RoM Latest Version

zappara

Mod Designer
Joined
Dec 19, 2003
Messages
2,781
Location
Finland
Rise of Mankind Download

This mod is available in 2 different versions

Version 2 Main mod files:



Download Rise of Mankind 2.92
for Beyond the Sword 3.19
torrent (magnet link), full version 445MB

Version 2.92 is currently only available as a torrent download. Regular download option will be added later.

Download Rise of Mankind 2.9 for Beyond the Sword 3.19
torrent file, full version 445MB
Magnet link to Download RoM 2.9 (requires torrent client)


Download Rise of Mankind v2.91 for Beyond the Sword v3.19 (447MB)

Download Rise of Mankind v2.9 for Beyond the Sword v3.19 (445MB)

Rise of Mankind 2.9->2.91 patch (2.5mb)


Older files:


Download Rise of Mankind 2.8 for Beyond the Sword 3.19
(torrent files for Lite, Full and Mega versions)


- Full is the main mod with all the features
- Lite is same as Full but comes without new custom wonder videos and without new modular leaders in order to reduce the download size
- Mega is same as Full mod but has 60 more modular civs and 120+ new modular leaders included.


Download Rise of Mankind v2.8 for Beyond the Sword v3.19

Download Rise of Mankind 2.8->2.81 patch (for FULL and LITE versions only!)

Download Rise of Mankind 2.8Mega -> 2.81 patch (for MEGA version only!)



Download Rise of Mankind v2.71 for Beyond the Sword v3.19

Download Rise of Mankind 2.62 for Beyond the Sword 3.17

Download Rise of Mankind 1.03 for Beyond the Sword
This version should work on Mac computers since this one doesn't contain custom dll.

Download mirrors:

http://www.riseofmankind.happyhost.org/

(alternative download locations listed if you can not use the main download link, also choices to download mod in smaller zip parts)

Version 2 Patch files:

None at the moment

Version 2 Installation instructions:

  1. Locate your Civilization 4 installation folder from your hard drive.
  2. There go to subfolder named Beyond the Sword and under Beyond the Sword go to subfolder Mods.
  3. IF YOU HAVE VERSION 1.x or 2.x (any previous version) INSTALLED, PLEASE RENAME OLD VERSION'S "Rise of Mankind" FOLDER TO SOMETHING ELSE (in case you want to continue playing that version too) OR DELETE IT BEFORE CONTINUING
  4. Unzip the mod to this Mods folder. Zip file contains the needed folder structure for the mod files so make sure your archiver program is set to unzip files with the folders.
  5. Start your Civ 4: Beyond the Sword normally and from start menu click "Load a mod". Choose Rise of Mankind mod from list and click ok.
  6. When game has reloaded itself with the mod, you can start playing.
 
Version History

Version 2.92
Read from here

Version 2.91
Read from here

Version 2.9
read from here

Version 2.81
read from here

Version 2.8
read from here

Version 2.2
Spoiler :
Update to BtS 3.17
------------------
- Updated: CvAdvisorUtils.py
- Updated: CvEventManager.py
- Updated: PyHelpers.py
- Updated: CvRandomEventInterface.py
- Updated: CvMainInterface.py
- Updated: GlobalDefines.xml
- Updated: CIV4EventInfos.xml
- Updated: CIV4EventTriggerInfos.xml
- Updated: CIV4EspionageMissionInfo.xml
- Updated: CIV4PromotionInfos.xml
- Updated: CIV4UnitInfos.xml


Gamefont
--------
- Fixed: all religious icons should be shown correctly now on buildings and on score list

Buildings
---------
- Added: Tannery
- Added: Bakery
- Changed: Butchery moved to Animal Husbandry, Fur resource added to OR -requirement list

