MOD PREVIEW: Improved Civ 3

(from Kryten): "Now, it would be really nice if we could restrict governments, so that only Rome could be a Republic, even if it is not as good as the latter Monarchy for game play reasons (or if we could restrict 'Fascism' to certain civs)."

We can do the first via Era=None prerequisite Techs for the Ancient Age (IIRC the AI WILL trade Era=None techs if they are required for later age advances).

Personally, I play with THREE different types of Republic -- ALL STILL EXPERIMENTAL!:

"Ancient" (a la Rome)
"Mercantile" (a la the medieval Italian city-states)
"Modern" (see my notes above)

"Ancient" has the same Corruption/Waste as Monarchy, "Forced Labor" & Low War Weariness and a lower unit cost.

"Mercantile" has the same Corruption/Waste, "Paid Labor", "High War Weariness" and higher unit cost.

"Modern" essentially equals the standard "Democracy" settings, but with the Corruption/Waste remaining the same (I'm currently reserving the best Corruption/Waste setting for the "Corporate Republic"; again see my notes above ...

-Oz
 
I've been working some on my mod and here is what I've got so far:

-Made the Galley wheeled and oceans impassable to wheeled units so there is no ancient age expansion.
-Increased total number of turns from 540 to 1000
-Gave the Radar Artillery a defense strength of 1 so it gets destroyed instead of captured
-Added Crossbowman unit to replace Longbowman for all civs except England
-Longbowman is a UU for England with an extra defense point
-Added an Indian Rifleman and made it unique to the Iroquois and gave it an extra attack point
-Made the Iroquois Mounted Horseman just as good as the regular Horseman since it really wasn't an Iroquois unit
-Added the Indian Warrior to replace the regular Warrior for the Iroquois, no stat difference, just a flavor unit
-Added an attack point to the Musketeer unit
-Paratrooper's attack is now 8
-Marine's attack is now 9
-Guerilla's attack and defense is now 7
-Added a Grenadier unit which is an offensive/defensive unit that comes with nationalism, it upgrades to a guerilla and has an attack of 6, defense of 4, movement of 1, and cost of 8
-Longbowman and Medieval Infantry now upgrade to Grenadiers
-Added an adventurer unit that has a movement of 3, defense of 2, cost of 3, treats all terrain as roads, and comes with the Scientific Method technology
-Explorer now upgrades to Adventurer, however, the Conquistador unit does not
-Scouts will no longer upgrade to Conquistadors


Future Changes I am not so sure about (So tell me what you think on these)

-Should I give the Musketeer unit an extra attack point or lower the cost?
-Should I give the Adventurer unit the ability to create an outpost?


There will be much more still to come, tell me what you think so far and if you see any possible problems. Also, tell me if you would like to help in making this mod.
 
Well Sk138 I think I will include you bronze resource idea in my game. :) Have you tested your wheeled flag for the Galley yet?

Have you given any consideration to a different unit tech tree for some nations like the Iroquois or the Zulu? Especially since they never developed like the rest of the nations. I have done this with some success. Balancing the units to be effective yet different is a challenge.
 
I haven't really tested anything yet Hunter, but I have heard that the wheeled galley idea has worked in other mods. I haven't added a bronze resource yet but if I do, I was thinking I would make spearmen require it which would really make early defense hard but more interesting.

Is it even possible to have different tech trees for some nations, tht really sounds neat.
 
Well unique tech trees are not possible but what I am doing (again I am still testing this idea) is instead of the Iroquois getting swordsmen they have Iroquois warriors (Utahjazz's unit)with higher stats since they do not get medevil Infantry. The Iroquois have Musket Braves (again Utah's work) but no riflemen. The idea is that they would not have developed certian military units due to cultural or geographic enviroments. I took the longbowman away from the Asian Civs and gave them Mounted archers (gave the mouted archers movement of 2 and the Longbowman a low bombard but no bombard option) creating diferent tactics needed to play civs from diferent areas. Not just different names but different ways of fighting.

As to why they would learn "Iron Working" and never have swordsmen well all I have to say is that the Maya created the wheel and gave it to children to play with.

Well a least thats the rough concept.

Edit:
Well no matter what you do you have some good ideas and I will D/L you mod when you post it. :)
 
Thx Hunter, your idea sounds pretty neat and I will think about it, maybe some others will give me feedback on it.

Here are some other questions I have:

***Future Changes I am not so sure about (So tell me what you think on these)***

-Should I give the Musketeer unit an extra attack point or lower the cost?
-Should I give the Adventurer unit the ability to create an outpost?
-Should I have a Barbarian Galley that has the bombard ability so they don't just sail harmlessly up and down the coast?
-Should I change the Colisseum name to Stadium and make the Colisseum a wonder that maybe lowers corruption or war weariness?
-Should I add a bronze resource that a Spearman and maybe some other ancient age units will require?
-Should I do Hunter's idea of having certain Civs only get certain units, for example, the Iroquois never get a Swordsmen or Rifleman, but get an Indian Rifleman or Indian Swordsman, or Asian civs don't get longbowmen or crossbowmen, instead they get Mounted Archers?


