oldchangelog.txt
Changes made before the 1.16f patch to Civ3 are archived here.



12/07/01:

-NOTE: This is just an archive of old changes, which will not be distributed 
with future versions. This was formerly named changelog.txt.

Check the changelog.txt file for information on what's new, and the changes.txt 
file for the list of what the LWC mod changes.



12/05/01:

-MISSED CHANGES: I have added a few entrys at the bottom of day 12/03/01 about 
the changes I made to resource disappearance ratios. I changed them then but 
totally forgot to note down the changes. Gotta hate it when that happen...

-BUG FIX: Vineyard now comes available with Pottery, not Construction. An 
accidental oversight as I copied the Aqueduct improvement...

-BUG FIX: On some skeletal entrys I made, such as for the School of Stone 
Crafting, I entered them in a way that seemed perfectly fine for most other 
entry types. But apparently it doesn't work for wonders, because it was causing 
the game to crash. Now fixed.

-BUG FIX: I have changed units_32.pcx so the icons don't break in the industrial 
age. I meant to do that in the last version, but it slipped my mind. I will have 
to do it everytime I add new units, just as a reminder...

Thanks to "retorg" for being the first (and only, so far) person to send in what 
the squares actually changed into at the industrial age.

And thanks to Gramphos for the information on how exactly the icons move around. 
Screwy, but what can you do :)

I _think_ this will work. Let me know if it doesn't.

-Iron Works: Comes available with Industrialization now. Due to the appearance 
of coal being moved earlier it needed an advance listed for it, and this seemed 
to fit best.

-Hills: Now can be irrigated. This idea had been brought up over a week ago, but 
I unselected it before putting out the next version at the time since I didn't 
have time to test it. Irrigation adds 1 food to the hills. Think Rice Terraces.

-Mountain: Now provides 2 shields instead of 1, meaning that after mining it 
provides 4 shields instead of 3. At least hills give food, and this balances 
them out better. Before there was no reason at all to work on mountains instead 
of hills.

-ISSUE: Should City and Metropolitan city sizes be changed at all? I was 
thinking moving them to 8 and 16, respectively, but would that neccessarily be a 
good idea? Hmm...

-Synthetic Materials: Brought to my attention by the official patch readme.txt, 
Synthetic Materials now requires Ecology instead of Recycling. Recycling now 
leads to no other technology, and thus is only useful for getting the 
improvements it allows.


12/03/01:

-buildings-small.pcx: Formerly having a bug where the Wealth square was too big 
(thus making the Civ3CopyTool's newest versions not compatible), I have fixed 
this and now the CopyTool can be used with no problem.

-Palace: Now adds +50% to defense, 6 to bombardment defense.

-Forbidden Palace: Now does the same as Palace, adding +50% defense and 6 
bombardment defense and adding 1 to happyness.

-Attributes for Improvements: This may be related to how the AI decides to build 
things based upon their Civs characteristics, or it may not. Even if it has no 
effect, it makes sense that some "blank" improvements should have their proper 
characteristics. For instance reducing corruption will be considered Industrious 
and Commercial (because it allows more Production and Commerce), things that 
help increase population are Expansionist, etc.

-Granary: Now Expansionist.

-Courthouse: No longer raises resistance to propaganda. Now considered 
Commercial and Industrious.

-Aqueduct: Expanionist.

-Colosseum: Now costs only 1 maintenance instead of 2. This reflects the fact 
that they can actually produce money, such as through gambling or paid 
admission, and thus were not as costly as one would imagine. However they 
rarely, if ever, actually turn a profit.

-Factory, Manufacturing Plant, Coal Plant, Hydro Plant, Nuclear Plant, Solar 
Plant, Offshore Platform: All now Industrious.

-Nuclear Plant: No longer must be near Water to build. If you can irrigate 
without fresh water, surely water can be piped to a nuclear plant. Report back 
on if you think this effects game balance negatively in any way.

-Hospital: Expansionist.

-Harbor: Now also Expansionist along with Commercial and Militaristic.

-Airport: Now called Airfield. Goes along with new improvement.

-Police Station: Militartistic, Industrious, Commercial.

-Longevity: Expansionist.

-SETI Program: Expansionist and Scientific. Don't know why an improvement that 
doubles science isn't called scientific...

-Heroic Epic: Militartistic as well as Religious.

-Iron Works: Industrious.

-Intelligence Agency: For some reason was flagged as the small wonder ability 
Reduces Corruption, which serves like a second (or maybe 3rd...) capital. Not 
intentional, now removed as ability, though it still does it in the city it was 
built in.

-Guild Hall: Commercial and Industrious.

-Prison Camp: Industrious, Scientific, Commercial.

-FBI Office: Militartistic, Industrious, Commercial.

-NEW STRATEGIC RESOURCE: Stone. Visible with Masonry, adds 2 shields, 220 
appearance ratio (the highest of any resource, but it's made up for by only 
being available in 1 tile type), appears only in Mountains.

-Cotton: No longer available in the game, having been replaced by the above 
stone. May be readded some other time, but currently the game only seems to 
properly support 2 added resources. It was also of really weird appearance, 
often being way way way too common.

-NEW SMALL WONDER: School of Stone Crafting. Available with Masonry, 20 to 
build, creates 2 culture, requires Stone in city radius to build, Industrious. 
It allows Stone Mason's Workshop to be built in any city with access to Stone 
(but doesn't have to be in the city radius).

-NEW IMPROVEMENT: Stone Masons's Workshop. Requires School of Stone Crafting, 10 
to build, 1 maintenance, adds 1 production (ie, produces 10 shields of 
production per turn), requires Stone resource. Has Industrious characteristic.

-NOTE: Doesn't it suck that you can't select for buildings/units to stop working 
if a certain resource is no longer available in your empire? Or even if just 
buildings required that resource be in the strategic resource box. That'd be 
nice...

-Wines: Now renamed to Grapes, remains a luxury resource.

-NEW IMPROVEMENT: Vineyard. Available with Pottery, 6 to build, 1 maintenance, 1 
culture, adds 1 happy face, raises luxury output by 50%, requires Grapes.

-NEW WONDER: Grand Winery. Available with Chemistry, requires at least 5 
Vineyards be built, costs 40 to build, adds 3 culture, increases luxury output 
by 50% in the city that produces it, makes 2 happy faces in city that has it, 
doubles happiness provided by Vineyards. With deeper understanding of the 
chemical reactions a far deeper understanding of the fermenting and growing 
process was obtained. With this improved understanding winemakers rediscovered 
the lost art that is winemaking, developing techniques that are nearly identicle 
to the ones used in modern winerys.

-Chichen Itza: Now reduces Corruption in the city it's built in.

-Grapes (formerly Wine): No longer visible with Pottery, they are visible 
immediately.

-The Pyramids, The Great Wall, Chichen Itza: All now require Stone to build.

-NOTE: Walls will not currently require Stone, but only because Walls aren't 
very useful anyway. Also, walls "could" just be made from brick or more common 
rocks, not requiring full stone blocks.

-NEW GREAT WONDER: National Unionization. Available with Radio, requires at 
least 6 Factorys be built, costs 80 to build, provides 4 culture, gives a Guild 
Hall in every city on continent, Industrious and Commercial.

-FBI Office: Now requires the small wonder Intelligence Agency be built to build 
them.

-NEW GREAT WONDER: Orwellian Thought-Police. Available with Miniaturization, 
requires at least 4 FBI Offices be built, cost 120, gives -12 culture, gives 2 
unhappy faces in all your citys, gives Police Station in every city, 
Militaristic and Scientific.

-NEW GREAT WONDER: Global Security Agency. Available with Integrated Defense, 
costs 120 to build, gives 10 culture, gain FBI Office in every city.

-Greater Resource Disappearance: A few resources now have a far higher chance of 
"disappearing" (which means they just move elsewhere on the map), which should 
greatly improve their balance and more closely reflect real-world exhaustion of 
resources. This now also better allows for the chance of going to war thinking 
you have iron units and your opponent doesn't, only to have your source of iron 
be exhausted and your opponent discovering a source in his territory.

