Well guys the latest version of the mod is ready to be posted. Here is a list of things effected. It will be ready for download shortly from
our new home page.
Go
here for an easier to read version
3.0 (Main Notes of Interest)
First off, the biggest differences anyone will note from either the previous Balancer or the normal game is that the previous balancer's combat is no longer in the game. Instead we replaced it with a hps based combat system. A slight increase in HPs based on experience, the big difference is that as units get more advanced they get more HPs.
Another big aspect of the Balancer that has changed is that we have trait specific buildings. Meaning that anyone who has a certain trait can build those buildings and only those people. The buildings are listed below. Each trait gets one and it requires no upkeep.
Naval combat was changed in that all naval units have had there stats upgraded to make room for some of the newer units. Mid-Late Modern age naval units were added in with even higher stats. Note that the Dreadnaught uses the original battleship animation and the Battleship uses a new battleship animation.
Other than these major differences, a lot of what the Balancer was is still in there. See below for more details.
NOTE: SOME THINGS NOT MENTIONED HERE HAVE CHANGED BUT THEY ARE VERY MINOR AND WILL BE ANNOTATED LATER.
Citizens- (all have accurate icons now)
- Scientist renamed to Alchemist
- Musician gives +2 Happiness, available with Music Theory
- Accountant gives +2 Taxes, available with Economics
- Scientist gives +2 Science, available with Physics
- Comedian gives +3 Happiness, available with Smart Weapons
- Investor gives +3 Taxes, available with Rocketry
- Researcher gives +3 Science, available with Computers
- Police Officer gives +1 Happiness, Taxes, and Science; available with Communism
Advances-
- Irrigation without fresh water moved to Engineering; from Electricity
Difficulty Levels-
Chieftain-
-Number of Citizens born content 5; up from 3
-Percentage of Optimal Cities to 120%; up from 100%
-Corruption to 60%; down from 100%
-AI-to-AI Trade Rate to 100; down from 110
Warlord-
-Number of Citizens born content 4; up from 3
-Percentage of Optimal Cities to 110%; up from 100%
-Corruption to 85%; down from 100%
-AI-to-AI Trade Rate to 100; down from 120
Regent-
-Percentage of Optimal Cities to 100%; up from 90%
-AI-to-AI Trade Rate to 100; down from 130
Monarch-
-Percentage of Optimal Cities to 90%; up from 85%
-AI-to-AI Trade Rate to 125; down from 140
Emperor-
-Percentage of Optimal Cities to 75%; down from 100%
-Corruption to 120%; up from 100%
-Cost Fact is 6; down from 8
Deity-
-Number of Citizens born content 0; down from 1
-# of Start Unit 1 is 2; up from 1
-# of Start Unit 2 is 3; up from 2
-Max Gov't Transition Time is 1; down from 2
-Corruption to 135%; up from 100%
-AI-to-AI Trade Rate to 200; up from 160
-Cost Fact is 3; down from 6
Espionage-
-Build an Embassy; Cost is 10; Down from 20
-Investigate City; Cost is 3; Down from 10
-Steal Technology; Cost is 5; Down from 10
-Plant Spy; Cost is 30; Down from 60
-Steal Plans; Cost is 5; Down from 10
-Initiate Propaganda; Cost is 50; Down from 100
-Expose Enemy Spy; Cost is 40; Down from 80
General Settings-
Wealth-
-Shield cost per Gold is 6; down from 8
Hurry Production-
-Citizen Value in Shields is 22; up from 20
Citizen Mood-
-Min Pop for WLTKD is 7; up from 6
-Turn Penalty for each Drafted Citizen is 20; down from 40
Golden Age-
-Duration is 25; up from 20
Various Unit Abilities-
-Forest Value in Shields is 15; up from 10
-Chance to intercept enemy air missions is 80; up from 50
