Celestial_Dawn’s Text Mod for CTP v 4.2	FINAL   	   24 June 1999

The “PLAY CTP AS IT SHOULD BE” Mod.

DISCLAIMER AND COPYRIGHT INFORMATION

The contents and modifications contained within this mod package represent many hours of hard work by the author, Tucson Luke Loh.

The author makes no representation as to the fitness of this text mod for any purpose, including (but not limited to) increased satisfaction from playing Civilization: Call to Power. Furthermore, this text mod is provided “AS IS” and the author assumes no risk or warranty of any sort.

The bottom line here is that this is a user-created mod for CTP, and by downloading and installing this mod, you do so at your own risk and on your own responsibility. You are advised to fully read the documentation and/or scrutinise all the files that come along with this mod before installing it.

DISTRIBUTION AND MODIFICATION

You may not redistribute or repackage this modification under a different name or with your own modifications. This includes the documentation – this Readme.rtf file – you may not make any modifications to it or cut and paste sections of it for use in your own documentation without the author’s permission.

Should you wish to further extend or customise this mod e.g. a translation, extension, sprites etc, you are advised to release your modified files separately, to be installed over this modification. Should there be any other special circumstances, please contact the author.

If you are writing your own mod, and not merely a customisation or extension of this mod, you are free to use, copy or modify any of the game files and units, so long as it is done without profit. Please remember that this permission does not extend to the documentation, as noted above.

In all cases, if substantial portions of this mod package are incorporated into your own versions for release onto the web, or any other form of electronic or printed media, the author would like to be given credit for the gruntwork in your Readme. 

The author reserves the right to withdraw this permission at any time, and without cause.

Lastly, the information and opinions contained herein are those of the author’s alone. THE AUTHOR DOES NOT REPRESENT, WORK NOR IS CONNECTED WITH ACTIVISION IN ANY WAY.

CREDITS

Design and Documentation						Tucson Luke Loh

Spreadsheet Analyses							Tucson Luke Loh

Great Library Strings and Documentation				Paul van den Belt

German Great Library Translation					Thomas Janitzkij

Design Feedback and Suggestions					Daniel Frappier
Thomas Kilgore 
Alexis Mantzaris
Harlan Thompson
									
Playtesting and Feedback						Bill Baggins
									Harry Barlow
									Thomas Kilgore 
Alexis Mantzaris
									
Special Thanks								Paul van den Belt
									Harlan Thompson

Many thanks as well to all the players who have sent me feedback, or who simply have written to tell me how much you’ve enjoyed my mod. Where possible, I’ve tried to implement your suggestions in order to make this mod better and more interesting to play.

Thank you once again for all your kind emails and support.

Send all comments and constructive criticism to Tucson Luke Loh at tlloh@zip.com.au

TABLE OF CONTENTS

I. Frequently Asked Questions	… 3
II. Installation Instructions	… 4
III. Four Phases of Human Expansion	… 5
IV. Trade, Slaving, Spies and Franchises	… 7
V. Government	… 9
VI. The Research Equation	… 13
VII. Warfare	… 15
VIII. Wonders and Other Things	… 21
IX. Afterword	… 25
Appendix A: File List	… 26
Appendix B: AI Changes	… 29

I.	FREQUENTLY ASKED QUESTIONS

•	What is the “Play CTP as it Should Be” Mod?

The “Play CTP as it Should Be” Mod is a user-created modification for Civilization: Call to Power. It is not a scenario – this mod alters many of the game variables with the purpose of:
i.	addressing gameplay imbalances; and
ii.	extending the scope and depth of gameplay.

Its design goal is not to create an entirely new game altogether, but to remain mostly true to the original CTP design and to make changes only where it extends, or improves the quality of gameplay. This has been done in the hope of giving the player greater enjoyment of the game that came out of the box, which has been disappointing in a number of key areas.

This mod is available for download at http://www.zip.com.au/~tlloh/cdmodv4.2.zip (712 kb).

•	Is this Mod compatible with the Version 1.1 Patch?

Yes. It will work with or without the 1.1 Patch. See II. Installation Instructions.

•	Is this Mod compatible with other user-created Mods?

As long as other user-created mods do not overwrite any of the files installed by this mod (see Appendix A: File List), they should be compatible. However, the author does not guarantee compatibility and will not entertain requests for help in getting different mods to work together.

•	Why aren’t there new unit graphics to go along with the new units?

For a number of a reasons. First of all, a number of sprites are still missing. Second, this is my FINAL release of “Play CTP as it should be” – there will be no more updates after this version. I will not be around to release a new package every time new and better sprites come out and for this reason I have not included any with this release. You will be pleased to know that most of the sprites on the Apolyton Call to Power Site http://apolyton.net/ctp come with detailed instructions on how to install them.

•	What changes have been made since Version 4.01 of this mod?

This mod contains some small changes from Version 4.01, the most notable changes being:
i)	Improved AI routines so that AI will now give a better challenge;
ii)	Revamped timeline to better reflect passage through the Ages;
iii)	Nationalism and Spies are now more important; and
iv)	Inclusion of a German translation of the GL file changes.

All the tabs in cdmodv4.2.xls are in easily printable reference format should you be interested in having a printed copy of the units, governments and other changes.

II.	INSTALLATION INSTRUCTIONS

IMPORTANT INFORMATION ON YOUR SAVED GAMES

Please note that if you install this mod, you will have to start a new game from scratch in order for to take advantage of the new changes. Games saved under the original version of the game, or previous versions of this mod, are incompatible with this mod.

This is not the intention of the author, but rather a limitation of the CTP program – the saved game format for CTP stores some of the initial settings under which the game is started. Your saved games won’t crash if you install the new mod, but if you try researching any of the new technologies, the game may exhibit strange behaviour.

In other words, if you intend to finish a game that you are already playing, finish that game first before installing this mod.

a. Install the Version 1.1 Patch for CTP

If you haven’t done so already, I recommend you download and install the Version 1.1 Patch for Call to Power, available from Activision’s website. http://www4.activision.com/games/civilization/

Strictly speaking, installing the 1.1 Patch isn’t necessary, as this mod will work equally well with or without the 1.1 Patch. However, the 1.1 Patch addresses a number of interface issues, and is thus a highly recommended download.

You will not suffer any loss of functionality if you install this mod over the 1.1 Patch.

b. Backup your Original Call to Power Files

First of all, make sure you've backed up all the files in the following folders:
i.	[Your Call to Power folder]\ctp_data\default\gamedata
ii.	[Your Call to Power folder]\ctp_data\default\aidata
iii.	[Your Call to Power folder]\ctp_data\LANGUAGE\gamedata

This is to ensure that if you do not like the modifications in this mod, and wish to go back to the version that came with the game, you may do so without reinstalling Call to Power.

c. Install the “Play CTP as it Should Be” Mod

Unzip cdmodv4.2.zip into [Your Call to Power folder] folder. If asked whether you would like to Confirm File Overwrite, choose Yes to All.

I recommend Winzip http://www.winzip.com for installation – do not use the DOS version of pkzip as it does not recognise long file names and may not recurse the files into the proper folders. A common installation problem some users have had is that they are using an unzipping program that does not recognise long file names or recurse the files in the proper folders. If you use Winzip, everything should work fine.

d. Delete the unused LANGUAGE folder (OPTIONAL)

Version 4.2 comes with English and German support for the Great Library. Delete the [Your Call to Power folder]\ctp_data\LANGUAGE folder you do not need.

For those of you who are worried you might accidentally delete a wrong folder, don’t worry about it – this step is not necessary and unless you are short on disk space (each LANGUAGE folder takes up about 300kb), it won’t affect you at all.

ADDITIONAL INSTALLATION STEP FOR FRENCH, ITALIAN AND SPANISH VERSIONS

If you are not using an English or German version of the game, you also need to manually edit your gl_str.txt file.

First, find your gl_str.txt file – look for it in the appropriate [Your Call to Power]\ctp_data\LANGUAGE\gamedata folder. Then edit it by opening up Notepad and replace the words in the “ ” with your foreign language equivalent.

The following lines should be edited:
UNIT_GREEK_FIRE_TRIREME 		“Fire Galley”
UNIT_SPY_PLANE			“Spy Satellite”

The following lines should be added after UNIT_CARAVAN “Caravan”:
UNIT_NOBLE				“Noble”
UNIT_SIEGE_ENGINE			“Siege Engine”
UNIT_HORSE_ARCHER			“Horse Archer”
UNIT_HELICOPTER			“Helicopter”
UNIT_CRUISE_MISSILE		“Cruise Missile”
UNIT_MISSILE_CRUISER		“Missile Cruiser”
UNIT_ALPHA_TRANSPORTER		“Alpha Transporter”

The following line should be added after ADVANCE_ALIEN_LIFE_PROJECT “Xenobiology”:
ADVANCE_FUNDAMENTALISM 	“Fundamentalism”

The following line should be added after GOVERNMENT_VIRTUAL_DEMOCRACY	"Virtual Democracy":
GOVERNMENT_FUNDAMENTALISM 	“Fundamentalism”

Once you’ve done this, save the newly edited file.

Installation is now complete.

III. 	FOUR PHASES OF HUMAN EXPANSION

One of the things many players looked forward to when they got CTP was to be able to build Sea and Space Colonies. Unfortunately, the way the game was designed, you:

i.	Always chose Space Colonies over Sea Colonies, because they were both available at the same time, and Space Colonies were better and more easily defended.
ii.	Hardly had you built your second or third Space Colony and you’d be scrabbling all over the map trying to find the base in which your devious opponent hid his Alien Life Project.
iii.	The only way to stop the AI from winning with the Alien Life Project was to build the Alien Life Project yourself, in which case you won the game and hardly built Space Colonies or Sea Colonies anyway.

All this wasn’t very fun especially when you had played over 6000 years of human history (and many game hours) just to be dropped into a mindless race for extraterrestrial sentience.

