"Bigger, Better Worlds" A "Civilization III: Conquests" Mod by Darryl C. Burgdorf (burgdorf@awsd.com) Version: 2005/08/15 This C3C mod provides larger world maps, significant tech tree additions and revisions (most notably in the ancient and modern ages), three new government types, over 40 new improvements and wonders (including small wonders unique to each government type and civilization strength), more than two dozen new units, some minor graphics refinements, and a variety of rules adjustments. Though the mod has grown much larger than I originally expected, it remains my purpose primarily to enhance the game. "Bigger, Better Worlds" is meant to make the "Civilization III" epic game more interesting and challenging; unlike some of the other mods out there, though, it is not intended to be "an entirely different way to play." Of course, my intent notwithstanding, it seems to be developing in that direction, anyway. While much of what you know about and expect from the default epic game will still apply when playing BBW, much else will not. Be sure to consult the Civilopedia to learn the specifics of what's different. LARGER WORLD MAPS: The smallest map available in the mod is the default epic game's "standard" map, a 100x100 grid which supports up to 8 civs. The largest map available is a 220x220 grid, which supports up to 24 civs. TECH TREE ADDITIONS AND REVISIONS: "Bigger, Better Worlds" adds the following 19 technologies to the game: Adv Med Tech, Criminology, Cryonics, Deep Space Travel, Drama, Expert Systems, Gaia Theory, Improved Siegecraft, Libertarianism, Mining, Motion Pictures, Nanotechnology, Neural Interface, Oligarchy, Piracy, Sailing, Siegecraft, Theocracy and Vassalage. The ancient age's tech tree has been extensively modified, in part to incorporate some ideas I liked from the various "Conquests" scenarios, and in part to allow each civilization strength to be attached to a unique starting technology. Agricultural civs now start with Pottery, commercial civs with Writing, expansionistic civs with The Wheel, industrial civs with Mining, military civs with Organized Armies, religious civs with Ceremonial Burial, scientific civs with Mathematics, and seafaring civs with Sailing. (Note that the irrigation and mining worker abilities are also now attached to techs. Neither is automatically known by your workers at the start of the game, unless you start with Pottery and/or Mining.) Espionage has been moved from the industrial age to the ancient age, and the cost of espionage missions has been reduced. This should allow espionage to be a much more important and interesting part of the game. The modern age's tech tree has also been extensively modified, to better reflect real-world technological development and to make it impossible to win a "space race" victory without first researching every technology. NEW GOVERNMENT TYPES: I've added three new governments to the game: Oligarchy, Libertarianism and Theocracy. I've also tweaked most of the other governments a bit. The Civilopedia is completely up-to-date, though, and I've provided a detailed "Goverment Stats" reference file, so everything you might want to know about them is readily available. NEW IMPROVEMENTS AND WONDERS: I've added 12 new improvements: Amphitheatre, Baths, Brothel, Coffee Shop, Geothermal Plant, Guild Hall, Movie Theater, Refinery, Smithy, Supermarket, Winery and Worker Housing. I've added eight new government-specific small wonders: Arc de Triomphe, Bayeux Tapestry, Egalitarian Society, Hammurabi's Code, The Inquisition, Magna Carta, Soviet War Memorial and Statue of Liberty. I've also added eight new strength-specific small wonders: Craftsmen's Hall, Enshrined Relic, Great Harbor, Homesteaders' Hall, Military Headquarters, National Breadbasket, Sages' Forum and Traders' Hall. I've also added two new "generic" small wonders: Assembly Line and Slave Trade. I've added 20 new great wonders: Area 51, Bacchanalia, The Curies' Lab, Dinosaur Park, Disney World, Eiffel Tower, Empire State Building, Encyclopedia, The Gateway Arch, Grand Unified Theory (GUT), Gutenburg's Bible, Hollywood, Machiavelli's Il Principe, Mayan Calendar, The Plays of Sophocles, Scotland Yard, Solar System Colonization, The Spirit of St. Louis, The Taj Mahal and The World-Wide Web. (The Internet is now a small wonder which allows creation of the Web.) As with everything else, of course, I've also tweaked some of the improvements and wonders which already existed in the game. Probably the most important changes are that the Great Wall and the Temple of Artemis no longer become obsolete, to prevent walls and temples from suddenly disappearing from your cities, and that the marketplace improvement now produces a flat two happy faces instead of increasing your luxury trade. NEW UNITS: "Bigger, Better Worlds" adds 29 new units to the epic game: Airship, APC, Assassin (produced by Machiavelli's Il Principe), Balloon, Bombard, Continental Marine, Corsair, Covert