-Chance to intercept enemy stealth missions is 8; up from 5
City Size Levels-
-Level 1: Maximum size is 7; up from 6
-Level 2: Maximum size is 15; up from 12
Defensive Bonuses-
-Fortifications is 50; up from 25
-Towns are 10; up from 0
-Citizens are 22; up from 16
-Buildings are 22; up from 16
Default Units-
-Captured Unit is the Prisoner (new unit); from Worker
-Start Unit 1 is the Colonist (new unit); from Settler
-Start Unit 2 is the Nomad (new unit); from Worker
-Scout is the Pioneer (new unit) from Scout
-Advanced Barbarian is the Bandit (new unit); from Horseman
-Barbarian Sea Unit is the Brigantine (new unit) from Galley
Governments-
Anarchy
-No longer a standard Tile Penalty; to help promote switching governments
Despotism
-Rate Cap is 5; down from 10
-Worker Rate is 1; down from 2
Monarchy
-Rate Cap is 7; down from 10
-Free Units per Metropolis is 6; down from 8
-Immune to Steal World Map
Communism
-Rate Cap is 8; down from 10
-Draft limit is 3; up from 2
-Free Units per Town is 3; up from 2
-Free Units per City is 5; up from 4
-Immune to Sabotage Production
Republic
-Rate Cap is 9; down from 10
Democracy
-Free Units per Town is 1; up from 0
-Free Units per City is 1; up from 0
-Free Units per Metropolis is 1; up from 0
Fascism NEW (to CivIII, not the Balancer)
-Required Tech is Radio
-Rate Cap is 7
-Worker Rate is 2
-Assimilation Chance is 0
-Draft Limit is 3
-Military Police Limit is 3
-Corruption and Waste is a Nuisance
-Hurrying Production is through Paid Labor
-War Weariness is None
-Requires Maintenance
-Immune to Steal Plans
-Diplomats are Regular
-Spies are Regular
-Cost/Unit is 1
-Free Units per Town is 2
-Free Units per City is 3
-Free Units per Metropolis is 5
-Free Units is 25
City State NEW (to CivIII, not the Balancer)
-Required Tech is Feudalism
-Rate Cap is 6
-Worker Rate is 2
-Assimilation Chance is 2
-Draft Limit is 1
-Military Police Limit is 1
-Corruption and Waste is a Rampant
-Hurrying Production is through Paid Labor
-War Weariness is Low
-Requires Maintenance
-Standard Tile Bonus
-Immune to Investigate City
-Diplomats are Regular
-Spies are Regular
-Cost/Unit is 1
-Free Units per Town is 1
-Free Units per City is 2
-Free Units per Metropolis is 3
-Free Units is 10
Theocracy NEW (to CivIII, not the Balancer)
-Required Tech is Theology
-Rate Cap is 6
-Worker Rate is 1
-Assimilation Chance is 2
-Draft Limit is 3
-Military Police Limit is 3
-Corruption and Waste is a Communal
-Hurrying Production is through Forced Labor
-War Weariness is None
-Doesn't Require Building Maintenance
-Immune to Plant Spy
-Diplomats are Regular
-Spies are Veteran
-Cost/Unit is 3
-Free Units per Town is 0
-Free Units per City is 0
-Free Units per Metropolis is 0
-Free Units is 0
Terrain- (Food/Irrigation | Shields/Mining)
Tundra (1/1 | 0/1)
-Irrigation is 1; up from 0
Flood Plains (3/2 | -/-)
-Irrigation is 2; up from 1
Hills (1/1 | 1/2)
-Irrigation is 1; up from 0
Mountains (-/- | 2/2)
-Shields is 2; up from 1
Jungle (1/- | 1/-)
-Shields is 1; up from 0
Coast (2/- | -/-)
-Food is 2; up from 1
Sea (1/- | 1/-)
-Shields is 1; up from 0
Ocean (1/- | 1/-)
-Food is 1; up from 0
-Shields is 1; up from 0
Worker Jobs-
Fortress -Turns to Complete is 8; down from 16
Clear Jungle -Turns to Complete is 8; down from 16
Clear Pollution -Turns to Complete is 20; down from 24
Plant Forest -Turns to Complete is 16; down from 18
World Sizes- (all world sizes can have up to 16 civs)
Tiny
-Tech Rate is 200; up from 160
Small
-Tech rate is 240; up from 200
Standard
-Height and Width are 120; up from 100
-Distance between Civs is 15; up from 12
-Optimal Cities is 20; up from 16
-Tech Rate is 360; up from 240
Large
