idea: No shields, only money matters

marsodin

Chieftain
Joined
Jan 7, 2011
Messages
6
Location
Bolivia
First of all hello to this great community. I just registered some minutes ago.

Whenever I need info, units, techs, ideas, etc for civ3, i check civfanatics. So now i decided to register.

I was reading yesterday a comment of Arcades057 in which he explained that he likes to make battleships etc really expensive. I liked that idea and thinking about it all night long I came to an other idea.
I always wanted to make a mod in which some civs become "3rd wolrd countries" while others become "world powers". But not in the way that the "3rd world countries" stay behind in tech. I want to have "3rd world countries" in the modern age that have marines, and not spearman.
I live in Bolivia, a 3rd world country in spite that it has so many natural ressources, like oil, iron, salpeter, rubber, uranium, etc. So that is what i want to create in civ, a world, in which not everything depends on the natural ressources, coz that is not all. A country needs money to take advantage of his natural ressources.
Poor countries with ressources do not always use these for their own. Bolivia doesn't have nuclear weapons, but it has uranium. Bolivia neither produces tanks, but has everything to build them. So the problem is money and not just ressources!
On the other hand, a poor country can buy modern weapons from other countries. For Exemple, Bolivia is so poor, but on the other side the USA gave a lot of weapons to help fight the cocain-lords like in colombia. So Bolivia has some (not all) good equipped units in its military.

If anyone has tried to do this or has experience or maybe has already a mod simulating this i would apreciate.

I always wanted to do that but could never find a way until I red Arcades057 comment.
I realized that the problem I had to do that mod is that everything depends on shields. The moment a civ has a oil, it will produce modern ships as much as it can, because the production depends only on the shields of each city, but it doesn't depend on how much money the civ has.
And here comes my idea: I am trying to make a mod with NO shields. The only thing that laborers produce is food and gold. And all the production must depend on the gold.

I want to sher this idea with all of you because i am hoping that you can help me with this and of course I want to know what u guys think about it.

The idea:
1. No shields at all. Everything the citys produce one must "buy" with gold coz everything is so expensive and every city only produces 1 shield.
2. It does not only depend on building a battleship, but also to be able to mantain it afterwards. So the costs per unit are also very high.
With this concept civs that have little money won't be able to produce much units (=3rd world countries).
3. Not a unit is able to upgrade. Why? Because the modern units cost a lot more. If a civ doesn't have much money it has the option to buy a "cheaper" unit, that means, instead of a musketman the civ will build a pikeman.
This gives the "3rd wolrd countries" the posibility to build units, but weaker ones.
4. I reduced the a lot the free units in each type of government. This will make that rich civs will be able to have bigger armies. Since in 2) the cost for extra units is very high. So in average the size of armies will be smaller than with "normal" civ rules. This helps to make it more realistic. Coz I don't like when the AI builds hunderts of modern ships. This makes that u as the great leader of your nation will have less units but you will care much more than before. Coz each unit had a cost u paid. It wasn't produced by shields that would get wasted if u didn't produce the unit.

So far my ideas. And now the problems i encountered:
1. I eliminated all shields. The only problem is, once u make a city, a shield is created automatically on the city.
2. the bonus-grassland is also a problem, i don't know how to deactivate it in the editor. I create a map and must delete each one of them manualy. If anyone knows how to deactivate it would be great.
3. Now the biggest problem: the AI.
3.a. I played several rounds observing what the AI would do when everything is so expensive and it has only 1 shield per city. I was surprised when i realized, that the AI does "buy" units to finish them in 1 turn, but only in case of war. In peace the AI will wait 60 rounds to finish in it's capital a pikeman.
3.b. Another problem with the AI is that it doesn't spend whisely it's money at the beginning. In stead of saving it to build a settler, it builds warriors and once the settler is ready the costs per turn are so high, that the AI has tu kill a unit, and it almost always kills the settler. So I watched many civs taking around 30 turns to finally build their second city. But then the same happens and with that the AI expands very slowly.

I hope to read soon your opinions, suggestions and critics. ;)
I apreciate any help or reference to someones mod if it has already been done.
 
Age of Imperialism creates 3rd world nations that are pretty accurate. It's a good Civ 3 mod.
 
