Alternate Epic V0.3 mod by Adiuvat-- props to Peter Shafer, who made the a mod I used as a basis.


PURPOSE OF THE MOD:
To make EPIC games feel, well, more EPIC.  Tech advances much slower, and units can move MUCH faster, allowing actual wars to take place over years/generations, not centuries/millenia.  The game feels a lot more real, IMO.  Lots of changes made to smooth out tech progression.


Primary Testing:
I have so far played small-standard custom worlds, usually using the Islands maps to allow some early development before contacting other civs, on Prince and above difficulties.  I have also had great fun with the Pangaea world (on small)-- the game played very enjoyably, though I was able to dominate the AI more easily than with the islands.. I could expand much quicker.  I assume on higher difficulty levels (than Prince) this will not be the case.


Adds 200% cost to all techs to slow those down a lot.
Add a lot more turns, # currently in flux.

Great People now discover 200% more tech points due to tech price increase.. to keep that in range.

No more inflation. It's a stupid concept in a simple economy that doesn't include wage and price growth, which are the prime movers of inflation. If the game isn't "balanced" without the concept, it needs to be fixed on its own terms.

Unit training 75% of NORMAL (not epic).. more units, as many as you can afford!
Golden ages last twice as long as vanilla--otherwise they're useless in the context of what you give up to sacrifice the GPs.

Bugfix: strategic resources now give the bonuses you expect regarding food/hammers.. if they say +1 in the window, the city gets +1 food or hammers (ie any city connected to wheat gets 1 bonus food).  This is NOT fixed for commerce, as I just couldn't be bothered.. it's a lot of interface work!

Other changes:
I did NOT correct the text tips in languages other than English as I am ethnocentric and a villain!

Tech:
FISSION reveals URANIUM (was physics)
WINERIES possible with POTTERY
COTTAGES NOT possible until Monarchy (was Pottery)
SPY & SCOTLAND YARD available with NATIONALISM
SCOTLAND YARD substantially cheaper, as are spies.  
GREAT LIBRARY with ALPHABET not LITERATURE
JUNGLE and FOREST allowed roads with BRONZE and IRON WORKING respectively.
SAILING now allows WHALING BOATS.
CANNONS require GUNPOWDER + ENGINEERING (was steel+gunpowder), came 2late b4.
CARAVEL carries TWO special units.  Not like I ever load anything..
DRY DOCKS with ENGINEERING (was steel)
AMBUSH PROMOTION not available until you develop STEEL
BOMB SHELTER effectiveness reduced to 50%.
FALLOUT is now 10x harder to clean up.  
CASTLE now available with CONSTRUCTION so they are actually useful,made cheaper.
DESERT now is irrigable.. costs 5x more to develop, this also affects incense, oil etc.  The game doesn't allow per-terrain per-improvement cost adjustment.  This should neuter the retarded "global warming" that happens when you throw nukes around.. nukes destroy the world and put it into nuclear winter at most, they certainly never cause it to overheat.
DESERT now allows cottages
OASIS now improvable.


MAJOR UNIT CHANGE:
Sea units get a big movment boost, around 3x and 4x.. Exploration is much easier and also sea transport is less painful, while requiring a whole new level of strategic thought in terms of defensive arrangements.  Ships have traditionally been OFFENSIVE weapons.

Land units get a uniform 2x increase, and later (mechanized) units get a 4x increase.  This include units like SAM infantry who presumably have humvees (you don't hump those things around on foot!)

This allows armies to assemble more quickly and realistically.. if a turn is a year, or FIVE years.. it's ridiculous to think they can't cross a continent of friendly roads in that time.  Consider the fact that in the 1940s, the US moved MILLIONS of human beings across the entire world, to SE Asia and Europe simultaneously.  Also consider the conquering march of the Roman empire, two thousand years prior, to Scotland and Hadrian's Wall over the course of a couple of generations.  War is a fluid thing, and it should not be hemmed in by stupid game designers :]

Air units get a default doubling of their range to reflect realistic tricks used by intelligent air forces.. midflight refueling, zeppelins in WWI, small covert airstrips.. etc.  

ICBMs made far more powerful.  I mean, COME ON.  Buildings in a city will generally not survive nuclear attacks.  Game balance is fine and everything, but a sharp stick is not a Nerf bat and never will be.  

Graphic SIZE of BATTLESHIP, CARRIER and DESTROYERS is increased a bit.



Todo:

Currently I'm thinking about implementing a nodal system (ie AOE "ages") to keep players from dancing through the ages hunting down the research techs as they turtle..  implementing chokepoint techs with high costs.


Religion differences to come, maybe (a thread in Apolyton forums that was cool produced these):
IF YOU FIND RELIGIOUS COMEDY OFFENSIVE CLOSE THE FILE NOW.
or, lollerscroll.












Judaism: Bank, market, grocer etc produced 50% cheaper (snicker)
Christianity: -25% gold in all cities (collection plate).  Knights and Musketeers 25% cheaper (crusades and conquistadors)
Hinduism: -10% research, +25% GP and population growth (pseudoscience, read www.indiadaily.com), temples 25% cheaper.

"Confusionism" (rofl): -maintenance. courthouses cheaper, forbidden palace and versailles cheaper.

Islam:
+research (they invented all kinds of junk, like the telescope and algebra.) 
-3 diplomatic relations with non-Islamic states (don't get along well with others) 
+3 happiness if theocracy, they just looooove being told what to do by the priests.

Taoism:
+1 food from any terrain type with a farm or no improvement,etc (oneness with nature and all that junk)
-25%
+1 trade route per city (better merchants)
-25% research (no real science, just handwaving).






