Suggested EXISTING rule edits to improve realism or gameplay.

Kraken: I'd go with Trireme rather than Polyreme. I've never even heard of a Polyreme. :)

Cruiser should be added to the ship list between Dreadnaught and Destroyer.
 
I like the idea of making fast attack units, especially knights/cavalry (perhaps tanks, MA) have one less HP to make them more brittle.

As it is, fast attack units tend to be used without infantry support. Very unhistorical.
 
Originally posted by Procifica


Ok, my point here, was that Tanks should be IMPROVED. :)

Their attack and defense values should be significantly higher than Infantry.

It seems to me we completly agree? So why are you keeping pestering me, requesting change I already suggest ;) ?
 
Originally posted by Procifica


The Knight still has a decent chance of winning. That is the problem. A group of Knights vs. Riflemen defending, there should be no conclusion as to who's going to win.

Now, a group of Riflemen attacking Knights, again, same thing...The Riflemen could shoot the Knights from a safe distance.

I tend to side with Impreza here...the odds of winning should be further reduced for Knights (as per my unit stats list, which no one seems to be looking at :()

It's just a matter of balance. You need to make the transition smooth enough to get an advantage when discovering new units, but if the advantage is to big, then you can VERY easily storm an ennemy civ and completly destroy it.

Beside, as I sais my figure are temporary and mainly for illustration purpose. I have a big units list. I will try to work again on the Excel spreadsheet and post it if you are interested.
 
Originally posted by Procifica

Disagree with this one...railroads and steam power do sorta go together. :)
In my mod, railroad come with... railroads :D. This tech require corporation, fossile energy and steam engine.

Originally posted by Procifica

Quote: I would also mention someone elses idea in a mod. Infantry low defense high hps, tanks high defense low hps. This allows for two specific kinds of anti-unit artillery, which will be relatively ineffective against the wrong unit. Anti personnel with high rate of fire but low attack (kills infantry well and quickly, passable against tank) and anti-tank with low rate of fire but high attack (hits and kills tanks quickly, hits infantry easily but takes several turns to kill).

I like this idea....steph, Impreza, maybe you two could implement something similar to this in your respective mods/scenarios?

If you carefully read my previous post, you will see this is exacly what I'm doing! I'm not sure, but I guess this idea is indeed from me.
 
Quote: In my mod, railroad come with... railroads . This tech require corporation, fossile energy and steam engine.

Fossil Energy and Steam Engine both make sense. I totally disagree with Corporation.
 
Well, steph, I don't think you put it quite like that person did, but yes, I can see now that you are implementing it into your mod. :)

It seems to be the only way to accurately represent the difference between Infantry, Tanks, Anti-Tank guns, and Machine Guns (or Artillery).
 
Something I just thought of for my own personal mod that I'm currently trying out: the default "citizen" Laborer gives one tax per laborer.

This sort of makes sense, since, as your population grows, the amount of revenue you are able to accumulate increases. Only increasing income by building a road network doesn't quite seem right, as you would be able to exact "tribute" even without roads; or am I way off on this?

It's an intruguing idea. The only side effect I see right now is that I'm getting rich pretty quick (but this may have more to do with my imbalanced new governments more than anything else). I would think some minor tweaking of the tech prices would alleviate this "problem".

The other cool "side effect" of doing this, is that if you choose to make entertainers or scientists out of some of your citizens, you naturally lose some of your tax base (as you are presumably subsidizing these activities?). As most people have done, my tax collectors (merchants?) give more than 1 gold (3 in my mod :) ), so this balances against each citizen producing one gold.

I hope all this makes sense, and, like I said, it is currently an experiment.

Any thoughts?
 
Originally posted by Colonel Kraken
This sort of makes sense, since, as your population grows, the amount of revenue you are able to accumulate increases. Only increasing income by building a road network doesn't quite seem right, as you would be able to exact "tribute" even without roads; or am I way off on this?

I always thought the increased revenue due to roads represented the flow of trade, not the ability to collect taxes.
 
Originally posted by thestonesfan


I always thought the increased revenue due to roads represented the flow of trade, not the ability to collect taxes.

Oh, yes, you're totally right. I just thought that, in addition to this method of showing increased wealth, why should you not also show it by your increased tax base?
 
Something I just thought of for my own personal mod that I'm currently trying out: the default "citizen" Laborer gives one tax per laborer.

That's a great idea. You may want to up the science rate for balance.