Operative, Crossbowman, CyberPlane, CyberTank, Early Tank, Emissary, Fire Catapult, Galleass, Hover Artillery, Hover Tank, Missionary, Modern Infantry, Ocean Galley, Prophet (produced by Enshrined Relic), Sabre Guard, Secret Agent, Shadow Infantry, Siege Tower, Spy, Terrorist, Trireme and Tyrannosaurus (produced by Dinosaur Park). The Emissary, Spy, Secret Agent and Covert Operative units can operate invisibly and have stealth attack capability. As I noted above, espionage in various forms should be much more a part of the game, now. The Assassin is a Spy with hidden nationality. The Missionary's nationality is also hidden; after all, a missionary ostensibly works for God, rather than for any human leader. It's useful for "converting" (either peacefully or forcibly) the workers and settlers of other civilizations. The Terrorist unit is a "homicide bomber," essentially a human cruise missile with hidden nationality. I added it to reflect an unfortunate but undeniable element of modern warfare. Settlers now cost 40 shields and three population points, and can't be built until you've researched The Wheel. Similarly, workers now cost 20 shields, and some worker actions (most especially clearing forests and wetlands) take longer, especially under despotism, which no longer carries a tile production penalty, but under which workers are only 50% efficient. The settlers you start with cannot enter any terrain tiles other than grassland, plains, flood plains and hills, unless following a road. (An upgraded settler unit is available in the medieval age to eliminate that restriction.) Finally, citizens in your cities require three food each, rather than two. These changes were made to slow initial expansion. With the exception of workers and scouts, none of the units available in the ancient age can move into desert, forest, jungle, mountain, tundra or wetlands tiles. Just as civilizations can be isolated in the early game by virtue of being located on islands, civilizations can now also be isolated by impassible terrain. All of this adds up to make the early game much more varied, and at least in my own view, much more interesting. Whereas in the default epic game, AI civs all tend to develop initially at roughly the same rate, in BBW, many things -- starting terrain, strengths, available resources, research choices and simple luck -- can make big differences. Some civs will develop rapidly, some will develop slowly, some will stagnate and, yes, some will actually self-destruct, leaving only ruins for others to find and wonder about later. Various other modifications have also been made to units. Perhaps the most significant changes are that spearmen, pikemen and early gunpowder units now have more balanced attack and defense capabilities, and that archers and crossbowmen have taken over as primary defensive units. As I said in reference to governments, though, the Civilopedia is up-to-date, and I've also provided a detailed "Unit Stats" reference file, so you shouldn't have any trouble figuring out what's what. GRAPHICS REFINEMENTS: All civilizations have consistent and unique colors. No more "maybe this color, or maybe that one" nonsense. There are 32 available civilizations, and 32 available colors. So who needs alternates? And speaking of civilization colors, the citizen heads you seen on your city screens and on your domestic advisor's display now include color-coded "smiley faces" to make it easier to tell at a glance how happy they are and which civilization they're originally from. Strategic and luxury resources display on the map with small shields and smiley faces, respectively, to make them easier to spot quickly. And there are now twenty-seven strategic, nine luxury and eighteen bonus resources. (The city display screen has been modified to allow display of all nine luxuries, though I can't change the fact that only up to eight will actually affect the city's happiness.) I've also given the boxes on the tech trees a cleaner look. ACKNOWLEDGEMENTS: Obviously, this mod wouldn't exist if not for the inspiration and ideas provided by many who've been doing this sort of thing much longer than I have. All of the mods, scenarios and graphics files I've looked at and borrowed from can be found at the "Civilization Fanatics Center" Web site at . If you're a "Civilization" player, and you're not familiar with the site, you owe it to yourself to visit! I've looked at and played with a lot of mods over the past year or so, by the way, and have gotten a lot of ideas from them. But I don't always remember after the fact where a particular idea came from. So let me make it clear that if anything important isn't credited here, the oversight is completely unintentional. Perhaps the best known (and largest) mod available for "Civilization III" is the "Double Your Pleasure" mod by "Kal-El" and company, which has more recently seen new life as "Rise and Rule." Personally, I think the mod changes far too many