Double Your Pleasure for Civ3:Play the World - Low Graphics version 1.0

Please Note:

In this version of the Double Your Pleasure mod, almost all graphics have been removed in order to keep the download size at absolute minimum. If you like the mod you should consider checking out the official Civ3.com website or the Double Your Pleasure website (civ3.bernskov.com) and get the patch with all the original artwork and unit animations included.

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Double Your Pleasure Playing the World (DyP_PtW)
Design Team
Richard Jensen aka Kal-El - Lead Designer, Creative Director
Martin Isaksen aka Isak - Mod Management, Bug Squasher
Robert Olesen aka RobO - Quality Manager
Richard Collman aka Rory_20_Uk - Civilopedia Manager
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Thanks to all those who speak up on the boards at civfanatics and apolyton 
for the inspiration for some of the changes in this mod.

It should be noted that not all of the graphics have been added into the mod 
at the time of this writing, and only a few of the civilopedia entries have been 
added in.  They are ready to go in its just a matter of getting the time.

If you have any questions or comments reach me at dickjensen@hotmail.com or 
post at civfanatics.com

Have fun!

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Remember to check out the 
::::Double Your Pleasure website::::::
for Info, Add-ons and Updates goto
http://civ3.bernskov.com

for Strategy tips, check out the thread at CivFanatics.com
http://forums.civfanatics.com/showthread.php?s=&postid=393837#post393837
or
http://www.cdgroup.org/forums/index.php?h=1&pf=2
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Unit Credits:

The name in paranthesis is the name of the unit in the mod, e.g. SpecOps by 
MasterJo is being used as the Secret Agent while the Green Paratrooper by 
Mork is being used as the SpecOps.

Units by Balou:
Modern Infantry (SpecOps) 
- (Sounds by Balou, Dannyevilcat and Polaris)

Units by Blue-O:
Air Transport 
Power Armor (Mobile Infantry) 

Units by BoneDoc:
Apache (Gunship) 

Units by Jesse Brindle, aka Pesoloco:
Balloon 
Blimp (Air Ship) 
Engineer 
Freight 
Ground Surveilance Radar Unit (PPS-15) 
Land Mine 
Moving van (settler) 
Naval Mine 

Units by Dark Sheer:
Canoe 
Bandit (Cavalry) 
Crossbowman 
Musket Infantry (Musketman)
Truck 

Units by J-S:
APC

Units by Hunter:
UH-1 Helicopter (Air Cavalry) 

Units by Kal-el (me):
Grunt 

Units by Kinboat:
Arabian Caravel (Caravel) 
Humvee 
Jeep
Renault FT17 (Tank) 
Sopwith Camel (Bi-Plane) 

Units by Kryten:
Horse Archer
Pirate Galley (Trireme) 

Units by Labmonkey:
Arabian Horseman (Barbarian Rider) 
Wagon Settler (Pioneer)

Units by MasterJo:
SpecOps (Secret Agent) 

Units by Pablostuka:
V-1 Reprisal Weapon 

Units by PapaJohns
F22 (Advanced Fighter)

Units by s3d:
Assassin (Spy)

Units by shammy:
Rockwell B-1B Lancer (Strategic Bomber) 

Units by Smoking Mirror:
Advanced Submarine (Submarine) 
Dragoon (Cuiraisser) 
Ironclad frigate (Steam Frigate) 
Napoleonic Rifleman (Grenadier) 

Units by Sween32
North Vietnamese Infantry (Partisan)

Units by TVA22
Superfortress (Long Range Bomber)

Units by Yaniv:
tribal Warrior (Barbarian Raider)

Units by zyxwyvu:
Sniper (Mine Sweeper) 



Thanks to:
Axid
Cher Fan
Civalaholic
Corinthian
Dark Sheer
Elucidus
EmprorCoopinius
Harlan
J-S
Mizaq
Pesoloco
PJM
Plutarck
Scipio Africanu
All the artists who's animations are used in this mod.

