01/19/01:
-Mining: Costs 16 turns instead of 12. Mining is a bit more valuable now, and also curbs the "mine all the grasslands" problem a little.
-Fortress: Costs 12 turns instead of 16. Is there
-Plant Forest: Costs 20 turns instead of 22. I'd make it 18, but I don't think the AI knows how to use it, so it would purely be for the benefit of the player.
-Clear Forest: Costs 12 turns instead of 10. They do provide an extra 5 shields now, and deforestation should take a bit more effort (since it comes with few consequences).
-Clear Pollution: Costs 22 turns instead of 24.
-Fruit: New resource. Like Oasis for Jungles, but gives +2 food and +1 commerce.
-Mountains: Now provides 1 commerce instead of 0. Thus it now has a base of providing 2 production and 1 commerce, and when roaded and mined provides 4 production and 2 commerce.
-Tundra: Now has 2 movement cost instead of 1.
-NOTE: While playing with units in the LWC calculator I suddenly realized a whole new dimension of units that needs to be tested. Cost must be factored together with stats to decide what is a more powerful unit. I have failed to do this up till now, because I was assuming that 1 old unit would equal 1 new unit; which can reasonably be true because of how production increases over time, but we'll put that aside for now. Thus the LWC combat system still works pretty darn well, but I'm refiguring the details now. Consider this:
I had given the War Caravel (WC) a Cost/Attack/Defense/Movement of 7/8/6/4, and the Ship of the Line (SL) 10/13/10/5. I figured this would allow the WC a reasonable chance of success if attacking first (36% chance, it turned out), but it would be pretty easily thrashed if the SL attacked first. However, I failed to factor in cost.
For the cost of 21 (210 shields ingame, though the AI can build it for less on higher difficulty levels) you can build 3 WCs, and for 20 cost you can build 2 SLs. If 3 WCs attack 2 SLs (assuming all ships are Veteran), one right after the other, the WCs have roughly a 68% chance of victory (2% less of a chance if all ships were Regulars)! That means it is actually better NOT to be able to build the SL so you can just build WCs instead, as it regards ship to ship warfare! Obviously not acceptable, even if that's only when the WCs are on the attack.
If the WCs have only a 7 attack the chance of success is reduced to 55%, but that still isn't all that good. But if the SL also gets 11 defense, then the problem is altogether solved, leaving a (reasonable) 46% chance of success (20% when 1 on 1) when attacking. But if the SLs attack first then they have an, appoximately, 80% chance of success.
This is of course ignoring other factors involved, but it's not a bad rule of thumb to go by. So warfare should be alot more balanced now, without tipping the scales too much in any one direction.
One more calculation which is important to make: Figure the chances of 2 attackers winning against a defender, not just one. Otherwise the stats may look good at first, but once you add another attacker right behind you see that it gets pretty darn Ugly.
-NOTE: It is only now that I realise how awful and difficult Civ3 is to actually make "good", because of the lack of any ability to give increased hit points to units as well as the lack of firepower (and to a lesser extent, armor). Why?
Well, I'll tell you why. To get the ships balanced properly so that it's actually worth developing in technology to conduct warfare, by the advent of Steel I must have ships with 37 Attack and 30 Defense. It's not even the second half of the industrial age! It's a darn good thing the maximum stat for a unit goes over 99, because otherwise I'd have very little room left for the Modern Age!
To figure out the chance of one unit winning over another with such high numbers (and I mean with only a LITTLE accuracy), you just about HAVE to use a combat calculator or just settle for "well, this should be a better than 50% chance of not totally loosing...I think. ...well, I guess not."
I sware, the more I think about the sickeningly sad state of Civ3 the more I like the idea of accepting the offer to join the Clash of Civilizations development team - after I finish with the LWC Mod, of course (don't want to let anyone down, and I'm sure I can make Civ3 at _least_ be a major step forward for the series...as long as you only count Civ1. Otherwise, I might as well try to bend the golden gate bridge with the power of "PSI"...which might actually be easier, come to think of it).
Ah well, never let it be said that I did not make headway into doing the impossible in my lifetime.