Units
-----
- Fixed: Roman cannon art files had typo in path, unit should be shown correctly now
- Changed: Cavalry can Flank attack all earlier siege weapons (BtS 3.17)
- Changed: Cuirassiers can Flank attack all earlier siege weapons (BtS 3.17)
- Changed: Gunships and AH64 can Flank Attack Cannons (BtS 3.17)
- Changed: Airship no longer gets bonus attacking ships (BtS 3.17)
- Changed: Airship does 20% maximum air strike damage (BtS 3.17)
- Changed: Machine Gun and Anti-Tank get 15% air interception chance (BtS 3.17 has 20%)
- Changed: Re-added cap to number of active Corporation Executives (5) (BtS 3.17)

Python
------
- Changed: River Port will be disabled if city builds Harbor (not that River Ports can be still built in all cities with River access, only disabled in coastal cities if player builds Harbor)
- Added: Bakery->Food Processing Plant upgrade line
- Fixed: Sevopedia's Improvement pages list now route bonuses for improvements

Resources
---------
- Changed: Rubber no longer appear on Forests, only on Jungles
- Changed: Apple appears now between latitudes 20-60 (was 0-70)
- Changed: Tobacco appears now between latitudes 0-40 (was 0-60), can appear jungle/plains plots as well
- changed: Olives appear now between latitudes 10-50 (was 0-60)

Events
------
- Changed: Mother lode event can happen in Shaft Mine, gold amount changed to BtS 3.17 values
- Changed: Blessed Sea event no longer require certain type ships (BtS 3.17)
- Changed: "Friendly locals" event expires with Nationalism (BtS 3.17)
- Changed: "Miracle" event expires with Rifling (BtS 3.17)
- Changed: "Partisans" event active in every game (BtS 3.17)
- Changed: Barbarian uprising events can occur only if you can build a counter unit (BtS 3.17)

Promotions
----------
- Changed: Siege units no longer have access to Combat1-6 promotions (BtS 3.17)

Espionage
---------
- Changed: Increased "support city revolt" cost (BtS 3.17)

Game defaults
-------------
- Changed: Global warming in forests and jungles just removes those features, without turning plot to desert (BtS 3.17)
- Changed: Global warming takes into account the number of forests and jungles in the world (BtS 3.17)
- Changed: Global Warming is affected by unhealthy buildings in addition to nuclear explosions. (BtS 3.17)


Version 2.12
Spoiler :
Python
------
- Fixed: another bug in GameUtils.py that caused python exception


Version 2.11
Spoiler :
Python
------
- Fixed: bug in GameUtils.py that caused python exception


Version 2.1
Spoiler :
Python
------
- Fixed: zCivics cannotDoCivic function was in wrong spot in CvGameUtils.py (luckily this wasn't used yet)
- Fixed: GameUtils.py when AI player decides to build Inquisitor
- Disabled: some obsolete code religion block from CvScreensInterface.py (was part of Limited Religion mod component)
- Added: New Military Advisor screen component
- Changed: Illyrian Pirates event checks for War Galleys
- Changed: Espionage flavor color adjustments to Flavor coloured tech tree

Units
-----
- Added: Rocket Artillery unit, req. Composites
- Added: Medic, req. Battlefield Medicine, starts with Medic I and Heal promotions
- Added: Special Forces, uses Navy Seal graphics
- Added: Aurora Scramjet, req. Hypersonic flight
- Added: Orbital Fighter, req. Orbital Flight
- Added: Orbital Bomber, req. Orbital Flight
- Added: Modern Fighter F35
- Added: Police Squad icon
- Added: Special Infantry icon
- Added: Modern Grenadier icon
- Added: Elephant Rider icon
- Added: Early Destroyer icon
- Added: Battlecruiser icon
- Added: SR71 icon, air range decreased from 30 to 20
- Changed: Light Artillery no longer upgrade to mobile artillery, stays always as cheaper artillery option for late eras (for new civs), icon added
- Changed: Mobile Artillery moved to Logistics, requires Artillery & Radio, Oil bonus requirement changed to Oil Products, upgrades to Rocket Artillery
- Changed: Transport Helicopter no longer upgrade to AH64 (which doesn't have transport capabilities), now only defensive unit, -50% bonus against ships, flanking strikes removed since it's now only defensive
- Changed: Navy Seal uses now new American Marine graphics
- Changed: AH64 helicopter has gained flanking strike against Rocket Artillery, -50% bonus against ships
- Changed: Gunship -50% bonus against ships
- Changed: Inquisitor isn't National unit anymore so there's no limit how many player can build them
- Fixed: Transport Helicopter strategy and pedia entries were missing
- Changed: All Wheeled units require now vulcanized Rubber or Synthetic Rubber
- Changed: Hi-Tech APC requires vulcanized rubber or synthetic rubber
- Changed ACV requires requires vulcanized rubber or synthetic rubber
- Changed: ACV SAM requires requires vulcanized rubber or synthetic rubber
- Changed: Mounted Infantry units upgrade now to Cuirassier (don't go obsolete so fast)
- Changed: Pikeman units first defend against Mounted units
- Changed: Heavy Pikeman units first defend against Mounted units
- Changed: Bazooka targets first any Wheeled or Tracked units in combat outside cities
- Changed: Anti-Tank targets first any Wheeled or Tracked units in combat outside cities
- Changed: Stealth Fighter upgrades to Aurora Scramjet
- Changed: Stealth Bomber upgrades to Orbital Bomber
- Changed: F15 is default Strike Fighter now
- Changed: Strike Fighters upgrade to Modern Fighter

