From a365a70924f5edd57df2d82d5a5df66e3ff885ab Mon Sep 17 00:00:00 2001 From: dftec Date: Tue, 29 Jun 2021 22:52:54 +0200 Subject: [PATCH] Try to improve the readme of civ2civ3: - Reserve the use of capital letters to words used as rule_names: units, techs, terrains, resources, buildings, governments, and some key game concepts like Food/Trade/Production, Science/Gold/Luxury... - Use "Production" instead of "Shields" for city output (as in the city UI), or for production of citizens (like Trade, Luxury, Science and Gold), that will be multiplied by buildings. - Keep using "shields" for upkeep of units, use "coins" instead of "Gold" for upkeep of units or buildings, and use "bulbs" instead of "Science" for upkeep of techs. - Use "upkeep in Food", instead of "Food upkeep". - Use "ground units" when they include all Land unit classes (big and small). Use "naval units" or "boats" when they include both Sea and Trireme. - Use "unhappiness caused by military units", or simply war unhappiness, instead of Military Unhappiness. - Clarify when wonders affect every city of every player, or only the cities of the owner. - Use civ2 as reference in tables. References to classic ruleset changed to classic/civ2 (when they are equal). - Remove trail spaces. - Re-wrap the altered text with linux command: fold -s -w 72. Then replace the final space " \n" by a double initial space "\n ". See osdn #42558 --- data/civ2civ3/README.civ2civ3 | 842 ++++++++++++++++++---------------- 1 file changed, 440 insertions(+), 402 deletions(-) diff --git a/data/civ2civ3/README.civ2civ3 b/data/civ2civ3/README.civ2civ3 index f32c245e38..7c381ae6c6 100644 --- a/data/civ2civ3/README.civ2civ3 +++ b/data/civ2civ3/README.civ2civ3 @@ -7,21 +7,23 @@ OBJECTIVES: ----------- - The main purpose is to get a gameplay more similar to civ3, keeping - the combat system from civ2. + civ2 rules as reference. -- Reduced micromanagement as much as possible. Don't be afraid by the - amount of changes, I think this ruleset is easier to learn than - classic rules, and it is designed so there is not a big disadvantage - when you do not play optimally. I hope both rookies and experienced - players can enjoy it. +- It tries to improve balance, reduce micromanagement, avoid + counter-intuitive gameplay or hidden tricks, simplify the rules, and + make it a bit more realistic, while keeping as many viable strategies + as possible. -- Removed the rules that allowed a sudden boost: mainly rapture growth, - national trade routes, and the big bonuses from some governments. +- Don't be afraid by the amount of changes, I think this ruleset is + easier to learn than classic/civ2 rules, and it is designed so there is + not a big disadvantage when you do not play optimally. I hope both + rookies and experienced players can enjoy it. - The result should be a simpler and more linear development of your - cities, and a slower paced gameplay. With governments that keep a - similar balance along the different ages, and smoother effects of - terrains, units, buildings and wonders. +- Rules that allowed a sudden boost were removed or redesigned. The + result should be a simpler and more linear development of your cities, + and a slower paced gameplay; with governments that keep a similar + balance along the different ages; and smoother differences between + terrains, units, buildings or wonders. - All the new rules have been adapted so AI can play with them, and to avoid possible exploits by human players. @@ -33,53 +35,63 @@ players. INFO: ----- -- Help texts have been updated (mainly Buildings and Wonders), so the - info showed ingame already takes into account the changed rules. Note - that some graphical tables from the Manual will not match (mainly - Terrains and Governments), so better use the tables in this ReadMe as - reference. +- Help texts have been updated (mainly buildings and wonders), so the + info showed ingame already takes into account the changed rules. Some + graphical tables from the manual might not match (mainly terrains and + governments), so better use the tables in this Readme as reference. - I suggest new players to start a game with 6 players or so, AI skill - level Normal, and default ruleset options (Small continental map with + level Normal, and default ruleset options (small continental map with 100 land tiles per player). - For challenging games, you may place several AI players in the same team. For example, one team with 5 AIs together against you. - Cheating AI level was adjusted for these rules, I suggest experienced - players to use it. - CHEATING AI: +40% Science, Luxury, Gold and Production, +40 AI love, - +40% Veteran chance, +40% Bribe and Incite costs, -20% Pollution, - +1 Content per city, no food penalty from units. + players to use it (better than Hard AI). The "AI Love" effect reduces + the amount of wars between the AIs, even when they are not in the same + team, making them more hostile against the human players (or against + other non cheating AIs). -The following is a full list of changes compared to classic ruleset... +CHEATING AI: +40% Science, Luxury, Gold and Production, +40 AI love, + +40% Veteran chance, +40% Bribe and Incite costs, -20% Pollution, +1 + Content per city, no food penalty from units. + +The following is a full list of changes compared to classic ruleset +(although it should be playable without reading it)... CORE CHANGES: ------------- -- No Rapture Growth (Celebration only causes additional Trade per tile, +- No Rapture Growth (celebration only causes additional Trade per tile, same as civ3). Foodbox readjusted to keep a constant city growth. - Settlers cost 2 population (as in civ3). This way, the number of tiles worked in the original city are reduced by 2, equal to the number of tiles worked in the newly created city. -- Disabled national Trade Routes: it is still possible to create Trade - Routes, but only to foreign cities that you are not at war with - (trade routes are canceled when war breaks out). Each city can - support a maximum of 2 trade routes. Removed the one time revenues. +- Disabled national trade routes: it is still possible to create trade + routes, but only to foreign cities that you are not at war with (trade + routes are canceled when war breaks out). Each city can support a + maximum of 2 trade routes. Removed the one time revenues, and reduced + the ongoing revenues. + +- Every unit (except Settlers, Migrants, and Fanatics, which cost + population to build) pays some kind of upkeep cost. Some governments + pay shields as upkeep, and others pay coins (similar to civ3), but not + both. -- Every unit (except Settlers/Migrants, which cost population to build) - pays some kind of Upkeep cost. Under some governments, this upkeep is - changed from Shields to Gold (similar