Patch suggestion MOD (aka Player1 MOD)

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Patch suggestion MOD v1.45 readme (based on 1.29f patch)

Author: player1

Why "patch suggestion"? Simple. These are the changes that if added to original Civ3 rules (based on v1.29f Civ3 patch) would improve game balance and fun. I tried using the conservative concept of not changing the rules too much, if not necessary, in order to keep original Civ3 flavor. I hope that players of this MOD will find game more fun and interesting.

INSTALL INSTRUCTIONS:
Just put BIC file in scenario folder.
Load from game menu.

Here is the link to PtW version.

Comments to changes in v1.45

Since Bombers in this MOD have operational range of 8, it seamed strange to leave Tactical Nukes with shorter range of 6. That's why I now increased bombard range of Tactical Nukes to 8 tiles.

I also fixed inconsistency of having Helicopters with longer range then Jet Fighters by putting operational range of Helicopters back to 6 tiles. Paratroopers still have airdrop range of 8, since they are carried by long range aircrafts, not helicopters.

MOD CHANGES

Upgrade paths:

Longbowmen, Swordsmen, Legion and Immortal upgrade to Riflemen. This way, AI won't have huge army of obsolete units. Still this upgrade is costly. This can prevent AI from building new such units in modern era (since normally they stay in building queue).

For similar reasons, to prevent having ability to build these units in modern age, Frigate, Man-O-War, Privateer and Ironclad upgrade to Destroyer. True, it does look odd to upgrade sailing ship to Destroyer, but look at the costs. To upgrade Frigate you need 120gp per unit.

Submarines get upgraded to Nuc. Submarines. Considering that Nuc. Submarines are better in every way, there are obvious reasons for new upgrade chain.


Unit flags:

All artillery units, Scout, Explorer and Leader get Airlift flag. I don't know why they are skipped in normal rules, since you can airlift tank. On the other hand Presidents (and other Leaders) do fly by the plane too.

Foot Unit flag added to Scout, Explorer and Leader units, in order to make them transferable by helicopters. Since these units already got Airlift ability, there is no good reason to prevent their transport by helicopters.

All artillery units, Tanks, Panzer Tanks, Modern Armor and Mech. Infantry gain Wheeled ability. This prevents moving them on Jungle and Mountain tiles if there is no road.
Note: You can move those units on enemy roads, you just don't get road movement bonus.

Army gets a pillage order.

Normally, Cruise Missiles can be loaded into transports directly, but not from city since they have no active "load flag". I fixed that bug and added load flag when needed.

AI defense flag was removed from Bowmen. Simply put, it was not good idea from first place. Although it could look logical at first glance, since Bowmen have defense of 2, they also upgrade to Longbowmen, a unit with defense of 1. And that could give some bad results for AI.

Cossaks get AI defense flag removed, since I've seen Russians using Cossaks instead Infantry to defend cities. And that's not good.

Mech. Inf. has no more offense AI flag selected (has only defense AI flag now), since AI used this unit too often instead of Tanks when planning attacks (and built Tanks rarely). This should fix that AI behavior.

It seems that there was a bug in AI, which made AI controlled player to use Paratroopers as main offense force instead of Tanks, if you increase Paratrooper's operational range value to anything higher them 6 (confirmed by Firaxis AI guys).

In order to fix the problem I added operational range of 8 to Tank, Panzer, Modern Armor and Mech. Infantry. Since they have no airdrop option, it won't matter in gameplay at all, but it would trick AI to see them as more worthy because of "higher" operational range.


Rate of fire:

Fighters and Jet Fighters get ROF of 2. I always wondered why Catapults have better bombard values then Jet Fighters. This will make those units not great bombers, but still useful since they also now have lethal bombardment ability.

Cannons get ROF of 2, but their price increases to 60 shields. This is done because normally, their firepower is on average weaker then firepower of two catapults. This should make them much more worthy and will reduce some micromanagement

Cruise Missiles get ROF of 4 to make them more devastating, and cost-effective (since they get destroyed after attack). Also, if they are lucky, they can kill 3hp (or even 4hp) Battleship.


Air unit tweaks:

Fighters, Jet Fighters, F-15 and Stealth Fighters get lethal sea and land bombard (they can kill units with bombards). All these units get Air bombard AI flag added.

Why?

