(NEW UPDATE)
This discussion moved to the new CTE's home at cdgroup, please redirect all posts there:
http://www.cdgroup.org/forums/tbs/civ3/index.php?h=1&pf=358
---------------------------------------------------------------------
I've started working on a high quality mode lately, that will balance, and add much more enjoyment in civ3, by adding the best features possible.
I will post a first version soon. Unlike most mods here, this mod is made to be played on the Earth's map, with realistic resources. This allows to add much more depth to the game.
Here's a preview of the changes yet, this is really not a complet listing, I've got a lot more to add, but I'm leaving for the weekend so I don't have much time left.
If you have any feedback, comments, suggestions, go ahead, especially for new UU units. I try to only add quality units to the mod, that are made mostly from scratch to be 'legal'. I took many ideas from other people on the boards and all, and I'll put a credit soon, I just don't have the time right now, sorry!
Summary:
---------------------------------------------------------------------------------
The mod is centered around the Earth map and tries to make it realistic and fun.
Added many units to fill gaps and add variety, especially in industrial and modern eras.
(Coming Soon)All new naval units and balance.
Increased firearm power.
(Coming Soon)Added tons of new govt.
Added defensive bombard to ranged units.
Rebalanced upgrade path.
Rebalanced air units.
Made mountains and jungle impassable by most units without a road.
Changed many terrain deatures and settlers stats to reduce AI expansion and growth.
Made units of newer eras a bit more powerful compared to older ones.
(Coming Soon)Added many new resources, and balanced them on the world map.
(Working on it)Each civs now get 2 unique units.
Additions:
---------------------------------------------------------------------------------
New Unique Units:
ROMANS: Imperial Legion -> Upgrade to Legionnary(one more def than Med. Infantry)
EGYPTIANS: Levis -> Egyptian Spearman, cost less
GREEKS: Greek Trireme -> Galley with bombard(catapult)
BABYLON: Unknown
GERMANS: Crusader -> Better knights, 4/2, cost less, no support. Why germany? They participated in all 3 crusades, and I didn't find a good civ to have Crusaders.
RUSSIAN: Spetsnaz -> Better paratrooper, +2 off.
CHINESE: Chin Spearman -> Better pikeman, +1 off, cheaper.
AMERICAN: M1A2 Tank -> Better modern armor, +4 offense. Also, Minuteman, better flintlock musketman, -1 def, cost less, no support.
JAPANESE: Imperial Marine -> Better marines, treat terrain as road.
FRENCH: Legion Etranger -> Better Guerilla, +1 off/def.
INDIAN: Elephant Cavalry -> Better Cavalry, no horse, can cross jungle.
PERSIAN: Cataphract -> Better Horseman, +1 def.
AZTECS: Eagle Warrior -> Better Warrior, 1/1/2. Jaguar Warrior -> Better Archer 2/1/2
ZULU: Unknown
IROQUOIS: Indian Rifleman -> Better Rifleman, cost less
ENGLISH: Red Coat -> Better Fusilier, +1 def
MONGOLS: Grenade Archer -> Better Longbowman, +1 off
SPANISH: Tercio -> Better Musketman, +1 def
VIKINGS: Longboat -> Better Galley, can cross sea, +1 move
OTTOMANS: Janissary -> ???
ARABS: Dhow -> Caravel, +1 trans, +1 move
CELTS: Celtic Warrior -> Better Archer, +1 off
CARTHAGINIANS: War Galley -> Better Galley, +1 off, +1 trans
KOREANS: A warship of some kind.
New Normal Units:
Matchlock Musketman -> Between Musketman(now Arquebusier), comes with Metallurgy, adds a bayonet to Muskets and uses matchlocks.
Flintlock Musketman -> After Matchlock, comes with Mil. Tradition, better tactics and rifles.
Dragoons -> Comes with Mil. Tradition, a fast mounted unit used to break musket formations. Cavalry is pushed back to next era.
Grunt -> Better Infantry.
Modern Infantry -> Better Grunt.
Special Forces -> Better Paratroops/Marines.
Mobile Infantry -> Early Mech Inf.
APC -> Between Mobile Infantry and Mech Inf.
(Coming soon)
Galleas -> Offensive ship paired with Caravel.
