21 August 1993

Fellow Civilization Players:

The following table shows the experimental unit values I've created using
Steve Cotellesse's very fine CIVEDX program (v1.4). To install these values
in a copy of your own civ.exe executable, use the binary civ0818.mod file
I've included in this archive. Read first the documentation in CIVEDX for
instructions on how to do this.

EXTRACT OF UNIT VALUES TABLE DETAILING CIVILIZATION EDITS, 18 Aug 93,
DESIGNED BY REDMOND SIMONSEN USING STEVE COTELLESSE'S CIVEDX PROGRAM
Note: units that have been modified have an asterisk next to them.

      Unit   Rpl  Typ Mov Mx  Atk  Def  Cost  Vis Carry Spcl  Tech
  Pioneers * 127   0    2  0    0    1    4    0     0    0  None
   Militia    34   0    1  0    1    1    1    0     0    2  None
   Phalanx    34   0    1  0    1    2    2    0     0    2  Bronze Working
    Legion    34   0    1  0    3    1    2    0     0    1  Iron Working
Musketeers *  64   0    1  0    3    4    4    0     0    2  Gunpowder
  Riflemen * 127   0    2  0    6    7    4    0     0    2  Conscription
   Cavalry *  64   0    4  0    2    1    3    2     0    1  Horseback Riding
   Knights *  58   0    3  0    4    3    4    0     0    1  Chivalry
  Catapult    48   0    1  0    6    0    4    0     0    1  Mathematics
    Cannon *  41   0    1  0    9    2    5    0     0    1  Metallurgy
   Chariot *  62   0    3  0    4    1    5    0     0    1  The Wheel
     Armor * 127   0    6  0   16    9    9    2     1    1  Automobile
Mech. Inf. * 127   0    6  0   12    8    6    0     3    2  Mass Production
Mech. Art. * 127   0    4  0   20    4    7    0     0    1  Mass Production
   Fighter * 127   1    8  2    8    3    7    2     0    4  Flight
    Bomber * 127   1   12  2   24    4   13    2     1    1  Advanced Flight
   Trireme     8   2    3  0    1    0    4    0     2    5  MapMaking
      Sail    14   2    4  0    1    1    4    0     3    5  Navigation
   Frigate *  35   2    5  0    5    3    5    0     4    5  Magnetism
  Ironclad *  37   2    6  0    6    6    7    0     0    3  Steam Engine
   Cruiser * 127   2    9  0   11    9    9    3     0    3  Combustion
Battleship * 127   2    7  0   33   21   18    3     0    3  Steel
 Submarine * 127   2    5  0   12    4    8    3     0    3  Mass Production
   Carrier   127   2    9  0    3    8   18    2     0    3  Flight
 Transport * 127   2    6  0    0    4    6    0     9    5  Industrialization
      ICBM * 127   1   32  1   99    0   48    0     0    1  Rocketry
     Agent * 127   0    3  0    0    0    3    0     0    6  Writing
       Van * 127   0    3  0    0    1    5    0     1    6  Trade

MODIFICATIONS TO CITY IMPROVEMENTS

              Improvement   Cost   Maint   Tech
               Mfg. Plant     32       6   Computers
              Hydro Plant     24       4   Electricity

DISCUSSION:
The changes that make the most difference are those to the following units:
Pioneers (aka Settlers); Cavalry; Mech. Inf.; Mech. Art (aka Artillery);all
ship changes; Vans (aka Caravans).

Since Pioneers can now Move AND Build in the same turn, roads get proliferated
faster and the unit is more flexible. Vans function to carry slow units on
road nets (and to drag artillery into a battle from prepared positions) --so
there is a reason to have a few Vans hanging about on the battlefield. Cavalry
now has an enhanced Scouting role thanks to doubled movement and visibility.
The increased mobility and hitting power of modern units and ships makes the
technology race much sharper and the breaks from Ancient to Modern units much
more critical. Should a computer civilization get Modern units much before the
human player, the game will end quickly. The new ability of Bombers to carry
and "airdrop" a unit, radically affects their employment and opens up the game
a great deal (plus it diminishes the importance of Transports). Ideally, the
types of units that could be airdropped would be restricted to Agents and
Riflemen.

These units have been playtested in several games and re-modified as a result.
Originally, modern units were even greater in power but it was found that the
game became uninteresting and *too* fluid with these higher values due mostly
to the unfortunate lack of supply/logistical considerations in CIV and the
coarse granularity of the combat results. The early game will be found to be
not-much-changed. But with the advent of the stronger Musketeer units, life
becomes difficult for the side that lacks them.

These changes are still being playtested and your comments are welcome.

--Redmond Simonsen
  CIS:      75300,3665
  BIX:      rsimonsen
  INTERNET: rsimonsen@bix.com






