These units are tactical bombers. They do their job from close distance. That way they can take out 1hp units. This won't be unbalanced since these units are much worse bombers then standard Bomber unit, and land units have huge defensive bonuses.

Jet Fighters get bombard strength of 4, to make them more distinctive from Fighters. They do have rockets anyway. Since it would lead to less powerful F-15 & Stealth Fighter, these units get increased bombard strength of 6.

In order to balance out increased Stl. Fighters bombard efficiency (compared to Stl. Bombers), Stl. Fighters gets new price of 160 shields. Costly, but anything less would make use of Stl. Bomber meaningless since Stl. Fighter has lethal bombard abilities.

Bombers get their range increased to 8. Large bombers usually have extra fuel tanks, which give them higher operational range. Also it should make modern ships an easier target (it would be a little more difficult to get out of their operational range in one turn). Should be not too much unbalancing since bombers have no lethal bombard turned on. Also lowers the need of relocating Bombers every time you conquer enemy border city.

Since Bombers now have operational range of 8, it would seam strange to leave Tactical Nukes with shorter range of 6. That's why I now increased bombard range of Tactical Nukes to 8 tiles.

Civilopedia says that Cruise Missiles can fly for thousand miles, so let it be reflected in the rules. They get bombard range of 4.

Helicopters can now transport 2 foot units. This makes Helicopter a more useful transport unit.


Ship tweaks:

Frigate gets attack AND bombard rating of 3, while Man-O-War gets attack AND bombard rating of 4. My reasoning was, that historicly, main difference between Ironclads and sailing ships was in ARMOR, and NOT in weapons. These changes reflect that. Ironclad has not much better offense, but has pretty good defense. With new stats Man-O-War becomes pretty interesting vessel. Has attack power of Ironclad (cannon heavy ship), while on the other hand is pretty vulnerable against Ironclads (and even Frigates).

Privateers get defense of 2, increased movement of 4 and lower cost of 50 shields. This will make them more useful to players. On the other hand it's not overpowering considering that Frigate has now both higher attack rating and very useful bombard ability.

Prerequisite tech for Ironclad unit is now Industrialization (instead of Steam Power). Also, Ironclads get cost of 90. This is done in order to prolong use of Frigates as "queen of seas". In original rules, Frigates were quickly made obsolete by Ironclads.

Late game naval units have increased movement by 1. This is done in order to make greater difference between speed of modern naval vessels and sailing ships. It should not be unbalancing since change is for just one movement point.

So Destroyers, Battleships, AEGIS Cruisers, Transports and Carriers get movement of 6. Subs get movement of 4, while Nuclear Subs get movement of 5. Note that now, since Carriers and Battleships are same-class ships, they get same movement rate of 6.

Submarines (nuclear version also) get attack of 10, to make them dangerous enough and force players to make their own submarines to detect enemy ones.

Also, Nuc. Submarines get reduced cost of 120 shields (was 140). Nuc. Submarines are better in every way, but not that much better to keep old price of 140 shields.

Battleship bombard capabilities are barely better compared to Destroyer (8 vs 6). So in order to fix that, Battleship gets bombard strength of 12. AEGIS Cruiser also gets higher bombard strength of 8.

Battleship gets higher cost of 220 shields. This is mostly done in order to make Destroyers more useful.

In order to make AEGIS Cruiser better at defense against bombers (that's the point of AEGIS), I increased their defense rating to 12. It's same defense as of Battleship, but since they are cheaper they become best in escort missions. Makes them more them more useful then simple submarine detectors. Destroyers still stay as main grunt force (cheap).


Basic unit stats:

Longbowmen gets reduced cost of 30 to make them more attractive compared to Knights. 40 cost was too much anyway (Immortals cost 30 and have attack of 4).

Gunpowder infantry units look too much weak on attack and too expensive for defense compared to cavalry or pre-gunpowder units.

Musketmen get 2/4/1 stats, cost 50 (lower cost)
Musketeer gets 4/4/1 stats, cost 50 (useful, finally)
Riflemen get 5/6/1 stats, cost 70
Infantry gets 8/10/1 stats, cost 90 (with old cost)

Reduced cost and higher attack makes these units more valuable.

