Yeah, Polynesia are seafaring & expansionist. Helps a bit with AA techs and resources.
YNCS said:I believe I've found a minor glitch. I just discovered Emancipation, and all slave markets and the GW Slave Trade became obsolete. Now I can build the GW Emancipation Proclamation, which doubles unhappiness caused by slave markets. But the slave markets have just gone away.
mikehunt said:last night I bombarded a city with a Admiral of the Line (or whatever that wonder generated frigate like ship is called) and it killed the defending ground unit and created a prize ship thought it was funny to get a prize ship from a ground unit
Big J Money said:I would really like to try this mod, but looking at it, there are a few reasons why I'm not sure I'll like it:
1. Some of the resources added seem redundant; ie. fruit, when you already gain 1 food from plains, it seems to me that fruit is already included in the planting?
2. There seem to be some serious gameplay changes, but I can't quite seem to get a grasp on all of them at once to tell if they are well-balanced or not; ie. I noticed a building that scientific civs can build very cheaply that increases research by 50% in the city! Is that balanced?
Also, this isn't a big deal to me, but two other observations: none of the civilizations have had their Tribe type changed (Greece is still commercial and scientific, for example), which I figured would be something that someone would want to tamper with, and none of the new UUs in the game use the sneak attack ability! I was hoping someone would make a new unit that used that really cool ability.
So, if I install this, can I get regular Civ3 back if I don't enjoy it? I'd like to try it....
=$= Big J Money =$=
Big J Money said:Man, the more I look at this mod, the more I'm saddened about the change to the Incas. I am certainly going to install the mod and play it some, but without my Incas, it's not going to be the sameI'm especially fond of some of the fundamental combat changes like Lethal Bombard on many units, and the whole Mounted Archer vs. Mounted Knight dynamic. Now the Keshik makes a bit more sense than it did before.
Please, please, please consider my request to change the Incas back to having an early scout unit! At least, if nothing else, please tell me for the love of all things WHY the Incan UU was changed so much.
Thanks,
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Big J Money said:So, I have permission to edit this mod for personal use only? That is what I'd like to do. There is nothing better than the Incas; being a civ with both Agriculture and Expansion, PLUS a scout that is superior to all other tribe scouts. I think they were more intelligently designed than most of the original tribes. I can't see why any player at all would want to change that, but I certainly won't question opinion! I wonder if any of those players actually played the Incas, or just thought maybe they looked boring. As lousy as some of the military UUs are in Civ3, I think making non-military UUs for certain tribes is a very powerful thing; especially since every UU has a relevancy lifespan anyhow. What better way to make that short period of relevancy count than in the very beginning of the game? And it doesn't even require you going to war with another civ to take advantage of it!
As for the difficulty of modding this, would it be extremely difficult to simply put the Chasqui back in the game, and modify its combat values to reflect that of RaR? I've never made a mod before, so I'm not really sure where the mod information is stored, unless is stored on the map file itself.
Thanks for the reply,
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Bezhukov said:Not sure if you're working on 2.0 right now, but the best suggestion I have is to make early improvements become obsolete. I good rule of thumb would be that improvements would last two ages. I.e. forges become obsolete with Steel. This would give you a chance to use them to get factories built, but would cut down on late-game clutter and the super-city syndrome.
Another clutter-cutting idea, that would also enhance replayability, would be more resource requirements for improvements/wonders. Like requiring saltpeter to build labs. This could be calibrated by having some just require general access to the resource (like factories needing iron), and other more powerful effects available if the resource is within city bounds.
Also wouldn't mind seeing some zero-move high defense units to help prevent weak AI's getting run over so easily. Could even implement land-transports to move them around (Carts->Wagons->Trucks).
YNCS said:I believe I've found a minor glitch. I just discovered Emancipation, and all slave markets and the GW Slave Trade became obsolete. Now I can build the GW Emancipation Proclamation, which doubles unhappiness caused by slave markets. But the slave markets have just gone away.
A game balance problem is, though, that once a resource is required for a Wonder/Imp, it gets insanely expensive to trade for (just compare Iron and Horses in unmodded).
Doc Tsiolkovski said:True, unlike Pfeffersack said the SMs will go away once the Wonder is obsolete with Emancipation, so no problems here; and you'd better sell your handbuilt ones anyway.But: Don't forget you could capture the Proclamation wonder without learning the tech yourself...
Doc Tsiolkovski said:Inca: We didn't change their traits. MIL/IND Inca have been in DyP long before C3C was even developed... (...)
But whats then the point about doubled unhappiness?
sanabas said:Equally big balance problem caused by resources being visible before they're required is that if the resource is not required for anything that's available, the AI assigns it no value. It's much more noticeable for later resources, like rubber and oil. If you don't happen to have them yourself, you can trade the turn before you get the first tech that requires the resource for units, and receive 20 turns of the resource (19 of which you can use) for a lump sum of 1 gold.
sanabas said:Because it's possible to have working slave markets and emancipation proclamation wonder by capturing the wonder and never researching emancipation.