Changes.txt

Here is what the LWC mod changes from Civ3 v1.16f.


Citizens:

-Tax Collector: Renamed to Banker, becomes available with Banking, produces 3 
commerce.
-Scientist: Becomes available with Education, produces 3 science.


Civilizations:

-All Civilizations: Now have even more City/Leader names than previous versions. 
The Iroquois city list is much different and improved.

-Greece, Babylon, Germany, Russia, Persia (all scientific civilizations): Now 
start with an extra technology at the begining of the game, The Wheel.

-Rome: Removed flag for Growth under Build Often, and replaced it with Trade. 
Rome is a commercial civilization, and before it was the only commercial civ not 
to build Trade often.

-China: Starts with The Wheel instead of Warrior Code.

-Japan: Starts with Warrior Code instead of The Wheel.


Civilization Advances:

-Pottery: Costs 3 instead of 2.

-The Wheel: Costs 5 instead of 4.

-Ceremonial Burial: Costs 3 instead of 2.

-Mysticism: Costs 6 instead of 4.

-Horseback Riding: Costs 8 instead of 5.

-Polytheism: Costs 15 instead of 12.

-Saddle: New Technology, requires Horseback Riding, costs 12 to research.

-Writing: No longer allows Communication Trading, Right of Passage Agreements, 
or Military Alliances.

-Map Making: Allows Right of Passage Agreements.

-Philosophy: Costs 12 instead of 6, allows Military Alliances and Communication 
Trading.

-Monarchy: Costs 26 instead of 24.

-The Republic: Costs 30 instead of 28.

-Hull Making: New Technology, requires Mathematics and Map Making, costs 20 to 
research, not required for Era Advancement.

-Monotheism: Costs 33 instead of 32.

-Feudalism: Costs 30 instead of 26.

-Engineering: Costs 35 instead of 36.

-Squirearchy: New Technology, requires Chivalry, costs 28 to research.

-Printing Press: Costs 34 instead of 32, now required for Era Advancement.

-Invention: Now allows irrigation without fresh water.

-Printing Press: Costs 34 instead of 32.

-Education: Now requires Invention in addition to Theology, costs 44 instead of 
42.

-Music Theory: Now costs 38 instead of 36.

-Gunpowder: Costs 56 instead of 48.

-Banking: Costs 52 instead of 48.

-Chemistry: Deleted from game.

-Economics: Not available for research in game, but if it were it would no 
longer double the effect of 
Wealth.

-Free Artistry: Now requires Printing Press and Banking.

-Theory of Gravity: Now costs 62 instead of 64.

-Metallurgy: Now requires Gunpowder only, and costs 62 instead of 56.

-Military Tradition: Costs 65 instead of 60.

-Nationalism: Costs 130 instead of 120, now required for Era Advancement.

-Industrialization: Costs 140 instead of 120.

-Electricity: Costs 135 instead of 140, no longer allows irrigation without 
fresh water.

-Scientific Method: Costs 150 instead of 100.

-Sanitation: Costs 115 instead of 90, now required for Era Advancement.

-Espionage: Costs 80 instead of 90.

-The Corporation: Costs 120 instead of 100.

-Refining: Costs 140 instead of 160, now requires Scientific Method along with 
The Corporation to be researched.

-Steel: Now requires Electricity along with The Corporation to be researched, 
costs 150 instead of 140.

-Replacable Parts: Costs 160 instead of 140, now requires Steel and the 
Scientific Method instead of Electricity. 

-Volunteerism: New Technology, available with Nationalism and The Corporation, 
costs 150 to research, not required for Era Advancement. With the majority of 
the wealth grabbed by Corporations and the Government, "volunteer" military 
service surged as cultural pressure in the form of "patriotism" and destitute 
poverty colided. The result was a cheap fighting force that became the core of 
World War I armys. The lives of the troops largely made disposable, wave after 
wave of bodys charging gun placements and trenches became the gruesome tactic of 
the times.

-Flight: Costs 170 instead of 180.

-Mass Production: Costs 180 instead of 140.

-Amphibious War: Renamed to Amphibious Warfare. I imagine it was just a bug, 
since it's refered to this fixed way everywhere else.

-Motorized Transportation: No longer requires Electronics, costs 180 instead of 
140.

-Radio: Costs 180 instead of 200.

-Rocketry: Costs 270 instead of 260.

-Computers: Costs 290 instead of 280.

-Recycling: Costs 260 instead of 240.

-Ecology: Costs 240 instead of 260. The Ecology/Recycling flip was due to 
Firaxis flipping around their order (Recycling now requires Ecology, instead of 
the other way around), but they didn't flip the costs around to go with it.

-Space Flight: Now requires Fission in addition to Rocketry.

