========================================================================
                      Kuratko's ANTI-CONQUESTS MOD
========================================================================

The main goal of this MOD is to make expansion and conquest much more 
difficult than in default game. It takes a lot of ideas from player1's
mod and from Apolyton University mod.
There are more civilizations per map than in the standard gane. Since
their expansion is made more difficult, many of them survive till late
game. Some of them will be very weak, some strong but rarely will one
civ occupate the whole continent. Also, bigger is not always better in
this mod; there are cases where a civ with a couple of cities might
overcome a much more numerous rivals.
------------------------------------------------------------------------
Current version 1.02
------------------------------------------------------------------------


EXPANSION TWEAKS
----------------

* Settler consumes 3 population units when created and it costs 50 shields 
  to build. Worker costs 20 shields.
  - This makes expansion slower. The AI seems to cope well with these 
    changes, still it is quite fast expanding. The more expensive Settler
    actually helps the AI as it shortens the periods when the AI waits 
    for its building due to insufficient city size.

* City placement forbidden in Desert and Tundra (in addition to Mountains,
  Marsh and Volcano). 
  This should increase the value of colonies, especially on large maps. 
  Forest cannot be planted on Tundra. Clear Forest is available with 
  Engineering and Clear Wetlands with Gunpowder.
  - This increases realism and slows expansion. Some more observations of
    the AI are needed. If the AI will be proved to know how to clean
    Marsh to build there a city, the same can be suppposed also for Jungles.
    In that case I would forbid city placement also in Jungles.

* Sea has movement cost of 2 and Ocean movement cost of 3 and Ocean is 
  impassable by wheeled units (Galley and Curragh).
  - An obstacle for sea expansion and island hopping. Also diminishes
    suicide sails that the AI did not use.

* Decreased optimum number of cities:
  Tiny/Small/Standard/Large/Huge
  4/5/6/8/12
  - That means corruption due to number of cities is dramatically increased.
    This hinders expansion. Still the AI goes over OCN if it is advantageous.

* Changed maximum number of civs to 9/12/14/18/24. 
  Tech rates changed to 80/100/120/160/200 (was 160/200/240/320/400)
  
  Overall the above changes lead to the fact that many civs will survive till 
  the Modern age. 


UNITS
-----

* Infantry attack stregthened to 7, Paratrooper to 6 and Modern Paratrooper to 8.
  - To make it better for the AI as AI uses these units for attack.

* Cavalry weakened to 5.3.3

* Removed AI offense flag from Rifleman, Mech. Infantry, Musketeer.
  - There are alternatives better suited for attack.

* Curragh set to Naval Transport with capacity 0.
  - To encourage the AI to build it, otherwise humans get advantage.

* Curragh and Galley made wheeled (cannot enter ocean squares). Caravel gets 
  ignore movement cost at sea and all other ships ignore movement costs at 
  both sea and ocean. 
  - This also makes Carrack a stronger UU.

* Privateer made cheaper (35 from 50)

* Frigate streghthened to 3-3-5 (from 2-2-5). Man-O-War changed accordingly
  to 5-3-5 (from 4-2-5).
 
* Later ship bombard strength increased: Cruiser 8 (from 7), Battleship 12
  (from 8) and AEGIS Cruiser 8 (from 6).

* Carrier can carry up to six airplanes.

* Added Wheeled ability to Tank, Panzer, Mech. Infantry, Modern Armor, 
  Artillery, Radar Artillery and Mobile SAM.
  - To give Paratroopers, Marines, and air and naval support more 
    importance. You still can move these units on enemy roads.

* Bomber and Stealth Bomber are flagged to carry one unit, but also 
  flagged with "carries only air" and "carries only foot". That way,
  they will not be able to be loaded to Carriers.



UNIQUE UNITS BALANCING
----------------------

* Reduced cost of Conquistador to 60 and changed stats to 2.3.2.
  - To strengthen this unique unit without making knights obsolete. Its main
    purpose is pillaging in enemy territory, therefore stats are improved
    for defense.

* Legionary can build road and fort.
  - To strengthen this unique unit and for historical accuracy.

* Jaguar Warrior gets enslave and costs 20 instead of 15.
* Impi gets enslave and costs 25.
  - Now we have three enslaving units.

* Sipahi gets weakened to 7.3.3
  - in accordance with weakening of Cavalry

* Reduced cost of Musketman and Musketeer to 50 (from 60)
  - to stregthen the defense against Cavalry



TECH TREE
---------

* Chemistry requires Education (in addition to Gunpowder)
  - prolongs the time of Knights and ensures that almost all AIs can get Musketmen
    before Cavalry

* Motorized Transportation no longer requires Electronics
  - weakens the part of the tree leading to Hoover Dam

* Some ancient age advances made more expensive: Pottery 3 (instead of 2),
  Iron Working 7 (6), Horseback Riding 6 (5), Mysticism 6 (4), Polytheism 14 (12),
  Philosophy 10 (6)


SPECIALISTS
-----------

* Civil Engineer available with Steel
  - to make this technology more attractive


WONDERS
-------

* Statue of Zeus made more expensive (350 instead of 200) and Ancient Cavalry 
  toned down (no hp bonus). Knight's Templar costs 400 (instead of 300).
  Statue of Zeus and Knight's Templar produce units less 
  frequently (once per 8 turns)
  - Were too powerful.