Techs
-----
- Added: Battlefield Medicine, req. Nationalism and Chemistry
- Added: Hypersonic flight
- Added: Orbital flight
- Changed: composites requires now Organic Chemistry
- changed: Space Flight requires now Modern Physics
- Changed: Submarine Warfare requires now Military Science
- Changed: Medicine requires now Battlefield Medicine, no longer require Optics (was already included in pre-reqs)
- Changed: Dualism cost increased to match Monotheism cost, flavors adjusted (growth flavor added)
- Changed: Interstellar travel moved further, requires now Cold fusion instead of Fusion, cost increased to 20000
- Changed: Weather Control moved further, requires now Orbital Flight and Terra Computer, cost increased from 12000 to 15000
- Changed: Space Colonies moved further, requires now Orbital Flight, cost increased to 13500
- Changed: Polytheism flavors adjusted (gold flavor added), cost decreased from 100 to 80
- Changed: Mass Media flavors
- Changed: Radio flavors
- Changed: Electricity flavors
- Changed: Refining flavors
- Changed: Explosives flavors
- Changed: Steel flavors
- Changed: Realism flavors
- Changed: Photography flavors
- Changed: Social Contract flavors
- Changed: Juris Prudency flavors
- Changed: Navigation flavors
- Changed: Naval Cannon flavors
- Changed: Education flavors
- Changed: Mercantilism flavors
- Changed: Corporation flavors
- Changed: Liberalism flavors
- Changed: Nationalism flavors
- Changed: Replaceable parts flavors
- Changed: Representative Democracy flavors
- Changed: Steam Power flavors
- Changed: Medicine flavors
- Changed: Marxism flavors
- Changed: Constitution flavors
- Changed: Stirrup flavors
- Changed: Chivalry flavors
- Changed: City Planning flavors
- Changed: Invention flavors
- Changed: Guilds flavors
- Changed: Democracy flavors
- Changed: Monarchy flavors
- Changed: Sanitation flavors
- Changed: compass flavors
- Changed: Optics flavors
- Changed: Printing press flavors
- Changed: Astronomy flavors
- Changed: Political Philosophy flavors
- Changed: Divine Right flavors
- Changed: Leadership flavors
- Changed: Calendar flavors
- Changed: Naval Tactics flavors
- Changed: Grand War flavors
- Changed: Civil Service flavors
- Changed: Labor Union flavors
- Changed: Combustion flavors
- Changed: Refrigeration flavors
- Changed: Screw Propeller flavors
- Changed: Railroad flavors
- Changed: Agricultural Engineering flavors
- Changed: Semi-Automatic Weapons flavors
- Changed: Industrialism flavors
- Changed: Motorized Transportation flavors
- Changed: Communism flavors
- Changed: Fascism flavors
- Changed: Plastics flavors
- Changed: Motion Pictures flavors
- Changed: Automatic Weapons flavors
- Changed: Rocketry flavors
- Changed: Armored Vehicles flavors
- Changed: Guerrilla warfare flavors
- Changed: Literature flavors
- Changed: Submarine flavors
- Changed: Electronics flavors
- Changed: Organic Chemistry flavors
- Changed: Amphibious warfare flavors
- Changed: Machine tools flavors
- Changed: Sonar Flavors
- Changed: Aviation flavors
- Changed: Mechanized warfare flavors
- Changed: Logistics flavors
- Changed: Radar flavors
- Changed: Modern Seismology flavors
- Changed: Advanced Flight flavors
- Changed: Manufacturing flavors
- Changed: Laser flavors
- Changed: Biological Warfare flavors
- Changed: Tourism flavors
- Changed: Microchip flavors
- Changed: Nuclear Power flavors
- Changed: Guided Weapons flavors
- Changed: Jet Propulsion flavors
- Changed: Ecology flavors
- Changed: Computer Networks flavors
- Changed: Space Flight flavors
- Changed: Globalization flavors
- Changed: 3D Modelling flavors
- Changed: Fiber Optics flavors
- Changed: Genetics flavors
- Changed: Space Flight flavors
- Changed: Communication networks flavors
- Changed: Virtual Reality flavors
- Changed: Recycling flavors
- Changed: Magnetic Levitation flavors
- Changed: Automated Traffic flavors
- Changed: Knowledge Management flavors
- Changed: Fuel Cells flavors
- Changed: Gene Manipulation flavors
- Changed: Military Robotics flavors
- Changed: Mesh Networks flavors
- Changed: Conglomerates flavors
- Changed: Human/Machine Interface flavors
- Changed: Nano Electronics flavors
- Changed: Space Colonies flavors
- Changed: Smart Dust flavors
- Changed: Advanced Computers flavors
- Changed: Bionics flavors
- Changed: Fusion flavors
- Changed: Superstring theory flavors
- Changed: Weather Control flavors
- Changed: Ecological Engineering flavors
- Changed: Nano Mining flavors
- Changed: Regenerative medicine flavors
- Changed: Megastructure engineering flavors
- Changed: Terra computer flavors
- Changed: Aquaculture flavors
- Changed: Environmental economics flavors
- Changed: Homo Superior flavors
- Changed: Shielding flavors
- Changed: Sentient Earth flavors
- Changed: Advanced Shielding flavors
- Changed: Future Tech flavors


