Changes the patch makes which are NOT mentioned in the Readme

Plutarck

LWC Master
Joined
Nov 2, 2001
Messages
137
Location
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While working on totally redoing my LWC mod for Civ3 I discovered many changes the patch makes, and I actually like them. I figured everyone would be interested in what I've found.

I won't post it in the other patch threads for a very simple reason: It would be dround out in all the *****ing and moaning. :rolleyes:


Anyhow, here's what I've found:



Things I've noticed that were changed by the patch during my creation of the new version of the LWC Mod:


Civilizations:

-Multiple Civs now have altered strategys, such as England and America to produce Culture often, Iriquois producing Growth, etc.


Civilization Advances:

-From the Middle Ages on through the rest of the game the cost to research technologys has increased, but mostly starting in the Middle Ages. Here are the changes I've noticed so far:

-4 Cost: Free Artistry
+2 Cost: Monotheism, Fedualism, Chivalry, Invention
+4 Cost: Theology, Gunpowder, Chemistry, Democracy, Physics, Metallurgy, Theory of Gravity, Magnetism, Military Tradition, Scientific Method
+6 Cost: Music Theory
+8 Cost: Economics, The Corporation
+10 Cost: Sanitation
+14 Cost: Espionage
+15 Cost: Nationalism
+16 Cost: Medicine
+20 Cost: Communism
+22 Cost: Industrialization
+24 Cost: Steam Power
+28 Cost: Amphibious War
+40 Cost: Electricity, Steel, Atomic Theory, Combustion, Flight, Mass Production, Motorized Transportation, Advanced Flight
+56 Cost: Replacable Parts
+60 Cost: Refining, Electronics, Radio
+80 Cost: Fission, Space Flight, Satellites, The Laser
+100 Cost: Rocketry, Computers, Nuclear Power, Superconductor, Ecology, Synthetic Fibers, Stealth
+120 Cost: Genetics
+140 Cost: Smart Weapons
+160 Cost: Miniaturization, Robotics
+200 Cost: Integrated Defense


All unmentioned technologys were not changed.


Difficulty:

-Warlord:

Optimum City Percentage (OCP) increased by 1 (making it a tiny bit easier).

-Regent:

OCP increased by 2 (making it a tiny bit easier).

-Monarchy:

Free offensive units +1.
Free defensive units +1.
OCP +4.

-Emperor

Offensive +2.
Defensive +1.
Recieves an extra free Worker.
OCP +5.

-Deity

Offensive +5.
Defensive +2.
Extra worker.
OCP +1.


General Settings:

-Base Citizen and Building defense now 8 instead of 4 (number used in calculating defense from bomardment).


Improvement or Wonder:

I have no idea because I've modd'ed the hell out of this tab :D


Units:

Same with the above.


Worker Jobs:

And again with the above...


World Sizes:

-On Tiny and Smalll sizes the Optimum Number of Cities has increased.

-On Tiny and Small you research techs faster.

-On Large and Huge you research techs slower.



[EDIT]I grabbed what I think is an original .bic (it's mostly unchanged, so I believe all I've found is correct), and I figured I may as well make this totally complete. Let me know if I missed anything.


Here is the remainder of the changes I can find:


Note: Costs are as listed in the editor. The actual price in shields in the game is is x10, so a decrease in 10 is actually a decrease of 100 shields, and an increase in 2 shields means you will have to have 20 more shield to build that item.


Units:

Paratrooper: Operational Range from 4 to 6.

Horseman, Mounted Warrior, Mounted Rider: No longer has ZOC.

ICBM: Cost -10.

Submarine: Cost +2, attack +2, move +1.

Helicopter: Cost +2, operational range +2.

Privateer: Attack +1.


Worker Jobs:

No changes.


Improvements and Wonders:

Palace: -30 cost (but the cost is now dependent on the number of citys, so it actually ends up costing alot more. I believe it's based on a percentage/exponential increase based on the listed cost),

Marketplace, Cathedral: Cost +2.

Walls: There was actually no change here, but that's the problem. It may as well have a 0 bombardment defense, if I'm correct, because the default bombardment defense for a building is now 8 (up from 4). In other words, Walls have no greater bombardment defense than an Aqueduct, Marketplace, or Library. Therefore walls should now have at least a 10 bombardment defense, but that would also seem to require early bombardment units get an improvement...but what can ya do. [Shameless Plug]Other than download the LWC mod when I finish the new version, of course :D [/Shameless Plug]

Bank, University, Factory, Hospital, Research Lab, Mass Transit: Cost +4.

Nuclear Plant, Offshore Platform: Cost +8.

Costal Fortress: Cost -2.

Police Station: Cost +6, now reduces corruption.

Shakespeare's Theatre: Culture +2.

JS Bach's Cathedral: Culture +1.

Hoover Dam, Apollo Program: Culture -1.

Cure for Cancer: Culture -1. This makes no sense to me whatsoever, but there you go. Guess a cure for cancer turns out to be less interesting than every doctor on earth things it is :P

Forbidden Palace: Culture -1. I never noticed it previously produced 3 culture, which is more than the Palace itself...
 
I've also noticed this one. When restarting a game (new) if you didn't like the previous one, it now holds your old choices on both the world settings (which it did before) and the civs page. Might have been in the readme, but it was so big I missed it if it was. Very sweet because I tend to do it a bunch, not as much as in Civ2 though.
 
I've now added the info for all units and buildings, so I think this is now a totally complete list for all changes visible in the .bic from the patch.


Shwew :D

Enjoy!
 
I won't post it in the other patch threads for a very simple reason: It would be dround out in all the *****ing and moaning.

LOL, very sporting of you.

Thanks for the info, very helpfull.
 