To make things more interesting, there are now four broad phases of human expansion: 

i.	Continental exploration and expansion
ii.	Sea exploration and island expansion
iii.	Undersea colonisation
iv.	Space colonisation

After this, you can then decide to bloodlust it out or go for Intelligent Life. I believe the four broad phases of expansion including a delayed Alien Life Project makes for a more interesting game.
•	
Sea Colonies Advance now available with Steel and Superconductor

Sea Colonies are now available a lot earlier than Space Colonies. You are no longer required to go through four additional Genetic Age technologies to reach Sea Colonies – Advanced Composites, Smart Materials, Fuel Cells and Arcologies are no longer necessary.

Sea Colonies now belong to the Submarine Unit Class, making them invisible to land and air units as well as naval units that are unable to spot Submarines. This has been done to give new Sea Colonies a chance of non-detection and survival until a later stage. Unfortunately, Public Works are still visible, so if you plant Fisheries in the middle of the ocean, you indirectly reveal your presence.

•	Space Colonies Advance costs 50% more Science

Space Colonies have been made more expensive in order to allow a little more time for undersea colonisation.

•	Wormholes Advance costs 200% more Science

This was done to slow down the Alien Life endgame sequence, and to allow greater room for sea and space expansion.

•	Xenoform Lab and Embryo Tank now more expensive

I have always found the Diamond Age extremely compressed. Before I can build my second or third space city, someone has already begun the Alien Life endgame sequence. And because the location of the Xenoform Lab is hidden, and cannot be spied out by either Spies or Cyber Ninjas, the only way to be certain of stopping a player from completing the project is to take over all his cities, as you will only find its location after you’ve captured the city with the Xenoform Lab.

This is unlike Civ1 and Civ2, where you know exactly where to hit – the Capitol. In Call to Power, there’s no telling where a player has hidden his Xenoform Lab – it could be in space, or even undersea. This makes stopping a player who has started on the Alien Life endgame sequence extremely difficult.

Players also had so many cities that having just a few cities at the rear dedicated to building the Alien Life modules had a negligible effect on a player’s ability to defend or fight a war. In fact, because units in the Diamond Age are so expensive (have you seen the cost of a Space Engineer?), it is actually cheaper to build a Xenoform Lab.

To this end (and because players ought to be able to build more space cities without having to turn on Bloodlust), the costs of manufacturing the Xenoform Lab and the Embryo Tank are now five times more expensive – enough time to allow for a little space expansion and Diamond Age combat.

Mind you though – the costs for the ECD, Gene Splicer and Communication Devices remain unchanged – so once Stage 2 of the Alien Life endgame sequence kicks in, that player is very likely to win. This I believe creates the proper tension in the game – go for Alien Life, forego a little space expansion and attract the enmity of every other nation on earth.  Right now, the Xenoform Lab is “just another thing to build”.

Winning with Intelligent Life should bring with it a sense of achievement, a sense of beating the odds – of fighting off every nation on earth and yet coming out tops – I think its much better this way than simply building it and then seeing that meaningless movie after playing the game from 4000 BC. Besides, don’t you want to play around with those cool Star Cruisers?

•	Unit costs for Trireme, Fire Galley and Engineer units reduced

To allow players to expand on the seas earlier, the cost of Triremes and Fire Galleys have been reduced. This also allows players who are unfortunate enough to start on a small island to catch up in trade and technology that much earlier.

To facilitate sea and space colonisation, Sea and Space Engineer costs have also been reduced.

IV. 	TRADE, SLAVING, SPIES AND FRANCHISES

Trade is a wonderful concept that was introduced with CTP and is certainly one of the game’s biggest pluses. In addition, it was fun to trade – the only annoyance being the pirating AI.

Despite all the good things, the Trade model is actually broken with Labyrinth. Because of the cumulative gold bonuses associated with Trade, it was possible for players to abuse Labyrinth and have a huge increase in Science and Gold by deliberately maximising Trade Goods.

A brief explanation follows:

As an exercise for the reader, open up the Map Editor with a normal level of Trade Goods. Then click Show Map and then place 12 cities. Don’t do unrealistic things like crossing faraway oceans, place cities where you would normally expand. However, do not place cities in ‘ideal’ spots for growth – instead place cities where you will maximise the number of available Trade Goods with the minimum number of cities. In other words, don’t choose city squares that will give you the best growth potential, like on rivers and such. Place cities where you will have the greatest access to Trade Goods.

You will find that without placing cities beyond your usual territory, you will have at least a trio of 2 different types of Trade Goods, plus at least one other pair. Let’s assume they are Pearls, Crabs, Jade and Oil. If you build Labyrinth, you instantaneously get:

Pearl 1:	+10 Gold	Crab 1:	+10 Gold	Jade 1:	+10 Gold	Oil 1:	+10 Gold
Pearl 2:	+20 Gold	Crab 2:	+20 Gold	Jade 2:	+20 Gold	Oil 2:	+20 Gold
Pearl 3:	+30 Gold	Crab 3:	+30 Gold
+30 Gold, net (60 - 30)	+30 Gold, net		+10 Gold, net		+10 Gold, net

These figures for Trade Goods are actually conservative. If you had tried the Map Editor, you would find that an extra pair of Trade Goods is not difficult to get, and it is also quite possible to get a 4th Pearl or Crab. You also won’t need 12 cities to do this. Put simply, when you deliberately place cities in less than ideal spots, to maximise Trade Goods and not maximise Growth, you can get a fair amount of Trade Goods.

With conservative figures, that’s a net 80 Gold. With a Marketplace (which you’ll certainly have in a Trade City) and under Theocracy (we’ll pick Theocracy since this is a popular government choice), this becomes 80*1.5*1.25 = +150 Gold. Under the original Theocracy, which had a 60% Maximum Science Rate, 90 Gold goes to Science, and you end up with +110 Science, + 60 Gold per turn, NET.

110 Science might not seem to be a lot, but the average cost of Ancient Advances is 135, and Renaissance Advances 780. Even if you factor in the cumulative advance additive modifier (don’t worry about this if you don’t know what I’m talking about), by deliberately stunting growth and going for Trade Goods, it is extremely easy to research new Ancient technologies every 2-3 turns. The Ancient Age breezes by and before you know it you’re in Renaissance, researching new technologies every 3-4 turns.

All of the above assumes that you do not build Banks, do not build new cities with even more Trade, and do not switch over to Republic, which has an even higher Science multiplier. Just for comparison, the same number of Trade Goods, with Banks and Republic would give you +180 Science, + 80 Gold per turn, net.

And because Labyrinth gives you free Trade Routes, piracy isn’t an issue. You can immediately replace lost caravans, and Piracy can only hurt you for one turn. If you’re ever pirated, you may go down to perhaps +90 Science but next turn you’ll be back at +110 Science again. In addition, when you are far ahead in technology, your Powergraph is very high, and the AI always accepts Stop Trespass requests. In this way you keep them far enough from your Trade routes for piracy to ever be a problem.

And if you think about it over the long-term, assuming you hung on to Labyrinth for (once again a conservative) 60 turns under this deliberate Trade Goods strategy, that’s +6,600 Science, +3,600 Gold. That’s equivalent to 8 free Renaissance Advances, plus a lot of extra Gold. This is equivalent to a London Exchange for the Ancient and Renaissance Ages.
•	
Trade Goods toned down

Careful thought over this issue made me realise something – it’s not so much that Labyrinth is broken, but rather that cumulative, multiple Trade Goods give too much gold. It’s the combination of this, together with the free Trade Routes granted by Labyrinth that allows for deliberate, sleazy abuse of Labyrinth. Instead of altering Labyrinth, I decided to go for the root of the problem instead:

Trade Goods are now worth 5 Gold, not 10 Gold. Yes, the change is drastic, but not as bad as it looks. Trade Goods remain attractive, but the value of Trade is no longer so great that players will choose a less-than-optimal spot to place their city, just in order to maximise goods coverage. This is not to say that Trade is now worthless:

1 Trade Good		Original Gold: 5		Trade Gold: 0		Total Gold:	5
2 Trade Goods		Original Gold: 10		Trade Gold: +5		Total Gold:	15
3 Trade Goods		Original Gold: 15		Trade Gold: +15		Total Gold:	30
4 Trade Goods		Original Gold: 20		Trade Gold: +30		Total Gold:	50
5 Trade Goods		Original Gold: 25		Trade Gold: +50		Total Gold:	75

As you can see, Trade continues to bring in good returns once you have more than 2 Trade routes going into a city, and even greater returns the bigger your monopoly. When you factor in the effect of Marketplaces, Banks and Government gold bonuses, Trade remains an extremely attractive prospect.

Diamonds, Rubies, Oil and Whales are worth 10 Gold. To make Trade more interesting, less popular Trade Goods are worth twice as much as normal Goods.
 
Only certain units may Pirate. I am a firm believer in encouraging Trade, so long as it isn’t abused. To make Caravan building worthwhile, the ability to Pirate is now restricted to certain units:

Ancient Age:		Longship, Samurai
Renaissance Age:		Ship of the Line, Musketeer
Modern Age:		Destroyer, Marine, Paratrooper
Genetic Age:		Missile Cruiser, Space Marine
Diamond Age:		Plasma Destroyer, Swarm

Labyrinth now costs 3,240 Production. With the toning down of Trade Goods, the Labyrinth remains powerful but is no longer unbalanced. It still is a little cheap, because it is available before Trade and grants any number of free caravans, so I’ve upped its production cost somewhat.

•	Slaving and Franchises toned down (Spies improved)

In the early game, slaves were simply too easy and too cheap a way to gain population and production. To reduce the power of slaving and slavers in the early game, Slavers are now more expensive. In addition, one military unit only guards two slaves and unguarded slaves now have a 10% chance of revolt per unguarded slave, as opposed to 5% before.

Enslaved Abolitionists were also the ultimate irony, being unable to get near enemy slave cities, having been spotted long before then. Abolitionists now belong to the Terror Unit Class, and can no longer be seen by enemy Diplomats, Clerics or Slavers. They can be seen by Terror units (Spies), but cannot see Terror units themselves. They are, however, still capable of seeing Subversive units. A side effect of this is that the Spy unit (and Nationalism) is now more useful – in addition, Spies now have a 40% chance of inciting a revolution, as compared to 25% before. Watch out!