Buildings
---------
- Added: Anti-Missile Batteries
- Added: Radar Station
- Added: Rubber Factory
- Added: Chemical Plant
- Added: Slave Market, requires Slavery civic to be active before can be built
- Added: Manor, requires Vassalage civic
- Added: Agora, requires Majority Rule civic
- Added: Irrigation Canals
- Added: River Port
- Added: Paved Roads
- Added: New icon for Opera House
- Added: Townclock graphics
- Added: Sewer system graphics
- Added: School graphics
- Added: Meeting Hall graphics
- Added: Opera House graphics + button
- Changed: Oil refinery requires river instead of coastal plot. This helps to build units that require Oil Products on maps where seas aren't present.
- Changed: Weapon Factory AI weight value increased from 10 to 100
- Changed: Bunker air defense decreased from 50% to 20%
- Changed: Grocer gives +1 health from Apple, -1 health from tobacco and +1 happiness from Tobacco
- Changed: Apothecary gives +1 health from Apple, -1 health from tobacco and +1 happiness from Tobacco
- Changed: Supermarket gives -2 health from Tobacco and +1 happiness form Tobacco
- Changed: American mall gives -2 health from Tobacco and +1 happiness form Tobacco
- Changed: Market gives +1 happiness from Olives
- Changed: Granary gives +1 health from Potato, now storages 30% of food instead of 50% (cities grow slower)
- Changed: Terrace gives +1 health from Potato, now storages 30% of food instead of 50% (cities grow slower)
- Changed: Weapon Factory renamed to Filling factory
- Changed: Library science flavor increased
- Changed: University science flavor increased
- Changed: Healer's hut cost decreased from 60 to 40 (helps early game if player has lots of jungle near capital)
- Changed: Buildings re-arranged so that the similar type buildings are "grouped" in city build list
- Changed: Bomb Shelters moved to Fission, requires also Civil engineering
- Changed: Conquest probability for all buildings that previously had 66% has been increased to 75%. This means these buildings are bit more likely to survive when city is captured.
- Changed: Walls conquest prob 0 -> 20%
- Changed: High Walls conquest prob 0 -> 30%
- Changed: Castle/Citadel conquest prob 0 -> 40%

