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Old November 13, 2001, 21:52   #1
ancient
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Ancient's Gov/Balance Civ3 Mod (v2.0)
NOW V2.0

This mod includes many (80+) Minor changes to civ3.

V2.0 is honestly a polished V1.81 i suggest an upgrade if you got aany earlier one and liked it. The largest Changes which are pretty huge revolve arround the scout, he is now an excellent early age fighter/builder. Also Republic is now more of a worthy government, democracy has been drastically changed, and every thing is Rejumbled in new and intersting ways, version 2.0 is Deffinitely the best version of civ3 you can play.


Changes in 2.0 from 1.81
-Great wall now cost 35, and gives you a wall in every city on the continent under size 6
-Constitutional monarchy now has low war weariness
-republics now recieves trade bonuses
-republics now revieve 2 free units
-republics workers now work at 200%
-democracy workers now work at 250%
-Additional unit suppoirt for democracy is now 3
-Democracy now has support of 1t/2c/3m + 6 free
-democratic socialism workers now works at 200%
-communism is now limited to 3MP and 3 Recruits
-fascism now has a rate cap of 7
-anarchy now has a rate cap of 5
-Archer now has origional stats
-mech infantry now has 20 attack and 11 defense and 5 movement
-Cruise Missiles now cost 5 (+1)
-Jaquar warriors now have 2 attack and cost 1
-impis now cost 3
-aircraft carriers now carry 6 planes
-panzers have 5 movement
-tanks have 4 movement (+1)
-modern amour now has 6 movement (+2)

_____________________________
---------------------------------------------------
V1.81 replaced with 2.0 after 240 dl's
V1.8 replaced with 1.81 after about 300 dls
V1.5 Replaced with 1.8 after 970 Dls
V1.35 replaced with V1.5 after 612 Dls
V1.25 Replaced with V1.35 after 443 Dl's
V1.2 replaced with 1.25 after 346 downloads

Download Here
Attached Files:
File Type: zip ancientsciv3modv2.0.zip (160.3 KB, 1721 views)

Last edited by ancient; December 18, 2001 at 20:19.
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Old November 13, 2001, 22:33   #2
ancient
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Changes
Main Features V2.0

-Updated Civilopedia
- Fascism
- Theocracy
- Democratic Socialism
- Constitutional Monarchy
- Rebalanced Governments
- Introduction of Rate Caps
- Varying Gold Support
- Rebalanced Naval Units
- Rebalanced Air Units
- Cheaper Nuclear Weapons
- Cheaper Bombard Units
- Reduced Corruption
- Redone Leader Personality's (to reflect new govs)
- Modified Worker Effects
- Reverse Culture
- Modified Wonders & Improvements
- Modified Success Rates
- Better chance to counter Air missions
- More Manageable pollution
- Faster Naval Units
- Increased Paratrooper Range
-More Civ2 Styled Rules
-Changed Colors


Full Changes

+++++++++++++++
Government changes
+++++++++++++++

----------------Anarchy
-immune to build embassy
-diplomats are conscript
-spies are conscript
-resistant fa:5 fu:5 ds:-15
-rate cap 5
-propaganda ds-30
-war weariness is high
-worker rate is 50%

----------------Despotism
-3 units free for town
-5 free for metro
-resistant fa:0 fu:-5
-propaganda fa:0 fu:0
-rate cap 6
Monarchy
-5 free units per city
-7 free units per metro
-resistant fa:0 fu:5
-propaganda fa:-5 fu:-10
-rate cap 8
-worker rate is 100%

---------------Comunism
-worker rate of three
-m. police limit 4
-work rate is 150%
-paid labor
-1 free unit per town
-4 free units per city
-8 free units per metropolis
-units cost 2 to support
-Propaganda a:40 des:25 m:15 c:0 R:10 D:5 fa:-10 fu:-15 Sd:-5
-standard tile bonus
-resistance Fu:-15 fa:-10 sd:-10
-rate cap 9
-Spies are now Elite


---------------Republic
-1 free unit per city
-2 free units per metro
-2 free units
-corruption is now only nuisance
-resistance fa:0 fu:-5
-rate cap 9
-standard trade bonus
-worker rate 200%


