========================================================================
                     APOLYTON UNIVERSITY MOD 1.12
========================================================================
              (based on player 1's Patch Suggestion Mod)
------------------------------------------------------------------------
This MOD serves as a base for the Apolyton University curriculum, which 
aims to improve the skills of participants through discussion of their 
strategy in a series of common games.

The goals of this MOD (in rough order of importance) are to:
- Improve the AI.
- Present the player with more strategic decisions.
- Change as little as possible, to preserve the unmodded Civ3 flavor.
- Preserve historical accuracy.
- Reduce micromanagement. 
------------------------------------------------------------------------

GROUND UNITS
------------

Action:  Added Wheeled ability to Tank, Panzer, Mech. Infantry, Modern 
         Armor, Artillery, Radar Artillery.
Reason:  To give Paratroopers, Marines, and air and naval support more 
         improtance.
Comment: Increases realism. You still move these units on enemy roads.

Action:  Increased attack of Riflemen and Guerillas by 1
         Increased attack of Infantry by 2
Reason:  Make these units better-used by the AI.
Comment: The AI sometimes uses these units for attack.

Action:  Increased attack and defense of Marines and Paratroopers by 2
Reason:  To make these units more valuable, and the optional techs
         tied to them worth researching.
Comment: They are as expensive as a Tanks, yet their stats are still 
         much lower. Paratroopers are good mountain defenders for when 
         Infantry upgrades to a wheeled unit.

Action:  Reduced defense of Modern Armor by 2
Reason:  To encourage combined arms.
Comment: The AI protects its offense-flagged units with defensive units 
         anyway. Morern Armor was too good for its cost (and still is).

Action:  Added airlift flag to Catapult, Cannon, Hwach'a, Artillery, 
         Radar Artillery, Explorer, Scout, Leader.
Reason:  To reduce micromanagement. 
Comment: You can airlift tanks, why not cannons? Leaders can use planes.

Action:  Added zero-range bombard ability to Archers (2), Bowmen (2), 
         and Longbowmen (4).
Reason:  To make Archers and Longbowmen worth building at the same time
         as Swordsmen and Medieval Infantry, respectively. 
Comment: Combined Arms! Stacks of units with archers have some benefit. 
         The AI often puts archers in its cities for couterattack anyway

Action:  Increased cost of Cannon and Hwach'a by 20, and their ROF by 1
Reason:  To balance this unit compared to other ground bombard units.
Comment: Under the standard rules, catapults are always more cost-
         effective than cannons. With this change, cannons are more 
         cost-effective when bombarding a defender of strength 8 and 
         above. Increased cost and ROF means that you need less units
         to do the same amount of damage (less micromanagement).

Action:  Increased movement of Radar Artilery by 1. 
         Requires oil and rubber in addition to aluminum.
Reason:  To keep up with mobile modern units on offense.
Comment: Artillery should at least keep up with Mech. Infantry. 

Action:  Increased Musketeer movement by 1 and lowered its attack by 1
         Removed AI offense flag.
Reason:  To make the AI use this unit properly.
Comment: Still remains in the spirit of the original unit. A defensive 
         unit that can be used in an offensive role: supporting knights.

Action:  Keshiks gain ability to ignore movement penalties on Hills. 
         Elephants gain ability to ignore movement penalties in Jungles.
Reason:  To strengthen these rather weak unique units.
Comment: How can a Keshik take more time to move in mountains than in 
         hills? Elephants are have familiarity and endurance in jungles.

Action:  Reduced cost of Conquistador by 10
Reason:  To strengthen this unique unit without making knights obsolete.
Comment: They replace 20-cost explorers, after all.

AIR UNITS
---------
         
Action:  Increased ROF of Fighters and Jet Fighters by 1
         Increased bombard strength of Jet Fighters by 1
         Increased bombard strength of F-15 and Stealth Fighters by 2
         Reduced cost of Stealth Bomber by 40
         Gave all fighters lethal sea bombard (and AI air bombard flag)
         In addition, F-15 and Stealth Fighter have lethal land bombard
Reason:  To increase the importance of airpower and to balance fighters 
         versus bombers.
Comment: Carriers can use fighers to sink other ships. 
         Seatlth Fighters are a viable alternative to Stealth Bombers. 
         The F-15 is a good UU (for a plane).
         The following table shows the change in cost-effectiveness of 
         each air unit in bombarding.

