Religion:
Religious system completely overhauled. Reformation beliefs now earned when you construct your religion's National Wonder (based on your chosen Founder Belief). This National Wonder can only be constructed when your religion is followed by 20% of the world's population (see NW tooltip for progress on this). There are quite a few new faith-based Follower buildings as well (in the Follower beliefs section below), and most beliefs have been buffed or redone.
Pantheons:
- Ancestor Worship: 1 Faith per 5 population and +1 production in Capital
- Dance of the Aurora: +2 Food, +1 Faith from Tundra Tiles with Improved Resources
- Desert Folklore: +2 Gold, +1 Faith from Desert Tiles with Improved Resources
- Earth Mother: +1 Faith from Mines on Improved Resources, +1 Gold from Walls
- Faith Healers +15 HP healed per turn if adjacent to a friendly city, 3 faith from each heal that happens this way
- Fertility Rites: +1 Faith from Granaries, 10% faster Growth Rates
- God of Craftsmen: +1 Faith for every 10 gold/turn generated, +1 Production in cities with Pop of 3+
- God of the Open Sky: +2 Culture from Stables, +1 Faith from Pastures.
- God of the Sea: +1 Production from Lighthouses, +1 Faith from Fishing Boats.
- God of War: +1 Faith from Colosseums, gain Faith if you win a battle anywhere.
- Goddess of Festivals: +1 Faith and +2 Culture for each unique Luxury resource you own
- Goddess of Love: +5 Faith, + 5 Golden Age Points every time a Citizen is born
- Goddess of Protection: +1 Faith from Barracks, +30% increase in city Ranged Combat Strength
- Goddess of the Hunt: +1 Faith, +1 Food from Camps
- God-King: Palace provides +2 Faith, Culture, Gold, Production and Science
- Messenger of the Gods: +1 Faith, +2 Science in cities with a City connection
- Monument to the Gods: +1 Faith from every World Wonder, +10% Production of Ancient/Classical Wonders
- One With Nature: +4 faith, +2 culture from Natural Wonders
- Oral Tradition: +1 Faith from Plantations, +2 Culture from Amphitheaters
- Polytheism: +2 Faith in Capital, and +1 Happiness for every known civ with a Pantheon
- Religious Settlements: 5 Faith from border growth, 10% faster border growth
- Places of Power - +2 Faitg from Mountains, Oases, and Atolls, and +1 Happiness from Cities on Rivers
- Sacred Path: +1 Faith, +1 Culture from Jungle tiles
- Stone Circles: +1 Faith from Quarries, +2 Culture from Stone Works
- Sun God: +1 Food on Farms, +2 Faith from Palace
- Goddess of Wisdom: +1 Faith per 10 science generated empire-wide
Founder Beliefs:
- Mandate of Heaven: Unlocks the Celestial Throne National Wonder. Holy City produces +20% of its yields during a Golden Age.
- Hero Worship: Unlocks Great Altar National Wonder. Receive Faith and Golden Age points when you conquer a City. Bonus scales with City population and Era.
- Ceremonial Burial: Unlocks Mausoleum National Wonder Receive Faith and Culture whenever a Great Person is expended. Bonus scales with Era.
- Holy Law: Unlocks Divine Court National Wonder. Receive Faith, Science, and Gold when you purchase a Policy. Bonus scales with Era.
- Way of the Pilgrim: Unlocks Reliquary National Wonder. Receive Tourism when you spread your Religion to foreign cities. Bonus scales with Era.
- Path of Transcendence: Unlocks Sacred Garden National Wonder. Receive a large boost to all national yields when you enter a new Era. Bonus scales with Era.
- Council of Elders: Unlocks Holy Council National Wonder. Receive a boost to current Science research when a city adopts your Religion. Bonus scales with Era.
- Apostolic Tradition: Unlocks Apostolic Palace National Wonder. Receive Golden Age points when you spread your Religion to cities other than your Holy City. Bonus scales with Era.
- Theocratic Rule: Unlocks Grand Ossuary National Wonder. We Love the King Day boosts the Faith, Culture, Gold and Science output of a city by 20%.
Follower Beliefs:
- Cathedral: Use Faith to purchase Cathedrals (+2 Faith, +2 Gold, 1 Great Work of Art slot).
- Pagoda: Use Faith to purchase Pagodas (+2 Faith, +2 Culture, 1 Great Work of Art slot).
- Mosque: Use Faith to purchase Mosques (+2 Faith, +2 Science, 1 Great Work of Writing Slot).