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

* Longevity moved to Sanitation and cost reduced to 800. Also gives one happy face 
  in all cities.


IMPROVEMENTS
------------

* Coastal Fortress set to 32 naval and naval bombard defense.
  - To stregthen. Otherwise it is good for nothing.

* Colosseum produces only 1 Culture and 3 happy faces (instead of 2/2) and Cathedral
  produces only 2 happy faces (instead of 3).
  - To be worth building. It was better to wait for cathedrals, even for 
    non-religious civs. Now you go for Colosseums if you need happiness and 
    Cathedrals if you need Culture. Also makes Sistine Chapel slightly weaker.

* Hydro Plant gives only +25% production, Nuclear Plant gives 2 pollution and Solar 
  Plant gives +75% production. Hydro plant possible with Electricity and does not require
  Factory. Hydro Plant also made cheaper and costs 160 shields (same as Coal Plant).
  - To rebalance power plants and make Hoover Dam less powerful.


SS COMPONENTS
-------------

* All SS components made almost twice as expensive (1000, 500 and 250 instead of 
  640, 320 and 160 shields)

* SS Docking Bay moved to Robotics, SS Storage/Supply and SS Life Support moved
  to Genetics.
  - To postpone the space race a little and to give Genetics more sense once
    Longevity has been moved away.


MAP SIZES
---------

* Increased minimum distance between civs:
  Tiny/Small/Standard/Large/Huge
  12/16/20/26/32
  This should separate initial starting positions more.



OTHER TERRAIN AND RESOURCE CHANGES
----------------------------

* Mining of grasslands forbidden.
  - I simply do not like the whole country mined. Also makes city placement
    more important.

* Railroads made by 50% more difficult to build.
  - They are too powerful.

* Stategic resources made more rare:
  (the formula is ratio/133*#civs
  - As there are more civs, this is not that bad as it looks at the first
    glance, as some civs will probably be eliminated in the course of
    history

  Resource	Default	Appearance per civ
		ratio	default modded  modratio	disapp
  --------------------------------------------
  Horses          160     1.2	1.10	146		0
  Iron		  160     1.2	0.90	120		800
  Saltpeter	  120     0.9	0.80	106		300	disappearance more frequent
  Coal		  120     0.9	0.90	120		400
  Oil		  120     0.9	0.80	106		200
  Rubber	  120     0.9	0.80	106		0
  Aluminium	  120     0.9	0.70	 93		200
  Uranium	  100     0.75	0.60	 80		100



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

* Spies for all governments except Anarchy set to Veteran, 
  Communist Diplomats are veteran and Spies set to elite.
  Mission cost halved for Plant a spy, Steal plans, Initiate
  Propaganda, Sabotage Production and Expose enemy spy.
  - To increase the efficiency of the missions. Default is too low.

* Workers under Fascism at 150% speed and units cost 2 gold.
  - 200% was overpowering.

* The Republic tech advance renamed City States and it now enables government 
  called City States.
  City states stats: Communal corruption, Paid labor, low WW, 
  units free 0/1/1, 2gold-unit, 1 Draft, 0MP, Worker 100%, Assimilation 2%
  Feudalism: Problematic corruption, Forced labor, low WW, trade bonus
  units free 5/2/1, 3gold-unit, 2 Draft, 3MP, Worker 100%, Assimilation 3%
  Monarchy: Problematic corruption, paid labor, no WW, 
  units free 3/6/9, 1gold-unit, 2 Draft, 3MP, Worker 100%, Assimilation 2%
  Resistance modifiers changed generally to make resistance more of an issue.


CIVILIZATIONS
-------------

* Traits for Maya and Sumeria swapped, Maya is now Agr-Sci and Sum is Agr-Ind.
  - Maya has very strong UU and was overpowered with its traits.


DISASTERS
---------

* Volcanos period decreased down to 3000
* Plagues allowed with slightly modified settings


VICTORY POINT SCORING
---------------------

* Victory point scoring victory allowed (100000 points) - needs tweaking to
  be balanced with other victory conditions
  - Wonder: 10*cost
  - Defeating unit: 5*cost
  - Advance: 5*cost
  - City conquest: 100*population
  - Victory point scoring: 5 per turn
  - No capturing of special unit and no gold for capture

* Game prolonged by 50 turns.


