While working on totally redoing my LWC mod for Civ3 I discovered many changes the patch makes, and I actually like them. I figured everyone would be interested in what I've found.
I won't post it in the other patch threads for a very simple reason: It would be dround out in all the *****ing and moaning.
Anyhow, here's what I've found:
Things I've noticed that were changed by the patch during my creation of the new version of the LWC Mod:
Civilizations:
-Multiple Civs now have altered strategys, such as England and America to produce Culture often, Iriquois producing Growth, etc.
Civilization Advances:
-From the Middle Ages on through the rest of the game the cost to research technologys has increased, but mostly starting in the Middle Ages. Here are the changes I've noticed so far:
-4 Cost: Free Artistry
+2 Cost: Monotheism, Fedualism, Chivalry, Invention
+4 Cost: Theology, Gunpowder, Chemistry, Democracy, Physics, Metallurgy, Theory of Gravity, Magnetism, Military Tradition, Scientific Method
+6 Cost: Music Theory
+8 Cost: Economics, The Corporation
+10 Cost: Sanitation
+14 Cost: Espionage
+15 Cost: Nationalism
+16 Cost: Medicine
+20 Cost: Communism
+22 Cost: Industrialization
+24 Cost: Steam Power
+28 Cost: Amphibious War
+40 Cost: Electricity, Steel, Atomic Theory, Combustion, Flight, Mass Production, Motorized Transportation, Advanced Flight
+56 Cost: Replacable Parts
+60 Cost: Refining, Electronics, Radio
+80 Cost: Fission, Space Flight, Satellites, The Laser
+100 Cost: Rocketry, Computers, Nuclear Power, Superconductor, Ecology, Synthetic Fibers, Stealth
+120 Cost: Genetics
+140 Cost: Smart Weapons
+160 Cost: Miniaturization, Robotics
+200 Cost: Integrated Defense
All unmentioned technologys were not changed.
Difficulty:
-Warlord:
Optimum City Percentage (OCP) increased by 1 (making it a tiny bit easier).
-Regent:
OCP increased by 2 (making it a tiny bit easier).
-Monarchy:
Free offensive units +1.
Free defensive units +1.
OCP +4.
-Emperor
Offensive +2.
Defensive +1.
Recieves an extra free Worker.
OCP +5.
-Deity
Offensive +5.
Defensive +2.
Extra worker.
OCP +1.
General Settings:
-Base Citizen and Building defense now 8 instead of 4 (number used in calculating defense from bomardment).
Improvement or Wonder:
I have no idea because I've modd'ed the hell out of this tab
Units:
Same with the above.
Worker Jobs:
And again with the above...
World Sizes:
-On Tiny and Smalll sizes the Optimum Number of Cities has increased.
-On Tiny and Small you research techs faster.
-On Large and Huge you research techs slower.
[EDIT]I grabbed what I think is an original .bic (it's mostly unchanged, so I believe all I've found is correct), and I figured I may as well make this totally complete. Let me know if I missed anything.
Here is the remainder of the changes I can find:
Note: Costs are as listed in the editor. The actual price in shields in the game is is x10, so a decrease in 10 is actually a decrease of 100 shields, and an increase in 2 shields means you will have to have 20 more shield to build that item.
Units:
Paratrooper: Operational Range from 4 to 6.
Horseman, Mounted Warrior, Mounted Rider: No longer has ZOC.
ICBM: Cost -10.
Submarine: Cost +2, attack +2, move +1.
Helicopter: Cost +2, operational range +2.
Privateer: Attack +1.
Worker Jobs:
No changes.
Improvements and Wonders:
Palace: -30 cost (but the cost is now dependent on the number of citys, so it actually ends up costing alot more. I believe it's based on a percentage/exponential increase based on the listed cost),
Marketplace, Cathedral: Cost +2.
Walls: There was actually no change here, but that's the problem. It may as well have a 0 bombardment defense, if I'm correct, because the default bombardment defense for a building is now 8 (up from 4). In other words, Walls have no greater bombardment defense than an Aqueduct, Marketplace, or Library. Therefore walls should now have at least a 10 bombardment defense, but that would also seem to require early bombardment units get an improvement...but what can ya do. [Shameless Plug]Other than download the LWC mod when I finish the new version, of course [/Shameless Plug]
Bank, University, Factory, Hospital, Research Lab, Mass Transit: Cost +4.
Nuclear Plant, Offshore Platform: Cost +8.
Costal Fortress: Cost -2.
Police Station: Cost +6, now reduces corruption.
Shakespeare's Theatre: Culture +2.
JS Bach's Cathedral: Culture +1.
Hoover Dam, Apollo Program: Culture -1.
Cure for Cancer: Culture -1. This makes no sense to me whatsoever, but there you go. Guess a cure for cancer turns out to be less interesting than every doctor on earth things it is :P
Forbidden Palace: Culture -1. I never noticed it previously produced 3 culture, which is more than the Palace itself...
