Skipper's Tweaks

Skipper's Tweaks 1.5.0

Hello, loyal players! It's been quite a while since the last update, eh? Well regardless, patch 1.5 is here with the following changes:

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- The effects of the Temple of Artemis and Pyramids have been swapped, so now ToA provides free granaries and Mids provide free temples
- The F-15 now requires Rubber instead of Aluminum, so it can actually be built before Rocketry is researched
- Stealth Air Units can now properly target newly-added units (Colonist, Musketman, Line Infantry)
- The Dromon has been changed to be a unique, early-medieval combat-only naval unit rather than a replacement for the Galley.
- The Dromon is now available at Invention (was Map making)
- The Dromon now has 3(5)/2/5 (was 2(4)/1/5)
- Legions can build roads and forts like in Civ 5, and gain +1HP
- All cavalry units have decreased retreat odds, to make them less dominant in land combat.
- Chariots now have 2/1/2 (was 1/1/2), now cost 25 shields (was 20) and upgrade into knights rather than horsemen
- Maryannu now has 2/1/3 (was 2/1/2) and now costs 25 shields (was 20)
- 3-man Chariot now has (3/1/2) (Was 2/2/3)
- Horseman now costs 20 shields (was 30)
- Yuan Cavalry now has 4/3/2 (was 4/3/3) and costs 80 shields (was 70)
- Mamluk now costs 70 shields (was 80)
- "Levy" renamed to "Man at Arms"
- United Nations moved back to Fission
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Some units have had their ingame appearances updated/changed:
- Roman Legionary now uses the "Early Imperial Legionary" from Sandris "Roman Units Pack" link:https://forums.civfanatics.com/resources/roman-units-part-2.11004/
- Helicopter now uses the "SA330 Puma" from gwendoline on CFC: https://forums.civfanatics.com/resources/sa-330-puma.26644/
- Dromon now uses "Bireme Dromon with Greek Fire" by Delta_Strife on CFC: https://forums.civfanatics.com/resources/bireme-dromon-with-greek-fire.28099/
- Generic Swordsman now uses Visigoth Swordsman from Sandris "Iberian and Visigoth Infantry" on CFC: https://forums.civfanatics.com/resources/iberian-and-visigoth-infantry-re-scaled.11397/

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Several Civilizations have had their traits changed to increase historical accuracy:
- Arabia is now Religious and Scientific (Was Religious and Expansionist)
- Babylon is now Scientific and Commercial (Was Scientific and Religious)
- Carthage is now Seafaring and Commercial (Was Seafaring and Industrious)
- China is now Scientific and Expansionist (Was Industrious and Militaristic)
- England is now Seafaring and Industrious (Was Seafaring and Commercial)
- Egypt is now Agricultural and Industrious (Was Religious and Industrious)
- France is now Militaristic and Scientific (Was Industrious and Commercial)
- Germany is now Scientific and Industrious (Was Scientific and Militaristic)
- Greece is now Scientific and Industrious (Was Scientific and Commercial)
- Hittites are now Militaristic and Commercial (Were Expansionist and Commercial)
- Japan is now Militaristic and Industrious (Was Religious and Militaristic)
- Maya is now Religious and Industrious (Was Agricultural and Industrious)
- Ottomans are now Religious and Militaristic (Were Scientific and Industrious)
- Persia are now Commercial and Expansionist (Were Scientific and Industrious)
- Rome is now Commercial and Industrious (Was Commercial and Militaristic)
- Russia is now Religious and Expansionist (Was Scientific and Expansionist)
Each Trait is now specifically assigned a starting technology:
- Agricultural and Expansionist civs always start with Pottery
-[Civs that are both (I.e. Inca) start with Pottery and Masonry]
- Commercial civs always start with The Wheel
- Industrious civs always start with Masonry
- Militaristic civs always start with Warrior Code
- Religious civs always start with Ceremonial Burial
- Scientific civs always start with Bronze Working
- Seafaring civs always start with Alphabet
Hey all! Sorry its been a while since I updated this (had my focus elsewhere for a while) but various small errors in the civilopedia text (as well as the script file) have been brought to my attention and I have fixed them. Not sure when or what the next update will be, but I'm not quite done with this yet. ;)
Hey all! I noticed with the 1.4.0 Patch (though this was likely an issue already) that many generic units weren't able to upgrade into unique units, instead upgrading into the unit after. I realized (with the help of Pelo McSoy) that Civ 3 has its own method of upgrading generic units to unique units and that when I corrected what I thought was an error I was actually creating one. Thankfully, I've fixed it now so all UUs should upgrade properly!
Hey all! Before I turn you over to the patch notes, I want to announce that I've included both Balthazar's Nouveau Interface and Snoopy's Terrain within this mod! Combined, I think they make the game look truly special!
Also, the changes listed here are purely gameplay changes, which I think are more important. There are a number of flavor changes in this patch too, but I've left those out of this section to keep it a reasonable length. You can check out the thread to see both changelogs.