to civ3). +- Most units also require upkeep in Food, except for Workers/Engineers, + Diplomat/Spy, Caravan/Freight, Explorer/AWACS, and Cruise + Missile/Nuclear. -- A city can support as many military and Settler/Migrant units as its - population size (min 4, max 20). Additional units cause waste of Food. - If the city shrinks due to starvation, one of those extra units will - be disbanded. + A city can support for free as many units (with upkeep in Food) as + its population size (min 4, max 20). Additional units cause waste of + Food. If the city shrinks due to starvation, one of those extra units + will be disbanded. -- Units lose one Veteran level when upgraded. +- Units lose one veteran level when upgraded. - Enabled tired attack: units that attack with less than a single move point will have their attack power reduced accordingly. @@ -87,11 +99,8 @@ CORE CHANGES: If they have 1/3 movement points, they will attack with 1/3 strength. - Unlimited movement on rails delayed to maglev (available with - Superconductors). Movement bonus on Railroads x6, on Roads x3, on - Rivers x3 (non diagonal). - -- The 'restrictinfra' server setting applies to rivers as well as to - roads/railroads. + Superconductors). Movement bonus on railroads x6, on roads x3, on + rivers x3 (non diagonal). - Added Fort and Airstrip bases, required before you can build Fortress or Airbase, respectively. It prevents the construction of full bases @@ -102,22 +111,20 @@ CORE CHANGES: increase it to 3 for all players. - Enabled Tech Leakage: technologies are cheaper if already discovered - by other nations you have Embassy with. + by other nations you have embassy with. -- The cost of each Tech is equal to the number of steps needed to get +- The cost of each tech is equal to the number of steps needed to get the tech (Tech Cost = Base Cost * Number of Parents). It is a linear formula more similar to civ2, and it fits better the new reduced bonuses from Trade and Science. -- Tech Upkeep assigned to Cities: some science is required from each - city to maintain a given technological level. The upkeep grows from 0 - during the middle ages, up to 10 Bulbs per city when the whole tech - tree was researched. If the global balance of Bulbs ends negative, one - technology is lost, and half of its value is restored to the count of - Bulbs. +- Tech upkeep assigned to cities: some bulbs (research points) are + required from each city to maintain a given technological level. The + upkeep grows from 0 during the middle ages, up to 10 bulbs per city + when the whole tech tree was researched. -- No holes allowed in tech tree. To acquire a tech you must know its - prerequisites, and you cannot lose a tech that another depends on. +- No holes allowed in the tech tree. To acquire a tech you must know + its prerequisites, and you cannot lose a tech that another depends on. - Some buildings, and all wonders, generate culture points in your cities; certain achievements such as mapping the world also generate @@ -125,35 +132,41 @@ CORE CHANGES: migration (which is not enabled by default), and a cultural victory can optionally be enabled. -- Enabled risk of Plague at cities with population greater than 4. Chances - reduced by the buildings Aqueduct and Sewer System, the tech Medicine, - and the wonder Cure for Cancer. +- Enabled risk of plague at cities with population greater than 4. + Chances reduced by the buildings Aqueduct and Sewer System, the tech + Medicine, and the wonder Cure for Cancer. -- Added other random disasters: Earthquake, Fire, Flood, Industrial - Accident, and Nuclear Accident. +- Added other random disasters: Earthquake (city on Hills), Fire (city + larger than 8), Flood (city near rivers), Industrial Accident (city + with Mfg. Plant), and Nuclear Accident (city with Nuclear Plant). -- Increased AI_love for AI players, in order to reduce the amount of - wars between them. OPTIONAL RULES: +--------------- -- Every player starts with 1 free Tech, 1 Settler, 1 Worker, - 1 Explorer, and 1 Diplomat. ('startunits', 'techlevel') +- Every player starts with 1 Settler, 1 Worker, 1 Explorer, 1 Diplomat, + and 1 free tech. ('startunits', 'techlevel') -- Minimum Distance between cities set to 3. ('citymindist') +- Minimum distance between cities set to 3. ('citymindist') -- Initial National Border equal to city radius (2 tiles). ('borders') +- Initial national border equal to city radius (2 tiles). ('borders') - Restricted the use of infrastructure (roads, railroads, and rivers) - for enemy units. ('restrictinfra') + for enemy units inside national borders. ('restrictinfra') -- Unreachable units do not protect reachable ones. ('unreachableprotects') +- Unreachable units do not protect reachable ones (when they are in the + same tile). ('unreachableprotects') -- Set Occupy Chance to 100%: Units automatically move to the target tile - if the attack is successful and ZoC rules allow the movement. +- Occupy chance set to 100%: Units automatically move to the target + tile if the attack is successful and ZoC rules allow the movement. ('occupychance') -- Halved change of building loss when city is conquered. ('razechance') +- Halved chance of building loss (to 10%) when a city is conquered. + ('razechance') + +- If the pool of research points ends negative, one random technology + is lost, and half of its value is restored to the research pool. + ('techlossforgiveness', 'techlossrestore') - Revolutions become quicker the more times any player has changed to the target government. ('revolentype') @@ -162,25 +175,25 @@ OPTIONAL RULES: FOODBOX: -------- -- City FoodBox Size uniformed to even the population wasted when you - build Settlers at larger cities (similar to civ3). +- Foodbox size uniformed to even the population wasted when you build + Settlers at larger cities (similar to civ3). - Granary size is fixed to 10 Food for every city size. -- Cities with Pop <= 4 receive this granary effect for free, so they can - create Settlers at best rate even without Granary. (This free granary - helps the AI to build Settlers optimally). +- Cities with Pop <= 4 receive this granary effect for free, so they + can create Settlers at best rate even without Granary. (This free + granary effect helps the AI to build Settlers optimally). CITY FOODBOX SETTLER FOODBOX SETTLER SIZE NEW NEW OLD OLD -1 20 - 20 - -2 20(10)# - 30(15) 20(5-15) -3 20(10)# 20(20) 40(20) 30(10-20) -4 20(10)# 20(20) 50(25) 40(15-25) -5 20(10) 30(20) 60(30) 50(20-30) -6 30(10) 40(20) 70(35) 60(25-35) -7 30(10) 50(30) 80(40) 70(30-40) -8 40(10) 60(40) 90(45) 80(35-45) +1 20 - 20 - +2 20(10)# - 30(15) 20(5-15) +3 20(10)# 20(20) 40(20) 30(10-20) +4 20(10)# 20(20) 50(25) 40(15-25) +5 20(10) 30(20) 60(30) 50(20-30) +6 30(10) 40(20) 70(35) 60(25-35) +7 30(10) 50(30) 80(40) 70(30-40) +8 