-Synthetic Fibers: Now named Synthetic Materials and requires Computers in 
addition to Ecology, as well as costing 320 instead of 300.

-Superconductor: Formerly required Fission and Space Flight, now requires 
Synthetic Materials and Miniaturization, and costs 360 instead of 320.

-Satellites: Costs 300 instead of 280.

-The Laser: Requirement of Computers has been changed to Miniaturization, and 
still requires Nuclear Power.

-Genetics: Costs 330 instead of 360.

-Stealth: Costs 340 instead of 320.

-Robotics: No longer requires Miniaturization, due to the change of The Laser. 
There is effectively no change to this advance.

-Integrated Defense: Now requires Superconductor and Smart Weapons to research. 
It use to require Satellites but as Smart Weapons already requires it to be 
researched it was pointless for Integrated Defense to require it too.

-Advanced Naval Warfare: New Technology, available with Rocketry, Nuclear Power, 
and Computers, costs 300 to research.


Combat Experience:

-Conscript HP: 3 instead of 2.

-Regular HP: 4 instead of 3.

-Veteran HP: 5 instead of 4.

-Elite HP: 7 instead of 5.


Culture:

No change at this time.


Difficulty Levels:

-Citizen:
Barbarian Bonus: 400 instead of 800.
OCP (Optimimum City Percentage): 105 instead of 100.

-Warlord:
Barbarian Bonus: 200 instead of 400.
OCP: 100 instead of 95.

-Regent:
Barbarian Bonus: 100 instead of 200.
OCP: 95 instead of 90.

-Monarch:
Barbarian Bonus: 75 instead of 100.
OCP: 90 instead of 85.

-Emporer:
OCP: 85 instead of 80.

-Deity:
Barbarian Bonus: 25 instead of 0.
OCP: 80 instead of 70.


Diplomats and Spies:


-Build an Embassy: Base cost 18 instead of 20.

-Investigate a City: Base cost 8 instead of 10.

-Steal Technology: Base cost 8 instead of 10.

-Steal Plans: Base cost 8 instead of 10.

-Initiate Propaganda: Base cost 90 instead of 100.

-Sabotage Production: Base cost 8 instead of 10.


Eras:

No change at this time.


General Settings:


-Wealth Cost Per Gold: Changed to 5 from 8.

-Minimum Research Time: 3 instead of 4.

-Golden Age Duration: Lasts 25 turns instead of 20.

-Forest Value in Shields: Now 15 instead of 10.

-Cities Needed to Support an Army: 6 instead of 4.

-Chance to Intercept Enemy Stealth Missions: 7% instead of 5%.

-DB (Defensive Bonus) Citizen: 18 instead of 8.

-DB Building: 14 instead of 8.

-DB Town: 10 instead of 0.

-Basic Barbarian: Barbarian instead of Warrior.

-Advanced Barbarian: Raider instead of Horseman.

-Barbarian Sea Unit: War Galley instead of Galley.


Governments:

No change at this time.


Improvements and Wonders:

-Improvements with no characteristics selected: I'm giving them appropriate 
characteristics, but this may have no effect on the game. I'm hoping it will 
make the AI smarter in what it builds, but we'll have to wait and see. If it 
doesn't there is no harm done...I think.

-Palace: Now costs 3 instead of 10.

-Barracks: Available with Warrior Code instead of nothing.

-Granary, Aqueduct: Now Expansionist.

-Courthouse: Now Industrious and Commercial.

-Walls: Has 15 bombard defense instead of 8.

-Library: Now gives 2 culture instead of 3.

-University: Costs 18 instead of 20, gives 3 culture instead of 4.

-Factory, Manufacturing Plant: Now Industrious, adds 1 unhappyness to city.

-Recycling Center, Hydro Plant, Solar Plant: Now Industrious.

-Coal Plant: Now Industrious, adds 2 unhappyness to city.

-Nuclear Plant: Now Industrious, adds 2 unhappyness to city, costs 4 to maintain 
instead of 3, no longer requires source of water..

-Hospital: Now Expansionist, costs 18 to build instead of 16, gives 2 happyness.

-Research Lab: Now gives 3 culture instead of 2, costs 22 instead of 20.

-Mass Transit System: Now Industrious, produces 4 pollution. Mass Transit should 
cut down on pollution, not eliminate it, and this is the best way to do it.

-Coastal Fortress: Renamed to Coastal Gun Placements, has 12 naval bombardment 
defense and 10 naval power.

-Harbor: Now Reduces Corruption, is Expansionist in addition to Militaristic and 
Commercial.

-Offshore Platform: Now Industrious, costs 4 to maintain instead of 3, gives 1 
production (I think this adds 10 shields per turn, but the Civilopedia entrys 
seem to indicate a % bonus to production...I can't figure out what the hell it 
does exactly).

