[to_xp]Gekko
QCT junkie
Thanks to everyone for your support and suggestions so far, I'd never thought so many people were going to use this mod - I originally did it for my own personal use, then I realized it was growing bigger and better and decided to share it. turns out this was a good idea
so let the download begin, don't forget to give me feedback, as this will greatly improve the 3.0 version ( which should not take huge loads of time to develop as it should include way less stuff than 2.0 ) .
http://files.filefront.com/Total_Experiencev21rar/;4744596;;/fileinfo.html
-------------------------------------------------------------------------
README:
Total Experience mod version 2.0 :
python & bugfixing by TheLopez
XML and concept/ideas by [to_xp]GeKKo
-----------------------------------------------------------------------------------
there is a pesky parsing error somewhere in the UnitInfos.xml file, you'll notice an
error message when loading the mod - just ignore it.
as far as I've seen this error does not give any gameplay issues. if it does anyway,
I'd be really grateful to the person that notices it and points it out, as this will allow me to finally fix it.
check out the Total Experience.ini file in the main folder of the mod.
there is contained the new options for the Random Events. they are all turned on by default,
and you can choose to turn them off individually by setting "true" instead of "false" in the Total Experience.ini file
under the description of the event.
Turning them all off is highly recommended for multiplayer games, as they have been reported to cause OOS errors.
thanks A LOT to all the guys I shamelessly ripped work from
random order:
GraveEatr http://forums.civfanatics.com/showthread.php?t=152325
Galindus http://forums.civfanatics.com/showthread.php?t=148486
Master Lexx
Exavier
Kristine
Zuul
twyggins
Dearmad
Snaitf
Requies
DireAussie
Hastur
Stone-D
Edibi
naf4ever
Fanatic Demon
player 1 fanatic
Goombaz
Bhruic
Atma
Kael
Armandeus
Abbamouse
Sevo
Jaynus
all the other guys that contributed to Grave's and Galindus' mods, or any other I may have forgotten to mention
----------------------------------------------------------------------------------------
I took Grave's Mega Mod v. 2.1, and added in many many changes I liked from some of the
most successful mods. it is entirely possible that some things I changed and then forgot to mention in this readme,
if you happen to notice that, please let me know
1) General:
- added modified and fixed version of Random Events mod that allows to activate
each random event on its own (thanx DireAussie & TheLopez)
- added GreatSpecialists mod by TheLopez
( 3 new specialists: doctors, statesman and soldiers, each with their own Great Person associated)
(Great Doctors automatically get Medic3 and Heal3 promotions, Statesmen are versatile, Generals inspire nearby troops)
(modified many buildings in order to have them allow new specialists' spots, and/or generate greatpersonpoints for the new great people)
also added Specialist Stacker mod ( enhanced specialist interface) ( thanx to TheLopez )
- added Current turn at a glance mod ( thanks Goombaz)
- added Raw Commerce City Display mod ( thanks Sevo )
- added updated gamefont files that have ZoroAstrian icon replacing the old confucian one, and finally the bonus resources
are displaying the correct icon in city-view. Thanks a lot to Master Lexx for this!
- added AbandonRazeDemolish (press Ctrl-X while in city screen to pop up the list)
(you'll get a worker for every 5 points of population when you raze/abandon a city) (thanks twyggins)
- added a second unique unit for each civ, tanks now come in two different models.
units can now gain 10 xp max from animals, 50xp from barbs, and can carry over 50xp max after an upgrade.
Spiritual Trait +50%production for monastery, not only temple.
added GreenMod's resources (except for temples, and added building-related extra bonuses
just like all the other resources)
when a settler builds a city, any jungle in the surrounding 8 squares is automatically burned down (thanx to Master Lexx)
- added Dearmad's version of Noble handicap, much more fair than vanilla.
spy missions are cheaper (thanx dearmad)
- added Realism gamespeed by Jaynus (modified epic)
- civic upkeeps now more meaningful ( low cost lower, high cost higher) , thanx to Kael.
also changed all "none" upkeeps to "low".