- Sword into Plowshare (Now Church): Use Faith to purchase Churches (+2 Faith, +1 Happiness, 1 Great Work of Music Slot).
- Guruship (Now Mandir): Use Faith to purchase Mandirs (+2 Faith, + 2 Food, 1 Great Work of Music Slot).
- Holy Warriors (Now Synagogue): Use Faith to purchase Synagogues (+2 Faith, + 2 Production, 1 Great Work of Writing Slot).
- Monasteries (Now Stupa): Use Faith to purchase Stupas (+4 Faith, +1 Happiness).
- Feed the World (Now Thrift): +1% Gold for each follower (max +10%).
- Peace Gardens (Now Cooperation): Receive a boost to all yields every time a Citizen is born in the City. Bonus scales with Era.
- Choral Music (Now Scholarship): +1% Science for each follower (max +10%).
- Religious Art (Now Mastery): Scientists, Merchants and Engineers produce +1 of their normal yield.
- Liturgical Drama (now Veneration): +1% Food for each follower (max +10%).
- Religious Center (Now Order): Use Faith to purchase Orders (+3 Faith. +10 XP and the Morale promotion for Land Units built in the city).
- Religious Community is Now Diligence (same ability)
- Divine Inspiration (Now Inspiration): +1 Culture for each follower (max 5 Culture)
Enhancer Beliefs:
- Religious Texts: Religion spreads 25% faster (50% with Printing Press), +1 Science and +1 Culture for every 6 followers of this Religion in Foreign Cities.'
- Tithes: +200 Gold when each City first converts to this religion, +1 Gold, +1 Faith for every 4 followers of this religion in Foreign Cities.
- Underground Sect: Your spies exert religious pressure on the cities they occupy. Inquisitors and Prophets reduce your religious presence by half (instead of eliminating it.
- Holy Warriors: Use Faith to purchase land units. Missionaries convert adjacent Barbarian units to this civilization.
- Religious Celebrations: +1 Happiness for every two Cities following this religion, +1 Happiness for every 6 followers of this religion in non-enemy foreign cities. 1 );
- Sainthood: Prophets 25% stronger and earned with 25% less Faith, Gain 100 Faith each time a Great Person is expended.
- Now Scholar-Priests: Missionary conversion strength +25%, Gain Science when a Missionary spreads this religion to cities of other religions.'
- Holy Order: Missionaries and Inquisitors cost 30% less Faith, Religion spreads to cities 30% further away.'
- Religious Unity: Religion spreads to friendly City-States at double rate, +15 to Influence resting point with City-States following this religion.
Reformation Beliefs:
- Now Missionary Influence: Missionaries grant +20 Influence with a City-State when you spread your Religion to that City-State.
- Crusader Zeal: +15% Combat Strength in enemy lands versus players that have founded an opposing Faith.
- Defender Faith: +15% Combat Strength in own lands versus players that have founded an opposing Faith.
- Jesuit Education: same as BNW
- The One True Faith: Receive 3 additional votes in the World Congress. Missionaries performing the Spread Religion action erode existing pressure from other religions.
- Sacred Sites: All buildings purchased with Faith provide 3 Tourism each. Hermitage provides +10 Culture and +10 Tourism.
- Glory of God: same
- Now Faith of the Masses: May build Opera Houses, Museums and Broadcast Towers with Faith.
- Knowledge Through Faith: Holy Sites produce +5 Science, Academies produce +5 Faith.
Happiness:
The happiness system in the CBP is completely revised, favoring neither tall nor wide playstyles. Happiness is now based on a cause-and-effect mechanism that makes your empire feel far more alive, and dynamic, than ever before.
Luxuries: Luxuries now grant their bonuses as a factor of total empire population. The higher your pop, the more happiness your luxuries provide. This makes luxuries less vital early on, as +1 Happiness isn't as big of a deal, yet it does not punish tall or wide strategies because the focus is on overall population, not # of cities. In short, Luxuries 'level up' as your empire grows in population.
National Happiness Penalties: Rather than having a flat penalty at -1 unhappiness and below, unhappiness penalties scale with each point of unhappiness below zero, up to a certain maximum threshold (-20). This scale affects all yields, though in varying amounts. This makes expansion/unhappiness less binary, and allows players to be slightly unhappy without catastrophic problems. Furthermore, rebels will only spawn at -20 (instead of -10).