things, and I find the tech trees needlessly complex, but there's no denying the essential quality of the work. I've taken more than a few ideas from it (as has, I suspect, just about every other modder out there), and several graphic images, as well. "The Missing Links" by "AK47" also provided a number of interesting ideas, not least of which was the Area 51 wonder. The "Patch Suggestion" mod by "Player1 Fanatic" provided many useful tips for tweaking unit stats and costs for better balance. "Tweaked Terrain" by Hikaro Takayama was the source of the Geothermal Plant and Coffee Shop improvements. My revised modern tech tree derives significantly from the "Space Age" mod by "The Templar." The idea of creating small wonders tied to civilization traits has probably been used in a variety of mods, but I got it from "Zurai's Conquest Mod." Miscellaneous other bits and pieces were taken from the "Rhye's of Civilization" mod. And on a related note, if you haven't taken a look at the terrain graphics created by "Rhye," you should. In my opinion, his is the best terrain graphics mod available. You can download it from . Other particularly interesting or helpful mods included "Test of Time" by "TETurkhan" and "Ancient Mediterranean Mod" by "Thamis" and company. The Machiavelli wonder splash was created by "Rufus T. Firefly." As soon as I saw it, I knew I had to use it! The "Soviet War Memorial" and "Slave Trade" splashes are other great examples of his work. The Bacchanalia wonder splash is a still shot from the movie "Animal House," and the Dinosaur Park wonder splash is, of course, a still shot from "Jurassic Park." The System Colonization wonder splash is taken from the cover art of "Lunar Command," a computer game published back in 1993 by Mallard Software. The Secret Police HQ wonder splash was created by "Unexisted." Resource icons and civilopedia pictures were taken from a variety of sources. Most are simple modifications of default resource graphics, but a few, including the grapics for camels, crashed UFOs and "sunken gold" (a.k.a. shipwrecks), were created from scratch by "Ukas." The Civilopedia graphics for Coffeeshops, Motion Pictures, Piracy, Winery and Egalitarian Society were also created by "Ukas." The Civilopedia graphics for Baths are actually the "Mithrarium" graphics created by "Rufus T. Firefly." The idea of adding color-coded smiley faces to citizen heads was originated (so far as I know) by "Krayzeenbk." The Bombard, Corsair, Galleass, Siege Tower and Trireme animations were created by "Aaglo." The Modern Infantry animation was created by "Balou." The Crossbowman animation was created by "Dark Sheer." The Firelancer animation was created by "Dom Pedro II." The Spy animation was created by "Embroyodead." The Missionary, Secret Agent and Covert Operative animations were created by "Kindred." The Airship and Balloon animations were created by "Pesoloco." The CyberPlane, CyberTank, Hover Artillery, Hover Tank and Shadow Infantry animations were created by "Piernik." The APC (M113) and Early Tank (1918) animations were created by "Ripptide." I'm not sure who created the Continental Marine and Sabre Guard animations; I got them from "The Missing Links," but haven't found them individually. My thanks to all of those from whom I've borrowed, to my wife, Joy, for putting up with my obsessive behavior, to my son, Carl, for helping me to playtest the mod, and to all the rest of you who are playing "Bigger, Better Worlds." -- Darryl C. Burgdorf (burgdorf@awsd.com) =========================================================================== "Bigger, Better Worlds" Version History: Version 2005/08/15: - Put the max town and city sizes back to 8 and 12, respectively. The lower sizes were slowing down mid-game production and development too much. Version 2005/08/11: - Lowered max town size from 6 to 4, and max city size from 12 to 8. - Reduced irrigation bonus for grassland and hills from 2 to 1. - Lowered a few worker action base times. Building railroads now takes 24 turns instead of 36, clearing wetlands takes 24 turns instead of 32, planting forests dropped from 24 turns to 18, and clearing forests dropped from 24 turns to just 8. - Switched the "start units" so that goody huts can now provide workers, but not settlers. (This also means that the game will expect you to move your starting worker before your starting settler, now, but I think we can live with that.) - Replaced "ocean curraghs" with "ocean galleys." (Yes, I still need a better name.) Version 2005/07/31: - Removed the tile penalty from Despotism, but reduced its worker rate. - Reduced some tiles' food production just a bit, since there's no longer a tile penalty to work around in the early game. - Removed tech prerequisites from some resources and "toned down" most resource benefits a bit. - Added units: Early Tank, Ocean Curragh. - Removed Advanced Settler unit and Expansionism tech from the game. - Increased Colonist population cost