Read-Me, (B)igger/(B)etter/(B)alanced-Mod
26th June 2007,
version 1.01
Governments
- Communist governments are now immune to “Expose Mole”. Unit support is now 3 per town, 6 per city and 9 per metropolis.
- Democratic governments’ workers work 200% faster instead of 150%. They also recruit Elite diplomats (that can be used for espionage).
Wonders, Small Wonders and SS Components
- Cure for Cancer makes 3 citizens happy (instead of 1). It now adds a free Hospital in every city.
- SETI Program costs 800 shields (instead of 1000 shields)
- The Great Library costs 300 shields (instead of 400 shields). It now also doubles scientific research in the city (that is, until it gets obsolete).
- The Oracle costs 200 shields (instead of 300 shields)
- Longevity costs 800 shields (instead of 1000 shields) and can be built after researching Sanitation in the Industrial Ages (instead of Genetics in Modern Times). Also gives a free Aqueduct to every city.
- Sun Tzu’s Art of War give a Barracks in every city on the map (instead of on the continent)
- The Pyramids are rendered obsolete by Electronics.
- The Great Wall now protects every town on the continent with Walls. It no longer doubles the effect of existing Walls. It does however still give bonuses vs. barbarians.
- Manhattan Project now brings the effects of a Nuclear Plant to every city on the continent. This in addition to its original effect. Cost increased to 1000 shields.
- The Colossus is now rendered obsolete by “Steel” instead of “Flight”.
- The Theory of Evolution may now trigger Golden Age for religious civilizations.
- Shakespeare’s Theater now provides unlimited happiness in the city it is built. Also gives Golden Age to any civilization that builds it.
- Ironworks now only requires having Iron within its radius. As a set back, it now requires three maintenance per turn. It is unlocked after researching “Steel” in the Industrial ages.
- Military Academy no longer requires a victorious army to build. Instead, it requires 5 barracks in your other cities.
- SS Components have been made approximately 50% more expensive to construct
- SS Life Support System is available with “Recycling” instead of “Superconductor”
- SS Engine is available with “Superconductor” instead of “Space Flight”
- SS Thrusters is available with “Space Flight” instead of “Satellites”.
- SS Docking Bay is available with “Satellites” instead of “Space Flight”
- SS Stasis Chambers is available with “Superconductor” instead of “Synthetics Fibres”
- SS Storage/Supply is available with “Genetics” instead of “Synthetic Fibres”
City improvements (and Wealth)
- The Coliseum now provides an increased 50% entertainment bonus, which is applied if you spend money on Entertainment (luxury slider). This is in addition to its 2 happy faces.
- Wealth’s shield cost per gold reduced from 8:1 to 4:1. Economics decreases the cost to 2:1.
- The following improvements have been made cheaper: Hydro Plants (40), Airports (40), and Solar Plants (80) – (Change in shields)
- Airports require one less gold per turn and SAM batteries no longer require maintenance.
- Recycling Centres will now increase shield production slightly (25%), if you have a factory. Cost increased by 40 shields to 240 shields.
- Building a Barracks now requires you to research Warrior Code first
- Research Labs no longer produce pollution
- “SAM Missile Battery” renamed to “SAM Battery” (“Surface-to-Air-Missile Battery”
Resources and Terrain
- Horses and Saltpeter now give +1 food (in addition to the +1 commerce)
- Iron give +2 shields (instead of +1)
- Coastal, Sea and Ocean squares no longer give a defensive bonus
- Forests and Jungles will take only half the time to chop down than before
- Desert squares no longer produce anything (zero) when unimproved. Although, when irrigated they provide +2 food (+3 with railroad) and when mined they provide +2 shields (+3 with railroad).
- Tundra squares no longer produce anything (zero) when unimproved. Although, when mined they provide +2 shields (+3 with railroad).
- Jungle squares give +1 shield (in addition to the +1 food). Movement cost reduced from 3 to 2.
Ground units
- Scouts now have 1 movement point, but instead they treat all terrain as roads
- Leaders gain 1 attack, 1 defense and 1 bonus hit point, as well as the chance to withdraw from combat if fighting a slow opponent. Leaders of earlier times may be resurrected after the discovery of Genetics, for 1000 shields.
- Army shield cost reduced to 100 shields (from 400 shields), and gain a Pillage ability.
- Marines are buffed to 14/8/1 but cost 120 shields (instead of 100 shields)
- Paratroopers are buffed to 8/14/1 but cost 120 shields (instead of 100 shields). They no longer require Oil to create. Operational range (for Airdrop) increased to 8 squares.
- Chariots and Egyptian War Chariots gain +1 hit point, making them harder to kill
- Archers, Babylonian Bowmen and Longbowmen gain a bombard ability (2, 3 and 4, respectively)
- Musket men and French Musketeers shield cost reduced to 50 shields (from 60 shields)
- Riflemen shield cost reduced to 70 (from 80)
- Swordsmen may upgrade into Longbowmen
- Longbowmen are available with the discovery of “Feudalism” instead of “Invention”. They may upgrade into Cavalry
- Cavalry and Russian Cossacks may upgrade to Tanks
- Infantry attack strength increased by one. New stats are 7/10/1.