City Happiness: The big one. City happiness is now no longer affected directly by the number of citizens in a city. Instead, happiness is based on a set of functions that look at the variables below. Overall, population is still king, however per-city unhappiness is a bit easier to manage (and tailor to certain play-styles). This makes Tall and Wide gameplay equally feasible, so long as your empire is well-managed. Furthermore, Citizens can only be 'unhappy' for one value at a time, based on a scale of want. If a citizen is unhappy from Poverty, for example, that same citizen cannot be unhappy from anything else until the Poverty issue is resolved (thus the unhappiness generated by any one city is capped at that city's population).
The yield-based functions combine your city's yields, dividing this value by your city's population. This value is then compared to the rate value per citizen as a global average of all city yields per pop. If the global rate value per citizen is higher than your city's rate value (i.e. you are not producing as much as the rate value expects), the difference between the two is factored by the per-citizen unhappiness value and the unhappiness is generated. In other words, if your cities are behind the global average in yields per pop, the difference will be converted into unhappiness.
Note: Keep in mind that, since the
unhappiness per citizen/city element of the game was removed, you are almost always going to have one or more of the following 'problems' in your cities. This is necessary in order to keep happiness from skyrocketing up to 100+, and is fairly realistic. No city is perfect, so don't fret if you have poverty or illiteracy in your cities.
Sources of Unhappiness:
- Poverty: This looks at a city's gold yields. If these yields do not exceed the rate criteria, your city has some element of poverty. This is largely inevitable in all but the wealthiest cities.
- Boredom: This looks at a city's culture yields. If these yields do not exceed the rate criteria, your city has some element of boredom (i.e. your citizenry is not entertained). This is can be circumvented by building Colosseums and other such buildings, or through Great Works.
- Illiteracy: This looks at a city's science yield. If this yield does not exceed the rate criteria, your city has some element of illiteracy. This is largely inevitable in all but the smartest cities.
- Disorder: This function looks at your cities defensive capabilities and your city's garrison. This test takes defense as a 'yield' (i.e. the defense produced by defensive structures and your city's garrison) and subtracts city damage, if any. If these yields do not exceed the rate criteria, your city has some element of disorder. This is inevitable in large cities or cities under siege, especially if you do not have a garrison.
- Religious tension: This looks at a city's majority religion, and compares it to the number of citizens that are not part of that religion. If that value exceeds the rate value of the function, you will have some religious strife (note: as I stated earlier, this does not mean that religious minorities = unhappiness, but rather that a mix of religions in a city runs a higher risk of creating religious unrest.). This is largely inevitable in most large cities, but should never be a major source of unhappiness. This value also decreases gradually as the game progresses. You can reduce this value further by building more faith-producing buildings in the city (high faith production has the ability to subtract from a city's minority population), or simply converting people to your one, true faith.
- City connections (Isolation): Blockades or a lack of a city connection will generate unhappiness based on a rate per citizen value. Should only be a problem if you are besieged from the sea, your routes are pillaged and/or you haven't connected your cities together. If you connect two cities via an internal trade route, this unhappiness penalty is negated (so blockades or long-distance cities can be 'connected' to your capital via trade).
- Pillaged tiles: Similar to city connections, this function will generate unhappiness based on a rate per citizen value which looks at the number of pillaged tiles. The more pillaged tiles there are, the higher this unhappiness. No one likes looking at burning fields.
- Starvation: This one can be fatal, so be careful. If a city is starving, this function looks at the value of that starvation (i.e. the negative value of food being consumed) and compares that to the rate value of the function. Don't starve people.
- Specialists: Specialists generate unhappiness (1 point per 3 specialists in a city). Unemployed Citizens produce half this amount (so .15 unhappiness per Unemployed Citizen).
Unhappiness reduction from Buildings.
Unhappiness reduction from Buildings based on the Population of the City.
Explanation: This means that buildings become more useful the bigger you city, however it is harder and harder to deal with thresholds as cities grow, so there is now a trade-off (in other words, instead of ICS being a viable strategy, you now have to be careful about overextending your ability to deal with small city unhappiness, as bigger cities get more bang for their buck from unhappiness-reduction buildings). This also makes these buildings less immediately beneficial, thus making unhappiness a more important force overall, particularly in the early game.
Policies:
Note: There are now three policy branches per era unlock – 3 in Ancient, 3 in Medieval, 3 in Renaissance. When you unlock all of the policies in a tree from the Ancient era, you unlock access to the policies in the Medieval era (whether or not you are in the Medieval period). The same goes for the Medieval policies re: the Renaissance.
