Version 2.6004
--------------
Python
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- Changed: Revolutions do not spawn spy units (was so in v2.5 as well just had forgotten it during merge)
- Changed: RevolutionDCM uses now different init method
- Changed: ReDCM popup shows more shortcuts
- Changed: AttitudeUtils.py file is obsolete since it has been renamed to AttitudeUtil.py in BUG 3.6. AttitudeUtils.py file's contents has been removed to avoid possible conflicts between these two files when RoM is updated from v2.5 to v2.6
- Fixed: new religions' temple defines were missing in CvUtil's CvGetReligionTemple function (function not in use)
- Fixed: new religions' shrine defines were missing in CvUtil's OCHasNonStateShrine function
Gamedefines
-----------
- Changed: OC_LIMITED_RELIGIONS modifier removed because it's obsolete (RevDCM options have the same modifier)
- Changed: OC_RESPAWN_HOLY_CITIES modifier removed because it's obsolete (RevDCM options have the same modifier)
- Changed: Base War Weariness multiplier 5 -> 2 (same now as in RevDCM)
SDK
---
- Changed: New DLL (minor fixes, RevDCM 1.00_patch01)
Units
-----
- Changed: Swordsman no longer upgrade to Maceman
- Changed: Jeep no longer get free Blitz promotion, ignores building defense, no defensive bonuses, moves 2, requires also Electronics
- Changed: Humvee no longer get free Blitz promotion, ignores building defense, no defensive bonuses, bonus against Mounted (same as with Jeep)
- Changed: ACV no longer get free Blitz promotion, ignores building defense, no defensive bonuses
- Changed: Armored Car ignore building defense, movement 2
- Changed: Chariot units no longer upgrade to Horseman
Maps
----
- Added: Eurasia-Medium for RoM 2.5
- Added: GEM for RoM 2.5 (Giant Earth Map)
- Added: Huge European Map for RoM 2.5
Traits
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- Changed: Scientific gives now 1 science per city (was 2) and 15% science bonus (was 10%)
Game settings
-------------
- Changed: Revolution component is off by default to make standard single player game more Civ like (option available in Custom Game for players who want more advanced gameplay)
- Changed: BarbarianCiv component is off by default and option is not visible in game option list due to bug that makes the game crash ('waiting for other civilizations' bug)
- Changed: Tech diffusion is off by default to make standard single player game more Civ like (option available in Custom Game for players who want more advanced gameplay)
Resources
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- Changed: Bauxite may appear in plot which has forest/jungle
- Changed: Coal may appear in plot which has forest/jungle/swamp
- Changed: Copper may appear in plot which has forest/jungle
- Changed: Iron may appear in plot which has forest/jungle
- Changed: Deer may appear in plot which has swamp
- Changed: Fur may appear in plot which has swamp
- Changed: Silver may appear in plot which has forest
===========================================================================
Version 2.6003
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All 2.6003 changes discarded and work began again from 2.6002 for 2.6004
===========================================================================
Version 2.6002
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Game Defines
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- Fixed: Route OR resource requirement amount increased from 2 to 3 (was possible crash cause because railroad had 3 resource requirements?)
