MOD: Acceleration

Joined
Dec 31, 2001
Messages
497
Location
Christchurch, New Zealand
This CIVIII mod has been designed to speed up the game overall. Starting quite slow in many respects, it runs at a faster and faster pace in a race to the finish.

All civilizations have had their starting technologies removed, although they still maintain their individual qualities (industrious, religious etc).

You begin with an extra settler instead of a worker. You can still build workers at the beginning, but since each worker ability has to be researched first, there may not be any point in the early stages.

Growth for cities has been effectively doubled as each population point now only consumes 1 food instead of 2. The maximum sizes of towns and cities has been doubled, that is 12 and 24 respectively. More citizens are contents to begin with; at Chieftain level it is now 8 right down to Deity which is now 3. Citizens affected by each happy face is 2 instead of 1. You need 12 citizens before you can have a We Love the King Day.

The technology rate has been doubled in general and the minimum and maximum number of turns to research has been halved, that is 2 and 20 turns respectively.

The optimal number of cities for each map size has also been doubled in general.

Nearly all units cost population points, at least one more population point than the regular game. Settlers cost 3, workers cost 2, all other units (military etc) cost 1 population point if from ancient times, 2 if from the middle age, 3 if from the industrial age, and 4 if from modern times. The one exception is the Warrior for which there is no population cost.

Settlers have two movement points instead of one, to get them around founding cities faster. Also, they now have a defense of 1 and have the ability to build roads and railroads while on their way to founding that new town.

Workers now also have a defense of 1.

The huge map size has been replaced with gigantic (256 x 256) map size.

You now begin with a new government type called Pioneering. Under this government, workers are the slowest, production cannot be hurried, war weariness is high (they just want to settle, they don't want to fight anyone), you can only use 1 military unit for police and you can only support 2 military units plus another 2 for each town free (and none for cities and metropolises) and furthermore each additional unit costs 2 gold (not 1) but building maintenance is free!

Incidentally, I didn't include this new government into the Civilpedia as, for the moment, I would rather confine my changes to the BIC file. Until a proper modswapper utility has been written and comes into common use, or has been built into CIVIII itself (join in the discussion on this at http://apolyton.net/forums/showthread.php?s=&threadid=39743), I don't want to mess around with overwriting files.

The culture border factor has been lowered from 10 to 8. In other words, 8 culture points to reach the first level, 64 to reach the second etc.

Worker abilities now require technology research:
Ceremonial Burial is needed for roads.
The Wheel is needed for irrigation.
Bronze Working is needed for mining.
Horseback Riding is needed to clear forests.
Chivalry is needed to clear jungles.
Free Artistry is needed to clean up pollution.

Some specialists now also require research:
Philosophy is required for scientists. ("I think - therefore I need to discover things").
Currency is needed for taxmen.

There are a couple of other things that require research now as well:
Alphabet is required to gain access to the government type Despotism.
Writing is needed to build Barracks. (Guess you'll have to fend off from being raided some other way in the meantime eh?;))
 

Attachments

  • acceleration.zip
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Firstly, all building improvements have been returned to their original culture value as per the standard game, no more double culture or negative culture buildings - too complicated. Instead, the culture border factor has simply been lowered from 10 to 8. In other words, 8 culture points to reach the first level, 64 to reach the second etc. Takes away any confusion and still achieves the effect I wanted - acceleration.

Secondly, specialists now also require research.
Polytheism is required for entertainers. (All this boring religious and burial stuff finally makes them realise they need to be cheered up).
Philosophy is required for scientists. ("I think - therefore I need to discover things").
Currency is needed for taxmen.
 
If none of the specialists are allowed at the beggining it will be hard to switch citizens in the city radius. Even if a tech requirement for entertainers didn't cause it to crash the switching of citizens laborers would be hard.
 
Warriors no longer cost population points. However the population point cost has been changed for other units.

Settlers cost 3 and workers cost 2 as before, all other units (military etc) cost 1 population point if from ancient times, 2 if from the middle age, 3 if from the industrial age, and 4 if from modern times.
 
First of all I'd like to compliment you on this mod pack. This is one of the best mod packs that I've played so far for Civ3 and I play it all the time. This is the first time I've ever played a game all the way to the end AND WON!

I have one request however...I'd like to play this accelerated mod using more units and governments. My favorite mod pack for units and governments is the Rooster-LWC. Is there any way to incorporate the units and governments from the Rooster-LWC mod pack into your acceleration mod pack? :goodjob:

I'm not the expert when it comes to manipulating or modifying Civ3 scenarios, so if it's very simple to do, then I MIGHT be able to handle it myself...but don't count on it. :confused:

Thanks for your time,

Richard :fish:
 
Richard,

Thank you for the postive feedback. I'm curious which version you played. Was it the latest (1.3)?

As regards to incorporating the other mod into this, I've had a policy with my mods to only change the BIC file. That is, I did not want to add to/alter/overide any of the standard files and risk messing up the standard version in any way.

However, I am led to understand that Firaxis are working on the scenario editor in such a way that mods will in the future have their own folders so that will no longer be a problem. When that happens, I may look at it again. A discussion on this is at http://apolyton.net/forums/showthread.php?s=&threadid=39743.

Feel free to have a go at altering the mod yourself if you feel so inclined. If you post it, an acknowledgment of use of my mod is all that is required.
 
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