Ship of the Line -> Bigger and slower Frigate.
Iron Frigate -> Early Industrial Frigate.
Dreadnaught -> Early Battleship.
Cargo -> Early Transport.
Early Destroyer -> Normal destroyer moved to modern age and renamed to Modern Destroyer.
Early Cruiser -> A smaller battleship.
Early Battleship -> Normal battleship moved to modern age and renamed to Modern Cruiser.
Early Carrier -> Normal Carrier moved to modern age and renamed to Supercarrier.
Changes:
---------------------------------------------------------------------------------
Upgrade Paths:
Ground Offensive:
Warrior->Swordman->Medieval Infantry->Arquebusier
Archer->Longbowman->Arquebusier
Marines->Special Forces
Paratrooper->Special Forces
Ground Defensive:
Spearman->Pikeman->Arquebusier
Arquebusier->Matchlock Musketman->Flintlock Musketman->Rifleman->Infantry->Grunt->Modern Infantry
Ground Mobile Offensive:
Chariot->Horseman->Knight->Cavalry
Dragoon->Cavalry
Cavalry->Mobile Infantry
Early Tank->Armor->Modern Armor
Ground Mobile Defensive:
Mobile Infantry->Armor Personnel Carrier->Mechanized Infantry
Transport Ships:
Galley->Caravel->Galleon->Cargo->Transport
Carrier->Super Carrier
Offensive Ships:
Galleas->Privateer->Frigate->Iron Frigate
Ship of the Line->Iron Frigate
Iron Frigate->Ironclad->Modern Frigate
Dreadnaught->Battleship
Cruiser->Modern Cruiser
Destroyer->Modern Destroyer->AEGIS Destroyer
Submarine->Nuclear Submarine
Units Abilities/Flags:
Leaders, Scouts, Explorer and King Units get foot unit ability, and airlifting.
-- Just to make sense and adds some strategy in Regicide.
Artillery and Radar Artillery get airlifting.
-- Tanks got it, why not artillery?
All mounted or mechanized units get wheeled Ability, except for Keshik and Conquistador.
-- They cannot cross mountain and jungle, unless there is a road. Adds depth and strategy to the game.
All ground units up to Rifleman get wheeled ability, except for Worker, Scouts, Explorer, Archer and Longbowman.
-- 'Heavy' infantry are incapable of crossing mountains and jungles. Same as above.
Added load ability to cruise missile.
-- Made no sense.
Added tactical missile to Cruise Missile.
-- This makes it possible to load them into subs and ships.
All Fighters get lethal land bombardement and air bombard.
-- This is because they get close and personal when attack units.
All bombers get lethal sea bombardment.
-- More realistic now.
Keshik now has blitz ability and ignore movement cost on hills.
-- Makes them a bit more powerful and useful. It' sthe relentless horde afterall.
Elephant now ignore movement cost in jungles.
-- Allows them to move in jungle as they are often used.
Galley are now wheeled.
-- They can't cross ocean.
Units Bombard/ROF:
All 'ranged' units(bow and firearms) got a bombard of range 0 equal to the highest between Off and Def.
-- This allows 'defensive bombard' when attacked and increases the usefulness of ranged units.
Cannon/Hwach'a ROF to 2.
-- This is because of the increased HP of units between eras.
Artillery ROF to 3.
-- Same as above.
Radar Artillery ROF to 4.
-- Same as above.
Cruise Missile ROF to 5 and range to 4.
-- Represents increased HP of units and makes them more effective.
Fighter bombard increased to 4 and ROF to 2.
-- This makes them more useful.
Bomber bombard is now 12, ROF 4 and operational range is 8.
-- Accounts for the change in HP and makes them more effective.
Jet Fighter bombard to 6 and ROF to 2.
-- To make them a bit more powerful than normal fighters.
F-15 now has a higher operational range of 8, bombard of 8 and ROF of 2.
-- Much better now.
Stealth Fighter bombard to 8 and ROF to 3.
-- Because of increased HP.
Stealth Bomber bombard to 15 and ROF to 5.
-- Better against increased HP.
Units Stats:
Settler costs 40 and 4 pop.
-- Slows down expansion of every civs.
Worker cost to 10.
-- Slows down growth.
Chariots Off/Def upgraded to 2/1 and cost to 15.