Other than that it also means that in some situtations where you seem locked-out 
of access to a resource (like oil) it neccessarily mean you're locked out for 
the whole game.

-Iron: Now has a disappearance ratio of 100, from either 400 or 600.

-Coal: Now has a dis. of 80, from some high number like 400.

-Oil: Dis. ratio of 80 from perhaps 200.

-Uranium: Dis ratio of 50 from 100.




NEW VERSION: v0.8

A major update, marking the first major changing of the tech tree and attempt at 
rebalancing a game victory condition.



12/02/01:

-BUG FIX: No icon showed up for FBI Office due to me not renaming the proper 
header-line in pedicons.txt. It's now fixed, and many thanks to Madfox for 
pointing it out.

-Prison Camp: No longer can meltdown/explode, but produces 1 pollution now. 
Brought to my attention by "eweast", I thought about it and it seems to me that 
it's other negatives are enough to balance it out. After all it does kill 
cultural development, create a little pollution, and 2 unhappyness. 

-United Nations: Doesn't reduce corruption in the citys it's built in, but does 
boost tax collection by 50%. It is now also a Militartistic and Commercial 
wonder, reflecting what it now does.


11/30/01:

-Special Ops Team: Now has 6 range of operation. It had 0 due to me forgetting 
that I added Airdrop capability.

-Note: I think the new Pioneer unit should have 1 movement instead of 2, but 
treat all squares as road. The problem with that is the bug/"feature" where even 
railroad squares are treated as roads, which would have an annoying and unwanted 
effect.

-Note: I believe that Railroad should not allow unlimited movement, but instead 
have it so you can move 10 squares while road only allows 3. It just doesn't fit 
that railroads can allow you to move around the entire map on a Pangea Gigantic 
map. But that can't be edited, only the rate of roads can be.

In short: boooooo!

-Change on Industrial improvements: Now should give less negative culture (if 
any), but instead add unhappyness to reflect how unpleasant it is to live near 
them. Thanks to "eweast" for the idea and argument. Unhappyness is a better 
representation of the unpleasantness of industrial improvements than culture is.

-Factory, Manufacturing Plant: Now gives only -1 culture instead of -2, but adds 
1 unhappy face.

-Coal Plant: Has 2 maintenance instead of 3, -2 culture instead of -3, adds 1 
unhappy face.

-Nuclear Plant: No effect on culture, but adds 2 unhappy faces.

-Iron Works: No effect on culture from -3 culture, but adds an unhappy face.

-Offshore Platform: 4 to maintain instead of 3, adds 1 production, adds 1 
unhappy face.

-The UN: No longer reduces corruption in the citys it's in. Reducing War 
Weariness is more than enough reason to build it for republic/democracy, even if 
you're like me and turn off the diplomatic victory. And hey, it does produce 6 
culture.

-Mech Infantry: Can no longer be Airlifted. It just fits that if tanks and the 
land bombardment units can't, then neither can they.


11/28/01:

-Nuclear Power: Back to the way it was, just requiring Fission.

-Advanced Naval Warfare: Computers added as requirment before researching.


11/27/01:

-Space Ship Victory: The SS Victory seems to be too easy and end too quickly. I 
believe I have rectified this with the following changes. I had a much better 
and longer explanation but my freakin' computer crashed before I saved...grrrr. 
They should be mostly self-explanatory.

-All SS pieces: Cost 4 more to build.

-SS Cockpit: Buildable with Robotics, not Space Flight. Everyone should be in 
stasis, and even with "common" space shuttle missions everything is almost 
totally controlled by computers. If you're going to Alpha Centauri you aren't 
going to be driving the thing with a stick or using a calculator to figure out 
which way you should go. Thus, Robotics is required.

-SS Stasis Chamber: Buildable with Genetics, not Synthetic Materials. Genetics 
is a kind of "Advanced Medical Research" tech, and putting someone in stasis 
requires such understanding.

-SS Storage/Supply: Buildable with Superconductor, not Synthetic Materials. Part 
of what is stored is Project ARK, a collection of more than 150 samples of 
lifeforms to be used in terraforming a planet and bringing it to early norms. 
These "samples" are most likely embryos and genetic information, which probably 
require both Synthetic Materials and Genetics to properly manipulate and store, 
thus SS Storage/Supply should probably require both techs to actually build it, 
so while it doesn't require a Superconductor to build the thing I think it's the 
best place to put it.

-Modern Tech Tree: I am changing the modern tech tree to further balance the 
Space Ship victory, improve real-world accuracy, and make it more enjoyable too. 
I'm also moving around some Modern units for similar reasons and to reflect the 
change in the tech tree.

-Superconductor: Formerly requiring Space Flight and Fission to research, it now 
requires Synthetic Materials and Miniaturization. SM is needed to conduct the 
testing and manufacture of superconductors and Miniaturization is required for 
the powerful computers and advanced electronics which are needed to even want to 
look for a superconductor, much less actually develop one. 

Space Flight and Fission simply make no real-world sense as requirements, and in 
game-play the modern tech tree is very screwy. The Recycling path is totally 
unconnected to any other technologys...suffice it to say that it's just a big 
mess. This change improves real world accuracy and many elements of gameplay.

-Synthetic Materials: Now requires Computers to research in addition to 
Recycling.

-Nuclear Power: Now requires Computers in addition to Fission.

-Advanced Naval Warfare: Now requires Rocketry and Nuclear Power.

-The Laser: Now requires Miniaturization instead of Computers to research, in 
addition to it's Nuclear Power requirement.

-Robotics: Now requires only The Laser to research. Because The Laser now 
requires Miniaturization, Robotics no longer needs it as a requirement.

-Nuclear Submarine: Becomes available with Nuclear Power, not Fission.

-Modern Destroyer: Becomes available with Nuclear Power, not Fission.

-Modern Transport: Becomes available with Computers, not Miniaturization. 

-Coracle: Now has 0 attack. I didn't think of it till Smazza brought up that it 
might be too good and annoys other civs when it's there (he had the idea for a 
raft unit, but I prefer the Coracle). I forgot that I could give it 0 attack, 
and it makes sense anyhow. The only way to attack in a Coracle is to get out and 
swim over to the other boat, so it makes sense to me. This also means Barbarian 
Galleys can attack you and you can't attack back, hehe. That's what you get for 
puddlin around on a twig.

-Resource Discovery: Due to the arguments from Flynn I have decided to give the 
idea of making resources visible earlier a chance. Due to some of his 
reccommended placements I feel better that it will work, and I also thought of 
something.

The placement of resources is now more based upon when people began to think a 
resource could be useful somehow, but hadn't quite decided what to do with the 
stuff. For instance with iron it had already been discovered and experimented 
with Bronze Working, but bronze was the prefered use. It wasn't until techniques 
improved and more smiths starting playing around with iron that it started being 
used to create anything, so now you can see the resource Iron with the advent of 
Bronze Working.

I have also changed Wine and Incense, which are luxury resources, to not being 
visible immediatly. But they are soon discovered...more on that below.

-Iron: Visible with Bronze Working instead of Iron Working.

-Saltpeter: Visible with Invention instead of Gunpowder. This is a hard 
one...anyone have a better idea for it?

-Coal: Visible with Metallurgy instead of Steam Power. This is mostly to make 
Metallurgy more important to research, but coal is really a charcoal like 
substance which surely must have been experimented with in the process of 
metallurgy, even if they never did find the stuff very important.

-Oil: Available with Industrialization instead of Refining. Just reading the 
Description in the civilopedia makes this one make sense. Crude oil had it's 
uses and was experimented with as a fuel during Steam Power and 
Industrialization, but coal was clearly the prefered fuel of choice. After 
refining this began to change of course, and it makes best all-around sense to 
give it with Industrialization. 