- updated Leaders' Civic preferences, courtesy of Armandeus
- pacifism now gives +25% to greatpeople generation in all cities, + another 100% bonus to cities with your state religion in it.
so for cities with state religion, the total bonus is 125%
Serfdom now gives +1 gold for farms + the old bonus for building improvements (thanx to Edibi)
- expansive trait now gives +3 health, industrial only gives +35% for wonders (thanx to naf4ever)
- Slavery now gives +1 production to quarries and +3 commerce to plantations. no more +20% worker speed.
- can now build as many national wonders as you want in a city
- catapults and trebuchets now get captured instead of destroyed. use them wisely.
- global warming decreased
- ENVIROMENTALISM is back to high upkeep and needs ECOLOGY, to make up for this the bonus health is 8 (was 6)
- forts can now be built with MASONRY (was mathematics) (mathematics gives fort2 promotion to units inside a fort)
- decreased unit upgrade gold costs
Aggressive trait now gives bonuses to more unit types (thanx Exavier)
- updated the Exotic Foreign Advisor to the last version available (thanx Requies)
- ReInitialize Interceptor Missions
Plot List Enhancements
last version of Modified Special Domestic Advisor (thanx 12monkeys)
- added last version of TechConquest+last version of Cultural Decay (thanx Bhruic)
- added Soldier specialists and Great Generals. (changed the late age graphic for the GG
to Commando, was Praetorian) (thanx to Snaitf)
- added Promotions and Traits v 0.5 ( thanx to Zuul )
2) Technologies
- PAPER needed for Beaurocracy
TECH TRADING with GUILDS not with Alphabet
MAP TRADING with ASTRONOMY not with paper (thanx to dearmad)
- Tech prices rebalanced ( basically I added the changes included in the 1.52 patch as I noticed this mod was using 1.09 prices ) (this means that industrial era tehcnologies now take more time to research) (it's a good thing)
horseback riding now costs 160 (was 80)
- Monotheism now needs Polytheism and Meditation (was polytheism and masonry)
- Meditation now founds Zoroastrianism, Literature Buddhism.
meditation's cost has been raised to 120 (was 100)
religions spread rate modified for the sake of both game balance and realism
Switched costs of polytheism and meditation so that hinduism is usually first to be discovered (thanx to abbamouse)
now judaism gives 1 culture and 2 gold in all cities if it is your state religion (was 2culture and 1gold)
3) Buildings:
- added Magellan's voyage wonder ( thanx Sevo )
- supermarkets +33% cost, +25% food. ( thanx to Kristine )
- nuclear silo needed to build ICBMs
sdi icbm intercept 75 to 60, sdi cost 750 to 2000
bomb shelter reduced to -50% modifier ( thanx to Exavier )
- Cold Fusion Plant wonder added, +3 GEPPT
castles give +2xp for mounted, archery and melee units
bunker damage -75% to -70% (thanx to Master Lexx)
- MARKET is a -1 health building.
CASTLE with CONSTRUCTION (was engineering)
GREAT LIBRARY with ALPHABET not literature
WINERIES possible with POTTERY
COTTAGES NOT possible until Monarchy (was Pottery)
CLEAR JUNGLE with BIOLOGY (instead of Iron Working) , BUT Roads/rails+improvements needed
for resource gathering are available with Iron Working as normal (thanx to dearmad)
- lighthouse is now needed in order to build a harbor
Great Lighthouse no longer needs a lighthouse to be built
Eiffel tower and HollyWood back to normal.
