NEW FOR 0.7 (5/30 Update)
0.7
-synthetic oil and settler now more expensive
-space project parts more expensive, life support now needs Future Tech (superpowers seem to get to Future_Tech in 80s)
-ICBM for subs seems to still not work
-Great People rate even lower, research and growth rates a bit lower
-renamed Vienna to Munich, and Vladivastok to Kamchatka, Prague to Praha.
-removed bug of NATO having Bolshevism tech.
-changed Bunkers from 75% to 50% air defense.
-Changed some interception probabilities.
-Removed Western Sahara rebels and strengthened Algerian rebels
-Got rid of Mech Inf transport ability and lowered their combat strength (they were stronger than tanks)
-More fish around England
-attempted tech tree coordinate changing
-Anti-Air no longer can attack
-limit one settler at a time
-A-10 gets bonus vs. tanks
-added hints
pacesplace said:
I don't think Yugoslavia shouldn't be in the game. They get three tiles (all cities), and are in the way...
they are quite difficult to play as, but a good player can get them to make a permanent alliance with a great power.
The reason I included them is because I wanted the 3 major Non-Aligned state actors (India, UAR and Yugoslavia) to function as a kind of wild card. Without economic assistance from the West, they often turn to the Soviet bloc for assistance and technology.
The fact that they get in the way for NATO is no accident. Also, they are the only country which starts without a state ideology, so, like India (though not to such an important extent) their trade relations and mood can determine the diplomatic winner in a close game.
Also, I recommend changing the difficulty to be easier or harder based on the starting strength of your nation, so if you are Yugoslavia, you might want to turn the difficulty down.