SuperQuick

DocScott

Chieftain
Joined
Jan 11, 2006
Messages
5
SuperQuick
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This mod is primarily designed for PBEM or PitBoss games, although I've found it an entertaining variation for SP as well. It should be considered BETA, although it has undergone enough playtesting to confirm that there are no major bugs or flaws. Testing has been primarily 5 civs on a balanced, tiny map, in quick mode (i.e. very crowded to enhance quick contact and conflict).

What It Does
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The point is to create a game which captures the spirit of Civ, has plenty to do every turn, can be played from the ancient to modern era in about 150 turns, and yet allows substantial wars at a given level of tech (e.g. tech doesn't develop so fast that by the time you get your maceman to the front your opponent has developed grenadiers).

Specifics:

--Movement of non-air combat units is doubled.
--Movement of non-combatants (settlers, warriors, great people) is increased 50%.
--Range of air units unaffected.
--Quick mode is now superquick: tech, build, anarchy, improvement, etc. times all faster
--Several promotions give +1 visibility; sentry gives +2
--All players start with three settlers, one worker, and five warriors. Those with hunting get a bonus scout.
--Years per turn has been tweaked appropriately to accelerated rates.

Observations:

--Terrain is now more important than before, since forests, jungles, and hills slow units that were formally speed 1!
--It certainly does change the "feel" of the game some, as sneak attacks are easier. But of course, all players are affected by this equally.
--I'm surprised at how well AI's adapt to these changes. They understand perfectly well the value of sneak attacks, being able to move and pillage with a melee unit, etc..


Requests
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I'm a little concerned about balance. For example, does the "fast worker" of the Indians really do them much good at speed 5? Is the keshik of the Mongolians too powerful now that it can appear out of the fog and attack a city? Is it a problem that railroads have become less necessary? I'd appreciate posts to the CivFanatics forum with people's experience on balance issues, so I can decide what has to be tweaked for v0.2...


History
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v0.1
-- first release
 

Attachments

This seemes like a good idea ill tell you about the fast workers and stuff in about a week
 
I kind like the idea. Maybe, this could be, not a mod per se, but a new type of game. Instead of, or perhaps in addition to, the quick, normal, etc, there could also be Lightning Round, or soemthing to that effect. I kinda like my leviathan stacks of doom moving inexorably and slowly accross the enemy's territory, though. It really makes the people crap their pants.
 
Drakonik said:
Maybe, this could be, not a mod per se, but a new type of game. Instead of, or perhaps in addition to, the quick, normal, etc, there could also be Lightning Round, or soemthing to that effect.

Yes, that's the idea. I'd eventually want to implement this as a new speed option, like "Marathon" was added on the long end. "Lightning" is a good name for it, too. :) But for the first tests, I figured I would just load the mod when I wanted double-speed, and not when I didn't...
 
Good, I've a;lways wanted an extremely fast game. I like to play fast SP{ games, so this should be perfect.:)
 
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