Buildings
---------
- Changed: AND tech requirement filled with NONE up to 4 techs on those buildings which use <TechTypes> xml modifiers
- Changed: <PrereqBonuses> filled with NONE up to 5 resources (as set in gamedefines) on those buildings which use this xml modifier
- Fixed: Manhattan project prereqbonuses had typos
Units
-----
- Changed: AND tech requirement filled with NONE up to 4 techs on those units which use <TechTypes> xml modifiers
- Changed: <PrereqBonuses> filled with NONE up to 5 resources (as set in gamedefines) on those units which have several resource requirements
Promotions
----------
- Changed: Loyalty for Spies renamed to Loyal so that it doesn't use the same text element as normal units' Loyalty promotion
========================================================================================================
Version 2.6001
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Mods
----
- Updated: RevolutionDCM 1.00
- Updated: Better BtS AI 0.60N
- Added: Advanced Combat Odds 0.4
Units
-----
- Changed: All unit cost values
- Changed: All unit strength values (every upgrade is now usually 30%-50% better, strength range is now 1 to 360 when it was before 1 to 70)
- Changed: Mounted and wheeled units get penalty when attacking to forest or jungle
- Changed: Catapult DCM accuracy increased to 70%, city attack bonus +50%
- Changed: Trebuchet DCM accuracy increased to 70%
- Changed: Bombard DCM accuracy increased to 70%
- Changed: Trade Caravan str 0->2, cannot capture, bonus against wild animals
- Changed: Freight str 0->5, cannot capture, bonus against wild animals
Modules
-------
- Changed: UN troops strengths and costs
=========================================================================================================
Version 2.6alpha2
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Mods
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- Updated: Orion's Inquisition mod from 1.01f to 2.00d (several fixes to Inquisition & Religion system)
- Updated: BUG mod 3.6
Terrain
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- Added: Storm feature to Ocean / Coast
- Changed: Coast movement cost 2
- Changed: Ocean movement cost 3
- Changed: Jungle provides fresh water (it rains almost daily in jungles

- Changed: on Snow plots cities can only be built now if there's coast or fresh water close
Promotions
----------
- Added: Manuevering I-III combat +% against Wooden ships
- Added: Coastal Guard I-III, defense +% on coast
- Added: Coastal Assault I-III, attack +% on coast
- Added: Bombarding I-III, bonus for ships for bombardment
- Added: Firearms I-III, bonus for wooden ships against woodenships (crew armed with flintlock muskets)
- Added: Air Defense I-III interception bonus for later era ships, wheeled and siege units can use I-II promotions
- Added: Urban Tactics I-III modern era promotions for city attack and city defense
- Added: Trench I-III, defense against collateral damage
- Added: Chemical I-III
- Added: Transport I-III
- Added: Navigation III, terrain double moves on storm, req. tech Navigation
- Added: Crusader, req. Christianity
- Added: Kanai, req. Judaism
- Added: Mujahid, req. Islam
- Added: Pankration, req. Hellenism
- Added: Pharaoh's Propaganda, req. Amun-Ra
- Added: Flower War, req. Nagualism
- Added: Zen, req. Buddhism
- Added: Gentlemen, req. Confucianism
- Added: Waidan, req. Taoism
- Changed: Navigation I no longer require Flanking I
- Changed: Navigation II terrain double movement on coast and ocean
- Changed: Pinch 3 button
- Changed: Segmented Armor button
- Changed: Commando can be used by Clone units
- Changed: Desert Combat I can be used by Clone units
- Changed: Arctic Combat I can be used by Clone units
- Changed: Ambush I-II can be used by Clone units
- Changed: Amphibious can be used by Clone and Helicopter units, moved to Sailing tech
- Changed: Anti-Biological Warfare can be used by Clone units
- Changed: Anti-Tank Defense I-III can be used by Clone units, gives now bonus against Dreadnought units
- Changed: Charge I-III can be used by Clone units
- Changed: Guerilla I-III can be used by Clone units
- Changed: Heal can be used by Clone units
- Changed: March can be used by Clone units
- changed: Speed can be used by Clone units
- Changed: Woodsman I-III can be used by Clone units
- Changed: Berzerker II-III tuned down a bit, no longer possible to get +100% combat and -100% defense, max now 70% to both
- Changed: Fieldsman III double movement on Marsh
- Changed: Drill I-IV available for Hi-Tech and for Gunpowder units
Maps
----
- Added: Antarctica 1.01 map, original map by -sr
- Added: Tamriel large map, original map by -sr