40(10) 60(40) 90(45) 80(35-45) 9 40(10) 70(50) 100(50) 90(40-50) 10 40(10) 80(60) 110(55) 100(45-55) 11 40(10) 80(60) 120(60) 110(50-60) @@ -193,59 +206,82 @@ SIZE NEW NEW OLD OLD FOODBOX = Foodbox size at that city level. (In brackets = Granary size). SETTLER = Food needed to recover the population if you create a Settler at that city size. (In brackets = The same but with Granary). -NEW = This ruleset. OLD = Classic ruleset +NEW = This ruleset. OLD = civ2 ruleset TIP: In order to keep max growth, you should build the Granary before - city grows larger than Pop 4 (same as Aqueduct at Pop 8, and - Sewer System at Pop 16). -TIP: Optimal production of Settlers occurs at any city with Pop <= 4, or - cities with Granary and Pop <= 6. + city grows larger than Pop 4 (same as Aqueduct at Pop 8, and Sewer + System at Pop 16). +TIP: Optimal production of Settlers occurs at any city with Pop <= 4, + or cities with Granary and Pop <= 6. TERRAIN: -------- -- Jungles receive +1 Shield (1/1/0). Swamps can be irrigated for +1 Food - (to 2/0/0). Tundras can be mined for +1 Shield (instead of irrigated) - and receive +1 Trade when roaded (up to 1/1/1). +- Jungles receive 1 extra Production (1/1/0). -- Deserts with a river receive 1 extra Food from irrigation (total 2), - unless they have an Oasis; this simulates a growth boost like Nile - floods. +- Tundras can be mined for +1 Production (instead of irrigated) and + receive +1 Trade when roaded (up to 1/1/1). + +- Swamps can be irrigated for +1 Food (to 2/0/0). Reduced Food bonus by + 1 to Spice resource (on Swamp). -- Reduced Food bonus by 1 to Swamp/Spice; the original bonus can be - obtained by irrigating the Swamp. +- Deserts with a river receive 1 extra Food from irrigation (total 2), + unless they have an Oasis resource; this simulates a growth boost like + Nile floods. -- Hills receive 1 Shield for free, and +2 from mines, same as civ3, - (was 0 and +3). Mountains receive +2 Shields from mines too (was +1). +- Hills receive 1 Production for free, and +2 from mines, same as civ3, + (was 0 and +3). Mountains receive +2 Production from mines too (was +1). -- Mountains give extra vision range. Cities can not be placed over - Mountains. Land units starting the turn on unroaded Mountains receive a -1 - penalty to movement (this way it is not so good for cavalry to end the - turn on Mountains). +- Mountains give extra vision range. Cities can not be placed on + Mountains (nor Glaciers). Ground units starting the turn on unroaded + Mountains receive a -1 penalty to movement (this way it is not so good + for cavalry to end the turn on Mountains). - The discovery of Refining allows to upgrade the mines placed on - Deserts and Glaciers to Oil Wells (+2 Shields in total). + Desert and Glacier to Oil Wells (+2 Production in total). -- Lake tiles receive for free +1 Food (2/0/2), while Harbours and - Offshore Platforms do not affect them. Lakes do not enable wonders - that needs a coastal city. +- Lake tiles receive for free +1 Food (2/0/2), but Harbours do not + affect them. Lakes do not enable wonders that needs a coastal city. -- Deep ocean tiles must be mined (resulting in an Oil Platform) in order to - take advantage of the shield bonus from Offshore Platforms. +- Deep ocean tiles must be mined (resulting in an oil platform) in + order to take advantage of the production bonus from Offshore Platforms. - Pollution may appear in Ocean tiles, and Transports can clean it - without the need of Workers/Engineers. Jungles and Forests are less - affected by global warming. - -- Cities on rivers always get roads, even before Bridge Building - is known. + without the need of Workers/Engineers. Oceans, Jungles and Forests are + less affected by global warming. + +- Cities on rivers always get roads, even before Bridge Building is + known. + +- The only terrain transformations available before the end of the tech + tree are: Jungle -> Swamp; and Plains <-> Forest <-> Grassland. + +- The following diagram shows all the transformations available with + the discovery of Fusion Power. Redesigned so all useful alterations can + be finished in 1 or 2 steps, and all effects of global warming can be + reverted: + + Glacier --> Lake <-- + /\ | + Ocean --\ \/ | + --> Grassland | +--> Swamp --/ /\ | +| \/ | +<-- Jungle --> Forest --> | + /\ | | + Tundra --\ \/ | | + --> Plains --|--> + Desert --/ /\ | + || | + Mountains --> Hills <-- + +- No minimum city output (was 1/1/0). City central tile simply gets +1 + Production. -- No minimum city output (was 1/1/0). City central tile simply gets - +1 Shield. This way, no matter the tile where you place your city, you never - waste any resource (for example, with classic rules, a city placed - over bonused Grassland was wasting the Shield bonus). + waste any resource (for example, with classic/civ2 rules, a city placed + over bonused Grassland was wasting the Production bonus). TILE F/P/T IRRIG(t) MINE(t) ROAD MAX1 MAX2 TRANSFORM Deep 1/0/2 NO NO NO 2/0/2 2/1/2 No @@ -262,13 +298,13 @@ Forest 1/2/0 Plain(10) *Grass(15) +0(4) 1/2/0 1/3/0 *Hills(24) Hills *1/1/0 +1(10) *+2(10) +0(4) 1/3/0 1/4/0 Plains(24) Mountains 0/1/0 NO *+2(10) +0(6) 0/3/0 0/4/0 Hills(36) -F/P/T = Food/Production/Trade; (t) = turns -MAX1 = irrigated/mined/roaded/harbour; MAX2 = farmland/railroad/oil well. -* = Changes compared to classic ruleset. Most affected are Jungles, - Swamps and Tundras. +F/P/T = Food/Production/Trade output; (t) = turns +MAX1 = Irrigation/Mine/Road/Harbour; MAX2 = Farmland/Railroad/Oil Well. +* = Changes compared to civ2 ruleset. Most affected are Jungles, Swamps + and Tundras. TIP: The optimal tiles to place your initial cities are those with MAX - output equal or greater than 2/1/1, mainly those with bonus + output equal or similar to 2/1/2, mainly those with bonus resources or rivers. Hills and Plains are always good places for cities, as well as Flood Desert (desert with river), or bonused Grassland. The best defense comes from cities placed on Hills with @@ -280,54 +316,54 @@ DEFENSE: - Halved the terrain defense bonuses, now more similar to civ3 values: -TERRAIN NEW OLD -Forest/Jungle/Swamp +25% +50% -Hills +50% +100% -Mountains +100% +200% +TERRAIN NEW OLD +Forest/Jungle/Swamp +25% +50% +Hills +50% +100% +Mountains +100% +200% -RIVER +25% +50% +RIVER +25% +50% VETERAN -Veteran +50% (=) -Hardened +75% (=) -Elite +100% (=) +Veteran +50% (=) +Hardened +75% (=) +Elite +100% (=) -FORTIFIED +50% (=) +FORTIFIED +50% (=) (only Land and Big Land units can fortify; inside cities, they are always considered fortified) BASE VS LAND VS SEA VS AIR VS MISSILE -Fort +50% +50% +0% +0% +Fort +50% +50% - - Fortress +100% +100% +50% +50% -Airstrip +0% +0% +50% +50% +Airstrip - - +50% +50% Airbase +50% +50% +100% +100% CITY VS LAND VS SEA VS