-Rubber: Available with Electricity instead of Replacable Parts. Rubber was 
useful for a very long time, but it makes a really great insulator for 
electrical cords and wires. Makes sense to me!

-Aluminum: Available with Mass Production instead of Rocketry. I'm trying to 
make it coincide with when the most effective method for producing aluminum was 
discovered in the late 1800s, and Mass Production seems to fit in with other 
uses of it also. The world supply of tin didn't cause aluminum to be heavily 
developed until quite a while later, so it shouldn't be needed for units 
earlier. This method of making aluminum requires electricity, but that would be 
too early for it to be found MP seems like the perfect place to me. 

Any better ideas?

-Uranium: Available with Atomic Theory instead of Fission. Discovered in the 
late 1700s, uranium is one of the most valuable metals in the world...at least 
now adays. Seems a perfect fit with Atomic Theory when people started spending a 
lot of time playing with glowing rocks and trying to figure out what they could 
use them for. 

On a sepperate note, isn't uranium used for the manufacture of advanced 
conventional weapons? Hm...

-Wines: Now available with Pottery. It makes sense even though animal skins were 
the main container for wines, beer in fact was stored in pots in ancient egypt. 
I still want improvements to produce resources so I could make a Brewery which 
turned Barley (strategic resource would be best) into the luxury resource of 
Beer. So many possibilitys...maybe in Civilization 4? Riiiight...sure, let's 
just keep telling ourselves that.

-Incense: Now available with Mysticism. Probable the best fit with Ceremonail 
Burial, this still makes sense in that the primary use of incense is 
religious/spiritual based and I wanted to have another reason to research 
Mysticism.

-The Oracle: Now available with Polytheism instead of Mysticism.

The main reason is to make it available a little later and help give more value 
to Polytheism. I think an Elephant Rider kind of unit should really go in 
Polytheism too and perhaps change Ivory to being Elephants. I'm not sure if you 
can just leave it as a luxury resource or not...would be nice though, and I 
could set the appearance ratio of it too. It's an idea, but we'll leave it till 
a later date for more consideration.

Anyhow, the real-world reason for this is that The Oracle became used because of 
the more widespread polytheistic belief systems of Rome/Greece. Polytheism 
really was just an advancement on the original "mysticism" (note: common day 
defiinition of "mystic" and "mysticism" is most often totally different than 
this historical definition. The currently used definition is: Mysticism, noun - 
1. Immediate consciousness of the transcendent or ultimate reality or God. The 
experience of such communion as described by mystics. 2. A belief in the 
existence of realities beyond perceptual or intellectual apprehension that are 
central to being and directly accessible by subjective experience.), and thus 
The Oracle best fits into Polytheism.

-NOTE: You know I was going to play the game today, but then I got into changing 
stuff and now it's too late again. I sware, I think it's been nearly 2 weeks 
since I've actually _played_ the game and wasn't just making sure it wasn't 
broken. LOL!

-Nuclear Battleship: Now has Radar, so it has 2 view range which is the same as 
it's bombard range.


11/26/01:

-Coal: Now has an appearance ratio of 150 (up from 120), and a disappearance of 
300 (from 400). For one thing, coal had the same rarity as oil, which simply 
doesn't make any sense. But most importantly, Oil is not needed to create 
railroads and more units now require coal for building. Coal simply is not THAT 
rare, and it is still more rare than Iron. In practice coal still does not seem 
to show up very often and in my scenario editor tests many starting positions 
showed up with no access to coal whatsoever. It's just not quite as bad as 
before.

If you've ever played a game where you had no access to iron (I know I have), 
then even more often you will play without access to coal.

-Mighty Stallions: The ratios are a bit deceiving, and it turned out they were 
not near as rare as I wanted. Now they appear at 60 (down from 80) and their 
disappearance is now 30 from 90! NOW the suckers aught to be rare and jump 
around a lot better. I'm going to test it more, and possibly decrease the 
disappearance and get them really moving around so you never know where they are 
gonna be. But I'm hoping this is sufficient.

-Transport: No longer requires Iron. Can't remember who mentioned it, but WWI-II 
era ships weren't really made out of a lot of iron. They basically just pasted 
whatever they had together and shipped off with that :)

-Irrigate Without Fresh Water: This Tech ability has been removed from 
Electricity and moved to Invention. Thanks goes to Monkspider and his Balancer 
mod for coming up with the idea of moving it earlier to be available with 
Engineering. Making it available with Invention, however, was my idea :)

-BUGS: It was just brought to my attention by vodka1983 that the Partisan and 
Mercenary folders were not included in any of the LWC mods. I can't believe no 
one else (even me) noiced that before! LOL!

Well this explains the crash that someone was experiencing when trying to 
upgrade a Swordsman to Partisan, among other things.

This is now fixed and will be reflected in the upcoming version 0.7.

-KNOWN UNRESOLVED BUG: When you enter the industrial/modern age the unit icons 
get screwed up, because the worker/settler/army icons are changed for when you 
reach the appropriate age. I have no idea how Civ3 automagically picks the 
icons, but there is one way I believe this can be sort of fixed, should you want 
to do it. 

FIX: Move/rename/delete all the unit folders for Settler, Worker, and Army which 
aren't named exactly that. So leave Settler/Worker/Army folders but delete Army 
Ancient, Army Middle, Army Industrial, etc. I _think_ this might actually fix 
that pain in the arse, but it's not the way I'd prefer to solve it.

DEBUG: I have added numbers into the empty unit icons. If you experience the 
above icon change bug please note down which icon for what unit gets replaced in 
which age and send that information to me. With that I believe I can figure out 
a fix for all mods which add units.

-MAJOR CREDIT: Major credit to Flynn at Civfanatics.com for bringing many issues 
to my attention and proposing some quite good ideas. I don't agree with all of 
them, but I do with many of them. Many of the following changes were brought up 
by him, though some I just stumbled upon on my own.

-Temples and Librarys: No longer reduce corruption. With 2 new improvements I 
don't think these 2 need it anymore, I just kind of overlooked them in 0.6, and 
in 0.5 I didn't want to yo-yo corruption up and down. Also due to these 2 being 
so easy to rush-buy and otherwise useful it was really just an add-on use for 
them that just wasn't needed. I'm changing/adding some others to also reduce 
corruption which are available later in the game, among other things, so 
corruption should more gradually decrease over time now.

-Banks: Now reduce corruption and increases luxury production by 50% (this only 
applys to when you move the slider on the domestic advisor, which is NOT the 
same as Increased Luxury Trade, which only the marketplace has). 

For real-world sense banks are incredibly useful information gathering tools, 
keeping detailed records of all transactions making it considerably harder to 
hide payoffs. That and all the criminals can go legit and make more money as 
bankers anyway :D

Banks are taken for granted today as if the soulless pedantic trolls had always 
existed, but they have contributed a great amount to society. Namely "ATM 
Charges", "Insufficient Fund Charges", and gaudy self-ingraciating charity 
events where they can look generous without actually having to be generous *Evil 
Grin*

-Wall Street: Costs 45 instead of 40, requires advance Economics, produces +50% 
tax output, and produces 3 culture instead of 2. The first stock exchanges were 
created in the 1700s and the first permanently placed was the London Exchange in 
1773. In game terms this means waiting till The Corporation seems a bit too 
late, but Economics seems the perfect place to put it. Another reason to develop 
this advance which is not currently required for era advancement.

-Pentagon: Now requires Computers to build. Don't know why it was buildable 
whenever you managed to get a few armys fielded at once. It's not like armys are 
all that fantastic anyhow due to the screwy implementation.

-Military Academy: Now produces 2 culture instead of 1.

-Copernicus' Observatory: How is it that this wonder isn't listed as Scientific, 
but is considered Expansionist? Well I added science and, while I'm tempted to 
remove it, I've also left the Expansionist trait too.

-Plant Forest: Now takes 20 turns to perform instead of 18. Helps remove any 
chance of silly use of unlimited logging.