Franchises also had an unbalancing effect in the early Modern Age. The first player to bring out the Corporate Branch could overrun his neighbours – it was a simple matter for Corporate Branches to recoup their cost of production in the space of three turns, and give positive returns thereafter.

Lawyers were literally left stumbling in their wake as they moved from city to city stealing production. Not to mention it cost a Lawyer twice as much gold to Sue a franchised city than it cost for the Corporate Branch to franchise. Because of this, Franchises now only steal 35% of production, instead of the original 50%.

V. 	GOVERNMENT	

Part of the fun of playing a world-history game is to choose a strategic path through the ages – what government form you would play, when to switch over – all the way to your ultimate goal of global domination or Intelligent Life.

However, here CTP falls short – governments are unbalanced, or are simply uninteresting. Instead of multiple paths through history, players stuck to tried and true paths, simply because some governments were just so much better than the others that it left them little choice.

The background information and research for these imbalances are found in cdanalysisv2.0.xls. 

The purpose of the changes in this section then is to balance out the governments and to give players more of a real choice as far as governments are concerned. Governments are now not just geared toward ultimate victory, but also tailor-made for particular situations. In other words, your choice of government might now also be situation-dependent.

For a more in-depth look at these changes, please refer to cdmodv4.2.xls.

•	Distance Unhappiness is now more pronounced

The concept of distance unhappiness is that the further away a city is from your Capitol, the more unhappy it is likely to be due to civil unrest etc. A great idea – but at present, the distance unhappiness effect in CTP is negligible. You’re unlikely to ever get a distance unhappiness factor of over 2.0, and you will only get that if your city is extremely far (20 + tiles) from your Capitol.

This isn’t very realistic in my view so I’ve upped the distance unhappiness modifiers accordingly. They should now provide a more realistic model, and also make early roads far more important – roads reduce travel time between cities, and hence distance unhappiness.

•	Maximum City Thresholds markedly reduced

In order to maintain a sense of historical (and present) reality, the Maximum City Thresholds for the early and medium-sized governments have been halved, or more. Ancient governments in particular depended strongly on central control and were unable to expand beyond certain limits without revolts breaking out across its territories.

While world conquest is not impossible, maintaining control of conquered territories is another. Not only after the advent of Future Governments are large, multinational civilisations possible.

In other words, you can still conquer the world in the Ancient, Renaissance and Modern Ages, but only if you maintain an iron grip on your territories.

Note that certain governments have ‘soft’ penalties for going over the Maximum City Thresholds, notably Theocracy and Fundamentalism.

•	Government Rankings modified to display the correct values

Based on my research data from my government type analysis (refer to cdanalysisv2.0.xls), I have modified the relative rankings in govern.txt so that they reflect the correct values in the Enact Government screen. The Rankings have also been updated to incorporate any other government changes I have made in this section.

•	Balancing Theocracy

Out of the box, Theocracy was markedly unbalanced, being greatly superior to Monarchy despite both being available at the same time. Surprisingly, Theocracy was also slightly better than Republic due to Republic’s higher wages. In addition, Theocracy also had the highest city limit of the three early governments. Something had to be done.

To balance Theocracy v Republic:

Theocracy now has a Maximum Science Rating of 50%, not 60%. This prevents Theocracy from having as good as, if not better, research than Republic. Theocracy only loses in Science though – what it does mean now is that Theocracy has another 10% extra gold to spend every game turn, which isn’t necessarily a bad thing.

Theocracy now has a lower city limit than Republic. This makes sense, because Theocracy is a government available in the early Ancient Age and Republic is early Renaissance.

However, while these changes made Republic a better government form than Theocracy (but only from the Science standpoint – gold-wise, Theocracy is better), it did little to balance Theocracy against Monarchy. Theocracy and Monarchy are available at the same time, and even with the above changes, Theocracy remains far superior.

Astronomy is now the prerequisite for Theocracy. Theocracy is now only available for research after the discovery of Astronomy, and not Religion as it was before. This separates Theocracy from Monarchy, and gives a more legitimacy to Theocracy as a strong government form, since it is now available later.

Theocracy remains a powerful government form despite these changes. Remember it has the Cleric, and the option to go for Hagia Sophia. A lower Science Rate also means more Gold to Rush Buy, and speed up construction of needed improvements. Theocracy has been toned down not to weaken it, but rather to give Republic and Monarchy a chance.

•	Strengthening Monarchy

Despite a delayed Theocracy, players continued to ignore Monarchy despite having to clear the additional Astronomy research hurdle. Theocracy is simply so strong that even toning it down did not make Monarchy sufficiently attractive.

Being unwilling to substantially weaken Theocracy, since I felt that it was a very interesting government form, I decided to see what could be done about Monarchy instead.

Monarchy now has a standard 10 hour Workday, as compared to 8 previously. I found the 8 hour Workday for Monarchy a little strange, considering that this was back in the Ancient Age where everyone worked long hours. I found it stranger still that Republic, the logical successor to Monarchy, had a standard 10 hour Workday. Monarchy consequently now has better production (but still Bad science).

Monarchy now has a special unit, the Noble.

New Unit:	Noble
Cost (Support):	135 (4.05)
A/R/D/M:	0/0/1/2
HP/FP/BAD:	1/1/0
Available:	Monarchy
Expires:		Null
Special:		Monarchy Only, Establish Embassy, Spy

This new unit is exclusive to Monarchy. It is essentially identical to a Diplomat, except that it cannot see Subversive units (Slaver, Cleric, Abolitionist). 

In Civ2, you could exchange technologies the moment you met a different civilisation, without needing a Diplomat. In Call to Power, technology trades are only possible with Diplomats, and those are not available with Writing as in Civ2, but only with Bureaucracy, in the late Ancient Age. For this reason, I have introduced the Noble unit, to allow earlier technology trades. 

Monarchy has a slightly improved Martial Law effect. This gives Monarchy a better handle on its citizens, with Monarchy’s biggest drawback being its low city threshold.
•	
Communism

Despite excellent production, Communism as a government is almost always ignored. Excellent production is one thing, but Bad science is another. When players wanted to go to war, they went for Fascism instead, because of its Fascist special unit.

Considering that Communism was diametrically opposed to Democracy during the Cold War, part of our very recent history, and kept up with Democracy as far as military technology was concerned, I really didn’t see why Communism deserved to be left lying on the wayside.

Communism now has a more ‘realistic’ Wage level of 3. Long hours and low wages drove much of the Soviet Union’s five-year plans, with the ‘shock workers’ held up as an example for the rest of the industry to follow. This decrease in Wages bumps Communism’s Science value up to Average, and Communism now forms an ideal counterpoint to Democracy in the early Modern Age.

Communism now has a Maximum Science Rate of 50%, not 60%. The problem with reducing Wage levels is that it also has a direct impact on the amount of Science produced, since lower Wages means more Surplus Gold available for Science. To ensure that Communism did not produce more Science than Democracy, I lowered its Maximum Science Rate to 50%.

This is not a bad thing, because Communism, which is a traditionally cash-poor government, now has more to spend.

It is true that Communism generates Awful pollution, but this is shouldn’t be a problem in the early Modern Age. Even if all you are interested in is to swiftly industrialise your country, Communism is for you.

In fact, some of you may now think that Communism is too strong, but don’t forget its Cathedral penalty, and that its city threshold isn’t terribly high.

Give Communism a try, I think you will like it.

•	New Government: Fundamentalism

Fundamentalism is a modern form of Theocracy. The original game design called for Theocracy to be an attractive government form all the way from Ancient to Modern times. This was probably why Theocracy was made so powerful.

With Theocracy toned down however, something is needed to fill the gap in the Modern Age. Fundamentalism is Theocracy’s successor.

Govt Name:	Fundamentalism		Growth:		Average
Prerequisites:	Mass Media			Production:	Good
Age:		Modern				Science:		Average
Workday:	10 hours				Gold:		Average
Wage:		4 gold				Military:		Average
Rations:		12.5 food			Pollution:	Bad

Modern-day Fundamentalism is very similar to Ancient Theocracy. Its wages are higher, but its growth potential and city thresholds are much greater. Fundamentalism has a slight pollution problem but nowhere as bad as Communism, and this can be kept in check.

Its Science rating is a little weaker than the other Modern governments – however, Fundamentalism more than makes up for this with oodles of gold. Its Gold rating of ‘Average’ only reflects its internal gold generation process, and does not take into account conversion income from Televangelists.

It is not necessary to research Theocracy in order to get Fundamentalism. Anyone who has Mass Media may research it.

Like Theocracy, Fundamentalism gets the Televangelist special unit. At this late stage of the game, when cities are large, conversion income from Televangelists is pretty huge, especially if the cities have Television. Also, don’t forget the happiness penalties converted cities suffer when they go to war with you.

Fundamentalism has the highest City Threshold of all Modern Governments (50). It also has a ‘soft’ penalty for exceeding those limits – your empire size penalty for going beyond 50 cities is only 0.25 – a pittance. 

Fundamentalists also get Theocracy’s Cathedral and Cryochamber (Houses of Freezing) bonuses. Lastly, if you are ever behind in Science, you can always steal Advances – you have more than enough gold to pay for it.

All in all, Fundamentalism is an interesting Modern alternative to Fascism, Democracy and Communism and certainly a worthy successor to Theocracy.

For more specifics and details, please refer to the Government Database tab in cdmodv4.2.xls.

•	Balancing Corporate Republic

Corporate Republic is too strong a government for one available in the early Genetic Age, primarily because of its extremely strong gold production. It outperformed all the later governments – Ecotopia, Technocracy and Virtual Democracy in virtually all areas – production, science and gold. This is analogous to having Monarchy outperform Theocracy, Republic and Democracy – so powerful is Corporate Republic.

Corporate Republic now has a Gold Coefficient of 1.5. This has been markedly decreased from its original value of 2.0, since its extremely high gold production allowed it to produce an insane amount of Science. It could also afford to pay for lots of expensive Production improvements, allowing it to not only out-tech and out-pay but also out-produce all the other government forms.

