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Changes
Changes
K-Mod (Windows only)
Compatibility
Civilizations
Leaders
Traits
Civil War
Civics
Tenets
Religion
Technology
Buildings
National Wonders
Wonders
Projects
Units
Specialist
Great People
Corporations
Syndicates
Terrain
Resources
Improvements
Mapsizes
Interface
Misc
- Smarter and faster AI
- Culture: more dynamic, more important, spreads beyond borders and over trade routes
- Religion: improved spread mechanics, older religions can be displaced
- Great Artist: culture from Great Works now scales with era
- Spy: automatically wake when they reach their maximum fortification bonus
- Human players can become vassals of the AI
- Advanced Combats Odds when hovering over enemy units
- Numerous fixes to longstanding bugs in BTS
- Numerous other tweaks and improvements
Compatibility
- Windows and OS X saved games are no longer compatible
- Multiplayer between Windows and OS X only possible if Windows players remove DLL
- Mulitplayer between Windows and OS X probably has OOS issues (working on a fix)
Civilizations
- New Civilization: Nigeria (leaders: Odudawa, Ewuare, Aminatu, Obasanjo)
- Aztec: new leaders (Atlatl Cauac, Juárez)
- Burma: fixed crash when selecting Spearman in Pedia or Worldbuilder
- English: improved city naming, new leader (Aelfred)
- Hittites: fixed issue where both National Festival and Puruli (UW) were unbuildable
- Javans: Candi (UU) is now a Bath replacement
- Romans: Ballista (UU) now upgrades to Bombard (formerly Trebuchet)
- Sioux: Inipi (UU) is now a Bath replacement
- Turks: improved city naming, new colours and flag
- Starting techs reassigned for most civilizations (now 7 choices, up from 4)
Leaders
- Numerous trait reassignments
- Further adjustments to leader personalities
Traits
- Financial: now grants +25% share when founding corporations (instead of a Golden Age)
Civil War
- Dissent in a city is now reduced by its espionage output
- Dissent penalty (+50) added when a city starves
- Further balance adjustments to dissent mechanics
- Nearby Barbarian cities will now join a seceding civilization
- Any barbarian culture in or around a seceding city will convert to the new owner
- Civic Dissent is now displayed in grey during Golden Ages (Domestic Advisor, City Dissent Bar)
- Fixed an issue preventing Great Temples and Shrines from reducing dissent
- Fixed a potential error during rebel civ selection
- Fixed duplicate leaders appearing when playing with the 'Unrestricted Leaders' option
Civics
- New Civics: Merchant Trade, Warrior Class, Conscription
- Removed Civics: Regulated Trade, Clan Warfare, Warrior Code
- Many civics redesigned and rebalanced, with changed tech requirements
Tenets
- Altruism: now unlocked at Ethics
- Discipline: free Artist from Great Temple instead of chance from Stadium
- Enlightenment: now unlocked at Humanities
- Humanism: now unlocked at Academia
- Idolatry: increases cost of Wonders by 25%, no longer blocks access to Stone/Marble
- Judgement: now unlocks at Judiciary
- Occultism: espionage increased to +2, free Merchant from Great Temple instead of chance from Clinic, now unlocks at Astrology
- Preservation: now unlocked by Alchemy
- Rationalism: research increased to 2, free Scientist from Great Temple instead of chance from School
- Salvation: now unlocked at Theology
- Scripture: wealth increased to +2, free Priest from Great Temple instead of chance from Library
- Superstition: culture increased to +2
- Fixed a bug causing Tolerance tenets to sometimes cause attitude bonuses/penalties
- Worship tenets no longer have a tech requirement (except Apostasy)
Religion
- Temples and Great Temples no longer have a tech requirement
- Improved calculations to determine a religion's faith leader
- Fixed a bug that sometimes allowed a reformation when adopting another civ's state religion
- Lowered the volume of certain sounds
Technology
- New Techs: Academia, Combined Arms, Fortification, Inheritance, Sociology
- Removed Techs: Ceremonial Burial, Charity, Corporation, Divination, Evangelism, Hunting, Insurance, Milling, Seafaring
- Astronomy: changed to Astrology
- Chivalry: changed to Warrior Code
- Constitution: moved to the late Renaissance Era
- Gunpowder: moved to the late Medieval Era
- Humanities: moved to the late Medieval Era
- Jurisprudence: changed to Judiciary, moved to the late Medieval Era
- Logistics: moved to the early Renaissance Era
- Meteorology: changed to Geography
- Oratory: changed back to Oral Tradition
- Property: moved to the late Classical Era
- Many other within-Era changes to tech requirements
- First column of 'starting' technologies merged/removed
- Tech Trading now unlocks at Academia (Early Renaissance)
Buildings
- New Buildings: Abattoir, Pharmacy
- Removed Buildings: Smokehouse, Clinic
- Castle: now unlocked at Fortification, cost increased to 160
- Cemetery: now unlocked at Ritual
- Constabulary: no longer increases happiness with espionage rate
- Courthouse: cost increased to 250, lowered happiness from espionage rate, now unlocked at Constitution
- Customs House: now unlocked at Economics
- Forge: production bonus now applies to land units only
- Grocer: also grants +1 health with Spices
- Hotel: wonders should now be counted correctly for commerce bonus
- Market: redesigned (+25% wealth, +1 trade route, allows 1 merchant)
- Mill: now gives +10% production with Hemp/Rubber/Timber/Peat/Bitumen