-Leondardo's Workshop: Now produces +50% research in the city it's built in. 
Ultimate Science Citys just aren't possible like they use to be as no matter 
what you're only going to research a new tech once every 4 turns anyway, so 
without that real worry this makes the wonder a little more important and gives 
an extra reason to produce it, along with justifying it's Scientific flag.

-Note: I'm considering allowing resources to become available before something 
that requires that resource actually become available, but I'm not yet and am 
actually leaning towards not doing it. I kind of think it's part of the fun and 
a kind of balancing aspect. Also it just wouldn't make sense because, for 
instance, oil should be visible on the world map starting in ancient times. 
Basically every resource should be exposed pretty much by the advent of Atomic 
Theory, but that just doesn't make gameplay since. So I'm staying with the idea 
that the resources don't become visible until you can actually use them somehow.

What I would like is if the first time a civ you've come in contact with 
discovers the tech that reveals the resource then it should become visible to 
you too. This would represent knowing there is some value in that resource 
because you notice your enemy mining it or looking to buy it. But that isn't 
possible :(

-Note: In a future version I might play around with some later resource 
dependencies while adding units without those depencies but that are weaker/more 
expensive. I don't think it's really needed right now and just want to get this 
version completed first so it has little/no bugs, won't crash, and doesn't have 
any major odditys or imbalance problems. Only Modern Armor now changes.

-Modern Armor: Now requires Oil again. I still want an empire to be defendable 
without a rare resource, and now there are non-resource dependent ground 
attackers so MA is no longer such a be-all-end-all unit. 

-Paratroopers: No longer requires oil. The problem is just how incredibly weird 
this was. If oil should be required to build an airport, then fine. But to build 
a Paratrooper? The things don't come with their own planes, and thus do not need 
oil! (thanks to the person that pointed this out...sorry I don't recall the 
name) Now Upgrades to Special Ops Team.

-ERROR: Privateer and Corporate Privateer did not have Bombard ability but did 
have bombard strength/range/rate of fire. This is now fixed by giving it the 
Bombard ability. The Privateer did not upgrade to the Corporate Privateer, which 
it should have and now does.

-Special Ops Team: Has +2 defense bringing it up to 18/10/1 and has the Airdrop 
special ability just to add a little more "punch" to them, and this has the nice 
side effect of allowing paratroopers to upgrade to them smoothly. Being the most 
expensive land unit should come with a few more perks than it had before. 
They're late appearance also allows it to not really matter that they don't 
require any special resources.

-Coal Plant: Now produces 1 unhappy face in the city.

-Nuclear Plant: Now costs 4 to maintain instead of 3 (due to extra security 
measures needed in such high-risk buildings), -1 culture, and produces 2 unhappy 
people in the city due to fears of meltdown and radiation (for both culture and 
unhappyness). They may not neccessarily be reasonable fears, but people's fears 
are most often unreasonable anyway. I don't know why the thing has to be near 
water (sounds stupid to me), so perhaps someone could explain this to me? Should 
that requirement be removed, or does it make for good game balance?

-Jungle: No longer has Incense appear in it, which might make Rubber appear a 
little more commonly.



-NEW VERSION: LWC v0.7

This update offers many changes, error and bug fixes, and will now be considered 
the "base" version for now. This is a full version, meaning it's not just a 
patch. You are free to remove your current version before installing 0.7 if you 
should so choose, though that is not required.



11/25/01:

-Coracle: No longer has the "can carry only foot units" flag. Many different 
units I "thought" would be foot units actually aren't, such as just about every 
non-combat unit in the game. This makes sense for something like the Transport 
Submarine, but not for the Coracle. It will now function as any other transport 
ship does. (thanks to Claymore for pointing out the unusual functioning of the 
Coracle)



-NEW VERSION: LWC v0.6

This update fixes some errors and bugs that got by me unnoticed. 

This version comes in two flavors: update from v0.5, and Full.

The update is very small, while the full is 25+ megs. From now on when you want 
to install the LWC mod from scratch you just download version 0.6 and use the 
Update function to get the newest version.

Nifty, huh?



11/24/01:

-Transport Submarine: Was incorrectly set to requiring oil. This was because I 
changed it's appearance to requiring Stealth, which is after Synthetic 
Materials, and that's the point I selected when Rubber and Oil are no longer 
required to build those particular units.

So in the Transport Submarine will no longer require Oil to build.

-Swordsman, Legion, Immortal, Infantry, Mech Infantry, Man-At-Arms: While the 
Man-At-Arms could clear jungles only because of an error (I copied the Swordsman 
for it and forgot to unflag it's ability), none of these units are now able to 
Clear Jungles.



11/23/01:

-Civilizations: Oops, almost forgot to set the AI to use a few of the new 
governments.

Those that now favor Imperialism:

Rome Babylon

Colonialism:

England

Violent Extremism:

Aztec Germany

-Step 14: COMPLETED!

-Step 15: Doing it now! COMPLETE!



-NEW VERSION: LWC v0.5.

This is a HUGE update, and with everything that's been added it properly 
catapults the LWC mod back to it's place as the most comprehensive mod there is.

All updates after this will go to the next version.



11/21/01:

-Step 13: COMPLETED!

I didn't have time to do as much balance testing as I want, but I'm confident 
that nothing is terribly wrong and that everything is better than it was 
originally :)



11/20/01:

-It's my birthday! Yay :)

-Step 12: The testing has begun. Finally, done with all those damn civilopedia 
entrys. Someone buy me a chimp to do this stuff.

-Nuclear Attack Sub: Now becomes available with Advanced Naval Warfare instead 
of with Fission.

-Step 13: COMPLETE!



11/19/01:

-All Governments except Anarchy and Despotism: All governments now get a "base" 
of 2 units free.

-All Governments: For information on the new governments please use the editor 
and use the Government tab to view any changes and their exact stats. It would 
just be too much trouble to list the exact changes here.

-Step 6: COMPLETE! 

I think this was by far the most tedious and confusing. The Help file seems 
confused with what all the numbers mean, so they may need better minor tweaking 
in the future, but I doubt anyone will notice as I basically just copied the 
governments they were most similar to.

-Step 7: COMPLETE!

Not nearly as informative as I'd like, but this can be remedied at a later date. 
I'm focusing on gameplay here.

-Step 8: COMPLETE!

They aren't as descriptive as I'd like, but they are essentially functional and 
accurate.

-Step 9: I'm just going to put in the barebones here, as there are 16 new units 
and I just want them functional and slightly descriptive.

-NEW UNIT: Special Ops Team. 14 cost, 18/8/1, all squares as road, zone of 
control, amphibious unit, footsoldier, no strategic resource needed, comes 
available with smart Weapons. I couldn't resist adding one more unit, it's just 
too good to leave out. 

-Marine: Now Upgrades To Special Ops Team.

-Step 9: COMPLETE!

-Step 10: COMPLETE!

-Step 11: COMPLETE

It's an extremely barebones listing, but it's better than nothing.



11/18/01:

-Jungles: Now takes -2 turns to to Clear Jungle, so the base amount is 14 
instead of 16.

-NEW UNIT: Pioneer. Same as Settler but has 2 movement and is only available to 
the Expansionist governments (Russia, America, Zululand, Iroquois, England), and 
is available immediately. 

-Scout: Now has 1 defense, and thus can no longer be captured. With the new 
Pioneer unit the Expansionist characteristic should be considerably more useful 
now.

-Privateer: Now has 2 bombard strength, 1 range, 1 rate of fire, Upgrades To new 
unit Corporate Privateer.

-NEW UNIT: Corporate Privateer. 7 to build, 3/3/4, 4 bombard, 1 range, 1 rate of 
fire, requires iron (but not saltpeter). 

-NEW RESOURCE: Mighty Stallions. Appearance ratio of 80 (rarest resource yet), 
disappearance ratio of 90 (that means there is a 1 in 90 chance of the resource 
disappearing and reappearing somewhere else every turn, compared to Iron which 
has a ratio of 800), adds 4 commerce, and becomes visible with horseback riding. 
Once every few generations there appears a linage of peerless steads. They run 
like the wind and seem to never tire with an unbreakable spirit. A wise ruler 
will put the few to use that he can manage to tame, but you had best take 
advantage of them while you have them. They could disappear at any time...so be 
sure to act quickly.