Great Wall moved to masonry, obsolete with gunpowder.
monasteries no longer get obsolete.
christian temples and cathedrals +1happiness with wine
buddhist temples +1happiness with marble and stone
zoroastrian temples +1 happiness with incense
drama +1happiness with theatre, not broadcast tower
books +1happiness with library
hindu temples now get +1 happiness with hemp
pyramids moved to polytheism
nuclear silos now give -2 happiness, universities give+25%war weariness,
rebalanced bonuses to health and happiness for grocers and markets (thanks to naf4ever)
mausoleum of mausollus gets double production with stone intead of just +50% ( like all the other wonders)
4) Units:
- added Tactical ICBMS that can be loaded on nuclear subs and can be used to nuke a SINGLE tile (thank Exavier)
- added Rocket Artillery (now with proper graphics) ( thanx to Atma)
- the original tank has the name Sherman and +Amphibious, the new tank has the name T-34 and +10%withdrawal.
All the eastern civs get the T-34 and the western get the Sherman. This shows some historical differences between east/west.
second unique units added:
America - Minuteman
replaces rifleman, +1fs, +30% withdrawal, -10 prod
Arabia - Ansar Warrior
replaces knight, +get terrain defense, + heal 1
Aztec - Elite Jaguar
replaces maceman, +woodsman 1&2, -10 prod
China - Junk
replaces galleon, +1 cargo, +20% withdrawal
Egypt - Egypt Archer
replaces archer, +1fs, +1fsc
England - English Longbowman
replaces longbowman, +1combat -10 prod
France - Dragoon
replaces cavalry, +get terrain defense, -20 prod
German - Teutonic Knight
replaces maceman, +march
Greek - Companion Cavalry
replaces knight, +1fs, +1fsc
Inca - Elite Quechua
replaces swordsman, +50% vs archer, -5 production
India - Indian War Elephant
replaces war elephant, +25% vs melee, -10 production
Japan - Zero Fighter
replaces fighter, +1str, +20% evasion
Mali - Mali Cavalry
replaces knight, +commando, +10 prod
Mongol - Keshik Horse Archer
replaces horse archer, +ignores terrain movecost, +1fs
Persia - Sipahi
replaces knight, +2str
Rome - Roman Cavalry
replaces knight, +30% withdrawal, +1fsc
Russia - Tank-54
replaces tank, +retreat 1, +10% vs armored
Spain - Treasure galleon
replaces galleon, +2str
- Camel Archer now substitutes Horse Archer, not Knight
Keshik now substitutes Knight, not Horse Archer
Jaguars get free woodsman1 promotion instead of jungle defense bonus
musketman, musketeer, cannon, grenadier, cavalry +related UUs, ship of the line and frigate units need sulphur to be built,
sulphur revealed by tech_gunpowder
machinegunner 25% bonus against mounted
ironclad strenght 12 to 16
camel archer +25% against mounted
inquisition now gives -2 happiness for 10 turns (thanx Master Lexx)
- Settler cost 120
Rifleman now has 16 combat strength
Redcoat now has 17 combat strength
Redcoat got +1 moves (they were extremely discaplined, and better marching skills seems appropriate)
Musketman (and musketeer) got +25% against melee troops (not mounted) . musketeers also get 25 against mounted.
Carrier now has a cargo capacity of 5 (instead of 3)
Removed Uranium requirement from - Destroyer - Battleship to add realism of oil requirements
Machine Gunner enabled at Assembly Line ( thanx Jaynus )
- Caravans and Freight allow to do a trade mission just like the merchant but with reduced effectiveness
Entertainers allow to create a great work that gives +15 culture to the city. useful for newly built cities ( thanx to Hastur)
- Scouts and Explorer back to normal, now can also build forts. (thanx to Sevo)
reworked resources needed for many units and unique units for the sake of realism and game balance
Elephant available at Horseback Riding, no bouns vs mounted, +25% vs melee, collateral damage weaker than catapult that can damage 2 units max,
horse archer and keshik +50% vs catapult AND trebuchet, +50% against elephants ( thanx Fanatic Demon )
jaguar str 6.
swordman types need iron OR copper
cannons ( this includes frigate and ship of the line, which have cannons on them) need Iron OR copper ( + sulphur of course)
Maceman (and samurai) now avialable with Civil Service + metal casting
Knights (and camelarcher and consquistidor) now avialable at Feudalesim+Metal Casting
knights need a castle to be built, related UUs need a forge )
Pikeman now at civil service, needs Iron OR copper.