- Added: Tamriel huge map, original map by -sr
- Added: EarthSea map, original map by -sr
- Added: Eurasia for Rise of Mankind 2.5 by Bohemus
- Added: RFC Earth with big Europe by Rhye
- Added: Japan, Korea and part of China and Russia map by Nihon
- Fixed: Colonization Scenario should work now properly
Techs
-----
- Changed: Compass gives +1 movement on sea
- Changed: Amphibious warfare removed Military Science AND tech req. (included in prereqs. already)
- Changed: Artificial Intelligence removed Composites AND tech req. (included in prereqs. already)
- Changed: Artillery removed Rifling AND tech req. (included in prereqs. already)
- Changed: Modern Physics removed Plastics req. (included in prereqs. already)
- Changed: Theory of Relativity removed Scientific Method req. (included in prereqs. already)
- Changed: Biology removed Chemistry req. (included in prereqs. already)
- Changed: Fascism removed Assembly Line req. (included in prereqs. already)
- Changed: Divine Right removed Architecture req. (included in prereqs. already)
- Changed: Economics removed Education req. (included in prereqs. already)
- Changed: Biological Warfare removed Plastics req. (included in prereqs. already)
- Changed: Manufacturing removed Plastics req. (included in prereqs. already), requires now Modern Physics instead of Electronics
- Changed: Chivalry removed Feudalism req. (included in prereqs. already)
- Changed: Fuel Cells removed Organic Chemistry req. (included in prereqs. already)
- Changed: Fundamentalism removed Code of Laws req. (included in prereqs. already)
- Changed: Mechanized Warfare removed Military Science req. (included in prereqs. already), requires Modern Physics instead of Electronics
- Changed: Shielding removed Computers req. (included in prereqs. already)
- Changed: Steel removed Iron Working req. (included in prereqs. already)
- Changed: Stirrup removed Monarchy and Military Training reqs. (included in prereqs. already)
- Changed: Superstring Theory removed Modern Physics req. (included in prereqs. already)
- Changed: Electricity requires Replaceable Parts
- Changed: Military Tradition no longer allow Defensive Pacts
- Changed: Political Philosophy allows Defensive Pacts
- Changed: Aerodynamics requires now Modern Physics
- Changed: Advanced Rocketry requires Modern Physics
- Changed: Satellites removed Radio (included in prereqs. already)
- Changed: Ecology removed Plastics req. (included in prereqs. already)
- Changed: Supersonic flight removed Modern Physics req. (included in prereqs. already)
- Changed: Space Flight removed Modern Physics req. (included in prereqs. already)
- Changed: Vertical Flight removed Electronics req. (included in prereqs. already)
Units
-----
- Added: Strategic Bomber (B52)
- Added: Knight Hospitaller
- Added: Knight Templar
- Added: Teutonic Knight
- Added: Marshall of the Hospitallers
- Added: Marshall of the Templars
- Added: Marshall of the Teutons
- Added: Hospitaller Sergeant
- Added: Teutonic Sergeant
- Added: Templar Sergeant
- Added: Mercenary Infantry (costs 50gold per turn)
- Added: Heavy Cruiser (WW2)
- Added: Battleship (WW2), upgrades to Modern Battleship
- Added: Pre-Dreadnought, upgrades to Dreadnought
- Added: Dreadnought (WW1 ship), upgrades to Battleship
- Added: Torpedoboat (WW1)
- Added: Destroyer (WW1), upgrades to Modern Destroyer
- Changed: All ships' UNITAIs have been checked and adjusted so that AI players should make better use of their ships
- Changed: All Medieval era units' cost increased by 25% ie. 1.25x as before (note: game settings affect costs so increase might be higher on slower game speeds, on bigger maps and on higher difficulty levels)
- Changed: All Renaissance era units' cost increased by 50% ie. 1.5x as before
- Changed: All Industrial era units' cost increased by 100% ie. 2x as before
- Changed: All Modern era units' cost increased by 200% ie. 3x as before
- Changed: All future era units' cost increased by 300% ie. 4x as before
- Changed: Sloop upgrades to Ironclad instead of Submarine (ironclad upgrades to Submarine so the upgrade path remains the same)
- Changed: Manowar upgrades now to Iron Frigate instead of Early Destroyer and Battlecruiser
- Changed: Ship of the line upgrades now to Iron Frigate instead of Early Destroyer and Battlecruiser
- Changed: Iron Frigate ignore terrain cost, upgrades to Pre-Dreadnought, movement 3->4
- Changed: Ironclad ignore terrain cost, upgrades to Torpedoboat, movement 2->3
- Changed: Transport ignore terrain cost, requires Oil Products instead of Oil
- Changed: Landing ship tank ignore terrain cost, requires Oil Products instead of Oil