AIR VS MISSILE -Town (Pop<=8) +50% +0% +0% +0% -City (Pop>8) +100% +50% +0% +0% +Town (Pop<=8) +50% - - - +City (Pop>8) +100% +50% - - Buildings each add: -Walls +100% +0% +0% +0% -Great Wall(W) +50% +0% +0% +0% -Coastal Defense +0% +100% +0% +0% -SAM Battery +0% +0% +100% +0% -SDI Defense +0% +0% +0% +100% +Great Wall(W) +50% - - - +Walls +100% - - - +Coastal Defense - +100% - - +SAM Battery - - +100% - +SDI Defense - - - +100% -- Every City of any size receives an inherent Defend_Bonus = +50% - against all kinds of land units. +- Every city of any size receives an inherent +50% defense bonus + against all kinds of ground units. -- Every City with Pop>8 receives an additional free Defend_Bonus = +50% - against both land and sea units. +- Every city with Pop>8 receives an additional +50% defense bonus + against both ground and naval units. -- Walls effect reduced from 200% to 100%, and cost reduced from 60 +- City Walls effect reduced from 200% to 100%, and cost reduced from 60 to 30. -- Great Wall gives additional Defend_Bonus = +50% against Land units, - and prevents population loss in any city when a defending unit loses. +- Great Wall wonder gives an additional +50% defense bonus against + ground units. Total Defense = (UNIT DEFENSE) * (100+TERRAIN)/100 * (100+RIVER)/100 * (100+CITY+BASE)/100 * (100+FORTIFIED)/100 * (100+VETERAN)/100 -(Same as classic rules). +(Same as classic/civ2 rules). EXAMPLE: Riflemen fortified in a fortress, on mountains, with a river, will get a total defense of 30 against land attacks: @@ -348,92 +384,92 @@ EXAMPLE: Riflemen in a size 9 city, with walls, on hills, GOVERNMENTS: ------------ - Anarch Tribal Despot Monarc Fundam Republ Democr Federat Commun -Tax/Lux/Sci Rate 0 60 60 70 70 80 90 90 80 -Output per tile # -1(if>2) -1(if>2) -1(if>2) 0 0 +1Trade +1Trade 0 0 -Celebration Bonus (no -1) (no -1) (no -1) (+1Trade) 0 (+1Trade)(+1Trade)(+1Trade) 0 - -Unit Upkeep Shield Shield Gold Gold Gold(x2) Shield Gold(x2) Gold(x2) Shield -Free Units 2\2 2\2 2\2 3\3 2\2 1\1 1\1 2\2 3\3 -Mil Unhappiness 0 0 0 -1 -1 -1 -2 -1 -1 -Martial Law +1 0 +1 +1 0 0 0 0 +2 - -Civil war % 99 90 80 70 60 40 30 20 50 -Empire Size 0 /12 /10 /14 /20 /16 /32 /24 /28 + Anarch Tribal Despot Monarc Fundam Republ Democr Federat Commun +Tax/Lux/Sci Rate 0 60 60 70 70 80 90 90 80 +Output per tile # -1(if>2) -1(if>2) -1(if>2) 0 0 +1Trade +1Trade 0 0 +Celebration Bonus (no -1) (no -1) (no -1) (+1Trade) 0 (+1Trade)(+1Trade)(+1Trade) 0 + +Unit Upkeep Shield Shield Coin Coin Coin(x2) Shield Coin(x2) Coin(x2) Shield +Free Units 2 2 2 3 2 1 1 2 3 +War Unhappiness 0 0 0 -1 -1 -1 -2 -1 -1 +Martial Law +1 0 +1 +1 0 0 0 0 +2 + +Civil war % 99% 90% 80% 70% 60% 40% 30% 20% 50% +Empire Size 0 /12 /10 /14 /20 /16 /32 /24 /28 Special +NoUpkeep +Veteran +75%Gold +50%Gold +Tithes +Bribe +Brib/Sub +Subvert +NoUpkeep - -50%Lux (Land/Mil)(Palace) (Palace) -50%Sci -Revolt -Rev/Sen -Senate (Cost=1) - -NoTaxes +Content +Fanatic +Partisan +Luxury +Partisan - -Base Corruption 0% 30% 20% 10% 15% 25% 5% 0% 30% -Corrup by Dist * 1 1 1 1 1 1 1 0 0 -Base Waste 30% 0% 10% 20% 15% 5% 25% 30% 0% -Waste by Dist ** 1 1 1 1 1 1 1 0 0 - -* Corruption by Distance is doubled until The Corporation is researched - by the player (or increased to 1 for Federation). -** Waste by Distance is doubled until Trade is researched by the player. -# This penalty is negated by The Pyramids wonder, or when Railroad is - researched by the player. -+ Partisans appear in conquered cities (democratic or communist) if + -50%Lux (Land/Mil)(Palace) (Palace) -50%Sci -Revolt -Rev/Sen -Senate (Cost=1) + -NoTaxes +Content +Fanatic +Partisan +Luxury +Partisan + +Base Corruption 0% 30% 20% 10% 15% 25% 5% 0% 30% +Base Waste 30% 0% 10% 20% 15% 5% 25% 30% 0 +By Distance * +1% +1% +1% +1% +1% +1% +1% +0% +0% + +* Corruption by distance is doubled (+2% per tile of distance to + capital, or +1% for Federation) until The Corporation is researched by + the player. + Waste by distance is doubled (+2% per tile of distance to capital) + until Trade is researched by the player. +# The output per tile penalty is negated by The Pyramids wonder, or + when Railroad is researched by the player. ++ Partisans appear around conquered cities (democratic or communist) if Guerilla Warfare has been researched by any player. -Added Fundamentalism (available with Theology), Tribal (available at -start) and Federation (available with Economics). +- Added Fundamentalism (available with Theology), Tribal (available at + start) and Federation (available with Economics). -- "Base Corruption/Waste": Modern governments cause less Trade - Corruption, but more Wasted Production. The total % lost (Waste + +- "Base Corruption/Waste": Modern governments cause less Corruption in + Trade, but more Waste in Production. The total % lost (Waste + Corruption) is equal for all governments. -- "Empire Size" (number of cities that start causing extra unhappiness): - Modern governments have double size limit than his ancient - counterpart. Empire Base Size is equal to Empire Step Size for every - government. +- "Empire Size" (number of cities before they start causing extra + unhappiness): Modern governments have double size limit than his + ancient counterpart. Empire Base Size is always equal to Empire Step + Size. - "Unit Upkeep": Tribal, Republic and Communism use the standard unit - upkeep by Shields, while the other governments use Gold upkeep (x2 - Gold per unit for modern governments). + upkeep in shields, while the other governments use upkeep in coins (x2 + coins per unit for modern governments). -- "Free Units": Means units free of Gold/Shield upkeep and also free of - Military Unhappiness. By default 2 free units per city. +- "Free Units": Means units free of shield/coin upkeep and also free of + unhappiness due to military activity. By default 2 free units per city. -- "Mil Unhappiness": Most governments are affected by Military - Unhappiness due to units out of cities/fortresses (same as Republic - in classic ruleset). +- "War Unhappiness": Most governments cause unhappiness when military + units end the turn outside national borders (same as Republic with civ2 + rules). -- "Martial Law": Max 3 units can apply Martial Law (was max 20 for +- "Martial Law": Max 3 units can apply martial law (was max 20 for Despotism and Anarchy). -- The bonus "+1 Trade" under Republic and Democracy does not affect - oceanic tiles. This way, oceanic tiles are more even to land tiles - under any government. +- The bonus "+1 Trade" (for every worked tile that is already producing + trade) under Republic and Democracy does not affect oceanic tiles. -- Republic receives Revolution_When_Unhappy and has unbribable units, - Federation receives Has_senate and has unincitable cities (Democracy - receives all