DoubleYour Pleasure v1.50x

Download DoubleYour Pleasure v1.50x
complete_1.50x_ptw.exe
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File Info: DoubleYour Pleasure v1.50x

Title:
DoubleYour Pleasure v1.50x
Author:
Double Your Pleasure team
Created:
8/25/2003
Updated:
8/26/2003
Downloads:
 
Also known as:
Sid Meier's Civilization 3: Play the World, Civ 3: Play the World
User Rating

/5.0

Description: DoubleYour Pleasure v1.50x

This mod for the Civilization III:Play The World expansion adds 7 new civilizations, more than 150 units, 100 improvements, new governments, many rules tweaks and transforms the standard game into a completely new experience.


The Double Your Pleasure mod is a modification for Civilization III: Play the World.

--------------------------------
The Idea Behind the Mod
--------------------------------
One of my main goals in developing this mod was to create a game that followed the development of human civilization more closely than the original Civ3. What does this mean? I have deliberately made early expansion more difficult and slowed down city growth for the first half of the Ancient Age.

In different parts of the world, simple farming settlements grew into large cities by the end of the Neolithic Age, about 3500 BC. This development, known as the urban revolution, marked the beginning of civilization. In fact the word "civilization" comes from the Latin root "civitas," meaning city. The development of cities was only one characteristic of early civilizations. Other characteristics included complex religions and governments, specialized skills and occupations, social classes, and methods of recordkeeping.

The earliest cities appeared in four great river valleys. Cities may have emerged as early as 6000 B.C. in the valleys of the Tigris and Euphrates rivers in western Asia. Other cities developed in the valleys of the Nile River in North Africa, the Indus River in South Asia, and the Huang (Yellow) River in East Asia. Condidtions in the river valleys favored the development of cities, fertile soil in the valleys made it possible for farmers to produce a surplus of food. When the rivers flooded, the water deposits of silt made the land especially fertile. Flood waters also brought needed moisture to the land and people used river water for irrigaton during dry periods. In addition, the rivers contained plentiful fish and attracted animals, two additional sources of food. Finally, the rivers served as transportation arteries, which allowed people to trade for goods they did not have.

With food surpluses, the populations of farming settlements increased, and villages grew into cities. The populations of the earliest cities ranged from several thousand to half a million residents. City dwellers undertook major projects such as clearing new farm land and constructing temples, palaces and walls for defense. Because such projects required organization and leadership, they contributed to the development of governments. In the early cities, government and religion were closely related. City dwellers were plytheistic, worshipping many gods. They believed that gods and goddesses controlled the forces of nature. It was, therefore, important to them to win the god's favor in order to prevent disasters. Priests developed elaborate rituals to try to influence the gods. Because the priests were the only ones who knew how to perform these rituals they gained enormous power.

Priests probably headed the government as priest-kings. The form of government in which priests serve as kings is called theocracy. Gradually, successful military leaders began to replace the priest-kings as rulers. Scholars theorize that these leaders emerged as a result of warfare between cities over scarce resources. Miliatary rulers had clear responsibilities. They shared the priests' task of keeping the gods friendly, and they were responsible for defending their cities against enemies. They acted as judges, made laws, and appointed officials to keep order. They also supervised the building of great wonders.

The surplus food allowed specialized occupations to gradually develop. Because of the surplus, some people did not have to farm. Rather, they could trade products or labor for the food they needed. Skilled workers called artisans hammered out plows, scythes, helmets, and swords. Jewelers shaped precious metals into charms and necklaces. Sculptors, potters, painters, priests, and government officials acquired specialized skills and knowledge. As a city grew, a more complex social structure emerged. The social structure defined a person's place in society. At the top of the structure was the priest-king or king. Below the priest-king or king was a class of priests and nobles. Nobles generally based their power and wealth on owning large amounts of land. In some cities, government officals and wealthy merchants formed the class below the nobility. Artisans and small traders ranked next, followed by the largest class made up of peasant farmers and workers. At the bottom of the social structure were the slaves. Slaves were men, women, and children who were taken captive in war or were enslaved to pay their debts.

I have attempted to emulate this development through the early stages of the game.

Here are a list of the major changes I have made. A more detailed description of these changes and others not listed here can be found in the accompanying Excel Spreadsheet.

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Game Concepts

------------------------------------------------
Expansion for Bombardment:
A major innovation to the units is that all units with any type of missile
weapon now have the bombardment ability. This is to represent their ability
to engage the enemy from a distance.