Improvements
------------
- Changed: Cottage, Hamlet, Village and Town +1 food (since the food cost per population is 3 instead of BtS default 2, AI didn't want to build these due to lack of food)
- Changed: Watermill initial bonus is now +1 food +1 hammer
- Changed: Forest Preserve gets bonus from techs Ecology, Ecological engineering and Sentient Earth
- Changed: Oil wells can be built now with Refining tech

Civics
------
- Changed: Corporatism no longer give +1 free specialist per city
- Changed: Caste System no longer give unlimited artist/merchant/scientist
- changed: Global Market gives +15% food instead of 25%
- Changed: State Property gets now +1 espionage per specialist
- Changed: Hereditary rule no longer give food bonus
- Changed: Police State no longer give food bonus
- Changed: Vassalage no longer give food bonus
- Changed: Bureaucracy no longer give food bonus
- changed: Free Speech no longer give food bonus from Towns, gives now +1 hammer from Town and village, -2 happiness from Slave Market
- Changed: Mercantilism gives +2 gold from Plantation improvement
- Changed: Free market gives now +1 trade routes in every city, +1 gold from plantation improvement
- Changed: Industrialism gets +1 happiness from Factory and Manufacturing Plant
- Changed: Global Market no longer give food bonus
- Changed: Private Healthcare gives now +2 health in every city and +1 health from Doctor's office
- Changed: Government funded healthcare now gives +3 health in every city and +1 health from Doctor's office and Hospital
- Changed: Universal Suffrage -1 happiness from Slave Market

Wonders
-------
- Added: Palace of Potala graphics and button
- Added: Temple of Heaven grapchis and button
- Added: Edinburgh's castle graphics (some generic castle, not real Edinburgh's castle)
- Changed: Pyramid of the Magician no longer add +1 gold for all state religion buildings (wasn't restricted to Nagualism), gets +50% trade route bonus in this city
- Changed: The Temple of Heaven no longer give +1 culture from all state religion buildings, gives now +25% culture in all cities
- Changed: Pont du Gard gives now +2 area health instead of +1
- Changed: Isaac Newton's College, Leonardo's Workshop and Copernicus Observatory can't be built in same city
- Changed: Edison's Workshop and Einstein's laboratory can't be built in same city
- Changed: Marco Polo's Embassy no longer allow all economic civics, instead it gives +3 trade routes in city and +1 base gold from all merchant specialists
- Changed: Masada no longer give +1 culture from all state buildings, gets +2 free Priests, Priests in all cities yield +1 hammer
- Fixed: King Richard's Crusade had wrong icon and building graphics
- Fixed: Leonardo's Workshop movie can be seen now


National Wonders
----------------
- Changed: Ironworks no longer require forges due to forges being part of building upgrade path
- Added: Central Bank graphics and button

Projects
--------
- Changed: SDI gives now 50% intercept chance against nukes instead of 75% (in real life these projects weren't that successfull)

Resources
---------
- Added: Olives
- Added: Tobacco
- Added: Apple
- Added: Rubber
- Added: Vulcanized Rubber
- Added: Synthetic Rubber
- Changed: Coffee button
- Changed: Lemon button
- Changed: Sulphur button
- Changed: Potato button
- Changed: Hemp button
- Changed: Pearls button

Improvements
------------
- Added: Silk Farm, req. Trade
- Added: Olive Orchard, req. Bronze Working
- Added: Apple Orchard, req. Bronze Working
- Changed: Plantation isn't used for Silk resource anymore