         ===ORIGINAL===
         Unit       Str  ROF  Cost Dmg(HP) Value(%Bbr)
         -------------------------------------------------------
         Fighter     2    1     8   0.17     16
         Bomber      8    3    10   1.33    100
         Jet Ftr     2    1    10   0.17     13
         F-15        4    2    10   0.57     43 
         St. Ftr     4    2    12   0.57     36
         St. Bbr     8    3    24   1.33     42
         Cruise     16    3     6   1.85    231*

         ===AU MOD===
         Unit       Str  ROF  Cost Dmg(HP) Value(%Bbr)
         -------------------------------------------------------
         Fighter     2    2     8   0.33     31
         Bomber      8    3    10   1.33    100
         Jet Ftr     3    2    10   0.46     35
         F-15        6    2    10   0.75     56*
         St. Ftr     6    2    12   0.75     47*
         St. Bbr     8    3    20   1.33     50
         Cruise     16    4     6   2.46    308*

         Tables assume a 10-strength defender
         Str = Bombard Strength
         ROF = Rate of fire
         Cost = shield cost / 10
         Dmg = expected damage in HP
         Value = Percentage of cost-effectiveness of bomber.
         * = lethal land bombard

Action:  Increased bombard range of Cruise Missile by 2 and ROF by 1
Reason:  To strenghten this unit, since fighters now have lethal bombard
Comment: Civilopedia says Cruise Missiles have a range of hundreds of 
         miles. ROF=4 means it has an extra shot and a chance to kill 
         healthy veteran units.

Action:  Increased Helicopter, Paratrooper, and Bomber range by 2
         Increased transport capacity of Helicopter by 1
Reason:  To make these units more useful.
Comment: It is now somewhat easier to land troops behind enemy lines. 
         Increased naval movement of this mod without this change would 
         have made it easier for ships to stay out of bomber range.

Action:  Add the "Load" flag to Cruise Missiles.
Reason:  To make the loading of this unit official and not an exploit.
Comment: CMs could be moved into transports, but not loaded from cities.

NAVAL UNITS
-----------

Action:  Added one movement point to all ships except: Galley, Caravel, 
         Galleon, Ironclad, Carrier.
Reason:  To make Privateers and Frigates more powerful.
Comment: Naval movement was too low compared to late-game land and air 
         movement. Player now has a strategic choice between Ironclad 
         and Frigate, since the former is slower.

Action:  Added two movement points to Carrier
Reason:  To reduce micromanagement of carrier protection.
Comment: Battleships and Carriers do not have a big difference in speed 
         in real life.

Action:  Reduced the cost of the Privateer by 20
Reason:  To make this unit more useful
Comment: It was not a cost-effective unit. Privateers should be cheaper 
         than the more powerful Frigates.

Action:  Moved prerequisite of the Ironclad to Industrialization.
         Increased cost by 10
Reason:  To make Frigates more useful.
Comment: Frigates became obsolete too fast. England has a decent UU now.
         Ironclads were more cost-effective for bombarding than 
         battleships

Action:  Ironclad upgrades to Battleship
Reason:  To compensate for reducing the life of this unit by making it 
         available later.
Comment: Civilopedia says that the ironclad was "the forerunner of the 
         modern battleship".

Action:  Frigate, Privateer, and Man-O-War upgrade to Destroyer
Reason:  To encourage building these units
Comment: The upgrade cost is significant.

Action:  Increased attack of Submarines and Nuclear Subs by 2
Reason:  To make these units (and hence AEGIS) more effective.
Comment: Makes them more dangerous, but still vulnerable if attacked.

Action:  Galleys use 2 movement points to enter Ocean.
Reason:  To make the Great Lighthouse less unbalancing on island maps 
         To make Caravels more powerful for exploring
Comment: Humans recognize the value of the G. Lighthouse and build it 
         at all costs when isolated. The AI has no such priority.
         Makes suicide exporation missions by humans less effective.
         Delays intercontinental contacts and settling of empty 
         continents. This might make Explorers more useful.

Action:  Increased ROF of Battleships, and AEGIS by 1.
Reason:  To increase the significance of naval power.
Comment: Battleships are now as effective for bombardment as bombers.
         The following table shows the change in cost-effectiveness 
         of each naval unit in bombarding.

