-Error: Forgot to add the change to World Sizes in changes.txt, and clarified the change in pillaging there too (archer-type units can't pillage).
-Many Units: Many units have had their bombard strength changed, and some have had their rate of fire increased. All changes are decreases, because most had already had their rate of fire increased. The result was too high a chance of destroying buildings/citizens while the early bombard units were nearly useless. Along with other changes bombard units should now be highly useful units (even the early ones), but not over-powered.
-ISSUE: I'm not sure if I mentioned it, but land bombard units can no longer be captured. After playing with the changes, would you prefer it if they were capturable?
-QUESTION: When bombarding units, do the defending units defense values get modified as if they were being attacked by any other unit (like for being fortified, terrain, city defenses, etc)? I would really think they were, and am acting as if that's true.
Also, do Citizens and Buildings get any bonus from terrain or city improvements (like Walls)?
-Defense Bonus: Citizens and Buildings now have 18 and 14 defense, respectively. With the increased effectiveness of bombard units the chance of devastating a city is far too high, far too early, for far too little of a production requirement.
-Multiple Resources: The resources with the highest disappearance probability have now had that amount decreased, so they are a bit more stable now. They seemed to move a bit too much as before, but they'll be tweaked more in the future if need be.
-Tech Cost: Squirearchy(-2).
-Many Units: I've made a bunch of changes to units, from changing their stats to changing the technology they become available with. Quite the bucket'o'changes. Let me know what you think!
-Difficulty Levels: I've majorly reduced the barbarian combat bonuses on the low difficultly levels and raised the Optimum City Amount by 5% per difficulty level. The reason being that, for instance, on Chieftain the barbarian bonus was 800%. That means that a Warrior (1 attack originally, but it would be given an 8 attack after the bonus) attacking a Barbarian (2 defense) that's fortified on a mountain would have a 74% chance of victory if they were both Conscripts, a 78% of both were Regulars, or a 87% chance when it's Regular vs Conscript (which is almost always the case)! 1 lone Regular Warrior fortified on a flood plain could stand up to 3 Raiders (which have 3 attack) 77% of the time, and 6 of them (one after another) more than 28% of the time!
Chieftain should be pretty easy, but it makes barbarians totally irrelevant (that is, just free sources of gold). Basically all levels have been moved "up" one, so while Chieftain/Warlord/Regent/Monarchy/Emperor/Diety was 800/400/200/100/50/0, it is now 400/200/100/50/25/0. The other levels have also been tweaked, so barbarians should finally be reasonably dangerous! Muahahaha!
-Military Academy: Now costs 50 to build instead of 60.
-Archer-type units: Now have a 0 range bombard ability (heard the idea in the forums, and want to see if it works like I hope it will), giving them one free "bombard" against an attacking unit. I hope it'll be as good as useful as I think it will be, but testing will show if I'm right. I may also have to give them Zone of Control, but we'll see.
-Chemistry: Chemistry has basically been removed, with it's position now filled by Metallurgy (the exact explanation is that Chemistry and Metallurgy have now been rolled in together as one tech). Other than having both Chemistry and Physics (both useless techs, in that they serve no function on their own) often coming one after the other, this also serves to solve the problem of the naval units equipped with cannons becoming available before canons were invented!
There will still be a problem with the "new" naval unit that comes available with astronomy, in that it requires saltpeter to build yet comes available before the gunpowder advance. You win some, you loose some. If a tech tree overhaul is done then this is something that can be addressed, but otherwise we'll just...well, ignore it, like everyone else has to ignore Frigates becoming available before Metallurgy.
-Longbowman: England's Unique Unit is now the Longbowman, rather than the Man-O-War. The Longbowman is now no longer available to other civilizations, and it's now functionally replaced by the new Crossbowman unit. The other idea for England is the Red Coat, but this will work for now.
-Crossbowman: New unit, taking the functional place of the Longbowman unit for all but England.
-Man-O-War: Now renamed to the Ship of the Line, and made available to all civs. It is functionally the same now as the Frigate/Man-O-War.
-Frigate: Now renamed to War Caravel, made available with Astronomy, and is available to all civs. It's current function is replaced by the Ship of the Line.
-ISSUE: I wish to change the American UU to some ground unit, but I don't know what it should be. The prime candidates I can think of is the Minuteman (available in the industrial age, like an improved Rifleman?) and the M1-A1/Abrams Tank (upgrade to Modern Armor, perhaps?). For now I'm going to try out making it the Minuteman, and we'll see how it goes (I don't know what I'm going to do with the F-15...might just leave it out for now).
The reason for these 2 UU changes is because you cannot trigger a Golden Age without the unit winning a battle. The Americans have it the worst, but the English suffer from it to a lesser degree. The other is that ground units are useful on all maps in every situation, while naval units really are only useful on more land-filled (especially Pangea) maps.
However, I believe that all civs should have 2 UUs, for more reasons than I want to even get into. Depending on the results of ERP4, I think this would be a good thing to implement reasonably soon. However, I want plenty of feedback and debate as to what the 2nd UU should be for each civ. I also believe that overhauling the governments is a more pressing issue, which should be done first.
With a smoothed out unit system, smoothed out tech tree (not over-hauled or largely changed, just smoothed out a bit in terms of cost, because I think I've fixed the major other problems already), added UUs, and an overhauled government system, I think I will be ready to call it LWC version 2.0!