Overhaul

Tholish

Emperor
Joined
Jul 5, 2002
Messages
1,344
Location
Japan
This rules mod was done just with the editor so it shouldn't be any trouble.
 
The simplest way to run this is to click on the link below
http://www.civfanatics.net/uploads/Overhaul.zip

choose to open from current location, which should get you the editor, with Overhaul open. Save this with your other scenarios and you are done. Start Civ3, choose to play a scenario, select Overhaul from the list, and you are playing it.
 
There were so many I've lost track. It runs fine and never crashes. It's highly playable, though a bit favoritistic to the human player. I did it because I couldn't stand the tech tree being so totally wrong. And because rubber wasn't that important for that long and because cannons were made out of bronze until the 1870s. Then I threw in a bunch of fancifull stuff I thought would be cool that threw the realism out the window again. Like the oracle doubling research.

To see the changes, you can look at them in the editor, or you can see the prerequisite structure and unit values in the civilopedia, like when you first learned the game. The only suprise should be the effects of wonders. Oh, and I also made barbarians archers--since why would they have horses where there aren't any--and caravels, so they can cross seas at least. And I reset the time to research advances to minimum minimum and maximum maximum.

However, for the highlights:
No new units, just all the unique units are available to all civs. These units are slightly modified--war elephant requires ivory, for example, samurai are slow, and legions can build roads (which I regret giving the human player, since the AI will not use them--this was done before I learned about telling the AI what to do with units. I should have given Legions full worker capability.)

All the wonders are really powerful, since the great ones all give you some kind of improvement in every city and the lesser ones all reduce corruption like forbidden palace. The oracle gives you doubled research capability, but you have to never get monotheism (now optional) or you lose it. To rebalance, play on a higher difficulty level.

Also, let me include here a justification: harbors could exist in inland cities because of river traffic.
 
I created overhaul before I ever saw all the great stuff on civ fanatics center. All I had ever seen was the official civ3 site, and the player 1 mod was so modest I couldn't stand it. Civ 3 is great and I'm an addict. The standard game is a fine game, and you can rationalize most of its unrealities (the techs represent levels of technology and associated technologies from the same era, not the only techs researched), but I couldn't deal with the rubber thing. Foot infantry ala world war one shouldn't need it, and modern armor, especially requiring synthetics as a prerequisite, of all things, shouldn't need it. If you fix that you have to fix everything else to repair balance. Muskets were used to attack, and rapidly replaced earlier weaponry because they were simply so cheap--you didn't have to train all your life to use one effectively in battle. The creation of large military units takes population away, not just soldiers, but support personnel; though some units derive most of their power from a few very expensively equipped specialists--knights, tanks, etc...rather than a mass of cannon fodder. Writing can exist without an alphabet, but an alphabet cannot exist without writing. Similarly, a civilization can reach the modern ages without monotheism(an ancient idea, not a medieval one) or an alphabet--though all go through essential phases of theological flowering. Cannons were made of bronze. Tin was a coveted commodity. The first spears were made of wood. The thing about guerrillas is stealth. Sails were a big innovation, and in my opinion probably led to bellows, essential for iron. Well, in 1.29 you can't rename units without using software other than the standard editor, so in overhaul I had to ask you to squint and pretend a samurai represents all medieval infantry, etc...

Well, now I got PTW, and created a "my idea of what the standard scenario should be." Which everybody has, mine is nothing special, but I feel this mystical need to float it out there so it convievably isn't lost in oblivion. So here is basically Overhaul for PTW, overhauled.

http://www.civfanatics.net/uploads3/tweaks.zip
 
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