The Testers:
KingJoshi
ChaosRik
Pirateiam
Randy24242424

Special thanks to:
Ulrich Bernskov for the Double Your Pleasure Website, civ3.bernskov.com
Dustin Smith, aka GIDustin for doing the new Wondersplash Overlays
Isak for all his hard work in putting this thing together
Jason Malloy, aka Nightstorm for his beautiful building images
RobO for keeping me in check and making sure everything was in order
Rory_20_UK for his work on the Civilopedia
DJ54 for his work on the Civilopedia

and thank you for taking an interest in this mod.  I have put a lot of time 
and effort into it and hope that you enjoy playing it as much as I have 
enjoyed putting it together.

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If you see a unit or other graphics and know that we have not credited the author, please send a notice to our release manager at isak@privat.dk, and he will make sure it is updated in the next patch, which will of course be made available at the Double Your Pleasure site:  http://civ3.bernskov.com
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The Idea Behind the Mod
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One of my main goals in developing this mod was to create a game that followed the development of human civilization more closely than the original Civ3. What does this mean? I have deliberately made early expansion more difficult and slowed down city growth for the first half of the Ancient Age.

In different parts of the world, simple farming settlements grew into large cities by the end of the Neolithic Age, about 3500 BC. This development, known as the urban revolution, marked the beginning of civilization. In fact the word "civilization" comes from the Latin root "civitas," meaning city. The development of cities was only one characteristic of early civilizations. Other characteristics included complex religions and governments, specialized skills and occupations, social classes, and methods of recordkeeping.

The earliest cities appeared in four great river valleys. Cities may have emerged as early as 6000 B.C. in the valleys of the Tigris and Euphrates rivers in western Asia. Other cities developed in the valleys of the Nile River in North Africa, the Indus River in South Asia, and the Huang (Yellow) River in East Asia. Condidtions in the river valleys favored the development of cities, fertile soil in the valleys made it possible for farmers to produce a surplus of food. When the rivers flooded, the water deposits of silt made the land especially fertile. Flood waters also brought needed moisture to the land and people used river water for irrigaton during dry periods. In addition, the rivers contained plentiful fish and attracted animals, two additional sources of food. Finally, the rivers served as transportation arteries, which allowed people to trade for goods they did not have.

With food surpluses, the populations of farming settlements increased, and villages grew into cities. The populations of the earliest cities ranged from several thousand to half a million residents. City dwellers undertook major projects such as clearing new farm land and constructing temples, palaces and walls for defense. Because such projects required organization and leadership, they contributed to the development of governments. In the early cities, government and religion were closely related. City dwellers were plytheistic, worshipping many gods. They believed that gods and goddesses controlled the forces of nature. It was, therefore, important to them to win the god's favor in order to prevent disasters. Priests developed elaborate rituals to try to influence the gods. Because the priests were the only ones who knew how to perform these rituals they gained enormous power.

Priests probably headed the government as priest-kings. The form of government in which priests serve as kings is called theocracy. Gradually, successful military leaders began to replace the priest-kings as rulers. Scholars theorize that these leaders emerged as a result of warfare between cities over scarce resources. Miliatary rulers had clear responsibilities. They shared the priests' task of keeping the gods friendly, and they were responsible for defending their cities against enemies. They acted as judges, made laws, and appointed officials to keep order. They also supervised the building of great wonders.

The surplus food allowed specialized occupations to gradually develop. Because of the surplus, some people did not have to farm. Rather, they could trade products or labor for the food they needed. Skilled workers called artisans hammered out plows, scythes, helmets, and swords. Jewelers shaped precious metals into charms and necklaces. Sculptors, potters, painters, priests, and government officials acquired specialized skills and knowledge. As a city grew, a more complex social structure emerged. The social structure defined a person's place in society. At the top of the structure was the priest-king or king. Below the priest-king or king was a class of priests and nobles. Nobles generally based their power and wealth on owning large amounts of land. In some cities, government officals and wealthy merchants formed the class below the nobility. Artisans and small traders ranked next, followed by the largest class made up of peasant farmers and workers. At the bottom of the social structure were the slaves. Slaves were men, women, and children who were taken captive in war or were enslaved to pay their debts.

I have attempted to emulate this development through the early stages of the game.

Here are a list of the major changes I have made. A more detailed description of these changes and others not listed here can be found in the accompanying Excel Spreadsheet.

