October 29, 1999, 14:08
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#1
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King
Local Time: 16:03
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Dixon, CA USA
Posts: 1,156
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Fundie Communists!
Okay, I thought maybe the weird title would bring you it, I just thought this up while posting in the Civ3 forum and realise that I can implement it for CivII quite easily:
I suggested that Communist should get free peasant army units that have low offence and defence and basically serve as cannon fodder.
And then it hit me that I can do this w/ Civ2 in the Fundie slot.
Also this would make a cold war (Communist vs Demo) much more viable
so I just thought I'd throw the idea, and get your comments, questions, etc.
And I'd also like to know what you all think should replace the current communist gov?
So fill me in and thanks alot
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October 30, 1999, 18:59
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#2
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King
Local Time: 01:03
Local Date: October 31, 2010
Join Date: Aug 1999
Location: Dilbert
Posts: 1,839
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You could create Peasant units through events for the Communists, or rename Fundamentalism to Communism, and do it that way. Either way would work!
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October 31, 1999, 03:22
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#3
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King
Local Time: 16:03
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Dixon, CA USA
Posts: 1,156
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yeah, I'd rather it work not just for a scenario, but for regular games, so it's necessary to convert fundie, and I want the player to be able to build the units, too
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October 31, 1999, 04:53
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#4
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King
Local Time: 01:03
Local Date: October 31, 2010
Join Date: Aug 1999
Location: Dilbert
Posts: 1,839
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Oh, right. Well, you`ve got me stumped there.
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November 1, 1999, 10:37
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#5
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Prince
Local Time: 01:03
Local Date: October 31, 2010
Join Date: Jul 1999
Location: of London
Posts: 375
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Communism could become Fascism. The end results are quite hard to differentiate
The parameters for Fundi can be edited in Rules.txt, near the top, part of the cosmic variables.
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November 1, 1999, 12:41
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#6
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King
Local Time: 16:03
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Dixon, CA USA
Posts: 1,156
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Yeah, I don't really want to make it too powerful, like Fundi and Fascism both are, so I really cut down the number of free units, but I left the science penalty at 30.
and Miner- The beginning results weren't all that different either: state control, state led economy, totalitarian, guaranteed work, etc
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November 2, 1999, 12:10
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#7
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Chieftain
Local Time: 00:03
Local Date: October 31, 2010
Join Date: Aug 1999
Location: columbus oh
Posts: 34
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I think free serf militia for commies is great, & I like fascism to replace the commie slot, but I'd also like to retain the science penalty for fascism. Fascists would be too powerful otherwise. Is there any way that can be implemented?
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November 2, 1999, 12:38
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#8
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Chieftain
Local Time: 00:03
Local Date: October 31, 2010
Join Date: Aug 1999
Location: columbus oh
Posts: 34
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I think free serf militia for commies is great, & I like fascism to replace the commie slot, but I don't like the economic bonus it gives to the commies. The fundie slot rakes in tons of cash, & planned economies just aren't that effective. If that glitch could be modified the results would be perfect.
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November 3, 1999, 11:02
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#9
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Prince
Local Time: 01:03
Local Date: October 31, 2010
Join Date: Jul 1999
Location: of London
Posts: 375
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Fundis generate loads of money because happiness improvements generate coins to the value of the people they keep happy. Since Temples require Ceremonial Burial to 'work' if the Fundy Commies didn't have this would their tithes be less effective & generate less money? if so this might help, but this could only get implemented in a scenario, not as a general Mod
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November 3, 1999, 21:03
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#10
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King
Local Time: 16:03
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Dixon, CA USA
Posts: 1,156
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Right, I hadn't really thought about the money thing. But, then again Fundamentalism and Fascism aren't exactly bastions of great capitalism, so go figure, that'll definitely be an issue to work around
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November 3, 1999, 21:04
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#11
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King
Local Time: 16:03
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Dixon, CA USA
Posts: 1,156
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Right, I hadn't really thought about the money thing. But, then again Fundamentalism and Fascism aren't exactly bastions of great capitalism, so go figure, that'll definitely be an issue to work around
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December 9, 1999, 09:45
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#12
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King
Local Time: 16:03
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Dixon, CA USA
Posts: 1,156
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I'm almost done testing this mod, I was just wondering if changing the max effective science rate for fundamentalism could help generate less funds for the gov't. And if so would I want the number high or low?
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December 11, 1999, 16:00
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#13
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Deity
Local Time: 20:03
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Dance Dance for the Revolution!
Posts: 15,132
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I suppose it would be possible to disallow "communists" to build religious structures, by not allowing then to have ceremonial burial, monotheism, etc. Of course that only works for a scenario. You might be better off getting rid of Fundy altogether. But then you don't get free cannon fodder.
This is interesting because of something that I thought of today. Try this:
Build a basic unit, say 0att/1def/0move 1hp/1fp, cost 1(10);
give it paratroop ability;
set it to 'caravan' status. You should be able to have peasant armies "pop up" in the field (paratroop) but they will have no support cost (caravan). They effectively just act as ZOC barriers.
Possible Problems:
Can a caravan be paradropped into a city? This would make the game unbalanced.
Can't be moved after dropping.
The AI will not build them. But the AI would likely not do so anyway.
Let me know if this works, if you try it. (The computer I'm at doesn't have Civ on it).
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December 13, 1999, 10:50
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#14
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Prince
Local Time: 01:03
Local Date: October 31, 2010
Join Date: Jul 1999
Location: of London
Posts: 375
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You cannot paradrop a unit with 0 move because it cannot be activated.
You could use a paradropping naval unit with a move of 1.
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