is a must for Civ3!!:D
 
Originally posted by Dark Sheer


I agree on your idea of more Civs. However, I do need to point out a few things. Perhaps thailand and javanese can be considered a civilization of their own, but the others are way too small in history.:(

Khmer, viets and burmese are considered as barbarians by the chinese. And most of the time these small kingdom are no more than just vessel states.

However, more Civ is a must for Civ3!!:D

Haha.. I'm always thinking about the Malayans. Their golden age was that of the Sultanate Empire of Malacca. But I guess that was their only major era. As for the indo-chinese, don't forget that the kingdoms of Funan and Angkor (wait.. maybe it was named something else, but the were based in cambodia if I can remember from my history books) weren't "just vessel states" :) But I can agree with your choice of Siam and Javanese though:D
 
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