-- This makes them much more useful.
Horseman Off/Def upgraded to 3/1 and cost to 20.
-- Same as above. Also this allows the Cataphract new unit.
War Chariot move to 3.
-- This makes them terrifying early on.
All ranged units got ZoC flag.
-- This adds depth and strategy and makes ranged units even more useful.
All Middle-Age units got +1 HP.
-- This makes them a bit more powerful against classical units.
All Industrial units got +2 HP.
-- Same as above.
All Modern units got +3 HP.
-- Same as above.
All mechanized units got +1 HP.
-- This reflects that they are armored.
Helicopter transport upped to 2.
-- Makes them more useful now.
Mounted Warrior changed to replace Knight instead of Horseman. Now 4/2 and costs only 5.
-- Better if you want to have mounted warriors against europeans.
Musketman now Arquebusier, 4/3, cost 4.
Musketeer changed to Off 5, def 3, cost 4.
-- Was pretty useless before that.
Consquistador Off to 4.
-- More useful now. Did the Spanish invade the new world with Conquistador or knights?
Sipahi cost increased to 110, off 10, def 4.
Cavalry cost increased to 100, off 8, def 4.
Cossacks cost increased to 100 off 8 def 6.
All three moved to Conscription.
- Makes upgrades between knights and cavalary more costy.
Tank cost increased to 130, off 14, def 6.
Mech. Inf cost increased to 160, off 18.
Modern Armor cost increased to 200.
-- Much more realistic, they should cost a lot more than infantry.
Mech. Inf move increased to 3 and moved to Robotics.
-- Makes place for APC.
Rifleman off increased to 6, moved to conscription.
-- More in line with changes to firearms.
Infantry off increased to 9, def down to 9.
-- More powerful and reflect overall changes to firearms.
Paratrooper off/def changed to 9/9, operational range to 8.
-- To reflect changes on Infantry, and better able to drop behind ennemy lines.
Marine off/def changed to 11/8.
-- Same as above.
Guerrila off to 7, def 7.
-- Same as above.
Modern Armor def to 14.
-- Makes infantry much more useful.
Radar Artillery move to 2, and requires oil now.
-- Well, they are mobile unit... move 1 didn't make any sense.
Rules Changes:
Road movement to 4.
Minimum Research Turn 6, max 60.
Golden Age duration 30 turns.
Forest Value in shield 15.
Town Size 5/City Size 10.
Cultural Border Factor to 12.
Defensive bonus changes to 20/60 for town/city.
Terrain Changes:
Desert/Tundra/Jungle: Cannot build city, cannot mine or irrigate, gives no bonus.
Flood Plain: 2 food, irrigation 2 food.
Hill: Gives no shield, can irrigate for 1 food.
Forest: Cannot build city.
Ocean: Cannot be crossed by wheeled units.
Desert movement cost to 2.
Tundra movement cot to 2.
Worker Jobs:
All jobs except Railroad and Clear pollution x1.5 turns.
Railroad build time increased to 24.
Combat:
Elite +1 HP.
Wonders and Buildings:
Cure for Cancer now gives 3 happy face.
-- Was useless before for such a powerful wonder.
Longevity comes with Sanitation.
-- Much more useful now.
Temples gives only +1 culture.
-- Slows down growth a bit early on.
Wall defense bonus to 60.
Difficulty Levels:
Chieftain Cost Factor to 16, Diety to 7.
AI Trade Rate to 101 for all difficulty levels.
Attack bonus against barbarian now 100/50/25/0/0
Corruption to 70/76/82/88/94/100.
Optimal City percentage to 100/100/95/90/85.
Civs:
England favorite govt to Monarchy.
Added Incas, Sioux and Khmers.
Diplomacy:
Plant spy cost to 40.
Initiate Propaganda to 70.
Expose Enemy Spy to 50.
Steal Plans is also Diplomacy now.
World Size:
Optimal Number of cities cut to 16(from 32).
Techs:
Chemistry Requires Education(makes matchlock comes a bit later)
Conscription: Comes after Nationalism, required for Industrialization. Allows drafting(moved from nationalism).
Astronomy enables comm. trading instead of writing.
That is all for now. All comments/feedback is appreciated. A first version will be posted in the next few days/weeks.