them). +- Republic gets "Revolution when unhappy" effect and has unbribable + units. Federation gets "Has senate" effect and has unincitable cities. + Democracy gets all them. -- Spies built under Communism or Federation will start at the first - veteran level. Federation grants +2 Luxury per city. +- Spies and Diplomats built under Communism or Federation will start at + the first veteran level. Federation gets +2 Luxury points in every city. -- Under Communism you do not pay upkeep for buildings that cost 1 Gold. - Communism cancels the bonus from Mysticism and Theology (to Temples - and Cathedrals). +- Under Communism you do not pay upkeep for buildings that cost 1 coin. + Communism cancels the bonus from Mysticism and Theology (to Temples and + Cathedrals). -- Under Fundamentalism you receive extra Gold from Tithes, but -50% to - Science. +- Under Fundamentalism, your cities receive extra Gold from tithes + (from buildings that make citizens content), but -50% to Science (like + subtracting the effect of a library in each city). -- The Bonus to production at Palace (under Despotism and Monarchy) - switched from Shields to Gold. +- The output bonus of Palace (under Despotism and Monarchy) switched + from Production to Gold. -- Tribal government increases by half the chance of land units getting - the next veteran level after a battle. Every city gets 1 extra content - citizen, but units can't apply Martial Law. +- Tribal government increases by half the chance of ground units + getting the next veteran level after a battle. Every city gets 1 extra + content citizen, but units can't apply martial law. TIP: There is some hurry to get Monarchy or Republic (or to build - Pyramids), in order to avoid the initial penalty to output per - tile. However, the Corruption and Waste are evened for all - governments, so there are no big differences, and every government - could be used at any technological age. The choice depends on the - role of your civilization. + Pyramids), in order to avoid the initial penalty to output per tile. + However, the Corruption and Waste are evened for all governments, so + there are no big differences, and each government could be useful in + different situations. TECHS: @@ -452,12 +488,10 @@ TECHS: - Diplomats available with Alphabet (was Writing), and Migrants with Pottery, so every initial tech allows some unit or building. -- Coastal Defense moved to Magnetism*. AI likes defense improvements and - this change encourages them to develop Frigates/Galleons early in - game. - (*) The labels and icons for "Magnetism" and "Navigation" were - switched, because compass was already used by historical Caravels, - while sextants were not invented until the age of Galleons/Frigates. +- Coastal Defense moved to Navigation. The labels and icons for + "Magnetism" and "Navigation" were switched, because compass was already + used by historical Caravels, while sextants were not invented until the + age of Galleons/Frigates. - Construction requires Iron Working instead of Currency. This way, Iron Working is a prerequisite to build Frigates and Ironclads. @@ -469,33 +503,31 @@ TECHS: Combustion (Submarines). - Battleship available with Mass Production instead of Automobile. - Mfg Plant available with Plastics (was Robotics). - -- Nuclear Fission requires Refrigeration, in order to delay the Atomic - age, and to force the AI to research farms. Communism requires - Theology (Fundamentalism) instead of Philosophy, to encourage AI to - research all governments. + Mfg Plant available with Plastics instead of Robotics. -- Fusion Power allows Engineers to perform terrain transformations, that - were simplified so there is no need to chain more than one - transformation in the same terrain. +- Nuclear Fission requires Refrigeration, in order to delay the atomic + age, and to force the AI to research farms. Communism requires Theology + (Fundamentalism) instead of Philosophy, to encourage AI to research all + governments. Special effects: -- Astronomy: Increases units vision when in fortresses. +- Astronomy: Increases units vision when in Fortress. - Invention: Halves upgrade cost of your units. -- Medicine: Reduces by 30% the chance of illness in your cities. +- Medicine: Reduces by 30% the chance of plague in your cities. - Electricity: Allows irrigation without adjacent water, increases city - vision radius, and the effect of Colosseums. -- Trade: Decreases one-time the waste of Shields caused by distance to - capital. + vision radius, and improves the effect of Amphitheatres. +- Trade: Decreases one-time the waste of Production caused by distance + to capital. - The Corporation: Decreases one-time the corruption of Trade caused by distance to capital. - -The Techs, Buildings, Wonders and Units are the same as civ2, but some -requirements have been changed to improve a bit the historical accuracy, -to encourage the use of every military unit, and to avoid units or -wonders becoming obsolete too soon. The following is a list of some -inaccuracies from classic tech tree that were addressed in the new tree: +- Fusion Power: Allows Engineers to perform terrain transformations. + +Almost all techs, buildings, wonders and units are the same as +classic/civ2, but some requirements have been changed to improve a bit +the historical accuracy, to encourage the use of every military unit, +and to avoid units or wonders becoming obsolete too soon. The following +is a list of some inaccuracies from classic/civ2 tech tree that were +addressed in the new tree: - It was possible to research Pikemen before Phalanxs; Musketeers before Pikemen; Ironclads before Frigates; Destroyers before Ironclads; Armors before Artillery; Mech Infantry without Barracks III. @@ -513,7 +545,7 @@ inaccuracies from classic tech tree that were addressed in the new tree: In the new tree, you are forced to research most of the ancient techs before you can research the modern ones, but overall, researching paths -are similar to classic tree. +are similar to classic/civ2 tree. BUILDINGS: @@ -521,88 +553,85 @@ BUILDINGS: - Aqueduct is cheaper near rivers or lakes. Sewer System is needed to grow larger than pop 16 (instead of 12). Each one reduces the chances - of illness by -30%. + of plague by -30%. -- Created a new building: Ecclesiastical Palace (available with - Theology), that acts as a second center of government that lowers - corruption and waste. +- Added new building: Ecclesiastical Palace (available with Theology), + that acts as a second center of government that lowers corruption and + waste. -- Courthouse: Make_Content = 1, and reduces to half any kind of waste - (Trade, Shields or Food). +- Courthouse: Makes 1 citizen content, and halves any kind of waste + (Trade, Production or Food). - Added new effect: Food