CURRENT VERSION
ORIGINAL POST
I've been tinkering with a Civ2 mod since forever, and started countless times. I've recently rererediscovered Civ2, and would really like to get a finished product this time.
The idea is to tweak numbers to achieve the following objectives:
1) More incentive to conquer as a means of growth
2) More incentive to develop cities
3) Less incentive to sprawl everywhere
4) More diversity in terrain value
5) More diversity in city type
6) A lot less micro management
7) More diversity in government choice
House rules as follows (if it's possible and practical to implement some of these technically, I'd be grateful for tips):
- No rushing of production
- Caravans may only be sent to own cities (!)
- Caravans may not be used to contribute to wonders (units may still be disbanded)
Rebalancing to be done along these lines:
a. Upkeep raised for most buildings
b. Production cost lowered for most buildings
c. Cost of settlers raised considerably
d. Shields set to 0 on Plains and Grassland, 1 on Forest, 0(2) on Hills, 1(3) on Mountains
e. Unit numbers tossed around a lot (but basic structure same as now)
More to come, please comment if you find it even remotely interesting!
Spoiler :
House rules
- May not rush production of anything but units
- May only rush production of units once per unit
- Caravans may only be sent to cities that demand the commodity
- Caravans may not be used to contribute to wonders (units may still be disbanded)
- May not use taxmen/scientists without a marketplace/library
- May not use more than 2 taxmen/scientists without a bank/university
- May not use more than 4 taxmen/scientists without a stock exchange/research lab
- Only gold and barbarians allowed from huts. Must reload until either occurs.
- When founding a city, you must disband x settlers where x is equal to the number of cities already founded on the island (excluding your initial city). Engineers and pioneers can be used in place of settlers, but you get no discount even though they cost more. Captured cities do not factor into this.
- May not change production project after buying and may never change to a(nother) wonder
- Will play with Cheat active. Every turn, each unit outside of a city radius loses x HP (based on terrain) (done manually by editing the unit). Veteran units lose 1 HP less. A unit may "share" HP with another unit, giving each unit the average of their combined HP. How many HP are regained for resting also depends on terrain (also done manually)
- May only pop huts that are within city radius. When popping huts, must reload until cash is received. This is to encourage exploration and add another factor in settlement decision, while at the same time reducing the luck factor.
Global
- Riot factor raised to 255 (14)
- Base unrest threshold lowered to 6 (7)
- Settlers eat 2/5 food
- Production box changed from 10 shields per row to 6 per row
- Food box changed from 10 bushels per row to 20
- Monarchy gets no free units
- No penalty for production change
- Road speed bonus changed to x2 (from x3)
- 100% risk of coastal vessels sinking
- Citizens eat 1 food per turn
Terrain
- Movement costs roughly tripled (also affects road construction)
- All normal land tiles give 1 base trade (can be raised to 2 with a road)
- No shields for grassland
- Specials improved, now even more lucrative
- Terrain improvement generally takes 50% longer
- -50% defense in Swamp terrain
- Supply ratings of terrain: 0 for Desert/Mountain/Glacier/Swamp - 1 for Hills/Tundra/Jungle - 2 for Forest/Ocean - 3 for Plains/Grassland - specials give various bonuses
Buildings
- Aqueduct needed past size 6
- Upkeep raised for buildings which provide a local benefit (temple, granary, aquaduct, factory, etc)
- Construction cost raised for buildings which provide a national benefit (library, marketplace, etc)
Units
- All units set to 2hp/1fp for easier comparison
- Costs lowered a little across the board
- Raised offense values across the board
- All ships until Destroyer made coastal
ORIGINAL POST
I've been tinkering with a Civ2 mod since forever, and started countless times. I've recently rererediscovered Civ2, and would really like to get a finished product this time.
The idea is to tweak numbers to achieve the following objectives:
1) More incentive to conquer as a means of growth
2) More incentive to develop cities
3) Less incentive to sprawl everywhere
4) More diversity in terrain value
5) More diversity in city type
6) A lot less micro management
7) More diversity in government choice
House rules as follows (if it's possible and practical to implement some of these technically, I'd be grateful for tips):
- No rushing of production
- Caravans may only be sent to own cities (!)
- Caravans may not be used to contribute to wonders (units may still be disbanded)
Rebalancing to be done along these lines:
a. Upkeep raised for most buildings
b. Production cost lowered for most buildings
c. Cost of settlers raised considerably
d. Shields set to 0 on Plains and Grassland, 1 on Forest, 0(2) on Hills, 1(3) on Mountains
e. Unit numbers tossed around a lot (but basic structure same as now)
More to come, please comment if you find it even remotely interesting!