In this mod I've tried to stay as true to the gameplay of civ3 as possible while tweaking certain aspects and units to make it more fun and to help the AI out a little in keeping it's units up to date by making almost any unit upgradable, and filling in a few holes in the unit list. All unit changes apply to unique units also.
Non-unit changes:
Grasslands can no longer be mined
Forests can be mined
Hills can be irrigated (mainly just to keep continuity in city sites, sometimes before I'd have a city on the hill blocking irrigation, because the game reads it as being unirrigable).
Tax collectors and Scientists produce 4 gold/science
The weak barbarian has been upgraded to swordsmen, the ship to privateers(mainly just a graphical change for the privateers, they still lose to galleys all the time.)
Heroic epic availible with literacy, without making an army. Military academy availible with military tradition, without making an army.
This is just to make heros and armies more common, the AI will use them if they are availible but hardly ever gets any.
Resources appear a couple of techs before you can build the units applicable. This is to give a better chance to get the appropriate resource if you lack it.
Unit changes
Cavalry/tank line:
Chariots given 1 attack, cost 1 more - these were worthless before, now they replace the old horseman. They are obsolete with knights
Horsemen are now 3/2/2, and cost 5. They also now require iron. I did this to make them fit more logically with the knights-cavalry line.
Cavalry now upgrade to modern armor
New unit: Attack Chopper - 20/16/3, all terain as roads, bombard with attack 4 rof 2 range 1, availible at the same time as modern armor.
Air line:
Stealth fighters are now an appropriate upgrade to jet fighters, and jet fighters are upgradable to them.
Helicopters can now carry 3 units, and can do strafeing runs (the animation is there, I figured I might as well use it). - needed a little more oomph here, being able to drop 3 marines with it makes it actually useful
New Unit: Air transport - availible with stealth, same as helicopter except it can carry any transportable unit and has 1 more capacity.
Ships:
Sail-powered ships have movement increased by 2x
Oil and better ships have movement increased by 3x
All ships are now upgradable, except for the last ones in the tree
Changed Aegis cruiser name and graphic to missile frigate, can now carry 1 tactical nuke or cruise missile
New Unit: Aegis cruiser - upgraded battleship, costs 1 more, can carry 3 missiles, has radar, otherwise identical
Added 1 attack to privateer
Nuke submarines can now carry cruise missiles
Missiles:
Cruise missile has longer range
Tactical nuke and ICBM are cheaper to reflect thier reduced power from civ2.
Infantry:
Archer, Longbowman, Musketeer, Rifleman, Infantry, and mechanised infantry now have first strike ability, when attacked they get in a free bombard with their attack strength against the enemy. Also they all have zone of control. Bow units have an ROF of 1, gunpowder units 2.
Musketeer attack increased by 1.
Rifleman, infantry, and paratroop attack increased to the same level as their defense.
Marine attack increased to 12.
New unit: Tercios - 4/3/1, availible with education. They use the explorer graphic, since it has the right look, all the right animations, and in dozens of games I've never actually seen one used by the AI or build one myself.
All infantry units upgrade now, eventually to mech infantry, except the paratrooper and marine.
I believe that is everything.
Installation: put the scenario file into your scenarios directory.
You need to have the attack chopper, modern frigate, and air transport graphics installed. Make a copy of the explorer directory in the art/units subdirectory and rename it Tercios, and rename the .ini file to Tercios also.
This mod pack is still in beta. The reason I am releasing it now is that with the lack of testing utilities in civ3, it would take weeks to play test it alone. Please report all bugs, balance issues, mistakes, wierd AI behavior, etc.
Non-unit changes:
Grasslands can no longer be mined
Forests can be mined
Hills can be irrigated (mainly just to keep continuity in city sites, sometimes before I'd have a city on the hill blocking irrigation, because the game reads it as being unirrigable).
Tax collectors and Scientists produce 4 gold/science
The weak barbarian has been upgraded to swordsmen, the ship to privateers(mainly just a graphical change for the privateers, they still lose to galleys all the time.)
Heroic epic availible with literacy, without making an army. Military academy availible with military tradition, without making an army.
This is just to make heros and armies more common, the AI will use them if they are availible but hardly ever gets any.
Resources appear a couple of techs before you can build the units applicable. This is to give a better chance to get the appropriate resource if you lack it.
Unit changes
Cavalry/tank line:
Chariots given 1 attack, cost 1 more - these were worthless before, now they replace the old horseman. They are obsolete with knights
Horsemen are now 3/2/2, and cost 5. They also now require iron. I did this to make them fit more logically with the knights-cavalry line.
Cavalry now upgrade to modern armor
New unit: Attack Chopper - 20/16/3, all terain as roads, bombard with attack 4 rof 2 range 1, availible at the same time as modern armor.
Air line:
Stealth fighters are now an appropriate upgrade to jet fighters, and jet fighters are upgradable to them.
Helicopters can now carry 3 units, and can do strafeing runs (the animation is there, I figured I might as well use it). - needed a little more oomph here, being able to drop 3 marines with it makes it actually useful
New Unit: Air transport - availible with stealth, same as helicopter except it can carry any transportable unit and has 1 more capacity.
Ships:
Sail-powered ships have movement increased by 2x
Oil and better ships have movement increased by 3x
All ships are now upgradable, except for the last ones in the tree
Changed Aegis cruiser name and graphic to missile frigate, can now carry 1 tactical nuke or cruise missile
New Unit: Aegis cruiser - upgraded battleship, costs 1 more, can carry 3 missiles, has radar, otherwise identical
Added 1 attack to privateer
Nuke submarines can now carry cruise missiles
Missiles:
Cruise missile has longer range
Tactical nuke and ICBM are cheaper to reflect thier reduced power from civ2.
Infantry:
Archer, Longbowman, Musketeer, Rifleman, Infantry, and mechanised infantry now have first strike ability, when attacked they get in a free bombard with their attack strength against the enemy. Also they all have zone of control. Bow units have an ROF of 1, gunpowder units 2.
Musketeer attack increased by 1.
Rifleman, infantry, and paratroop attack increased to the same level as their defense.
Marine attack increased to 12.
New unit: Tercios - 4/3/1, availible with education. They use the explorer graphic, since it has the right look, all the right animations, and in dozens of games I've never actually seen one used by the AI or build one myself.
All infantry units upgrade now, eventually to mech infantry, except the paratrooper and marine.
I believe that is everything.
Installation: put the scenario file into your scenarios directory.
You need to have the attack chopper, modern frigate, and air transport graphics installed. Make a copy of the explorer directory in the art/units subdirectory and rename it Tercios, and rename the .ini file to Tercios also.
This mod pack is still in beta. The reason I am releasing it now is that with the lack of testing utilities in civ3, it would take weeks to play test it alone. Please report all bugs, balance issues, mistakes, wierd AI behavior, etc.