-NEW UNIT: Mighty Horseman. 4 cost, 3/2/3, zone of control, comes with horseback 
riding, upgrades to the Valiant Knight, requires Mighty Stallions. Horseman with 
far better mounts and increased training in how to handle them.

-NEW UNIT: Valiant Knight. 8 cost, 5/3/3, zone of control, comes with chivalry, 
requires Mighty Stallions and Iron. Valiant men picked from the best of the best 
rewarded finer, better trained horses.

-NOTE: I haven't fully decided, but the Valiant Knight is the last of this line. 
Cavalry were more about the weapons carried and the training of the men with 
just standard horses, so it wouldn't really make sense to add another unit.

-NEW UNIT: Man-At-Arms (thanks to The_Newbie for the idea!). Costs 4, 4/2/1, 
upgrades to Partisan, requires Iron, available with Chivalry. 

-Swordsman: Now Upgrades To Man-At-Arms.

-Longbowman, Legion, Immortal: Now Upgrades To Partisan.

-NOTE: At this time I see no point in adding the Atomic Bomb because the game 
just doesn't allow anywhere near enough options to make it even worth the 
trouble. The effect of nuclear weapons aren't changable, so for instance I can't 
make a 20 kiloton A-Bomb and a 2 megaton H-Bomb, etc. So I'll just decrease the 
cost a little bit, but that's all I can do.

-Tactical Nuke: Now costs 25 instead of 30.

-ICBM: Now has the flag Tactical Missle so it should be able to be transported 
by units that can carry tactical missles, and now costs 50 to build instead of 
60.

-Cruise Missle: Now has the Tactical Missle flag, so it can be carried by units 
that have the carry tactical missle flag.

-The Great Wall: Now gives the improvement Walls in every city on continent. 
Formerly one of the worst wonders, this doesn't make it hugely better but it 
makes sense and definately improves it considerably.

-Shakespeare's Theatre: Now produces 8 culture instead of 6, and gives 1 happy 
face in all citys.

-NEW IMPROVEMENT: FBI Office. 13 to build, reduces war weariness, resistant to 
propaganda, reduces corruption, available with Computers.

-NOTE: I think I've done enough adding for now, so I'm just going to put all 
efforts into getting all the current items into fully working order, one step at 
a time. 

Step 1: Set the new technologys to their proper requirements/cost. -- COMPLETED 
Step 2: Set the new units to their proper requirements/cost/stats.  -- COMPLETED 
Step 3: Set the new buildings/wonders to their proper requirement/cost/effect. 
-- COMPLETED Step 4: Add the graphics for the new units. -- COMPLETED Step 5: 
Add the graphics for the new buildings/wonders. -- COMPLETED Step 6: Set the 
stats of the new governments. -- COMPLETED Step 7: Add civilopedia entrys for 
the new technologys. -- COMPLETED Step 8: Add civilopedia entrys for the new 
resources. -- COMPLETED Step 9: Add civilopedia and pediaicon entrys for the new 
units. -- COMPLETED Step 10: Add civilopedia and pediaicon entrys for new 
buildings/wonders. -- COMPLETED Step 11: Add civilopedia entry for new 
governments. -- COMPLETED Step 12: Playest/be sure it rip a whole in the 
time-space continuum and destroy all humanity. -- COMPLETED Step 13: Update the 
readme.txt. -- COMPLETED Step 14: Wrap it all up into the installer and be sure 
it works. Step 15: Deploy, Deploy, Deploy!

-Step 1: COMPLETE!

-Destroyer: Had 6 bombard strength, now has 8.

-Battleship: Had 18 attack and 8 bombard strength, now has 15 and 10.

-Nuclear Submarine: Reflecting the addition of a dedicated attack sub, it now 
has 6/10/5, and 5 transport capacity.

-AEGIS Cruiser: Can no longer See Submarines as this role is now filled by the 
Modern Destroyer.

-Step 2: COMPLETE!

-Step 3: COMPLETE!

-Step 4: COMPLETE!

-Step 5: COMPLETE



11/17/02:

-Swordman, Longbowman: I'd like for the Swordsman and/or Longbowman to upgrade 
into something like the Rifleman, but unfortunately the Rifleman is Defensive 
while both units are Offensive. This would have an odd effect on the AI as as 
soon as it upgrades the unit it will suddenly start using it differently. The 
first unit that is Offensive is the Marine, but that's just a bit late to 
upgrade, don't you think? I may create a new offensive unit around the time the 
rifleman appears (or maybe at the same time), and when I do the early sword/bow 
units will be able to upgrade to them.

-MULTIPLE CHANGES: Some early units that couldn't be airlifted now can, some 
units like Tanks that could be Airlifted now can't (Mech Inf still can, because 
their vehicles are more like SUVs than tanks), and some units (such as missle 
units) now have the Load command since they didn't before.

-Tank, Panzer, Modern Armor, Artillery, Radar Artillery: They for some reason 
where not counted as Wheeled units and thus could move into jungles and 
mountains without roads, which they should not do. This is now fixed. Mech Inf 
are not yet counted as wheeled as I'm not sure the key defensive unit should be 
unable to move through jungles and mountains. They are left alone for now due to 
game balance isues.

-The following units now require Iron. They are available after Steel, but Iron 
is 90%+ of the material required in the making of Steel, and iron was a very 
important resource in WWII:

Tank Panzer Artillery Submarine Destroyer Battleship Nuclear Battleship Carrier 
Nuclear Carrier



I have left out Infantry from the list because they need such a comparably small 
amount of iron to build. The iron content in one piece of artillery could 
probably be used to make multiple hundreds of rifles (remember, they had wooden 
handles). Besides that I want civs without access to iron to be able to defend 
themselves.

Most modern units are currently excluded from requiring iron under the idea that 
the steel industry had expanded to the point that steel has become more or less 
"common", and most armor and materials are mostly composites of many different 
things, even if steel still makes up the majority of it's contents. From a 
gameplay standpoint I don't want iron to be the be-all-end-all of resources 
throughout the entirety of the game. The Nuclear Battleship and Nuclear Carrier 
are the only modern units which currently require iron as they need such a 
_huge_ amount of steel to be constructed.

-Based upon the idea someone mentioned in a forum I was reading, I have ticked 
the Automate flag on every unit (even missles, but I don't know how THAT will 
work...we'll see). Please try out the automate features and let me know if you 
think any of the units acts screwy or improperly when on automation (like it 
goes crazy and starts razing the country side, attacking friends, etc) so that I 
can remove it from that particular unit.

With most units it seems to work surprisingly well. Kinda cool and in no way 
effects the AI or otherwise changes the game :)

-Police Station: Now available with Nationalism, not Communism (never did 
understand why a Police Station would become available with Communism, when 
according to the Civilopedia the first Police Station was assembled in London in 
1829. Odd, but it's changed now.

-NEW GREAT WONDER: Chichen Itza. Available after Code of Laws, costs 40 to 
build, produces 3 culture, gain Courthouse in every city on continent, has the 
Religious characteristic.

-NEW IMPROVEMENT: Guild Hall. Available after Printing Press, costs 10 to build, 
2 maintenance, reduces corruption in city.

-Printing Press is now required for Era Advancement.

-NEW TECHNOLOGY: Imperialism. Requires Printing Press and Education, costs 56 to 
research, not required for Era Advancement.

-NEW GOVERNMENT: Imperialism. Requires Imperialism tech. Low corruption, small 
amount of free units, no war weariness, no tile bonuses or penaltys (like 
monarchy), medium draft and military police, good resistance, forced labor, not 
sure about the rest. An expansionist warlike government which focuses on 
building a large empire while not having too much support from each individual 
city. Not a good choice for small empires, but the larger you are the more 
you'll benefit. Might have a rate cap...not certain.