-NOTE: By the way, did I mention that Civ3 handles Submarines like a complete POS? I didn't? How, I must have LOST MY FREAKIN MIND. X-|
-Nuclear Attack Sub: Has now been deleted and will not be in the LWC Mod any further. I find that there is simply no need for it, and it's whole use is now completely taken by the Nuclear Submarine that comes with Civ3.
-NOTE: Oh, how cruel the hands of fate! I soo wished to make a Naval Army (Armada, perhaps?), but guess what? There isn't an AI Naval Strategy for Army, as there is for Land! So if I added it, and it didn't crash the game (as unlikely as THAT is), only the player could use it! *weeps*
-Factory, Manufacturing Plant, Coal Plant, Nuclear Plant: Changed.
-Oil Plant: New improvement, alot like Coal Plant, Nuclear Plant. More expensive to maintain, but produces less pollution and requires Oil instead of Coal, as well as making 1 less person unhappy (compared to Coal Plant).
-Automated Factory: New improvement, takes the place of what Manufacturing Plant use to be.
-National Bank: New Small Wonder. Yeah, another Forbidden Palace, but this time for the later Middle Ages. Inspired by the Bank of England.
-Mass Transit System: Back down to production 1 pollution, because it seems 1 = 25% increase. Bother...
-City Dump: No longer requires a Sewer System be in the city.
01/18/01:
-Settlers, Pioneers: Now take 3 pop points to build. This is purely for testing purposes, but in theory it seems like a reasonably good idea...we'll see.
-Civilizations: I have incorporated some city/leader names from the "Changes to some annoying name errors, plus Canada civ" mod by Wyz_sub10. The Iriquous first 20 or so citys are now new, with the old ones following right behind (with a few removed). The Zulu's capital is now properly Ondini, and "Zimbabwe" has been removed, along with my changing around of leaders and adding "Bongoza", who led Zulu enemys (the Boers) into an ambush at the Battle of Opathe. Germany now has...Hitler. If Stalin can be counted as a leader of Russia, Hitler can be counted as a leader of Germany - and if you look over the leader lists, you'll probably notice worse butchers than either of them, so just delete his name if you have a problem with it.
There are also plenty of other little changes in city and leader names, but not worth listing every little change.
For those who didn't know, I already had included Sevorak's city/leader name mod since at least ERP1, which is why you'll note that there are far more city and leader names for all civilizations.
-Errors: Fixed a few more civilopedia errors.
-Catapult, Trebuchet, Canon, Artillery, Radar Artillery: Now capturable again.
-Note: Three cheers for Gramphos, for creating a Unit Organizer from my request! I really, REALLY love having my units back in order now. You don't know how nice it is unless you play around and try to compare the units like they were.
Definately will ease my unit comparisons and customizations.
01/17/02:
-Errors: Fixed some civilopedia errors, and added correct requirements and effects of small wonders.
-Minuteman: New unit, now the unique unit for America instead of F-15.
-F-15: No longer available in the game, but it may be used for something later. For now it has no tech requirement and is not available to any civilization.
-Military Academy: Now available with Education instead of Military Tradition, and is down to costing 45 instead of 50. Academy, University...makes sense to me. The effect should be armys becoming available earlier now, so that should make things a bit more interesting on the whole. And remember, to build it you only need to have 7 barracks built in citys you control, so don't think you _have_ to use a Leader to build an Army. Hell, I STILL haven't gotten a leader since I've been playing the game, which is why I changed the way Military Academy became available.
Now you can actually build Heroic Epic at some point, so long as you got have a victorious army. Yay
-Jungle: Now provides 1 less shield to start, but can be mined providing +1 shield. So it will start by providing 1F/1P, with a road it will give 1C, and once mined it will give 2P instead of 1P. But if you're going to go to all that trouble you'd probably do best to Clear it out instead.
-Longevity: Now gives an Aqueduct to all citys, in addition to everything else it does. I could have added a "Longevity Effect" with the "allows city size 2" ability and have Longevity provided that, but then if you built it you'd want to go into each city and sell any Aqueducts you have. So this is the best way of doing it, even if it doesn't make the most sense in the world. The effect remains the same
I could also have had it allow city size 3 in all citys, but we'll just stick with this instead. Easier and more balanced, I think.