Dreifels' Mod 3.0 v1.3
made for patch v1.29f
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filename: mod3_read_me first.txt
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any comments and complains send to Dreifels@gmx.net
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History:
1.1 base version
1.2 correct some misspellings/mistypings in civilopedia and rules
1.3 add in maps aluminium on american continent and africa, as I had set one only there, and this was to little in relation to Europe.
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1. Introduction
2. Short description
3. New research tree for Middle Ages
4. Detailled list what I changed and made new
5. File list
6. Thanks and recommondations


1. Introduction

Althought with patch 129f a lot of problems are reduced, and the editor now is really able to use, there are still some points which
would me stop to play the game again, special if you like to play without space racing and without cultural victory. 
Did you ever try to play the game with a huge map of the earth, 16 races and then no cultural and space racing victory? When you made all research and still there are existing 14-15 of the races and more than 400 cities built by the AI? And you have cities on Australia, South America, Asia, all over the world, but with 99% corruption? 
Then the game becomes little sense to continue. Here on a P800 the turn's calculation then needed up to 20 min!
This and more I I tried to fix with this package:
- the extreme growing of the 'corruption factor by distance' wich makes it impossible to play the game well with a huge map 
- some very unlogic settings
- the exorbitant setteling by the AI at every free field
- a more logic science string
- two new resources: copper and lead


2. So I made this:

2.1 To reduce the corruption problem I created 5 "State Government" which are additional Palaces but without any other effect than the corrution reducing effect of the forbidden palace.
They are available after researching Democracy, have as prerequest building the court house and an additional prerequest which is a logic following tech which has to be discovered. So the AI will not start at once to build this palaces on the next available city, and for the human player they are available when the historic time is real coming and it is to expect that the expansion of the empire is growing fast.
Police station and Airport also got a flag to reduce corruption. For me the logic consequence. Airport for me is also a logic setting as the respective police has to be able to act fast, and such isn't possible without moving fast from one city to an other.

2.2 To stop the stupid excessive AI city building, city building and irrigation is no longer possible at Desert. So i.e. in Sahara the Egypts no longer will build mass of cities with size 1.
I also tried to set tundra as not possible for it. However, The AI takes tundra with forest not as tundra and settles nevertheless.
So I set forest and jungle as not possible to settle, and clear forest or clear jungle the only possibility is. Thgis means, fist forest or jungle have to clear, then you can settle there.
So City building no longer is possible on Tundra, but irrigation.
(I also tested to allow irrigation at hills, the result was that the AI took all hills to irrigate they. Terrible, so I come back to the original setting where no irrigation on hills is allowed.) So now here at tundra you can irrigate but not build a city while on a hill you can build a city but not irrigate, and at desert you can't both while forest and jungle you have to clear first.
Furthermore, I changed the food/citizen and lowered relative the food on Coast fields, increased food bonus for fish and whales, changed other bonus points for resources with food, all in relation to the general increased food by citizen factor. In the map I set coast exact to 1 field, then exact 1 field sea, all other ocean. Fish and whales you may find on sea and ocean only. So a good growing costal city must have minimum sea fiels within their active range, as the costal water gives not so much food that a city can grow a lot. 



2.3 Three more small changes I also made aside:

- Helicopter now can transport 2 units.

- Army and Leader now are able to move also by airport

- Germany no longer has Republic as preferred objective, but set Democracy instead (what the hell the original setting should say? Republic never had been a point in Germany, that a french speciality has been)



2.4 I also integrated 2 new resources: 
copper and lead, and changed resources need for units in this respect a lot (See list below or new Civilopedia). Imortant is now, that this two resources are NOT rare resources. The AI needs the copper early at start. If you change the map and remove the copper for the AI races, they have big problems to grow and against barbarian hordes.

So make i more realistic, I increased the appearance ratio as well as the disappearance ratio for these resources which are allover the world. 

(I.e. lot of coal and lead resources had been closed within the past 50 years as the world market prices dropped so much by american or ausstralian or brasilian exports. But this doesn't mean the mines are empty. In case of war or other wordwide effects this mines can be open again, and so as strategic reasons they are to see as still available)   



2.5 Another big change I made was the reorganisation of the Middle Ages research tree, see the screenshot of the advider's research table. I think so it's now more logic.



3. Tech tree for Middle Age


see mod3_middle_ages.gif screen copy here

Copper you'll need up from Bronze Working and later for Electronic units

Lead you'll find up from Printing Press and need it for several units before Electronics.
More details you may read in civilopedia



4. Detailled list


4.1 Natural Resources
---------------------
Horses:
Strategic R.
Food 3
Shields 2
Commerce 2
Appearance Ratio 160
Disappearance Ratio 0

Iron:
Strategic R.
Food 0
Shields 2
Commerce 2
Appearance Ratio 160
Disappearance Ratio 500

Salpeter:
Strategic R.
Food 0
Shields 0
Commerce 1
Appearance Ratio 100
Disappearance Ratio 500

Coal:
Strategic R.
Food 0
Shields 2
Commerce 1
Appearance Ratio 160
Disappearance Ratio 400