Trait Specific Units/Improvement:
like the civ specific unit the trait specific unit is a unique unit but instead of being limited to an individual civilzation the TSU is available to all civs that share the same trait, i.e. industrious, expansionist, militaristic, etc. Commercial and Scientific civs gain TSI's, Trait Specific Improvements, that are improvements only available to them.
Each civ will now start out the game with the ability to build two new types of units or improvements depending on which traits they possess. A religious militaristic civ like the Japanese will be able to build both Braves and Shamen.

The Traits and their associated Trait Specific Units:
Commercial : Counselor Improvement
Expansionist : Ranger - Alternative to Scout
Industrious : Serf - Replaces Worker
Militaristic : Champion - Alternative Military Unit
Religious : Shaman - Replaces Clan, not wheeled
Scientific : Wiseman Improvement
-------------------------------
-------------------------------
General Settings:
-------------------------------

Change to Starting Techs:
Expansionistic - Farming
Militaristic - Warrior Code
Scientific - Alphabet
Religious - Ceremonial Burial
Industrious - Mining
Commercial - The Wheel

Citizens consume 3 food

Minimum Research Time is now 1

Minimum Population for We Love The__ day now 5

Max Town size is now 7

Max City size is now 15

Forest Value is 20

Starting base unit is "Tribe"

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:
----------------------------

Governments: They have been completely revamped
8 New
-----------------------------

Chiefdom
Theocracy
Fundamentalism
Absolute Monarchy
Fascism
Constitutional Monarchy
Federal Republic
Social Democracy
-------------------------------
:

Improvements:
Most if not all have been altered in some way
52 new

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Academy
Amusement Park
Basilica
Bazaar
Casino
Civil Liberties
Coastal Batteries
Collective Farm (Communist Improvement)
Computer Network
Corporate Offices (Federal Republic Improvement)
Counselor (Commercial Trait improvement)
Department Store (Social Democracy Improvement)
District Courthouse
East India Trade Office
Fishery
Forge
Genetic Tailoring
Guild Hall
Labor Union
Local History Museum
Mill
Modern Farm
Monestary
Monument
Movie Palace
Multi-Cultural Center
Naval base
Naval Fortress
Newspaper
Office of Internal Security (Fascist Improvement)
Opera House
Park
Performing Arts Center
Port
Prison
Public School
Radio Tower
Sewage Treatment Plant
Sewer System
Shopping Mall
Shrine
Skyscraper
Slave Market
Stock Exchange
Superhighways
Theater
Toll House
Town Clock
War Monument (Constitutional Monarchy Improvement)
Wind Farm
Wind Mill
Wiseman (Scientific Trait improvement)

------------------------------------------------

Small Wonders:
Most if not all have been altered in some way
15 new

------------------------------------------------

Brokerage Firm
Central Bank
E-Bank
Holy City
National Archives
National Gallery
National Health Care
National Historical Society
National History Museum
National Library
National Monument
National Sports League
Steel Foundry
Wall Street
War Memorial

---------------------------------------------------------------------

Wonders:
Most if not all have been altered in some way
31 new,

---------------------------------------------------------------------

Arc De Triomphe
Bell's Lab
Chichen Itza
Circus Maximus
Civil Rights Movement
Clausewitz's On War
Cure for Cancer
East India Company
Echelon
Edison’s Workshop
Eiffel Tower
Einstein's Lab
Emancipation Proclamation
Empire State Building
Encyclopedia
Great Opera House
Gutenberg’s Bible
Hollywood
Human Genome Project
Las Vegas
The Sphinx
Spirit of Saint Louis
Statue of Liberty
Stonehenge
Supreme Court
Taj Mahal
Temple of Zeus
Voyage of Discovery
Wonderland
World News Network
World Wide Web
------------------------------
:
------------------------------

Techs:
There are now 44 techs in each era. That makes 94 new techs.
Clearly with all those new techs the tech relationships of almost all original techs have been altered.

