Stevenpfo
Emperor
Here's a little "mod" i was gonna make for myself just because I like doing that sort of thing... But I can't for two reasons: 1 - The frigin editor freezes my comp up more than half the time just trying to open it up. Yeah, my comp probably does suck... But nothing ever froze it up before... And I play a lot of games, ya know? 2 - I'm in Canada here and i've joined the military. I'm on christmas break and I probably won't get to truly play another computer game once I leave for about 6 months... I leave in about 10 days. Blah blah blah... That's why i'm gonna play instead of still messing with this.
Sorry to bother you with all that... Now here are the units and ideas I was going to try and implement. I know for creating cities and advances and diplomacy it can get a bit more advanced. But for me with the units... It was basically just who could get the advance first, pymp out more of the units and attack the other one with em (short version of what happens in-game ;P). So I made up a TON of more units to add a bit more excitment to the game in the way of units. Here they are (with the units they upgrade too and from with em):
Name - Cost - Stats (A.D.M) - What you need to build it
Warrior - 10 - 1.1.1 - N/A
Advances to...
Swordsman - 30 - 3.2.1 - Iron
Longswordsman - 50 - 4.2.1 - Iron
Advances to...
Foot Soldier - 60 - 4.3.1 - Iron (Warrior Code? Another new advance? I'll talk about it more later)
Advances to...
Ok, at this point in a normal game I hate these units. You can never advance em again. No upgrades (as far as I know). So I was going to make the Foot Soldier able to advance to a marine if you still have some laying around a 1000 years later. (I know I always forget to get rid of at least a few during the middle of the game ;P)
Marines - 100 - 10.8.1 - Oil,Rubber
Shock Troops - 110 - 12.8.1 - Oil,Rubber
Special Forces - 130 - 14.6.2 - Oil,Rubber
Note: Certain new units will probably need some kind of advance... Preferably one that doesn't require you to move onto the next age... So you have to take you time to advance it to actually use it.
Ok, that's it for offensive foot soldier types. Now here the defensive units:
Spearman - 20 - 1.2.1 - N/A
Advances to...
Pikeman - 30 - 1.3.1 - Iron
Royal Guard - 50 - 2.3.2 - Iron,Horses (obviously horsed)
Advances to...
Musketman - 60 - 2.4.1 - Salt Peter
Royal Musket Guard - 70 - 3.4.2 - Salt Peter,Iron,Horses
Note: RG advances only to RMG and PM only advances to MM.
Advances to...
Rifleman - 80 - 3.6.1 - N/A
Sharpshooter - 90 - 5.6.1 - Salt Peter,Iron
Advances to...
Paratrooper - 100 - 8.10.1 - Oil,Rubber
Advances to...
Infantry - 90 - 8.12.2 - N/A
Advances to...
Mech Armor - 110 - 12.20.3 - Oil,Rubber
That's it. I added all upgrades right till the end... So you could see em all. Plus Units sorta advance a bit quicker around that point anyways. Also a side note for everything now that I thought of it. These units don't replace old ones... They are just added as extra ones to add a bit more to the game.
Phew... Bout half done ;P Now on to mounted units:
Horseman - 30 - 2.1.2 - Horses
Advances to...
Knight - 70 - 4.3.2 - Iron,Horses
Champion - 80 - 5.3.2 - Iron,Horses
Advances to...
Cavalry - 60 - 6.2.3 - Horses,Salt Peter
Cavalier - 80 - 6.4.3 - Horses,Salt Peter,Iron
Advances to...?
Ok... I forgot. Do these guys advance to tanks? If not then I understand... If so then I could understand too.. Only if they advanced in game already would I leave it in. They left it out, I would have too. Anyways.. Onto tanks:
Tank - 100 - 16.10.2 - Oil,Rubber
Heavy Armor - 120 - 16.14.2 - Oil,Rubber
Advances to...
Modern Armor - 120 - 24.16.3 - Oil,Aluminum,Rubber
Advances to...
Ceramic Armor - 150 - 24.20.4 - Oil,Ceramic,Rubber
Note: I'd of had to make a new resource. Doesn't seem that much harder to do than making a unit.