-Airport: Now Reduces Corruption.

-Police Station: Available with Nationalism instead of Communism, now 
Militaristic, Industrious, and Commercial.

-The Pyramids: Increases Luxury Trade, Resistant to Propaganda, Reduces 
Corruption all in the city that builds it, and all citys on continent produce +1 
culture.

-The Great Lighthouse: Costs 35 instead of 40 to build, gives 3 culture instead 
of 2.

-The Great Wall: Costs 35 to build instead of 20, gives 4 culture instead of 2, 
gives Walls to every city on continent. 

-Sun Tzu's Art of War: Gives 3 culture instead of 2. 

-Sistine Chapel: Adds 1 happy person in every city on continent.

-Magellan's Voyage: Now gives Safe Sea Travel, which should help the old ships 
that still might not have been upgraded yet. It now also allows all citys to 
produce veteran naval units (only citys that can produce naval vessels, of 
course).

-Copernicus' Observatory: Now Scientific in addition to being Expansionist.

-Shakespeare's Theatre: Now concidered Expansionist, adds 1 happyness to every 
city on continent, +50 Luxury Production in city that builds it.

-Leonardo's Workshop: Scientific in addition to being Militaristic, gives 3 
culture instead of 2, adds +50% Research Production in city that builds it.

-Newton's University: Costs 45 to build instead of 40.

-Universal Suffrage: Boosts production by 25% in the city that 
builds it.

-Theory of Evolution: Gives +50% research output in the city that builds it, 
becomes obsolete with Genetics.

-The United Nations: Costs 120 to build instead of 100, now Militaristic in 
addition to Commercial, gives 5 culture instead of 4, gives +50% tax output in 
city that builds it, doubles combat versus barbarians (as if anyone cares...), 
reduces war weariness in all citys. I really wanted to require The Manhatten 
Project be built before it can be constructed, but sadly that means only the 
creator of The Manhatten Project could build the UN...*sniffle* 

-The Manhatten Project: Now Militaristic only, adds 3 unhappyness to city 
that builds it.

-Cure for Cancer: Gives 4 culture instead of 3, adds 3 happyness to city that 
builds it instead of just 1.

-Longevity: Expansionist in addition to Scientific, gives 4 culture instead of 
3, gives 2 happyness to city and 1 happyness to all citys.

-SETI Program: Now Scientific in addition to Expansionist.

-Iron Works: Available with Industrialization, considered Industrious, adds 1 
unhappyness to city that builds it.

-Forbidden Palace: Costs 27 instead of 30, now Expansionst as well as Religious.

-Military Academy: No longer requires a Victorious Army, but now requires 4 
Universitys be built.

-The Pentagon: Now available with Radio.

-Wall Street: Now available with The Corporation, considered Commercial, gives 
+50% Luxury Production in city that builds it, requires 3 Stock Exchanges be 
built.

-Apollo Program: Now requires 5 Research Labs to build.

-SS Thrusters, SS Life Support System: Costs 36 to build instead of 32.

-SS Engine, SS Exterior Casing: Costs 68 to build instead of 64.

-SS Docking Bay, SS Fuel Cells, SS Planetary Part Lounge: Costs 20 instead of 
16.

-SS Cockput: Costs 36 to build instead of 32, available with Robotics instead of 
Space Flight.

-SS Statis Chamber: Costs 36 to build instead of 32, available with Genetics 
instead of Synthetic Materials.

-SS Storage/Supply: Costs 20 to build instead of 16, available with Genetics 
instead of Synthetic Materials. It should require both Genetics and Synthetic 
Materials, but no advance fits the bill, I don't want to make a whole tech just 
for one SS part, and this just seems the best fit.

-Coastal Fortress: New Improvement (with the same name as the original), becomes 
available with Amphibious Warfare, an improved version of the Coastal Gun 
Placements that requires Iron but not Saltpeter, as well as having better Naval 
Attack/Defense ratings.

-Mill: New Improvement.

-Guild Hall: New Improvement.

-FBI Office: New Improvement.

-National Constitution: New Small Wonder.

-Sewer System: New Improvement.

-City Dump: New Improvement.

-Computerized Oversight: New Small Wonder.

-AI Governing Prototype: New Small Wonder.

-Anti-Aircraft Guns: New Improvement.

-Automated Factory: New Improvement.

-Oil Plant: New Improvement.

-National Bank: New Small Wonder.

-Stock Exchange: New Improvement.

-Shrine: New Improvement.


Natural Resources:

-Horses: Now visible from the begining of the game instead of with The Wheel, 
now provides 2 food and commerce instead of 1 commerce, has 130 disappearance 
probability instead of 0.