The purpose of this change is not to cripple Corporate Republic but to give Ecotopia and Technocracy a chance. With the exception of Pollution, Corporate Republic remains equal or superior to the other two.

Ecotopia now has a stronger Ecoterrorist. Ecotopia has traditionally been neglected until the Diamond Age, with the advent of the Eden Project. To make Ecotopia more interesting in Genetic – the Ecoterrorist now has a 40% success rate for Nanovirus attacks, as compared to 25% before. I felt this change to be necessary because Nanovirus attacks are prohibitively expensive – 4,000 gold. Coupled with Ecotopia’s Awful Production, I felt that something had to be done.

Technocracy once again has Excellent Production. After taking Wages and Workday into account, Technocracy actually had worse production than Communism and was equalled by Corporate Republic, and this simply would not do, since Technocracy is supposed to be the best producer. I have tweaked production modifiers so that Technocracy is now clearly No 1.

Technocracy has a Maximum Science Rate of 70%, not 80%. This was done to even things out a bit, and to prevent Technocracy from becoming too strong Ecotopia now has the clear lead in Science. In addition, Technocracy is now slightly weaker when waging war.

Virtual Democracy may look weak, but it isn’t. As a result of the changes to the above three governments, Virtual Democracy now has the highest Science and Gold production of any Government, plus a Good pollution rating. Awful production and awful military are its only drawbacks.

It is my hope that these changes will allow for more varied and interesting government choices in Genetic Age and beyond. For an in-depth look at all these change, please refer to cdmodv4.2.xls under the Government Database Tab.

VI. 	THE RESEARCH EQUATION	

While playing the game, I noticed a strategic decision that was distinctly missing in Call to Power. I found that because gold drives research in CTP, it is always better to go for Gold buildings over Science buildings. After a little more analysis and research, I also found that unless you had Scientists working in them, Science buildings were pretty worthless. For a more detailed and in-depth look at this matter, please refer to cdanalysisv2.0.xls.

I felt that something had to be done about the Science buildings, because under the present arrangements, Gold buildings produced both more Science and more Gold than Science buildings. In other words, I got more Science out of a Gold improvement than a Science building, which was unintuitive to say the least.

•	Gold Coefficients for Governments reduced by 10%

Less Gold produced = Less Surplus Gold available for distribution = Less Science. This makes Gold buildings slightly weaker. This doesn’t affect Income that much, since the way the CTP gold model works, you always have positive income, unless you build too many expensive improvements in the Modern Age. 

However, it does reduce Science production from Gold a little. In fact, in combination with the reduced value of Trade Goods, the dip in Science production was sufficiently significant for me not to have to tamper with Science Improvements that much.

Only governments with Gold Coefficients with more than 1 had their coefficients reduced. In other words, I didn’t touch Tyranny or Monarchy. Because Academies are only available in the late Ancient Age, I didn’t want research in the Ancient Age to slow to a crawl. The only Ancient government that was affected was Theocracy, but its research production remains significantly better than that of Monarchy. Refer to cdmodv4.2.xls for details.

•	Base Science Outputs for Science Improvements Increased

For individual explanations on the modifications, again refer to cdmodv4.2.xls. The following improvements were modified for better balance (changes in bold):

Improvement:	Academy
Cost/Upkeep:	540/3
Effect:		+ 50% Science,+ 1 Science per Citizen

Improvement:	Publishing House
Cost/Upkeep:	540/6
Effect:		+ 25% Science, + 1 Science per Citizen

Improvement:	University
Cost/Upkeep:	1350/12
Effect:		+ 50% Science, + 0.25 Science per Citizen

Improvement:	Research Center (Computer Center)
Cost/Upkeep:	2400/24
Effect:		+ 50% Science, + 0.75 Science per Citizen

Improvement:	Bio-Memory Chip
Cost/Upkeep:	4500/30
Effect:		+ 50% Science, + 1 Science per Citizen

Improvement:	Cryochamber (House of Freezing)
Cost/Upkeep:	5000/30
Effect:		+ 50% Gold, + 5 Happiness under Theocracy/Fundamentalism
•	
Research Costs Scaled Upwards

Because Science improvements now produce more Science, research costs had to be scaled upwards to compensate. In general:

Renaissance Advances now cost 10% more Science.
Modern Advances now cost 15% more Science.
Genetic Advances now cost 20% more Science.
Diamond and Future Advances now cost 25% more Science.

To keep things short and sweet:

i.	Science Improvements now produce more Science than Gold Improvements. If you want more Science, you should build an Academy before a Marketplace, or a Publishing House before a Bank etc etc.
ii.	Research Costs have been increased such that you can no longer rely only on Gold Improvements to advance research. You must now build Science Improvements in order to keep up.

•	Scientists now produce +6 Science, and Merchants +8 Gold

One last imbalance remained unaddressed – Scientists were too powerful when compared to Science Improvements. Scientists now produce +6 Science, making them equivalent to 4-6 Citizens rather than the equivalent of 12-15 Citizens they were previously.

To prevent Merchants from inadvertently taking over the jobs of Scientists (by producing more Gold, and hence more Science) Merchants now produce +8 Gold, and not +10 as previously.

•	Research Costs in Early Ancient Age Reduced

In the interest of speeding up the pace of the very early game, research costs for Early Ancient Age advances have been reduced.

Core Advances – Mining, Tool-Making and Agriculture now cost 50% less Science. These are advances no civilisation should be without.
 
Early Advances – Religion, Stone Working, Bronze Working, Shipbuilding and Domestication now cost 10% less Science.

This early game speed up will hopefully also allow for a more realistic timeline in the Ancient Age.

•	“Breakthrough” Technologies Cost More Research

Some (not all) of the “breakthrough” technologies required to advance into the next Age have had their research values increased slightly. This is done with the aim of increasing the barrier between the Ages to allow more skirmishes within a particular Age, instead of having players do Age jumps and bypassing warfare in certain Ages entirely.

Renaissance Advances – Classical Education and Banking now cost 10% more Science.

Modern Advances – Railroad and Chemistry cost 20% more Science. Electricity now also requires Physics as well as Railroad. This is to slow down players from rushing to Electricity and building Edison’s Lab.

Genetic Advances – Robotics costs 50% more Science. The reason behind Robotics being more expensive is that at present, War Walkers – the combination heavy artillery and air defence warriors of the future, are coming into play a little too soon, sometimes even before Space Flight and often before Stealth Bombers. Robotics now also requires Space Flight. Automated Fisheries and Mega Mines were also another reason for increasing Robotics’ research cost – these powerful Public Works improvements were also appearing too early.

VII.	WARFARE

A thorny topic at best, unit balance. The Tank v Phalanx debate factored hugely in the early days of CTP’s release and anyone who’s been on either side (or even straddling the fence) will have formed their own views and opinions.

The warring factions are two:

The Pro-realism camp firmly believes that a Tank should squish Phalanxes any day of the week, rain or shine. Looking from their viewpoint, they were understandably upset when their Tank battalions were smoked by stacks of men waving 17-foot spears. They felt that Tanks were already an expensive prospect, costing 2,000 production, and believed that they should overrun a stack of 9 Phalanxes, which cost only a measly 1,215 production.

The other camp, principally represented by William Westwater (Lead Designer for Call to Power) feel that there is no need to tamper with the existing hit points and firepower. They feel that the existing unit statistics lend good overall balance to the game, and resist the idea of strengthening the Tank because of the real danger of creating a “race-to-tank” scenario, which would ultimately dilute the enjoyment of the game. Players who fall behind ought to have some chance of survival.

Both sides make valid points. It is certainly unintuitive for a Tank to get crushed by a stack of 9 Phalanxes unfortified, and in the open. On the other hand, you can’t have Tanks overrunning everything they come across either.

I believe that there is some middle ground – that it is possible to make Tanks overrun Phalanxes without turning the game into a ‘race to Tanks’. Players who remain stuck at the Bronze Working technology level deserve to have their asses handed to them on a plate. However, players who are one, or perhaps even two technology levels below the Tank ought to have a better chance of survival. Musketeers, and certainly Machine Gunners ought to have a fair opportunity of stopping Tanks.

The purpose of this section is to show how I’ve resolved the Tank v Phalanx issue, and explain the underlying design philosophy behind my approach.

For full details on the revamped units, please refer to the Mod Units Tab of cdmodv4.2.xls. You might also like to print it out for easy reference – it will print neatly on two A4 pages.

•	Background: Hit Points/Firepower Vs Raw Abilities

There are two ways you can go about making units more powerful:

The Civilization 2 approach. Increase the ability levels (attack/defense values) slightly per level of technology, but increase the Hit Points/Firepower commensurately so that low tech units have a low probability of destroying higher level units.

The CTP approach. Leave Hit Points and Firepower for all units at 10 and 2 respectively. Balance the units by directly adjusting the raw abilities of each unit. Keep in mind that Activision balanced the unit abilities with the view that all of them would have HP 10 and FP 2. In other words, they raised the raw abilities of each unit a lot higher than they would have had they decided to increase HP and FP as well.

A Cavalry/Tank example follows:
Civ2:
Armour units in Civ2 have 10/5/3 with 30 HP and 1 FP. Cavalry have 8/3/2 with 20 HP and 1 FP.

CTP:
Tanks have 16/10/6 with 10 HP and 2 FP. Cavalry have 5/3/4 with 10 HP and 2 FP. Can you see the huge difference in Tank and Cavalry raw unit abilities here, compared to Civ2?

In other words, you can’t increase Hit Points without exercising caution. Giving Musketeers 20 HP and Machine Gunners 30 HP, in effect adding +10 HP per Age (the Civ2 approach) would make later age units invincible against units from an earlier Age.
•	
Underlying Unit Design Philosophy

Because you have to be careful about adjusting unit hit points upward, for the most part I have stuck with Activision’s approach.

Close Combat Units have HP of 15. Except for the early Ancient Age units, close combat units all the way up to the Modern Age have 15 Hit Points. A man is still a man after all, and he dies just as easily to an arrow as he does to artillery fire. What does change is the weapons he uses, and this is reflected through his increased Attack and Defence abilities, and perhaps Firepower, but not Hit Points.

