The Balancer Modpack v1.32

monkspider

Warlord
Joined
Nov 14, 2001
Messages
283
Location
Wichita, Kansas
I have put together what I considered the most balanced and through mod currently available on the internet. Some changes trivial, some far-reaching. After through play testing I have found the results to be very favorable. As I hope you will too!

NOTE! If you downloaded version 1.3 you may experience a game-crashing bug with the squatter unit, so please upgrade to version 1.32 right away!
NOW! UPDATED TO VERSION 1.3
Okay, here are those "exciting changes" I have been promising you all. I have been working hard to get this out in time for the weekend, and I think you will like it. I also believe that this mod will, for the moment, set the standard for which future Civ 3 mods are measured. Here's the info from the README file.

Changes made since 1.1 (and they are some doozys)

--- Improves the much maligned Expansionist civs by adding a new unit, the Squatter.
The Squatter is a slightly-cheaper version of the settler with an extra movement point.
This should give expansionist civs a much-needed ability to expand.

---adds government specific wonders for the three most advanced forms of government, these wonders are powerful but also very
expensive and limited to being built by certain governments

-Statue of Liberty, limited only to Democracy, decrease war weariness, when used in conjunction
with Universal suffrage it can make Democracy a powerful military machine

-Universal Equality- Gain any two advances owned by any other governemnt, limited only to
Communism. Useful to gain ground on the scientifically advanced Democratic nations. Lasts until discovery of space flight.

-Reichstag- Allows Fascist governments to build armies in ANY city.
This gives the Fascist government that some complained of being
too weak a considerable advantage.

---There are two new Modern-Age Wonders, due to complaints of there being too few in that
period
-Dinosaur Park-Available with Genetics, this wonder increases tax, science, and luxory output
by 50%
-Sgt. Pepper's Lonely Heart's Club Band- Available with Ecology, This wonder simply produces 25 culture a turn.

Note, all of these wonders include brand new wonder splash screens. There is also an updated
Civopedia and some updated artwork for Facisism.
Enjoy!
download it here until mark puts up his own link
www.geocities.com/monkspider/BALANCER132.zip


pepperpreview.jpg


1.1
-Changed the number of happy citazens at each difficulty level back to the default due to complaints
-upgrade Aegis Cruiser attack to 17
-increased number of missiles the Nuclear submarine can carry to 3.
-reverted Bowman back to 2-2-1 for the moment, due to an issue with the War Chariot
-cheaper nuclear weapons
Again, nothing super exciting, but important changes nonetheless. Get it here, until Mark issues his own link.
http://www.geocities.com/monkspider/civ3mod11.zip


1.0
-Adds a new government, Facisim. A great war-time government
-added Rommel to list of German leaders and Montgomery to list of British leaders
-Catapult bombard strength upgraded to 6
-Cannon bombard strength upgraded to 9 and rate of fire to 2
-Babylonian Bowman upgraded to 2-1-2 rather then 2-2-1
-Clearing jungles now takes less time
-tweaked Communism a bit to fit well between Democracy and Fascism
-Gave Police Stations the ability to quell corruption like Courthouses. Increased their cost to 120 shields, and maintance costs to 3 gold per turn.
-Man o War upgraded to 4-3-4
-The chance for Air Superiority interception is increased to 65%, even though this feature seems to be broken at this time.
-Great Lighthouse upgraded to having 5 culture each turn
-The Great Wall now reduces corruption and gives 4 culture each turn
-Magellan's Voyage now also gives a free harbor to all cities on the same continent, along with the normal +1 movement bonus to all naval vessels. Cost was increased to 600 shields.
-Shakespeare's theatre upgraded greatly by now giving 12 culture each turn, rather than 6
-The UN gives a Collossus like trade bonus in every tile, due to the unpopularity of the diplomatic victory
-Cure for Cancer and Longevity each upgraded to giving 10 culture each turn, due to complaints of their
ineffectiveness in coming so late in the game
-Artillery upgraded to bombard strength 14
-Increased the number of initial content citizens for each difficulty level:
Chieftan- 5
Warlord- 4
Regent- 3
Monarch- 3
Emperor- 2
Deity-1 (left the same)
-Changed harvested-forest bonus shields from 10 up to 20. This is a good way to boost production in ancient times, and also in the later 'post replaceable parts' era via deforestation. Very advantagious to Industrial civs.
-Changed Wealth shields-to-gold ratio down to 4:1 from the default 8:1.
-Oil should now sometimes appear on coastal tiles. They will not be able to be used as a strategic resource because you need to road to it, but it will still give its bonus resources.
-Army Corps of Engineers: Infantry and Mechanized Infantry can perform the Build Forstress, Build Road, and Clear Forest/Jungle commands.
-All civs now get the corresponding regular units to their unique units.
-Radar Artillery has 18 bombard; 2 range; and 3 rate of fire. This change (I find these upgraded artillery stats to be much more balanced than the default ones)
-Cruise Missile now has a bombard range of 6 instead of 2.
-Transport can now only carry only 6 units.
-Submarine now attacks at 8 instead of 4.
--AEGIS Cruiser has the same bombarding attack strength as the destroyer: 2.
-Nuclear Submarine has the same attack and defense as the modded submarine (8A.4D), but now moves at 4. Even the civilopedia stated that the n-subs were supposed to be faster.
-Fighter now has a bombard strength of 4.
-Jet Fighter and F-15 have their bombard strength increased to 8.
-Stealth Fighter can now initiate the Interception command. Its stats are: 8A.6D and operational range of 7. Bombard is 8 with a rate of fire of 2.
-The Chinese Rider UU no longer has ZoC
-Mounted Warrior also has no ZoC; for the same reasons stated for the Rider and Horseman units.
-Privateers have an attack of 2, defense of 1, and move at 4. This makes them a decent investment for their time.
-Destroyers upgraded to 14 attack
-Battleships upgraded to 20 attack