CARAVEL carries TWO special units (thanx to dearmad)
ICBM building destruction chance 70% ,
nuke_unitdamagebase 30 to 50
nuke_popdeathbase 30 to 50
galleons carry 4 units, transports 8 units.
naval units from galley to ironclad (excluding ironclad and workboat) get +50%production bonus from hemp.
french musketeers have 10 combat instead of 9 to make them a little bit more useful. they also get a free pinch promotion.
catapults and trebuchets get captured instead of destroyed.
cavalry + related uus (cossacks etc.) are now considered Gunpowder units instead of mounted.
horse archer types are now considered archery units instead of mounted.
all swordman types get a 25 combat bonus against archers and a 50 combat bonus against horse archers.
ships from ironclad to aegis cruiser need Iron ( other resources vary depending on unit, subs and cruiser excluded)
gunship combat 24 (was 20)
units that need robotics now also need a manifacturing plant to be trained
unit upgrade paths reworked in order to allow more flexibility and more realism.
crossbow and musketman types get a +50% bonus vs knights
knights in return get a +25% against melee
grenadiers get +75% vs rifleman (was 50%, this was needed to balance out the increase in combat for riflemen)
privateer now carries just 1 unit
- SAM infantry bonus against helicopters is now 70% instead of 50% (thanx player 1 fanatic)
- subs and nuclears subs get +25% against transports
spies and their missions are cheaper (thanx Dearmad)
5) Terrain and Bonuses/Improvements
- less desert on random generated maps (thanx to Kristine)
- Tree Nursery Turns into a forest after 25 turns. (thanx Exavier)
- lowered the maxlatitude of most resources in order to not get them on the pole
forest growth 8 to 16
oasis appearance 500 to 1000
workshop can be built on tundra
fort defmulti 25 to 50
fort airdefmulti 20 to 40
whale_boat prod 1 to 2
tradetech for incence tech_mining to tech_calendar
airbombdef for cottages,... 5 to 5,10,15,20
soylent green facility, needs desert and biology, +2food +1gold
waste refinement factory, needs needs desert and fission, +2prod
desertwindmill, needs desert and tech electricity, +4gold
ivory grouprand 50 to 25
increased iplayer 67% per player to 100% for gems, incense, silver, whale (now more per player)
decreased iconstappearence 50% to 40% for
banana, corn, cow, pig, rice,
sheep, wheat, dye, gems, gold, incen,
silk, silver, spices, sugar, wine
pot, cof, pearl, lem, cot
(not water, not strategic)
windmills after electricity LOSE their +1 food bonus and get an additional +2 gold
(were too much ressources with 8 new ones) (thanx to Master Lexx)
- oil is more clumpy in its distribution, which will cause more conflicts to gain it (just like RL ) ( thanks to Dearmad)
- jungle growth 16 to 8
forest_cut prod 30 to 20
jungle_cut prod 0 to 10
forest_cut time 250 to 400 (less when building roads or railroads)
jungle_cut time 400 to 600 (less when building roads or railroads)
jungle health -0.2
floodplains now give -0.4 health (was -0.25)
hemp no longer obsoletes, gets -1 happiness with jails (thanks naf4ever)
fur no longer obsoletes
books now obsolete with mass media
rebalanced the plot yelds of many resources, most notably fur now gives +1 food unimproved, and +5 gold improved,
lemons give +1health instead of happiness.
wine is once again visible from the start
hemp now needs a plantation instead of a farm
can now build farms on hills too.
rebalanced unimproved/improved yield rates of some resources in order to make them all balanced.
planned for version 3.0 :
Assassin mod by RogerBacon
Atoll mod by Optimizer
Autolog v. 1.2 by Eotinb
Religious Victory by rodman49
Not just another gameclock mod by TheLopez
Reminder mod by Eotinb
Updated Great Person mod by Patricius
Promotions and Perks 0.8 by Zuul
Exotic Animals by Zuul
Icebreaker by Optimizer
Balanced Civics by Armandeus
Something totally awesome by TheLopez

so let the download begin, don't forget to give me feedback, as this will greatly improve the 3.0 version ( which should not take huge loads of time to develop as it should include way less stuff than 2.0 ) .