wasted by distance to Palace = -1% Food each 2 - tiles. - For example, cities at distance 20 of the Palace lose -10% Food - (-5% with courthouse), so they lose -1 Food when their production - reaches 10 Food per turn (20 Food per turn with courthouse), - noticeable when city reaches size 5 or so (around city size 10 with - courthouse). + Added new effect: Food wasted by distance to Palace is -1% Food each + 2 tiles. For example, cities at distance 10 of the Palace lose -5% + Food, so they lose -1 Food when their output reaches 20 Food per turn + (noticeable with 10 Food per turn due to rounding effects). -- Granary halves the waste of food caused by distance to Palace. - Together with a Courthouse, it eliminates completely the waste of - food. +- Granary halves the waste of Food caused by distance to Palace. + Together with a Courthouse, it eliminates completely the waste of Food. -- Police Station: Make_Content = 2, and reduces unhappiness caused by 1 - Military unit. +- Police Station: Makes 2 citizens content, and reduces unhappiness + caused by 1 military unit. -- Science bonus by buildings (Library, University and Research Lab) - restored to civ2 values (+50%). There are wonders that double the - effect later. +- Science bonus from Library, University, and Research Lab restored to + civ2 values (+50%). There are wonders that double the effect later. - Production bonus by Factory and Mfg Plant reduced to +25% each (was +50%), so the Power Plants are as important as the Factories. - Mfg Plants allows the construction of 2 units per turn. + Mfg Plants allows the construction of 2 units per turn. - Super Highways double the effect of Stock Exchange (+50% to - Gold/Luxuries), and they produce extra Trade at tiles with roads but - without farmlands (the classic effect was overpowered under - Democracy/Republic). The city center tile can still have both farmland - and Super Highways bonuses. + Gold/Luxury), and they produce extra Trade at tiles with roads but + without farmlands (the city center tile can still have both farmland + and Super Highways bonuses). - Doubled costs of all Spaceship parts. All them require Library, University, Research Lab and Factory present in the city in order to - be built. + be built. + +- Reduced by one the upkeep of Aqueduct, Colosseum (renamed to + Amphitheatre), University, Bank, Stock Exchange, Port Facility, SDI + Defense, and Factory; reduced by two for Mass Transit and Mfg. Plant. + +- Pollution caused by population is increased by buildings instead of + by techs: -- Reduced by one the gold upkeep of Aqueduct, Colosseum (renamed to - Amphitheatre), University, Bank, Stock Exchange, Port Facility, - SDI Defense, Factory and Mfg Plant. + Industrialization -> Factory; Automobile -> Highways; Plastics -> Mfg + Plant; Mass Production -> Offshore platforms. -- Pollution caused by population is increased by buildings instead of by - techs: - Industrialization->Factory; Automobile->Highways; Plastics->Mfg Plant; - Mass Production->Offshore platforms. +- Adjusted the pollution of all electrical plants, and increased the + building cost of Nuclear Plants: -- Adjusted the Pollution of all Power Plants, and increased building - cost of Nuclear Plants: + Cost Upkeep Pollution (+Recycling) +Power plant 130 4 100%(50%) +Hydro plant 180 4 50% (25%) +(+Hoover Dam) (=) (=) 25% (0%) +Nuclear plant 240 2 50% (25%) +Solar plant 320 4 25% (0%) - Cost Upkeep Shields Pollution(+Recycle) -Power plant 130 4 +25%/+50% 100%(50%) -Hydro plant 180 4 +25%/+50% 50% (25%) -(+Hoover Dam) (=) (=) (=) 25% (0%) -Nuclear plant 240 2 +25%/+50% 50% (25%) -Solar plant 320 4 +25%/+50% 25% (0%) +Recycling Center 140 2 -50%/-25% UNITS: ------ -- Settlers pop cost increased to 2 and removed the upkeep. New unit - Migrants available to work, or to migrate 1 pop, they can't create - cities and can be captured. Costs more similar to civ3: +- Population cost of Settlers increased to 2, and removed the upkeep. + New unit Migrants available to work, or to migrate 1 population; they + can't create cities and can be captured. Costs more similar to civ3: -Settlers: pop_cost = 2, cost = 30, upkeep = 0 -Migrants: pop_cost = 1, cost = 10, upkeep = 0 -Workers: pop_cost = 0, cost = 20, upkeep = 1 +Settlers: pop 2, cost 30, upkeep 0, food 1 +Migrants: pop 1, cost 10, upkeep 0, food 1 +Workers: pop 0, cost 20, upkeep 1, food 0 -- Non-military units now belongs to a new unit class ("Small Land") that - can not pillage, nor capture cities, and does not create Zones of - Control that would affect the movements of enemy units. +- Non-military units now belongs to a new unit class ("Small Land") + that can not pillage, nor capture cities, and does not create Zones of + Control (ZOC) that would affect the movements of enemy units. - Created a new unit class for Caravans and Freights ("Merchant") that - doesn't get the unlimited movement from Maglev, and can be captured. - They can only establish Trade Routes to foreign cities. + doesn't get the unlimited movement from maglev, and can be captured. + They can only establish trade routes to foreign cities. -- Land units can capture enemy Migrants (as slaves) and +- Military "Land" units can capture enemy Migrants (as slaves) and Caravans/Freights (as loot). - Wheeled units (new unit class "Big Land") can't move to Mountains, @@ -612,16 +641,18 @@ Workers: pop_cost = 0, cost = 20, upkeep = 1 - Only "Big Land" units can cause population loss when attacking a city. -- Units stay alive when they establish embassies or investigate cities, - and they can do it directly from boats without disembarking. Explorers - can also perform those two actions, same as Diplomats. Increased - vision range of Explorers and Partisans. +- Diplomat units stay alive when they investigate cities, and they can + establish embassies or investigate cities directly from boats without + disembarking. Explorers can perform those two actions, same as + Diplomats. Increased vision range of Explorers and Partisans. + - Added Elephants from civ2, available with Polytheism: - (at/def/mov-hp,cost) = (3/2/2-10,30). Obsolete by Dragoons. + (att/def/mov-hp,cost) = (3/2/2-10,30). Obsolete by Dragoons. - Added Crusaders from civ2, available with Monotheism: (5/1/2-10,40). - Obsolete by Dragoons. They do not cause military unhappiness. + Obsolete by Dragoons. They do not cause unhappiness due to military + activity. - Added Fanatics from civ2, available with Guerrilla, under Fundamentalism government: (5/5/1-20,20). They cost 1 population, but @@ -667,18 +698,17 @@ Workers: pop_cost = 0, cost = 20, upkeep = 1 and reduced movement to 1. - Bombers and Helicopters receive the Bombarder ability: when they - attack land units, they can only damage (not kill) them, but damage - every unit in a stack or city; and