-------------------------------
Ancient Era: 4000BC-1000AD
18 new techs and 5 Moved from the Middle Ages
-------------------------------
Farming (New)
Mining (New)
Caste System (New)
Domestication (New)
Urbanization (New)
Dynasticism (New)
Slavery (New)
Weaving (New)
Aristocracy (New)
Boat Building (New)
Tactics (New)
Drama (New)
Egalitarianism (Democracy) (Moved from Middle Ages)
Elephant Training (New)
Monotheism (Moved from Middle Ages)
Seafaring (New)
Vassalage (New)
Feudalism (Moved from Middle Ages)
Theology (Moved from Middle Ages)
Crop Rotation (New)
Fundamentalism (New)
Stirrup (New)
Chivalry (Moved from Middle Ages)

Middle Ages: 1000AD-1815AD
28 New, 1 Renamed
-------------------------------
Alchemy (New)
Guilds (New)
Scholasticism (New)
Strategy (New)
Usury (New)
Architecture (New)
Bridge Building (New)
Scientific Method (New)
Army Tactics (New)
Clockworks (New)
Matchlock (New)
Divine Right (New)
Perspective (New)
Humanism (New)
Jurisprudence (New)
Mercantilism (New)
Newtonian Synthesis (Renamed from Theory of Gravity)
Naval Cannon (New)
Social Contract (New)
Constitutionalism (New)
Federalism (New)
Leadership (New)
Ship Building (New)
Flintlock (New)
Modern Legal System (New)
Cavalry Tactics (New)
Naval Tactics (New)
Grand Strategy (New)
Grand War (New)

Industrial Age: 1815AD-1920AD
26 New Techs, I Renamed
------------------------------
Theory of Evolution (Renamed from Scientific Method)
Social Darwinism (New)
Socialism (New)
Steam Engine (New) - Different than Steam Power
Marxism (New)
Emancipation (New)
Thermodynamics (New)
High Explosives (New)
Repeating Rifle (New)
Screw Propeller (New)
City Planning (New)
Psychology (New)
Telephone (New)
Refrigeration (New)
Amusement Park (New)
Realpolitik (New)
Compulsory Education (New)
Unionization (New)
Motion Pictures (New)
Totalitarianism (New)
Theory of Relativity (New)
Fascism (New)
Advanced Metallurgy (New)
Automatic Weapons (New)
Submarine Warfare (New)
Pharmaceuticals (New)
Tank Warfare (New)

Modern Era: 1920AD-Present and Beyond
23 New Techs, 4 Moved from Industrial, 1 Renamed
------------------------------
Guerrilla Warfare (New)
Quantum Physics (New)
Machine Tools (New)
Radio (Moved from Industrial)
Legalized Gambling (New)
Pesticides (New)
Plastics (New)
Mobile Warfare (New)
Radar (New)
Aviation (New)
Civil Liberties (New)
Electronics (Moved from Industrial)
Amphibious Warfare (Moved from Industrial)
Advanced flight (Moved from Industrial)
Naval Aviation (New)
Jet Propulsion (New)
Vertical Flight (New)
Game Theory (New)
Data Encryption (New)
Super Sonic Flight (New)
Mass Media (New)
Advanced Tactics (New)
Guided Weapons (Renamed from Smart Weapons)
Fiber Optics (New)
Advanced Composites (New)
Combined Arms (New)
E-Commerce (New)
Advanced Warfare (New)
---------------------------------
:
---------------------------------

Units:
All Units have had their stats changed in one way or another

---------------------------------

Specials:
----------------------------------
Clan
Shaman
Pioneer
Colonist
Serf
Laborer
Engineer
Ranger
Troubadour
Jeep
Humvee
PPS-15 Radar
Mine Sweeper
Spy
Secret Agent
Merchant
Freight
Land Mine
Naval Mine

Foot Soldiers:
--------------------------------
Champion
Bushi
Fanatic
Crossbowman
Arquebusier
Grenadier
Partisan
Grunt
SpecialOps
Mobile Infantry

Mounted Units:
--------------------------------
Elephant Rider
Crusader
Cuiraisser
Chariot Archer
Elephant Archer
Horse Archer
Dragoon
Air Cavalry
Gunship
Tank
Armor
Truck
APC

Artillery:
--------------------------------
Trebuchet
Bombard

Naval Units:
---------------------------------
Canoe
Trireme
Long Ship
Brig
Corvette
Sloop-O-War
Ship-of-the-Line
Steam Frigate
Early Submarine

Air Units:
--------------------------------
Balloon
Air Ship
Long Range bomber
Strategic Bomber
Bi-Plane
Advanced Fighter
Air Transport
V-1

Non-buildable:
--------------------------------
Tribe
Barbarian Raider
Barbarian Rider
--------------------------------

