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Old January 18, 2003, 01:43   #1
Master Zen
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Your favorite modifications
Hola,

I just wanted some feedback on any major modifications some of you do to make the game more enjoyable. Here is some of the stuff I do (v1.29 or PTW)

1) Decrease corruption to 50%

2) Decrease metropolis defense to 50%

3) Increase movement for naval units (Caravel 4, Frig./Gal./Sub 5/ Iron/Nuc Sub 6, / Trans/BShip/Carr 7, DD/CR 8. I usually play on huge maps.

4) Increase movement of Mobile Artillery to 2 (after, all they're supposed to be "mobile" right?)

5) Sub attack of 12, Nuc Sub attack of 16

6) Marine 12/8/1, Para 8/12/1

7) Increase first unhappiness city size (it's not fun to me to have an unhappy citizien at size 1)

8) Decrease pollution of improvements by half.

I usually play at Emperor level with these settings.

QUESTIONS:
why don't Stealth aircraft have hit points??? Also, if I change the Scenario properties on the default .bic or .bix file will this affect a non-scenario game I play?
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Old January 18, 2003, 01:59   #2
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on huge maps i also like to have workers and settlers have two movement points. i agree with you on corruption and ship movement especially.
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Old January 18, 2003, 02:34   #3
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I use Warpstorm's watercolor terrain, otherwise no mods.
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Old January 18, 2003, 03:58   #4
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I change capitalisation and rush building to ratios more closely resembling what you find in Civ 2 (i.e., chop em in half), do the same to corruption, and kill pollution because, you know, having your tiles turn to desert with no way to change them back when you've been faithfully cleaning up your messes is just too damn depressing.
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Old January 18, 2003, 04:04   #5
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Okay, you asked for it...
This is a list of my changes which I always use (except for my current game in which I started "new game" instead of "load scenario" ).

I have always played at Regent.

World Sizes (Increased default values by 50%)
Optimal # of Cities: Huge: 48; Large: 36; Std 24; Small: 21; Tiny: 18

Difficulty Levels
Attack Bonus Against Barbarians:
Chieftan: 300; Warlord: 100; Regent thru Diety: 0
AI to AI Trade: Regent: 120 (from 140)

Units
Blitz to modern naval (changed RoF to 1), including AI use of multiple bombardments & other changes as I saw fit. Various changes to increase defense when fighters are intercepted, to allow for 'offensive' fighter missions, adjustments to bombardment strengths.

Destroyer: Blitz, RoF:1
Battleship: A/D:18/16; Blitz, RoF:1
AEGIS Cruiser: A/D:12/12; Bombard:6; Blitz, RoF:1
Nuclear Submarine: A/D:10/5; Blitz, RoF:1; Movement: 5 (from 4)
Fighter: A/D:4/3; Bombard /RoF:2/1
Stealth Fighter: B/RoF:8/2
F-15: A/D:8/8; Bombard/RoF:6/2
Jet Fighter: A/D:8/7; Bombard/RoF:4/1
Guerilla: Move 2

Units: Unit Abilities
Battleship: add Lethal Sea Bombardment.
Tank, Panzer, Mech Infantry, Modern Armor: add Wheeled (need roads in mountain/jungle).
Tank, Panzer, Modern Armor: NO AIRLIFT!
Guerilla: Ignore movement cost of jungle, forest, hills & mountains.

General Settings: Various Unit Abilities
Chance to Intercept Air Missions: 67% (increased from default 50%).

Terrain (for PTW only):
Tundra (tundra is for colonies - no cities allowed)!
Allow cities = OFF (no cities on tundra).
Worker Job: None (cannot plant forests on tundra and enable city building).

Improvements and Wonders: (Alpha Centauri Spaceship construction delayed, costs increased).
KEY for following: SS Part: Changed Required Advance; Cost
Apollo Mission: (N/C); 1,000
SS Exterior Casing: Integrated Defense; 1,000
SS Stasis Chamber: Genetics; 640
SS Storage/Supply: Satellites; 240
SS Cockpit: Robotics; 500
SS Docking Bay: Satellites; 200
SS Engine: Satellites; 1,000
SS Fuel Cells: (N/C); 320
SS Life Support: Robotics; 500
SS Thrusters: (N/C); 500
SS Party Lounge: (N/C); 240
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Old January 18, 2003, 05:13   #6
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Carrier-5 mov/8 carry capacity
Helicopter 4-carry, detect invisible
Bomber/Stealth Bomber-lethal Land/sea
Artillery/Radar Art.-Lethal Land

Thats about it.
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Old January 18, 2003, 06:50   #7
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I use Sn00py's graphics and a cpl of other ones found here and there- not a single game mod btw
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Old January 18, 2003, 08:10   #8
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I use quite a lot of naval/air unit changes.