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Game Concepts

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Expansion for Bombardment:
A major innovation to the units is that all units with any type of missile 
weapon now have the bombardment ability.  This is to represent their ability 
to engage the enemy from a distance.


Trait Specific Units:
like the civ specific unit the trait specific unit is a unique unit but 
insteadof being limited to an individual civilzation the TSU is available to 
all civs that share the same trait, i.e. industrious, expansionist, 
militaristic, etc.  Each civ will now start out the game with the ability to 
build two new types of units depending on which traits they possess.  An 
religious militaristic civ like the Japanese will be able to build both 
Braves and missionaries.

The Traits and there associated Trait Specific Units:
Commercial	: Taxman Special Citizen
Expansionist	: Ranger - Alternative to Scout
Industrious	: Serf - Replaces Worker 
Militaristic	: Champion - Alternative Military Unit 
Religious		: Shaman - Replaces Clan, not wheeled
Scientific		: Wiseman Special Citizen
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General Settings:
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Change to Starting Techs:
Expansionistic - Farming
Militaristic - Warrior Code
Scientific - Alphabet
Religious - Ceremonial Burial
Industrious - Mining
Commercial - The Wheel

Citizens consume 3 food

Minimum Research Time is now 3

Minimum Population for We Love The__ day now 5

Max Town size is now 7

Max City size is now 15

Now required to build 25 Spaceship Parts
Thrusters 	- 3 -	Satellites
Engines		- 3 -	Space Flight
Docking Bay 	- 1 -	Robotics
Cockpit		- 1 - 	Space Flight
Fuel Cells 	- 3 - 	SuperConductor
Life Support 	- 2 - 	Space Flight
Stasis Chamber	- 1 -	Genetics
Storage 		- 1 -	Recycling
Lounge	 	- 1 -	Laser
Hull 		- 8 - 	Synthetic Fibers

Forest Value is 15

Starting base unit is "Tribe"

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Governments: They have been completely revamped
7 New
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Chiefdom
Theocracy
Absolute Monarchy
Fascism
Constitutional Monarchy
Federal Republic
Social Democracy
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Citizens: 
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6 New Citizens

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Improvements: 
Most if not all have been altered in some way
45 new

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Academy
Amusement Park
Basilica
Bazaar 
Casino
Civil Liberties
Computer Network
District Courthouse
Drug Store
Electricity
Fishery
Forge
Garrison
Genetic Tailoring
Guild Hall
Labor Union
Library
Local History Museum
Mill
Modern Farm
Monestary
Movie Palace
Multi-Cultural Center
Naval base
Newspaper 
Obelisk
Opera House
Park
Performing Arts Center
Port 
Prison
Public School
Radio Tower
Sewer System
Shrine
Skyscraper
Slave Market
Steel Mill
Superhighways
Television Station
Theater
Toll House
Town Clock 
Wind Farm
Wind Mill

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Small Wonders: 
Most if not all have been altered in some way
17 new

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The Manhattan Project
Brokerage Firm
Central Bank
E-Bank
Holy City 
The Internet 
National Archives
National Constitution 
National Gallery
National Health Care
National Historical Society
National History Museum
National Library 
National Monument 
National Sports League 
Wall Street
War Memorial 

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Wonders: 
Most if not all have been altered in some way
34 new, 1 Renamed

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Arc De Triomphe 
Bell's Lab
Big Ben 
Chichen Itza 
Circus Maximus
Civil Rights Movement 
Clausewitz's On War
Cure for Cancer
Disneyland 
East India Company
Edisons Workshop 
Eiffel Tower
Einstein's Lab
Emancipation Proclamation 
Empire State Building 
Encyclopedia
Energy Grid 
Great Buddha
Great Opera House 
The Great Wall
Gutenbergs Bible
Hollywood 
Human Genome Project
Las Vegas
Atomic Weapons Test (Renamed from Manhatten Project which is now a Small Wonder)
The Sphinx
Spirit of Saint Louis 
Statue of Liberty 
Stonehenge 
Supreme Court 
Taj Mahal
Temple of Zeus
Voyage of Discovery
World News Network
World Wide Web
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Techs: 
There are now 44 techs in each era. That makes 94 new techs.
Clearly with all those new techs the tech relationships of almost all original techs have been altered.