-Thanks to anunuikoba for the inspiration for some of these changes
One thing I hope to do with this mod is address the needs of the fans, so if there is anything you would like to see changed email me, or post on the forum! I want this to be the best mod there is! Have fun!
 
Whoa!! nice mod pack! I can't wait to try it out! Especially the police stations

btw does a mod pack affect games that you load up (after installing it) or will it only be for new games played after it is installed? thanks!!
 
I catched it, thanks again. I see the many changes is the same as in LongWindedChanges Mod... :D People think similarly, but what Firaxis think about it???
 
Great ideas in your mod. I added 2 others:

-changed HP (Conscript 2, Reg 4, Vet 6, Elite 8)
-marketplaces give +1 culture

I found the first to eliminate a lot (but not all) of the "killer phalanx" issues. The second just seems more realistic to me (after reading "The Pillars of the Earth" and seeing how folks flocked to markets, especially at fair time), and doesn't adversely affect playability.

Just a suggestion.
 
Employ more anti-corruption stuff like another mod maker did (I'm using it right now in my game) so corruption won't be very bad.
 
For starters the fundamentalist gov should be included it is, after all, still a viable form of government today...

Also, it seems to me that there is an extreme amount of time between Aqueducts (city size 6-12) and Hospitals (city size 12+)
there should be a development between the two wich would make it Aqueducts (6-12), ?????? (12-18), and Hospitals (18+).
I think that addition would make the transition from age to age smoother...

And speaking of governments... What about including a few more governments to represent the subtle changes from nation to nation... For example Mussolini's vision of fascism was that of a benevelent police state (which he succeded at for a short time) while Hitlers fascism (it was called nazism but originally fascism was different and over time they became considered the same despite history) which was brutal and rather underfunded (as far as long term conflict went) and even Perone's fascist governmant in Argentina was more authoritarian... I think subtlies such as these (but to other governments as well) would add depth, and more chances to experiment with the nuances of government...

I've got some other ideas but I suck at creating modpacks (I've tried, its sad), if you want to hear them drop me a line... at PohlSE@aol.com
 
NOW! UPDATED TO VERSION 1.1
Don't expect any revolutionary changes, as these are really more "fine-tunes" than anything, but you can expect some really exciting things to come out of this mod in the coming days. I figured you guys would rather have the small changes now rather then wait to get them with all together with the big stuff. Here's what you can expect to find in 1.1
-upgraded tax collectors and scientists to collecting three each of money and beakers respectively.
-Changed the number of happy citazens at each difficulty level back to the default due to complaints
-upgrade Aegis Cruiser attack to 17
-increased number of missiles the Nuclear submarine can carry to 3
-reverted Bowman back to 2-2-1 for the moment, due to an issue with the War Chariot
-cheaper nuclear weapons
Again, nothing super exciting, but important changes nonetheless. Get it here for now
http://www.geocities.com/monkspider/civ3mod11.zip
 
Hi MonkSpider,


I cant download ur mod file. Can u post it to a new location or send it to calvinx@rocketmail.com . I'm really looking forward to ur mod and been annoyed with some of the default civ rules.
 
One of the simple changes I made to your mod was I added unhappiness caused by Factory, Manufacturing Plant, Coal Plant and Nuclear Plant. I thought it was a little too easy to keep people happy. This puts more emphasis on needing the luxury resources.
 
From what I've heard the coastal oil thing is a bad idea unless you dramatically increase the number of oil resources alocated because there are so many coastal tiles in an average map that all the oil ends up offshore. Unless you made a sea unit with worker abilities (and made seas and oceans impossible to build upon and limiting coasts to roads)
 
NOTE! If you downloaded version 1.3 you may experience a game-crashing bug with the squatter unit, so please upgrade to version 1.32 right away!
 
Monkspider, I'd like to give your mod a try, but the link seems to be down...even tried saving it directly, but it does not exist...could you email me 1.32? yasz@aol.com Thanks
 
Ditto, Geocities seems to have nuked the account where the download link was pointed to. Can you post it off the forum or somewhere else?
 
monkspider, don't you know you can use the forum's file attchment feature to attach a file to your post? :confused: The attachment file size limit is 500 KB, more than enough for your modpack.

The file I am ataching is v1.1. You can attach the latest version when it's available yourself. :)
 
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