Ranged/Bombard Units have HP of 10. Unlike their Close Combat counterparts, who have some measure of armour to protect them, Range and Bombard units are not only less capable of defending themselves, but are also less capable of sustaining damage. For example, Artillery is a fearsome weapon, but once you get close does it take much effort to destroy it?

Genetic and beyond. From Genetic Age onwards, I had to depart from this template. As you may have noticed, units in the Genetic and Diamond Ages are hideously expensive, for a comparatively small increase in raw abilities. I had to start balancing units based on their costs, their movement and their special abilities. Their Hit Points and Firepower were thus amended accordingly.

An additional factor during the balancing process was the stage of research. For example, you may have noted that Plasmaticae and Space Marines have much greater Hit Points than Machine Gunners and Marines. However, this is due not only to their relative costs (Space Marines/Plasmaticae are priced more exorbitantly than shelf space in an upmarket Tokyo mall) but also the fact that both these units are available only in the late Genetic Age, as opposed to the early Modern of their predecessors. 

Notice too that the Hovertank isn’t that powerful when compared to the Plasmatica and Space Marine. Why? Because the Hovertank is available in mid-Genetic, and is only slightly more expensive than the latter two units. If I made the Hovertank too powerful, you’d have a “Race to Tank Part II” and the other two units would become pretty worthless. You also need to factor in the Hovertank’s awesome movement capabilities – its very high movement factor and its ability to move over shallow water. I feel its present statistics strikes the right balance.

Similarly, Naval, Air and Space units were balanced with respect to their costs, special abilities, age and stage of research. Units that were too expensive were made cheaper, and units that were too powerful were made more expensive.

•	New Unit Class: Stealth Air

One problem I had with the original units was that Nukes could be shot down by any type of Air Defense unit, including Mobile SAMs and Interceptors. I felt that this was unrealistic, since Nukes represent ICBMs with multiple independent warheads. If taking down Nukes were so simple, we’d never have had a Cold War, since the principle of Mutually Assured Destruction would not apply.

To work around this problem, I added a new unit class – Stealth Air. Nukes are now invisible to Mobile SAMs and Interceptors and will not trigger their Air Defense. Now the only way to stop a Nuke attack on a city is (rightly) with SDI.

This does not make Nukes too powerful – remember that the use of Nukes is not a decision to be taken lightly, due to the high possibility of a counterstrike and the risk of global fallout. 

Stealth Bombers, Space Fighters and Spy Satellites are now also Stealth units. This was originally intended to be only a Nuke fix, but I immediately realised its potential for other units as well.

Your Stealth Bomber is now really a Stealth Bomber, with the ability to ignore enemy Air Defences with impunity. Please note however that War Walkers, Missile Cruisers, and Space Fighters have the ability to detect and shoot down Stealth units, including Nukes. Stealth only grants an advantage until a higher technology level is reached.

For a full description of which units can spot Stealth units, please refer to cdmodv4.2.xls.
•	
New Doctrine: Air Power

Part of the problem I thought with this fixation on Tanks was that players weren’t really given an alternative. In particular, I felt the Flight Branch of the Tech Tree to be neglected, unlike Civ2. You go for Tanks because there really isn’t any other option, but with these changes I hope players find Modern Age warfare more interesting.

Interceptors are now available with Aerodynamics, and Bombers with Rocketry. There is no longer a Fighter unit, which was superfluous anyway since it was obsolete too soon. Note however that this earlier Interceptor is not as powerful as in the original CTP version. But more useful (see next):

Interceptors and Space Fighters now have the Bombard ability. As it is in real life, aircraft do not Assault, they Bombard. They conduct strike missions, they engage targets at long range, they do not park their aircraft on the ground and then engage in a gunfire duel. 

The Air Attack ability has been removed from all Modern land units except the Mobile SAM. Tanks, Machine Gunners and other land units no longer shoot down aircraft, as they are presently able to do. Modern sea units can still do so, as can all Genetic and Diamond units.

Interceptors and Space Fighters now have an Active Defense Range of 2. To better simulate the interdiction role of modern fighter craft, they now have an Active Defense range of 2. This also allows players to maintain multi-tiered air defence systems, for example an Interceptor-Mobile SAM Air Defence combo.

In the present system, with Active Defense only extending to Range 1, a sacrificial Bomber or Cruise Missile would draw all defending Active Defense fire, leaving the remaining follow-up Bombers to strike unimpeded. A tiered defence system will allow for at least 2 rounds of Air Defense, which is far more realistic.

These changes I hope will make Air Power more interesting, and more accurately simulate the dominance of Air Power in today’s modern warfare. There is now no longer a single path to world domination – Tank Warfare. Players will probably have greatest success mixing the two doctrines.

Note on Air Combat: There is a bug in the game that occurs when Air units are attacked over Ocean or Shallow water tiles. When overflying these tiles, Air units are especially vulnerable, and are extremely easy to shoot down. In other words, if your Air unit is attacked over Water, expect it to be shot down, with the attacking unit suffering next to no damage. This only happens over water – if you are overflying any type of land, you will defend as normal. 

Space Combat is unaffected. Activision has been informed of this bug, and hopefully this will be addressed in a future patch. For now, be forewarned.

•	Jet Propulsion renamed Combined Arms

With Interceptors and Bombers available with Aerodynamics and Rocketry, Jet Propulsion becomes a pretty lonely Advance. To this end, Jet Propulsion has been renamed Combined Arms, and now has the Helicopter unit.

New Unit:	Helicopter
Cost (Support):	1500 (45)
A/R/D/M:	10/16/6/7
HP/FP/BAD:	10/3/15
Available:	Combined Arms
Expires:		Space Fighter
Special:		Bombard, Land on Aircraft Carriers, 5 Turns of Fuel, Can Spot Submarines

Your attack Helicopter can stay in the air longer than Bombers or Interceptors and can attack units in the open for multiple turns. It is also a more effective bombardier than Interceptors. Lastly, it can be used for ASW work.
•	
Expanded Role of Scout Troops

The Mounted Archer had its movement reduced from 3 to 2, because it was too high a movement rate for an early Ancient unit. To compensate, its vision range has been increased to 2, equal to that of the Warrior. This allows the Mounted Archer to fulfil the role of a Scout, or a Horseman in Civ2.

To expand on this scouting doctrine, I added the Horse Archer, available with Stirrup, to flesh things out. Both units are excellent ranged counterparts to the more fearsome hand-to-hand units – Mounted Archers are excellent companions for Samurai (movement 2), and Horse Archers for Knights (movement 3). With their excellent sight range, they also double as excellent raiders, and are equally adept at cutting off reinforcements to enemy cities.

New Unit:	Horse Archer
Cost (Support):	600 (18)
A/R/D/M:	1/2/1/3
HP/FP/BAD:	10/3/0
Available:	Stirrup
Expires:		Cavalry Tactics
Special:		Special Forces

Horse Archers make excellent scouts. They also have enough movement to keep up with a Knight. A Knight-Horse Archer stack is a formidable force – think along the lines of the Golden Horde.

Modified Unit:	Spy Satellite
Cost (Support):	3500 (105)
A/R/D/M:	0/0/0/2
HP/FP/BAD:	10/1/0
Available:	AI Surveillance
Expires:		Null
Special:	Unlimited Fuel, Space Launch, Can Spot Submarines, Terror, Stealth Air

To expand on the Scout Troops role, I also decided to give the Spy Plane a facelift, since the present unit was only marginally useful.. The new Space Satellite is either built in a Space City or launched into space, and never runs out of fuel. As an added bonus, it can spot Terror units (Spies, Infectors, Ecoterrorists, Eco Rangers, Cyber Ninjas). However, it is not very strong and can be shot down by Space Fighters.

As a side effect, Space Fighter launches to hunt down Spy Satellites also give you more pollution to worry about, which to me is a good thing. Note that Spy Satellites are also Stealth units, so they cannot be seen unless you are actively hunting for them with Stealth vision units.

•	Other New/Modified Units

New Unit:	Siege Engine
Cost (Support):	675 (20.25)
A/R/D/M:	0/4/0/1
HP/FP/BAD:	10/3/15
Available:	Engineering
Expires:		Cannon Making
Special:		Bombard

The Siege Engine is a powerful siege unit that allows you to lay siege to Walled Cities in the Ancient Age. However, it is not very powerful and has an attack value of 0, so you cannot use it to attack a City on its own. It also has a defence value of 0, which makes it vulnerable if left in the open. This unit must be supported.

Modified Unit:	Fire Galley
Cost (Support):	600 (18)
A/R/D/M:	3/1/1/3
HP/FP/BAD:	10/2/0
Available:	Alchemy
Expires:		Machine Tools
Special:		Shallow Water Movement, Transport 1 unit

This unit is a replacement for the Fire Trireme, which was uninteresting. Manned by banks of oarsmen, the Fire Galley is a true warship, designed for combat – it combines swift movement with an excellent attack. However, like the Trireme it is limited to hugging the coasts.

New Unit:	Cruise Missile
Cost (Support):	500 (15)
A/R/D/M:	0/22/0/4
HP/FP/BAD:	5/4/30
Available:	Rocketry
Expires:		Zero-G Industry
Special:		Bombard, Single Use, 1 Turn of Fuel

The Cruise Missile now uses the Bombard attack, instead of Assault. The Cruise Missile is guaranteed to kill or do significant damage to lone units or a stack containing no Active Air Defenders.

It is also cheap (500) – it’s easier (and faster) to get 9 of these produced from multiple cities than to have a single Space Marine (4500) produced from 1 city. Not to mention that 9 Cruise Missiles cause hell of a lot more damage than a single Space Marine. 

Apart from destruction, it has a number of other uses – as a decoy for enemy Air Defense and for Submarines to cripple/sink pursuing enemy Destroyers.

Its main drawback of course is its limited range – which means an increased emphasis on delivery systems, as it is in real life.

New Unit:	Missile Cruiser
Cost (Support):	2500 (75)
A/R/D/M:	12/24/12/6
HP/FP/BAD:	15/4/20
Available:	Robotics
Expires:		Null
Special:	Active Air Defense, Bombard, Transport 3 Missiles/Nukes, Can Spot Submarines/Stealth Air

The naval counterpart to the War Walker, the Missile Cruiser is an excellent escort for Battleships or a Carrier Task Force. It is also a good Submarine hunter and can carry 3 Missiles of its own.
 
