Patch 1.21f civ3mod.bic changes from 1.17

ColdFever

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Joined
Sep 14, 2001
Messages
478
Location
Luebeck, Germany, civilized.de
Code:
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Changes I found between
civ3mod.bic	1.17	1.21
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Technology	1.17	1.21	Option			Comment
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Monotheism	32	36	Cost
Feudalism	28	32	Cost
Theology	36	40	Cost
Invention	42	44	Cost
Printing Press	32	36	Cost
Music Theory	36	40	Cost
Education	42	44	Cost
Banking		48	52	Cost
Astronomy	48	56	Cost
Chemisty	56	60	Cost
Democracy	60	68	Cost
Economics	52	56	Cost
Navigation	52	56	Cost
Physics		60	64	Cost
Metallurgy	56	64	Cost
Theory of Grav.	64	68	Cost
Magnetism	64	68	Cost
Military Trad.	68	64	Cost			*cheaper
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Combat-
Experience	1.17	1.21	Option			Comment
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Conscript	0	34	Retreat Bonus		*new*
Regular		0	50	Retreat Bonus		*new*
Veteran		0	58	Retreat Bonus		*new*
Elite		0	66	Retreat Bonus		*new*
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General-
Settings	1.17	1.21	Option
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Hurry Sacrifice	40	20	Turn Penalty
Drafted Citiz.	40	20	Turn Penalty
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Governments	1.17	1.21	Option			Comment
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Democracy		Mr.Mrs.	Ruler Titles		added
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Units		1.17	1.21	Option			Comment
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Horsemen		x	Ability: UNUSED		(once "mounted")
Knight		x		Ability: UNUSED		(once "mounted")
Rifleman		x	AI Strategy: Offense
Infantry		x	AI Strategy: Offense
Mech. Infantry		x	AI Strategy: Offense
Nuclear Sub.			Sea: Naval Power
Jet Fighter	None	F-15	Upgrade To
Bowman			x	AI Strategy: Defense
Impi			x	AI Strategy: Offense
Legionary		x	AI Strategy: Defense
War Chariot	Horsem.	Knight	Upgrade To
Rider		x		Ability: UNUSED		(once "mounted")
Mounted Warr.	x		Ability: UNUSED		(once "mounted")
Musketeer		x	AI Strategy: Offense
Samurai			x	AI Strategy: Defense
War Eleph.	x		Ability: UNUSED		(once "mounted")
Cossak			x	AI Strategy: Defense
		x		Ability: UNUSED		(once "mounted")
F-15			x	Air: Air Bombard
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World Sizes	1.17	1.21	Option			Comment
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Tiny		60	160	Tech Rate
Small		90	200	Tech Rate
Standard	120	240	Tech Rate
Large		180	320	Tech Rate
		140	130	Width
		140	130	Height
Huge		240	400	Tech Rate
		180	160	Width
		180	160	Height
---------------------------------------------------------------
 
I found a couple of other changes

Difficulty Section
  • There is now an Ai Trade Factor for each difficulty level. It is set to 110 for Chieftain and rises by 10 for each level, reaching 160 for Deity. I don't yet know how this value is used.
  • There is now a corruption percentage for each difficulty level. Unless you change it in the editor, it is set to 100% for all levels.
Here is my take on the World Size section. I think there may be a typo in Cold Fever's version.

World Size Section
  • Large world size dropped from 140x140 to 130x130.
  • Huge world size dropped from 180x180 to 160x160.
"Tech rates" were increased for all world sizes. The number of beakers required for a particular advance is proportion to the "tech rate", so the result of the increase is that techs will be discovered slower. The increases are more pronounced for smaller worlds than for larger ones. The rates are now:
  • Tiny increased to 160 from 60
  • Small increased to 200 from 90
  • Standard increased to 240 from 120
  • Large increased to 320 from 180
  • Huge increased to 400 from 240
 
maybe i'll see counterattacking riflemen from resource-deprived AIs instead of longbowmen!

I can confirm that this is indeed the case in a couple of 1.21f succession games I've been playing, where I have seen both riflemen and infantry on the attack. They're damn hard to get rid of as well, due to their defence ratings.
 
The AI actually seems less inclined to go by the offensive/defensive traits in general now; I'm seeing a lot more swordsmen defending, and spear/pikemen happily attacking exposed horsemen or longbowmen. I'd ocassionally see defensive units attacking before, but usually only when the "defensive" unit had a sizable attacking advantage (4-hp rifleman attacking severely wounded cavalry on open ground, for instance); now it seems to settle for parity if it can't do better.
 
Originally posted by Nero Would
I found a couple of other changes

Difficulty Section

  • World Size Section
    • Large world size dropped from 140x140 to 130x130.
    • Huge world size dropped from 180x180 to 160x160.
    "Tech rates" were increased for all world sizes. The number of beakers required for a particular advance is proportion to the "tech rate", so the result of the increase is that techs will be discovered slower. The increases are more pronounced for smaller worlds than for larger ones. The rates are now:
    • Tiny increased to 160 from 60
    • Small increased to 200 from 90
    • Standard increased to 240 from 120
    • Large increased to 320 from 180
    • Huge increased to 400 from 240


  • Does that mean we cannot play usr created Huge and Large maps on this:confused:
 
I'm new to the editor, I would jusat like to know how I increase the size of my a map but keep the standard rules. I just want to play on a bigger map size. anybody?? help??

xau99
 
Originally posted by xau99
I would like to know how I increase the size of my a map but keep the standard rules. I just want to play on a bigger map size.
The trick is to use custom rules to generate a large map, then change back to standard rules:

To generate a larger map, for example 200x200 (SLOW!):
1. load Civ3-Editor
2. select "File/New"
3. select "Scenario/Custom Rules" (change to custom rules)
4. select "Rules/Edit/World Sizes"
5. change "Huge" Width/Height to the desired values (example 200x200)
6. select "Map/Generate Map/Huge"
7. select "Scenario/Custom Rules" (change back to standard rules)
 
Did anybody notice that after you load a 1.17f game in patch 1.21f the random "seed" gets changed when you reload a game? That is, if you have a REGULAR game saved you can reload and retry the combat any number of times. Also, if you deplete a stragegic resource you can reload from the previous turn and the odds are 99% the resource will not get depleted. And if somebody demands a tech, you refuse, and they declare war, you can reload frm the previous turn. But then it's possible that 4 civs will declare war on you next time. And the "goody huts" act like the ones from CIV 1.

For scenarios, there is a .bic option for the seed. I think the default in scenarios is to keep the seed, which is the opposite of how REGULAR games work....

Is this good or bad? For people who compare high scores, it's probably not good. For people like me who like to study how the game works, it helps. There should be a .bic option for people who want to "preserve random seed" though.
 
I am unsticking this thread as I have added the information from here into the F.A.Q.. I have give credit to ColdFever and Nero Would for compiling and supplementing, respectively.
 
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