Oil:
Strategic R.
Food 0
Shields 2
Commerce 2
Appearance Ratio 160
Disappearance Ratio 500

Rubber:
Strategic R.
Food 0
Shields 0
Commerce 2
Appearance Ratio 160
Disappearance Ratio 0

Aluminium:
Strategic R.
Food 0
Shields 2
Commerce 2
Appearance Ratio 160
Disappearance Ratio 400

Uranium:
Strategic R.
Food 0
Shields 0
Commerce 1
Appearance Ratio 100
Disappearance Ratio 100

Wines:
Luxury
Food 0
Shields 0
Commerce 1
Appearance Ratio 0
Disappearance Ratio 0

Furs:
Luxury
Food 0
Shields 0
Commerce 1
Appearance Ratio 0
Disappearance Ratio 0

Dyes:
Luxury
Food 0
Shields 0
Commerce 1
Appearance Ratio 0
Disappearance Ratio 0

Incense:
Luxury
Food 0
Shields 0
Commerce 1
Appearance Ratio 0
Disappearance Ratio 0

Spices:
Luxury
Food 0
Shields 0
Commerce 2
Appearance Ratio 0
Disappearance Ratio 0

Ivory:
Luxury
Food 1
Shields 0
Commerce 1
Appearance Ratio 0
Disappearance Ratio 0

Silks:
Luxury
Food 0
Shields 0
Commerce 3
Appearance Ratio 0
Disappearance Ratio 0

Gems:
Luxury
Food 0
Shields 0
Commerce 4
Appearance Ratio 0
Disappearance Ratio 0

Whales:
Bonus R.
Food 8
Shields 2
Commerce 3

Game:
Bonus R.
Food 5
Shields 1
Commerce 1

Fish:
Bonus R.
Food 8
Shields 0
Commerce 1

Cattle:
Bonus R.
Food 5
Shields 2
Commerce 3

Wheat:
Bonus R.
Food 5
Shields 0
Commerce 2

Gold:
Bonus R.
Food 0
Shields 0
Commerce 4

Lead:
Strategic R.
Perequisite Printing Press
Food 0
Shields 2
Commerce 1
Appearance Ratio 100
Disappearance Ratio 200

Copper:
Strategic R.
Prerequisite Bronze Working
Food 0
Shields 2
Commerce 1
Appearance Ratio 100
Disappearance Ratio 200


4.2 Units (required resources, changes)
---------------------------------------
marine:
rubber
Lead

Paratrooper:
Coal
Lead

Spearman:
Copper

Swordsman:
Iron

Chariot:
Horses
Copper

Horseman:
Horses
Copper

Pikeman:
Iron

Musketman:
Salpeter
Iron

Knight:
Horses
Iron

Rifleman:
Salpeter
Iron
Lead

Cavalry:
Horses
Salpeter
Iron

Infantry:
Rubber
Lead

Tank:
Oil
Rubber
Lead

Panzer:
Oil
Rubber
Lead

Mech Infantry:
Oil
Copper
Coal

Modern Armor:
Oil
Coal
Copper

Cannon:
Iron
Salpeter

Artillery:
Iron
Lead

Radar Artillery:
Aluminium
Copper

Cruse Missile:
Aluminium
Coal

Tactical Nuke:
Aluminium
Uranium
Copper

ICBM:
Aluminium
Uranium
Copper

Frigate:
Iron
Salpeter

Ironclad:
Iron
Coal

Transport:
Oil
Aluminium

Carrier:
Oil
Aluminium
Copper

Submarine:
Oil
Rubber

Destroyer:
Oil
Aluminium
Rubber

Battleship:
Oil
Aluminium
Rubber

AEGIS Cruiser:
Uranium
Copper

Nuclear Submarine:
Uranium
Copper

Fighter:
Oil
Aluminium

Bomber:
Oil
Aluminium

Helicopter:
Oil
Alumnium 
Coal
Transport Capacity 2

Jet Fighter:
Oil
Alumnium
Copper

Stealth Fighter:
Oil
Coal
Copper

Stealth Bomber:
Oil 
Coal
Copper

War Chariot:
Horses
Copper

Hoplite:
Copper

F-15:
Oil
Aluminium 
Copper

Privateer
Iron
Salpeter

---
Units with new abilities:

Explorer:
Airlift

Leader:
Airlift

Army:
Airlift

Radar Artillery:
Airlift

Cruse Missile:
Airlift

Helicopter:
Transport Capacity 2


4.3 Terrain
---------------

Desert:
Salpeter
Oil
Gems
Allow Colonies only, no cities
Food 0
Shields 0
Commerce 0
Irrigation 0
Mining 0
Road 1

Plains:
Horses
Coal
Oil
Aluminim
Ivory
Cattle
Wheat
Food 1
Shields 1
Commerce 0
Irrigation 3
Mining 2
Road 1

Grassland:
Horses
Coal
Oil
Cattle
Wheat
Food 2
Shields 0
Commerce 0
Irrigation 5
Mining 1
Road 1

