Readme

The changes in Version 1.0 of the Mod With No Name are:



Civ-Trait Modifications:
Scientific Civs: Get Writing as an additional tech (trial period for testing)

Expansionists: Get the Coracle at game start, cos we'll set it to have a pre-req of Pottery. 0/0/2 Carries 1 unit, coastal ship only

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Hurry Costs:
The gold/shield ratio should be flipped (make it 4 in the ancient era and middle ages, switching to 8 upon the discovery of economics). This seems counter-intuitive, and in fact, it very definitely IS, however, it should be a step in the right direction re: balancing late game economic capacity and the ability to rush vast numbers of units nearly instantly.
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Specialists
Taxmen and Scientists now generate 4 gold/beakers respectively (pre-requisites of Banking and Education, per Sev's recommendation) Reasoning: Since each pop point "costs" two food to maintain, this makes them profitable again, as opposed to being essentially leeches. It also sets up the possibility of viable specialist cities again, and prompts city growth beyond 20. Again, more strategic choice, which is the essence of the game.
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Research Rate
Minimum Research Time (in turns) has been set to zero (1, if 0 is not possible). Reasoning: This takes the shackles off of players and allows, again, more strategic choice. Note though, that even with minrate = 0 the advantages are short-lived, as the techs you already know become correspondingly cheaper for the AI to research. Note that this MAY require late game techs to be ramped up in price.

Maximum Research Rate (in turns) has been set to 100. 
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Unit Hit Points
Gachnar's HP scale (3/4/5/7) has been adopted. Note that in addition to that basic change, the RoF of all artillery pieces has been doubled (making artillery slightly more effective than it was before, since unit HP's have not quite doubled).
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Changes to terrain:
Grassland: No mining allowed!
Forests: Mining (logging) +1 Shield

New Resource Types/Changes to Existing Resource Types:
Cows: Become visible with "Animal Husbandry" tech

Wheat Stalks: Become visible with "Crop Rotation" tech

Bananas (jungle): +2 Food/+1 Commerce

Oasis (desert): +2 Food/+2 Commerce

Wine: Becomes visible with "Monotheism" tech 

Incense: Becomes visible with "Polytheism" tech

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Tech-Tree Changes/Moves/Additions:

"Animal Husbandry" NEW! (Ancient Era Tech) Cost 2 - Pre-req. Pottery (which also costs 2) - Makes Cows visible on the map.

"Diplomacy" NEW! (Ancient Era Tech) Cost (same as Republic) - Pre-req. Code of Laws, Map Making, Philosophy, Literature - Makes Comm Frequency trading possible, allows for the establishment of Embassies, Military Alliance (bascially, all the diplo options currently set at "Code of Laws" - Also makes the Highwayman unit available (3/2/2 Colorless).

"Nautical Tradition" NEW! (Middle Ages Tech)Pre-Req = Engineering Cost: 32 Makes all wooden sailing ships available (ocean-going!)- Privateers available here.

"Crop Rotation" NEW! (Middle Ages Baseline Tech) Cost: 26 (Makes wheat stalks available)

Libraries - moved back to writing on the thinking that there would be SOME PLACE to store written works even before the advent of literature per se....however, the Great Library should remain where it is (this is mostly on the thinking that every non-starting Ancient Era tech should net SOME tangible benefit). Heroic Epic also moved here.

Map Making: "Explorer" unit moved here.

Philosophy: Forbidden Palace moved here

Polytheism: move Hanging Garden here

Printing Press: Sun Tzu's Art of War

Chemistry: move Metallurgy's "neutralize Great Wall" ability to here.

Medicine: move the "eliminate disease from flood plain" ability to here.

The Corporation: move Universal Suffrage to here (AFTER Factories)

Steel: move Artillery over from Replaceable Parts to here. RP is already too good, and this seems like a nice place.

Atomic Theory: Uranium appears on the map (a LOT earlier than before, but ask the Curies about how long we've known about radioactivity)

Radio: required for the Pentagon, whose requirements decrease to 2 armies (that field is already in the editor); radio is required to coordinate large armies, after all. Airports moved here.

Move the neutralizing of the Hanging Garden from Steam Power to Electricity, just to give it an icon

Move Amphibious War way up. We had Marines before we had Steam Power, so put it off of Nationalism (Note that this is a temporary fix, as we're tabling the Amphib.Units until release 2.0, at which time we can simply remove this tech, if we opt for several types of Amphib. Units available at various points in the game).