from 4 to 5. - Decreased Mayan Javelin Thrower shield cost to 25. - Removed the upgrade path from Privateers to Destoyers. (Piracy is, when all is said and done, a dead-end career.) - Added improvement: Baths. - Revised the trait-specific small wonders, so that all eight of them have prerequisite city improvements. Also tweaked the effects a bit; most notably, Great Harbor now produces Ocean Curraghs (OK, yes, the name sucks), and Military Headquarters produces Warriors. - Replaced Lenin's Tomb with Soviet War Memorial, since I found a great war memorial Wonder splash by "Rufus T. Firefly," and hadn't found a good pic yet of Lenin's tomb.... - Adjusted Machiavelli's Il Principe to produce assassins every 15 turns instead of than every 10. - Set Slave Trade to expire with Industrialization rather than Medicine. - Moved Brothel from Code of Law to Polytheism. (Early prostitution was, after all, often tied to religious practices.) - Helped out the AI civs by giving them each their first extra starting worker at Monarch level rather than Emperor, and their first extra starting settler at Emperor level rather than Demigod. - Updated/corrected a few other graphics files and Civilopedia entries. Version 2005/07/22: - Added wonder: Encyclopedia. - Prohibited Egyptians and Hittites from building horsemen. (Their chariot UUs are at least as good, anyway, and now they'll be able to build them for more than just a few turns.) - Made Assassins "wheeled" so that the only non-wheeled units available in the Ancient Age are scouts and workers, as intended. (Granted, assassins are only available from a wonder, so it wasn't a big deal, but still....) - Changed Advanced Settler cost from 1 pop and 120 shields to 2 pop and 80 shields. I decided I don't like the idea of any settler only costing a single population point. - Increased the shield cost of Colonists from 10 to 120. That *had* to be a mistake! - Renamed Warrior Code as Organized Armies. - Added Organized Armies as a fourth prerequisite to Siegecraft. - Removed the link between the Furs and Game resources and the tech formerly known as Warrior Code. - Linked Pearls to Sailing and Gems to Mining. - Fixed a few errors in the Civilopedia. Version 2005/07/20 (yes, more than a year passed since the last update): - Set things right so that the Hittites can no longer build Scouts, but the Persians can. - Raised the number of turns needed to complete roads from 6 to 9 and to complete railroads from 18 to 36. - Gave the Disney World wonder a significantly higher culture rating (6) and added tax and luxury output bonuses. - Improved the Slave Trade small wonder's positive effect to better offset its rather significant negative effect. - Increased many wonder and small wonder culture ratings so that all small wonders have a culture rating of at least 1 and all wonders have a culture rating of at least 3. - Moved Coastal Fortress from Metallurgy to Naval Ordnance. - Reduced (but didn't necessarily eliminate) pollution output from Manufacturing Plants, Offshore Platforms, Refineries, Research Labs, Supermarkets and the Great Ironworks. - Added a research output boost to hospitals. - Allowed Barbarian Galleys to safely traverse sea squares, making them a bit more dangerous for a bit longer. - Moved Berserks (the Viking UU) from Invention to Vassalage. - Upgraded attack value of Frigates and Privateers from 2 to 4; also gave Frigates an extra hit point. - Raised defense value of Spearmen to 2, of Pikemen to 3, and of Musketmen to 4. - Lowered cost of Archers to 15. - Added Mining as an additional prerequisite to Currency. (After all, it's Mining that allows you to find gold and silver.) - Renamed Baffled Bovine Breakdown as, simply, Black Plague. Version 2004/05/12: - Reduced food production slightly in most terrain types. - Increased mountain shield production to compensate for inability to build railroads on them. - Restored ability to mine deserts and tundra. - Allowed irrigation of hills. - Changed movement rate for roads back to 1/3. - Reordered the resource list to minimize the impact of the "more than 32 resources" bug for which I finally found specific documentation. - Linked more resources to (mostly starting) techs. - Increased tech rate for each world size slightly, to slow down tech development. - Decreased optimal number of cities for each world size to discourage large, sprawling empires. (My reason for undoing that change several versions ago was, as it happens, based on a mistaken assumption.) - Generally decreased corruption levels to allow for more productive colony cities. (More precisely, corruption now scales from 75% at "Chieftain" difficulty level to 110% at "Sid" level.) - Fixed Marketplaces so they actually provide tax income boost (as they're supposed to) rather than luxury income boost. - Fixed typo in "Spirit of St. Louis" PediaIcons.txt wonder splash entry. - Revised Smithy to require iron within city radius. - Added improvement: Winery. - Updated