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Ancient Era: 4000BC-1000AD
18 new techs and 5 Moved from the Middle Ages
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Farming (New)
Mining (New)
Caste System (New)
Domestication (New)
Urbanization (New)
Dynasticism (New)
Slavery (New)
Weaving (New)
Aristocracy (New)
Boat Building (New)
Tactics (New)
Drama (New)
Egalitarianism (Democracy) (Moved from Middle Ages)
Elephant Training (New)
Monotheism (Moved from Middle Ages)
Seafaring (New)
Vassalage (New)
Feudalism (Moved from Middle Ages)
Theology (Moved from Middle Ages)
Crop Rotation (New)
Fundamentalism (New)
Stirrup (New)
Chivalry (Moved from Middle Ages) 

Middle Ages:  1000AD-1815AD
28 New, 1 Renamed
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Alchemy (New)
Guilds (New)
Scholasticism (New)
Strategy (New)
Usury (New)
Architecture (New)
Bridge Building (New)
Scientific Method (New)
Army Tactics (New)
Clockworks (New)
Matchlock (New)
Divine Right (New)
Perspective (New)
Humanism (New)
Jurisprudence (New)
Mercantilism (New)
Newtonian Synthesis (Renamed from Theory of Gravity)
Naval Cannon (New)
Social Contract (New)
Constitutionalism (New)
Federalism (New)
Leadership (New)
Ship Building (New)
Flintlock (New)
Modern Legal System (New)
Cavalry Tactics (New)
Naval Tactics (New)
Grand Strategy (New)
Grand War (New)

Industrial Age: 1815AD-1920AD
26 New Techs, I Renamed
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Theory of Evolution (Renamed from Scientific Method)
Social Darwinism (New)
Socialism (New)
Steam Engine (New) - Different than Steam Power
Marxism (New)
Emancipation (New)
Thermodynamics (New)
High Explosives (New)
Repeating Rifle (New)
Screw Propeller (New)
City Planning (New)
Psychology (New)
Telephone (New)
Refrigeration (New)
Amusement Park (New)
Realpolitik (New)
Compulsory Education (New)
Unionization (New)
Motion Pictures (New)
Totalitarianism (New)
Theory of Relativity (New)
Fascism (New)
Advanced Metallurgy (New)
Automatic Weapons (New)
Submarine Warfare (New)
Pharmaceuticals (New)
Tank Warfare (New)

Modern Era: 1920AD-Present and Beyond
23 New Techs, 4 Moved from Industrial, 1 Renamed
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Guerrilla Warfare (New)
Quantum Physics (New)
Machine Tools (New)
Radio (Moved from Industrial)
Legalized Gambling (New)
Pesticides (New)
Plastics (New)
Mobile Warfare (New)
Radar (New)
Aviation (New)
Civil Liberties (New)
Electronics (Moved from Industrial)
Amphibious Warfare (Moved from Industrial)
Advanced flight (Moved from Industrial)
Naval Aviation (New)
Jet Propulsion (New)
Vertical Flight (New)
Game Theory (New)
Data Encryption (New)
Super Sonic Flight (New)
Mass Media (New)
Advanced Tactics (New)
Guided Weapons (Renamed from Smart Weapons)
Fiber Optics (New)
Advanced Composites (New)
Combined Arms (New)
E-Commerce (New)
Advanced Warfare (New)
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Units:  
All Units have had their stats changed in one way or another
64 New

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Specials: 
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Clan 
Shaman
Pioneer
Colonist
Serf
Laborer
Engineer
Ranger
Troubadour
Jeep
Humvee
PPS-15 Radar
Mine Sweeper
Spy
Secret Agent
Merchant
Freight
Land Mine
Naval Mine

Foot Soldiers: 
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Champion
Bushi
Fanatic
Crossbowman
Arquebusier
Grenadier
Partisan
Grunt
SpecialOps
Mobile Infantry

Mounted Units: 
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Elephant Rider
Crusader
Cuiraisser
Chariot Archer
Elephant Archer
Horse Archer
Dragoon
Air Cavalry
Gunship
Tank
Armor
Truck
APC

