NOW AVAILABLE: VERSION 2.00
Version 2.00 (4/22/04):
- Changed food consumption per citizen back to 3, and adjusted tile food production numbers to compensate.
- Added 22 resources, for a total of 54.
- Revised unit, improvement and wonder resource requirements extensively to utilize new resources.
- Also revised improvements required for wonders to allow for the fact that improvements "provided" by one wonder don't count toward the requirements for other wonders.
- Updated Shakespeare's Theater so that instead of allowing for large city growth (which really made very little sense), it provides amphitheatres in all your cities.
- Moved Swordsman, Spearman and their civ-specific replacements from Bronze Working and Iron Working to Warrior Code. (They require the resources revealed by the previously-required techs, anyway.)
- Prohibited roads on mountains, to keep them largely impassable throughout the game. (They provide commerce even without roads, though, and neither strategic nor luxury resources can be found on them.)
- Made forests, desert and tundra impassable to wheeled units.
- Designated most ancient units (including basic Settler) and some medieval units as wheeled.
- Set basic Setter shield cost back from 60 to 40, but set it to require new tech, Expansionism.
- Added upgraded Settler, available with Astronomy, which isn't wheeled.
- Added "primitive" Settler, available with The Wheel, which has higher shield cost but lower population cost than basic Settler.
- Changed Scout movement rate from 2 to 1, as their advantage now is that they can move through any terrain, rather than that they move faster. Also changed Explorer movement rate from 2 to 3, but also replaced "treat all terrain as road" trait with an ability to ignore all terrain movement costs.
- Changed movement cost for roads from 1/3 to 1/2.
- Made it impossible for ancient naval units to enter ocean squares.
- Shifted some modern units: AEGIS Cruiser to Smart Weapons, Helicopter back to Advanced Flight, Hover units to Integrated Defense, Mobile SAM to Satellites, Shadow Infantry to Superconductor and TOW Infantry to Advanced Synthetics.
- Added units: Bombard, Continental Marine, Corsair, Crossbowman, Galleass, Missionary, Sabre Guard, Siege Tower and Trireme.
- Added unit: Firelancer, which replaces Rider as Chinese UU.
- Gave units in Spearman/Pikeman/Musketman line more balanced attack and defense ratings.
- Made units in Archer/Crossbowman line the primary defensive units.
- Gave all units extra HP based on the age in which they're available. Units available in the medieval age gained one extra HP, those in the industrial age gained two, and those in the modern age gained three. (This helps to differentiate unit strengths a bit, and makes "upset" victories by primitive units less likely.)
- Gave barbarian units an extra attack point and an extra hit point.
- Renamed Ballistics as Siegecraft and Siegecraft as Improved Siegecraft.
- Moved fortification (worker action) from Construction to Siegecraft.
- Made Masonry a requirement for Siegecraft.
- Made Siegecraft, Improved Siegecraft and Economics mandatory.
- Made Invention a requirement for Education.
- Replaced Magnetism with Naval Ordnance and added Piracy, and modified some connections on the Medieval tech tree to accommodate the change.
- Made Motorized Transportation independent of Electronics.
- Moved Disney World from Electronics to Motion Pictures.
- Moved Eiffel Tower from Steel to Steam Power.
- Moved Mausoleum of Mausollos back to Philosophy.
- Added wonders: The Curies' Lab, Empire State Building and Taj Mahal.
- Addes small wonders: Adventurers' Guild, Assembly Line, Craftsmen's Guild, Enshrined Relic, Great Harbor, Military Headquarters, National Breadbasket, Philosophers' Forum, Slave Trade and Traders' Guild.
- Moved Coffee Shop to Chemistry.
- Moved Hospital to Medicine, and changed its effects. (Waste Treatment Plant now allows larger city growth; Hospital instead provides a content face and improved production.)
- Added improvements: Movie Theater, Refinery, Smithy, Supermarket and Waste Treatment Plant.
- Set nuclear plants and some heavily-polluting improvements to each make a citizen unhappy.
- Gave tech requirements to small wonders that didn't already have them, so that they'd all show up on the tech tree.
- Removed upgrade link from mounted unit line to tank line.
- Increased operational ranges of aircraft and bombard ranges of missiles by about 50%.
- Removed city border graphics from the mod. (My point isn't to change the "look" of the game, and most folk probably already have terrain and border graphics they like.)
- Added an alternate set of resource icons without the shields and smilies.
- Put "culture groups" back as in the default game. ("Bigger, Better Worlds" and "BBW, with Dinos" now have separate "popheads.pcx" files, so the former no longer has to allow for dinosaur citizen heads.)
- Set "retain culture on capture" flag so that city borders will no longer shrink when cities are captured.
- Increased turn count to 640 and moved start date back to 7000 BC.