---------------Democracy
-worker rate is 250%
-diplomats are veteran
-spies are conscript
-now immune to sabotage production
-5% assimilation chance
-1 free unit per metropolis, town and city
-6 free units
-units cost 2 to support
-Resistance fa:15 fu:5
-Propaganda fa:15 fu:-15
-rate cap 10


------------------Fascism
-prerequisite Nationalism
-Corruption Nuisance
-free units: 4,t 6,c 10,m
-diplomats are regular
-spies are veteran
-immune to investigate city
-worker rate is 100%
-3% assimilation chance
-draft limit 4
-military police limit is 4
-forced labor
-1 gold per unit
-forced labor
-Propaganda A:25 Des:15 m:5 c:0 r:-5 d:-10 fa:-5 fu:-15 ds:10
-rate cap 7


---------------Theocracy
-Prerequisite Monotheism
-all units free
-corruption minimal
-worker rate 2
-cant hurry
-no war wearyness
-resistance A:20 Des:15 M:10 C:5 R:0 D:-15 Fa:5 fu:0
-diplomats are conscript
-spies are conscript
-no immunitys
-1 draft limit
-0 military police
-propaganda a:20 des:10 m:5 c:-15 r:5 d:0 fa:5 fu:-5 Ds:10
-assimilation chance 1%
-rate cap 6

----------------Democratic Socialism
-Preresiquite Radio
-Corruption is problematic
-Rate Cap is 9
-Worker Rate is 200%
-Assimilation Chance is 10%
-Draft Limit 1
-Military Police Limit is two
-Paid Labor Rush
-Requires Maintenace
-standard trade bonus
-free units: 2t,3c,4m 5 free units auto
-units cost 2 apeice
-immune to Expose Enemy Mole
-Diplomats are Veteren
-Spies are Regular
-Low War Weariness
-Resistance: A:30 Des:25 M:5 C:20 R:5 D:0 Fa:10 T:-10 DS:0
-Propagande A:50 Des:0 M:10 C:5 R:10 Dec:5 Fa:15 T:-5 Ds:-5
-1 military police limit.

------------------Constitutional Monarchy
-Prerequisite Education
-Rate cap is 8
-draft limit is 3
-Military Police limit is 2
-Free units 3t/5c/7m 1 gold apice after
-Diplomats are veterans spies are regular
-Immune to steal plans
-Paid Labor Rush
-low war wearieness
-Standard Trade Bonus
-Requires maintenance
-Corruption is a nuisance
-Resistance modifier a:30 des:25 m:25 c:10 r:0 d:-5 f:5 T:-10 Ds:-15 Cm:0
-Espionage


[Civilization Changes worth mentioning]

Rome now favors Fascism, and shuns Communism (5) {white}
Egypt favors Monarchy and Shuns Republic (3) {light pink}
Greece Favors Democracy and shuns Theocracy (2) {bright green}
Babylon favors Theocracy and Shuns Communism (3) {dark blue}
Germany favors Fascism and shuns Socialist Democracy (4) {blue}
Russia Favors Communism and Shuns Fascism (3) {brown}
China favors Communism and shuns Constitutional Monarchy (2) {yellow}
America favors Democracy and shuns Communism (4) {light blue}
Japan Favors Fascism and Shuns Republic (5) {pea green}
France Favors Democratic Socialism and Shuns Monarchy (3) {dark pink}
India favors Democracy and shuns fascism (1) {dark purple}
Persia favors Theocracy and Shuns Democratic Socialism (3) {teal}
Aztecs favor Monarchy and shun Communism (4) {evergreen}
Zulu favor Fascism and Shun Democracy (5) {black}
Iroqois Favor Democratic Socialism and shun Fascism (3) {light brown}
England favor Constitutional Monarchy and shuns Democracy (4) {orange}

(+_ indicates aggresiveness 1 being lowest, 5 highest)