-Height and Width are 180; up from 140
-Distance between Civs is 24; up from 18
-Optimal Cities is 32; up from 24
-Tech Rate is 480; up from 320
Huge
-Height and Width are 240; up from 180
-Distance between Civs is 32; up from 24
-Optimal Cities is 45; up from 32
-Tech Rate is 700; up from 400
*
Space Race (Multiple Parts for some components)
Component #1 SS Thrusters
*Now requires [6] parts to complete at a cost of 28 each; down from 40
Component #2 SS Engines
*Now requires [4] parts to complete at a cost of 32 each; down from 64
Component #3 SS Docking Bay
*Now requires [1] part to complete at a cost of 16; remained the same
Component #4 SS Cockpit
*Now requires [1] part to complete at a cost of 32; remained the same
Component #5 SS Fuel Cells
*Now requires [4] parts to complete at a cost of 12 each; down from 16
Component #6 SS Life Support System
*Now requires [4] parts to complete at a cost of 22 each; down from 32
Component #7 SS Stasis Chamber
*Now requires [2] parts to complete at a cost of 22 each; down from 32
Component #8 Storage/Supply
*Now requires [2] parts to complete at a cost of 12 each; down from 16
Component #9 Planetary Party Lounge
Now requires [1] part to complete at a cost of 16; remained the same
Component #10 Exterior Casing
*Now requires [1] part to complete at a cost of 64; remained the same
Unit Combat Experience
Conscript
Base hit points 3; up from 2
Retreat Bonus 25; down from 34
*Regular
Base hit points 4; up from 3
Retreat Bonus 50; remained the same
*Veteran
Base hit points 5; up from 4
Retreat Bonus 62; up from 58
*Elite
Base hit points 6; up from 5
Retreat Bonus 75; up from 66
Miscellaneous Changes
*Added Rommel to list of German leaders
*Added Montgomery to list of British leaders
Units (Units more upgradeable; no more swordsman in the modern age)
-Canoe (0/0/1) Transport 1, no tech requirement
-Coracle (0/1/2) Transport 1, Requires Writing
-Fire Galley (2/2/3), Requires Map Making
-Corvette (3/3/4), requires Astronomy
-Dreadnaught (36/28/14), Requires Superconductor
-Missile Frigate (22/16/14), Requires Fission
-Super Carrier (14/22/14), Requires The Laser
-Catapult bombard strength upgraded to 6; is from 4
-Cannon bombard strength upgraded to 9; is from 8
-Rate of Fire is 2; up from 1
-Artillery bombard strength upgraded is14; up from 12
-Radar Artillery bombard strength upgraded is18; up from 16
-Rate of Fire is 3; up from 2
-Babylonian Bowman upgraded to 2/1/2; changed from 2/2/1
-Cruise Missile bombard Range is 8; up from 2
-AEGIS Cruiser Bombard Strength is 6; up from 4
-Nuclear Submarine carries 3 Missiles; up from 1
-Paratrooper is 10/8/1; up from 6/8/1
-Para-drop range is 10; up from 6
-Marine is 10/8/1; up from 8/6/1
-Samurai is 4/3/2; down from 4/4/2
-Cost is 50; down from 70
-Modern Armor Cost is 14; up from 12
-Mech. Infantry Cost is 13; up from 11
-Helicopter Operational Range is now 8; up from 6
-Horses no longer require a tech to see
-Ranger (New American UU, replaces Paratrooper, see Changed section below for what happened to the F-15)
-Babylonian Bowman (New Babylonian UU, replaces Bowman, see Changed section below for what happened to the Bowman)
-Long bowman (New English UU replaces Archer, see changed section for what happened to the Man-o-War)
-Man-At-Arms (New Medieval age swordsman, to unit transition)
-Grenadier (New German UU, replaces Rifleman, see Changed section for what happened to the Panzer)
-Horse Archer (New Knight replacement for those non-European Civs)
-F-15 renamed to Strike Fighter and made available to all civs as an upgrade to the bomber (sort of a Fighter/Bomber)
-Man-o-War renamed to Ship-of-the-Line and made available to all civs as an upgrade to the frigate