The patch significantly speeds up the AI turns - before I was able to read an entire newspaper article while now its my turn by the time I grab the newspaper.

Great job Firaxis.
 
Originally posted by Kaos
cities of 1 are now destroyed when captured(didnt do that prepatch(i think))

True!I just installed the patch today and I noticed that!Ofcourse, first I noticed the double printed numbers of the city names and sizes...Why is that? Is it better that way? It seems ugly!Like there is a black number and above that a white one...Has it happened to you too? What about the previous custom made mods? Are they changed? I remember I had changed the naval transport's carrying capacity to 6 instead of 8 and it's still 6,but what about other changes?Lets say give the palace a def.bonus of 100%?
 
Plutarck or some other equally smart person!!


"Optimum City Percentage (OCP) increased by 1 (making it a tiny bit easier)."

OH please, can somebody enlighten me, I've seen this but canna find just what it means anywhere ... Optimum city percentage- this doesn't relate to the max number of cities before corruption goes into orbit, Yes? No? HELLPPPP!!



And we thank you for your support ...
 
I don't think this is in the readme:

When you click the headings in the City Advisor Screen, it now STAYS SORTED! This may seem like a minor thing, but it means a lot to me... ;)
 
Originally posted by Kaos
cities of 1 are now destroyed when captured(didnt do that prepatch(i think))

So true!..I kinda miss getting the city..rather than it disappearing off the map. I must remember to keep a settler handy for those unexpected razings.;)
 
:)
Ok I got it now, the OCP is a % adjuster, from the Difficulty tab, for the baseline MAX Number of cities (from on the world size tab), before corruption skyrockects.

One QUESTION FOR PLUTARCK (OR ANYBODY):

you noted that " on all [world] sizes the Optimum Number of Cities increased".

Maybe I got a ringer, but in the editor, on World Size tab or whatever its called, the optimal number of cities for Tiny and Small worldswent up from 8 and 12, respectively, to 12 and 14 after the patch (second version). BUT, the other three are still 16, 24 and 32 for Standard, Large and Huge- before and after patch.

Are these what you have? Anyone else confirm what they got for those values in the editor (Optimal number of cities {corruption}), for the 3 larger world sizes??

thanks!
 
Are you tired of having a stack of workers in the modern era who have to be Ctrl - P or A'ed off individually to some pollution pile... Well if you are I think you will like this unadvertised fix...

Workers now stay automated after the end of the turn (with Ctrl A so far, hav'nt tested others yet) and automatically sort out all that pollution etc while your waging the next war. :goodjob:

From what I've seen so far, they seem to do the job quite well...

Also, any of you finding that the map now scrolls around too fast?? I know that I should'nt grumble (and I'm not) as it moved around before like a tourtoise carrying a 10ton weight with concrete shoes...
 
Optimum City Percentage is how corruption is determined by the game.

Open the editor, go to the Difficulty tab, then press the Help button for info on all the settings :)


OCP works like so. If the Optimum City Amount for your map size is, say, 20, and the Optimum City Percentage is 50, then the Optimum City Amount for YOUR game will be 10 citys.

When you go over that number the corruption starts going up a whole lot.


royfurr:

Oversight by me, changing that now.
 
Now, I've only played one game since installing the patch (on monarch) , but in the game its 40 BC (or something like that) and the French, who are on a continent to themselves have built three cities, thus occupuying about 1/8 of the total land area of a fertile continent. The Russians, Egyptians, and Romans share a continent that it smaller than the French one, and there is still enough room for 3-4 quality cities! The Americans and Iroquis share a medium-size continent, and have only occupied about 60% of it! This is on a random map with eight civs, of which, I have the highest score, the best culture, and am a close second in "power." Now I know that this is only my first game with the patch but this seems to be a significant change. The only Civ that has persisted in its land-grabbing ways is the English. (The French are just shamefull.) Have you noticed this?
 
Maybe I'm reading the editor wrong...but war elephants and knights have identical stats right now (4/3/2). Isn't the UU supposed to have SOME advantage?

Or is the only advantage that the elephants don't require any resources?
 
Yes, the fact that they do not need niether horses nor iron to build. HUGE advantage!
 
I had an old game that I loaded with the new patch. I tried a spaceship victory. Although I had all the SS components, the launch screen won't show and I can't bring up the launch screen with an F key. I don't think I had anything but default settings on this game. Can someone try a spaceship victory?

My rig:

Windows 2000 Pro
S2460 Tyan mobo
Dual 1.2 Ghz Athlons
1 GB PC2100 RAM
 
Originally posted by Meglomania
Are you tired of having a stack of workers in the modern era who have to be Ctrl - P or A'ed off individually to some pollution pile... Well if you are I think you will like this unadvertised fix...

Workers now stay automated after the end of the turn (with Ctrl A so far, hav'nt tested others yet) and automatically sort out all that pollution etc while your waging the next war. :goodjob:

From what I've seen so far, they seem to do the job quite well...

Also, any of you finding that the map now scrolls around too fast?? I know that I should'nt grumble (and I'm not) as it moved around before like a tourtoise carrying a 10ton weight with concrete shoes...

Now if this is true, if I can keep my workers on automated pollution control, turn after turn, even when there's no pollution around, THAT would be a lot less micro-management. I hated having all the pollution cleaned up, then having the units start asking for new orders. Doggonit, I told you to clean up pollution, and I mean it!
 
Originally posted by brandon749
The only Civ that has persisted in its land-grabbing ways is the English. (The French are just shamefull.) Have you noticed this?

Yep i have but I din`t think it was the patch - thanx for enlightening me! (see thread: Where do all the settlers come from"....... Finally I stand a fair chance!)
 
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