I've been playing the LWC the last few days. It is such an improvement on what Sid slapped together, both historically and in game execution, that I will keep on with Civ III for awhile thanks to it.
Great job.
Some things I wonder about:
Longbowmen have zones of control - but Horsemen do not?!? I changed that in the Editor. Workers should also be able to pillage, as should the majority of infantry (but not warriors and chariots).
An irrigated hill tile seems to produce like a grassland tile, or so it seemed. I wonder if the same is true with deserts. (?). They should be irrigatable, but not at the same level.
I'd prefer different types of hill tiles - for desert hills and jungle hills.
I changed barbarian War Galley to Man-O-War - just an English-specific Ship-o- the-Line with a few more attack and defense points. Barbarians can make do with galleys.
I wonder if I should drop the cost (and strength) of Minutemen by one each.
Too many inappropriate units still have airlift capability, such as elephants. Yes, elephants.
Tanks should not have blitz. That was why Panzers were so much better than Allied tanks - the blitz.
Armies - load of '4' instead of '3'. Makes leaders more important for combat, as it should be.
I lowered the cost a bit for everything related to Spying and Espionage.
Some strategic resources seem a little too rare, with too high a disappearance probability.
The problem of warships being unable to be sunk by any bomber I don't think has been resolved. This is a MAJOR PROBLEM.
I wish there was a way to allow privateers and submarines to damage trade by merely being present on trade routes, but I suppose the code would have to be rewritten. Too bad.
But all in all, LWC is so good it shows Sid and Firaxis what they could have done if they weren't in such a rush. The new units and techs are very appropriate. (I would like an Eifel Tower as in Civ II, though). The white circles on map resources are very useful (esp. for coal). And so on.