New Unit:	Alpha Transporter
Cost (Support):	6000 (180)
A/R/D/M:	0/0/5/15
HP/FP/BAD:	20/4/0
Available:	Alien Archaeology
Expires:		Null
Special:		Transport 9 Units, Unlimited Fuel, Space Launch/Descend, Cloak, Special Forces

The future replacement for the Space Plane. Allows a full stack of units to be loaded, transported and dropped anywhere. Strike at will. 

Please note that Alien Archaeology now also requires Cloaking, in addition to Wormholes.
•	
Other Unit Changes

In general, Naval units have had their Movement increased by 1. This was done to increase the usefulness of Transports and other Naval units, which had to travel long distances from one side of a continent to the other.

Air units have had their movement rates reduced. In general, the range of most air units have been reduced, because right now their extended range was pretty meaningless, especially if you consider that players only ever attack the nearest town. It also gives the Aircraft Carrier a larger role to play in power-projection exercises, especially on maps with more water.

War Walkers, Missile Cruisers, Leviathans,  Space Bombers, Star Cruisers and Plasma Destroyers now have the Counter-Bombard ability. From the Genetic Age onwards, I have given certain units the Counter-Bombard ability. Essentially, what this means is that it allows you to Bombard a unit that is presently bombarding you. 

In other words, if the Bombarding unit does not kill you with its initial Bombardment, the defending unit has the opportunity to Bombard the attacking unit in turn, and if the defending unit is a more powerful bombardier, it also has a chance of killing the original attacking unit. Cool stuff.

The Interceptor and the Space Fighter also have this ability – but this was already present in the original CTP release.

Stand Down, On Alert and At War support costs are now 35%, 65% and 100% respectively. 10% Stand Down costs were too low, and players could take advantage of this to swarm opponents with Special Forces while keeping cheap units at home to take full advantage of martial law.

Support Costs have now been increased to more realistic values.

Chance of Veteran units is now 0.15 (up from 0.10). Veteran units gain a 50% bonus to their Assault value when attacking, and you now have a better chance of getting them.

Diplomats, Nobles and Lawyers now have the Fortify command. Have you ever been annoyed by having to put your Diplomats, Nobles and Lawyers on Sleep every turn? Sometimes all you want them to do is to stick around in case you need to establish a new embassy or go chasing after a rogue Corporate Branch. You don’t want the guy to wake up every time an enemy Pikeman walks past.  

Now they’ll only wake up when you tell them to. Unrealistic, yes – time-saving, definitely.

Units are now obsolete the moment a better unit becomes available. Multiple obsolescence advances have also been removed. The original CTP units did not have a clear upgrade path. Now, you will no longer receive a pop-up message informing that you can no longer build a unit that you were already unable to build long before.

VIII.	Wonders and Other Things

•	Broken Wonders Toned Down

Wonder:		Ramayana
Original Effect:	+3 Happiness in all Cities
Available:	Religion
Expires:		Age of Reason
New Effect:	+2 Happiness in all Cities, Costs 3,240 Production to Build

Ramayana is clearly broken – it is available very early in the game and is the equivalent of having Michaelangelo’s Chapel in Stone Age (+3 Happiness = Cathedral). Its effect has been reduced to that it now only counts as the equivalent of a free Temple (+2 Happiness) in each city. It is now also more expensive to build (3,240 production as compared to 2,160 before).

Wonder:		Hagia Sophia
Original Effect:	+100% Conversion Fees, Doubles Effect of Temples and Cathedrals
Available:	Theocracy
Expires:		Mass Production
New Effect:	+100% Conversion Fees, Doubles Effect of Temples and Cathedrals, Expires with Railroad

Hagia Sophia is a very powerful Wonder, and is for most practical purposes the equal of Ramayana, and more. A double Temple effect is equivalent to +2 Happiness, and an additional +3 Happiness when added to Cathedrals later in the Renaissance.

In conjunction with Theocracy (which is almost always the government that gets to build it), Hagia Sophia becomes even more potent – not only in terms of cash flow, but Theocratic cities with Cathedrals in them Celebrate every turn, thanks to the +10 Happiness effect.

Actually I don’t really think this is that much of a big deal, but for an early Ancient wonder with such powerful effects, it shouldn’t last all the way into the mid-Modern Age. As a result, Hagia Sophia now expires with Railroad.

Wonder:		London Exchange
Original Effect:	Eliminates all Upkeep costs in the civilisation
Available:	Economics
Expires:		Robotics
New Effect:	Upkeep costs up to 6 are eliminated, Costs 5,400 Production to Build

London Exchange is broken because gold drives research in CTP.  When London Exchange is built, all the gold that usually goes towards paying Upkeep is instantly diverted to Science, since Surplus Gold = (Net Gold – Wages – Upkeep). Without Upkeep, the Surplus Gold available for Science increases by an amazing amount.

One way to imagine this is to total up all the maintenance costs of your buildings in your civilisation. Let’s assume you have 20 Cities, with each City having Upkeep costs of 30 Gold per turn (easy if they have Factories). The moment you complete London Exchange, you now have an extra 600 Surplus Gold available for distribution every turn. With a Science Rate of 60% (most Modern governments allow  60%), and assuming you hang on to London Exchange for 100 turns before it expires, you’ve managed to gain for yourself an extra 720 Science * 100 = 72,000 Science and 24,000 Gold.

72,000 Science is about 8 free Modern Advances, and this figure is conservative – the reality is probably nearer 120,000 Science for an Average empire and even more for larger ones (how many of you have more than 30 large cities with a Factory, Mill and a slew of other Improvements in them?)

The player who completes London Exchange will not only become the furthest ahead in Technology but will also be the richest. Hardly fair, just for spending 4,320 production in the Renaissance. London Exchange now only eliminates upkeep costs up to 6 (Coliseum and Publishing House). It is now also more expensive to build.

Wonder:		Edison’s Lab
Original Effect:	10% Chance of completing Advance per turn
Available:	Electricity
Expires:		Alien Archaeology
New Effect:	6.7% Chance of completing Advance per turn, Expires with Superconductor, Costs 12,000 production to build

I used to think that London Exchange was the most broken Wonder in the game, but Edison’s Lab wins top prize. You see, the problem with Edison’s Lab is that it doesn’t discriminate between Modern, Genetic or Diamond Advances. An Advance is an Advance – it doesn’t matter whether it takes 9,000 Science or 50,000 Science to research – it’s all the same to Edison’s Lab. This is especially so when you consider that Edison’s Lab doesn’t expire till the post-Diamond Age.

In other words, players can literally skip through the Modern, Genetic and Diamond Ages without a seconds pause – it is through this Wonder that players wonder why they are in Diamond Age before the year 2000, and then pronounce the game too ‘easy’. They are certainly right – the game does become a lot easier if they build this Wonder.

How does it work? As it came with the game, Edison’s Lab grants a 65% chance of at least one free Advance every 10 turns. Basically, the probability of a getting zero advances in ten turns is P = 0.9^10 = 35%. So the chances of getting at least one free advance is 1 – P = 65%. And you might get lucky, you might get two, even three free advances in that same period, though three is highly unlikely.

Edison’s Lab now only gives a 50% chance of at least one free advance every 10 turns, and expires with Superconductor. It also costs 12,000 production to build (compared to 7,200 before).

Wonder:		Contraception
Original Effect:	+5 Happiness in all Cities
Available:	Pharmaceuticals
Expires:		Alien Archaeology
New Effect:	+3 Happiness in all Cities, Expires with Life Extension

I do not like this Wonder at all. You’d think that the Call to Power team could have exercised a little more imagination than to believe that free sex and population control generates increased happiness for everyone. In fact, it’s even called “THE_PILL” in Wonder.txt. 

Perhaps this was a nod to Women’s Liberation, not that I have any problem with that, but why not have a Women’s Suffrage Wonder like in Civ2? A Wonder is something unique to a civilisation, a great human achievement without contemporary parellel. Free sex, argh. I can see it now, two centuries down the road a class of history students makes a virtual visit to the museum in order to gaze in wonder at what must be the most unique achievement of the 20th Century – the ribbed condom.

Bad taste aside, its effect is a little strong for a Modern Age Wonder (Immunity Chip in the Genetic Age also gives +5 Happiness). I have thus toned it down to +3 Happiness.

Its effect should also expire eventually, once humans master their environment and no longer have to worry about overpopulation. It now expires with Life Extension.

Wonder:		Internet
Original Effect:	10% Chance of learning a Random Advance known to another civilisation per turn
Available:	Computer
Expires:		Alien Archaeology
New Effect:	Expires with Digital Encryption

The Great Library of the future. It works on the same principle as Edison’s Lab except that it is only useful to you if you are behind in technology. It’s actually better than Civ2’s Great Library – so long as any one other civilisation has a technology you do not possess, you have a chance of learning it.

Fortunately, this Wonder isn’t broken, at least not the way it works. However, good things shouldn’t last forever – it now expires if anyone discovers Digital Encryption.
•	
Wonders with Weak Effects Strengthened
 
Only two Wonders have weak effects and need to be strengthened.

Wonder:		Dinosaur Park
Original Effect:	x4 Gold from Goods in Host City
Available:	Genetic Tailoring
Expires:		Null
New Effect:	x8 Gold from Goods in Host City

Thanks to the halving of Trade Good values, I have doubled this Wonder’s effect in order to bring it back on par with the original. Global E-Bank, the other Trade Wonder doesn’t need to be tweaked because it simply adds a net +10 Gold for every foreign Trade route.

Wonder:		AI Entity
Original Effect:	Makes all Citizens Content, 3% Chance of AI Revolt
Available:	Mind Control
Expires:		Null
New Effect:	Makes all Citizens Content, 1.15% Chance of AI Revolt

This is the Wonder otherwise known as Time Bomb. Again, using probability, the chance of AI not having revolted in x turns is = 0.97^x. The chances of AI still being loyal to you in 10 turns is 74%, in 22 turns is 52%. In other words, you can pretty much expect AI to start revolting by the 25 turn mark. Will you win the game by then? Feeling lucky?