-Iron: Visible with Bronze Working instead of Iron Working, provides 3 shields 
and 1 commerce 
instead of 1 shield, has disappearance probability of 140 instead of 800.

-Saltpeter: Visible with Invention instead of Gunpowder, provides 1 shield and 3 
commerce instead of 1 commerce, has 240 disappearance 
instead of 800.

-Coal: Visible with Metallurgy instead of Steam Power, provides 3 shields and 
commerce instead of 2 shields and 1 commerce, has 120 disappearance 
instead of 400.

-Oil: Visible with Industrialization instead of Refining, provides 4 shields and 
commerce instead of 1 shield and 2 commerce, has 100 disappearance instead of 
200.

-Rubber: Visible with Electricity instead of Replacable Parts, provides 3 
shields 
and 2 commerce instead of 2 commerce, disapperance of 300 instead of 0.

-Aluminum: Visible with Mass Production instead of Rocketry, provides 4 shields 
and 2 commerce 
instead of 2 shields, disappearance of 300 instead of 400.

-Uranium: Visible with Atomic Theory instead of Fission, provides 3 shields and 
6 commerce instead of 2 shields and 3 commerce, disappearance of 70 
instead of 100.

-Wine: Renamed to Grapes, provides 2 food and 1 commerce instead of 1 food and 1 
commerce.

-Furs: Provides 1 of each resource instead of 1 shield and 1 commerce.

-Dyes: Appears with Pottery, provides 2 commerce instead of 1.

-Incense: Visible with Mysticism instead of nothing, gives 3 commerce instead of 
1.

-Spices: Visible with Map Making instead of nothing.

-Ivory: Provides 1 food and 2 commerce instead of only 2 commerce.

-Silks: Visible with Currency instead of nothing, provides 1 shield and 3 
commerce instead of 3 commerce.

-Gems: Visible with Iron Working instead of nothing, provides 1 shield and 4 
commerce instead of 4 commerce.

-Game: Now provides 1 of each resource instead of 1 food. I wish they didn't 
grey out appearance/disappearance of bonus resources...

-Whales: Now visible with Map Making.

-Gold: Renamed to Precious Metals, visible with Currency instead of nothing. and 
provides 1 shield and 4 commerce instead of 4 commerce.

-Oasis: New Strategic Resource (only strategic because if it's set as Bonus 
Resource I can't control it's appearance ratio). Gives 2 food and 1 production, 
has a 140 appearance and 800 disappearance probability (to simulate changing 
weather or springs drying up).

-Fruit: New Strategic Resource (same as above). Gives 2 food and 1 commerce, 300 
appearance ratio (the maximum, which is kinda stupid), 600 disappearance.


Terrain:

-Desert: Defense Bonus 15% instead of 10%, now can have Precious Metals and 
Oasis.

-Tundra: Gives 1 food and 1 shield instead of 1 food, Defense Bonus 20% instead 
of 10%, now can have Ivory.

-Flood Plain: Defense Bonus 5% instead of 10%.

-Hills: Now can be Irrigated, providing +1 food.

-Mountains: Gives 2 shields instead of 1 to begin with.

-Jungle: Gives 1 food and 1 shields rather than 1 food, Defense Bonus 35% 
instead of 25%, and can be mined for +1 shield, can have Fruit.


Units:

-All Units: Now have the Automate ability, so they can be automated. Yes, now 
you too can be as illogical as the AI! ;)

-Settler: Will upgrade to the Pioneer for Expansionist civs only.

-Pioneer: New unit available only to Expansionist civs, it is a Settler with 2 
movement which becomes available with the Map Making advance.

-Settler, Pioneer, Worker, Scout, Explorer, Leader: Now can be Airlifted.

-Scout: Now has 1 defense instead of 0.

-Tank, Mech Inf, Modern Armor, Panzer: Now Wheeled and cannot be Airlifted.

-Change in Pillaging: Now only some units can pillage, and usely only offensive 
footsoldier units (but not archer-type units). The only mounted unit that can 
pillage is the barbarian's Raider. The following may also Pillage: Explorer, 
Tank, Mech Infantry, Modern Armor, Infantry, Modern Infantry.


Worker Jobs:

-Mine: Takes 16 turns instead of 12.

-Build Fortress: Takes 12 turns to build instead of 16.

-Clear Jungle: Takes 12 turns to do instead of 16.

-Clear Forest: Takes 12 turns instead of 10.

-Clear Pollution: Takes 20 turns instead of 24.


World Sizes:

-ONC (Optimal Number of Citys (corruption) Tiny: 13 instead of 12.

-ONC Small: 15 instead of 14.

-ONC Standard: 18 instead of 16.

-ONC Large: 26 instead of 24.

-ONC Huge: 35 instead of 32.
