Originally posted by Yoda Power
nice, but havent I seen the wagon before?
Yes, you have. In the "Riderless Horse" thread I dangled some static pictures as bait.
Unfortunately, only BAP took a bite with that rather nice "Napoleonic Horse Artillery" unit.

So I decided that I'd have to make the other buggers myself.
Originally posted by TVA22
If you all are interested, I have a suggestion that I've already playtested months ago....
Excellent ideas TVA22! Have you posted these as a mod? I'm sure that many people would be interested.

Of course, using your method, foot troops will still be able to cross mountains. But then some people might prefer this.
It all really boils down to what a Civ3 mountain tile actually represents.
If it represents a 'mountain chain', then there would be hidden valleys and mountain passes in each tile, so troops COULD cross them.
If, on the other hand, they represent a dirty great big grey lump, with slopes of 45 degrees that no wheeled or tracked vehicle can climb (or anyone can climb except for Edmund Hillary, Sylvester Stallone, and the yeti!), then they would be impassable to ALL units, even in Modern times.
So, like many things in this game, it is all up to each person's individual perception.
Originally posted by Steph
....The basic idea is to reduce the defence of infantry, but to compensate with defensive bombardment.
What do you think of this?
I like it. I like it a lot!

Just a couple of observations:-
* if Cataphracts have such a large defence factor, won't people and the AI end up using these mounted units to defend cities? (cavalry, as you well know, were not the best troops to use when defending behind city walls).
* if you double the move points of all units, then won't they all be classed a 'fast' units, so nobody would be able to retreat from battle? (and running away was the only defence that skirmishers of all ages had!)
With PTW, you can make deserts & tundra cost 2 move points, then make certain units (such as camels & ski troops) 'ignore move cost' in that terrain.
This would give you roughly the effect you want, without taking away the ability of 'fast' troops to retreat from 'slow' troops.
Originally posted by Kal-el
the problem with completely impassable mountains is that you can't access any resources that might appear in them. And if you push all the mountain resources into the hills you could end up losing some of the resources at the bottom of the list.
Good point! So don't push all the old mountain resources into hills.

What I did was the following:-
* mountain Iron becomes grassland Iron (i.e. quarries, of which there a lot where I live)
* mountain Saltpetre becomes plains Saltpetre (did you know that "Saltpetre occurs as a component of surface soil in Spain, Iran, Egypt, and India" Microsoft® Encarta® Reference Library 2002. Sounds like plains to me).
* mountain Coal becomes forest Coal (if there was a forest there a few million years ago, then maybe there is still a forest there today)
* mountain Uranium becomes tundra Uranium (with little vegetation, and lots of erosion, the bare rock will be visible).
* mountain Gems becomes hill's Gems (all right, so I put one of them in hills!)
If anyone finds any of the above illogical, then before they reply can they please tell me why Civ3 has Uranium in forests!?
Do trees have a natural preference for heavy radioactive isotopes?
Originally posted by Kinboat
Maybe he's single and hoping to find a nice woman already waiting
....or maybe he has done a runner and left the wife and kids....
(NOT anecdotal I hasten to add!)