I changed privateers to 2.2.3, removed hidden nationality, added sinks in ocean and made them available with astronomy so they are now an early sailing warship (I never used them as intended or saw the AI do so). Quite handy if you are up against the vikings, particularly as I changed berserks to be based on med inf, not longbows, so they are now available with feudalism.

Destroyers see subs, battleships have lethal sea bombardment, carriers move 5 and carry 5 air units.

I added lethal sea bombardment to bombers and jet fighters (but not stealth air so bombers have a role after stealth becomes available). I gave stealth fighters lethal land bombardment so they have more use compared to stealth bombers (F15 have lethal land and lethal sea bombardment).

I also allow upgrading privateer to frigate to destroyer and ironclad to battleship but really to remove obselete units from the build options rather than for any other reason.

I have made other changes but IMHO it is the air and sea aspects that can most be improved.
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Old January 18, 2003, 10:36   #9
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3,5,6:yes.
Lethal bombard:hwacha,F15,stealth fighter and AEGIS Cruiser.
Lethal sea only:Fighter, Jet Fighter
Most of the changes from:Patch suggestion and AU MODs
Preferably later ships have all terrain as roads,blitz.
I've tried having expansionist civs start with the explorer to help expansionist AIs.
For 7: Try changing Cheiftain production down from 20 to 7 or 5.
Improved some useless wonders by giving them improvement abilities.

I've tried different mods but its a long time since I used that New Game button. Does it still work in PTW?
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Old January 18, 2003, 11:19   #10
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Quote:
Originally posted by Datajack Franit
I use Sn00py's graphics and a cpl of other ones found here and there- not a single game mod btw
Excellent! Another purist heard from.
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Old January 18, 2003, 12:16   #11
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I like my graphics mod (well, duh). I also like DYP and a homebrew rules mod. About half the time I play standard rules.
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Old January 18, 2003, 12:47   #12
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Quote:
Originally posted by CerberusIV

I added lethal sea bombardment to bombers and jet fighters (but not stealth air so bombers have a role after stealth becomes available). I gave stealth fighters lethal land bombardment so they have more use compared to stealth bombers (F15 have lethal land and lethal sea bombardment).
I was thinking of adding "see invisible" to bombers so they can function as patrol boats (kind of like the B-24 in WW2) after stealth is invented (and of course remove the recon ability from stealth bombers).

I'd give lethal land and sea only to Stealth fighters, not the bombers.
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Old January 18, 2003, 13:59   #13
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Quote:
Originally posted by raguil_79


I was thinking of adding "see invisible" to bombers so they can function as patrol boats (kind of like the B-24 in WW2) after stealth is invented (and of course remove the recon ability from stealth bombers).

I'd give lethal land and sea only to Stealth fighters, not the bombers.
Heheh... stealth bombers never had recon abilites.

I hate the computer's strategy of "deforestation" and mining grasslands and plains instead. I wondered if eliminating any production bonuses from mining grasslands and plains could solve this.
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Old January 18, 2003, 15:15   #14
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Less luxuries and strategic resources...
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Old January 18, 2003, 16:34   #15
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I deleted the galley (and made lighthouse come later) because I hate to have all civs contact and a complete world map in the ancient age.
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Old January 18, 2003, 17:06   #16
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Quote:
Originally posted by SanPellegrino
I deleted the galley (and made lighthouse come later) because I hate to have all civs contact and a complete world map in the ancient age.
My approach to this was to increase the cost of ocean and sea travel to galleys to 2. In addition, I made it so that you can't trade maps or contact till Navigation.
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Old January 18, 2003, 17:21   #17
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My mods
3 new civs--Incas, Scots, Ethiopians with UUs & text.

Culture group changes--U.S. is European, Spain is Mediterranean, Egypt is Middle Eastern.

The Military Academy needs only 5 barracks, not a victorious army, since Heroic Epic has the same requirement, and the 5 barrack requirement condition is the one stated in the manual.



New world size, gigantic--220x220, all 27 civs, replaces small.

Additional citynames and leaders.

Hwacha has lethal bombardment. (I'm thinking of changing this further, I'm running a poll about lethal bombardment in PTW to get feedback on this)

Possible future change: There are 3 militant expansionists: Zulus, Vikings, Mongols. There are 3 religious militants: Aztecs, Celts, Japanese. There are only 15 possible attribute combos. With the max 31 civs, each possible paiing should have 2 civs, and one pairing will have 3. Thus, 1 of the above civs mentioned needs its attributes changed. I just haven't figured out which one yet.
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Old January 18, 2003, 17:50   #18
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27? I thought there were only 24 -- or did you add a few?
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Old January 18, 2003, 18:16   #19
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Quote:
Your favorite modifications
A though one.

