Patch it/Mod it: List the stuff that's gotta change
I've long been a fan of the whole Civ series, begining way back on the Super Nintendo version of Civilization. I'd play that sucker until I had a horrible throbbing headache and it felt like my eyes were about to roll around in my head and invade my brain; and I STILL wouldn't stop playing! Played it so much I could beat it on all but the hardest level of Emporer. I'd die to barbarians before I could even build a wall in my first city, so I think it was nearly impossible. But that's beside the point.
Played Civ2 a ton and at least beat it on Emporer, Deity level in CTP is a breeze, and CTP2 is easy enough; too bad it's a rather crappy game.
So I'm certainly not new to civ, and I've read nearly the entire civ3 manual (and civilopedia) and "Strategy Guide/Stuff That Should Be In The Manual Anyway, But For $15 Extra", and after 5+ games I've noticed some really glaring oversites that I'm stunned even made it into the game.
Getting To The Point!
For ease of mod makers (if not Firaxis itself), list the things which _need_ to be addressed in Civ3; the stuff you'd "like to see" can be addressed elsewhere, if you'd like. Remember, it's about making the game more FUN to play without throwing away historical accuracy.
Here is what I've noticed so far.
First of all, the balance of special units.
1) The Aztecs get screwed.
The Aztec special unit is the Jaguar warrior (JW), available when the game starts with the stats 1/1/2. It replaces Warrior, who's only difference is one less movement point (1/1/1).
Now, compare it with the Zulu special unit, Impi: requires Warrior Code research and has 1/2/2.
That means the Impi is 1 point above the JW while only needing second-level research (everyone starts with first-level research, btw). Unless you want to go to war in the first 32 turns of the game (which is just about the absolute most time it should take to get your first advance), that basically makes the Aztec special unit a Scout they have to build rather than start with. Hardly worthy of "special unit" status.
Conclusion: Jaguar Warriors should have their attack increased by 1, making them 2/1/2. Goes well against the Zulu Impi 1/2/2, and seems like the perfect fit. The problem is the Impi needs 20 resources, while the JW needs only 10. It's a tough call, but it's not over-powering and seems realistic in the historical sense. Hey, those Aztecs were fierce as all hell, right?
2) The Egyptians aren't much better than the Aztecs.
The War Chariot replaces the chariort (1/1/2) and requires Horses as a resource. It gains only +1 attack (2/1/2). However with only 1 single further advance (Horse Riding, however that does require warrior code also) the Egyptian War Chariot's only bonus is that it can spur a Golden Age. In other word's, it's not a very good special unit.
Compare it to the Iroquois Mounted Warrior (MW)which does require 30 resources to the Chariot's 20 (the chariot is a 2nd level unit, while MW/horseman is a 3rd level unit), but it has the stats 3/1/2. For only the cost of 10 resources and getting Horse Riding, the Iroquois unit has 1 more attack than the egyptians.
This is rather hard to equal out, however. If you raise the attack to 3 that makes it totally superior to the Iroquois including ease of availability and resource cost.
Giving it 3 movement is unrealistic, so I propose the War Charriot be giving 1 more Defense, leaving it at 2/2/2. Same resource cost as the normal Spearman, and for the cost of needing Horses and being the Special Unit it gets 1 higher movement and attack. Seems fair to me and not at all unrealistic in the historical sense.
3) Getting better, but the French aren't quite good enough.
The Musketeers are the special unit of the french and have 3/4/1, replacing the Musketmen unit which has 2/4/1.
Now compare it with the japanese samurai who have 4/4/2 while needing 70 resources compared to the Musketmen's 60. But the real problem is that the French have to control saltpeter and research 4 Middle Ages techs to get their special unit, while the Japanese must only research 3 (even though Chivalry is an optional tech, anyone with horses researches it immediatly), the Samurai needs only iron (which has been visible since Iron Working, thus giving you plenty of time to plan ahead while saltpeter appears with gunpowder, giving you no time to plan for it), and it has the same defense, better attack, AND higher movement while only needing 10 more resources to build!
Solution: Not believing in "Nerfing", the Musketeers must either be given 1 more attack or defense.
However, would a 5 defense unit be unbalancing available only at gunpowder? I doubt it would as the Greek Hoplite has 1 more defense than any Ancient Age unit, so it would make sense that the French would have 1 more defense than any Middle Age unit. The Musketeers should be the Hoplite of the Middle Ages. (Note: It should be noted that the Roman Legionaries also have 3 defense, but that's neither here nor there)
Or they could be given 4 attack, but they are already 1 stronger than the unit they replace. Did the french really train them THAT well?
