Modpack project - random map versions of C3C conquests

Dracleath

Warlord
Joined
Jan 25, 2002
Messages
231
I've been experimenting with this for personal use and I've had enough success with it that I think I'm going to release a pack. Basically what I've been doing is reworking the included C3C conquests for random map use. The only problem I've really run into aside from balancing it is that for some scenarios the number of starting civs can't be changed due to starting tech (medieval scenario comes to mind.) I thought I'd post here to get feedback on the balance changes I'm planning to implement.

All Scenarios will be reset to normal victory conditions and take place on generated maps. The map size for some scenarios may be restricted due to civ number limits that can't really be changed due to the need for defined start conditions. WW2, Age of Exploration, and Napoleon are set piece battles and don't really fit, and so they won't be included.

Mesopotamia: No problems here, really, the only thing I've been thinking about changing is adding more civs, perhaps shang, yamato, an early roman civ (Latinae? Estruscans?), celts, etc. Also boats should be made to go on all ocean terrain for obvious reasons. Other than that I think this scenario holds up as is.

Rise of Rome: Well, I think I should probably include upgrades for the unique units of macedonia, persia, and carthage. Barbarians will be npc civs (non-selectable but start as normal). Maybe keep everyone starting with an army and an extra settler for player civs in the beginning? Also I think there are enough flavor units around to provide distinct graphics for all the upgraded UUs. I haven't looked at this one too much, I should probably play through it a couple of times and re-evaluate.

Fall of Rome: This could be interesting. Rome and byzantium should perhaps start with 4 or 5 settlers and be npc? Also need to evaluate this further.

Mesoamerica: Again, not too many problems here, I'd like to include a flavor unit pack, and there's really no reason to not make the npc civs playable. Maybe a silent hunter nerf, to, say, 3/2/1 sneak attack to be more reasonable?

Middle ages: I actually have an almost complete version of this. Russians don't get longboats anymore(they had 3 uus before, this was a bit much). I switched Berserk and longboats, because I think it's too powerful to get berserks straight off. By the time vikings get their first cultural tech people should have some swordsmen around to counterattack the zerks. Russians now run up the viking tree too so they will get zerks. This might make them a bit too good for the ai since they get bonuses from the viking and byz tree, but a human can do it too and it slows them down from getting end game techs, so oh well. some units have been restricted to cultural civs that were in the cultural tech tree to stop human players from being cheesy (mainly crusaders and spies). All ships can now go on any ocean square. Poland and Castile are playable catholic civs.

I'm not sure exactly what to do with hungary, the celts, and the bulgars at the moment, suggestions are welcome. I could leave them as npcs but I'm sure the celts and bulgars would be pretty popular.


Sengoku:
Shouldn't be any real problems here as all the civs are identical anyway so no big balance issues. Should be a pretty clean job.
 
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