are never damaged while attacking. - Note they have a normal attack against sea units (they still can kill - or die). - Halved the attack so it is harder to bombard land enemies - successfully. Increased hit points so it is still possible to kill - naval units. + attack ground units, they can only damage (not kill) them, but they + damage every unit in a stack or city; and are never damaged while + attacking. Note they have a normal attack against naval units (they + still can kill or die). Halved the attack so it is harder to bombard + ground enemies successfully. Increased hit points so it is still + possible to kill naval units. - Air units can perform pillage (representing bombardment of - infrastructure), and can be Airlifted from a city with an Airport to - another. Increased defense of all Air units, in order to discourage - the use of Land units to protect them. + infrastructure), and can be airlifted from a city with an Airport to + another. Increased defense of all Air units, in order to discourage the + use of ground units to protect them. - Increased fuel of all planes by one (giving them an extra turn in the air), in order to allow battles for air control. All planes @@ -699,7 +729,7 @@ Workers: pop_cost = 0, cost = 20, upkeep = 1 expensive. At the same time, modern units always get better ratio Att/Cost or Def/Cost. -UNIT Att Def Mov FP HP Cost +UNIT Att Def Mov FP HP Cost Warrior 1 1 1 1 10 10 Phalanx 1 2 1 1 10 20 Archers 3 *1 1 1 10 *20 @@ -712,7 +742,7 @@ Partisan 4 *5 1 1 20 *60 IgTer, IgZOC Fanatics *5 *5 1 1 20 20 *1 Pop, No upkeep, No unhappy Marines 8 5 1 1 20 60 Marines Paratroopers 6 4 1 1 20 60 Paratroopers - + Horsemen 2 1 2 1 10 20 Chariot *4 1 2 1 10 30 *Wheeled Elephants *3 *2 2 1 10 *30 @@ -722,56 +752,58 @@ Dragoons 5 2 2 1 20 50 Cavalry 8 3 2 1 20 60 Mech. Inf. 6 6 3 1 30 *70 *Wheeled Armor 10 5 3 1 30 *90 *Wheeled - + Catapult 6 1 1 1 10 40 *Wheeled Cannon 8 1 1 1 20 *50 *Wheeled Artillery 10 *2 1 *1(2) 20 *60 *Wheeled,*CityBuster Howitzer 12 2 *1 *1(2) 30 *80 *Wheeled,*CityBuster - + Trireme 1 1 3 1 10 *20 Cargo 2, Coastal Caravel *1 *2 3 1 10 *30 Cargo 3 Galleon 0 2 4 1 20 40 Cargo 4,*No unhappy Transport 0 3 5 1 30 50 Cargo 8,*No unhappy Carrier *0 9 5 *1 40 *150 Cargo 8,*No unhappy - + Frigate *3 2 4 1 20 *40 *No Cargo Ironclad 4 *3 4 1 *20 *50 Destroyer 4 4 6 1 30 60 *(x2 def anti-submarine) -Cruiser 6 6 5 *1 30 80 +Cruiser 6 6 5 *1 30 80 AEGIS Cruiser 8 8 5 *1 30 100 *(x5 def anti-air/missile) -Battleship 12 12 4 *1 *30 160 -Submarine 12 *5 5 *1 *20 *70 Cargo 8, Invis - +Battleship 12 12 4 *1 *30 160 +Submarine *12 *5 *5 *1 *20 *70 Cargo 8, Invis + Fighter 4 *4 10 *1 20 60 Fuel 2 Bomber *6 *2 8 *1 *30 *100 *Bombard 3, Fuel 3, FieldUnit Helicopter *5 3 6 *1 *30 *70 *Bombard 2,*Cargo 1 Stealth Fighter 8 *8 14 *1 20 80 Fuel 2, Invis Stealth Bomber *9 5 12 *1 *30 *120 *Bombard 4, Fuel 3, FieldUnit, Invis - + Cruise Missile 18 0 *16 *1(2) 10 *50 *CityBuster,*No FieldUnit Nuclear 99 0 16 1 10 160 Nuclear, FieldUnit FP = Firepower, HP = Hit Points -* = Changes compared to classic ruleset. Most affected are modern +* = Changes compared to civ2 ruleset. Most affected are modern infantry, air units, and all units that had 2 firepower. WONDERS: -------- -Readjusted effects for most wonders. Restored all civ2 costs. - -- Modified all effects that worked as if you had certain building in +- Replaced all effects that worked as if you had certain building in every city. -- Replaced every effect Make_Happy, Force_content, and No_unhappy, by - additional Luxury in the central city tile. Else they would allow a - possible exploit to avoid unhappiness caused by Military units. +- Replaced every effect Make_Happy, Force_Content, and No_Unhappy, by + additional Luxury in the city tiles. Else they would avoid unhappiness + caused by military activity too easily. + +- Replaced effects that give a percentage bonus to Science output, by + additional Science in the city tiles. This way, they do not multiply + the effect of other wonders like Colossus, and it is not mandatory to + build them all in the same city. -- Replaced effect that gives a percentage bonus to Science output, by - additional Science in the central city tile. This way, they do not - multiply the effect of other wonders like Colossus, and it is not an - advantage to build them all in the same city. +- These bonuses to Science, Gold or Luxury are produced by the citizens + (same as the bonuses to Trade or Production), so they can be increased + by other city improvements (same as the output of specialists). - Your Caravans and Freight can help build allies' or team-mates' wonders. @@ -779,106 +811,112 @@ Readjusted effects for most wonders. Restored all civ2 costs. - Wonders become obsolete by techs researched by the owner (not affected by the researches of other players). -- Some Wonders require certain building in the city to be built. +- Some wonders require certain building in the city to be built. -FULL LIST OF WONDERS -(#) = Global effect, "Name", Cost, Obsolete, Effect +- Readjusted effects of most wonders. Restored civ2 costs: -- "Pyramids" 200, Obsolete by Railroad (that increases even more the - Shield production): - +1 Shield per worked tile in the city (already producing Shields). - Disables tile penalty under Despotism/Tribal governments. -- "Colossus" 200, Obsolete by Automobile (Super Highways): +FULL LIST OF WONDERS +(#) It has some global effect that affects other nations. +"Name", Cost, Requirements, Obsolescence, Effect. + +- "Pyramids" 200. Obsolete by Railroad (that increases even more the + production): + +1 Production per worked tile in the city (already producing shields). + Disables the output per tile penalty under Despotism/Tribal governments. +- "Colossus" 200. Obsolete by Automobile (Super Highways): +1 Trade per worked tile in the city (already producing Trade). -- "Copernicus' Observatory" 300, Obsolete by Computers (Research Lab): +- "Copernicus' Observatory" 300. Obsolete by Computers (Research Lab): +1 Science per worked tile in the city. -- "Hanging Gardens" 200, Obsolete by Electricity (that increases - Colosseum effect): - +1 Content in every city. +4 Luxury in the city where it is built. -- "Mausoleum of Mausolos" 200, Obsolete by Sanitation (that enables +- "Hanging Gardens" 200. Obsolete by Electricity (that increases + Amphitheatre effect): + +1 Content all your cities. +4 Luxury in the city where it is built. +- "Mausoleum of Mausolos" 200. Obsolete by Sanitation (that enables wonder with similar effect): - +1 Content in every city with Walls, and +1 extra content in every - city with Courthouse. Your cities cannot be incited to revolt. -- "Temple of Artemis" 200, Requires Temple, Obsolete by Theology (that - enables wonder with similar effect): - +2 Content