Ok, almost there. Now here are some units that I think could totaly change the game for how some people play and it depends on the size of the map.. Ya know? Here they are:
Scout - 10 - 0.0.2 - N/A
Mounted Scout - 30 - 0.1.3 - Horses
Advances to...
Explorer - 20 - 1.1.2 - N/A
Mounted Explorer - 50 - 1.2.3 - Iron,Horses
Next:
Caravel - 40 - 1.2.3(4) - N/A
Scout Ship - 50 - 0.0.5 - N/A
All those units there (scouts) could make it a bit more interesting. Here's another.. More modern scout:
Helocopter - 80 - 0.4.0(2) - Oil,Rubber
Recon Copter - 120 - 0.4.3 - Oil,Rubber
"Every space is a road" will be toggled so it can move 6 spaces actually. Can it leave land? I dunno. Where would it land? Make upa "realistic" excuse why it can't go over water. Or **** it... Make it able to go on all terrain. But I don't think you can do that in Civ3.
That's all of the units. What I was trying to do was fill in some blanks. Look over the numbers. I don't think you'll see anything that will crush anything else completely. All civs get there. If someone seems to have an advantage... Look again. It usually costs more. You pay for it. It probably also requires an extra resource or two... Easier to cut the production of those units off with that many resources. The old units are still good too. They're cheaper. While I make two longswordsman you just made 3. In a war that's prolonged I make 20 longswordsman to fight... You've made 30 swordsman. Who will win? Depends on unit movement. Makes you think. If a bunch of longswordsman rushed out of their city to attack your spearman who is defending your offensive units they come into play. But if they get attacked while in enemy territory they're just as vulnerable as a swordsman. more time and money down the drain.
Hope that all made sense.
Now here's a few other ideas I was thinking of adding:
An advance known as "Military College." I have no idea how to implement it. But I wanted it to make it so that all units produced in the city where it was created get a bonus. All offensive units get a +1 to Attack and all defensive units get a +1 to defense.
Another advance called "Drill." Without this the whole line of "Foot soldier --- RG - RMG - Sharpshooter" Cannot be created.
Woops, forgot one other unit, heh:
Ironclad - 80 - 4.4.3 - Coal
U Boat - 100 - 6.4.4 - Coal
There we go. Thought i'd just share all this seeing as I don't think i'll be working on it... Enjoy.
Sorry to bother you with all that... Now here are the units and ideas I was going to try and implement. I know for creating cities and advances and diplomacy it can get a bit more advanced. But for me with the units... It was basically just who could get the advance first, pymp out more of the units and attack the other one with em (short version of what happens in-game ;P). So I made up a TON of more units to add a bit more excitment to the game in the way of units. Here they are (with the units they upgrade too and from with em):
Name - Cost - Stats (A.D.M) - What you need to build it
Warrior - 10 - 1.1.1 - N/A
Advances to...
Swordsman - 30 - 3.2.1 - Iron
Longswordsman - 50 - 4.2.1 - Iron
Advances to...
Foot Soldier - 60 - 4.3.1 - Iron (Warrior Code? Another new advance? I'll talk about it more later)
Advances to...
Ok, at this point in a normal game I hate these units. You can never advance em again. No upgrades (as far as I know). So I was going to make the Foot Soldier able to advance to a marine if you still have some laying around a 1000 years later. (I know I always forget to get rid of at least a few during the middle of the game ;P)
Marines - 100 - 10.8.1 - Oil,Rubber
Shock Troops - 110 - 12.8.1 - Oil,Rubber
Special Forces - 130 - 14.6.2 - Oil,Rubber
Note: Certain new units will probably need some kind of advance... Preferably one that doesn't require you to move onto the next age... So you have to take you time to advance it to actually use it.
Ok, that's it for offensive foot soldier types. Now here the defensive units:
Spearman - 20 - 1.2.1 - N/A
Advances to...
Pikeman - 30 - 1.3.1 - Iron
Royal Guard - 50 - 2.3.2 - Iron,Horses (obviously horsed)
Advances to...