This discussion moved to the new CTE's home at cdgroup, please redirect all posts there:
http://www.cdgroup.org/forums/tbs/civ3/index.php?h=1&pf=358
---------------------------------------------------------------------
I've started working on a high quality mode lately, that will balance, and add much more enjoyment in civ3, by adding the best features possible.
I will post a first version soon. Unlike most mods here, this mod is made to be played on the Earth's map, with realistic resources. This allows to add much more depth to the game.
Here's a preview of the changes yet, this is really not a complet listing, I've got a lot more to add, but I'm leaving for the weekend so I don't have much time left.
If you have any feedback, comments, suggestions, go ahead, especially for new UU units. I try to only add quality units to the mod, that are made mostly from scratch to be 'legal'. I took many ideas from other people on the boards and all, and I'll put a credit soon, I just don't have the time right now, sorry!
Summary:
---------------------------------------------------------------------------------
The mod is centered around the Earth map and tries to make it realistic and fun.
Added many units to fill gaps and add variety, especially in industrial and modern eras.
(Coming Soon)All new naval units and balance.
Increased firearm power.
(Coming Soon)Added tons of new govt.
Added defensive bombard to ranged units.
Rebalanced upgrade path.
Rebalanced air units.
Made mountains and jungle impassable by most units without a road.
Changed many terrain deatures and settlers stats to reduce AI expansion and growth.
Made units of newer eras a bit more powerful compared to older ones.
(Coming Soon)Added many new resources, and balanced them on the world map.
(Working on it)Each civs now get 2 unique units.
Additions:
---------------------------------------------------------------------------------
New Unique Units:
ROMANS: Imperial Legion -> Upgrade to Legionnary(one more def than Med. Infantry)
EGYPTIANS: Levis -> Egyptian Spearman, cost less
GREEKS: Greek Trireme -> Galley with bombard(catapult)
BABYLON: Unknown
GERMANS: Crusader -> Better knights, 4/2, cost less, no support. Why germany? They participated in all 3 crusades, and I didn't find a good civ to have Crusaders.
RUSSIAN: Spetsnaz -> Better paratrooper, +2 off.
CHINESE: Chin Spearman -> Better pikeman, +1 off, cheaper.
AMERICAN: M1A2 Tank -> Better modern armor, +4 offense. Also, Minuteman, better flintlock musketman, -1 def, cost less, no support.
JAPANESE: Imperial Marine -> Better marines, treat terrain as road.
FRENCH: Legion Etranger -> Better Guerilla, +1 off/def.
INDIAN: Elephant Cavalry -> Better Cavalry, no horse, can cross jungle.
PERSIAN: Cataphract -> Better Horseman, +1 def.
AZTECS: Eagle Warrior -> Better Warrior, 1/1/2. Jaguar Warrior -> Better Archer 2/1/2
ZULU: Unknown
IROQUOIS: Indian Rifleman -> Better Rifleman, cost less
ENGLISH: Red Coat -> Better Fusilier, +1 def
MONGOLS: Grenade Archer -> Better Longbowman, +1 off
SPANISH: Tercio -> Better Musketman, +1 def
VIKINGS: Longboat -> Better Galley, can cross sea, +1 move
OTTOMANS: Janissary -> ???
ARABS: Dhow -> Caravel, +1 trans, +1 move
CELTS: Celtic Warrior -> Better Archer, +1 off
CARTHAGINIANS: War Galley -> Better Galley, +1 off, +1 trans
KOREANS: A warship of some kind.
New Normal Units:
Matchlock Musketman -> Between Musketman(now Arquebusier), comes with Metallurgy, adds a bayonet to Muskets and uses matchlocks.
Flintlock Musketman -> After Matchlock, comes with Mil. Tradition, better tactics and rifles.
Dragoons -> Comes with Mil. Tradition, a fast mounted unit used to break musket formations. Cavalry is pushed back to next era.
Grunt -> Better Infantry.
Modern Infantry -> Better Grunt.
Special Forces -> Better Paratroops/Marines.
Mobile Infantry -> Early Mech Inf.
APC -> Between Mobile Infantry and Mech Inf.
(Coming soon)
Galleas -> Offensive ship paired with Caravel.
Ship of the Line -> Bigger and slower Frigate.