Unit Stats
Mech Infantry's Defence was raised to 20 (+2), its attack was decrease to 12 (-2), and its price was dropped to 10 (-1)
Chariot now has 3 moves, and 2 attack, thats +1
Jaguar Warriors now have 2 attack (+1)
war chariot is now 3/1/3
Musketmen now cost 5
Knights now cost 6
Riflemen now cost 7
Infantry now cost 8
Tanks mow have 4 movement ponts, +2
Panzers now have 4 movement +1
Mech infantry now have 5 movement points 20 defense and 11 atack and cost 11
Modern amor now have 6 movement points, +2
Paratrooper range is now 6
Impis Now Have 2/2/2 over 1/2/2 and cost 3
Panzers have 5 movement

Origional
New
Unit/A.D.M/B.R.F/(T)/Cost/Resource

-Cruise Missile/0.0.1/16.2.3/(0)/C6/Aluminum
Now Cost only 4
-Tactical Nuke/0.0.1/C30/Aluminum.Uranium
Now costs only 10
-ICBM/0.0.1/C60/Aluminum.Uranium
Now Cost only 20
-Frigate/2.2.4/2.1.2/(0)C6/Iron.Saltpeter
is now 4.2.4/4.1.2/(0)C5/""
-Man-O-War/3.4.3/3.1.2/(0)/C6/Iron.Saltpeter
is now 5.3.4/5.1.2/(0)/C5""
-Privateer /1.1.3/0.0.0/(0)/C6/Iron.Saltpeter
Is now 4.2.3/0.0.0/(0)/C4/Saltpeter
-Ironclad/4.4.4/4.1.2/(0)/C8/Iron.Coal
Is now 3.5.4/3.1.2/(0)/C6/""
-Destroyer/12.8.5/6.1.2/(0)/C12/Oil
Is now 14.8.8/16.3.4/(0)/C10/""
-Submarine/6.4.3/0.0.0/(0)/C10/Oil
Is now 9.4.4/0.0.0/(1)/C8/"" (can now carry 1 footsoldier unit ex infantry)
-Battleship/18.12.5/8.2.2/(0)/C20/Oil
is now 17.11.7/20.5.4/(0)/C14/""
-AEGIS Cruiser/12.10.5/4.2.2/(0)/16/Aluminum.Uranium
is now 14.10.10/8.5.4/(1)/10/"" (can now cary 1 tactical missile)
Transports
-Galley/1.1.3/0.0.0/(2)/C3/
Is now/1.1.4/0.0.0/(2)/C3/
-Caravel/1.2.3/0.0.0/(3)/C4/
is now 1.4.3/0.0.0/(3)/C3/
-Galleon/1.2.4/0.0.0/(4)/C6/
is now 1.4.4/0.0.0/(4)/C4/
-Transport 1.4.5/0.0.0/(8)/C10/Oil
is now 1.5.8/0.0.0/(8)/C8/""
-Carrier/1.8.4/0.0.0/(4)/C18/Oil
is now2.9.7/0.0.0/(6)/C14/""
-Nuc. Submarine/6.4.3/0.0.0/(1)/C12/Uranium
is now 14.6.8/0.0.0/(2)C14/""
-Bomber/0.2.1/8.6.3/(0)/C10/Oil
is now 0.2.1/12.8.3/(0)/C6/""
-Stealth Fighter/0.0.1/4.6.2/(0)/C12/Oil.Aluminum
is now 0.0.1/8.8.5/(0)/C8/""
-Stealth Bomber/0.0.1/8.8.1/(0)/C24/Oil.Aluminum
is now 0.0.1/24.8.6/(0)/C10/""
-Fighter/4.2.1/2.4.1/(0/C8/Oil
is now 4.2.1/4.4.1/(0)/C4/""
-Jet Fighter/8.4.1/2.6.1/(0)/C10/Oil.Aluminum
is now/8.4.1/4.8.3/(0)/C8/""
-F-15/8.4.1/4.6.2/(0)/C10/Oil.Aluminum
is now 10.4.1/5.8.4/(0)/C8/""
-Helicopter/0.2.1/0.4.0/(1)/C8/Oil.Rubber
is now 0.2.1/0.6.0/(1)/C2


