+++++Aleterations+++++
Jungle has returned to its nasty disposition and will damage units travelling through the fetid morass.
Deserts and Hills are more expensive to move through.
certain ocean terrain, such as coral reefs, will now damage your boats and ships a small amount.
Changed the cost of Tropical Culture 1 to half of the original beaker value.
Turned off showing point scores. Now you must make your own opinion on the strengths and weaknesses of empires.
Made Martial Law even better for warlike nations.
Modified the way the AI conducts foreign and internal affairs. Hopefully wanting to build more colonies and make more workers. Further refinement into making the AI a bit more deadilier.
Changed the Handicap levels to be more in line with the ExtremeMod's style of play.
Mechanized Infantry was changed to requiring more appropriate technology
Changed the number of Breweries, Silversmiths, and Goldsmiths to 1; adding overall value to the building so that a single instance equals that of multiple instances of it.
Added a dozen Promotions to the DIPLOMAT unit type.
Increased the benefit of Leather Armor, Chainmail, and Platemail for better effects.
Nationhood had become less than desirable with newer additions, so adjustments were made to make it more useful
Colonialism has been changed to -90 percent modification due to distance from capital and also +2 food for Plantation.
Changed Oranized Religion, Theocracy, and Pacifism to allow greater depth of play and playing styles.
Removed The Force and switched it with "Esoterism".
If your empire has Mercantilism, Naval Base grants +2 hammers.
All aircraft now have expanded combat capabilities in line with more realistic command and control.
Camel Riders have been adjusted down to 13/2 and have had their attack modifiers decreased to 15 percent.
TradeGoods now have unique names to give them a bit more of aesthetic feel.
Blacksmith have been made cheaper and changed so that they give the city +3 hammers.
Naval and Land mines now have a per player limit, at any one time, of 10.
Added Indigenous People, a way to colonize distant lands by using the local peasentry rather than by conquest or by moving your people into the area.
Missile Cruisers now require Laser technology to be constructed.
Deleted the sniper -- in multiplayer games it caused too many crashes for its cool effects
Created a new unit called the Corsair which is a bit beefier pirate vessel that can be used later in the game.
Created a new unit called the Jetpack Carrier, which is a new steampunk technology unit allowing a sizeable force of jetpack knights to be moved quickly across the ocean. I wanted them to be able to be launched from the ship (in paradrop mode) but appears that is not possible.
Added back a number of different map scripts, hopefully allowing for a variety of maps.
Corsairs and Galleons when defeated in combat returns under ownership of the victor of the engagement.
All UU have been updated to be more useful and competitive with my modifications.
Increased the chance of finding Unobtanium and Liftwood.
----Version 1.35----
----Date: August 27, 2010----
+++++Alterations & Adjustments++++++++
Animals: Creatures no longer concern themselves with cultural barriers and will wander around hunting anything that moves. They may also be inclined to attack villages.
Barbarians: Tweaked a number of values making them a bit more numerous at specific times. Reset them back to being just plain old non-descript barbarains.
Scoring System: Adjusted the scoring system of the game to emphasize a bit more of Land grabbing and population.
Condotta has replaced Technocracy
Towers have been made more expensive to build and takes about 10 percent more labor to construct
Villages, Hamlets, and Towns all perform a bit better
Blacksmith has been changed to give a 10% bonus to production and +1 gold
Workshops are bit more effecient.
Music Technology changed to Musical Rhythm
Trade Goods: Modified their appearance to better reflect their use.
Trireme: The ship's combat strength is increased to 3 (from 2 points). Minoan Trireme has a 4 combat strength.
Rangers: Adjusted their combat to +300% vs. animal units.
Hunters: Adjusted their combat to +200% vs. animal units.
Imperialism Civic now has the capital gaining +25% in all areas.
Paratroopers: Requires Early Flight.
Mount Rushmore: Needs High Explosives now.
Starting Worker: Fixed the errant starting worker. Starting civilizations now start with 1 settler and 1 Ranger.
Several technologies now offer hints or glimpses at units that can be produced -- a sort of a teaser for the empire.
+++++NEW uNIT++++++++
Apemen
Cyber-Guns
Dinosaur
Kobukson
Supply Truck
Scallywag
Witch Doctor
Light Steamtank
Heavy Steamtank
Meganaught
Jetpack Knight
Giant Spider
+++++NEW TECH+++++
Quantum Computers
Scutage
Condotta System
Genetic Engineering
Gene Therapy
Genomics
Musical Notation
Musical Instrument
Steampunk
Ether
Steampunk Weapons
++++NEW BUILDINGS+++++
Oil Refinery
++++NEW WONDERS+++++
Jurassic Park
WestWorld
Planet of the Apes
----Version 1.2----
----Date: Augutst 20, 2010----
+++++ALTERATIONS++++++++
Starting Date: set back to 4,500 BC from 5,000 BC.
Changed Sea Lane graphic to be less noticeable on city plots (still not satisfied)
Handicap: Made all difficulty levels a bit more challenging.
Great Wall: Changed the wonder from disallowing barbarain movement within cultural boundaries, to a +10% defense in all cities, a free general and a Golden Age.
Glaives: Changed their bonus from 50% melee to 50% archery.
Bureaucracy Civic: -20 percent Worker Rate, -25% War Weariness, +10% bonus to capital commerce, science, and culture.
Parapet Building: Deleted the 1% bonus to all city defenses.
Locks vs. Forts: Modified the values of Locks so that automated workers do not want to make them more than a fort, or to replace forts (still working on the exact fix here). Made Locks pillageable.
Forts: Made them pillageable for 20 gold.
Duke: Changed the Duke from 6 National Units to 4 National Units.
Corporations: Added 8 different corporations and modified their resources and attributes to match the new names; adjusted each of their respective wonder towers to better reflect the corporations (more changes to come).
Nexxon: Greedy oil company
Macrosoft: Large software maker of all things good and bad
Icewater Fisheries: Pirates of the open seas, plundering our world livestocks
Illumaniti: A secret organization bent on controlling the world
Arkel-Mittal: Large metal combine.
Patriot Coal: Producer of almost all the world's coal.
Barret Gold: Large concern of all things gold.
Wortmart: The largest supermarket in the world, selling everything imaginable.
+++++FIXES+++++
Issue with Gunboats has been resolved and you should be able to construct them now
++++NEW UNITS++++
Zebra Knight: 9/2 with Equestrian Oddities technology
Zebra Chariot: 9/2 (+25% against melee) with Equestrian Oddities technology
Assassin: 5/1 unit that is stealth invisible and targets Diplomats (such as Commanders, Dukes, and Kings) receving a 300 percent attack bonus.
Brigantine: An early pirate ship that carries pirates to foreign shores. A 3/3 unit with 3 cargo spaces for pirates only.
Pirate: a 7/1 pirate that can plunder without the fear of going to war.
Armed Pioneers: 2/2 Settlers that can be made after acquiring the Equestrian Oddities technologies.
+++++NEW TECHNOLOGIES+++
Piracy: Technology that instituted natioanal piracy and opened the doors for sea pirates, pirvateers, and Brigantines.
++++New Bonus++++
Software: Used by corporations and alse required for some advanced weaponry
Unobtainium: The rarest metal in the universe.
++++REMOVED+++++
12 Pounder: Game Crash and art failure
25 Pounder: Game Crash and art failure