***Questions I have about modding***

-I want to have an AEGIS Cruiser carry a cruise missle, what is the best way of doing this without drastically effecting the AI?
-I want to make it so Carriers can't carry bombers, what it the best way of doing this and not effecting the AI?
 
IMO

-I would say give the musketeer an attack point
-Not sure why an Adventurer unit would build an out post but hey it sounds good.
-The barbarian galley is a great idea (cant remember who first came up with it) it has really improved my game.
-You know my feeling on your bronze idea :love:


As for the Cruise missile what I have done is made the Cruise Missile Immobile (long-range bombard and rebase) with a tactical missile flag (that allows it to be launched from Nuclear subs along with Nuke Missiles. Flag the AEGIS Cruiser as carrying only Tactical Missiles and then it can carry them. You can even do it without making the cruise missile Immobile all you need to do is give it the tactical missile flag and then any unit that carries tactical missiles can load them up.

The bomber question can be found here:
Bombers off carriers

Umm... I guess I should go away for awhile and let some one else comment. :blush:
 
I only play at warlord :( level but the AI dose use them I also have increased their bombard and gave them leathal bombard. so in short I have not been hit by alot of them but yes the AI has used them.
 
More updates and questions for my mod:

---Changes since 7/2/03---

-Samurai now replaces Medieval Infantry instead of the Knight
-Samurai now costs only 4, its defense is now 2, and it upgrades to a Grenadier
-New graphics for barbarian camp
-New graphics for goody huts
-New graphics for pollution
-Added a Mounted Samurai unit that is the same as a regular Knight but it has the blitz ability
-Added the Siege Cannon unit which comes with the Gunpowder technology, it has a cost of 2, a bombard strength of 6, it requires iron and saltpeter, and it upgrades to the regular cannon
-Catapults now upgrade to Siege Cannons



***Future Changes I am not so sure about (So tell me what you think on these)***

-Should I give the Adventurer unit the ability to create an outpost?
-Should I change the Colisseum name to Stadium and make the Colisseum a wonder that maybe lowers corruption or war weariness?
-Should I add a bronze resource that a Spearman and maybe some other ancient age units will require?
-Should I do Hunter's idea of having certain Civs only get certain units, for example, the Iroquois never get a Swordsmen or Rifleman, but get an Indian Rifleman or Indian Swordsman, or Asian civs don't get longbowmen or crossbowmen, instead they get Mounted Archers?
-Should some civs have more UU's then others or will it unbalance the game too much?


***Questions I have about modding***

-I want to make it so Carriers can't carry bombers, what it the best way of doing this and not effecting the AI?
-Is there a limit to the number of new units that can be added to a mod, and if so, what is it?
-I want to make a nuclear bomb unit that bombers can carry and drop, similar to the ones dropped in Japan in WW2, how could I do this and would the AI use it correctly?
 
"Should I give the Adventurer unit the ability to create an outpost?"
Yeah, why not. Think of them as setting up 'Trading Posts'.

"Should I change the Colisseum name to Stadium and make the Colisseum a wonder that maybe lowers corruption or war weariness?"
Yes, because it looks odd having a working gladatorial arena in a modern democratic city!
But I think that it would be better as a sort of Shakespeare's Theatre type wonder ('Bread & Circuses', to keep the people happy).

"Should I add a bronze resource that a Spearman and maybe some other ancient age units will require?"
Hmmm....but if they cannot find this resource, then thay can't build even the most basic defensive unit, so will be conquered very quickly.
I don't think this is a good idea.

"Should I do Hunter's idea of having certain Civs only get certain units....Should some civs have more UU's then others?"
DEFINATELY!. It adds historical 'flavour' by making each civ individually unique...and a different challange to play. :)
 
Originally posted by Kryten
"Should I give the Adventurer unit the ability to create an outpost?"
Yeah, why not. Think of them as setting up 'Trading Posts'.

Can this be done? -- Doesn't this trip over the same problem as having Roman Legions build fortifications, i.e., that all Worker strategies have to be set for the AI to know how to use such a unit?

-Oz
 
Originally posted by Hunter
Has this ever been tested?

I don't know that every case has been tested, but the one I site -- giving Roman Legions the (historically perfectly reasonable & accurate) ability to entrench definitely doesn't work for the AI.

AFAIK the AI only understands that a unit either is or is not a Worker, and that's accomplished by checking each and every Worker job field except "Build City" -- only then is the AI Strategy field "Terraform" made available in the editor.

-Oz

P.S. recall also that, if you were to create a unit with both the Terraform and, e.g., Offensive flags checked, that the AI would -- does, re: the Roman Legion example -- assign each individual unit one and only one role, in this case either a Legion-fighter that doesn't dig in or a Legion-worker that doesn't attack.

-Oz
 
I've been looking for a resource icon for bronze but I can't find one. Could someone try and make or find me one that matches the Civ3 style?

Also, what do you think about some Civs having more UU's then others? Do you think this is okay or will it unbalance the game too much? I am thinking it might unbalance the game a little too much so I am still giving the extra UU, but changing its stats to make it balanced. For example, I may raise the attack by 1, but also raise the cost by 1. What do you think of this?

I also posted this on the mods forum but it seems more people still use this thread.
 
Back
Top Bottom