The game is underway, I have sent the turn to Rubberjello. Do not be afraid to ask for a restart if you get a bad start, middle of jungle or something. If you get a really good start be sure to let me know so I can claim to have a bad start and restart. Here is the turn order and settings information:
Predesad (Iroquois) (Predesadtopia) predesad AT yahoo DOT com
Japan
Rubberjello (Germany - not pink) (Jellotopia)
rubberjello AT yahoo DOT com
Russia
Deshelbr (Persia) (Watusi) deshelbr AT yahoo DOT com
Carthage
DogBoy (Americans) ("you will all know who I am when I steamroll you" quoted from his response when asked for custom information) greeneclan AT mchsi DOT com
This is a huge, normal climate, temperate, 4 billion year old continents world with 60% water and raging barbarians on demigod difficulty. Victory conditions are: domination, conquest, space race, and culture. No respawn AI, or culturally linked starts, AP is off, cultural conversions on, random seed is preserved.
Here is a very detailed list of changes with explanations and is being compiled as I look both at the list of changes I made and at the editor to help verify I do not omit any changes. I recommend you copy and paste this into a wordpad document so you can have esay access to it during the PBEM. I will follow the editor in listing the changes made, with some deviation, units will be listed last, improvement immediately before that because those screens had the most changes.
I) Citizens: no changes
II) Civilizations
A) Favorite and Shunned Government both changed to none
-certain civs will favor certain governments in diplomacy based on these settings, they will also tend to operate under a certain gov't based on these settings instead of picking what might be best for them, or so I ma told. Eliminating this setting was equalizing.
B) Aggresion levels set to average
-consensus of questionnaire
C) all Civ Traits given
-part of equalization
D) Governor Settings removed except for manage citizens and manage production
-with governor settings, each civ would still tend to act or build according to their trait instead of their situation
E) Culture Group changed to American for everyone
-this setting may only be graphic in nature and relate to starting locations if the option is turned on, however, I was uncertain if it had any affect on diplomacy so I equalized it, American was first on list, easiest to change to, hence the reason for making them all American. Originally it was none, but game would not play with this setting.
F) Free Techs: ceremonial burial and pottery
-although I initially polled the players, when setting up the test I changed my mind and went completely with my own thoughts. Basically, warrior code, the wheel and bronze working provide several additional units so I left those out. Alphabet lets you build a boat besides being the highest cost starting tech so I left it out. Masonry does not provide any units and I was going to include it, but thought instead to leave it with two starting techs and thought pottery and ceremonial burial would provide the best benefits as starting techs while giving no additional units. IIRC, the enkidu warrior, scout and chasqui scout are the only units available to start.
III) Civilization Advances
-bonus tech given to first player who discovers philosophy removed
IV) Combat Experience: no changes
V) Culture: no changes
VI) Difficulty Levels
A) overall corruption reduced to 80% from 100%
- this applies only to distance corruption, changed per poll / personal opinion
B) % of optimal cities increased from 70% to 100%
- optimal cities on huge world is 36, old settings means after 25 cites, all other cities are absolutley corrupt, at 100% we get the full 36 cities, changed per poll / personal opinion
**note, this apples to for demigod difficulty and huge world in this example, but similar changes made for all difficulty levels and will apply to different world sizes differently in playing other games with this scenario
VII) Diplomats and Spies: no changes
VIII) Eras: no changes
IX) Flavors: no changes
X) General Settings
A) Basic Barbarian Archer replaces Warrior
B) Advanced Barbarian Medieval Infantry replaces Horseman
C) Barbarian Boat Caravel replaces Galley
D) Cities needed to support an army reduced from 4 to 3
XI) Governments: no changes
XII) Natural Resources
A) Ivory renamed elephants and switched from luxury to strategic. Instead of provides 2 commerce now provides 1 food, 1 shield, and 2 commerce.
-basically i just personally feel the extra food / shield more accurately reflect what elephants can provide and can be used as a strategic resource for war elephants, and it is already required for Statue of Zeus. For game purposes, I decided to make elephants abundant nough for one resource per civ with no chance of disappearing.
B) Tobacco changed from bonus to luxury resource, commerce bonus increased from 1 to 2.
-this change was made to replace ivory as a luxury and give the same values.