http://files.filefront.com/Total_Experiencev21rar/;4744596;;/fileinfo.html
-------------------------------------------------------------------------
README:
Total Experience mod version 2.0 :
python & bugfixing by TheLopez
XML and concept/ideas by [to_xp]GeKKo
-----------------------------------------------------------------------------------
there is a pesky parsing error somewhere in the UnitInfos.xml file, you'll notice an
error message when loading the mod - just ignore it.
as far as I've seen this error does not give any gameplay issues. if it does anyway,
I'd be really grateful to the person that notices it and points it out, as this will allow me to finally fix it.
check out the Total Experience.ini file in the main folder of the mod.
there is contained the new options for the Random Events. they are all turned on by default,
and you can choose to turn them off individually by setting "true" instead of "false" in the Total Experience.ini file
under the description of the event.
Turning them all off is highly recommended for multiplayer games, as they have been reported to cause OOS errors.
thanks A LOT to all the guys I shamelessly ripped work from

random order:
GraveEatr http://forums.civfanatics.com/showthread.php?t=152325
Galindus http://forums.civfanatics.com/showthread.php?t=148486
Master Lexx
Exavier
Kristine
Zuul
twyggins
Dearmad
Snaitf
Requies
DireAussie
Hastur
Stone-D
Edibi
naf4ever
Fanatic Demon
player 1 fanatic
Goombaz
Bhruic
Atma
Kael
Armandeus
Abbamouse
Sevo
Jaynus
all the other guys that contributed to Grave's and Galindus' mods, or any other I may have forgotten to mention
----------------------------------------------------------------------------------------
I took Grave's Mega Mod v. 2.1, and added in many many changes I liked from some of the
most successful mods. it is entirely possible that some things I changed and then forgot to mention in this readme,
if you happen to notice that, please let me know

1) General:
- added modified and fixed version of Random Events mod that allows to activate
each random event on its own (thanx DireAussie & TheLopez)
- added GreatSpecialists mod by TheLopez
( 3 new specialists: doctors, statesman and soldiers, each with their own Great Person associated)
(Great Doctors automatically get Medic3 and Heal3 promotions, Statesmen are versatile, Generals inspire nearby troops)
(modified many buildings in order to have them allow new specialists' spots, and/or generate greatpersonpoints for the new great people)
also added Specialist Stacker mod ( enhanced specialist interface) ( thanx to TheLopez )
- added Current turn at a glance mod ( thanks Goombaz)
- added Raw Commerce City Display mod ( thanks Sevo )
- added updated gamefont files that have ZoroAstrian icon replacing the old confucian one, and finally the bonus resources
are displaying the correct icon in city-view. Thanks a lot to Master Lexx for this!
- added AbandonRazeDemolish (press Ctrl-X while in city screen to pop up the list)
(you'll get a worker for every 5 points of population when you raze/abandon a city) (thanks twyggins)
- added a second unique unit for each civ, tanks now come in two different models.
units can now gain 10 xp max from animals, 50xp from barbs, and can carry over 50xp max after an upgrade.
Spiritual Trait +50%production for monastery, not only temple.
added GreenMod's resources (except for temples, and added building-related extra bonuses
just like all the other resources)
when a settler builds a city, any jungle in the surrounding 8 squares is automatically burned down (thanx to Master Lexx)
- added Dearmad's version of Noble handicap, much more fair than vanilla.
spy missions are cheaper (thanx dearmad)
- added Realism gamespeed by Jaynus (modified epic)
- civic upkeeps now more meaningful ( low cost lower, high cost higher) , thanx to Kael.
also changed all "none" upkeeps to "low".