I’ve set the chance of AI revolting to 1.15%, which roughly gives you 60 turns to win the game before you lose 1/3rd of your civilisation. Do you like gambling? Those are your odds.

•	Miscellaneous Changes

Great Library entries (English and German). The Great Library has been updated for all the modified statistics and changes to the tech tree. There are also entries for all the new units and advances.

AI research and build routines improved. The AI has been tweaked in order to give players a better challenge. For more information of this, refer to Appendix B: AI Changes (WARNING: MAJOR SPOILERS WITHIN).

Deity is now more difficult. Deity too easy? The relative production, gold and technology modifiers for AI opponents have been tweaked to give you more of a challenge, especially in the Renaissance and Modern Age. It’s not a huge difference – meaning that even if you don’t use cheap tactics, you still can win, but it’ll hopefully add a little more spice to your game. Don’t worry, the rest of you – I left Emperor untouched.

Ruins no longer give Advances or Units far ahead of you in Technology. Ruins in CTP can be broken, sometimes with the nasty habit of giving you Knights in 3850 BC or Bureaucracy in 3800BC. Kind of reduced the game challenge if you ask me.

Ruins have been tweaked so that unless you are playing on the easiest Barbarian Setting (Ruins only), you will never get an Advance or Unit more than 1 technology node ahead of present.

Game Time has been changed to more accurately reflect the Historical Passage of Time. One of my biggest problems with the game was that time went by too fast in the Ancient Age and too slow in the later Ages. 
 
The End of Game Year has also been changed to 3200 CE, in order to give the same number of turns as available in the original.

Please refer cdmodv4.2.xls under the Turn Database tab for more details.

Roads are now 25% cheaper. Roads, but not Railroads and Maglevs are now 25% cheaper to construct. This is to make it easier to build road networks in the early Ancient Age, and to give players a little help in offsetting distance unhappiness.

Piracy now brings in 50 gold, not 30. To offset the fact that only certain units may pirate, piracy has been made a little more attractive.

Pharmacy Happiness reduced to +2. The Pharmacy (Drug Store) effect (remember it also gives +25% production) was too strong for its cost and upkeep. It’s Happiness effect has been reduced slightly.

Coliseum Upkeep reduced to 6. I found Coliseum Upkeep a little expensive at 8 Upkeep per turn, for only +2 Happiness. A Cathedral, at 10 Upkeep a turn, gave you +3 Happiness. I reduced Coliseum’s Upkeep to make it more attractive.

Genetic and Diamond population modifiers have been scaled down. This is just a cosmetic fix, but you no longer see such a huge jump in population when you move from the Modern to the Genetic Age, and from Genetic to Diamond.

•	Summary of Tech Tree Changes

Theocracy is now available with Astronomy, not Religion.
Electricity now requires Physics and Railroad, not just Railroad.
Electrification has been renamed Electronics (cosmetic change).
Jet Propulsion has been renamed Combined Arms (cosmetic change).
Fundamentalism is available with Mass Media.
Robotics now requires Space Flight and Mass Production, not Computers and Mass Production.
Sea Colonies is now available with Steel and Superconductor, not Steel and Arcologies.
Alien Archaeology now requires Cloaking and Wormholes, not just Wormholes.

Nobles are available with Monarchy.
Fire Galleys are available with Alchemy.
Siege Engines are available with Engineering.
Horse Archers are available with Stirrup.
Interceptors are available with Aerodynamics, not Jet Propulsion. The Fighter unit no longer exists.
Bombers are available with Rocketry, not Jet Propulsion.
Cruise Missiles are available with Rocketry.
Helicopters are available with Combined Arms.
Missile Cruisers are available with Robotics.
Spy Satellites are available with AI Surveillance.
Alpha Transporters are available with Alien Archaeology.

In general:
Renaissance Advances cost 10% more Science.
Modern Advances cost 15% more Science.
Genetic Advances cost 20% more Science.
Diamond and Future Advances cost 25% more Science.

Mining, Tool-making and Agriculture cost 50% less Science.
Religion, Stone Working, Bronze Working, Shipbuilding and Domestication cost 10% less Science.
Classical Education and Banking cost 10% more Science.
Railroad and Chemistry cost 20% more Science.
Robotics and Space Colonies cost 50% more Science.
Wormholes costs 200% more Science.

IX.	AFTERWORD

The changes in Version 4.2 FINAL are pretty much under the surface. I finally took the plunge and decided to seriously sit down and go through the AI routines and try and figure out what they do. The journey was interesting to say the least, and there were a number of things which I didn’t quite like and thus made a number of changes that should improve the quality of the AI play, particularly with regards to governments, build and research orders.

There were also timeline issues to consider, with players complaining that with my removal of 100 turns from the timeline, that the game ended too soon. Based on the feedback I received, I have revamped the timeline and restored the missing turns.

Other than this however, users of v4.0 will have noticed that there have been very few other changes. As I mentioned in my previous Readme:

“I envision v4.0 to be for most practical purposes, complete. In other words, I have done everything I wanted to do to improve the original CTP design, and if there are any other interesting things left to be done, I will leave that for a future mod that has nothing to do with CTP out of the box. So barring some major boo-boo, or someone releases some working sprites for the new units, this will be the last incarnation of the “Play CTP as it Should Be” mod.”

Because of this, v4.2 FINAL will my swan song. There will be no further updates after this. I have been modifying CTP files pretty much since I bought the game, I’ve done pretty much what I set myself to achieve and I think it is time for me to move on.

To be honest, there remains work to be done. The Diplomacy AI could do with a lot of improvement, and random AIPs could be written for players who prefer not to know what research orders the AI will follow. Unique sprites for all the units also remain missing.

I have no qualms with users writing their own extensions or customisations to my mod, so long as they release them as an add-on, and not repackage them together with my mod. And I’d encourage them to do so, so long as our collective efforts bring CTP closer to “what it should be”, and not the poorly playtested release from Activision.

Thank you all of you for your great support during this entire time, and I hope that my small efforts have made the game more enjoyable for all of you.

May you once more reshape the world in your image.

Sincerely yours

Tucson Luke Loh
aka Celestial_Dawn
24 June 1999

APPENDIX A: 	FILE LIST

Copied into [Your Call to Power folder] folder:

Readme.rtf		– This file (Rich Text Format)
cdmodv4.2.xls	– Spreadsheet detailing the changes in units, timeline, governments and science in this version (Excel 95/97 Format)***
cdanalysisv2.0.xls	– Spreadsheet analysis of the various governments and scientific output of science and gold improvements that came with the game. This is the background information for my government and science changes in v4.2 (Excel 95/97 Format)***
*** The spreadsheets are in hybrid Excel 95/97 Format so you may view them with either version of Excel. However, Excel 95 does not support Comment text formatting, so you will have to manually resize each Comment in order to read them. Or download the free Microsoft Excel 97 Spreadsheet File Viewer http://officeupdate.microsoft.com/downloadDetails/xlviewer.htm (3814 kb).

Installed into [Your Call to Power folder]\ctp_data\default\gamedata folder:

Advance.txt		– List of civilisation advances and their prerequisites
advanceicon.txt		– Placeholder file for Great Library Advance entries and sprites
Const.txt		– Variables used in the map generator as well as other functions in the game
DiffDB.txt 		– Timeline and difficulty switches for the game
endgame.txt		– List of Alien Life constructs and their costs
goods.txt		– List of Goods and their value
govern.txt		– List of governments and their individual effects
governicon.txt		– Placeholder file for Great Library Government entries and sprites
Improve.txt		– List of improvements and their individual effects
Pop.txt			– List of city workers and their effects
risks.txt			– List of ruin settings for the various barbarian difficulty levels
script.slc			– SLIC script file
terrain.txt		– List of terrain types and their effects
uniticon.txt		– Placeholder file for Great Library Unit entries and sprites
Units.txt			– List of units and their abilities
Wonder.txt		– List of wonders and their individual effects

Installed into [Your Call to Power folder]\ctp_data\default\aidata\ folder:

aiploader.fli		– AIP loader file (determines which AIP files to load)
inputs.fli			– Inputs file for AI routines
outputs.fli		– Outputs file for AI routines
set_govern.fli		– Government choice file for AI routines
set_inst_priority.fli	– Installation priority file for AI routines

Installed into [Your Call to Power folder]\ctp_data\default\aidata\AIPs folder:

barbarian.aip		– AI personality file for Barbarian personality
citywall_science.aip	– City Wall research path AI
cleric.aip		– AI personality file for Cleric personality
default.aip		– Default AI personality file
getarmy.aip		– Invasion force AI
masssettle.aip		– Mass Settle AI
masssettle_sandbag.aip	– Mass Settle AI for lower difficulty levels
milfew.aip		– AI personality file for Aggressive personality
milmany.aip		– AI personality file for Militant personality
naval.aip		– Naval build AI
scifew.aip		– AI personality file for Agreeable personality
scimany.aip		– AI personality file for Peaceful personality
slaver.aip		– AI personality file for Slaver personality
supernaval.aip		– Naval build AI when entire continent is settled by friends
survival_mode.aip	– Survival Mode AI

Installed into [Your Call to Power folder]\ctp_data\LANGUAGE\gamedata folder:

gl_str.txt	– Unit, wonder and technology names for the LANGUAGE version
help_str.txt	– Help text on right-click in build queue for the LANGUAGE version
ldl_str.txt	– Miscellaneous strings for the LANGUAGE version

Installed into [Your Call to Power folder]\ctp_data\LANGUAGE\gamedata\gl folder:

