Supply Lines and Mancing Barbarians

ecobos

Chieftain
Joined
Jul 18, 2005
Messages
4
Location
Puebla, Mexico
This is a modpack with an emphasis in supply lines.
Resources are key to survival and there are three more strategic resources
Gold, Grains and Cattle. Given the fact that armies in History have been stopped by lack of supplies as simple as food, in this modpack grains and cattle are required to build almost all infantry units. Furthermore you require grains to irrigate and gold to build mines.
On the other hand barbarians are a lot stronger and may remain a threat until the industrial age.
Among other additions
I look forward to your comments.
This version is for the original Civ3. I will release PTW and Conquests versions in the future.
 

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[party]Welcome to the forums.
I like the idea of making foodstuffs neccesary for unit building. Seems rather obvious but I haven't seen anyone else try it before. Although it may end up looking silly if a city is growing anyway but still can't produce units. If you get a chance to check out The Rise and Fall of Rome, you'll notice how basic infantry units cost population points to build. This effectively means that only a well fed city can produce them. Might be worth thinking about.
I look forward to the C3C version as I can't play vanilla scenarios.
 
Master of Magic, basically an old fantasy spin-off of Civ, had the need for food for normal troops. It was a key factor in the game.

Unlike Civ, food produced was communal. You could make citizens workers or farmers. If they were workers they gave production, farmers give food. So, to feed large armies you needed a lot of farmers which means you produced less. You could also summon monsters, but this used up your magic points (similar to gold). It was a very nice system with far less micromanaging -- however, we can't use a system like that in Civ III.

I'm certainly interested in seeing how your mod works here!

Breunor
 
Traianus said:
[party]Welcome to the forums.
I like the idea of making foodstuffs neccesary for unit building. Seems rather obvious but I haven't seen anyone else try it before. Although it may end up looking silly if a city is growing anyway but still can't produce units. If you get a chance to check out The Rise and Fall of Rome, you'll notice how basic infantry units cost population points to build. This effectively means that only a well fed city can produce them. Might be worth thinking about.
I look forward to the C3C version as I can't play vanilla scenarios.

Thanks for your comment.

The idea is that the military requires supplies for the troops, if the supplies are cut, the army should be affected. In this case the idea of grains (crops) is that you need not just food but portable and storable food. In many wars depriving the food supplies of the enemy was key to victory. Cities should still be able to grow with normal food as they don't need to transport it somewhere else, however troops and forts need supplies, more or less like tanks need oil. Also ships with sails are affected by lack of food.
So if an enemy destroys your supply lines to oil in the standard version your army can no longer get tanks, in this case a lack of food would prevent you from building infantry, but you could still build tanks which depend more on oil, iron and coal (you need coal and iron to produce steel and oil as fuel).

The problem I'm still dealing with is having the AI not build huge armies of warriors but focusing on finding ressources.

I'm thinking of adding a basic unit for each era, that you could build without any ressources, so that you don't end up building warriors in the industrial era because your supply lines were cut.

Ancient: Warrior
Reinassance: Peasants (at 2 def 2 mov 1, Feudalism) Drafted peasants were common in the middle ages.
Industrial: Militia (at 3 def 4 mov 1, Nationalism). Militia was common in the 19th century such as in the American Revolution.
Modern: Civil Grenadiers (at 6 def 6 mov 1, Radio). Civil grenadiers were used during World War II by the germans when they suffered shortages.

I will appreciate your comments.
 
C3C Supply Lines and Menacing Barbarians will include the following features:
Throughout History the development of supply lines has been a major factor in the development of civilizations. The Azteks e.g. used roads along their territory and developed a system of supply which enabled Tenochtitlan to receive fresh fish from the coast 300 miles away. In fact cutting the enemy supply lines is also a major factor in war.

Features
1. Barbarians
a. The regicide victory condition enables barbarians to destroy any civilization.
b. The attack bonus versus barbarians is gone for regent difficulty level and higher and severely reduced for chieftain (50%) and warlord (25%).
c. The basic barbarian unit is the horseman with improved attack, defense and hit points. The horseman can only be built by barbarians. Civilizations build ancient cavalry instead.
d. The barbarians will build privateers, so they will be a threat after the discovery of Magnetism. Privateers have enhanced hit points.
e. The barbarians will build guerillas, so they will again be a threat after the discovery of Replaceable Parts. Guerillas have enhanced hit points, a zone of control and are fast units, furthermore they are invisible and have hidden nationality.
f. Both the horseman and the guerilla will have a chance of capturing enough plunder to build a new unit.