Tradition:
- Opener: +2 Culture in Capital, +5% growth in all cities, and +3% additional growth per unlocked Tradition policy. Unlocks Hanging Gardens.
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- Aristocracy: +1 Culture per 4 citizens in Capital, +1 Gold in every city.
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- Legalism: Capital growth increased by 15%, Golden Ages 25% longer.
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- Monarchy: Free Engineer specialist slot, and +25% GP production in all cities.
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- Landed Elite: +2 Food in all cities, +33% yield from internal trade routes, city borders expand 25% faster.
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- Oligarchy: Capital gains +1 Gold for every 4 citizens, and +1 Culture in every city.
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- Finisher: All National Wonders that require pop grant +1 Happiness, allowed for Great Engineer purchase with Faith in Industrial Era.
Liberty:
- Opener: 5 Culture received when a building is constructed or a tech is research. Receive +2% production towards buildings for every Liberty policy taken. Unlocks Parthenon.
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- Citizenship: Tile improvement rate increased by 25%. Free worker.
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- City Planning: Receive 25 Gold when a citizen is born in any city, and 50 golden age points when a citizen is born in your capital.
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- Civil Engineers: +1 Production in all cities. Road/rail maintenance halved.
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- Meritocracy: +1 movement for workers and settlers. When you expend a great person, receive 50 Golden Age points and 50 science. Bonus scales with era.
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- Representation: 1 Happiness per 10 citizens in your empire.
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- Finisher: Free GP of choice. Unlocks Great Writers in Industrial.
Honor (now Might):
- Opener: +33% Strength vs. Barbarians, and receive Notifications when Encampments appear. Earn Culture from defeating units, capturing Cities and clearing Encampments. +5% Production when building land Military units, and an additional +3% for every Might policy taken. Unlocks Statue of Zeus.
- Imperialism: A Free Settler appears in the Capital. +1 Happiness and +1 Culture from Garrisons.
- Tribute: Gain food and culture whenever a city expands its borders.
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- Logistics: Gain science whenever you kill a unit. All melee units heal for 20 points after killing a military unit.
- Conscription: Units gain +10% Combat Strength. A ranged unit spawns in your Capital, and in every city settled after taking this Policy.
- Martial Law: Gold maintenance for Units reduced by 15%. Puppeted cities receive a +25% Production modifier, and Occupied cities a +33% Production modifier.
- Finisher: Cities increase the culture cost of policies by 25% less than normal. Gain Golden Age Points when you conquer a City. Great Generals can be purchased with faith at the Industrial Era
Piety (moved to Medieval period):
- Opener: +5 Faith in Capital. Faith purchase costs reduced by 5%, and an additional 4% for every policy taken in Piety. Unlocks University of Sankore.
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- Divine Right: Cities that follow majority religion generate +3 production and +2 Faith. Border growth doubled during a GA.
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- Monasticism: Can purchase Monasteries with Faith (+2 Faith, +2 Food, +2 Science, 1 Scientist slot). Free Monastery in Capital.
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- Organized Religion: Temples and Shrines produce +2 Faith, +2 Food, and +2 Culture, and are produced 50% faster.
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- Iconography: All specialists produce +1 Faith. Free Great Artist.
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- Trade Fairs: +2 Gold from Temples and +2 Gold from Markets in a city if majority religion is present. Trade Routes generate +2 gold, and majority religion spreads 50% faster along Trade Routes.
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- Finisher: Holy Sites produce +2 Gold and +2 Culture. City with majority religion gets pantheon belief of second most popular religion. Unlocks Great Artists in Industrial.
Patronage:
- Opener: Influence with City-States degrades 25% slower than normal and raises the resting point for Influence with all City-States by 5, with each subsequent Patronage policy you unlock increasing this by 3. Unlocks building the Forbidden Palace. Adopting all policies in the Patronage tree will cause allied City-States to occasionally gift you Great People, and expending a Great Person increases your Influence with all CSs by 10. If using CSD, also grants Great Diplomat purchase with faith.
- Philanthropy: Receive double Influence from Quests completed for City-States.
- Consulates: Gain two additional votes in the World Congress, and the change of rigging elections in City-States is increased by 33%.
- Scholasticism: All City-States which are Allies provide a Science bonus equal to 33% of what they produce for themselves. If using CSD, also grants +25% Great Diplomat production.
- Cultural Diplomacy: Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 100%.
- Merchant Confederacy: +1 Gold and +1 Influence (per turn) for each Trade Route with a City-State.