C) Distribution values altered as follows to maximize chances of available resources for equalizing:
1) Horses: 160 to 240
2) Iron: 160 to 240
3) Saltpeter: 120 to 180
4) Coal: 120 to 180
5) Oil: 120 to 180
6) Rubber: 120 to 180
7) Aluminum: 120 to 180
8) Uranium: 100 to 150
9) Elephants: 160
10) Wines: 100
11) Furs: 100
12) Dyes: 100
13) Incense: 100
14) Spices: 100
15) Silks: 100
16) Gems: 100
17) Tobacco : 100
-these distribution settings typically genaerated a map with about 14 horses / iron, and 9-10 of other strategic resources as well as 6-7 of each luxury, up from 4-5. This caused about only a 10% reduction in the total number of bonus resources and I felt it was a good trade off, just don't count on your opponent not having resources. I cannot comment upon the actual number of resources in the game map because I feel it would be unethical for me to use the civmultitool program to look at that map even just to get the stats.
XIII) Terrain: no changes
XIV) Worker Jobs: no changes
XV) World Sizes: no changes
XVI) Improvements and Wonders
-all Great Wonders changed to Small Wonders, except the UN. Build costs, culture generated not changed for any wonder, also the tourist attraction feature not changed for any wonder. All expirations removed, wonders will not become obsolete.
A) Pyramids: acts as granary & hospital in this city, 1 content citizen this city
-debated between acting as an aqueduct or hospital, however I felt the benefits of having an ancient age wonder which would allow a city to grow past size 2 (12 citizens) would better justify the cost of the wonder with all the attributes being city specific. A city must be size 2 (7 or more citizens) before being able to build this wonder. It is still possible to build a hospital in a city which has the Pyramids, but it is unnecessary
B) Great Library: +2 free advances
C) Oracle: +1 content all cities, requires 5 temples
D) Great Wall: still gives barbarian combat bonus, +1 content all cities
-given better assurances against barbarians who in reality wiped out many ancient civilizations, it is not unreasonable for this wonder to give an extra content citizen. there was little else I could do with this wonder within the constraints of the editor
E) Sun Tzu's Art of War: veteran ground / sea / air units (this city); reduce war werainess all cities; requires 5 barracks
-effectively acts as a barracks, harbor, and airport in producing veteran units, the city which builds this wonder will have no need to build a barracks, units will be upgradable in this city without one and will still recover (heal) in one turn, however there are other benefits associated with harbors / airports which might lead you to build one of those in this city despite the presence of SunTzu's. Basically, there was little else to do with Sun Tzu's relating to war than reducing war weariness. Decided against being able to build armies from this city because given the cost of the wonder it would probably not be very beneficial, the military academy which does allow a city to build armies cost 2/3 as much to build by comparison. The militaristic trait should allow plenty of armies anyway.
F) Sistine Chapel: +3 content all cities, requires 5 cathedrals
G) Magellan's: +2 movement to boats
-this effect is cumulative with the Great Lighthouse, meaning each civ will have the opportunity to add a total of +3 to the movement rates of ships, a plus given the world size.
H) Hoover Dam: must be near river, coastal, increases food / trade / shields in water, production x 2, pollution decreased by 100 (all characteristics city specific)
-given the high cost to build and former benefits, wanted to make this a powerful wonder. In addition ot hte produciton bonus, you can still build a power plant which will add even more production bonus. It is very hard to imagine this city producing any pollution, but I do not know how the game will react regarding overall pollution of your entire civ relating to this wonder, it may only reduce / eliminte this cities pollution.
I) United Nations: given that there was no real characteristic relating to this wonder it was left as the only remaining Great Wonder to prevent error when accessing Great Wonders in the civilopedia. All traits have been removed, including culture, in addition the build cost was reduced to 1 so that if an AI was still alive and built it, it would not be wasting 100 turns on nothing. In addition, it is not capable of producing a GA because surely you should have already had one and all the flags have been removed which would have allowed it to give a GA for certain civ traits.
J) The Manhattan Project: although this wonder was not changed, the fact that it is now a small wonder instead of a Great Wonder means all civs will have to build this wonder individually in order to build their own nuclear weapons.
K) Temple of Artemis: +1 content all cities, requires 5 temples
L) Internet: +2 free advances, doubles research of city
-given the choice bewteen this wonder and the UN, ultimately I decided the Internet was in reality too influential to leave out of the game, I suppose others would argue the UN is as well, but IMHO the Internet has more far reaching effects. Since the Internet is very powerful in reality I made it a powerful wonder giving it two abilities instead of one.
XVII) Units (in order as listed in editor, includes list of all units and their upgrade whether the upgrade was changed or not, all units in game are available to all civs with the exception of barbarians units, all UU indicate if they give a GA or not.)