Patch History

V1.8
--------------------------
-Democratic socialism is now tamed/bolstered..
-Constitutional monarchy added..
-Republic no longer recieves full trade bonus
-Citizens Born Happy
Cheiftan 5
Warlord 4
Regent 3
Monarch 2
Emperror 1
Deity 0
-Naval unit movement Boost
-Archer now has Three attack, raised one from two
-Chariot now has 3 moves, and 2 attack, thats +1
-Musketmen now cost 5
-Knights now cost 6
-Riflemen now cost 7
-Infantry now cost 8
-Tanks mow have 3 mvement ponts, +1
-Panzers now have 4 movement +1
-Mech infantry now have 4 movement points
-Modern amor now have 5 movement points, +2
-Paratrooper range is now 6
-war chariot is now 3/2/3
-Paratrooper range is now 6
-Impis Now Have 2/2/2 over 1/2/2
-Calvalry will now upgrade to Tank
-Longbowman will now upgrade to Rifleman

V1.5
---------------------------
-Caraval defense is now 3 -1
-Galleon defense is now 4 +1
-Radar Artillery now Cost 10 compared to 12
-Artillery cost 6 compared to 8 before
-Nuc. Subs attack is now 12 -2
-Democratic Socialism Added
-fundamentalism Renamed Theocracy
-Communism now gets only 8 free units per metropolis compared to 10.
-Reverse Culture is added
-culture rules are changed
-Wonders are Modified
-Scientist now produce +2 science
-Tax Collectors Produce +2 Gold
-Germany now favors Democratic Socialism and shuns monarchy
-France now Favors Democratic Socialism and Shuns Despotism
-Persia now favors Fundamentalism and Shuns Democratic Socialism
-Iroqois Favor Democratic Socialism and shun fascism

V 1.35
------------------------------
-Privateer is now /40/4.2.3.0/0.0.0/Saltpeter instead of /50/2.1.2/0.0.0/Iron Saltpeter
-Ironclad now has 5 defense, lowered from 6
-Submarine now has 9 attack, compared to 8 earlier
-Battleship Attack is now 17, +1, defense now has 11 defense, 1 higher than before
-Destroyers defense was raised to 8, +1.
-Carrier can now carry 8 airplanes.
-Frigates now have 4A 2D and 3M, thats -1 from v1.25 in all forms
-Fundamentalism now has rate cap of 6 and is available through
Monotheism, not polytheism.
-Despotism now has a rate cap of 6.
-Rome now favors Fasism, and shuns Communism
-Greece now Favors Democracy and shuns fundamentlism
-Babylon now favors Fundamentalism and Shuns Communism
-Russia now Favors Communism and Shuns Fascism
-Japan now Favors Fascism and Shuns Republic
-India now favors Democracy and shuns fascism
-Persia now favors Fundamentalism and Shuns Democracy
-Aztecs now favor fundamentalism and shun Communism
-Iroqois Favor Democracy and shun fascism
-England now favor Monarchy and shunns Fasism
-china is less aggressive
-france is more aggressive

V1.25
-------------------------------
-Fundamentalism now is available via polytheism
-Fascism is now available via nationalism
-is now fully Stable

Last edited by ancient; December 17, 2001 at 20:41.
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Old November 14, 2001, 09:26   #3
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WHAOH THERE! now LETS NOT GO NUTS!!

i care, i don't have the game yet but- i' think from what i've read the game needs patching, as you've patched it- but can i have a little more info on how much you've changed? for instance i read about the nukes not making sense to maintain and use, and air-units being too weak, but what do you mean you've changed AI personalities for govs? and why varying gold support?

i will probably download this patch but i am reading this from somewhere i can't download it- so i concede you may have already answered these quimbos, just humour me please
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Old November 14, 2001, 09:52   #4
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What's this "Rate Cape" thing?
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Old November 14, 2001, 12:05   #5
Hermanthegerman
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Taken from the readme.htm:
"This Patch includes many (50+) Minor changes to civ3. I am too lazy to post all of them."