Knight to Cavalry upgrade looks pretty cheap considering it's benefits (+50% to offense and movement for just 10-20gp). And its devastating if done early in rennaissance age. To make this a little bit more balanced I increased cost of Cavalry to 90 shields. Despite higher cost of Cavalry, Cossaks will keep their cost of 80 shields, since their higher defense is not much impressive on its own.

Marines and Paratroopers get some changes too:
Marines get 10/8/1 stats.
Paratroopers get 8/10/1 stats.

This makes these units more valuable and gives every of them special tactic. Paratrooper will invade and hold position, while Marines will assault. These units can be especially good in Jungles and Mountains, which wheeled units can't pass. And since in modern times Infantry gets obsolete these unit take role of jungle & mountain warriors. Someone could argue that Attack of 10 makes Marines capable of killing Tanks, but since smart players will stack tanks with Infantry support, that should not be problem.

Paratroopers also get operational range of 8. Real problem with these units was that it was difficult to land your units behind enemy lines, since they need to start from your cities. Hopefully this change will make them more strategicly useful.

Modern Armor gets defense of 14 to make Mech. Inf. more important.

Radar Artillery is mobile unit, so it gets movement of 2. Since Radar Artillery has movement of 2, it now needs Oil and Rubber (plus Aluminium).


Non-unit related changes:

In standard game Wealth is heavily underrated. Wealth income doubled (4 prod. to 1 gold before Economy, 2 to 1 after).

Taxmen and Scientist values increased to 2 points. Before, I hardly ever used them, since getting two shields is better then one taxmen (difference between getting 2 shields by mining and getting extra pop by irrigating). It's still not much, but higher values could be unbalancing in early game (and give graphic glitches).

Worker's "working speed bonus" in Communism is increased to +50%.
This is done because of flavor (Communism is "worker ideology") and to make Communism more distinctive from Monarchy. Also it gives Communism one unique bonus in peacetime.

Spy experience was changed to Veteran for all non-communist governments and to Elite for Communist government. That way, I've increased success chances for spying missions, which are by default low. Note that Diplomat experience is still Regular, so you'll have good reason to use Spy instead of Diplomat for Steal Tech mission.

Steal World Map mission is added to Diplomats. World Map is most useful in ancient era anyway.

Cost of Propaganda spying missions is HALVED. Propaganda becomes more viable option, but it still fails often against culturally superior civilizations (as it should). Democracy immunity becomes more important.

Attack bonus against barbarians is lowered too.

Why?

Since I don't think, that even novice player thinks it's fun to have his one lone warrior defeat 15 enemy horsemen. And that's something that can happen with anti-barbarian bonus of 800% at easiest difficulty.

Now, at Chieftain difficulty, bonus against barbarians is 200% (still good), at Warlord is 100%, at Regent and Monarch is 50%, and at Emperor and Deity difficulty there is no bonus at all.

Also, I made a small change in difficulty settings for effective number of optimal cities (used when calculating corruption). I raised number of optimal cities at lower difficulty levels, while keeping old numbers at higher levels. That way, I made game a little easier on corruption (but not too much) at lower difficulty levels.

So at Chieftain, optimal number is 150% of base number instead of 100%, at Warlord 120% instead of 95%, at Regent 100% instead of 90% and at Monarch level 90% instead of 85%. At Emperor and Deity levels optimal number is left unchanged (80% and 70% as before).


EDIT:
Post is too long.
Look 2 post down for rest of MOD info.


Version 1.2 was downloaded 35 times.
Version 1.22 was downloaded 44 times.
Version 1.25 was downloaded 57 times.
Version 1.26 was downloaded 19 times.
Version 1.27 was downloaded 221 times.
Version 1.3 was downloaded 27 times.
Version 1.31 was downloaded 72 times.
Version 1.32 was downloaded 17 times.
Version 1.33 was downloaded 67 times.
Version 1.34 was downloaded 29 times.
Version 1.35 was downloaded 43 times.
Version 1.36 was downloaded 13 times.
Version 1.37 was downloaded 12 times.
Version 1.38 was downloaded 6 times.
Version 1.39 was downloaded 36 times.
Version 1.4 was downloaded 29 times.
Version 1.41 was downloaded 28 times.
Version 1.42 was downloaded 54 times.
Version 1.43 was downloaded 11 times.
Version 1.44 was downloaded 54 times.
 

