==== MISC ==== -- diffDB.txt (difficulty) - x2 slower science - POLLUTION_START_PRODUCTION_LEVEL 600 (was 300) - POLLUTION_START_POPULATION_LEVEL 34 (was 16) - Players start with Religeon, Toolmaking, Agriculture only. -- const.txt (misc) - All researchable advance paths available for selection, not just random 4. - CITY_HEAL_RATE 0.2 (was 100% full health in one turn) - MAX_DISBAND_SIZE 1 (was 3) (disband city size) - fortifying a unit gives +100% defence (was +50%) (to better fit ctp2 combat) (see also terrain changes) -- risks.txt (barbs) - Vilages only - 10% chance of gold (150-300) and 10% chance of (upto 2) barbs from huts. No barbs spawn at random. - Boring Hordes - 20% chance of gold (200-400) and 20% chance of (upto 4) barbs from huts. No barbs spawn at random. - Decent Hordes - 30% chance of gold (250-500) and 30% chance of (upto 6) barbs from huts. No barbs spawn at random. - Raging Hordes - 40% chance of gold (350-700) and 40% chance of (upto 8) barbs from huts. No barbs spawn at random. -- pop.txt (Specialists) - Scientists now give +15 science (was +30) - Merchants now give +40 gold (was +20) -- gl_str.txt (names) - Extended terrain names with fullstops to prevent hovering cursor on un/explored tiles to see city and unit names. -- gui layouts - No Ranking Graphs. ============ Tech changes ============ Feudalism - now requires Iron Working aswell. Theology - now costs 1500 sci (used to cost 2718) (because Theology is not needed for Classical Education). - now requires Feudalism instead of Bureaucracy (to come at same time as Republic). Modern Metallurgy - now requires Naval Tactics instead of Age of Reason (so 'Ship of the Line' come before Ironclads). Fascism - now requires Nationalism and Industrial Revolution (was Theology and Gunpowder). Moves Fascism later. Nationalism - now requires Theology instead of Fascism (or else it would require itself...). Adv. Infantry Tactics - now requires Aerodynamics instead of Vertical Flight Aircraft. Gives earlier Paratrooper and seems more logical they come with bombers/fighters etc. Naval Tactics - now requires Ocean Faring instead of Hull Making. ================== Government changes ================== - All governments now have no city cap. The aim is to encourage greater variety in gameplay and strategy. May need some other changes to avoid exploiting switching governments and numerous other tweaks. Republic - ProductionCoef 1.0 (was 1.15) Theocracy - ProductionCoef 1.25 (was 1.0) - SupportCoef 1.25 (was 1.5) ================ Tile Imp Changes ================ -- to weaken plains - Farms on Plains give +5 food (was +10) - Farms on Desert give +3 food (was +10) - Adv Farms on Plains give +15 food (was +20) - Adv Farms on Desert give +10 food (was +20) - Hydro Farms on Plains give +25 food (was +30) - Hydro Farms on Desert give +20 food (was +30) -- to encourage keeping forest/jungle and build commerce imps earlier. - Trad Posts on forest/jungle gives +15 commerce (was +10) - Outlet Malls on forest/jungle gives +25 commerce (was +20) - Nature Preserve on forest/jungle gives +35 commerce (was +30) -- to better fit with tech tree advancement similar tile imp, ie compared to fisheries. - Ports now give +20 commerce and cost 500pw. LISTENING_POSTS (watch tower or something) now no radar vision and requires geometry advance (was electricity). They were too late in tech tree to be of any use with units all over the map and with many units (tanks, spies) with same 3 vision whats the point. ================ Building changes ================ -- to make these buildings more important. - city walls +50 defence (was 15) - ballista towers +50 attack vs land units (was 20) ============== Wonder changes ============== ... ============ Unit changes ============ ===== ADDED Air Transport - ctp1 paradrop sprite - aerodynamics advance - transports 5 small land units. =========== These changes are intended to encourage more diverse stacking, and greater planning of movement. General unit changes - - ALL non-ranged land units have 0 ranged ability. - ALL ranged land units have 0 attack ability. - ALL military foot units now have movement 1. - ALL military mounted units have movement 2. - ALL military wheeled units have movement 3. - ALL else military land units have movement 4. =========== Machine Gunners, Marines, Hover Infantry etc are useless after Tanks/Fusion Tanks, I thought it too unrealistic to give a Marine 3 armour, so these changes counter "the tank effect" and encourage a more diverse military. - ONLY a stack consisting of a "human" unit can capture a city. - ONLY "human" units exert martial law (keep cities happy with military force). Human units. ------------ Warrior Samurai Archer Hoplite Mounted Archer Pikemen Knights Infantrymen Cavalry Fascist Machine Gunner Paratrooper Marine Hover Infantry ============ Archer - can now bombard Battleship - requires Industrial Revolution (was Adv Naval Tactics) (came before destroyers and pt boats) Cavalry - now obsolete at Tank Warfare Destroyer - requires Adv Naval Tactics (was Mass Production) (used to escort large vessels and counter fast PT Boats) Mobile SAM - now cannot attack air, only bombard/activedefence. Mounted archer - can now bombard Paratrooper - now requires Aerodynamics (was adv. infantry tactics) PT Boat - no longer sees or attacks underwater units. (fast and cheap, they were used to sink expensive large vessels using torpedos in "hit and run" tactics (bombarding first and moving away in CtP2 terms)) =============== Terrain Changes =============== - All terrain defence values multiplied by 2. e.g. Mountains now +200% defence, Hills now +100%, Forest now +50%. The aim is to make terrain more strategic. Because of the CtP2 combat system that always uses defence AND attack in every battle, the defence value is halved in importance in the outcome of a battle, so to have any reasonable effect, terrain defence needed to be higher.