Note: The low corruption is strictly for play balance, and is unfortunately the 
only way to effect how large of an empire is usable with that government. I'd 
prefer an Optimum City Amount for each government, but this is not currently 
possible.

-NEW TECHNOLOGY: Colonialism. Requires Nationalism and Industrialization(?), 
costs 110 to research, not required for Era Advancement. 

-NEW GOVERNMENT: Colonialism. Comes with Colonialism tech. The upgrade for 
Imperialism has paid labor instead of forced labor, has a few more free units, 
and is a bit better than Imperialism in nearly all ways but militarily. While 
Imperialism focused on expansion through warfare, Colonialism prefers to expand 
through economic means, but is not afraid of going to war. Not quite as warlike 
as Communism, not quite as peaceful as Democracy. May have a rate cap.

-Nationalism: Now costs 105 to research instead of 100, to partially equalize it 
for it's new utility and power.

-NEW GOVERNMENT: Violent Extremism. Available with Nationalism tech. Violent 
Extremism is a general government type meant to cover such similar governments 
as Fascism and Fundamentalism (which are both outgrowths of certain flavors of 
Nationalism, and I didn't think it should require a whole new technology). 
Violent Extremism has as much corruption as Despotism to represent the fact that 
no work is done by the "unworthys" (either those of a particular ethnic, 
religous, or sexual group) the Extremists oppress and harass, the rate of 
defection among the "unworthys", rebels who are willing to fight the Extremists 
at any cost, and the extreme unpopularity of such governments with other 
countrys. Due to the limited Government options most of this must be rolled into 
just the "corruption" stat, so thus the high corruption. The Extremists also 
suffer from the same standard tile penalty as despotism, a 60% science rate cap, 
and low assimilation and bad resistance to all but Anarchy and Despotism 
government types.

On the upside the Extremists have a 4 draft rate, 5 martial law, can hurry 
production by using Forced Labor, no war weariness, all units are FREE, and they 
are the only government which is allowed to build the new improvement "Prison 
Camp".

Violent Extremism is a government designed for small civilizations which 
absolutely positively have to go on a killing spree. War is the only reasonable 
option with this government (if anything about this government can be called 
reasonable). The prefered strategy is for a small country to switch to it, do 
everything they possibly can including sacrificing civilians to build up the 
military, then invade their neighbors. Due to corruption the citys probably 
won't be all that useful and barely usable, but this is not a government you 
want to stay in for a long amount of time. Once you've sufficietly gained 
territory, ransacked the competitors, or in any way given yourself the edge you 
sought, switch the hell out of the government and into a better one such as 
Imperialism. Seing how as you've probably made plenty of enemys, don't plan on 
being able to just switch to Democracy and go the peaceful route.

This government would also make a fine defensive government in case you're 
invaded and need to turn the tide of the war. 

-NEW IMPROVEMENT: Prison Camp. Buildable only by Violent Extremism governments, 
requires at least 3 Police Stations already be built. Costs 12 to build, 3 
maintenance, -6 culture, 2 production (the prisoners are forced to work), 
creates 2 unhappy faces, +50% tax output (the prisoners have all their 
belongings seized), reduces corruption, adds +50% research output 
(experimentation), and has the "Can Explode or Meltdown" flag ticked (not sure 
if that will really do anything, but we'll see. It also has the Militaristic 
characteristic.

A powerful improvement but at a great price and, much like the Violent Extremism 
government itself, it comes with great drawbacks. Think carefully before you 
build one.

Note: The Prison Camp is really a kind of "concentration camp", but that has 
multiple meanings and the main image it conjurs up is not the same as what this 
building is and what it does.

-NEW UNIT: Partisan. Offensive footsoldier unit, becomes available with 
Nationalism, treats all squares as road. Stats 5/3/1, costs 8 to build, Stealth. 
A specially trained but not heavily equiped guerilla fighter, the Partisan is an 
excellant anti-infrustructure and attack unit which is stealthy and perfect for 
a surprise ambush behind enemy lines, especially when Cavalry and bombardment 
units are making their way towards the advance Partisan invasion squad.

-Longbowman, Swordsman, Legionary, and Immortal: Now upgradable to the new 
Partisan unit.

-NEW UNIT: Mercenary. Made available with The Corporation. 9 cost, stats 0/4/2, 
bombard strength 8, 1 range, 3 rate of fire.  Like a Privateer on land, but can 
only be used once like a Cruise Missle. The mercenarys move in, destroys 
infrastructure (Pillage) and blow some stuff up, then disappear back into the 
shadows of the night. And the enemy will never know who sent them...as long as 
you play it smart and don't get caught. 



11/15/01:

-Jet Fighter, Stealth Fighter, and Stealth Bomber all now have +2 bombard 
strength.

-The American F-15 now has +2 bombard strength and +1 defense.

Major changes to fully balance and mature the naval aspect of Civ3:

-NEW GUIDLINE: Naval vessels from the begining of the game till the middle/late 
industrial ages should have at least half the bombardment strength of their 
land-based counterparts, rounded down. After that ships should begin to near or 
exceed their land-based counterparts. This translates into all ships now pretty 
much have higher bombardment strength making building a navy considerably more 
important than it was before.

-Map Making: Now costs 10 to research. The Galley now becomes available with the 
new technology "Hullmaking", not this technology.

-NEW TECHNOLOGY: Hullmaking. Ancient Age, requires Map Making and Mathematics, 
costs 12 to research, not required for era advancement. Hull Making enables 
seafaring people to build ships capable of withstanding the more turbulent 
waters of the sea by constructing hulls completely out of wood, rather than 
stretching skins over a wooden frame. While ships built in this way were 
stronger and more durable than previous methods sea travel was still very 
dangerous and required skills usually handed down from father to son over many 
generations. It would not be until thousands of years later when large cargo 
ships were constructed and the art of seafaring boiled down into a science that 
reliable trade routes over water would be opened.

-Galley: Now becomes available with Hullmaking instead of Map Making and it's 
entry in the Civilopedia has been changed to reflect the new definition of what 
a Galley is (which happens to be the meaning listed in most dictionarys).

-NEW UNIT: Warship. Becomes available with the new technology "Hullmaking" in 
the ancient age. Looks like the Caravel, costs 3 to build, stats 2/2/3, 2 
bombard strength, 1 range, 1 rate of fire, sinks in Ocean, upgrades to the 
Frigate. The Warship is the first ship you can build which is purely geared for 
waging war. Built with wooden hulls and equiped with Ballistas (bow-like siege 
weapons which fire massive wooden bolts) or Catapults these ships had limited 
bombardment ability and were primarily used for disrupting enemy shipping and 
preventing invasions from the sea. 

This unit would be best split into two units, one which can bombard (the one 
equiped with a Catapult) and one which is purely for naval warfare but, other 
than the fact that three units would probably end up sharing the same graphic, 
this would not make good gameplay sense so these two units have been abstracted 
into one. It may not also make perfect historical sense, but it was a 
theoretical possibility that a catapult could be scaled down a bit and bolted 
onto a ship, so you can think of this as more of a "It could have happened" 
unit.

-Caravel: Now has 2 defense again, like it did before.

-Frigate: +1 defense making it's stats 3/3/4. It now has 4 bombardment strength 
instead of 2.

-Privateer: +1 defense making it's stats 2/2/4. It also costs 7 to build, while 
it's default was 6.

-Man-O-War: +1 defense and bombard, stats 4/4/4 with 5 bombard.

-Ironclad: +1 defense, 6 bombard instead of 4, looses 1 movement, stats 5/4/3, 
still sinks in Ocean. Yes I know I'm changing this one alot, but bear with me. 
Sorry for any confusion. It's Civilopedia entry has been changed to what I 
believe is more historically accurate and interesting. ;)

-NEW UNIT: Steel Warship: Becomes available with Steel, requires Iron (remember, 
Steel is usually 99% iron with some carbon in it) and Coal to build, costs 10, 
stats 7/6/4, 7 bombard, 1 range, 2 rate of fire. The first warships built 
totally out of steel represented the dawning of the Steel Age of warfare. 
Considerably stronger and more durable than plain iron, steel quickly became the 
material of choice for all armaments. Steel naval vessels had a tough hull to go 
with bigger and more powerful guns. 