I won't post it in the other patch threads for a very simple reason: It would be dround out in all the *****ing and moaning.
Anyhow, here's what I've found:
Things I've noticed that were changed by the patch during my creation of the new version of the LWC Mod:
Civilizations:
-Multiple Civs now have altered strategys, such as England and America to produce Culture often, Iriquois producing Growth, etc.
Civilization Advances:
-From the Middle Ages on through the rest of the game the cost to research technologys has increased, but mostly starting in the Middle Ages. Here are the changes I've noticed so far:
-4 Cost: Free Artistry
+2 Cost: Monotheism, Fedualism, Chivalry, Invention
+4 Cost: Theology, Gunpowder, Chemistry, Democracy, Physics, Metallurgy, Theory of Gravity, Magnetism, Military Tradition, Scientific Method
+6 Cost: Music Theory
+8 Cost: Economics, The Corporation
+10 Cost: Sanitation
+14 Cost: Espionage
+15 Cost: Nationalism
+16 Cost: Medicine
+20 Cost: Communism
+22 Cost: Industrialization
+24 Cost: Steam Power
+28 Cost: Amphibious War
+40 Cost: Electricity, Steel, Atomic Theory, Combustion, Flight, Mass Production, Motorized Transportation, Advanced Flight
+56 Cost: Replacable Parts
+60 Cost: Refining, Electronics, Radio
+80 Cost: Fission, Space Flight, Satellites, The Laser
+100 Cost: Rocketry, Computers, Nuclear Power, Superconductor, Ecology, Synthetic Fibers, Stealth
+120 Cost: Genetics
+140 Cost: Smart Weapons
+160 Cost: Miniaturization, Robotics
+200 Cost: Integrated Defense
All unmentioned technologys were not changed.
Difficulty:
-Warlord:
Optimum City Percentage (OCP) increased by 1 (making it a tiny bit easier).
-Regent:
OCP increased by 2 (making it a tiny bit easier).
-Monarchy:
Free offensive units +1.
Free defensive units +1.
OCP +4.
-Emperor
Offensive +2.
Defensive +1.
Recieves an extra free Worker.
OCP +5.
-Deity
Offensive +5.
Defensive +2.
Extra worker.
OCP +1.
General Settings:
-Base Citizen and Building defense now 8 instead of 4 (number used in calculating defense from bomardment).
Improvement or Wonder:
I have no idea because I've modd'ed the hell out of this tab
Units:
Same with the above.
Worker Jobs:
And again with the above...
World Sizes:
-On Tiny and Smalll sizes the Optimum Number of Cities has increased.
-On Tiny and Small you research techs faster.
-On Large and Huge you research techs slower.
[EDIT]I grabbed what I think is an original .bic (it's mostly unchanged, so I believe all I've found is correct), and I figured I may as well make this totally complete. Let me know if I missed anything.
Here is the remainder of the changes I can find:
Note: Costs are as listed in the editor. The actual price in shields in the game is is x10, so a decrease in 10 is actually a decrease of 100 shields, and an increase in 2 shields means you will have to have 20 more shield to build that item.
Units:
Paratrooper: Operational Range from 4 to 6.
Horseman, Mounted Warrior, Mounted Rider: No longer has ZOC.
ICBM: Cost -10.
Submarine: Cost +2, attack +2, move +1.
Helicopter: Cost +2, operational range +2.
Privateer: Attack +1.
Worker Jobs:
No changes.
Improvements and Wonders:
Palace: -30 cost (but the cost is now dependent on the number of citys, so it actually ends up costing alot more. I believe it's based on a percentage/exponential increase based on the listed cost),
Marketplace, Cathedral: Cost +2.
Walls: There was actually no change here, but that's the problem. It may as well have a 0 bombardment defense, if I'm correct, because the default bombardment defense for a building is now 8 (up from 4). In other words, Walls have no greater bombardment defense than an Aqueduct, Marketplace, or Library. Therefore walls should now have at least a 10 bombardment defense, but that would also seem to require early bombardment units get an improvement...but what can ya do. [Shameless Plug]Other than download the LWC mod when I finish the new version, of course [/Shameless Plug]
Bank, University, Factory, Hospital, Research Lab, Mass Transit: Cost +4.
Nuclear Plant, Offshore Platform: Cost +8.
Costal Fortress: Cost -2.
Police Station: Cost +6, now reduces corruption.
Shakespeare's Theatre: Culture +2.
JS Bach's Cathedral: Culture +1.
Hoover Dam, Apollo Program: Culture -1.
Cure for Cancer: Culture -1. This makes no sense to me whatsoever, but there you go. Guess a cure for cancer turns out to be less interesting than every doctor on earth things it is :P
Forbidden Palace: Culture -1. I never noticed it previously produced 3 culture, which is more than the Palace itself...
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