- Changed: Early destroyer ignore terrain cost, intercept chance reduced to 5 (due to promotion line changes), moved to Artillery tech, has now new graphics + new button, bombard 14, upgrades to Battlecruiser
- Changed: Destroyer renamed to Modern Destroyer, ignore terrain cost, intercept chance reduced to 5, movement 9, no longer upgrade to Missile Cruiser, bombard 16
- Changed: Battlecruiser ignore terrain cost, upgrades to Heavy Cruiser, strenght 32->30, movement 5->7, bombard range 2->1, bombard 16
- Changed: Battleship ignore terrain cost, renamed to Modern Battleship, movement increased to 9, cost 650, strength from 40 to 50, tech req. Globalization, upgrades only to Fusion Battleship, bombard rate 20->25%, belongs now to Nuclear ships
- Changed: Battleship Yamato ignore terrain cost, replaces Modern Battleship, movement increased to 9, cost 650, strength from 40 to 50, tech req. Globalization, upgrades only to Fusion Battleship, bombard rate 20->25%, belongs now to Nuclear ships
- Changed: Cruiser ignore terrain cost, intercept chance reduced to 5, movement 6->8, bombard 18
- Changed: Missile Cruiser ignore terrain cost, movement 7->10, combat 40->43, bombard 22
- Changed: Stealth Destroyer ignore terrain cost, intercept chance reduced to 20, movement 8->11, combat 30->36, bombard 18
- Changed: Aegis ignore terrain cost, intercept chance reduced to 20, movement 7->10, combat 36->39
- Changed: Stiletto boat ignore terrain cost, intercept chance reduced to 5, movement 8->10
- Changed: Fusion Transport ignore terrain cost, intercept chance reduced to 5, movement 8->10
- Changed: Submarine ignore terrain cost
- Changed: Attack Submarine ignore terrain cost
- Changed: Nuclear Submarine ignore terrain cost
- Changed: Stealth Submarine ignore terrain cost
- Changed: Carrier ignore terrain cost
- Changed: Nuclear Carrier ignore terrain cost
- Changed: Fusion Cruiser ignore terrain cost, intercept chance reduced to 20, movement 9->12, combat 50->52
- Changed: Fusion Battleship ignore terrain cost, movement 8->11
- Changed: Fusion Carrier ignore terrain cost
- Changed: Fusion Destroyer ignore terrain cost, intercept chance reduced to 20, movement 10->13
- Changed: Colonist button
- Changed: Pioneer button
- Changed: Anti-Air Gun now in wheeled weapon group, upgrades to Mobile SAM instead of Flak88 (longer use)
- Changed: Flak88 now immobile unit, moved to siege unit group, upgrades to Mobile SAM instead of SAM Infantry (longer use)
- Changed: Motorcycle requires Semi-Automatic weapons, belongs now to Recon unit group, flat movement costs, ignores terrain movement costs, strength 18->15, only defensive, same free promotions as adventurer has, no longer flanking strikes, can be upgraded to Humvee, bonus against animal units
- Changed: Hellenic missionary graphics
- Changed: Zoroastrian missionary graphics
- Changed: Amun-Ra missionary graphics
- Changed: Nagual missionary graphics
- Changed: Crusader can not be trained anymore, instead King Richard's Crusade wonder provides these units every few turns, tech requires removed since this unit doesn't need to be shown on tech screen
- Changed: Cuirassier no longer upgrade to Motorcycle or to Gunship, OR resource req. Sulphur added
- Changed: Conquistador no longer upgrade to Motorcycle or to Gunship, OR resource req. Sulphur added
- Changed: Cavalry units no longer upgrade to Motorcycle
- Changed: Adventurer upgrades to Motorcycle
- Changed: Assault Mech air combat limit 50%, bombard rate 25%
- Changed: Scout Mech air combat limit 50%, bombard rate 15%
- Changed: Hitech robot air combat limit 75%
- Changed: Sentinel air combat limit 75%
- Changed: Nanite Cloud air combat limit 100% (can kill air units), air combat 3->30
- Changed: Offshore platform ignores terrain movement cost
- Changed: Extraction facility ignores terrain movement cost
- changed: Submerged town platform ignores terrain movement cost, button changed
- Changed: Mobile SAM bonus against helicopter units increased from 50% to 200% since this unit belongs to Wheeled unit group and helicopter has bonus against that group
- Changed: Galley can not pass Storms
- Changed: War Galley can not pass Storms
- Changed: Trireme can not pass Storms
- Changed: Viking Longboat can not pass Storms
- Changed: Workboat can not pass Storms, can be captured now, may not reveal terrain except inside player's cultural borders
- Changed: Siege Quinquereme can not pass Storms
- Changed: Light Cavalry moved to Stirrup, can be built with Obsidian, strength increased to 7, added flanking strike ability against archery units
- Changed: Ansar warrior moved to Stirrup, can be built with Obsidian