in every city with Temple. -- "Michelangelo's Chapel" 400, Requires Cathedral: - +3 Content in every city with Cathedral. + +1 Content in your cities with Walls, and +1 extra content in your + cities with Courthouse. Your cities cannot be incited to revolt. +- "Temple of Artemis" 200. Requires Temple. Obsolete by Theology (that + increases Cathedral effect): + +2 Content in your cities with Temple. +- "Michelangelo's Chapel" 400. Requires Cathedral: + +3 Content in your cities with Cathedral. - "J.S. Bach's Cathedral" 400: - +2 Luxuries in every city. + +2 Luxury in all your cities. - "Cure For Cancer" 600: - +2 Luxuries in every city. -10% chance of illness. + +2 Luxury in all your cities. -10% chance of plague. - (#)"Shakespeare's Theatre" 300: - Elvis Specialist_Output = 3 for Every Nation. +1 Luxury in every city, - +6 Luxury where it is built. -- (#)"A.Smith's Trading Co" 400, Requires Stock Exchange: - Taxman Specialist_Output = 3 for Every Nation. Free upkeep for - buildings that cost 1 Gold, in every city with Stock Exchange. + Entertainer specialists output increases to 3 for every nation. + +1 Luxury in all your cities, +6 Luxury where it is built. +- (#)"A.Smith's Trading Co" 400. Requires Stock Exchange: + Taxman specialists output increases to 3 for every nation. Free upkeep + for buildings that cost 1 coin, in all your cities with Stock Exchange. - (#)"Darwin's Voyage" 400: - Scientist Specialist_Output = 3 for Every Nation. +1 Science in every - city. - -- (#)"Great Library" 300, Requires Library: - Doubles the effect of Library for Every Nation. Gives an immediate - technology advance. +4 Science where it is built. -- (#)"Isaac Newton's College" 400, Requires University: - Doubles the effect of University for Every Nation. Gives an immediate - technology advance. +6 Science where it is built. -- (#)"Internet" 600, Requires Research Lab: - Doubles the effect of Research Lab for Every Nation. Gives an - immediate technology advance. Reveals all cities in the map for the - owner. - -- "Lighthouse" 200, Obsolete by Engineering (Destroyer): - +1 move, and Veteran built, for Trireme and Sea units. -- "Magellan's Expedition" 400, Obsolete by Nuclear Power (that increases - even more movement of sea units): - +1 move, and +50% chance to become veteran, for Sea units (No - triremes). -- "Sun Tzu's War Academy" 300, Obsolete by Mobile Warfare: - Veteran built, cumulative to barracks, for Military Land units. - -- "Statue of Zeus" 200, Obsolete by Conscription (that enables wonder + Scientist specialists output increases to 3 for every nation. + +1 Science in all your cities. + +- (#)"Great Library" 300. Requires Library: + Doubles the effect of Library for every nation. Gives an immediate + technology advance. +4 Science in the city where it is built. +- (#)"Isaac Newton's College" 400. Requires University: + Doubles the effect of University for every nation. Gives an immediate + technology advance. +6 Science in the city where it is built. +- (#)"Internet" 600. Requires Research Lab: + Doubles the effect of Research Lab for every nation. Gives an immediate + technology advance. Reveals all cities in the map for the owner. + +- "Lighthouse" 200. Requires adjacent sea. Obsolete by Engineering + (Destroyer): + +1 Move point for all your naval units, and they are built veteran in + all your cities. +- "Magellan's Expedition" 400, Obsolete by Nuclear Power (that + increases even more movement of naval units): + +1 Move point, and +50% chance to become veteran after a battle, for + Sea units (no Triremes). +- "Sun Tzu's War Academy" 300. Obsolete by Mobile Warfare (Barracks III): + +1 Veteran level for all military ground units built in your cities + (cumulative to Barracks). + +- "Statue of Zeus" 200. Obsolete by Conscription (that enables wonder with similar effect): - +1 Military Content, +1 free Shield per city for upkeep of units. -- "King Richard's Crusade" 300, Obsolete by Communism (Police Station): - +1 Military Content, +2 free Gold per city for upkeep of units. + +1 Military Content, +1 free shield per city for upkeep of units. +- "King Richard's Crusade" 300. Obsolete by Communism (Police Station): + +1 Military Content, +2 free coins per city for upkeep of units. - "Women's Suffrage" 600: - +1 Military Content. Summed to Police Stations effect. Under Democracy - it halves the unhappiness caused by Military units. + +1 Military Content (cumulative to Police Stations). Under Democracy it + halves the unhappiness caused by each military unit. -- "Marco Polo's Embassy" 200, Obsolete by Democracy: - Embassy with all players. +- "Marco Polo's Embassy" 200. Obsolete by Democracy: + Embassy with all players (tech costs are reduced depending on the + number of players which already know them). - "Eiffel Tower" 300: - +10 to AI love for the owner. Reduces the pollution caused by the - population in all your cities (-25%). + +10 to AI love for the owner. Reduces -25% the pollution caused by the + population in all your cities. - "Statue of Liberty" 400: - Disables Has_Senate effect. Any government available. No Anarchy + Disables Has Senate effect. Any government available. No Anarchy periods when government changes. - (#)"United Nations" 600: - +10 to AI love for the owner. Revolution_When_Unhappy and Has_Senate - for every nation. + +10 to AI love for the owner. Revolution when unhappy effect for every + nation. -- "Great Wall" 300, Obsolete by Machine Tools (Artillery): - +50% Defense bonus against Land units in every city, and cities do not - lose population due to attacks. -- "Leonardo's Workshop" 400, Obsolete by Combustion: +- "Great Wall" 300. Obsolete by Machine Tools (Artillery): + +50% Defense bonus against ground units in all your cities, and no loss + of population due to attacks. +- "Leonardo's Workshop" 400. Obsolete by Combustion: Upgrades one obsolete unit per game turn. -- "Hoover Dam" 600, Requires Factory: - Gives to every Hydro Plant the same effect than Solar Plants - (-25% pollution). +- "Hoover Dam" 600. Requires Factory (and adjacent river): + Gives to to all your Hydro Plants the same effect as Solar Plants (-25% + pollution caused by production). - (#)"Manhattan Project" 600: - Enables nuclear units for Every Nation. + Enables nuclear units for every nation. - (#)"Apollo Program" 600: - Enables space race for Every Nation. Makes entire map permanently + Enables space race for every nation. Makes entire map permanently visible for the owner. Special "Cold War" effect: if Manhattan Project and United Nations were -built, every nation with nuclear power receives the Has_Senate effect, -until the Apollo Program is finished. +built, every nation with nuclear power receives the Has Senate effect, +until the Apollo Program is finished. THANKS: -- 2.25.1