Aesthetics:
- Opener: Earn Great Writers, Artists, and Musicians 5% faster, with each additional Aesthetics policy unlock increasing this by 5%. Receive a large amount of Culture every time you expend a Great Person. Unlocks building the Uffizi. Adopting all policies doubles the theming bonus you receive from Museums and Wonders, and grants all Great Person Improvements +1 Culture. It also allows the purchase of Great Musicians with Faith starting in the Industrial Era.
- Humanities: All Culture buildings that can hold Great Works produce +1 Culture and +1 Science.
- Public Galleries: 50% of excess Happiness added each turn to the amount of Culture that may be spent on Social Policies. All Great Works produce +1 Gold.
- Flourishing of the Arts: Culture increased by 20% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.
- National Treasure: A Great Person of your choice appears near your Capital.
- Cultural Exchange: Increases the Tourism modifier for shared religion, trade routes, and open borders by 20% each.
Commerce (now Industry):
- Opener: Grants 50 Gold every time you construct a building. Purchasing items in Cities requires 5% less Gold when you adopt Industry, and an additional 5% less for each Industry policy you adopt. Unlocks building Big Ben. Adopting all Policies in the Industry tree will grant all specialists +2 Production, and all unique Luxuries will produce +1 Happiness. It also allows the purchase of Great Merchants with Faith starting in the Industrial Era.
- Mercenary Army: Allows the purchasing of Landsknechts, Foreign Legions, and Mercenaries as their prerequisite technologies are researched. Gold maintenance for all military units reduced by 15%.
- Turnpikes: +4 Gold from all your land trade routes. Maintenance for Improvements reduced by 25%.
- Mercantilism: +1 Science and +1 Culture from every Mint, Market, Bank, and Stock Exchange.
- Entrepreneurship: Great Merchants are earned 25% faster. +1 Gold and +1 Production from every Trading Post.
- Protectionism: Receive an additional Trade Route, and receive +2 Gold from naval Trade Routes.
Exploration (now Imperialism):
- Opener: +1 Movement for Naval units and +1 Sight for Naval combat units. Receive a +5% production speed boost for all naval and air military units, and +4% for each additional policy unlocked in Imperialism. Unlocks building the Louvre. Adopting all policies grants Air units the Sortie or Siege promotion (where applicable). It also grants +1 Science from Ocean, Lake and Coast tiles, and allows the purchase of Great Admirals with Faith starting in the Industrial Era.
- Organization: +2 Production and +1 Gold from Seaports, Workshops, and Factories.
- Exploitation: +2 Food and +2 Production from Snow, Mountain, and (non-Floodplain) Desert tiles.
- Military Tradition: Earn Great Admirals and Great Generals 33% more quickly. Barracks, Armories and Military Academies provide +1 Science and +1 Culture.
- Exploration: Receive two free Archaeologists near your Capital. Allows you to see Hidden Antiquity Sites.
- Civilizing Mission: Receive a free Factory, and a large sum of Gold, when you conquer a city. No Gold maintenance for Garrisons.
Rationalism:
- Opener: Immediately begins a Golden Age. +1 Science in every city. +2 Science in your Capital for every Rationalism policy acquired. Unlocks building the Porcelain Tower. Adopting all Policies in the Rationalism tree boosts your Great Scientist rate by 33%, and increases the Growth of all cities by 25%. It also allows the purchase of Great Scientists with Faith starting in the Industrial Era.
- Enlightenment: +10% Science when your empire is Happy.
- Scientific Revolution: +1 Science and +1 Production from all Strategic Resources.
- Academics: +1 Science and +1 Gold from every Specialist.
- Sovereignty: +1 Happiness for every city Connection with the Capital, and +5 Happiness in your Capital.
- Free Thought: +1 Science from every Trading Post, and +1 Culture from every Great Work.
Ideologies:
(Tenets unchanged if not listed)
Order
- Academy of Sciences: Reduces Illiteracy by 10% in all cities. Receive a free University in every City.
- Cultural Revolution: +34% Tourism to other Order civilizations. Spies steal technologies at double the normal rate.
- Dictatorship of the Proletariat: +34% Tourism to civilizations with less Happiness. +1 Happiness from Factories.
- Double Agents: Receive an additional Spy. Spies twice as likely to capture enemy spies attempting to steal a technology.
- Hero of the People: Your Great People increases by 25%. A Great Person of your choice appears near your Capital.
- Iron Curtain: Free Courthouse upon city capture. Internal trade routes provide 50% more Food or Production, and City connections generate +3 Gold.