Attachments

:confused:

I guess you could call me a casual Civ IIIer, though I play a lot. I've never used the editor or installed any of the unit animations or mods that are being posted on these sites. How does installing/using any of these things change any game I currently have going? I'm really intrugued by the changes you've made, plus there's a mod that I downloaded that changes how the terrain looks quite a bit. If I use these things, how difficult is it to revert back if I don't like it?
 
Wonder tweaks:

Military Academy small wonder doesn't need anymore a "victorious army" as prerequisite. This is done in order to make building of armies a better option. Since army cost is as high as of one Wonder building, making army by using leaders should still be useful.

Cure for Cancer's 1 happy face is useless in modern times when civs have 6+ luxuries. So upping Cure for Cancer effect to 3 HAPPY FACES will make it PREMIUM wonder, which it is supposed to be.

Since Longevity Wonder doesn't give proper benefits in modern age, I made it available with Sanitation (industrial age). Now it could give some good benefits, especially after Hospitals are built.


Space ship tweaks:

New costs for SS components are 250, 500 and 1000 shields (compared to old costs of 160, 320 and 640 shields). They will be aprox. 50% more expensive compared to original prices.
This is done, in order to prolong (and make more enjoyable) space race.

Life Support System needs Recycling.
Why? Just look civilopedia entry. It talks about recycling too much.

Docking Bay needs Robotic, since parts which needs to be transformed to Space Station (before landing to Alpha Centauri) needs ROBOTIC ARMS, also that could help when loading things from space station in earth orbit (all this is in civilopedia).

Statis Chamber should need Genetic.
Why? To discover cyrogenic, human race needs advanced biology understanding, including genetic.

With these changes only pure military techs are not needed for space ship, like Stealth, Integrated Defense or Smart Weapons.

This will make end game more interesting. Players will have time to use some more advanced techs before finishing space ship.


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Original message:

Originally posted by kroym
:confused:

I guess you could call me a casual Civ IIIer, though I play a lot. I've never used the editor or installed any of the unit animations or mods that are being posted on these sites. How does installing/using any of these things change any game I currently have going? I'm really intrugued by the changes you've made, plus there's a mod that I downloaded that changes how the terrain looks quite a bit. If I use these things, how difficult is it to revert back if I don't like it?

To use this MOD, you'll need to start a NEW game.

To install it, just unzip and put that BIC file to scenario folder.
Then when game starts choose LOAD SCENARIO (same is done for maps).

If you wanna go back to "standard civ3", you'll need to start a new game normally.


As for that graphical MOD, you'll probably need to put those picture files to some of Art folders. (and BACK UP the original files)

You should ask author of that graphic for more details.


You can use graphic MODs together with my MOD with no problems.
 
Version 1.26 is out!

Download from top of the thread.


Changes in ver 1.26

Mech. Inf. has no more offense AI flag selected (has only defense AI flag now).
Since AI used too much Mech. Inf. instead of Tanks when planning attacks (and built Tanks rarely). This should fix that AI behavior.
 
Version 1.27 is out!

Download from top of the thread.



Changes in ver 1.27

ROF for F-15, Jet Fighter and Stealth Fighter is lowered back to 2. Since these units already have some lethal bombard capability, increase in ROF is no longer necessary (and it discouraged use of Cruise Missiles).

Battleship gets cost of 220 shileds (was 200) to make Destroyers a more viable option.
 
Very cool mod. As I've said, I use it exclusively. I only change the musket/rifle/infantry unit stats back to their original values. But, I like the shield cost changes so those stay (esp the musket & longbow).

Something that I've been toying with is the wonders' cultural values. It bothers me that a library has more culture than the Great Wall. I will probably try upping the cultural value for at least some great wonders & see how it turns out when I get into my next game. Might give a reason to build the Great Wall!

My last game with your mod in the modern era did feature hundreds of mech infantry in my borders but that was 1.2 so I will try the new one. I was thinking about taking off the musketman offense flag too because I wondered if the AI also used that one too much for such a weak offensive unit. Of course, the musketeer would keep the offense flag on.

Keep up the good work!
 
If you are using orignal values for Musketmen, Riflemen and Infantry units then you should turn off that flag.

It would be bad for gameplay to have offensive unit with 2/4/1 stats. Same for Riflemen with attack of 4.

Anyway thanks for feedback.
 