Gutenburg's Bible wonder to produce Missionaries. - Updated Egalitarian Society (Libertarianism SW) to reduce corruption. - Updated Adventurers' Guild (expansionist SW) to produce Settlers rather than Scouts. - Updated Enshrined Relic (religious SW) to produce Prophets. - Updated Great Harbor (seafaring SW) to increase shields and trade, but not food. - Updated National Breadbasket (agricultural SW) to produce Workers instead of Settlers. (I didn't want it producing units a civilization might not even be able to build otherwise!) - Added units: APC, Modern Infantry, Prophet. - Switched Settler and Primitive (now miraculously "Advanced") Settler on the tech tree, so the one which requires fewer population points now requires the extra tech. - Made Expansionism optional and Literature mandatory. - Moved TOW Infantry from Spearman upgrade path to Warrior upgrade path, and changed its required tech from Advanced Synthetics to Satellites. - Reduced Siege Tower's defense and increased its cost. (It wasn't intended to be a city defense unit, but some players have been using it as one!) - Turned "retain culture on capture" flag off again. - Tweaked government stats a bit. Monarchy now has low war weariness, while Oligarchy has none; Feudalism uses forced rather than paid labor to hurry production, and has no war weariness; Republics can support four units per metropolis rather than just two. Version 2004/04/24: - Gave Curragh the ability to transport 1 unit. (This was done for the benefit of civs starting on islands without timber.) Also raised its shield cost from 15 to 20. - Reduced movement rate of Galleys, Triremes and Dromons from 4 to 3. - Added bronze as a requirement for Triremes. Version 2004/04/22: - Changed food consumption per citizen back to 3, and adjusted tile food production numbers to compensate. (Desert and flood plain tiles can now be irrigated again.) - Added 22 resources, for a total of 54. - Revised unit, improvement and wonder resource requirements extensively to utilize new resources. - Also revised improvements required for wonders to allow for the fact that improvements "provided" by one wonder don't count toward the requirements for other wonders. - Updated Shakespeare's Theater so that instead of allowing for large city growth (which really made very little sense), it provides amphitheatres in all your cities. - Moved Swordsman, Spearman and their civ-specific replacements from Bronze Working and Iron Working to Warrior Code. (They require the resources revealed by the previously-required techs, anyway.) - Prohibited roads on mountains, to keep them largely impassable throughout the game. (They provide commerce even without roads, though, and neither strategic nor luxury resources can be found on them.) - Made forests, desert and tundra impassable to wheeled units. - Designated most ancient units (including basic Settler) and some medieval units as wheeled. - Set basic Setter shield cost back from 60 to 40, but set it to require new tech, Expansionism. - Added upgraded Settler, available with Astronomy, which isn't wheeled. - Added "primitive" Settler, available with The Wheel, which has higher shield cost but lower population cost than basic Settler. - Changed Scout movement rate from 2 to 1, as their advantage now is that they can move through any terrain, rather than that they move faster. Also changed Explorer movement rate from 2 to 3, but also replaced "treat all terrain as road" trait with an ability to ignore all terrain movement costs. - Changed movement cost for roads from 1/3 to 1/2. - Made it impossible for ancient naval units to enter ocean squares. - Shifted some modern units: AEGIS Cruiser to Smart Weapons, Helicopter back to Advanced Flight, Hover units to Integrated Defense, Mobile SAM to Satellites, Shadow Infantry to Superconductor and TOW Infantry to Advanced Synthetics. - Added units: Bombard, Continental Marine, Corsair, Crossbowman, Galleass, Missionary, Sabre Guard, Siege Tower and Trireme. - Added unit: Firelancer, which replaces Rider as Chinese UU. - Gave units in Spearman/Pikeman/Musketman line more balanced attack and defense ratings. - Made units in Archer/Crossbowman line the primary defensive units. - Gave all units extra HP based on the age in which they're available. Units available in the medieval age gained one extra HP, those in the industrial age gained two, and those in the modern age gained three. (This helps to differentiate unit strengths a bit, and makes "upset" victories by primitive units less likely.) - Gave barbarian units an extra attack point and an extra hit point. - Renamed Ballistics as Siegecraft and Siegecraft as Improved Siegecraft. - Moved fortification (worker action) from Construction to Siegecraft. - Made Masonry a requirement for Siegecraft. - Made Siegecraft, Improved Siegecraft and Economics mandatory. - Made Invention a requirement for Education. - Replaced Magnetism with Naval Ordnance and added Piracy, and modified