- Changed: all tank units immune to collateral damage from animal units
- changed: all helicopter units immune to collateral damage from animal units
- changed: all wheeled units immune to collateral damage from animal units
- changed: all hi-tech units immune to collateral damage from animal units
- changed: All mech units immune to collateral damage from animal units
- changed: dreadnought immune to collateral damage from animal units
- Changed: Mechanized infantry immune to collateral damage from animal units
- changed: Nanite cloud immune to collateral damage from animal units
- Changed: Chariot can be upgraded to Mounted Infantry
- Changed: Horseman can be upgraded to Mounted Infantry
- Changed: Horse Archer can be upgraded to Cuirassier
- Changed: Light Cavalry can be upgraded to Cuirassier
- Changed: Swordsman can be upgraded to Maceman
- Changed: Longbowman can be upgraded to Arquebusier
- Changed: Crossbowman can be upgraded to Arquebusier
- Changed: Modern grenadier can be upgraded to Anti-Tank, has bonus against Animal units, 25% bonus to city attack, 50% bonus against rifleman, 25% bonus against infantry
- Changed: Warrior can be upgraded to Light Swordsman
- Changed: Arquebusier can be upgraded to Rifleman, has bonus against Animal units
- Changed: Musketman has bonus against Animal units
- Changed: Rifleman has bonus against Animal units
- Changed: Grenadier has bonus against Animal units, moved to Explosives, has now 25% bonus against rifleman, 50% bonus against archers and +25% city attack (explosives used to destroy city defenses), requires Sulphur
- Changed: Infantry has bonus against Animal units
- Changed: Guerilla has bonus against Animal units
- Changed: Cavalry has bonus against Animal units
- Changed: Cuirassier has bonus against Animal units
- Changed: SR-71 air combat values changed to 1 and 1% max damage, can't perform Fighter Engagement mission anymore and DCM bombing values removed,
- Changed: Bomber upgrades to Long Range Bomber instead of Stealth Bomber
- Changed: A10 Bomber collateral damage can now kill units, collateral unit amount decreased from 6 to 5, bombard amount decreased from 20% to 15% (same as Bomber), range decreased from 10 to 6 (now short range tactical bomber), has now bonuses against Tracked and Wheeled units
- Changed: Stealth Bomber range increased to 24, does collateral damage now up to 10 units and up to 75%, air combat increased from 20->26, bombing increased from 20%->26%
- Changed: Orbital Bomber range increased to 32, does collateral damage now up to 15 units and can kill units
- Changed: Atomic Bomber air combat changed from -1 to 1 and max air damage changed from 100% to 10%
- Changed: Heavy cavalry strength now 11 and added flanking ability against archery units
- Changed: Teutonic Knight renamed to Mailed Knight
- Changed: Hospitaller Knight renamed to Mailed Knight
- Changed: Templar Knight renamed to Mailed Knight
- Changed: Jewish Missionary amount limited to 2
- Changed: Assault Mech no longer national unit (can be built unlimited amount), extra cost 100 gold
- Changed: Dreadnought no longer national unit (can be built unlimited amount), extra cost 150 gold, renamed to Dreadnought Armor (Dreadnought name used for ship class)
- Changed: Nanite Cloud max amount increased from 3 to 5
- Changed: Jeep requires now also Automatic Weapons, bonus against animal units
- Changed: Bazooka combat bonuses against melee, archer and animal units
- Changed: Anti-Tank bonuses against melee, archer and animal units
- Changed: SAM Infantry bonuses against melee, archer and animal units
- Changed: Marine bonuses against melee, archer and animal units
- Changed: Modern Marine bonus against animal units
- Changed: Paratrooper bonus against animal units
- Changed: Modern Paratrooper bonus against animal units
- Changed: Modern Infantry bonus against animal units
- Changed: Special forces bonus against animal units
- Changed: Armored car bonus against animal units
- Changed: BTR80 bonus against animal units
- Changed: Mechanized Infantry bonus against animal units
- Changed: Humvee bonus against animal units
- Changed: Spearman strength reduced from 4 to 3 (with 100% mounted bonus it's 6str vs. 6str horse archer before promotions)
- changed: Pikeman strength reduced from 7 t 5 (with 100% mounted bonus it's 10str vs. 10str knight before promotions)
- Changed: Heavy Pikeman strength reduced from 9 to 7 and melee bonus reduced 25%->20% (with 100% mounted bonus it's 14str vs. 12str mailed knight and with 25% melee bonus it's 8.4str vs. 9str heavy swordsman before promotions)
- Fixed: Egypt War Chariot upgrades
- Fixed: Hittites chariot upgrades
- Fixed: Persian Immortal upgrades