Advanced Flight should have Mass Production as a prerequisite instead of Motorized Transportation
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Military Units Changes:
Naval:
Galley 1.1.3
Caravel 1.1.4
Privateer 4.3.6
Frigate 6.6.5 (8).1.2
Galleon 1.2.5
Ironclad 8.8.4 (4).1.2 (This was to make it coexist with Frigate, giving them distinct roles)
Destroyer 12.12.8 (10).1.2 120 shields
Cruiser (new unit) 16.16.8 (12).1.2 140 shields
Battleship 28.28.10 (28).2.6 360 shields
Carrier 6.10.8 (6).1.2 carry4 180 shields
Submarine 14.12.5
Missile Destroyer (new unit)32.32.10 BLITZ, 180 shields
AEGIS Cruiser 42.42.10 BLITZ, SEESUB, 280 shields
Supercarrier 1.12.12 carry12 360 shields
Nuclear Submarine 48.36.12 240 shields

Land:
Musketman 2.4.1 (60) --> 3.6.1 (60)
Musketeer 3.4.1 (60) --> 4.6.1 (60)
Cannon 0.0.1 (8).1.1 (60) --> 0.0.1 (10).1.2
Cavalry 6.3.3 (80) --> 9.4.3 (80)
Rifleman 4.6.1 (80) --> 5.12.1 (80)
Infantry 6.10.1 (90) --> 8.16.2 (90)
Artillery 0.0.1 (12).2.2 --> 0.0.2 (18).2.3
Marine 8.6.1 (100) AmpA --> 14.7.1 (120) AmpA
Paratrooper 6.8.1 (100) PDrop --> 9.18.2 (100) PDrop
Tank 16.8.2 (100) Blitz --> 24.16.3 (160) Blitz
Mech Infantry 12.18.2 (110) --> 24.42.3 (240)
Modern Armor 24.16.3 (120) Blitz --> 48.24.3 (280) Blitz
added Attack Helicopter --> 48.12.5 (360) AllAsRoad Blitz noFortifyCommand
Radar Artillery 0.0.1 (16).2.2 --> 0.0.3 (36).2.4

Air:
Fighter 4.2.1 (2).0(4).1 (80) --> 12.6.1 (12).0(4).2
Helicopter 0.2.1 (80) --> 0.8.1 (40)
Bomber 0.2.1 (8).0(6).3 (100) --> 0.4.3 (18).0(6).3 (160) Blitz
Jet Fighter 8.4.1 (2).0(6).1 (100) removed
replaced by Interceptor Fighter --> 16.32.2 (12).0(6).2 (160) Blitz
and also by Strike Fighter --> 32.16.3 (20).0(6).2 (160) Blitz
F-15 8.4.1 (4).0(6).2 (100) --> 36.18.3 (24).0(6).2 (160) Blitz
Stealth Fighter 0.0.1 (4).0(6).2 (120) --> 0.0.3 (24).0(6).2 (160) Blitz
Stealth Bomber 0.0.1 (8).0(6).3 (240) --> 0.0.5 (32).0(8).3 (320) Blitz
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Other General Changes:
All missile troops have been given ZOC & a Range 0 Bombard to allow them to attack incoming troops

Armies: Reduce price by 20%, give Blitz and ZOC, change ratio from 1:4 cities to 1:3 cities
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New Units:
Mercenaries:
New unit category whose exact in-game effects are unknown without extensive testing. Essentially, the goal is to create a line of "barbarian units" (neutral color) that require a pop-point to build. It is unknown at this time whether these units will alter game play sufficiently to warrant their inclusion, and they should be considered "in" on a trial basis only. Privateer - Change attack value to four (see below on Naval Units).

Buccaneer - 2/2/1 Foot unit (this'll be what the new barbarian foot unit is set to) - available with Map Making/Galleys) - If we decide we wanna adopt Amphib. Assault units available at various times/techs, and not just with the current Amp. tech, then this unit could be given Amp. Ability in version 2.0

Highwayman - 3/2/1 AllAsRoad - I'd love to include the Stirrups tech, but fear overspending what tech slots we have to work with in the Ancient Era. Would a viable compromise be to make them available at Diplomacy (Diplomacy....at swordpoint?) (this can be set to the standard Barb. Horse unit).

Zero-Resource Units
Middle Ages:
Frontiersman (the equal to the Musket Man, price doubled)

Man-At-Arms (Foot soldier 4/3/1 treats all terrain as roads - 2 times the cost of a knight)

Light Cavalry (8/3/3) - 2 times the price of normal cav

Industrial Ages:
Partisan (pseudo-infantry) - price tripled

Guerilla (pseudo-marine) - price tripled

Light Tank (same -1 attack, same d/m, no blitz) - price 2x normal tank 

(ripped from the Poly thread at http://apolyton.net/forums/showthread.php?s=&threadid=39576), with some changes