Desert Fox
Fleet Admiral
Desert Fox 

I set U.S. wonder at 150 turns
Gold is an issue in the game too I made one wonder provide trade in all cities on the same contintent.
Just trying to make some good suggestions sorry you don't like them.
Originally posted by korn469
Desert Fox
so you made US cost 1500 shields? that is an investment!
like a bank correct?
it's not that i don't like them, i just think that in many cases these wonders aren't balanced, especially because of constraints with the edditor...mike said that in future versions of the editor they will probably pool all of the wonder abilities under one category, and when they do that i am certainly going to make Sun Zhu's a small wonder, also i might make a government specific wonder that adds in the building X to all cities
but yea i certainly am glad you brought it up, and while i am not going to add lots of normal wonders that add building X to every city, i will try to do some interesting things of that nature
large number of these should be moved to small wonder status. 4-6 of these I propose making into Grand or Supreme wonders. These wonders would take double or more time to build with more culture and building benefits. Take away all other buildings that are given by other wonders saved only to these 4-6
Smith's Trading Company gives all coastal cities with a harbor. Mike Chapel will give you Cath. in each city. 100-125 turns to do so.
I am finding that 125 turns is a little more reasonable.
wonders in civ3 are just to easy to build. End up making the game way to easy in the process no matter what level your playing at
If someone builds the Manhatten project they should incur -1 culture points for doing so. Nuking someone is cool by there should be a bad affect from being the one to bring about the nukes.
Another interesting twist is making your Partisan a "Merc" type of unit no nationality markings. This adds a new strategy to the game play.
I checked the outrigger again I cannot see what is wrong that is causing the queue to show wrong icon? Could it be the editor is just broken still?
I increased all the wonders by 5-10 depending on what it does for you civ. I have 6 wonders that cost a lot more than normal but provide more than before. Getting the culture points correct is something I need to fix or the game will be out of balance.
Originally posted by korn469
_____________________
beta7.3
Changes
*Incorporated Sevorak's Name Change Mod
Government Changes
*Changed Monarchy's corruption rate to Nuisance
*Changed Monarchy's support cost from 2 to 1
*Changed Republic's corruption rate to Problematic
*Changed Communism so that it no longer requires building upkeep
*Changed Communism so that it now has the standard tile penalty
*Changed Communism so that it's support rate is now 4/5/6 2
*Changed Fascism so that it's support rate is now 3/4/5 2
Unit Changes
*Moved Privateer to Navigation
I sure hope that this does not increase the corruption issues that are real bad now especially on 180x180 and greater size maps. I tweaked your mod to keep the corruption in check (in fact I have to remove 1 reduce corruption switch)
The Privateer needs an upgrade for later ages. Keeping the hidden nationality for this ship is something I would like to see in next update. I really like these type of units for covert activity just like in the real world. Merceneries are for hire all over the world. Providing them with there own ship just makes sense. Maybe call it Corporate Pirate ship, or mercenery ship or whatever. Maybe I am alone on this. I take great enjoyment blasting the other civs ships as they load them with settlers for nearby islands (or my land!). Funny thing is they always get mad how do they know it was me if it is hidden nationality?:crazyeyes
Originally posted by korn469
and the Mill does not become obsolete (1.05c)
The Privateer needs an upgrade for later ages.
Funny thing is they always get mad how do they know it was me if it is hidden nationality?
how can we set building as obsolete - I look for such option in editor added to game but it was enabled for wonders only ?
Originally posted by korn469
i think i had it flagged to be replaced when you built a powerplant
Originally posted by korn469
Desert Fox
you need to get a new units_32.pcx
it should have 6 extra spaces in the same way the one in the blitz mod has 5 extra spaces, i don't know how to make them but many of the artistic people do
hope that helps
NOTE: if your version.txt doesn't say beta7.4 you'll need to redownload
Originally posted by korn469
Antex
as you said there isn't a button to make buildings obsolete, and i used the normal editor and made it a prereq for factories, but i think i flagged it with the powerplant disappearing flag...
hope that helps