Gameplay Changes:
- Clear Wetlands is now a base of 4 turns, so clearing jungle and wetlands no longer takes 500 years
- Marsh, Jungles and Floodplains no longer cuase disease cause that added nothing
- Expansionist civs get Colonists instead of Settlers
- Colonists have 2 movement and ignore terrain cost
- Seafaring civs now gain access to the Water Mill building, a 20 shield unique building that boosts production in cities adjacent to river.
[Source of Water Mill graphic: https://forums.civfanatics.com/threads/grain-mills-aok-buildings-2.68074/]
- Seafaring and Agricultural civs no longer gain discounts on buildings
- Dromon how has 4 Bombard, to put them on par with catapults
- Chasqui now 1/1/3 (was 2/2/3)
- Enkidu Warrior upgrades to Swordsman
- Iroquois now build the Brave rather than the Mounted Warrior
- Braves replace the Levy and have the same stats as the Musketman, though upgrades straight to the Line Infantry and costs 50 shields rather than 40
- Stealth Bomber shield cost reduced to 180 (was 240)
- "Han Cavalry" now "Yuan Cavalry"
- "Ansar Warrior" now "Mamluk"
- "Swiss Mercenary" now "Goedendag"
- "Gallic Swordsman" now "Gaesatae"
- "Numidian Mercenary" now "Sacred Band"
- "War Elephant" now "Varu"
- "Chasqui" now "Chaski"
- Hanging Gardens provides 4 happiness to home city and 2 to all others (was 3 and 1)
- Great Lighthouse does not obsolesce
- Colossus no longer provides marketplaces in every city.
- Magellan's Voyage provides +2 movement, not +1, and now costs 600 shields (was 400)
- JS Bach's now builds a cathedral in every city in the empire
- Shakespeare's Theater also removes pop pollution
- United Nations now requires Integrated Defense to be built
- Integrated Defense no longer requires Satellites, but does require Robotics and Stealth
- All map sizes have double the Optimum number of cities, so corruption will be less crippling overall
Patch 1.3.0:
- Leonardo's Workshop now boosts the production of the city in which it is built by 50%
- All ships have had their movement points increased by 2
- All transport ships have had their capacities doubled
- Frigates have 8 Bombard (was 3) to make them on par with Cannons
- Ironclads and Cruisers have 12 Bombard (was 8 and 6) to make them on par with Artillery
- AEGIS Cruisers have 16 bombard (was 8) to make them on par with Rocket Artillery
- Battleships and Rocket Artillery have 3 bombard range (was 2)
- Rocket Artillery have lethal land and sea bombard
- Bombers now upgrade to Stealth Bombers
- Fighters now have 10 Bombard (was 3) and 8 range (was 6)
- Jet Fighters now have 12 bombard (was 3) and 12 range (was 8)
- Stealth Fighters now have 14 bombard (was 6) and 16 range (was 12)
- F15 now has 16 bombard (was 6) and 20 range (was 12)
- Chasqui upgrades to Knight
- Keshik now has defensive bombard
- Samurai replace Levy rather than Knight, and upgrade to Line Infantry
- Rider renamed to Han Cavalry
- Crusaders now treat all terrain as roads
- Panzers now have 1 extra HP rather than 1 extra movement
- Chasqui Scout renamed to Chasqui
- Javelin Thrower renamed to Hul'che
- Carrack renamed to Nau
- War Chariot renamed to Maryannu
- Mounted Warrior and Jaguar Warrior can now enslave
- Chasquis and normal scouts ignore terrain cost
- Chasquis have increased vision
Patch 1.2.0:
- Crusaders can now build Barricades as well as Forts
- Arquebusier now has 3/5/1 (was 2/4/1) and now costs 45 shields (was 60)
- Musketeer now has 3/6/1 (was 2/5/1)
- Musketman now has 6/4/1 (was 5/3/1) and now costs 60 shields (was 60)
- Rifleman now has 5/8/1 (was 4/6/1) and now costs 60 shields (was 80)
- Line Infantry now has 8/5/1 (was 6/4/1) and now costs 60 shields (was 80)
- Guerilla now has 10/6/1 (was 6/6/1)
- Paratrooper now has 8/8/1 (was 4/6/1)
- TOW Infantry now has 18/12/1 (was 12/14/1)
- Modern Paratrooper now has 15/15/1 (was 6/11/1)
- "Medieval Infantry" renamed to "Levy"
- Rocket Artillery now available at Rocketry (was Robotics)
- Navigation no longer allows trade and movement over ocean tiles, but is required to research Magnetism and for era advancement
- Nationalism is now required for era advancement, though Communism and Fascism are still not
- Ironclads is now required for Era advancement, and leads into Steel
- Policemen reduce corruption by 2, rather than 1
- Temples now produce 2 happiness (was 1)
- Coastal fortress, Civil Defense and SAM Missile Batteries all reduce war weariness
- Colosseums now increase effect of entertainment slider in addition to previous effects
- Smith's Trading Company adds 1 commerce to every tile that already produces at least 1, in addition to previous effect
- Universal Healthcare cost reduced to 600 shields (was 800)
Patch 1.1.0:
- Renamed "Ancient Cavalry" to "Companion Cavalry"
- Galley now has 2/1/3 (was 1/1/3)
- Caravel now has 2/2/4 (was 1/2/4)
- Galleon now has 2/3/4 (was 1/2/4)
- Transport now has 3/4/6 (was 1/2/6)
- Carrack now has 3/3/4 (was 2/2/4)
- Bomber now costs 120 shields (was 100)
- TOW Infantry, Rocket Artillery and Modern Armor now have 1 AA defense
- Radar Artillery renamed to Rocket Artillery
- Flak now has 3 AA defense (was 2)
- Renamed "Musketman" to "Arquebusier"
- Added Musketman (5/3/1) to Offensive infantry upgrade tree
- Added Line Infantry (6/4/1) to Offensive infantry upgrade tree
- Medieval Infantry and Longbowman now upgrade to Musketman, which upgrades to Line Infantry, which in turn upgrades to Guerilla
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