Iron Frigate -> Early Industrial Frigate.
Dreadnaught -> Early Battleship.
Cargo -> Early Transport.
Early Destroyer -> Normal destroyer moved to modern age and renamed to Modern Destroyer.
Early Cruiser -> A smaller battleship.
Early Battleship -> Normal battleship moved to modern age and renamed to Modern Cruiser.
Early Carrier -> Normal Carrier moved to modern age and renamed to Supercarrier.
Changes:
---------------------------------------------------------------------------------
Upgrade Paths:
Ground Offensive:
Warrior->Swordman->Medieval Infantry->Arquebusier
Archer->Longbowman->Arquebusier
Marines->Special Forces
Paratrooper->Special Forces
Ground Defensive:
Spearman->Pikeman->Arquebusier
Arquebusier->Matchlock Musketman->Flintlock Musketman->Rifleman->Infantry->Grunt->Modern Infantry
Ground Mobile Offensive:
Chariot->Horseman->Knight->Cavalry
Dragoon->Cavalry
Cavalry->Mobile Infantry
Early Tank->Armor->Modern Armor
Ground Mobile Defensive:
Mobile Infantry->Armor Personnel Carrier->Mechanized Infantry
Transport Ships:
Galley->Caravel->Galleon->Cargo->Transport
Carrier->Super Carrier
Offensive Ships:
Galleas->Privateer->Frigate->Iron Frigate
Ship of the Line->Iron Frigate
Iron Frigate->Ironclad->Modern Frigate
Dreadnaught->Battleship
Cruiser->Modern Cruiser
Destroyer->Modern Destroyer->AEGIS Destroyer
Submarine->Nuclear Submarine
Units Abilities/Flags:
Leaders, Scouts, Explorer and King Units get foot unit ability, and airlifting.
-- Just to make sense and adds some strategy in Regicide.
Artillery and Radar Artillery get airlifting.
-- Tanks got it, why not artillery?
All mounted or mechanized units get wheeled Ability, except for Keshik and Conquistador.
-- They cannot cross mountain and jungle, unless there is a road. Adds depth and strategy to the game.
All ground units up to Rifleman get wheeled ability, except for Worker, Scouts, Explorer, Archer and Longbowman.
-- 'Heavy' infantry are incapable of crossing mountains and jungles. Same as above.
Added load ability to cruise missile.
-- Made no sense.
Added tactical missile to Cruise Missile.
-- This makes it possible to load them into subs and ships.
All Fighters get lethal land bombardement and air bombard.
-- This is because they get close and personal when attack units.
All bombers get lethal sea bombardment.
-- More realistic now.
Keshik now has blitz ability and ignore movement cost on hills.
-- Makes them a bit more powerful and useful. It' sthe relentless horde afterall.
Elephant now ignore movement cost in jungles.
-- Allows them to move in jungle as they are often used.
Galley are now wheeled.
-- They can't cross ocean.
Units Bombard/ROF:
All 'ranged' units(bow and firearms) got a bombard of range 0 equal to the highest between Off and Def.
-- This allows 'defensive bombard' when attacked and increases the usefulness of ranged units.
Cannon/Hwach'a ROF to 2.
-- This is because of the increased HP of units between eras.
Artillery ROF to 3.
-- Same as above.
Radar Artillery ROF to 4.
-- Same as above.
Cruise Missile ROF to 5 and range to 4.
-- Represents increased HP of units and makes them more effective.
Fighter bombard increased to 4 and ROF to 2.
-- This makes them more useful.
Bomber bombard is now 12, ROF 4 and operational range is 8.
-- Accounts for the change in HP and makes them more effective.
Jet Fighter bombard to 6 and ROF to 2.
-- To make them a bit more powerful than normal fighters.
F-15 now has a higher operational range of 8, bombard of 8 and ROF of 2.
-- Much better now.
Stealth Fighter bombard to 8 and ROF to 3.
-- Because of increased HP.
Stealth Bomber bombard to 15 and ROF to 5.
-- Better against increased HP.
Units Stats:
Settler costs 40 and 4 pop.
-- Slows down expansion of every civs.
Worker cost to 10.
-- Slows down growth.
Chariots Off/Def upgraded to 2/1 and cost to 15.