- updated Leaders' Civic preferences, courtesy of Armandeus
- pacifism now gives +25% to greatpeople generation in all cities, + another 100% bonus to cities with your state religion in it.
so for cities with state religion, the total bonus is 125%
Serfdom now gives +1 gold for farms + the old bonus for building improvements (thanx to Edibi)
- expansive trait now gives +3 health, industrial only gives +35% for wonders (thanx to naf4ever)
- Slavery now gives +1 production to quarries and +3 commerce to plantations. no more +20% worker speed.
- can now build as many national wonders as you want in a city
- catapults and trebuchets now get captured instead of destroyed. use them wisely.
- global warming decreased
- ENVIROMENTALISM is back to high upkeep and needs ECOLOGY, to make up for this the bonus health is 8 (was 6)
- forts can now be built with MASONRY (was mathematics) (mathematics gives fort2 promotion to units inside a fort)
- decreased unit upgrade gold costs
Aggressive trait now gives bonuses to more unit types (thanx Exavier)
- updated the Exotic Foreign Advisor to the last version available (thanx Requies)
- ReInitialize Interceptor Missions
Plot List Enhancements
last version of Modified Special Domestic Advisor (thanx 12monkeys)
- added last version of TechConquest+last version of Cultural Decay (thanx Bhruic)
- added Soldier specialists and Great Generals. (changed the late age graphic for the GG
to Commando, was Praetorian) (thanx to Snaitf)
- added Promotions and Traits v 0.5 ( thanx to Zuul )
2) Technologies
- PAPER needed for Beaurocracy
TECH TRADING with GUILDS not with Alphabet
MAP TRADING with ASTRONOMY not with paper (thanx to dearmad)
- Tech prices rebalanced ( basically I added the changes included in the 1.52 patch as I noticed this mod was using 1.09 prices ) (this means that industrial era tehcnologies now take more time to research) (it's a good thing)
horseback riding now costs 160 (was 80)
- Monotheism now needs Polytheism and Meditation (was polytheism and masonry)
- Meditation now founds Zoroastrianism, Literature Buddhism.
meditation's cost has been raised to 120 (was 100)
religions spread rate modified for the sake of both game balance and realism
Switched costs of polytheism and meditation so that hinduism is usually first to be discovered (thanx to abbamouse)
now judaism gives 1 culture and 2 gold in all cities if it is your state religion (was 2culture and 1gold)
3) Buildings:
- added Magellan's voyage wonder ( thanx Sevo )
- supermarkets +33% cost, +25% food. ( thanx to Kristine )
- nuclear silo needed to build ICBMs
sdi icbm intercept 75 to 60, sdi cost 750 to 2000
bomb shelter reduced to -50% modifier ( thanx to Exavier )
- Cold Fusion Plant wonder added, +3 GEPPT
castles give +2xp for mounted, archery and melee units
bunker damage -75% to -70% (thanx to Master Lexx)
- MARKET is a -1 health building.
CASTLE with CONSTRUCTION (was engineering)
GREAT LIBRARY with ALPHABET not literature
WINERIES possible with POTTERY
COTTAGES NOT possible until Monarchy (was Pottery)
CLEAR JUNGLE with BIOLOGY (instead of Iron Working) , BUT Roads/rails+improvements needed
for resource gathering are available with Iron Working as normal (thanx to dearmad)
- lighthouse is now needed in order to build a harbor
Great Lighthouse no longer needs a lighthouse to be built
Eiffel tower and HollyWood back to normal.
Great Wall moved to masonry, obsolete with gunpowder.
monasteries no longer get obsolete.
christian temples and cathedrals +1happiness with wine
buddhist temples +1happiness with marble and stone
zoroastrian temples +1 happiness with incense
drama +1happiness with theatre, not broadcast tower
books +1happiness with library
hindu temples now get +1 happiness with hemp
pyramids moved to polytheism
nuclear silos now give -2 happiness, universities give+25%war weariness,
rebalanced bonuses to health and happiness for grocers and markets (thanks to naf4ever)
mausoleum of mausollus gets double production with stone intead of just +50% ( like all the other wonders)
4) Units:
- added Tactical ICBMS that can be loaded on nuclear subs and can be used to nuke a SINGLE tile (thank Exavier)
- added Rocket Artillery (now with proper graphics) ( thanx to Atma)
- the original tank has the name Sherman and +Amphibious, the new tank has the name T-34 and +10%withdrawal.