But, i'm too lazy to find out what you've changed ...
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Old November 14, 2001, 14:28   #6
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Yeah... you're to lazy to tell me what you did... I'm too lazy to tell you I'm not gonna try it out... Man, guess I was wrong about that, but I'm not wrong when I say I'm not trying any changes to the game unless I know exactly what you did... it seems others feel the same way
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Old November 14, 2001, 16:11   #7
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this is now redundent

Last edited by ancient; November 15, 2001 at 20:02.
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Old November 14, 2001, 16:12   #8
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Now thats more like it
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Old November 14, 2001, 16:38   #9
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very nice and detail.. only i'd suggest an executive version or some kind of diff vs default values for marketing purposes

kinda more of relative vs absolute values?:
-Rebalanced Naval Units
Unit/Cost/A.D.M.T./B.R.F/Resource
Submarine/80/8.4.2.1.0/0.0.0/OIL (can now carry 1 footsoldier)

Submarine/80/+x.-x.-x.+1.0/0.0.0/OIL

or even 'Submarine is weaker but faster now' and btw, how does one squeze some batalion of troops into that tiny sub things..
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Old November 14, 2001, 16:57   #10
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..

so you think it should be

Origional Unit
New units
Why i changed what i did?

im thinking about adding notes to..

i wrote a bunch of stuff on paper, and i have a scanner..

download the new version 1.25, it make Fascism be accesable by researching Nationalism and fundamentelism available through Polytheism

i made those changes because it was unstable, and because i felt that they should be available easily..
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Old November 14, 2001, 18:25   #11
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ancient: yeah, better
but, what is that "rate cap" ?

thx in advance,
htg
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Old November 14, 2001, 20:25   #12
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umm, won't this result in the ironclad killing even MORE battlesihps?
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Old November 14, 2001, 21:56   #13
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Quote:
Originally posted by Hermanthegerman
ancient: yeah, better
but, what is that "rate cap" ?

thx in advance,
htg
Rate cap is the limit that science and luxarys can be set to.

Ironclad has a 4 attack, battle ship has 10 defense, i dont see that happenning too often..
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Old November 15, 2001, 04:43   #14
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Quote:
won't this result in the ironclad killing even MORE battlesihps?
If the Battleship was 18/12 & is now 16/10
and the Ironclad was 4/4 & is now 4/6.

More Ironclads will win Battleships than before.

Before: If the Ironclad attacked: 4/16 = 25% Ironclad win.
Now: If the Ironclad attacks: 4/14 = 28.5% Ironclad win.
((About 10% more often here))

Before: If the Battleship attacked: 4/22 = 18% Ironclad win.
Now: If the Battleship attacks: 6/22 = 27.3% Ironclad win.
((About 50% more often here))
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Old November 15, 2001, 06:04   #15
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Quote:
Originally posted by ancient
..

fundamentelism available through Polytheism

i made those changes because it was unstable, and because i felt that they should be available easily..
Isn't Polytheism a bit TOO early for something that is clearly much better than Monarchy? Polytheism is actually a prerequisite for Monarchy! At least string it out past Theology like Civ 2 did!
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Old November 15, 2001, 06:50   #16
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Now is it just me, or does that fundamentalist government look supremely overpowered? No unit costs, minimal corruption, no war weariness, and you can still pop your science rate up to 70%

Where's the counter-balance a la Civ2's 50% research hit?
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Old November 15, 2001, 07:14   #17
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Quote:
Originally posted by Squire James


Isn't Polytheism a bit TOO early for something that is clearly much better than Monarchy? Polytheism is actually a prerequisite for Monarchy! At least string it out past Theology like Civ 2 did!
Yeah, Theology would make more sense.
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Old November 15, 2001, 10:25   #18
ancient
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Quote:
Originally posted by optimus2861
Now is it just me, or does that fundamentalist government look supremely overpowered? No unit costs, minimal corruption, no war weariness, and you can still pop your science rate up to 70%

Where's the counter-balance a la Civ2's 50% research hit?
your right about fundamentalism being over powered. it is too powerfull even though the workers only work at 50%, and you cant rush build. in my testing games that im playing now, other civs use fundamentalism more than any other government. i think the like the no unit support..