1) Settler - NC
2) Worker - NC
3) Scout - upgrade to conquistador / available to all
4) Explorer - removed
5) Marine - NC / no upgrade
6) Modern Paratrooper - NC / no upgrade
7) Warrior - removed, though might be popped from huts, not verified / upgrade to legionary
8) Archer - given to barbarians
9) Spearman - removed
10) Swordsman - removed
11) Chariot - removed
12) Horseman - removed
13) Pikeman - removed
14) Longbowman - NC / upgrade to guerilla
15) Musketman - removed
16) Knight - removed
17) Rifleman - NC / upgrade to infantry
18) Cavalry - removed
19) Infantry - NC / upgrade to mechanical infantry
20) Tank - removed
21) Mechanical Infanry - NC / no upgrade
22) Modern Armor - NC / no upgrade
23) Catapult - NC / upgrade to trebuchet
24) Cannon - removed
25) Artillery - NC / upgrade to radar artillery
26) Radar Artillery - NC / no upgrade
27) Cruise Missile - NC / no upgrade
28) Tactical Nuke - NC / no upgrade
29) ICBM - given only to predesad / no upgrade
30) Galley - removed
31) Caravel - geiven to barbarians
32) Frigate - removed
33) Galleon - NC / upgrade to transport
34) Ironclad - NC / upgrade to destroyer
35) Transport - NC / no upgrade
36) Carrier - NC / no upgrade
37) Submarine - NC / no upgrade
38) Destroyer - NC / no upgrade
39) Battleship - NC / no upgrade
40) AEGIS Cruiser - NC / no upgrade
41) Nuclear Submarine - NC / no upgrade
42) Fighter - upgrade to F-15
43) Bomber - NC / no upgrade
44) Jet Fighter - removed
45) Stealth Fighter - NC / no upgrade
46) Stealth Bomber - NC / no upgrade
47) Leader - NC / no upgrade
48) Army - NC / no upgrade
49) Jaguar Warrior - no GA / upgrade to Gallic Swordsman
50) Bowman - no GA / upgrade to Longbowman
51) Hoploite - no GA / upgrade to Swiss Mercenary
52) Impi - no GA / upgrade to Swiss Mercenary
53) Legionary - no GA / upgrade to Guerilla
54) Immortals - no GA / upgrade to Guerilla
55) War Chariot - no GA / upgrade to Mounted Warrior
56) Rider - yes GA / upgrade to Sipahi
57) Mounted Warrior - no GA / upgrade to Keshik
58) Musketeer - yes GA / upgrade to rifleman
59) Samurai - yes GA / upgrade to cossack
60) War Elephant - yes GA / upgrade to Sipahi / requires elephants resource
61) Cossack - yes GA / upgrade to Panzer
62) Panzer - yes GA / upgrade to Modern Armor
63) Man-O-War - yes GA / upgrade to cruiser
64) F-15 - yes GA / no upgrade
65) Privateer - NC / no upgrade
66) Keshik - yes GA / upgrade to Ansar Warrior (note Mounted Warrior upgrades to Keshik, but will upgrade also to Ansar Warrior if you have both iron and horses, both are knight UU but Keshik requires only horses)
67) Conquistador - yes GA / no upgrade
68) Berserk - no GA / upgrade to Marine
69) Sipahi - yes GA / upgrade to Panzer
70) Gallic Sworsman - no GA / upgrade to Samurai
71) Ansar Warrior - yes GA / upgrade to Cossack
72) Numidian Mercenary - no GA / upgrade to Swiss Mercenary
73) Hwach'a - yes GA / upgrade to artillery
74) Medieval Infantry - given to barbarians
75) Guerilla - NC / upgrade to TOW Infantry
76) Princess or King units - not going to comment since this is not a regicide / capture the princess game
77) Enkidu Warrior - no GA / upgrade to Swiss Mercenary
78) Three-Man Chariot - no GA / upgrade to Mounted Warrior
79) Carrack - yes GA / upgrade to Galleon
80) Swiss Mercenary - no GA / upgrade to Musketeeer
81) Trebuchet - NC / upgrade to Hwach'a
82) Chasqui Scout - no GA / upgrade to Conquistador
83) Javelin Thrower - no GA / upgrade to Berserk
84) Dromon - no GA / upgrade to Carrack
85) Cruiser - NC / upgrade to AEGIS Cruiser
86) Crusader - NC / no upgrade (note still a generated unit only)
87) Ancient Cavalry - NC / no upgrade (note still a generated unit only)
88) Curragh - NC / upgrade to Dromon
89) Paratrooper - NC / upgrade to Modern Paratrooper
90) TOW Infantry - NC / no upgrade
91) Flak - NC / upgrade to Mobile SAM
92) Mobile SAM - NC / no upgrade