- Party Leadership: +2 Food, Production, Science, Gold, and Culture per city.
- Guerilla Warfare: +15% attack bonus when fighting in friendly territory. 2 Infantry units spawn near your Capital.
- Resettlement: New Cities start with an extra 3 Population. All cities gain 2 Citizens immediately.
- Communism (was Skyscrapers): Gold cost of purchasing buildings reduced by 33%. +10% Production when building Wonders.
- Socialist Realism: Receive a free Museum in every City.
- Worker Faculties: Factories increase City Science output by +3. Build Factories in half the usual time.
- Great Leap Forward (was Young Pioneers): Receive a free Technology.
- Peace, Land, Bread (was Universal Healthcare): Reduces Poverty by 20% in all cities.
Freedom
- Arsenal of Democracy: +15% Production when building Military Units. +20 Influence from Military Unit gifts to City-States.
- Avant Garde: The rate at which Great People are born is increased by 33%.
- Capitalism: 5 Specialists in each of your cities no longer cause Unhappiness.
- Covert Action: Chance of rigging election in City-States doubled. Receive an additional Spy.
- Creative Expression: +1 [ICON_CULTURE] Culture from Great Works. Culture buildings that can hold Great Works provide +1 Culture.
- Economic Union: Receive an additional Trade Route. +3 Gold from trade routes with civilizations following Freedom.
- Media Culture: +34% Tourism and +1 Happiness generated by cities with a Broadcast Tower.
- Their Finest Hour: Combat Strength of Cities increased by 33%. A Great General appears near your Capital.
- Universal Healthcare; Receive a free Hospital in every City.
- Universal Suffrage: Golden Ages are 50% longer, and all Cities produce +1 Happiness.
- Urbanization: Farms, Plantations and Camps produce +1 Food.
Autocracy
- Legacy of Clausewitz: Receive a 25% attack bonus to all Military Units for the first 50 turns after this policy is adopted, and receive one free Policy.
- Cult of Personality: +50% Tourism to civilizations fighting a common enemy. A Great Person of your choice appears near your Capital.
- Elite Forces: Wounded Military Units inflict 25% more damage than normal. Newly created Military Units receive +15 Experience.
- New World Order (was Fortified Borders): Reduces Disorder in all Cities by 20%. Police Stations and Constabularies provide +2 Culture and +1 Production.
- Futurism: +250 Tourism with all known civs when a Great Person is born.
- Lebensraum (was Industrial Espionage): Receive a large sum of Culture and Production every time your City borders expand. Citadel tile-acquisition radius doubled.
- Lightning Warfare: +3 Movement for Great Generals. Armor and Gun units gain +15% attack, +1 Movement and ignore enemy ZOC.
- Air Supremacy (was Militarism): Receive a free Airport in every City. +25% Production when building Air units.
- Military-Industrial Complex: Gold cost of purchasing units reduced by 33%. Defense buildings and Citadels produce +2 Science.
- Police State: +3 Local Happiness from every Courthouse, and +1 Happiness from Police Stations. Build Courthouses in half the usual time.
- Third Alternative: Quantity of Strategic Resources produced is increased by 100%. +10 Food and +10 Science in Capital.
- Total War: +25% Production when building Military Units and Workers construct improvements 25% more quickly.
- United Front: Militaristic City-States grant units twice as often when you are at war with a common foe. +10 Influence from Military Unit gifts to City-States.
- Autarky (was Universal Healthcare): Internal Trade Routes grant +10 Gold, and City Connections provide +3 Production.
Gameplay Changes:
- Added Process 'Arts,' which allows conversion of Production to Culture (at Drama).
- Wonders you are beaten to now provide a boost to your Culture, instead of Gold.
- Tourism influence levels generate additional Gold from trade routes with those civs
- Great Works generate just +1 Culture.
- Theming Bonuses for Tourism doubled for all buildings.
- Flavor Text for 'Victory Update' splash screens changed.
- New Artwork and Great Writers for Ancient/Classical period added.
- Great Artists/Writers/Musicians spawn in their appropriate Eras, if possible.
- Golden Age points required for first (and subsequent) Golden Ages increased.
- Faith needed for first Great Prophet increased to 225.
- Faith/Gold cost of Great People increased.
- Removed 'free map' Goody Hut
- Added free Golden Age points Goody Hut
- Added free Production Goody Hut
- City strength reduced, city strength increase from tech/pop reduced (makes defense buildings more important)