The first warships made entirely of steel burned coal as fuel. Coal remained the 
fuel of choice for well over 80 years until oil burning combustion engines 
replaced the old coal furnaces.

-Transport: Now available with Steel along with the Steel Warship it now 
requires Iron and Coal. It can Upgrade To the Modern Transport, which is a new 
unit.

-Submarine: Cost goes from 10 to 12 to reflect it's greatly increased 
effectiveness, and it looses the ability to see other submarines. With the stats 
7/5/3 and becoming available before the Destroyer becomes available the 
Submarine is now a unit to be feared. The German U-Boats inflicted great damage 
on British shipping and American warships, while laying extensive mine-fields 
and trying to catch them when they surfased were the only defense from them. 
Luckily for the Allies sonar and effective depth charges became available before 
long and the submarine now was both the hunter and the hunted, and the 
uncontested reign of the submarine was over. But the effectiveness of submarines 
has never ended, and remains to this very day.

The submarine unit represents WWII era subs, which did not have the ability to 
see other submarines. The difficulty to find the sub and fight it effectively 
are reflected in it's stats as the game engine does not properly reflect their 
abilitys. It's Civilopedia entry has been properly updated.

-NEW TECHNOLOGY: Advanced Naval Warfare. Requires Rocketry, Fission, and 
Miniaturization.

-NEW UNIT: Modern Destroyer. 14 to build, 13/10/6, 8 bombard, 2 range, 2 rate of 
fire, requires Oil, available with Fission.

-NEW UNIT: Nuclear Battleship. 22 to build, 20/16/6, 10 bombard strength, 2 
range, 3 rate of fire, requires Uranium, available with Advanced Naval Warfare.

-NEW UNIT: Modern Transport. 12 to build, 1/7/6, 8 transport capacity, requires 
Oil, Available with Advanced Naval Warfare.

-NEW UNIT: Nuclear Carrier. 20 to build, 1/10/6, can transport 7 planes, 
requires Uranium, available with Advanced Naval Warfare.

-NEW UNIT: Nuclear Attack Sub. 15 cost, 14/10/6, requires Uranium, available 
with Fission. An SSN submarine, does not carry missles and is faster than the 
Nuclear Submarine. At this time I do not believe the AI will properly figure out 
that a Cruise Missle unit should be loaded and fired from a Naval Attack vessel, 
so only Naval Missle Transport vessels will be allowed to carry them.

-NEW UNIT: Transport Submarine. 12 cost, 1/8/5, 3 transport capacity, can carry 
only footsoldier units, stealth, requires Oil, available with Stealth.

-Note: Nuclear Submarine is represented as an SSBN submarine, while the Nuclear 
Attack Sub is an SSN. Consult www.navil.mil for more information on what that 
means.

-Rome tribe: I have removed "Growth" under it's Build Often option and instead 
flagged Trade. It was the only Commercial tribe that didn't build Trade often, 
and I find it rather dumb that a civilization doesn't build the improvements it 
gets at half price and with less corruption.

-United Nations: Now reduces War Weariness in all citys, and reduces corruption 
and war weariness in the city it is built in, and makes 6 culture instead of 4. 
A country with UN backing finds less resistance to waging war.

-The Police Station now has 2 maintenance and has 12 cost to build, up from 1 
maint and 10 to build.

-QUESTION: I know the Defense modifier of Walls supposedly is not cumulative 
when the Town becomes a City, but does the Bombardment Defense stay? And does 
the defense really go away when the town becomes a city? There is no flag to 
indicate it does, so I wonder if it's just a special hard-coded special ability 
or do all improvements which add defense do the same thing?



11/14/01:

-The Infantry and Mech Inf can no longer build Fortifications, Clear Forests or 
Jungles. The AI just doesn't understand fortifications whatsoever, and clearign 
Forests would just allow exploitation of logging. Only units which reduce 
population by at least one will be allowed to clear forests. I removed jungles 
from an ability so now if you want a non-population decreasing unit to clear 
jungles you'll need to use the Swordsman.

-BUG FIX: The Cannon had 0 rate of fire, but the Catapult didn't. How did that 
happen? Regardless, it's been fixed.

-Ironclad now is back to it's original stats of 4/4/4, and now sinks in the 
ocean. I'm tempted to make it sink at sea, but for balance reasons I'll leave it 
this way. The superiority of Ironclads is grossly inflated according to my 
research, and they never became common and the one's that were built were used 
more for coastal and intlet defense and for blockading. An Ocean Worthy vessel 
between Ironclad and Destroyer is the next unit I'm adding.

-The Man-O-War and Frigate can no longer Upgrade to the Ironclad, due to the 
ironclad loosing it's ocean-worthyness. It was also stretching real-world 
accuracy. Now if you want an Ironclad you're just going to have to build it from 
scratch.

-ISSUE: The Babylonian Bowman is probably now the least powerful special unit, 
but it's a very hard unit to make better without unbalancing other units. I 
believe the only possible choices are increasing it's attack to 3, or giving it 
Zone of Control. The latter seems like it's stretching it, but what of giving it 
3 attack? Here is the units that would compare:

Swordsman: 3 cost, 3/2/1, iron needed Leggionairy: 3 cost, 3/3/1, iron needed 
Immortal: 3 cost, 4/2/1, iron needed

Would a 2 cost 3/2/1 unit without iron available after 1 tech of research be 
unbalancing? I just can't see any other way, but I'm open to suggestions. 
Otherwise the Babylonians will forever have a not-very-useful special unit. But 
more movement or less cost seems out of the question. Too bad you can't give a 
unit 1.5 cost...



11/13/01:

-BUG FIX: Somehow Barracks got flagged with -2 culture. While an interesting 
idea it was NOT intended and has been fixed. Barracks now correctly produce 0 
culture.

-Factorys and Manufacturing Plant now produce -2 culture each. -1 was just too 
small to be noticable.

-Coal Plants and the Iron Works small wonder now produce -3 culture, up from -2 
culture. A little mroe noticable, but it probably isn't a big deal.

-Recycling Plants now produce -2 pollution.

-Mass Transit now produces -1 pollution. With the above change it might help 
with pollution a little bit.

More changes may be needed to play with pollution a little, but probably the 
best is to somehow allow a pollution reducing improvement earlier on. Will have 
to wait until new improvements can be added, however.



NEW VERSION: LWC beta-v0.1.1 All changes listed above are in this version, all 
that come below will be changes for future versions.

-AEGIS Cruiser no longer requires Uranium. Through multiple sources, and 
especially through the information from "tuna" and Ben Vaughn who were extremely 
helpful, I have found that indeed AEGIS Cruisers are not nuclear powered. They 
have extremely big gas turbines, but not reactors. I have considered giving it 6 
movement as part of an increase in movement I'm thinking of giving modern naval 
units. Depending on the results of my current experimentation it may be part of 
a much larger improvement of naval warfare. However I will leave it as-is until 
new units can be added that ensure balance.

-Radar Artillery now has 2 movement. This unit is surely self-propelled, and 
should obviously be faster than a catapult.

-Rubber is now back to 120 from my previous change to 130. Rubber is naturally 
rare and should just be left alone.

-Nuclear Submarine now can carry 2 missles.

-Settlers are back to their default, no longer clearing forests or jungles. It 
turns out that they automatically clear the tile when a city is built. Go 
figure. Another reason strategy guides are wastes of money.

-Privateers now cost 7 instead of 6. I had assumed they already were differing 
in cost, but assuming makes and ass out of u and mi after all. This should 
ensure they are balanced out with other ships.