- Mech. Infantries now have combat stats 13/17/2, a slight modification. Also note that they may no longer be drafted with the “Draft”-button - However, it is still possible to upgrade drafted Infantries to Mech. Infantries for 40 gold.
- Modern Armor Defensive value reduced to 14 (from 16)
- Catapults now have 5 bombardment (instead of 4)
- Cannons now have 15 bombardment (instead of 8). Cost increased by 10 shields.
- Artillery now have 15 bombardment (instead of 12). They also require Rubber to create, and gain the Wheel disability (Cannot enter Mountains and Jungles unless on a road)
- Radar Artillery now has 20 bombardment (instead of 16). They may now move 2 squares per turn, but require Oil and Rubber (in addition to the Aluminum).
- Cruise Missile shield cost cut to 50 shields (from 60 shields). They have 4 extra bombardment and may be fired from 4 squares away (instead of 2)
Naval Units
- Frigates gain one more attack- and bombardment-point 3(3)/2/4. They may upgrade to Destroyers.
- Privateers have been buffed. They now have the combat values 3(2)/1/4 and gain a Zone of Control and the Blitz ability. Their ability to disguise their nationality remains. They may upgrade to Submarines.
- Ironclads are now available with “Industrialization” instead of “Steam Power”, and may upgrade to Battleships.
- Transports now carries 6 units instead of 8, but cost 20 less shields to build.
- Submarines now cost 90 shields (instead of 100 shields), and move 4 squares (instead of 3). They may upgrade into Nuclear Submarines
- Battle Ships now cost 180 shields (instead of 200 shields), but will move 4 squares per turn (reduced from 5). Bombardment increased to 10 (from 8).
- Destroyers may upgrade to AEGIS Cruisers
- AEGIS Cruisers now cost 150 shields (instead of 160 shields), has 15-attack strength (instead of 12) and 6 bombardment (instead of 4)
- Nuclear Submarines now move 5 squares per turn (instead of 4), has 10 attack strength (instead of 8) and 6 defensive strength (instead of 4). Cost is reduced to 120 shields (from 140 shields).
- Carriers are available with “Flight” instead of “Mass Production”
Air Units
- Stealth Fighters and Bombers gain a 2-point defensive value
- Fighters, Jet Fighters and Stealth Fighters gain 4-bombardment power (instead of 2)
- Stealth Bombers cost 180 shields (Instead of 240 shields)
- Helicopters may carry 4 units (instead of 1).
Unique Units
- French Musketeers now have two more attack strength than normal Musket men, instead of just one.
- Indian War Elephants now have one bonus hit point, making them harder to kill
- Japanese Samurais now have the combat values 5/3/2 instead of 4/4/2.
- Roman Legionaries and Persian Immortals may upgrade into Cavalry.
- Greek Hoplites upgrade to Riflemen instead of Musketmen.
- Babylonian Bowmen new stats are 3(3)/1/1, transforming them into “mini longbowmen” instead of “archer/spearman combo”. They may upgrade to Cavalry.
- Russian Cossacks gain the Blitz ability, in addition to the extra defensive point.
- English Men-o-war are now much more powerful than ordinary frigates 4(4)/3/4 (compared to 3(3)/2/4) and gain a Lethal Bombardment ability. They may upgrade to Destroyers.
- American F-15s now have 2 movement points. This will make them able to perform 2 air missions per turn. This includes any combination of Re-Base, Bombing Run and Precision Strike.
Civilopedia
- Units, techs, improvements and resources that have been changed in this mod have had their civilopedia entries successfully updated, hopefully.
- New sections about Theater and Entertainment
- Noted that the Ironworks, Airports and Offshore Platforms produce pollution
- Technology will now note if it causes a Wonder to expire
- Noted that Writing allows trading of communications
- Noted that Economics improves the effects of Wealth
- Noted that Recycling grants you shields when selling city improvements
- Noted that you can Plant Forests in tundra squares
- Etc. Etc.
Other
- Conscript units have 3 hit points instead of 2. This makes barbarian units as well as drafted units stronger. They do still require the same amount of experience to advance to regular, veteran and elite.
- Bonus values against barbarians have been changed for each difficulty level. Chieftain is 300% (instead of 800%), Warlord is 225% (instead of 400%), Regent is 150% (instead of 200%), Monarch is the same (100%), Emperor is 66% (instead of 50%) and Deity is 33% (instead of 0%).
- Minimum research time reduced from 4 turns to a single turn.
- Future Tech Cost reduced from 4k beakers to 2k beakers.
- Scientists now give 2 beakers (instead of 1).
- Tax Collectors give 2 gold (instead of 1).
- Steal World Map may now be executed by Diplomats (in the Ancient Era!!)
- “Navigation” renamed to “Exploration”.
Other Unit Flags
- Airlift flag added to Settler, Worker, Scout, Explorer, Leader and all Artillery-units.
- Defensive flag removed from Russian Cossacks, Babylonian Bowmen and Japanese Samurai.
- Offensive flag removed from Riflemen, Infantry, Mech. Infantry and Paratrooper.