In addition the mod includes many flavor units, i.e. units that are essentially the same but use different artwork depending on the civ that builds them

--------------------------------
:
--------------------------------

Resources

----------------------------------------------------------------------------------------------------------------
Resource Prerequisite F S C Type
----------------------------------------------------------------------------------------------------------------
Horses The Wheel 1 0 1 Strategic
Iron Mining 0 2 0 Strategic
Saltpeter Gunpowder 0 0 2 Strategic
Coal Steam Power 0 3 1 Strategic
Oil Refining 0 2 2 Strategic
Rubber Replaceable Parts 0 1 2 Strategic
Aluminum Steel 0 2 1 Strategic
Uranium Fission 0 3 3 Strategic
Wine Pottery 1 0 2 Luxury
Furs None 1 1 1 Luxury
Dyes Weaving 0 0 1 Luxury
Incense Ceremonial Burial 0 0 2 Strategic
Spices Farming 1 0 2 Luxury
Elephants Warrior Code 2 0 2 Strategic
Silks Weaving 0 0 3 Luxury
Gems Bronze Working 0 1 4 Luxury
Whales Map Making 1 1 2 Bonus
Game None 1 1 0 Bonus
Fish None 2 0 1 Bonus
Cattle Domestication 2 1 0 Bonus
Wheat Farming 3 0 0 Bonus
Gold Mining 0 1 3 Strategic
Cotton Weaving 0 0 3 Luxury
Coffee Farming 1 0 2 Luxury
Olive Oil Farming 1 0 1 Luxury
Sugar None 1 0 2 Luxury
Tea Aristocracy 0 0 3 Luxury
Tobacco Ceremonial Burial 0 0 2 Luxury
Tropical Fruit None 2 0 2 Luxury
Wool Weaving 1 1 1 Luxury
Camel The Wheel 0 1 1 Strategic
Copper Mining 0 1 1 Strategic
Flax Crop Rotation 1 1 1 Strategic
Natives None 0 2 0 Strategic
Timber None 0 1 0 Strategic
Corn Farming 2 0 0 Bonus
Shellfish None 1 0 2 Bonus
Fruit None 2 0 1 Bonus
Oasis None 3 0 0 Bonus
Pearls None 1 0 3 Bonus
Pigs Domestication 2 0 0 Bonus
Rice None 2 0 0 Bonus
Seal None 1 0 1 Bonus
Silver Mining 0 1 2 Bonus
----------------------------------------------------------------------------------------------------------------
:
----------------------------------------------------------------------------------------------------------------

Terrain

All values have been adjusted

----------------------------------------------------------------------------------------------------------------

Removed Mining from Grasslands
Upped the food production for Grassland, Plains, and Hills
Upped the shield production of forest and mountains
Increased commerce production of all terrain
Increased Irrigation bonus for Grassland, Plains, Hills, Desert, and Flood
Plains to compensate for the additional food consumption
Can mine forests (think lumber mill)
Tundra and desert produce no food

----------------------------------------------------------------------------------------------------------------
:
----------------------------------------------------------------------------------------------------------------

Worker Jobs:

----------------------------------------------------------------------------------------------------------------

Mining Available with Mining
Roads Available with The Wheel
Irrigation renamed Farm
Farm Available with Crop Rotation - this is to represent the drastic
increase in the amount of food that people were able to produce with the
development of better tools and better methods of farming during the early
middle ages.

----------------------------------------------------------------------------------------------------------------

Culture:

----------------------------------------------------------------------------------------------------------------

---humbled by : 4/1 35 30 20
---in awe of : 3/1 30 40 30
---admirers of : 2/1 25 50 40
---impressed with : 1/1 20 60 50
---unimpressed by : 3/4 15 70 60
---dismissive of : 1/2 10 80 70
---disdainful of : 1/3 5 90 80
---laughing at : 1/4 3 100 90

----------------------------------------------------------------------------------------------------------------

Combat Experience:

----------------------------------------------------------------------------------------------------------------
---Conscript: 2
---Regular: 3
---Veteran: 4
---Elite: 6

I wanted there to be a bigger discrepancy between the conscript and the regular units and I also wanted it to be more important to have elite units.


Lowered players advantage against Barbarians

Lowered Espionage costs by 25%

----------------------------------------------------------------------------------------------------------------

That's all for now.

This document was originally written by Kal-El.

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