Musketman - 60 - 2.4.1 - Salt Peter
Royal Musket Guard - 70 - 3.4.2 - Salt Peter,Iron,Horses
Note: RG advances only to RMG and PM only advances to MM.
Advances to...
Rifleman - 80 - 3.6.1 - N/A
Sharpshooter - 90 - 5.6.1 - Salt Peter,Iron
Advances to...
Paratrooper - 100 - 8.10.1 - Oil,Rubber
Advances to...
Infantry - 90 - 8.12.2 - N/A
Advances to...
Mech Armor - 110 - 12.20.3 - Oil,Rubber
That's it. I added all upgrades right till the end... So you could see em all. Plus Units sorta advance a bit quicker around that point anyways. Also a side note for everything now that I thought of it. These units don't replace old ones... They are just added as extra ones to add a bit more to the game.
Phew... Bout half done ;P Now on to mounted units:
Horseman - 30 - 2.1.2 - Horses
Advances to...
Knight - 70 - 4.3.2 - Iron,Horses
Champion - 80 - 5.3.2 - Iron,Horses
Advances to...
Cavalry - 60 - 6.2.3 - Horses,Salt Peter
Cavalier - 80 - 6.4.3 - Horses,Salt Peter,Iron
Advances to...?
Ok... I forgot. Do these guys advance to tanks? If not then I understand... If so then I could understand too.. Only if they advanced in game already would I leave it in. They left it out, I would have too. Anyways.. Onto tanks:
Tank - 100 - 16.10.2 - Oil,Rubber
Heavy Armor - 120 - 16.14.2 - Oil,Rubber
Advances to...
Modern Armor - 120 - 24.16.3 - Oil,Aluminum,Rubber
Advances to...
Ceramic Armor - 150 - 24.20.4 - Oil,Ceramic,Rubber
Note: I'd of had to make a new resource. Doesn't seem that much harder to do than making a unit.
Ok, almost there. Now here are some units that I think could totaly change the game for how some people play and it depends on the size of the map.. Ya know? Here they are:
Scout - 10 - 0.0.2 - N/A
Mounted Scout - 30 - 0.1.3 - Horses
Advances to...
Explorer - 20 - 1.1.2 - N/A
Mounted Explorer - 50 - 1.2.3 - Iron,Horses
Next:
Caravel - 40 - 1.2.3(4) - N/A
Scout Ship - 50 - 0.0.5 - N/A
All those units there (scouts) could make it a bit more interesting. Here's another.. More modern scout:
Helocopter - 80 - 0.4.0(2) - Oil,Rubber
Recon Copter - 120 - 0.4.3 - Oil,Rubber
"Every space is a road" will be toggled so it can move 6 spaces actually. Can it leave land? I dunno. Where would it land? Make upa "realistic" excuse why it can't go over water. Or **** it... Make it able to go on all terrain. But I don't think you can do that in Civ3.
That's all of the units. What I was trying to do was fill in some blanks. Look over the numbers. I don't think you'll see anything that will crush anything else completely. All civs get there. If someone seems to have an advantage... Look again. It usually costs more. You pay for it. It probably also requires an extra resource or two... Easier to cut the production of those units off with that many resources. The old units are still good too. They're cheaper. While I make two longswordsman you just made 3. In a war that's prolonged I make 20 longswordsman to fight... You've made 30 swordsman. Who will win? Depends on unit movement. Makes you think. If a bunch of longswordsman rushed out of their city to attack your spearman who is defending your offensive units they come into play. But if they get attacked while in enemy territory they're just as vulnerable as a swordsman. more time and money down the drain.
Hope that all made sense.
Now here's a few other ideas I was thinking of adding:
An advance known as "Military College." I have no idea how to implement it. But I wanted it to make it so that all units produced in the city where it was created get a bonus. All offensive units get a +1 to Attack and all defensive units get a +1 to defense.
Another advance called "Drill." Without this the whole line of "Foot soldier --- RG - RMG - Sharpshooter" Cannot be created.
Woops, forgot one other unit, heh:
Ironclad - 80 - 4.4.3 - Coal
U Boat - 100 - 6.4.4 - Coal
There we go. Thought i'd just share all this seeing as I don't think i'll be working on it... Enjoy.