MeteorPunch
#WINNING
I started working on another mod, and I'd kinda like to get any kind of good ideas from people before things become finalized. First of all, it's set in the present, with all 31 civs slots used, and uses a 140x140 map. Victory conditions are Domination (25% land, 45% pop), Conquest, and Victory Point, which should be the main/easiest one. There might be a Space Race variant, but I'm not sure.
I'm obviously using tons of Wyrmshadow's units mainly, and currently there are about 200 total units. A lot of graphics and sound were carried over from my Aeon mod - less work to do.
Nations list with city count:
Some civs will be absolutely easier to win with, so ways of evening things for smaller nations are good.
I've never liked the sprawling "roads on every tile" thing the civ series has always done, so I limited where roads can be built. Terrain values are the same for every terrain...just easier to balance that way. Smaller civs get huge bonuses by resources that are placed directly under cities, which can give up to 25 shields and 25 commerce. In addition to that there are 3 levels of an "Industrial Zone" city improvement which increase production.
My biggest concern is that the thing won't be fun - it might not be. There are no techs to learn, only a few buildings to build, and you start with all units, not gaining anything new to upgrade to. If the mod covered, "Current to Future," or maybe, "1980's through 2010," then there would be a few techs and upgrades, but it would be mostly cosmetic changes because not enough has changed during that time which can be represented by the Civ 3 world/limitations.
One of the cool things is that I got to try the 20 culture groups technique. I used some medieval sets because they have a unique feel to them. This is something I'm totally not sure on, but I believe many European cities centers still have several buildings which are very old and stylish and would make this kind of appropriate. Still looking for a good India city graphic, by the way.
A few more game play problems I'm looking for fixes to:
I didn't cover everything, but it's just a preview. Here's a bunch of pictures:
I'm obviously using tons of Wyrmshadow's units mainly, and currently there are about 200 total units. A lot of graphics and sound were carried over from my Aeon mod - less work to do.

Nations list with city count:
- 5 Argentina
- 12 Australia
- 16 Brazil
- 14 Canada
- 22 China
- 4 Egypt
- 6 France
- 4 Germany
- 3 Greece
- 10 India
- 6 Iran
- 1 Israel
- 5 Italy
- 8 Japan
- 14 Mexico
- 3 Morocco
- 3 North Korea
- 5 Norway
- 2 Portugal
- 36 Russia
- 3 Saudi Arabia
- 5 South Africa
- 1 South Korea
- 6 Spain
- 4 Sweden
- 1 Taiwan
- 5 Turkey
- 4 United Kingdom
- 154 United Nations
- 26 United States
- 4 Venezuela
Some civs will be absolutely easier to win with, so ways of evening things for smaller nations are good.
I've never liked the sprawling "roads on every tile" thing the civ series has always done, so I limited where roads can be built. Terrain values are the same for every terrain...just easier to balance that way. Smaller civs get huge bonuses by resources that are placed directly under cities, which can give up to 25 shields and 25 commerce. In addition to that there are 3 levels of an "Industrial Zone" city improvement which increase production.
My biggest concern is that the thing won't be fun - it might not be. There are no techs to learn, only a few buildings to build, and you start with all units, not gaining anything new to upgrade to. If the mod covered, "Current to Future," or maybe, "1980's through 2010," then there would be a few techs and upgrades, but it would be mostly cosmetic changes because not enough has changed during that time which can be represented by the Civ 3 world/limitations.
One of the cool things is that I got to try the 20 culture groups technique. I used some medieval sets because they have a unique feel to them. This is something I'm totally not sure on, but I believe many European cities centers still have several buildings which are very old and stylish and would make this kind of appropriate. Still looking for a good India city graphic, by the way.
A few more game play problems I'm looking for fixes to:
- AI doesn't go to war very often. In Aeon they fought non-stop. I think it's because there are no strategic or luxury resources.
- Need interesting ways to implement Barbarians/"Terrorists." Some one had an idea, which I call the "al-Qa’ida Launcher" where you have a middle eastern UN city auto-producing hidden nationality "terrorist" units which could then be catapulted anywhere by infinite-range para drop. I tried this, but they didn't use them to attack, unlike Privateers. Maybe I was just unlucky though and should try again.
I didn't cover everything, but it's just a preview. Here's a bunch of pictures:
Spoiler :
Static Leaderheads (thanks for the guide Vuldacon!)
Some Infantry
Civpedia
World
Middle East
Europe
Europe with examples of production/commerce resources
Asia
Asia from an early test game

Some Infantry

Civpedia

World

Middle East

Europe

Europe with examples of production/commerce resources

Asia

Asia from an early test game