3. Now the biggest problem: the AI.
3.a. I played several rounds observing what the AI would do when everything is so expensive and it has only 1 shield per city. I was surprised when i realized, that the AI does "buy" units to finish them in 1 turn, but only in case of war. In peace the AI will wait 60 rounds to finish in it's capital a pikeman.
3.b. Another problem with the AI is that it doesn't spend whisely it's money at the beginning. In stead of saving it to build a settler, it builds warriors and once the settler is ready the costs per turn are so high, that the AI has tu kill a unit, and it almost always kills the settler. So I watched many civs taking around 30 turns to finally build their second city. But then the same happens and with that the AI expands very slowly.

Yep, and that would be because ... the AI was developed with Shields in mind as the way things get built! Assuming the source code for CivIII is ever released, there might be a way to implement what you're trying to do, but at this point it would only work in MP games. Shields are a part of the game. The closest way to create 'third-world countries' in the game would be to use the AoI model, which involves changing the tech tree, or limit the resources available - only the civs with the resources to build high-tech units (tanks and such) will be strong, as those without resources are forced to make due with Guerrillas and TOW Infantry.
 
Hi all

I was thinking about this idea long before this thread was started, but not quite the way marsodin had it in mind. Instead of ditching all the shields, why not make it so that a unit (as well as imps) requires both gold and shields to create. I find this to be fairly realistic as the shields represent manpower/resources required to build the unit, while gold represents the cost of building that unit (materials, jobs, etc). Of course, unit maintenance costs would still be left, if not maybe increased a little depending on the unit.

The gold cost of a unit should also represent it's value. So (just roughly) a warrior might cost 5 gold or something while a battleship might be 5,000.

Anyone think this idea could work, esp with the AI'S?

Maybe I should have created a thread in the creation and customization section...

That's the main relevant part to this thread, but if you're interested in the concept keep reading.

Now I know that getting a lot of gold for units/improvements might be difficult (esp early on) but, what if you, say, decrease the corruption a little (It's unrealistically high anyways) and with the decrease in corruption your empire will make more gold anyway. Also shields, but that can be countered by increasing the cost of units. Technologies cost would also probably have to be increased. I'm also going to make resources (esp oil and gold) bring in more commerce, which can be a good way to secure more gold, esp early on when it really counts.

I'm (soon) going to try this system out in a scenario to see how it goes. But is it even possible to incorporate this system into civ3 via the editor?

And sorry for the bump

Edit: On re-reading this I should definitely have put this in the creation and customization section. I might make a new one there soon if my idea works...
 
Going by the example you give no one would build the battleship 1000 warriors being way more powerful a force than a single unit. (Although you could never deploy a 1000 warriors). The thing to realize is that under most regimes you can use the gold your nation produces to make units that you want at the click of a button via cash rushing, think of it as buying an off the shelf unit rather than having it made for you.
 
I had a whole post about this but now my browser's crashed and I'm too lazily to go through all the details again. I'll just sum up what I've said before my comp crashed.

> It was as I said only a rough example, I'd have to test and tweak it as I go along to find the units best possible value.

> Comparing mass warriors to battleships is not a fair comparison as ind/modern sea units in civ3 are severely underpowered in terms of price-combat value ratio compared to land units. If you wanted to make a more fair comparison of a battleship compared to a land unit the battleship A/D values would be, IMO at least 2-3 times more than what it is currently. This hasn't bothered me too much as land units never engage in combat with sea units anyway.

> This is a typical quality vs quantity debate. It is difficult to sway ones opinion on that so I won't try too much to do that, BUT saying that, in the standard game, no gold required to build units, 100 warriors is worth 10 tanks. Therefore for me modern technology is the clear winner, at least in the standard game. If I did make a gold mod, this might (unintentionally) change and I have to be careful to balance that out of course. I see by that rough example I gave, if I incorporated those figures into the game it may get unbalanced, but I did say it was a very rough example, not to be taken as fact.

> It's natural for units to get more expensive as the ages go by, so this is basically all I'm doing. You won't even be able to build warriors by then.

> About rushing, it won't fit into my "mod" because I don't just want units to cost gold as an option I want it mandatory.

I had a look and did not find the option in the editor so that's too bad I guess. But if I really can't get it I guess I'll have to incorporate my "mod" without that feature.
 
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