Dark Sheer
Deity
I have been playing all of Sid's game (I do mean all!!
) Considering the first Sid's game I played was on an Apple II+ and the game was F15 Strike Eagle (ok, the planes are basically wire frames...but hey, thats back in the early 80s
)
So naturally I have played things like tank platoon, pirates, Civ1, Civ2, Colonization (gotta hate the finishing tools by those workers
) and of course Alpha Centuries and MOO and MOM. The following are some ideas which I have incorporated into my own mod:
1) All units are upgradeable (assuming all units are some form of regiments, they should all be upgradeable in time). So for most mobile units I set them upgradeable to calvary and at the end the calvaries are upgradeable to Mech Inf. Doesn't affect the game much as Calvary is still THE mobile unit until you discover tank/mech inf.
2) Hills are irrigateable. This has been done in Civ2 anyway and rice do grow on hills in asia
3) Increase motorised units movements to 6 instead of the current 2 (Let calvary travel a longer distant that a tank/mech inf is just not logical. Do remember movement points means distant and not speed in Civ3)
4) Let bombers has some form of defense (say 4) as WWII bombers do have guns to fence off fighters. Though chances of a lone bomber is not that good but its not zero!
5) Increase the airdrop range of paratroopers. Since Civ3 restrict the airdrop unit to 1 per airport per turn you need to increase the range for the unit to have any use. A range of 10 or more would be nice as this will allow you to airdrop over to other islands.
6) Both marine and paratroopers has 8.8.1 I believe the difference between amphibious and airborne is good enough for the 2. Should have same attack and defense abilities.
7) Added bombardment ability for tanks and modern armor. Thru out history and also today, tanks are still used for bombarments (take Afghan for example
)
8) Blizt ability for mech inf. Thats what a motorised unit should do. Thats more or less the only way you can conduct a lighting attack.
9) Added ability to carry one unit for both mech inf and modern armor (haven't test this one out yet). Its like the panzer grenadiers riding on those Panzers in WWII.
10) Increase bombardment strenght of cruise missle to 20 and range to 8. A cruise missle that can't even sink an iron clan
and the 2 titles range is a joke!! US don't actually shoot their cruise missle from Pakistan, do they?
11) Make helicopter mobile and carry 4 instead of 1. Otherwise you might as well build paratroopers and shelf that heli
12) Add a unit that looks like fighter but act as gunship. Of course this unit should have a short range (no idea how to force it to return to base every turn) This is like A10 or the modified C130. The current fighter graphics and animation could be used
13) Make war elephants available to all who has ivory (ok, so it should be elephants but thats how it is at the moment)
14) Make barbarian progressively tougher as time goes by (Just like in Civ1 and Civ2). I do this by changing the mod as my game progress (warriors--->swordsman--->musketman--->riflemans) and (horseman--->knight---->calvary) and (galley---->Caravel--->Privateers) This will force everyone to upgrade their units (I can't stand seeing impis when Zululand is already building rails)
15) Remove immune to propaganda for Democracy but tune down the rate of success for propaganda for Democracy
Of course there are other things that I have tweak such as the spawn rate of resources, reducing corruption etc.
Anyone who has any commands on the above are welcome to do so
And if any mod makers like to take the ideas and incorporate into their mod please do so 


So naturally I have played things like tank platoon, pirates, Civ1, Civ2, Colonization (gotta hate the finishing tools by those workers

1) All units are upgradeable (assuming all units are some form of regiments, they should all be upgradeable in time). So for most mobile units I set them upgradeable to calvary and at the end the calvaries are upgradeable to Mech Inf. Doesn't affect the game much as Calvary is still THE mobile unit until you discover tank/mech inf.
2) Hills are irrigateable. This has been done in Civ2 anyway and rice do grow on hills in asia
3) Increase motorised units movements to 6 instead of the current 2 (Let calvary travel a longer distant that a tank/mech inf is just not logical. Do remember movement points means distant and not speed in Civ3)
4) Let bombers has some form of defense (say 4) as WWII bombers do have guns to fence off fighters. Though chances of a lone bomber is not that good but its not zero!
5) Increase the airdrop range of paratroopers. Since Civ3 restrict the airdrop unit to 1 per airport per turn you need to increase the range for the unit to have any use. A range of 10 or more would be nice as this will allow you to airdrop over to other islands.
6) Both marine and paratroopers has 8.8.1 I believe the difference between amphibious and airborne is good enough for the 2. Should have same attack and defense abilities.
7) Added bombardment ability for tanks and modern armor. Thru out history and also today, tanks are still used for bombarments (take Afghan for example

8) Blizt ability for mech inf. Thats what a motorised unit should do. Thats more or less the only way you can conduct a lighting attack.
9) Added ability to carry one unit for both mech inf and modern armor (haven't test this one out yet). Its like the panzer grenadiers riding on those Panzers in WWII.
10) Increase bombardment strenght of cruise missle to 20 and range to 8. A cruise missle that can't even sink an iron clan


11) Make helicopter mobile and carry 4 instead of 1. Otherwise you might as well build paratroopers and shelf that heli

12) Add a unit that looks like fighter but act as gunship. Of course this unit should have a short range (no idea how to force it to return to base every turn) This is like A10 or the modified C130. The current fighter graphics and animation could be used
13) Make war elephants available to all who has ivory (ok, so it should be elephants but thats how it is at the moment)
14) Make barbarian progressively tougher as time goes by (Just like in Civ1 and Civ2). I do this by changing the mod as my game progress (warriors--->swordsman--->musketman--->riflemans) and (horseman--->knight---->calvary) and (galley---->Caravel--->Privateers) This will force everyone to upgrade their units (I can't stand seeing impis when Zululand is already building rails)

15) Remove immune to propaganda for Democracy but tune down the rate of success for propaganda for Democracy
Of course there are other things that I have tweak such as the spawn rate of resources, reducing corruption etc.
Anyone who has any commands on the above are welcome to do so