So it seems Musketeers should have 3/5/1 stats rather than their current 3/4/1.
4) And without further adieu, the English Man-O-War
The problem here is that the Man-O-War (3/2/4/3)(note: the 4th number is Bombard) has only 1 higher attack and 1 higher bombard than what it replaces, which is the Frigate (2/2/4/2). So while it can kill a tiny bit better, it can be attacked just as easily.
While the Ironclad is in the next age and requires Coal, it doesn't offset the fact that it so _totally_ outclasses the Man-O-War and is available far to soon to end the reign of the English navy. While it shouldn't be as good as the Ironclad, it needs to stands even a small chance and it should be more superior to the frigate.
Solution: Give the English Man-O-War 3/3/4, as opposed to it's current 3/2/4. The English ruled the seas, and especially with the "who know's what's gonna happen" status of combat it certainly doesn't give them too superior an edge. Even if that's fixed, 1 little defense on a ship won't make too much of a difference.
I believe the rest of the Tribes (that's what they're called now, according to the civilopedia) get a reasonably fair shake and at least none are "not even worth building" anymore after the changes.
Normal units that need a tweak:
The Privateer should be changed from 1/1/3 to 2/1/3. That's still pretty crappy, but come on! They're supposed to be freakin' Middle Age Pirates, not Ancient Age fishermen! I believe there should also perhaps be an upgrade to them to 2/2/3, if they shouldn't just be given those stats already. But they're special ability is quite considerable...so perhaps they should just be given 2/1/3 and call it even.
It's mentioned just about everywhere else, but here it is: Corruption has to either be more clearly explained in how it's caused, or it just plain has to be toned down.
Courthouses also seem to require a more pronounced effect. Perhaps acting like a mini-capital, so that the effect isn't just in the city it's in, but in citys near it also. Makes sense as the criminals can't just move to another town and continue their crime spree. But that's a real game-design change, and I doubt just a Mod will do that.
Also perhaps a Small Wonder that decreases corruption throughout the empire. However I would just like it if the forbidden palace cost less shields to build, too.
I also have a few government alteration reccommendations, as well as effectively adding 2 types which makes more historical sense. I'll post more when I get back from work, but everyone's input is welcome, but I'd vastly prefer you already have the game to play so you have an informed opinion
Makes it easier on the Mod community, I think
I've long been a fan of the whole Civ series, begining way back on the Super Nintendo version of Civilization. I'd play that sucker until I had a horrible throbbing headache and it felt like my eyes were about to roll around in my head and invade my brain; and I STILL wouldn't stop playing! Played it so much I could beat it on all but the hardest level of Emporer. I'd die to barbarians before I could even build a wall in my first city, so I think it was nearly impossible. But that's beside the point.
Played Civ2 a ton and at least beat it on Emporer, Deity level in CTP is a breeze, and CTP2 is easy enough; too bad it's a rather crappy game.
So I'm certainly not new to civ, and I've read nearly the entire civ3 manual (and civilopedia) and "Strategy Guide/Stuff That Should Be In The Manual Anyway, But For $15 Extra", and after 5+ games I've noticed some really glaring oversites that I'm stunned even made it into the game.
Getting To The Point!
For ease of mod makers (if not Firaxis itself), list the things which _need_ to be addressed in Civ3; the stuff you'd "like to see" can be addressed elsewhere, if you'd like. Remember, it's about making the game more FUN to play without throwing away historical accuracy.
Here is what I've noticed so far.
First of all, the balance of special units.
1) The Aztecs get screwed.
The Aztec special unit is the Jaguar warrior (JW), available when the game starts with the stats 1/1/2. It replaces Warrior, who's only difference is one less movement point (1/1/1).
Now, compare it with the Zulu special unit, Impi: requires Warrior Code research and has 1/2/2.
That means the Impi is 1 point above the JW while only needing second-level research (everyone starts with first-level research, btw). Unless you want to go to war in the first 32 turns of the game (which is just about the absolute most time it should take to get your first advance), that basically makes the Aztec special unit a Scout they have to build rather than start with. Hardly worthy of "special unit" status.
Conclusion: Jaguar Warriors should have their attack increased by 1, making them 2/1/2. Goes well against the Zulu Impi 1/2/2, and seems like the perfect fit. The problem is the Impi needs 20 resources, while the JW needs only 10. It's a tough call, but it's not over-powering and seems realistic in the historical sense. Hey, those Aztecs were fierce as all hell, right?
2) The Egyptians aren't much better than the Aztecs.