Tundra:
Horses
Salpeter
Coal
Oil
Uranium
Gold
No cities, irrigation allowed only
Food 0
Shields 0
Commerce 0
Irrigation 3
Mining 0
Road 1
Worker Job Plant Forest
Pollution effect desert

Flood Plain:
Oil
Cattle
Wheat
Food 4
Shields 0
Commerce 0
Irrigation 4
Mining 0
Road 1

Hills:
Iron
Salpeter
Coal
Aluminium
Uranium
Wines
Dyes
Incense
Spices
Game
Gold
Lead
Copper
Food 1
Shields 1
Commerce 0
Irrigation 0
Mining 3
Road 1

Mountains:
no cities, colonies only
Iron
Uranium
Gems
Gold
Lead
Copper
Food 0
Shields 0
Commerce 0
Irrigation 0
Mining 4
Road 1

Forest:
Furs
Dyes
Spices
Ivory
Silks
Game
no cities, colonies only
Worker Job Clear Forest
Food 1
Shields 3
Commerce 0
Irrigation 0
Mining 0
Road 1
Pollution effect base terrain type

Jungle:
Rubber
Dyes
Spices
Silks
Gems
no cities, colonies only
Worker Job Clear Jungle
Food 1
Shields 0
Commerce 0
Irrigation 0
Mining 0
Road 1

Coast:
Food 2
Shields 0
Commerce 1

Sea:
Food 4
Shields 0
Commerce 1
Whales
Fish

Ocean:
Food 4
Shields 0
Commerce 0
Whales
Fish


4.4 World Sizes (changes only)
------------------------------
Huge
180 * 180
Number of Civs 16
Distance 24
Optimal Number 900
Tech Rate 500


4.5 General Settings (changes only)
-----------------------------------
Food/Citizen 4
Starting Treasury 12


4.6 Improvement or Wonders (changes + new)
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Airport
Reduces Corruption

Police Station
Reduces Corruption

State Palace I
Small Wonder
Reduces Corruption like Forbidden Palace
Required Advance Democracy
Required Improvement Courthouse
Required Government Democracy

State Palace II
Small Wonder
Reduces Corruption like Forbidden Palace
Required Advance Education
Required Improvement Courthouse
Required Government Democracy

State Palace III
Small Wonder
Reduces Corruption like Forbidden Palace
Required Advance Industrialisation
Required Improvement Courthouse
Required Government Democracy

State Palace IV
Small Wonder
Reduces Corruption like Forbidden Palace
Required Advance Communism
Required Improvement Courthouse
Required Government Democracy

State Palace IV
Small Wonder
Reduces Corruption like Forbidden Palace
Required Advance Flight
Required Improvement Courthouse
Required Government Democracy


4.7 Difficulty Levels (changes only)
------------------------------------
changes made only for "Regent"
Percentage of optimal Cities 100
Corruption Pecentage Default 100%


4.8 Civilisation Advance (Prerequisites, changes only):
-------------------------------------------------------

Invention - Feudalism, Engineering
Printing Press - Theology
Music Theory - Education
Education - Printing Press
Gunpowder - Invention
Banking - Education
Astronomy - Invention
Chemistry - Gunpowder
Democracy - Printing Press, Education
Economics - Banking, Democracy
Navigation - Astronomy
Physics - Astronomy, Education
Metallurgy - Chemistry
Magnetism - Physics

 
5. Files to add/substitute
--------------------------
in /Art/
resources.pcx

in /Art/Advisors/
science_middle.pcx

in /Art/City Screen/
buildings-large.pcx
buildings-small.pcx

in /Art/Civilopedia/Icons/buildings/
State_Palace_Ilarge.pcx
State_Palace_Ismall.pcx

in /Art/Civilopedia/Icons/resources/
cuprumlarge.pcx
cuprumsmall.pcx
plumbumlarge.pcx
plumbumsmall.pcx

in /Scenarios/
Dreifels' huge map of the earth with lead and copper for 16 races
1) with goody huts
2) wihout goody huts
(I personal prefer to play without this random events)  

in /Text/
civilopedia.txt
pediaicons.txt

in main CIV III directory
mod3_read_me_first.txt
mod3_rules_only.bic (this new rules only)
civ3mod.bic (this new bic set for 16 races)
mod3_middle_ages.gif (Screen copy of the advisor's screen for Middle Ages tech tree)


6. Thanks and recommondations
------------------------------------

Thanks to satya for his world map which I took as base to make this map here. I had to make some corrections there, i.e. I opened the Bosporus at Istambul for ship moving, corrected some resources in Europe, add whine in Greek and Egypt (they already had good whine at Caesar's time. They made big caravans to get the Egypt whine from an oasa in the sahara that time) as well as I add copper and lead. Also I corrected the size of coast, sea and ocean, as I explained above.

Thanks to adisciascio@hotmail.com Alessandro Di Sciascio for his
'Wonderinfo' which I like a lot and use here instead the original wonderinfo pcx.

November 24, 2002
(c) 2002 by Dreifels@gmx.net