All the eastern civs get the T-34 and the western get the Sherman. This shows some historical differences between east/west.
second unique units added:
America - Minuteman
replaces rifleman, +1fs, +30% withdrawal, -10 prod
Arabia - Ansar Warrior
replaces knight, +get terrain defense, + heal 1
Aztec - Elite Jaguar
replaces maceman, +woodsman 1&2, -10 prod
China - Junk
replaces galleon, +1 cargo, +20% withdrawal
Egypt - Egypt Archer
replaces archer, +1fs, +1fsc
England - English Longbowman
replaces longbowman, +1combat -10 prod
France - Dragoon
replaces cavalry, +get terrain defense, -20 prod
German - Teutonic Knight
replaces maceman, +march
Greek - Companion Cavalry
replaces knight, +1fs, +1fsc
Inca - Elite Quechua
replaces swordsman, +50% vs archer, -5 production
India - Indian War Elephant
replaces war elephant, +25% vs melee, -10 production
Japan - Zero Fighter
replaces fighter, +1str, +20% evasion
Mali - Mali Cavalry
replaces knight, +commando, +10 prod
Mongol - Keshik Horse Archer
replaces horse archer, +ignores terrain movecost, +1fs
Persia - Sipahi
replaces knight, +2str
Rome - Roman Cavalry
replaces knight, +30% withdrawal, +1fsc
Russia - Tank-54
replaces tank, +retreat 1, +10% vs armored
Spain - Treasure galleon
replaces galleon, +2str
- Camel Archer now substitutes Horse Archer, not Knight
Keshik now substitutes Knight, not Horse Archer
Jaguars get free woodsman1 promotion instead of jungle defense bonus
musketman, musketeer, cannon, grenadier, cavalry +related UUs, ship of the line and frigate units need sulphur to be built,
sulphur revealed by tech_gunpowder
machinegunner 25% bonus against mounted
ironclad strenght 12 to 16
camel archer +25% against mounted
inquisition now gives -2 happiness for 10 turns (thanx Master Lexx)
- Settler cost 120
Rifleman now has 16 combat strength
Redcoat now has 17 combat strength
Redcoat got +1 moves (they were extremely discaplined, and better marching skills seems appropriate)
Musketman (and musketeer) got +25% against melee troops (not mounted) . musketeers also get 25 against mounted.
Carrier now has a cargo capacity of 5 (instead of 3)
Removed Uranium requirement from - Destroyer - Battleship to add realism of oil requirements
Machine Gunner enabled at Assembly Line ( thanx Jaynus )
- Caravans and Freight allow to do a trade mission just like the merchant but with reduced effectiveness
Entertainers allow to create a great work that gives +15 culture to the city. useful for newly built cities ( thanx to Hastur)
- Scouts and Explorer back to normal, now can also build forts. (thanx to Sevo)
reworked resources needed for many units and unique units for the sake of realism and game balance
Elephant available at Horseback Riding, no bouns vs mounted, +25% vs melee, collateral damage weaker than catapult that can damage 2 units max,
horse archer and keshik +50% vs catapult AND trebuchet, +50% against elephants ( thanx Fanatic Demon )
jaguar str 6.
swordman types need iron OR copper
cannons ( this includes frigate and ship of the line, which have cannons on them) need Iron OR copper ( + sulphur of course)
Maceman (and samurai) now avialable with Civil Service + metal casting
Knights (and camelarcher and consquistidor) now avialable at Feudalesim+Metal Casting
knights need a castle to be built, related UUs need a forge )
Pikeman now at civil service, needs Iron OR copper.