some connections on the Medieval tech tree to accommodate the change. - Made Motorized Transportation independent of Electronics. - Moved Disney World from Electronics to Motion Pictures. - Moved Eiffel Tower from Steel to Steam Power. - Moved Mausoleum of Mausollos back to Philosophy. - Added wonders: The Curies' Lab, Empire State Building and Taj Mahal. - Addes small wonders: Adventurers' Guild, Assembly Line, Craftsmen's Guild, Enshrined Relic, Great Harbor, Military Headquarters, National Breadbasket, Philosophers' Forum, Slave Trade and Traders' Guild. - Moved Coffee Shop to Chemistry. - Moved Hospital to Medicine, and changed its effects. (Waste Treatment Plant now allows larger city growth; Hospital instead provides a content face and improved production.) - Added improvements: Movie Theater, Refinery, Smithy, Supermarket and Waste Treatment Plant. - Set nuclear plants and some heavily-polluting improvements to each make a citizen unhappy. - Gave tech requirements to small wonders that didn't already have them, so that they'd all show up on the tech tree. - Removed upgrade link from mounted unit line to tank line. - Increased operational ranges of aircraft and bombard ranges of missiles by about 50%. - Removed city border graphics from the mod. (My point isn't to change the "look" of the game, and most folk probably already have terrain and border graphics they like.) - Added an alternate set of resource icons without the shields and smilies. - Put "culture groups" back as in the default game. ("Bigger, Better Worlds" and "BBW, with Dinos" now have separate "popheads.pcx" files, so the former no longer has to allow for dinosaur citizen heads.) - Set "retain culture on capture" flag so that city borders will no longer shrink when cities are captured. - Increased turn count to 640 and moved start date back to 7000 BC. Version 2004/03/21: - Added Gaia Theory and Neural Interface techs to modern age. - Added wonders: Area 51, Grand Unified Theory (GUT), Mayan Calendar, The Spirit of St. Louis. - Removed wonder: Luther's 95 Theses. - Renamed Libertarianism "Filler" Wonder as Egalitarian Society. - Added improvements: Coffee Shop and Geothermal Plant. - Added new military units: CyberPlane, CyberTank and Terrorist. - Added new units to spy chain: Emissary and Covert Operative. - Added two early air units: Balloon and Airship. - Moved Bomber from Flight to Advanced Flight, and Helicopter from Advanced Flight to Rocketry. - Removed Rubber requirements from modern age units and Mass Transit System. - Added Saltpeter requirement to Rifleman. - Made Engineering a requirement for clearing wetlands. - Increased food production in jungles and wetlands (marshes), since they can no longer be modified in any way in the early game. - Increased rate caps on the governments that have them. - Replaced Jade, Olive Oil and Silver resources with Cocoa, Coffee and Hot Springs. - Rotated Mayan, Persian and Hittite civ strengths so that Mayas are scientific and Persians are expansionistic. - Extended game from 540 to 600 turns, and pushed start date back from 4000 to 6500 BC, to allow more time for ancient wonders to actually be built in ancient times. - Enabled plagues. Version 2004/03/13a: - Undid the change to road building. (It was a bad idea.) Version 2004/03/13: - Attached road building (worker ability) to Masonry. - Disallowed irrigation of flood plains. - Returned optimal city numbers to default values. Version 2004/03/10: - Re-enabled city building on desert and tundra tiles. - Set food consumption per citizen back to 2. - Reset tile food production numbers back to defaults, but disallowed irrigation of desert tiles, and disallowed mining of desert and tundra. - Raised shield cost of Settler to 60, and population point cost to 3. - Raised shield cost of Worker to 20. - Increased time needed for mining (now 18), irrigating (12), building railroads (18), planting forests (24), clearing forests (24) and clearing wetlands (32). - Tweaked unit stats to mimic many changes from "Patch Suggestion" mod. - Increased naval unit movement rates by one-third to allow for the fact that the mod's maps are larger. - Added improvement prereqs to numerous wonders, in part to encourage AI to build more city improvements. - Added "production" to "build often" lists of all civs that didn't already include it. - Decreased optimal city number for each world size by about one-third to discourage huge, sprawling civs. - Added Machiavelli's Il Principe wonder. ("Rufus T. Firefly's" splash art was just too good not to use!) - Added Assassin unit, essentially a spy with hidden nationality, to be created by the new wonder. - Moved Art of War from Espionage to Code of Laws. - Moved Carrier from Mass Production to Advanced Flight. - Made Rocketry a prereq for Synthetic Fibers, to make it impossible to build stealth fighters without being able to build jet fighters. - Added new territory border graphics. Version 2004/03/05: - Initial release.