All the following files are new or updated Great Library files in the game (322 files):

gamea013.txt	gamea023.txt	gamea025.txt	gamea026.txt	gamea027.txt	gamea049.txt
gamea055.txt	gamea061.txt	gamea062.txt	gamea063.txt	gamea065.txt	gamea069.txt
gamea070.txt	gamea074.txt	gamea080.txt	gamea081.txt	gamea101.txt	gamea118.txt
gamea119.txt	gamea136.txt	gamec060.txt	gamec068.txt	gamem012.txt	gamem018.tx
gamem021.txt	gamem025.txt	gamem030.txt	gamem034.txt	gamem045.txt	gamem053.tx
gamet039.txt	gameu012.txt	gameu014.txt	gameu030.txt	gameu031.txt	gameu036.txt
gameu040.txt	gameu042.txt	gameu051.txt	gameu057.txt	gameu060.txt	gameu073.txt
gameu078.txt	gameu092.txt	gameu093.txt	gameu094.txt	gameu095.txt	gameu096.txt
gameu097.txt	gameu098.txt	gamew006.tx	gamew013.txt	gamew015.txt	gamew019.tx
gamew20.txt	gamew024.txt	gamex015.txt	gamex041.txt	gamex047.txt

hista136.txt	histc068.txt	histu057.txt	histu092.txt	histu093.txt	histu094.txt
histu095.txt	histu096.txt	histu097.txt	histu098.txt	

preqa023.txt	preqa049.txt	preqa075.txt	preqa080.txt	preqa098.txt	preqa118.txt
preqa136.txt	preqc068.txt	preqm025.txt	preqm050.txt	preqm055.txt	preqm057.txt
preqt039.txt	preqt043.txt	preqt047.txt	prequ004.txt	prequ007.txt	prequ012.txt
prequ013.txt	prequ014.txt	prequ016.txt	prequ025.txt	prequ034.txt	prequ041.txt
prequ042.txt	prequ046.txt	prequ047.txt	prequ048.txt	prequ049.txt	prequ050.txt
prequ053.txt	prequ057.txt	prequ059.txt	prequ060.txt	prequ065.txt	prequ066.txt
prequ069.txt	prequ070.txt	prequ081.txt	prequ092.txt	prequ093.txt	prequ094.txt
prequ095.txt	prequ096.txt	prequ097.txt	prequ098.txt	preqw002.txt	preqw006.txt
preqw013.txt	preqw015.txt	preqw018.txt	preqw019.txt	preqx015.txt	preqx041.txt
preqx047.txt

statm012.txt	statm018.txt	statm030.txt	statm034.txt	statm053.txt	statu031.txt
statu046.txt	statu047.txt	statu051.txt	statu057.txt	statu058.txt	statu060.txt
statu062.txt	statu065.txt	statu71.txt	statu074.txt	statu077.txt	statu081.txt
statu092.txt	statu093.txt	statu094.txt	statu095.txt	statu096.txt	statu097.txt
statu098.txt	statw006.txt	statw013.txt	statw019.txt	statw024.txt

varia013.txt	varia025.txt	varia026.txt	varia027.txt	varia050.txt	varia055.txt
varia061.txt	varia062.txt	varia063.txt	varia065.txt	varia069.txt	varia070.txt
varia074.txt	varia080.txt	varia081.txt	varia088.txt	varia094.txt	varia101.txt
varia105.txt	varia118.txt	varia119.txt	varia125.txt	varia136.txt	varic056.txt
varic057.txt	varic058.txt	varic059.txt	varic060.txt	varic061.txt	varic062.txt
varic063.txt	varic064.txt	varic065.txt	varic066.txt	varic067.txt	varic068.txt
varig004.txt	varig005.txt	varig006.txt	varig007.txt	varig008.txt	varig009.txt
varig010.txt	varig011.txt	varig012.txt	varig013.txt	varig014.txt	varig015.txt
varig017.txt	varim001.txt	varim007.txt	varim008.txt	varim009.txt	varim011.txt
varim012.txt	varim013.txt	varim014.txt	varim015.txt	varim016.txt	varim017.txt
varim018.txt	varim019.txt	varim020.txt	varim021.txt	varim022.txt	varim023.txt
varim025.txt	varim028.txt	varim030.txt	varim031.txt	varim032.txt	varim033.txt
varim034.txt	varim035.txt	varim036.txt	varim037.txt	varim038.txt	varim039.txt
varim040.txt	varim041.txt	varim042.txt	varim043.txt	varim044.txt	varim045.txt
varim046.txt	varim047.txt	varim048.txt	varim049.txt	varim050.txt	varim051.txt
varim053.txt	varim054.txt	variu002.txt	variu003.txt	variu004.txt	variu005.txt
variu006.txt	variu007.txt	variu008.txt	variu010.txt	variu011.txt	variu012.txt
variu013.txt	variu014.txt	variu015.txt	variu016.txt	variu017.txt	variu019.txt
variu020.txt	variu021.txt	variu022.txt	variu023.txt	variu024.txt	variu025.txt
variu027.txt	variu028.txt	variu030.txt	variu031.txt	variu033.txt	variu034.txt
variu036.txt	variu038.txt	variu039.txt	variu040.txt	variu041.txt	variu042.txt
variu046.txt	variu047.txt	variu048.txt	variu049.txt	variu050.txt	variu051.txt
variu053.txt	variu055.txt	variu056.txt	variu057.txt	variu058.txt	variu059.txt
variu060.txt	variu062.txt	variu064.txt	variu065.txt	variu066.txt	variu068.txt
variu069.txt	variu070.txt	variu071.txt	variu073.txt	variu074.txt	variu075.txt
variu076.txt	variu077.txt	variu078.txt	variu079.txt	variu081.txt	variu092.txt
variu093.txt	variu094.txt	variu095.txt	variu096.txt	variu097.txt	variu098.txt
variw006.txt	variw013.txt	variw015.txt	variw019.txt	variw020.txt	variw024.txt
variw027.txt

APPENDIX B: 	AI CHANGES

WARNING: THIS SECTION CONTAINS SPOILER INFORMATION ON HOW THE AI WORKS. IF YOU DO NOT WANT TO KNOW THIS AND PREFER TO PLAY AGAINST AN UNKNOWN QUANTITY, THEN DO NOT READ THIS SECTION.

The individual files are too numerous to go through one by one (in any case most of the file changes are repetitive anyway) so I’ll deal with the broad changes here.

The FLI (Fuzzy Logic) files have been modified so that:

Governments
i.	The AI will switch out of Tyranny as soon as it has more than 4 cities, and there is another available government form.
ii.	The AI knows how to rank the Fundamentalism government type in times of peace, science, wormholes and war.
iii.	The AI knows how to switch governments to Fundamentalism when the conditions are right.

Personality
iv.	The AI will now revert back to its default personality AI after 50 turns (instead of 80) if human capitol is 0-15 tiles away. This has been done to allow the Religious AI to start researching Theocracy and go for Clerics. At present, Religious personalities will go for Monarchy instead of Theocracy when the human player is nearby.
v.	The AI will now revert back to its default personality AI after reaching 5 cities if found early. At present, the AI stays in a mass settle mode until it reaches 6 cities. However, smart human players who strategically place cities can prevent the AI from ever having room to construct a 6th city – thus forcing the nearby AI to stay in alternate AI mode and it stagnates from there.
vi.	In times of peace, the AI will now build less units before deciding to focus on improvements.

Public Works
vii.	The AI will now build roads once it has more than 5 cities, and not more than 10 cities as it was before.
viii.	The AI will now set Public Works to a lower percentage (20%, vs 30% before).

AI Corrections
ix.	The AI will now evaluate is ability to settle sea cities correctly.
x.	Removed tri total_military_incursions strings in inputs.fli to avoid conflict with diplomacy AI.

The AIP (AI Personality) files have been modified so that:

Governments
i.	Religious AI will now move out of Theocracy into Democracy, then Fundamentalism (and finally Ecotopia).
ii.	Military AI will now research Monarchy earlier, it is staying in Tyranny for too long.
iii.	Military AI will now research Republic earlier, it is staying in Monarchy for too long.
iv.	Military AI will now move out of Monarchy into Republic (it never switched to Republic before).
v.	Aggressive AI will now go for Monarchy, Republic, then Communism (and later Fascism). It was ignoring Republic before.
vi.	Militant AI will now go for Monarchy, Republic, then Fascism.
vii.	Scientist AI will now research Monarchy first, instead of trying to go straight for Republic.
viii.	Scientist AI will now always choose Republic over Monarchy (it moved back into Monarchy during wartime, leading to losses in science and gold).
ix.	Slaver AI will now research Monarchy a little earlier.
x.	The AI knows how to prioritise Fundamentalism in line with its personality type.

Research/Build Orders
xi.	The AI knows how to research Physics earlier, in order to reach Electricity.
xii.	The AI knows how to prioritise Sea Colonies ahead of Space Colonies.
xiii.	The Religious AI will now remember to research Astronomy early in the game, in order to research Theocracy.
xiv.	The Religious AI will now build Hagia Sophia earlier.
xv.	The AI will now build Publishing Houses before Universities, not the other way round.

Units
xvi.	The AI can now use the War Walker as an Air Defence unit as well.
xvii.	The AI will now build Televangelists for Slaver_Overflow Troops.
xviii.	Reduced priorities for Lawyer, Corporate Branch and Subneural Ad priorities so that the AI will focus less on these types of unconventional units.
xix.	The AI knows how to build the new units, and what role each of them play – Siege Engine as Ranged Troop, Horse Archer and Spy Satellite as Scout Troops, Noble as Diplomatic Troop, Fire Galley as Naval Attack, Helicopter as Assault Troop, and the Missile Cruiser as Naval Defender.

AI Corrections
xx.	Removed Bio-Memory Chip from Gold Build List.

Note that there are no codes for the Alpha Transporter or Cruise Missile – there are no codes in the AI at present that allow it to handle Air Transports, including the Space Plane. The AI is also at present unable to use Cruise Missiles. 

Without actually hacking into the AI dll or civctp.exe it is not possible to include the use of these 2 units. So these two units will remain exclusive human units for the present time.

UNEDITED COMMENTS

Those of you who take a peek into the aidata and AIPs folders will find my unedited comments from my work files. I’ve included them with the distribution so that those of you who wish to extend or further modify the AI files on your own can use them for reference. Please remember that they are unedited – they may not necessarily be correct or hold true and I don’t want to receive any email about them. But they may still be useful to you, I don’t know.