Artillery: 
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Trebuchet
Bombard

Naval Units: 
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Canoe
Trireme
Long Ship
Brig
Corvette
Sloop-O-War
Ship-of-the-Line
Steam Frigate
Early Submarine

Air Units: 
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Balloon
Air Ship
Long Range bomber
Strategic Bomber
Bi-Plane
Advanced Fighter
Air Transport
V-1

Non-buildable: 
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Tribe
Barbarian Raider
Barbarian Rider
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Resources

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Resource		Prerequisite	F	S	C	Type
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Horses		The Wheel	1	0	1	Strategic
Iron		Mining		0	2	0	Strategic
Saltpeter		Gunpowder	0	0	2	Strategic
Coal		Steam Power	0	3	1	Strategic
Oil		Refining		0	2	2	Strategic
Rubber		Replaceable Parts	0	1	2	Strategic
Aluminum	Steel		0	2	1	Strategic
Uranium		Fission		0	3	3	Strategic
Wine		Pottery		1	0	2	Luxury
Furs		None		1	1	1	Luxury
Dyes		Weaving		0	0	1	Luxury
Incense		Ceremonial Burial	0	0	2	Strategic
Spices		Farming		1	0	2	Luxury
Elephants	Warrior Code	2	0	2	Strategic
Silks		Weaving		0	0	3	Luxury
Gems		Bronze Working	0	1	4	Luxury
Whales		Map Making	1	1	2	Bonus
Game		None		1	1	0	Bonus
Fish		None		2	0	1	Bonus
Cattle		Domestication	2	1	0	Bonus
Wheat		Farming		3	0	0	Bonus
Gold		Mining		0	1	3	Strategic
Cotton		Weaving		0	0	3	Luxury
Coffee		Farming		1	0	2	Luxury
Olive Oil		Farming		1	0	1	Luxury
Sugar		None		1	0	2	Luxury
Tea		Aristocracy	0	0	3	Luxury
Tobacco		Ceremonial Burial	0	0	2	Luxury
Tropical Fruit	None		2	0	2	Luxury
Wool		Weaving		1	1	1	Luxury
Camel		The Wheel	0	1	1	Strategic
Copper		Mining		0	1	1	Strategic
Flax		Crop Rotation	1	1	1	Strategic
Natives		None		0	2	0	Strategic
Timber		None		0	1	0	Strategic
Corn		Farming		2	0	0	Bonus
Shellfish		None		1	0	2	Bonus
Fruit		None		2	0	1	Bonus
Oasis		None		3	0	0	Bonus
Pearls		None		1	0	3	Bonus
Pigs		Domestication	2	0	0	Bonus
Rice		None		2	0	0	Bonus
Seal		None		1	0	1	Bonus
Silver		Mining		0	1	2	Bonus
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Terrain

All values have been adjusted

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Removed Mining from Grasslands
Upped the food production for Grassland, Plains, and Hills
Upped the shield production of forest and mountains
Increased commerce production of all terrain
Increased Irrigation bonus for Grassland, Plains, Hills, Desert, and Flood 
Plains to compensate for the additional food consumption
Can mine forests (think lumber mill)
Tundra and desert produce no food

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Worker Jobs:

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Mining Available with Mining
Roads Available with The Wheel
Irrigation renamed Farm
Farm Available with Crop Rotation - this is to represent the drastic 
increase in the amount of food that people were able to produce with the 
development of better tools and better methods of farming during the early 
middle ages.

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Culture:

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---humbled by		: 4/1 35  30 20
---in awe of		: 3/1 30  40 30
---admirers of		: 2/1 25  50 40
---impressed with		: 1/1 20  60 50
---unimpressed by		: 3/4 15  70 60
---dismissive of		: 1/2 10  80 70
---disdainful of		: 1/3  5  90 80
---laughing at		: 1/4  3 100 90

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Combat Experience:

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---Conscript: 		2
---Regular:		3
---Veteran:		4
---Elite:			6

I wanted there to be a bigger discrepancy between the conscript and the 
regular units and I also wanted it to be more important to have elite units.


Lowered players advantage against Barbarians

Lowered Espionage costs by 25%

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That's all for now.

This document was originally written by Kal-El.

