Hunters Slow Growth Mod

Hunter

Civ Addict
Joined
Aug 12, 2002
Messages
833
Location
Feeding my addiction.
This is my favorite personal mod for C3C, a game that has brought me immeasurable modding joy. This mod contains many small changes and one major, so if I miss something... sorry.

First and foremost (you might want to sit down for this) No Settler production. They are spawned by the palace at preset intervals. This ensures several game play features. 1) each city matters so develop them well 2) colonies are very important 3) no rush expansion (several fun things occur from that)

Unit changes:
Chariot needs no resources and upgrades to knight.
Pikeman needs no resources
Ancient Cavalry wonder made obsolete by Chivalry
Knights Templar made obsolete by Metallurgy
Rifleman Available with military Tradition (all foot units upgrade to Rifleman)
Rifleman upgrades to Guerrilla
Guerrilla upgrades to Infantry
Infantry upgrades to TOW Infantry
All mechanized units are “Wheeled”
Paratroops have a stronger attack +1 hp and the first one is Available with flight
Cruise Missiles are Hidden Nationality and stronger (think terrorism and counter terrorism)
Barbarian regular unit is the swordsman

I think thats it... simple really.
Like I said C3C has been almost more fun to mod then to play so I thought I would post one of my personal mods. And I already know I will keep playing C3C even though I have C4.
Hmmm “C4” :mischief:

Anyway here you go.
 

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Hunter said:
First and foremost (you might want to sit down for this) No Settler production. They are spawned by the palace at preset intervals.

Sounds very interesting. How did you manage to do this? I've looked in Civ3XEdit (for PTW; don't have Conquests yet) and I cannot find any option allowing production of units by improvements and wonders (exept for Military Academy and armies). Is it an option available in Conquests editor only?
 
"Is it an option available in Conquests editor only?"

Yes it is sorry.

As for my time playing both... half an hour with one then half with the other... so they don’t get jealous ;)
 
This is an interesting concept.... You see, I was planning something similar for a Colonization/AoE III mod I've got in the works. Basically I wanted to make it so that you couldn't build Colonists (Settlers) until the second or maybe even 3rd age, and even then they cost 2x as much as regular settlers. In addition, I'd have powerful barbarians in the form of Elite Braves and Comanche Raiders to slow European expansion in the new world (basically the "normal" barb is as powerful as the best defensive and offensive units available in the Colonial Era (second age) and the "advanced" barb is as powerful as the best line infantry and cavalry in the Age of Enlightenment (third age)). Hopefully this will increase the importance of trading posts (colonies) and Forts (basically keeping a garrisoned fort near some strategic trading posts to ensure that they are protected from indian attacks).
 
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