I've been really happy with adding specialists as tech progresses. The first available give +1 sci/lux up to computers which give +4. I've also added two entertainers (actaully i renamed the first to 'artist'). The second becomes available with literature (playwright) and gives +2 happpy faces and -1 tax. The third i call 'entertainer', comes with Free Artistry and gives +4 happy faces and -3 tax. It really helps the ai because it doesn't use the luxury slider often. Anyway, it works great. Would you consider upgrading labourers with tech? -er on second thought - that might be graphically impossible.

About musketmen: After trying it out, i have to say i tend to agree with Kryten. I gave Musketmen attack of 4, riflemen 6 and infantry 8 (why not 10? well, my personal feeling is that this unit represents trench warfare where a stalemate may occur if numbers aren't severely imbalalnced. preserves the original gameplay, too.) Interestingly, the ai would sometimes use these units for offense even though i had the offense strat flag turned off. Seemed as though it used them only as second choice to cavalry and other offense units. Food for thought.

Here's something else to think about: What does it mean to occupy a square? to move into a square? Are your units based there? marching through? taking all control of the villagers? Note that all terrain gives at least a 10% bonus to defense, and to attack a unit you must attempt to move into it's square. My impression is that successfully occupying a square is controlling that region. In which case, defensive bonuses to units such as infantry is understandable. Other impressions?

ok i'm way way lost... like way back there ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Not sure what you're missing. Are you familiar with using the editor? Some of this thread is an ongoing discussion about how units ought to be balanced, and some of it is tips on using the editor to improve gameplay.
 
Originally posted by Buckets

I've been really happy with adding specialists as tech progresses. The first available give +1 sci/lux up to computers which give +4. I've also added two entertainers (actaully i renamed the first to 'artist'). The second becomes available with literature (playwright) and gives +2 happpy faces and -1 tax. The third i call 'entertainer', comes with Free Artistry and gives +4 happy faces and -3 tax. It really helps the ai because it doesn't use the luxury slider often. Anyway, it works great. Would you consider upgrading labourers with tech? -er on second thought - that might be graphically impossible.


Now, when you added new specialists, do they look different in the game? Or are you just using the existing graphics? Because this is something I've been wanting to do for a long time.

My dream is to be able to add shields to citizens as well but is not currently possible with the editor. The idea would be to have "Factory Workers" --people coming to the city to work in the factory-- that increase your shield production. I know this effect is sort of represented with the increase of shields from a factory, but this way it would be much more controlled. I think it would put a very interesting twist on things.

Thanks,

CK
 
Originally posted by Colonel Kraken

I thought Firaxis hardcoded maintenance costs of all units to 1 gold per turn. This has been one of the biggest gripes for modification.

No, if you go to the Government page in the editor, you can change the unit costs there. This is just a blanket setting though and affects all units. Plus in PTW, you can select to make a particular unit not require support.
 
Originally posted by Colonel Kraken


Now, when you added new specialists, do they look different in the game? Or are you just using the existing graphics? Because this is something I've been wanting to do for a long time.
I do use the existing graphics, in a way... the popheads pcx has four different heads (eight actually because there's boys and girls) for each age of each specialist. So what i do is use the ancient head for the first level, the middle one fot the next and so on. I think i may make a new post about this since i'm not sure everyone knows the workaround for labourer heads. Anyway, all you have to do is get any new graphic you want and paste it in there.
 
Originally posted by Willem


No, if you go to the Government page in the editor, you can change the unit costs there. This is just a blanket setting though and affects all units. Plus in PTW, you can select to make a particular unit not require support.

Ok, ok, everyone, I DID know about this feature. I thought Steph meant he could do it on a unit for unit basis. :crazyeye:
 
Originally posted by Buckets

I do use the existing graphics, in a way... the popheads pcx has four different heads (eight actually because there's boys and girls) for each age of each specialist. So what i do is use the ancient head for the first level, the middle one fot the next and so on. I think i may make a new post about this since i'm not sure everyone knows the workaround for labourer heads. Anyway, all you have to do is get any new graphic you want and paste it in there.

Ahh. Just as I thought. Excellent. Sounds good. Actually, just make a tutorial and add it to the tutorials section. :D
 
Regarding extra specialists, keep in mind that there is a bug in the game that causes the heads of any European citizens to display the wrong graphics after the addition of any new specialists.
 
I appreciate ur help buckets... i wasn't following the discussion just before that post of mine though and was not following the historical side and how it applied to Civ3... sumthin bout how it was written.

It's probably not important ...ill probably go with yalls naval stats in the end anyways as i dont know as much about that realm... i do however know a thing or two about land warfare and capabilities... ill try to help out there.

Thanks
 
Back
Top Bottom