2. Supply Lines
a. Cattle is now an essential strategic resource. It represents animal foodstuffs such as dairy products, meat and eggs which are a major source of proteins. It is required to build Barracks, Courthouse, Library, Marketplace and Temple as well as most infantry units and settlers. It is also required to build outposts, fortresses and barricades.
b. Gold is now an essential strategic resource. It represents access to gold and other noble metals such as silver and platinum as well as copper. Thus it is required to build mines. It is also required to build Bank, Cathedral, University, Wealth and most Great Wonders. It is also required to build expensive or exotic units such as War Chariot and War Elephant and Numidian or Swiss Mercenaries.
c. Grain is now an essential strategic resource. It represents corn, rice, wheat and the like which constitutes the main worldwide source of food, specially for carbohydrates. Grains can be farmed extensively and easily stored in granaries for long periods of time. Most civilizations depended heavily on grains. Thus it is required to build irrigation. It is also required to build Barracks, Courthouse, Granary, Library, Marketplace and Temple as well as most infantry units and settlers and outposts, fortresses and barricades.
d. Any civilization with access to Ivory, Gold and Grain can build a War Elephant. Through History, many civilizations used war elephants, including the Greeks, the Persians the Carthaginians and the Romans. It was access to Elephants which enabled them to use them in War. It just happened that India had permanent access to Elephants. For balance Indians can also build Inmortals.
e. The road movement has been doubled. Roads are a very important factor in the development of civilizations.
f. Chemicals is an strategic resource that replaces saltpeter. It represents nitrates as well as sulfur and other non-metallic minerals. it is required to build Coastal fortress, Hospital and to dry wetlands, clear jungles and clear damage as well as to build Cannon and other gunpowder units.
g. Iron and Coal remain an important resource in the industrial era as they are required to produce steel. World War I was really fought on steel production. During World War II steel production was a key factor in the war effort. Iron and coal are required to build Battleship, Carrier, Cruiser, Destroyer, Submarine, Nuclear Submarine and Tank.
h. Sugar is a luxury resource.
i. Tobacco is a luxury resource.
j. Tropical Fruits is a luxury resource.

3. Citizens
a. Taxman: Requires Currency. You get 6 taxes but you suffer 2 unhappy faces.
b. Scientist: Requires Chemistry. You get 6 points of science but you must pay 2 units of taxes to fund their experiments.
c. Policeman: Reduces the corruption by 6 but you must pay 2 units of taxes as funding.
d. Civil Engineer: Increase building production by 10 but you must pay 10 units of tax as funding and the corruption is increased by 2.
e. Aqueduct required at population 5, hospital at 10.


4. Units
a. Elite units have greater hit points and enhanced retreat bonuses.
b. Units cost more gold to maintain.
c. Industrial and modern era infantry units have a 1 population cost and can build fortresses, barricades and join a city.


5. Governments
a. Despotism, Monarchy, Republic, Communism, Fascism and Fundamentalism have a cap to their research/tax/luxury rate.
b. Units cost more to maintain: 2 in Despotism and Monarchy, 3 in Republic and Fascism, 4 in Democracy
c. Fundamentalism: Requires Radio. All Units Free but you have reduced production and commerce.
d. Green: Requires Ecology. You can build Solar Plant. You suffer reduced production due to industrial regulations and you must relocate your population to rural areas and lose 1 population point in each town, 2 population points in each city and 3 population points in each metropolis, but building maintenance is FREE by applying self-sustainable technologies. Unit Support 2/2/2 Each additional unit costs 2.
e. Solar Plant: Only built by green governments. Reduces pollution and causes 2 happy faces.
f. Corporate: Requires Satellites. You can build Human Cloning(Longevity). You have both enhanced production and commerce and no War Weariness. No Unit support. Each unit costs 3.
g. Human Cloning: Only built by Corporate governments. Replaces the Longevity Great Wonder. Population growth is doubled, unit upgrade cost is halved, city defenses are doubled and defense versus barbarians is doubled. Furthermore it produces 1 modern paratrooper every turn.



6. Other
a. Disasters have been increased.
b. Corruption is halved and the number of optimal cities increased.
c. Diplomats can steal world maps
d. Deserts and Mountains are more inhospitable, they produce no food, shields or commerce unless developed.
 
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