Fundamentalism now (in next version) will be available through Monotheism, not polytheism, and the rate cap will be 60.. (unless anyone has better ideas)

in the next version im gonna add thing i accidentally forgot.. like giving the privateer new stats (oops, i only reduced his price)


Quote:
Originally posted by optimus2861
If the Battleship was 18/12 & is now 16/10
and the Ironclad was 4/4 & is now 4/6.

More Ironclads will win Battleships than before.

Before: If the Ironclad attacked: 4/16 = 25% Ironclad win.
Now: If the Ironclad attacks: 4/14 = 28.5% Ironclad win.
((About 10% more often here))

Before: If the Battleship attacked: 4/22 = 18% Ironclad win.
Now: If the Battleship attacks: 6/22 = 27.3% Ironclad win.
((About 50% more often here))
ok..

battlesships defence will be raised to 11.. iron clads d will be dropped to 5, also im gonna raise destroyers defence to 8..

this should straighten that up a little..
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Old November 15, 2001, 10:58   #19
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You couldn't be more wrong...
Quote:
Originally posted by Pyrodrew


If the Battleship was 18/12 & is now 16/10
and the Ironclad was 4/4 & is now 4/6.

More Ironclads will win Battleships than before.

Before: If the Ironclad attacked: 4/16 = 25% Ironclad win.

Now: If the Ironclad attacks: 4/14 = 28.5% Ironclad win.
((About 10% more often here))

Before: If the Battleship attacked: 4/22 = 18% Ironclad win.
Now: If the Battleship attacks: 6/22 = 27.3% Ironclad win.
((About 50% more often here))
Wrong.

Combat works by each unit having an attack chance each round. A 4 unit attacking a 16 unit has a 20% chance of hitting, but only a 4% chance of hitting a battleship and not being hit in return.

Besides, the biggest change in rate is not the ironclad attacking the battleship, it's the battleship attacking the ironclad.

The battleship used to have a 98% chance to win if attacking, assuming each was veteran. Now it's down to 90% with his new models. The battleship used to have a 93% chance to win if defending, now it's down to 89%. So, the biggest change comes from the battleship attacking angle, down 8 point from 98 to 90, rather than the defending battleship, down 4 points from 93 to 89.

Remember, in order to "win" you have to hit while not being hit - and that's especially hard against a high point machine like a battleship. And in order to kill, you have to "win" a number of rounds. This compounds the percentages and makes an ironclad victory remote...

Venger

Last edited by Venger; November 15, 2001 at 11:03.
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Old November 15, 2001, 11:01   #20
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Dont touch nothin!
Quote:
Originally posted by ancient

ok..

battlesships defence will be raised to 11.. iron clads d will be dropped to 5, also im gonna raise destroyers defence to 8..

this should straighten that up a little..
Ancient -

Don't change anything until you get real numbers on how combat is affected by changing the values. Your changes don't really affect much, except making the ironclad a better defender than attacker, which frankly in naval units doesn't make alot of sense except for carriers, transports, and submarines (better attackers than defenders)...

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Old November 15, 2001, 11:10   #21
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Re: You couldn't be more wrong...
Quote:
Originally posted by Venger


Wrong.

Combat works by each unit having an attack chance each round. A 4 unit attacking a 16 unit has a 20% chance of hitting, but only a 4% chance of hitting a battleship and not being hit in return.

Besides, the biggest change in rate is not the ironclad attacking the battleship, it's the battleship attacking the ironclad.

The battleship used to have a 98% chance to win if attacking, assuming each was veteran. Now it's down to 90% with his new models. The battleship used to have a 93% chance to win if defending, now it's down to 89%. So, the biggest change comes from the battleship attacking angle, down 8 point from 98 to 90, rather than the defending battleship, down 4 points from 93 to 89.

Remember, in order to "win" you have to hit while not being hit - and that's especially hard against a high point machine like a battleship. And in order to kill, you have to "win" a number of rounds. This compounds the percentages and makes an ironclad victory remote...

