[Civ2] what do you think of my rules.txt early game set-up

tank_

Chieftain
Joined
Feb 8, 2010
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5
Greetings, oh wise rulers; hear now the words of pebble, high priest of the Zulus...

okay i' ve been playing too much civ. So seriously, i' ve messed around with the Rules.txt , and now
the outcome is that early game is much big. bigger cities, bigger empires, and many more turns compared to standard gameplay. for example factory available when discover iron working, capitalization with currency, offshore platform with navigation, to name a few; modified wonders like lighthouse to work until industrialization, oracle until refining, and banned the great library, because tech is 27/10 anyways, much slower to research; Isaac' s college is available earlier too; solar plant when university is researched; of course modified the shield cost to make everything somewhat more balanced; like factory is 120 instead of 180, solar plant 140.
this creates a lot of pollution early game, which is a problem, because settlers are slow when compared to engineers. both the latter have now 0 defence. the pollution problem i have solved by saving every game as a scenario when it starts, and forbidding it in the settings, as well as forbidding tech from conquest.
in general much more stuff is available earlier. also, while acqueduct is required at the normal 8 city size, sewer system is needed at 16 now.

every ship gets +1 movement, and triremes have no defense, only 1 attack; they also get lost whenever off the coast 100%. Later on, the steam ship gets 1 cargo space. i tested many games giving the trireme 3 slots, but it' s kinda too easy and too risky.
the horsemen has 3 movement, and upgrades to a knight, which has 5 attack and 1 defence, and 3 movement as well; both have 2 space visibility, as well as settlers and caravans. the chariot has 4 attack 0 defence, which upgrades into the elephant and the crusader, which have 4/2 , and 5/2 respectively. to offset the imbalance somewhat of the elephant, it costs 70 shields now, so the chariot (40s) and horsemen (30s) are still viable options.
Also sea assaults are very fun i find; the legion is capable of amphibious assault, as well as the catapult and cannon. these siege units, have now a defense of 0, and ignore city walls completely; the phalanx has been given 3 attack and the usual 2 defense, making it the very early game aggresive unit, but also good as usual for defense. archers on the other hand are 1/2, so defensive. the pikeman has 2/2 and still has double defense against elephants, chariots and crusaders, but not horsemen or knight.

Last but not least, the caravan has a movement of 3.
the tech structures paths, terrain and graphics is the same. i myself am not a fan of different graphics.
With all these set-ups, Republic is a much more viable early game goverment. production is not as big of a problem as usual, because you get early access to factories, solar plants and offshore platforms. these set-ups i have tested over a long trial; what i have noticed is that its easier and more options to go on the aggression, via sea or land, but its also very viable to just sit back and develop your own empire.
myself i tend to go a lot of wonders, Great wall, pyramids, colossus, and if i am going to war, nothing beats that epic combo of leonardo' s workshop plus Tsun tzus art of war. combined with the lighthouse now lasting much longer, and earlier port facility, there is a lot of options available, and the whole game should be planned and played up until industralisation, not further. and if science is still too slow, you get the reasearch lab option when reasearching physics. i' ve balanced out mantainance costs and shield production too.

well, i' ve been having fun with this myself, so wanted to share, see what you think
 

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That is, you have increased all indicators (attack, movement) for all attacking units. Plus, added some special features to the landing from the ship. You left the indicators of the defending units unchanged (and even partially reduced).

The defending player is completely deprived of the chance to repel the attack. )
 
That is, you have increased all indicators (attack, movement) for all attacking units. Plus, added some special features to the landing from the ship. You left the indicators of the defending units unchanged (and even partially reduced).

The defending player is completely deprived of the chance to repel the attack. )

i never saw it that way, but this is completely spot on considering all the testing and playing i did; the defending player is the AI, so i have no guilty feelings about it; yes, also it makes it very easy to load a ship with a catapult, plus a defensive unit, and conquer a city, without ever landing your units first

Edit: we' ll call this attackilization
 
In a game with original rules, destroying the AI is an extremely easy task. You've made it even easier. )
 
Usually i play at Emperor level of difficulty, with the original rules, i would like to play Deity but the AI is extremely aggressive and they just band together all against me;
 
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