CARAVEL carries TWO special units (thanx to dearmad)
ICBM building destruction chance 70% ,
nuke_unitdamagebase 30 to 50
nuke_popdeathbase 30 to 50
galleons carry 4 units, transports 8 units.
naval units from galley to ironclad (excluding ironclad and workboat) get +50%production bonus from hemp.
french musketeers have 10 combat instead of 9 to make them a little bit more useful. they also get a free pinch promotion.
catapults and trebuchets get captured instead of destroyed.
cavalry + related uus (cossacks etc.) are now considered Gunpowder units instead of mounted.
horse archer types are now considered archery units instead of mounted.
all swordman types get a 25 combat bonus against archers and a 50 combat bonus against horse archers.
ships from ironclad to aegis cruiser need Iron ( other resources vary depending on unit, subs and cruiser excluded)
gunship combat 24 (was 20)
units that need robotics now also need a manifacturing plant to be trained
unit upgrade paths reworked in order to allow more flexibility and more realism.
crossbow and musketman types get a +50% bonus vs knights
knights in return get a +25% against melee
grenadiers get +75% vs rifleman (was 50%, this was needed to balance out the increase in combat for riflemen)
privateer now carries just 1 unit
- SAM infantry bonus against helicopters is now 70% instead of 50% (thanx player 1 fanatic)
- subs and nuclears subs get +25% against transports
spies and their missions are cheaper (thanx Dearmad)
5) Terrain and Bonuses/Improvements
- less desert on random generated maps (thanx to Kristine)
- Tree Nursery Turns into a forest after 25 turns. (thanx Exavier)
- lowered the maxlatitude of most resources in order to not get them on the pole
forest growth 8 to 16
oasis appearance 500 to 1000
workshop can be built on tundra
fort defmulti 25 to 50
fort airdefmulti 20 to 40
whale_boat prod 1 to 2
tradetech for incence tech_mining to tech_calendar
airbombdef for cottages,... 5 to 5,10,15,20
soylent green facility, needs desert and biology, +2food +1gold
waste refinement factory, needs needs desert and fission, +2prod
desertwindmill, needs desert and tech electricity, +4gold
ivory grouprand 50 to 25
increased iplayer 67% per player to 100% for gems, incense, silver, whale (now more per player)
decreased iconstappearence 50% to 40% for
banana, corn, cow, pig, rice,
sheep, wheat, dye, gems, gold, incen,
silk, silver, spices, sugar, wine
pot, cof, pearl, lem, cot
(not water, not strategic)
windmills after electricity LOSE their +1 food bonus and get an additional +2 gold
(were too much ressources with 8 new ones) (thanx to Master Lexx)
- oil is more clumpy in its distribution, which will cause more conflicts to gain it (just like RL ) ( thanks to Dearmad)
- jungle growth 16 to 8
forest_cut prod 30 to 20
jungle_cut prod 0 to 10
forest_cut time 250 to 400 (less when building roads or railroads)
jungle_cut time 400 to 600 (less when building roads or railroads)
jungle health -0.2
floodplains now give -0.4 health (was -0.25)
hemp no longer obsoletes, gets -1 happiness with jails (thanks naf4ever)
fur no longer obsoletes
books now obsolete with mass media
rebalanced the plot yelds of many resources, most notably fur now gives +1 food unimproved, and +5 gold improved,
lemons give +1health instead of happiness.
wine is once again visible from the start
hemp now needs a plantation instead of a farm
can now build farms on hills too.
rebalanced unimproved/improved yield rates of some resources in order to make them all balanced.
planned for version 3.0 :
Assassin mod by RogerBacon
Atoll mod by Optimizer
Autolog v. 1.2 by Eotinb
Religious Victory by rodman49
Not just another gameclock mod by TheLopez
Reminder mod by Eotinb
Updated Great Person mod by Patricius
Promotions and Perks 0.8 by Zuul
Exotic Animals by Zuul
Icebreaker by Optimizer
Balanced Civics by Armandeus
Something totally awesome by TheLopez