Venger
since you seem to be good a this can you tell me what the odd would be with

Iron Clad having
A.D
4.5
and battleship with
16.11
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Old November 15, 2001, 11:15   #22
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Re: Dont touch nothin!
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Originally posted by Venger


Ancient -

Don't change anything until you get real numbers on how combat is affected by changing the values. Your changes don't really affect much, except making the ironclad a better defender than attacker, which frankly in naval units doesn't make alot of sense except for carriers, transports, and submarines (better attackers than defenders)...

Venger
but the ironclad shown as the icon, was a better defender than attacker. it only seem right to do things real.

this patch is a working project cause i havent play tested it enough for it to be perfect. (ive only played two full games with it)
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Old November 15, 2001, 11:43   #23
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Do you think Fighters, should work the same way they did in civ2?

Last edited by ancient; November 15, 2001 at 15:05.
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Old November 15, 2001, 18:26   #24
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Venger - you misinterpreted what I wrote.

4/16 was simply a mistype - a 4/20 would be correct as you noted. However, As you can see the other #s were correct. A 4 unit attacking an 18 is a 4 to a 22 & thus 18% - correct.

By "Ironclad win" I meant the Ironclad successfully damaging the Battleship for 1 hitpoint, not successfully sinking the Battleship. Thus the 50% increase of making a successful hit for the Ironclad when the battleship attacks is correct.

Quote:
Besides, the biggest change in rate is not the ironclad attacking the battleship, it's the battleship attacking the ironclad.
This was proven in my findings as well.
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Old November 15, 2001, 19:59   #25
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v, 1.35 is now up..

better than ever

(by the way the number increase tells you how much stuff was changed)
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Old November 16, 2001, 02:22   #26
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Re: Re: You couldn't be more wrong...
Quote:
Originally posted by ancient


since you seem to be good a this can you tell me what the odd would be with

Iron Clad having
A.D
4.5
and battleship with
16.11
A 4 unit attacking an 11 unit has only 9% chance of winning.

A 16 unit attacking a 5 unit has a 94% chance of winning.

These numbers are for assuming each is veteran. The more hit points, the lower the chances of the lower powered unit winning...

There is an Excel spreadsheet somewhere in the forums that has this where you can plug your own numbers in and check any scenario you want...
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Old November 16, 2001, 13:47   #27
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Plumbean
Im glad you guys now how to do this stuff.I hope civ III will have all the new scenarios Civ II had.I look forward to a WWII or Starwars one .I have been playing for years and thanks to you out thier it never get old
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Old November 16, 2001, 14:50   #28
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sorry to tell you, but it is virtually imposible to make a scenerio with civ3edit..
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Old November 17, 2001, 23:10   #29
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Thank you, I think.
I say I think, because I don't have the game yet. I'm shopping around for a computer that will meet the recommended specs (500 MHz, DirX compat., etc.) Time to put the old 266 clone out to pasture. (Don't laugh, it ran Civ2 MGE, and it's all I could afford on my pathetic excuse for a salary.) Someone offered their 500 to me after Christmas, so I'm crossing my fingers.
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Old November 18, 2001, 21:26   #30
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Ancient,

Thanks a lot for what looks like a great contribution to the Civ community. Before I install version 1.35, may I ask a few really basic questions?

Does your mod alter the graphics in the cityview whereby the gold cost of units/buildings are displayed?

Can you explain what is meant by the letters B.R.F/(T) in the specs next to the units?

Can you explain what is meant by the entry "propaganda a:20 des:10 m:5 c:-15 r:5 d:0 fa:5 fu:-5". I don't understand this at all.

What is meant by "resistance Fu:-15 fa:-10"?

What is a rate cap?

I also have an unrelated point. Every game I've played, the Germans have been amazingly aggressive. Do you think there is any merit in *either* switching Germany's preferred govt to Fascism *or* toning down their aggression? It seems to me that a Democratic but massively aggressive civilization is a bit unrealistic.

Finally, I'm really looking forward to your projected version 1.8; especially the addition of Constitutional Monarchy (I am a constitutional monarchist ) and 'reverse culture', whatever that is.

Thanks a zillion for this highly valuable, but free, contribution to the civ community!! $ $ $
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