About the iron thing, that's placed where it is. I'll see if I spot another location in the atlas; if I find it, I'll add it, but I can't go inventing new iron locations
Update:
Changes done:
- Scouts and explorers now can be airlifted but can't pillage
- Scouts now have movement 1 to make globalization slower. They still aren't wheeled, so they can cross mountains, jungles and marshes
- Shifta, Keshik, War Chariot and Ansar Warrior now ignore desert movement cost
- Modern paratroopers no longer need rubber
- Riflemen now require saltpeter
- Updated civilopedia and corrected some entries
- Reduced 'build never' penalties for some crippled civs
- Ocean movement costs 2; all units ignore its cost except galley and dromon
- Galley and dromon don't ignore sea movement cost anymore (otherwise they could cross the Bering strait)
- Some new terrain graphics: lighter rivers and less grey mountains
- Currency cost decreased to 14; Monarchy cost decreased to 12
- Radio removed to follow Conquests last patch changes; updated civilopedia
- SS Engine and Exterior casing cost 48
- Tuned max eruption period (24000 years)
- Tuned plagues earliest start and grace period
- "No barbarians" activity: camps shouldn't appear now, but it seems that there's a bug in Conquests, because they're still appearing.
- Redistributed barbarian camps in South America. Now there are less around but in strategical position, in order to stop Incan expansion
- Removed some camps in North America, Brazil, Vietnam, Mongolia, Australia, Afghanistan and Congo
- Removed jungle tiles that obstructed passage in India, Congo, Peru and central America
- Moved some barbarian camps towards southern passage through Uralis
- Blocked northern passages through Uralis
- Removed a plateau tile that obstructed passage in Mongolia
- Blocked Ethiopian passage to the lakes
- Tuned Carthaginian, Russian, Japanese and Zulu strength
- Added coal and gold in Japan
- War Elephant out of Knight to Cavalry upgrade path
- Upgrade path now leads Knight to Cavalry instead of Hussar
- English cities have a little darker shade of red to enhance distinction with Spanish
- Korea and Arabia will "build often" naval units
- Swapped a forest and a plain in Korea: this will make room for a city
- America, France, Germany, Netherlands, Austria, England, Russia, Spain and Portugal have been made weaker in Ancient and Medieval age: thanks to a hidden resource they will reach their full strength beginning from late Middle Ages
- Removed a horse and some oasis in Arabia, substituted with an invisible +1 commerce, +1 food resource
- Added an invisible +1 commerce resource next to Egypt, Greece, Mongolia, China, Japan, Korea, Byzantium, Carthage, Russia and Netherlands
- Added some invisible +2 commerce, +1 shields resources in the American East Coast. They will appear after Industrialization
- Dyes will appear in northern Europe only from Middle Ages
- Tobacco will appear in the old world only some turns after the discovery of America
- Cattle, sugar, wheat and wines will appear in America only some turns after the contacts with Europeans
- Horses will appear in America only at the beginning of Industrial Age
- Removed some LM tiles in North America
Still to do:
New irrigations graphics
Add a Nuclear Bomb unit available with Fission or Manhattan Project?
Block Korean passage to mainland?
Guerrilla to be modified?
Scouts wheeled with movement 2?
Tundra and desert impassable? Cheaper roads?
Also, I'd like to know if does AI ever use nukes, and if does AI begin a nuclear war without player's provocation