The War Chariot replaces the chariort (1/1/2) and requires Horses as a resource. It gains only +1 attack (2/1/2). However with only 1 single further advance (Horse Riding, however that does require warrior code also) the Egyptian War Chariot's only bonus is that it can spur a Golden Age. In other word's, it's not a very good special unit.
Compare it to the Iroquois Mounted Warrior (MW)which does require 30 resources to the Chariot's 20 (the chariot is a 2nd level unit, while MW/horseman is a 3rd level unit), but it has the stats 3/1/2. For only the cost of 10 resources and getting Horse Riding, the Iroquois unit has 1 more attack than the egyptians.
This is rather hard to equal out, however. If you raise the attack to 3 that makes it totally superior to the Iroquois including ease of availability and resource cost.
Giving it 3 movement is unrealistic, so I propose the War Charriot be giving 1 more Defense, leaving it at 2/2/2. Same resource cost as the normal Spearman, and for the cost of needing Horses and being the Special Unit it gets 1 higher movement and attack. Seems fair to me and not at all unrealistic in the historical sense.
3) Getting better, but the French aren't quite good enough.
The Musketeers are the special unit of the french and have 3/4/1, replacing the Musketmen unit which has 2/4/1.
Now compare it with the japanese samurai who have 4/4/2 while needing 70 resources compared to the Musketmen's 60. But the real problem is that the French have to control saltpeter and research 4 Middle Ages techs to get their special unit, while the Japanese must only research 3 (even though Chivalry is an optional tech, anyone with horses researches it immediatly), the Samurai needs only iron (which has been visible since Iron Working, thus giving you plenty of time to plan ahead while saltpeter appears with gunpowder, giving you no time to plan for it), and it has the same defense, better attack, AND higher movement while only needing 10 more resources to build!
Solution: Not believing in "Nerfing", the Musketeers must either be given 1 more attack or defense.
However, would a 5 defense unit be unbalancing available only at gunpowder? I doubt it would as the Greek Hoplite has 1 more defense than any Ancient Age unit, so it would make sense that the French would have 1 more defense than any Middle Age unit. The Musketeers should be the Hoplite of the Middle Ages. (Note: It should be noted that the Roman Legionaries also have 3 defense, but that's neither here nor there)
Or they could be given 4 attack, but they are already 1 stronger than the unit they replace. Did the french really train them THAT well?
So it seems Musketeers should have 3/5/1 stats rather than their current 3/4/1.
4) And without further adieu, the English Man-O-War
The problem here is that the Man-O-War (3/2/4/3)(note: the 4th number is Bombard) has only 1 higher attack and 1 higher bombard than what it replaces, which is the Frigate (2/2/4/2). So while it can kill a tiny bit better, it can be attacked just as easily.
While the Ironclad is in the next age and requires Coal, it doesn't offset the fact that it so _totally_ outclasses the Man-O-War and is available far to soon to end the reign of the English navy. While it shouldn't be as good as the Ironclad, it needs to stands even a small chance and it should be more superior to the frigate.
Solution: Give the English Man-O-War 3/3/4, as opposed to it's current 3/2/4. The English ruled the seas, and especially with the "who know's what's gonna happen" status of combat it certainly doesn't give them too superior an edge. Even if that's fixed, 1 little defense on a ship won't make too much of a difference.
I believe the rest of the Tribes (that's what they're called now, according to the civilopedia) get a reasonably fair shake and at least none are "not even worth building" anymore after the changes.
Normal units that need a tweak:
The Privateer should be changed from 1/1/3 to 2/1/3. That's still pretty crappy, but come on! They're supposed to be freakin' Middle Age Pirates, not Ancient Age fishermen! I believe there should also perhaps be an upgrade to them to 2/2/3, if they shouldn't just be given those stats already. But they're special ability is quite considerable...so perhaps they should just be given 2/1/3 and call it even.
It's mentioned just about everywhere else, but here it is: Corruption has to either be more clearly explained in how it's caused, or it just plain has to be toned down.
Courthouses also seem to require a more pronounced effect. Perhaps acting like a mini-capital, so that the effect isn't just in the city it's in, but in citys near it also. Makes sense as the criminals can't just move to another town and continue their crime spree. But that's a real game-design change, and I doubt just a Mod will do that.
Also perhaps a Small Wonder that decreases corruption throughout the empire. However I would just like it if the forbidden palace cost less shields to build, too.
I also have a few government alteration reccommendations, as well as effectively adding 2 types which makes more historical sense. I'll post more when I get back from work, but everyone's input is welcome, but I'd vastly prefer you already have the game to play so you have an informed opinion

Makes it easier on the Mod community, I think