-ISSUE: Pottery is currently listed as a prerequisite for Map Making, which 
allows the Harbor, Galley, Great Lighthouse, and world map trading. Should it 
really be a prereq? I'd love to hear reasons why it should or shouldn't be.

-WOOHOO!: Thanks to my recently aquired ability to Add various things to the 
game, I will be doing so now. Now we be havin' some REAL fun!

-Added Unit: The Coracle is now available with no prerequisite, costs 2 to 
build, has 1/1/2, can carry 1 unit, and upgrades to the Galley.

-The Galley no longer sinks in the Sea. Still goes into the drink in oceans, 
though.

-The Caravel now has 4 movement, up from 3 previously. With stats like 1/1/4 and 
carrying 3 units, it's not exactly a Super Unit. (I will be introducing the 
concept of the Super Unit at a later date. Suffice it to say that now you too 
can attempt to construct a Bismark/Yamato)



11/12/01:

-Palace now has 4 Bombard Defense and gives a 25% bonus to defense. 2 defense 
and 10% bonus was almost entirely unnoticable, so I had to bump it up a bit.

-Aluminum now has been raised up to 160 from 150 previously in this mod. It now 
has the same commonality as Iron and Horses, though it should still be more 
common I'll just leave like this. I've considered removing aluminum from the 
most modern units simulating how common Aluminum has become, which is the same 
thing the game does with Saltpeter (explained on the Rifleman's entry in the 
Civilopedia). But I figure the Spaceship is a game-ender so it should require 
all the resources it does (Aluminum, Uranium, and Rubber) for gameplay 
reasons...so I'm leaving it alone. It will now appear in the amount 2 for every 
player, but not every player will necessarily be near a deposit.

-Rubber now has 130 appearance up from 120. Oil has 120 and I figure rubber 
should be a little more common, but not much, so this does it. You probably 
won't even notice a difference, but as rubber is needed for some important units 
and the Spaceship it should be a weensy bit more common.

-Settlers can now Clear Forests and Jungles. The main use is so you can send off 
a settler and it can clear out a jungle/forest on it's own so it can build a 
city there. Seems reasonable to me.

-Swordsman, Roman Legions, and Persian Immortals can now Clear Jungles. They do 
have swords, don't they? They cannot, however, clear Forests, so you can't use 
them for logging. I gave the special units the ability because they replace the 
Swordsman, and it makes sense that they both have rather tough slicing weapons, 
which should be able to cut through trees anyway. The Romans had builders and 
architects in their ranks anyway, but I've decided not to allow them to build 
Forts. 

Have you noticed that I hate jungles?



11/12/01:

-Adam Smith's Trading Company is now back to what it was before. It pays for 
Harbors, Airports, Marketplaces, and Banks, so it should be fine as-is.

-Note: The Great Library now reduces corruption in the city it is built in. I 
changed this earlier but failed to mention it.

-After a sugestion about Iron Works being made negative culture I considered it, 
but thought it wasn't possible. Well I found out it was possible, so I've made 
some changes:

Iron Works (small wonder) now has -2 culture. Factory has -1 culture. 
Manufacturing Plant has -1 culture. Coal Plant has -2 culture.

Culture is considered something desirable about a specific city/civilization 
which makes people want to be a part of it. The above improvements would seem to 
have the opposite effect, so they should have negative culture. After all, who 
wants to live next to a Coal burning power plant or a Factory?

Whether fortunately or unfortunately, you cannot end up with negative culture 
growth in your city. There is also no graphic representation for negative 
culture in the way that there is for positive culture, so it will have to be 
left to memory.

-The Paratrooper now has an Operational range of 5 instead of 4, and has the 
stats 7/7/1 instead of 6/8/1. Marines and Paratroopers may have to be re-looked 
at to see if they need some change to make them somehow preferable in some 
situations to Tanks, but they may be ok for now.

-Helicopters now carry one unit and have an operational range of 5 (to fit the 
Paratrooper) instead of 4.

-All Air units may need to be tweaked, but I haven't used them much so I'll 
leave them alone for now.

-The Cruise Missle now has 18 bombard strength instead of 16.

Quite a few naval unit changes, which will be a temporary fix until new units 
can be added:

-Caravel has 1 defense instead of 2.

-Frigate has 3 attack instead of 2.

-English Man-O-War now has 4/3/4, which it did before all these changes but not 
in the original game.

-Reminder: The Privateer has 2/1/3 , which is properly weaker than the Frigate's 
3/2/4. 1/1/3 was just too weak as a Galley, Caravel, and Galleon had an even 
chance of killing it by attacking or by defending. I've considered giving it +1 
defense or movement, but it should be thoroughly play-tested as-is first. 

-Ironclad has 5 attack instead of 4.

-Submarine is available with Combustion instead of Mass Production, has 7 attack 
instead of 6, and 6 defense instead of 4. While submarines are dead if they are 
found the game does not properly simulate how difficult it is to actually find 
them in the first place. Thus Defense stat must be used instead, so it's higher 
now.

-Nuclear Submarine was 6/4/3, now it's current stats are 10/6/4. While Nuclear 
subs aren't really better than their non-nuclear counterparts, the changed stats 
are to show the fact that the nuclear subs are modern subs while the Submarine 
is pretty much a late version of a U-Boat.

-Destroyer was 12/8/5 and is now 10/7/5, now becomes available with Mass 
Production instead of Combustion, and can see submarines which it couldn't 
before. Formerly it seemed to have had an even chance of killing a Battleship if 
it attacked first, which is stupid, and now it has an even chance of getting 
killed by a Submarine if attacked first. Though it should manage to kill the sub 
if it attacks first.

-AEGIS Cruiser can no still Submarines, which it shouldn't, but this is the only 
way to balance the Nuclear Submarine as I can't add a Modern Destroyer. Also has 
15/12/5 now instead of 12/10/5. Just look on the tech tree where the Destroyer 
and Battleship become available, and then where the AEGIS becomes available. It 
will be the upgrade for the Cruiser when units are addable, but until then it is 
a worthy apponent to the Battleship while being cheaper to build.

Many naval units will be changed a LOT when new units can be added, but this 
should hold us till a patch or until I figure out where the hidden Civilopedia 
index is which crashes the game upon certain conditions when new technologys 
(and maybe units) are added.

-The Scientist and Tax Collector specialists now produce 2 of their respective 
products, instead of 1. My preference would be to have them produce a certain 
amount at the start, then through certain advances/improvements/wonders have it 
increase, but that is not an option. This will have to do instead.

-The Explorer unit now has 1 defense, meaning it can no longer be captured by an 
enemy. However it does mean they can be easily killed...

-Communism now also has Veteran Emissaries to go along with their Veteran Spys.



This version is now declared beta-v.0.1. I hope this will be the last version 
before I'm able to add units, techs, improvements, and wonders, which I believe 
will GREATLY round out the game in a way not currently possible. However I will 
put out another version before then if changes are required.



11/09/01:

-University and Cathedral no longer lower corruption. This proved to be 
over-doing it.

-Now the following normal improvements will decrease corruption in order of 
appearance:

Temple Courthouse Library Police Station

-Cruise Missle range has been raised an additional point to equal Tactical Nuke, 
which is 6 range. They might as well have the same range, I figure. A Missle is 
a Missle, unless it's an ICBM.



11/07/01:

-Raised the Optimum City Amount on all world sizes by 2 each. I haven't spent 
much time on the end-game on Large and Huge maps, so a larger increase may be 
required for them.

-Added "Reduces Corruption" to Temple and Cathedral. Just having it on Library 
and University is unbalancing for civilization who aren't Scientific.

-Note: I failed to mention that Cathedral raises the resistance to propaganda.



11/06/01:

-While I found the Aqueduct effects of Palace/Forbidden Palace quite nice, the 
game unforunately makes it impossible to build Palace or Forbidden Palace in a 
city that is next to fresh water. Extremely annoying...I will remove them, 
though it's unfortunate :(

I have also removed the Happyness bonus of Aqueduct for similar reasons.