:cool:
Nice Mod - it has 95% of all the changes that I have settled on making. I am speaking "WITHOUT CRASHING" the game. Everyone would love to have middle age swordsmen, crossbowmen, frontlinemen etc. But we all know that it just isn´t feasable (i.e. the game crashes). I have tried everything - almost released 2 mods myself ( I didn´t due to the crash problems).
YES I have to hand it to you - after oh SOO many hundreds of hours of trying to work with the "Double your pleasure", "Realism Epic", and of course "LWC" - I will be using your mod.
My only changes will be a few flags checked or unchecked and a few other quirks like (cruise missle as being transportable) on both Nuc Sub and Aegis. Also, Fundalmentalism and Fascism Govs. Just little stuff.
If only we could have aircraft with longer ranges.

GOOD JOB:goodjob:
 
Thanks!

Main purpose of this MOD was to make one BASIC CONSERVATIVE MOD which should look more like a PATCH (that Farixis should do) then a MOD which give tons of units, building, etc.

And that everybody could add somethimng and made his own perfect MOD.
 
Originally posted by player1 fanatic
If you are using orignal values for Musketmen, Riflemen and Infantry units then you should turn off that flag.

It would be bad for gameplay to have offensive unit with 2/4/1 stats. Same for Riflemen with attack of 4.

Anyway thanks for feedback.

I just finished that game and yes, taking off those flags made a nice difference.

Unfortunately, the game ended before the AI got Modern Armour and my biggest opponent never got to Mech Infantry (but I had them... :) ) but the others seemed to mix better the tanks and mech infantry than they did in 1.2. (Odd how the biggest AI was the furthest behind in tech.)

The one thing about getting all mech infantry that I like is that the AI gets a lot tougher to take out. Their strikes are rarely threatening in the modern era, but a ton of those guys are much tougher to take out than tanks.

I think I'll keep my change with the culture of the Great Wall upped to 4. Seemed to at least give it some value.

My next project, perhaps outside the scope of your mod, is to change the Communist government to cash rush, to avoid the AI self-destructing.

That, and I was thinking of changing canons to fire at a range of 2. I never ever build them. I think the only reason I use artillery is they don't have to move all the time. It usually takes me 2 turns just to get the canon up to the closest AI city before I can even start firing on turn 3. Meanwhile, my knights and especially cavalry are waiting, waiting, waiting... The canon's bombard isn't too high so I don't think it would be overpowerful. Anyway, it is just an experiment.
 
I've created another conservative mod (without new units,buildings,civs etc.) based on player1's superb patch suggestion. It's most recommended for those who like to play on large and huge worlds with low land mass for most interesting naval battles (like me).

When someone's interested please check out my naval power mod.
 
And version 1.3 is out!

Now, compatibile with v1.29f Civ3 patch.
Download from top of the thread.



Changes in ver 1.3

All things converted to 1.29f patch format.

Musketmen has now only defense AI flag selected (AI actualy doesn't need to use Musketmen at at offenese, since it has much better units for that job).

Helicopter can now transport 2 foot units.
This makes Helicopter more usefull transport unit.

Paratroopers get operational range of 8.
Since helicoptes got higher range too.

Some bugs fixed.
 
And version 1.31 is out!
(Pretty quickly don't you think?)
Download from top of the thread.


Changes in ver 1.31

Prequisite tech for Ironclad unit is now Industrialization (instead of Steam Power).
This is done in order to prolong use of Frigates as "queen of seas".
In original rules, Frigates were quickly made obsolete by Ironclads.

Late game naval units have increased movment by 1.
This is done in order to make greater difference between speed of modern naval vessels and sailing ships.
It should not be unbalancing since change is for just one movment point.

So Destroyers, Battleships, AEGIS Cruisers, Transports and Carriers get movment of 6.
Subs get movment of 4, while Nuclear Subs get movment of 5.


Attack bonus against barabarians is lowered too.

Why?

Since I don't think, that even novice players think it's fun to have his one lone warrior defeat 15 enemy horsemen. And that's something that can happen with anti-barabarian bonus of 800% at easiest difficulty.

Now, at Chieftain diffculty, bonus against barabarians is 200% (still good), at Warlord is 100%, at Regent and Monarch is 50%, and at Emperor and Deity diffculty there is no bonus at all.
 
I am really digging this mod. So far all the changes have been pretty nice. Keep up the good work.
 
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