- Museum: now gives +10% commerce with Stone/Marble/Amber/Jade/Gems, no longer grants a free specialist
- Nuclear Plant: meltdowns no longer destroy buildings or population
- Observatory: cost increased to 220
- Park: now allows 1 artist instead of doctor, no longer requires Civic Square
- Tannery: also grants +1 happiness with Salt
- Theatre: now allows just 1 artist
- University: now unlocks at Academia
- Constructing a cleaner/safer Power Plant in a city will now remove any existing ones
National Wonders
- Military Academy: now unlocked by Combined Arms, cost increased to 500
- National Monument: now unlocked by Politics
- National Theatre: now unlocked by Humanities
- Naval Arsenal: now unlocked by Logistics, cost increased to 600
- Palace: now grants +2 commerce
- Royal Cemetery: now unlocked by Inheritance
- Seasonal Palace: now unlocked by Architecture, cost increased to 400, no longer requires Castles
- Stock Exchange: now unlocked by Economics
Wonders
- Apostolic Palace: now unlocks at Dogma
- Brandenburg Gate: now unlocks at Constitution
- Great Library: now unlocks at Writing
- Jetavanaramaya: now unlocks at Ethics
- Notre Dame: now unlocks at Patronage (with Architecture)
- Oracle: now unlocks at Calendar
- Shwedagon Paya: now unlocks at Architecture
- Sistine Chapel: now unlocks at Humanities
- Taj Mahal: now unlocks at Heritage
- Temple of Kukulkan: now unlocks at Fortification, cost increased to 600
- Versailles: now unlocks at Nationhood
- Number of World Wonders that can be built in a city is now capped by its culture level
Projects
- Production cost of all projects increased
- SDI: no longer has a production boost from Aluminium
- Spaceship Components: no longer have production boosts from resources
- Other production increases from resources lowered to 50%
Units
- Clipper: can now be built faster with Prime Timber
- Colonist: now provides Barracks instead of a Smokehouse
- Cuirassier: no longer requires Iron (except some UUs), now unlocks at Combined Arms
- Galley: now unlocked at Sailing
- Guided Missile: range increased from 4 to 5
- Workboat: now requires Fishing, some AI adjustments
- Most Renaissance and some Industrial units now require Saltpeter
- Enslaving units will no longer create Settlers on One City Challenge
Specialist
- Several adjustments to yields and commerces
Great People
- Great Doctor: new ability - Humanitarian Mission (resets dissent/improves attitude)
Corporations
- Corporations will now spread independently
- Executives can now only be trained in the headquarter city
- Headquarters now grant +100% to their specified commerce instead of +1/2/3 per city
- Headquarters now relocate to a city belonging the Corporation's largest shareholder
- Corporate Shares can now be bought and sold
- Corporations pay a dividend each turn to their shareholders
- Corporations now trade in 6 resources each (up from 5, many reallocations)
- Corporations now have 5 competitors each, including 1-2 Syndcates
- BASF: redesignated as Bayer
- McDonalds: removed
- Toyota: removed
Syndicates
- New Syndicates: Al Niqaba, Los Cárteles, The Mafia, Triads
- Syndicates compete with Corporations and drain wealth from cities
Terrain
- Fallout: now causes 1 unhealthiness (formerly 0.5)
Resources
- New Resources: Bitumen, Hemp, Opium, Saltpeter
- Horses: now revealed by Pastoralism
- Some adjustments to distribution on random maps
- Improved yields of most resources lowered slightly
- Better icons for many resources
Improvements
- Camp: now unlocked at Carving, +1 commerce bonus now at Rifling (formerly Gunpowder)
- Farm: new +1 food bonus at Crop Rotation
- Fishing Boats: now unlocked at Fishing
- Fort: can no longer be adjacent, will clear terrain features when built
- Harvest Boats: now unlocked at Sailing
- Highway: now requires just Bitumen
- Lumbermill: now gain +1 commerce from Railroads (previously +1 production)
- Mine: now gain +1 commerce from Railroads (previously +1 production)
- Orchard: no longer require irrigation
Mapsizes
- Giant: slighty larger, balanced better
- Massive: removed, too unstable
- Increased default number of starting civs for each mapsize (except Duel)
- Mapscripts can no longer deviate from the defined size (could lead to MAFs)
Interface
- Main Screen: Great General bar no longer reports anarchy
- City Screen: now displays National and World Wonder limits
- City Screen: Ethnicity bar tooltip shows cultural revolt chance again
- City Screen: several fixes to the Culture bar
- City Screen: Dissent Bar colours now behave more like other progress bars
- City Screen: no longers shows Faith/Research/GP/GG bars when examining foreign cities
- Espionage Advisor: redesigned with additional information
- Event Signs: removed, may return in a future version
- Civilopedia: more entries added
- World Builder: updated to PlatyBuilder 4.17b
Misc
- Ancient Era games now start with a Warrior instead of a Scout
- Defeated player culture now converts to barbarian culture instead of disappearing
- Fixed too high Legendary culture requirement on Marathon gamespeed
- Drafting: limit raised, anger reduced to 2, now costs 1 population regardless of era
- One City Challenge: can now construct a Monastery and Great Temple
- HR Settings now stored in (My)Documents, will be preserved when updating
- Numerous redundant settings removed or consolidated
- Several technical fixes and optimizations
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