Thanks for the reply.
So I created a game on another computer that run PTW from a disk set I had from "Soldout", saved it, loaded it into the steam version under conquest to see what would happen.
It played fine, dont know about increased costs but there was no slingshot from philosophy.
Yeah, Conquests can certainly load PTW saves -- but you'll be playing them with the hardcoded Conquests rules/bugs from then on. And once you've re-saved the game under Conquests, PtW will not be able to read/run that savegame any more.
And the reason why I'm

ing the thread (sorry!): this weekend I noticed a few oddities in the Indian game I mentioned in my earlier post (which I started, then ignored for months):
- My Workers have no problems with Jungle, but can't clear Marshes
- I believe that this is because the map itself was generated in Conquests: it therefore contains the new Conquests terrain-types (Marshland and Volcanoes), but because the 'Terrain' tab of the Civ3X.bix doesn't include either of those types, the PtW-Workers don't know what to do with them
On Jungle:
On Marsh:
- Sword --> Mace upgrades cost 40s (i.e. 4x shield-difference)
- Upgrades in PtW (I think) should only cost 2x the shield-difference (as in Vanilla), and even in Conquests it was only 3x, so there is presumably some kind of unintended interaction between the Conquests.exe (where the upgrade-cost formula is hardcoded) and the Civ3x.bix, which is causing an unnecessary doubling from 2x to 4x (or maybe my Military Advisor is just skimming off some pork off the barrel
)
- (M)GLs can't rush GWonders
- Well, that was an annoying discovery! Presumably something to do with the introduction in Conquests of 'Scientific Great Leaders' which (only) have the ability to rush GWonders (their intended 'Age of Science' function was/is broken), and the removal of that ability from Vanilla/PtW's (Military) Great Leaders
Unfortunately it's not possible to (or at least I don't know how to) change these settings for the game now in progress. What I did instead was to open the Civ3x.bix in the Conquests Editor, then immediately resave it as 'PtW_for_Conquests.biq', so that next time I feel like playing a PtW-like game, I can use that as a 'PtW-rules' mod.
Regarding the ignorant-Worker problem, because it's now a .biq instead of a .bix, the 'Terrain' tab now includes both the new types of terrain. Problem is, I can't seem to delete Terrain types (no option to do so), so in order to fix the ignorant Workers, I will simply have to add the appropriate info and Worker-jobs for each terrain, e.g. Marsh:
(I just copied all the values from Jungle)
Regarding upgrade-costs, I opened the PtW. bix in both the PtW Editor and the Conquests Editor, compared the General Settings tabs in each, and there is a possibly significant difference:
PtW Editor:
Conquests Editor:
I'm not sure, but I suspect that the 'Upgrade cost = 2' might be surplus to requirements, that it is actually doubling an already-doubled (by the code) number. I have set it to 1 in the .biq instead.Well that didn't work. Now my Chariot --> Horseman upgrades are only costing 10s per head (which is good for my cashflow, but not what I'd intended). I guess simply resaving the .bix as a .biq was sufficient to resolve the problem, whatever it was...
I'm not sure what to do regarding the (M)GL problem. Being derived directly from the Civ3X.bix, the 'Units' tab of the PtW.biq includes a 'Leader' unit which can 'Rush Improvements', but there is no specific checkbox for rushing Wonders -- nor are the GWonders (re)taggable as being (MG)Leader-rushable under the 'Buildings' tab. I have a horrible feeling that even if this state of affairs is not actually hardcoded in the .exe, changing it back might not be accessible through the standard Editor (but maybe in Quintillus' Editor...?).
A related potential problem is that my PtW_for_Conquests.biq does not (currently) include an entry for a 'Scientific Leader' unit, nor does it include SGL-names -- which means it may well crash, in the unlikely event that the Conquests.exe actually wants to pop an SGL after discovering a tech (3% chance, for a non-SCI% Civ). To avoid this, I (think I) would need to create an entry for an SGL in the modded PtW.biq, and copy graphics and GL-name lists (one list per Civ) across from the Conquests.biq, which would be very tedious...
Since the impossibility of improving Marsh (and the expensive upgrades) makes the current test a bust, I decided to ditch it, and restart using the modified PtW_for_Conquests.biq. I used CivAssist to identify the map-seed and all the relevant data, then entered those settings on the setup screens for the new game. My start-position looks identical, but I haven't done any exploration/met the neighbours yet (I had the Chinese, the Babs and the Germans on my continent in the last one)...
ETA: It is indeed the same continent/map, and I got the same Civs assigned as my neighbours. The only difference is that the starting positions of the Chinese and the Germans have been switched...