-Panzer renamed to Armor and made available to all civs as an upgrade to the Tank
-Armies reduced to 300
-Engineer, this is an upgrade to the settler and the worker. It is like a prisoner but buildable and with 2 moves
-Fire Galley, this is a normal galley, but with a 2 attack and defense and can only carry one unit
-Dreadnaught, a precursor to the battleship, this unit upgrades from the destroyer and to the battleship
-Missile Frigate, this is a weaker version of the battleship, but it is the only naval unit with ZOC
-Attack Helicopter, this is a fighter helicopter as opposed to a transport
-Renamed the Scout to Explorer, available to non-expansionist civs, removed All-terrain-as-roads, 2 Moves
-Renamed the Explorer to Pioneer, available to Expansionists only, All-terrain-as-roads, 1 move
-Prisoner (I was going to make it the POW, but didn't want to offend anyone), this is the unit that is captured, it can do anything a worker can do and can build a city, as well. You cannot get this unit any other way.
Trait Specific Buildings
--Military Base..........Militaristic.....Resist propaganda * Reduces war weariness
--Alchemist House....Scientific.......+50 Research Output
--Bazaar...................Commercial..+50 Tax Output
--Smelter..................Industrious..+1 Production -1 Pollution
--Alter.......................Religious......+1 Happy
--Land Essay Office..Expansionist.Reduces Corruption Levels
*
Wonders & Buildings
--Stonehenge Wonder.....Puts the Monolith in all Cities on same continent.
--Monolith.....+1 Production +1 Culture
--Gaia Controller Wonder.....Puts the Gaia Stabilizer in all Cities on same continent.
--Gaia Stabilizer.....+2 Production -100 Pollution +1 Happy
--Weather Control System Wonder.....Weather Control Center in every city
--Weather Control Center.....+1 Production -5 pollution +1 Happy
--The Sphinx.....Acts as the second Forbidden Palace Wonder
--Deep Core Mining Center.....+100% Production
--Core Waste Dump.....-25 Pollution
--Zoo.....+2 Culture
--Museum.....+2 Culture
--Forbidden Palace Cost is 14; down from 20
--Recycling Center Cost is 16; Down from 20
--Mass Transit System Cost is 16; down from 20
--Great Lighthouse Cost is 26; Down from 30
-All Sea units built as veteran in its city
--The Great Wall now gives walls in every city on the continent
--Coliseum Cost is 10; down from 12
--Barracks Cost is 5; up from 4
--Magellan's Voyage Cost is now 32; down from 40
--Shakespeare's Theater grants 6 Happy in the city; down from 8
-Grants 1 Happy in all continental cities; up from 0
--Longevity available with Scientific Method; down from Genetics
--United Nations now adds +1 Trade in each trade producing tile
--Magellan's Voyage grants a free harbor to all cities on the same continent
-Cost is 60; up from 32
--Nuclear Plant remains the same at 4 in production (100%), they now add -1 culture per turn as well
--Coal Plant remains the same at 2 production (50%), they now add -2 culture per turn as well
--Hydro Plant acts as a lower level nuclear in that it gives 3 (75%)
--Solar Plant acts as an upgrade to coal and gives 3 (75%)
--Factories, manufacturing plants, and offshore platforms, all add -1 culture per turn
--Recycling centers have been given a positive culture value of 1; and a -1 pollution value
--Core Waste Dumps and Mass Transit Systems have been given a positive culture value of 2
--Marketplace no longer increases luxury trade (Bonus happiness) it instead gives +50% Luxury output
--Bank increase luxury trade instead
--Walls now have a bombardment defense of 16.
--Mass Transit Available with Combustion; down from Ecology