Suggested EXISTING rule edits to improve realism or gameplay.

One of the stuff i do for my own mod is using (or trying to) the "stealth attack".

Units categories are :

1° Heavy infantry. 1 move. Often high Att and Def.
Most units fighting in formations.
Example : Legionaries, hoplites...

2° Light infantry . 2 moves. Often weaker than HI (not always).
Cheaper version of the HI, often used for soften up opponent HI or for garrison purpose.
Example : Like, say, town guards, the allied infantry used by Persia, Gaul warbands, etc.

3° Short range missile infantry. 2 moves. Often same att/def value than LI, but with -1 hp (don't are supposed to take direct damage too violently, after all).
Can defensive bombard and stealth attach Heavy Infantry or others SRMI.
Example : Javeliners.

4° Light cavalry. 4 moves. More or less LI with better attack and faster. Can stealth attack light infantry and SRMI. -1 hp.
Example : The roman cavalry for most it's history.

5° Heavy cavalry. 3 Moves. More or less faster Heavy infantry with often higher attack. Can stealth on light cavalry (maybe).
Example : Cataphracts, medieval knights.

6° Missiles cavalry. 4 moves. Generally -1hp. Can stealth against most other land units (but not Missile infantry, generally), defensive bombardment, and blitz. Of course, that don't mean they are all Mongol Level in Att&Def...
Example : Mounted archer.

7° Missiles infantry. 1 move. Generally -1 hp (what happen when you go in contact with archers ?). Can stealth all cavalry and other archery.


Missiles units have often attack (and defense) weaker than other units of the same age (five ages by era). You need number for making difference. Historically, i think even mongols use archery only for soften opponents. Really good missiles units can, of course, hace more than 1 ROF.


=> Slaver (land Arab unit, auto-created by the "Massive Slave Deportation" Arab Unique Wonder) are invisibles and can enslave (and don't have "hidden identity" because nobody want to have this guy near you). Enslave in "slave" unit, of course.

=> Sub have invisible, hidden nationality and can stealth attack most of sea units (but not others subs of equivalent or past age, or ships goods at hunting subs, like destroyers).

=> Fighter-bombers and ground-attack planes/helicopters can stealth attack most of ground units, maybe sea too (i need to understand how sea AA work before deciding that).

=> Elephants are more or less heavy cavalry with enormous attack and defense, but -2hp (as heavily unreliable unit). 2 moves, godamnhell cast.

=> Privaters (White civs) and barbaric coast pirates (Muslim civs) are invisibles (they attack with surprise), hidden nationality (sub bug) and can enslave. Privaters are strongers, barbaric coast pirates can transport land units.

=> Sea transports can transport far more units.

=> I don't know how to class mounted javeliners. Maybe just Light infantry with -1hp, stealth attack on infantry units and 3 moves, but i don't see them doing defensive bombardment.

=> Ships know for raiding coast have bombarding range 1.
Example ! Barbaric coast pirates, barbarian ships.
 
Question: how many THREADS are you going to devote to this one topic? I've counted FOUR on this board in the last week, and you haven't replied really to any of them, instead you're creating new ones.

Anyways, I'm kinda going the opposite direction with the musketman theory. I think that the earlier musketmen should have higher defense (they were mostly useful on defense), and then scale up to a more balanced unit at Riflemen.

An Arquebus unit should be added, to fill the gap between Musketman and Medieval Infantry, as these were commonly used from 1400's to 1600's.

I don't see a need for a stop-gap between Musketman and Rifleman.

Infantry shouldn't be able to be built before Riflemen (Replaceable parts can be obtained without Nationalism).

I still don't see how the Panzer UU is understrength when it has 1 extra movement point, and gets an EXTRA ATTACK. The idea behind the panzer is its supposed to be able to be like a Blitzkreg type unit, and it fits nicely. If I have 3 Panzers and you have 3 regular tanks, chances are I'm going to win, because I get up to 9 attacks to your 6. I could attack you once and then retreat 2 squares out of your reach. I don't see the problem here.

Ironclad was brought up in another thread. How does it ruin the Age of Sail? True, you can in theory get Ironclads soon after Magnetism, but you can get alot of other "spoiler" units pretty quickly if you research the right way. In my earlier example, I've pointed out you can have Infantry before Riflemen.

In a related note to the Infantry, while I'm on it, what can possibly attack a 6/10/1 unit, entrenched, with any success, in the early Industrial Ages?

Back to Ironclads, I think personally they should be made at least 5/5 (A/D), if not 6/6. Frigates I think should be raised to 3/2 or 4/2. Its sad watching a Frigate or Ironclad unable to kill a Ancient Age Galley. An Ironclad should be able to obliterate a Frigate and anything lower with ease. I think Ironclads are an important bridge between the Age of Sail and the modern ships (Destroyer, Battleship, etc.).

What would be nice is if units could get an "era" bonus vs. units from an earlier era. Say 100% for 1 era difference, 200% for 2 eras difference ,and 300% for 3 eras difference. There is no comparison between a Knight and a Spearman, for example, or a Rifleman vs. a Knight, or Modern Armor vs. a Rifleman. The first in each example should win at least 90% of the time.