Probably all listed at link below (my own MOD).
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Old January 18, 2003, 18:39   #20
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Re: My mods
Quote:
Originally posted by HolyWarrior
(...)The Military Academy needs only 5 barracks, not a victorious army, since Heroic Epic has the same requirement, and the 5 barrack requirement condition is the one stated in the manual.(..)
How do you do that???
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Old January 18, 2003, 22:23   #21
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Quote:
Originally posted by The Mad Monk
27? I thought there were only 24 -- or did you add a few?
It's possible to have 31.
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Old January 18, 2003, 22:45   #22
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re: my mod
Mad Monk, as I stated, I added three new civs. All of these have UUs and animations. I also added them into the civopedia. These three are available as downloads in the mods section, made by persons much more talented than I. I could add four more to make it 31, but I don't have the tools to make animated leaderheads or UUs or any of that. So 27 it is for now.

123john321, just go into the PTW editor. Select your mod, and click customize rules. Select the improvement/wonders tab. On the left side, under required advanced, you will see improvement/ wonder. In the example above of the Military Academy, I selected barracks. You now have an option to set the number. Set it to 5, and deselect the Requires Victorious Army condition.
Also, you should change the civopedia entry to reflect this.
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Old January 19, 2003, 02:24   #23
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Changes to Basic rules:

units moving on roads now move 4 tiles instead of 3
Wealth gives a better return on your investment and rushing either with gold or poulation has been inhanced.
Corruption set at 80% of default.

Wonders:

Heroic Epic: added the Militaristic attribute to it, and also made it reduce War Weariness.

Commercial Dock: Increases Food and Commerce of water tiles by 1.

Units:

Horseman: 3.1.2
Archer: 2(2).1.1
War Chariot: 2.1.2
Mounted Warrior: 3.2.2
Pikeman: 2.3.1
Longbow: 4(3).2.1
Musketmen: 3(4).4.1
Musketeer: 4(4).4.1
Rifleman: 5(6).6.1
Cavalry: 6(6).3.3
Sapahi: 7(6).3.3, 80 shields
Cossack: 6(6).4.3
Tank: 16(12).8.2, All terrain as Roads
Panzer:16(12).8.3, All terrain as Roads
MI: 12(12).18.3, All terrain as Roads
MA: 24(12).16.3, All Terrrain as Roads
Infantry: 8(8).10.1
Paratrooper:10(8).12.2, ignores rough terrain penalties, 100 Shields
Marines: 12(8).10.1
Guerilla 8(8).8.1, all terrain as roads
Frigate:4(4).3.4
Ironclad:6(6).6.4
Destroyer: 12(8)10.6
Carrier: 1.12.6, carries 6 air units
Battleship: 18(16).14.5
Submarine: 10.5.4, zoc attack
Nuclear Sub: 14.12.6, zoc attack, carries 4 tactical missles
Cruise Missle: flagged as a tactical missle, increased ROF


In addition midieval units have 2 HP bonus, industrial 4, and modern 6
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Old January 19, 2003, 08:54   #24
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Re: re: my mod
Quote:
Originally posted by HolyWarrior
(...)123john321, just go into the PTW editor.(..)
Don't have PTW...
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Old January 19, 2003, 12:09   #25
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I like the AU mod (see strategy forum), as it changes a few things, while staying close to the original rules. A few I like:

- Infantry 8/10/1, as it provides an alternative for cavalry while waiting for tanks.
- Military Academy available at MTradition, to encourage the builder at heart and to get the AI to build more armies.
- Zero range bombard for Archers and Longbowmen.

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Old January 19, 2003, 14:40   #26
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Re: Re: re: my mod
Quote:
Originally posted by 123john321
Don't have PTW...
You don't need it for that.
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Old January 19, 2003, 15:23   #27
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Mad Bomber:

when you flagged the Cruise Missles as Tactical Nukes did you change any AI settings and if so, did the AI behave as you expected (i.e. it did not launch a nuclear attack on you)? I am thinking of making that mod since I prefer Cruises Missiles to act like in Civ2.
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Old January 20, 2003, 00:17   #28
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Ragui:

I also have crusie missles flagged as immobile, and have Destroyers, Cruisers, Battleships and Subs able to use them.
I keep the Cruise missle flag, which allows the game engine to read it as a cruise missle attack, and not a nuklear attack. With this mod the ships with a transport tactical missle ability and airfields are able to use it. The AI will only launch these from Cities however.
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Old January 21, 2003, 10:05   #29
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My "favorite" changes... I've made quite a few, but to keep it short:

No exchanging maps until Astronomy, no exchanging communications until Navigation.

Changed move costs: Sea = 2, Ocean = 3 and no "wheeled" units.
Flagged Galleys as "wheeled".
Doubled the movement points for ALL ships up through Iron Clad.
Flagged every ship above Iron Clad to treat all terrain as roads.

Note that I usually play on a 170x170 map.
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Old January 21, 2003, 15:05   #30
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I just made a test scenario with the new Cruise Missile attributes and it works like a charm.

What difference does it make to have naval units "treat all terrain as roads"?
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