         ===ORIGINAL===
         Unit       Str  ROF  Cost Dmg(HP) Value(%BB)
         -------------------------------------------------------
         Frigate     2    2     6   0.33    125
         Man-O-War   3    2     6   0.46    173
         Ironclad    4    2     8   0.57    161
         Destroyer   6    2    12   0.75    141 
         Battleship  8    2    20   0.89    100
         AEGIS       4    2    16   0.57     80

         ===AU MOD===
         Unit       Str  ROF  Cost Dmg(HP) Value(%BB)
         -------------------------------------------------------
         Frigate     2    2     6   0.33     83
         Man-O-War   3    2     6   0.46    115
         Ironclad    4    2     9   0.57     95
         Destroyer   6    2    12   0.75     94 
         Battleship  8    3    20   1.33    100
         AEGIS       4    3    16   0.86     80

         Tables assume a 10-strength defender
         Value = Percentage of cost-effectiveness of battleship.


IMPROVEMENTS AND WONDERS
------------------------

Action:  Great Wall now also adds city walls to all towns in continent.
Reason:  To make this wonder worth building.
Comment: This will mainly affect the outskirts of your empire (just 
         like the real Great Wall), since core cities will be larger 
         than size-6 after Construction. 

Action:  Increased happy faces for Cure for Cancer by 2
Reason:  To make this wonder worth building.
Comment: In the late game, when most empires have access to 6-8 
         luxuries, 1000 shields for one happy face is just not worth it.

Action:  Longevity requires Sanitation instead of Genetics
         Reduced cost by 200
Reason:  To make this wonder worth building.
Comment: By the time of Genetics, most cities are already at max size

Action:  Military Academy no longer requires a victorious Army.
Reason:  To make Armies more common, and war for leaders less attractive
Comment: The Heroic Epic still requires a victorious Army. 

Action:  SS Life Support needs Recycling instead of Superconductor
Reason:  To force players to research more modern techs before launching
Comment: The civilopedia mentions the importance of recycling for this.

Action:  SS Stasis Chamber needs Genetics instead of Synthetic Fibers
Reason:  To force players to research more modern techs before launching
Comment: Cryogenics need an understanding of biology, including Genetics

Action:  SS Docking Bay requires Robotics instead of Space Flight
Reason:  To force players to research more modern techs before launching
Comment: Just say you need robotic arms to load the docking bay.

Action:  Increased the cost of all SS components by 50%
Reason:  To make Manufacturing Plants a viable option.
Comment: The AI still places a high priority on building spaceship parts

Action:  Increased the upkeep of Banks and Research Labs by 1
         Increased cost of Research Labs by 40
Reason:  To make building this improvement less of an obvious choice.
Comment: The AI benefits as it generally builds these after the human.

Action:  Moved prerequisite of Pyramids to Mathematics
Reason:  To increase the value of Mathematics.
Comment: The AI now researches this tech earlier, so the human cannot 
         bank on getting it with minimum research and selling it.

GOVERNMENTS
--------------

Actions: Increased corruption for Republic from Nuisance to Problematic
         Added 3 free unit support to Monarchy
         Increased worker speed by 1 for Communism
         Doubled free unit support per town/city/metro for Communism
         Added 10 free units for Communism
         Added 1 free unit per city for Democracy
         Added 2 free units per metropolis for Democracy
Reason:  To reduce the relative effectiveness of Republic 
         and the relative weakness of Communism
Comment: Non-religious civs rarely had a reason to be in any other form 
         of government than Republic. Communism was never worth it, 
         even for religious civs.

GLOBAL CHANGES
--------------

Action:  Doubled value of Wealth
Reason:  To make this build option sometimes worth choosing.
Comment: It's still better to build units and disbanding them in corrupt 
         cities (instead of using Wealth and rush-buying), but at least 
         now Wealth is more useful than it used to be.

Action:  Doubled effect of taxmen and scientists.
Reason:  To encourage 20+ size cities.
Comment: This might benefit the human more than the AI for cities under 
         max-size, and it adds some micromanagement. On the hand, having 
         a few large cities rather than many small ones reduces 
         micromanagement, and presents the player with another decision.

Action:  Doubled effect of entertainers
Reason:  To help the AI
Comment: The AI uses entertainers instead of the luxury slider. 