-- This makes them much more useful.
Horseman Off/Def upgraded to 3/1 and cost to 20.
-- Same as above. Also this allows the Cataphract new unit.
War Chariot move to 3.
-- This makes them terrifying early on.
All ranged units got ZoC flag.
-- This adds depth and strategy and makes ranged units even more useful.
All Middle-Age units got +1 HP.
-- This makes them a bit more powerful against classical units.
All Industrial units got +2 HP.
-- Same as above.
All Modern units got +3 HP.
-- Same as above.
All mechanized units got +1 HP.
-- This reflects that they are armored.
Helicopter transport upped to 2.
-- Makes them more useful now.
Mounted Warrior changed to replace Knight instead of Horseman. Now 4/2 and costs only 5.
-- Better if you want to have mounted warriors against europeans.
Musketman now Arquebusier, 4/3, cost 4.
Musketeer changed to Off 5, def 3, cost 4.
-- Was pretty useless before that.
Consquistador Off to 4.
-- More useful now. Did the Spanish invade the new world with Conquistador or knights?
Sipahi cost increased to 110, off 10, def 4.
Cavalry cost increased to 100, off 8, def 4.
Cossacks cost increased to 100 off 8 def 6.
All three moved to Conscription.
- Makes upgrades between knights and cavalary more costy.
Tank cost increased to 130, off 14, def 6.
Mech. Inf cost increased to 160, off 18.
Modern Armor cost increased to 200.
-- Much more realistic, they should cost a lot more than infantry.
Mech. Inf move increased to 3 and moved to Robotics.
-- Makes place for APC.
Rifleman off increased to 6, moved to conscription.
-- More in line with changes to firearms.
Infantry off increased to 9, def down to 9.
-- More powerful and reflect overall changes to firearms.
Paratrooper off/def changed to 9/9, operational range to 8.
-- To reflect changes on Infantry, and better able to drop behind ennemy lines.
Marine off/def changed to 11/8.
-- Same as above.
Guerrila off to 7, def 7.
-- Same as above.
Modern Armor def to 14.
-- Makes infantry much more useful.
Radar Artillery move to 2, and requires oil now.
-- Well, they are mobile unit... move 1 didn't make any sense.
Rules Changes:
Road movement to 4.
Minimum Research Turn 6, max 60.
Golden Age duration 30 turns.
Forest Value in shield 15.
Town Size 5/City Size 10.
Cultural Border Factor to 12.
Defensive bonus changes to 20/60 for town/city.
Terrain Changes:
Desert/Tundra/Jungle: Cannot build city, cannot mine or irrigate, gives no bonus.
Flood Plain: 2 food, irrigation 2 food.
Hill: Gives no shield, can irrigate for 1 food.
Forest: Cannot build city.
Ocean: Cannot be crossed by wheeled units.
Desert movement cost to 2.
Tundra movement cot to 2.
Worker Jobs:
All jobs except Railroad and Clear pollution x1.5 turns.
Railroad build time increased to 24.
Combat:
Elite +1 HP.
Wonders and Buildings:
Cure for Cancer now gives 3 happy face.
-- Was useless before for such a powerful wonder.
Longevity comes with Sanitation.
-- Much more useful now.
Temples gives only +1 culture.
-- Slows down growth a bit early on.
Wall defense bonus to 60.
Difficulty Levels:
Chieftain Cost Factor to 16, Diety to 7.
AI Trade Rate to 101 for all difficulty levels.
Attack bonus against barbarian now 100/50/25/0/0
Corruption to 70/76/82/88/94/100.
Optimal City percentage to 100/100/95/90/85.
Civs:
England favorite govt to Monarchy.
Added Incas, Sioux and Khmers.
Diplomacy:
Plant spy cost to 40.
Initiate Propaganda to 70.
Expose Enemy Spy to 50.
Steal Plans is also Diplomacy now.
World Size:
Optimal Number of cities cut to 16(from 32).
Techs:
Chemistry Requires Education(makes matchlock comes a bit later)
Conscription: Comes after Nationalism, required for Industrialization. Allows drafting(moved from nationalism).
Astronomy enables comm. trading instead of writing.
That is all for now. All comments/feedback is appreciated. A first version will be posted in the next few days/weeks.


