Papa Lazarou
you're my wife now dave!
Hey fellow Sidites, i just finished a big editing session and ive wrote this list just incase my .bic file screws up again. Post yours and help give myself and everyone else good ideas what to edit to make the game fairer/more balanced in you opinion:
Current:
- gave zone of control to battleships.
- increased the movement points of ships by one or two points.
- gave infantry a zone of control.
- changed spelling of 'Harbor' to 'Harbour' ;o)
- changed the cultural opinions like so:
in awe of (3:1)
admirers of (2:1)
impressed by (4:3)
unconcerned with (1:1)
unimpressed by (3:4)
dismissive of (1:2)
disdainful of (3:1)
whereas before it was like:
in awe of (3:1)
admirers of (2:1)
impressed by (1:1)
unimpressed by (3:4)
dismissive of (1:2)
disdainful of (3:1)
(my discriptions makes it easier for me to see how i rank culturally against others IMO)
- put nuclear subs att=10
- made privateers att=3
- F-15's att=10
- i found the man-o-war was being made obsolete too quick by ironclads so i made the stats like so:
frigate:- att=3 def=2, bombard=3
man-o-war:- att=4 def=2, bombard=4
ironclad:- att=4 def=4, bombard=4
this way if man-o-war initiates an attack then it has a fair chance against an ironclad (other way round is a different story)
- Cruiser's bombard from 4 to 6.
- scouts movement now 3
- changed the name 'AEGIS Cruiser' to 'Cruiser'. (Could anyone tell me what AEGIS stands for??)
- for each difficulty level i halved the attack bonus against barbarians because they were too much of a push over (i kept myself from getting rid of the bonus totally to reflect the relative lack of organisation/training/equipment)
- increased number of civs for all maps (tiny-->huge) up to 16.
- added an ultra-huge map (256x256, 16 civs, distance between civs 32, optimal # cities 64, tech rate 300)
- made marines and paratroopers att=8 and def=8 - enough so they dont replace the infantry's role of defence but
enough to put up a fair chance attacking a tank and be a good multi-purpose troop and be slightly better at attacking than infantry.
- reduced the cost of marines and paratroopers from 10 to 9.
- made a new fascism government for civs that love to wage war. I havent tested it yet but tryed to make it fair.
Prerequisite: nationalism
Rate Cap: 5
Worker Rate: 3
Assimilation Chance: 20%
Draft Limit: 4
Military Police Limit: 10
Corruption: rampant
Unit Support: all units free
Hurry: forced labour
War weariness: none
Diplomats: conscript
Immune to: build embassy
Propaganda mod: 10
- changed german and japanese favorite governments to fascism (sorry, i know this isnt strictly true but who else is there, eh, indians?!)
Future:
- considering increasing some of the bombard rates but need to experiment a bit more first
- about to make a special unit that only expansionist civs get in the time around navigation maybe that makes it a bit more desirable to have the expansionist attribute because im sure you'll agree it is by far the worst attribute to have at the moment. I was thinking along the lines of either a dragoon, regular, conquistador or an expeditionary force unit that only expansionist civs get and can help them keep control of their far flung empires and most probably will make use of the 'treat all tiles as roads' ability among others.
- considering making a unit (ranger?) that comes about with explorer but has a few att/def points and treats all tiles as roads but has one movement point less than explorer so for what it makes up with att/def it loses slightly with movement but is still good for recon or sabotage missions.
- about to add the spanish.
- Special Ops unit with lots of goodies but costly
- APC
- Radar Infantry which is basically a weak infantry unit with the radar ability that is stacked with other units to see further.
- a super tough battleship
The End

Current:
- gave zone of control to battleships.
- increased the movement points of ships by one or two points.
- gave infantry a zone of control.
- changed spelling of 'Harbor' to 'Harbour' ;o)
- changed the cultural opinions like so:
in awe of (3:1)
admirers of (2:1)
impressed by (4:3)
unconcerned with (1:1)
unimpressed by (3:4)
dismissive of (1:2)
disdainful of (3:1)
whereas before it was like:
in awe of (3:1)
admirers of (2:1)
impressed by (1:1)
unimpressed by (3:4)
dismissive of (1:2)
disdainful of (3:1)
(my discriptions makes it easier for me to see how i rank culturally against others IMO)
- put nuclear subs att=10
- made privateers att=3
- F-15's att=10
- i found the man-o-war was being made obsolete too quick by ironclads so i made the stats like so:
frigate:- att=3 def=2, bombard=3
man-o-war:- att=4 def=2, bombard=4
ironclad:- att=4 def=4, bombard=4
this way if man-o-war initiates an attack then it has a fair chance against an ironclad (other way round is a different story)
- Cruiser's bombard from 4 to 6.
- scouts movement now 3
- changed the name 'AEGIS Cruiser' to 'Cruiser'. (Could anyone tell me what AEGIS stands for??)
- for each difficulty level i halved the attack bonus against barbarians because they were too much of a push over (i kept myself from getting rid of the bonus totally to reflect the relative lack of organisation/training/equipment)
- increased number of civs for all maps (tiny-->huge) up to 16.
- added an ultra-huge map (256x256, 16 civs, distance between civs 32, optimal # cities 64, tech rate 300)
- made marines and paratroopers att=8 and def=8 - enough so they dont replace the infantry's role of defence but
enough to put up a fair chance attacking a tank and be a good multi-purpose troop and be slightly better at attacking than infantry.
- reduced the cost of marines and paratroopers from 10 to 9.
- made a new fascism government for civs that love to wage war. I havent tested it yet but tryed to make it fair.
Prerequisite: nationalism
Rate Cap: 5
Worker Rate: 3
Assimilation Chance: 20%
Draft Limit: 4
Military Police Limit: 10
Corruption: rampant
Unit Support: all units free
Hurry: forced labour
War weariness: none
Diplomats: conscript
Immune to: build embassy
Propaganda mod: 10
- changed german and japanese favorite governments to fascism (sorry, i know this isnt strictly true but who else is there, eh, indians?!)
Future:
- considering increasing some of the bombard rates but need to experiment a bit more first
- about to make a special unit that only expansionist civs get in the time around navigation maybe that makes it a bit more desirable to have the expansionist attribute because im sure you'll agree it is by far the worst attribute to have at the moment. I was thinking along the lines of either a dragoon, regular, conquistador or an expeditionary force unit that only expansionist civs get and can help them keep control of their far flung empires and most probably will make use of the 'treat all tiles as roads' ability among others.
- considering making a unit (ranger?) that comes about with explorer but has a few att/def points and treats all tiles as roads but has one movement point less than explorer so for what it makes up with att/def it loses slightly with movement but is still good for recon or sabotage missions.
- about to add the spanish.
- Special Ops unit with lots of goodies but costly
- APC
- Radar Infantry which is basically a weak infantry unit with the radar ability that is stacked with other units to see further.
- a super tough battleship
The End