Quite honestly it's how you place Tech paths. I never build Ironclads because it's not necessary to advance to the next age. If I were to have control of placing tech paths and what's necessary to advance to the next age I would make it so that all Unit baring techs at least are necessary to advance to the next age, especially Nationalism because it had a massive impact on the Industrial Age: it actually led to wars! I would also add more fill-in techs. This would extend the Tech Race and make it more of an accomplishment to get a major tech.
 
Quite honestly it's how you place Tech paths. I never build Ironclads because it's not necessary to advance to the next age. If I were to have control of placing tech paths and what's necessary to advance to the next age I would make it so that all Unit baring techs at least are necessary to advance to the next age, especially Nationalism because it had a massive impact on the Industrial Age: it actually led to wars! I would also add more fill-in techs. This would extend the Tech Race and make it more of an accomplishment to get a major tech.

You can require precursor techs for any advance in the editor. Personally, I would require the Ironclad Advance to be researched before the Mass Production Advance that gives you the Battleship. As a naval historian, and self-taught warship designer, you need the industrial base developed to build Ironclads before you can build a Battleship. The only country to manage to build Battleships without first building Ironclads was Japan, and they have an immense amount of assistance from the UK to do so.

I think that I will change that in my next mod update on some of the things that I am working on.

I would also make Nationalism a required Advance, as without some of the wars triggered by Nationalism, some of the later technological advances in the game would have come much slower. Missile technology immediately comes to mind, along with Atomic Power.

Then again, you have the Dutch Unique Unit being the Swiss Mercenary, when the Dutch were about the only country in Europe that NEVER used Swiss Mercenaries. Carthage has the Numidian Mercenary pikeman as its Unique Unit, when the actual Numidians were all light cavalry. Either War Elephants or Spanish Mercenary pikeman would be more accurate. I do have one mod where I have made the Carthaginian unit a War Elephant available with Horseback Riding.
 
The one thing that I hate about civ3 is the fact that it's limited to only FOUR eras! I would LOVE to be able to divide the Ancient Age into 3 or 4 eras! There should definitely be at least 3 eras between the Middle Ages and the Industrial Age! Here would be my Ages if there was no limit to the number of ages:

Ancient Era
Stone Age
Tool Age
Bronze Age
Iron Age

Medieval Era
Dark Ages
Early Middle Ages
High Middle Ages

The Renaissance Era
The Age of Discovery
The Age of Colonization
The Enlightenment
The Napoleonic Age

Industrial Era
First Industrial Revolution
Second Industrial Revolution
Age of Imperialism(Yeah, El Justo, Yeah)

Modern Era
World at War
Atomic Age
Space Age
Information Age

18 ages!

Now remember this: I'm aware of 2 things. One this goes beyond what the OP wanted. Second, These ages are not entirely accurate: there is some over lap. As to the first: I have faith in the modding community that we will break this limitation: You tell a man he can't do something he'll go about trying to prove you wrong. It will happen some day.
 
I know I'm not the only one disturbed by the fact that you can build tanks 1450 AD, and other things like that. I think that this is largely because EVERY civ becomes a republic at the end of the ancient era. Is this realistic? If you don't count the republic of Rome, which don't compare to a modern republic, IMO, did any country become a republic earlier than the late middle ages?
As this is rethorical questions, my answer is: No! The middle ages is the "Age of Kingdoms". Monarchies all around. :king:
So my solution to this was to move The Republic to the place of Democracy in the late middle ages, and move Democracy to the start of the industrial era. As everyone has monarchy, research is slower, and you push the tanks back a couple of hundred years. You might say this makes a more linear game, but, if you play the builder style, as I do, then the game already is linear, as in the ordinary game, everyone goes republic.

That's okay but that still ignores the fact that the basis for Republicanism and Democracy originally came during the Ancient Age: Rome and Greece respectively.
I think a way to correct this is to create new government choices: Early Republic and Direct Democracy. They wouldn't give the civs tech bonuses. In fact they would be more or less like monarchies except with less unit support and added war weariness and greater corruption.
 
Viz. "Republics" I actually use 4: Ancient (Greece, Rome), Mercantile (Venice, Hanseatic League), Modern, and Corporate. The unifying precept is that in any "Republic" political power (e.g., voting) is essentially limited to property holding men of the dominant ethnic group (women are excluded; non-dominant-ethnic-groups are 2nd class citizens or slaves.) So America didn't become a Democracy until after slavery was abolished and women given the vote in the 1920s. Personally, I don't use "Democracy" at all: the small wonders "Emancipation" and "Suffrage" can only be built by Modern Republics and represent the not-inevitable turn to modern democracy.

Best,

Oz
 
This topic should have been subscribed ages ago. It is full of creative ideas and interesting discussions. I've read the whole and every post was worth it. I especially like the fact that some of my carfeully implemented ideas was proposed by other members many years ago :)
 
Mini-bump

Power Plants

In unmodded Civ3, there are four power plants: The polluting Coal Plant, the water-requiring Hydro Plant, the dangerous Nuclear Plant, and the Solar Plant, which is somehow more expensive than the others.

I find it odd that, while the Nuclear Plants can meltdown based on the events of Chernoblyl, while coal plants, which have had much more catastrophic power failures than Nuclear plants, just have a +2 pollution tacked on.

The solution: Make coal plants slightly cheaper, but give them the meltdown flag, to represent the cordite explosions. Edit the script file to represent that change. Then make Nuclear Plants more expensive than Solar Plants and take away the meltdown flag from them.
 
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