Action:  Reduced cost of propaganda by 50%
Reason:  To make this option worth pursuing.
Comment: Playtesting by player 1 has indicated that this reduction in 
         cost is not too much.

Action:  Taxmen require currency
         Scientists require Mathematics
Reason:  To make the AI emphasize these technologies more. 
         To give more of a reason to research these technologies.
Comment: Marketplaces are important, often delayed to be built by the AI 
         because of the low priority of currency. Mathematics was often 
         ignored by the AI until late.

CHANGES TO AI
------------------------------

Action:  Increased optimal number of cities for the AI by 50%
Reason:  To compensate for poor AI Forbidden Palace placement.
Comment: Chieftain level is identical to Regent, except for the OCN
         AI plays at this level, which is no longer meant for the human.

Action:  Added "Enables Diplomats" ability to Code of Laws, Literature, 
         Republic, Electricity, Atomic Theory, Radio, Nuclear Power
         Added "Enables Right of Passage Treaties" ability to Literature
         Added "Enables Communication Trading" ability to Literature and 
         Printing Press
Reason:  To make the AI emphasize these technologies more.
Comment: These abilities make no difference in gameplay, since they are 
         already given by Writing (a prerequisite of all of them)

Action:  Added "Enables Military Alliances" ability to Polytheism
Reason:  To help Religious AI civs get to Monarchy sooner.
Comment: Writing still also gives Alliances, since you need an embassy 
         to form an alliance. Even though there is an (almost 
         negligible) effect on gameplay, this is more a trick to get the 
         AI to research Polytheism.

Action:  Removed the AI offense flag from Mech. Infantry.
Reason:  To prevent the AI from attacking with these units.
Comment: Infantry built for attack, is now converted to a defensive role 
         and will never attack. This makes the AI have to build new 
         offensive units, which helps because Tanks are always available 
         when Mech Infantry is available.

Action:  Added "Emphasize Production" to all AI civilizations.
Reason:  To bring AI irrigation, mining, and worked tiles closer to what 
         expert human players have found optimal.
Comment: The AI irrigates too much and has to compensate by assigning 
         entertainers. The result is large but unproductive cities.

Action:  Changed AI build-often list as shown below
         Increased aggresion of Iroquois by 1
         Decreased aggression of Babylon by 1
Reason:  To bring AI behavior closer to what expert human players do
Comment: Added production to all civs to encourage factories. Added 
         trade to all civs to encourage harbors and marketplaces. 
         Removed growth from all civs because the AI already emphasizes 
         growth too much. Encouraging AI to take advantage of their 
         traits: Scientific have science flagged, Religious have 
         happiness, Militaristic have units. Civs that are not 
         Scientific, not Religious, and not Militaristic, build Culture.

------------------------------------------------------------------------
  Civ Agg Off Def Art Stl Wrk Nav Air Gth Prd Hap Sci Wlt Trd Epl Clt
------------------------------------------------------------------------
  Rom  4   X   X                       -   X               +
  Egy  3                               -   X   +           +       -
  Gre  3                       X           +       X       X       -
  Bab 4-3                                  +       -       +       X
  Ger  5   X                               +       X       +       -
  Rus  4                           X   -   +       X       +
  Chn  2       +                       -   X       -       +
  USA  3                           X   -   X               +       X
  Jpn  4   X                   X           +   X           +
  Fra  1                                   +   -           X       X
  Ind  1                               -   +   +       X   X       -
  Per  4   X                               +       +   -   X
  Azt  4   X                               +   X           +
  Zul  5   X                               +               +
  Iro 2-3  +                           -   +   X           +   -
  Eng  3                       X           +           X   X       X
  Mgl  5   X                               X               +
  Spn  3                       X           +   +       -   X   -
  Sca  4   X                   X           +               +
  Ott  3          X                        +   -   +       +
  Cel  4   X                               +   +           X       -
  Ara  4                               -   +   +           +       -
  Car  2                       X           +               X       +
  Kor  2          +                        +       +   -   X

  X = build often
  - = removed
  + = added
------------------------------------------------------------------------

VERSION HISTORY

1.11
----
Added Scenario Description
Moved Mathematics in F6 screen so it no longer overlaps with Philosophy
Research labs now really cost 240, as mentioned in readme.

1.12
----
Replaced Growth by Production for Iroquois, for real this time.
Galleys use 2 movement points to enter Ocean.