PlotLSystem
-----------
- Changed: Silk sections point to Silk Farm improvement instead of Plantation

Events
------
- Changed: Illyrian Pirates use War Galleys instead of Triremes.
- Changed: Taliban event spawns Guerrillas instead of Infantry units (more dangerous now)

Game Speed
----------
- Changed: Snail game speed can now train units and construct buildings faster (not tested how big the effect is in full game)

Game settings
-------------
- Changed: Max experience after unit upgraded increased from 10 to 16
- Changed: Max Great wonders per city decreased from 6 to 4 (back to original RoM default setting)

Unitcombats
-----------
- Fixed: Removed duplicate Helicopter unitcombat info

Civilizations
-------------
- Changed: Barbarians no longer can built units: V1, Rocket Artillery, Arquebusier, Medic, Orbital Fighter, Orbital Bomber, Aurora Scramjet, Modern Fighter, Pioneer, Colonist, Modern Marine, Modern Paratrooper, Hellenic Missionary, Amun-Ra Missionary, Nagual Missionary, Zoroastrian Missionary, Inquisitor, Special Forces, Landing Ship tank, Stealth Submarine, SR71
- Changed: Barbarians no longer can build many new buildings/national wonders/Great Wonders

Maps
----
- Changed: new resources added to 28 Civ Huge Earth Map scenario


Version 2.01
Spoiler :
Religions
---------
- Changed: Islam is founded with Education now
- Changed: Jewish Global Religion Commerces (Temple of Solomon activates) changed from +2 gold +1 science to +1 gold (recommended by Commander Bello & little_cyclone)

Buildings
---------
- Changed: All Medieval building costs increased by 10%
- Changed: All Renaissance building costs increased by 20%
- Changed: All Industrial building costs increased by 30%
- Changed: All Modern building costs increased by 40%
- Changed: All Future building costs increased by 50%
- Changed: Observatory can be built only in cities which have hills or peak inside city radius (most real life observatories are on hills/mountains)
- Changed: Deep Space Research Institute is now National Wonder
- changed: Laboratory requires University instead of Observatory because Observatory can't be built anymore to all cities
- Changed: Accelerator no longer cause unhealthiness, space production bonus decreased from 50% to 20%, cost increased from 230 to 500
- Added: Food Processing Plant graphics and icon
- Added: Manufacturing plant graphics

Wonders
-------
- Changed: All Medieval Wonder costs increased by 10%
- Changed: All Renaissance Wonder costs increased by 20%
- Changed: All Industrial Wonder costs increased by 30%
- Changed: All Modern Wonder costs increased by 40%
- Changed: All Future Wonder costs increased by 50%
- Changed: Copernicus Observatory can be built only in cities which have hills or peak inside city radius
- Changed: Einstein's laboratory no longer give +2 extra science from all specialists, instead the city where this wonder is built, gets 2 free scientist, obsolete at Superstring Theory
- Changed: Radio Telescope requires University in city instead of Observatory (Radio Telescopes are built usually in valleys instead of hills/peaks)
- Changed: Leonardo's Workshop obsolete at Thermodynamics
- Changed: Edison's workshop obsolete at Magnetic Levitation
- Changed: Isaac Newton's college obsolete at Quantum Physics
- Changed: sphingx moved back to Masonry, cost decreased to 250 (half of Pyramid cost)
- Changed: Temple of Solomon +15% gold bonus added
- changed: Hanging Gardens moved to Dualism
- Added: Alhambra Icon
- Added: Pont du Gard icon


National Wonders
----------------
- Changed: All Medieval National Wonder costs increased by 10%
- Changed: All Renaissance National Wonder costs increased by 20%
- Changed: All Industrial National Wonder costs increased by 30%
- Changed: All Modern National Wonder costs increased by 40%
- Changed: All Future National Wonder costs increased by 50%
- Changed: Moai Statues moved to Sculpture tech, requires also Seafaring
- Changed: Oxford University science bonus decreased from 100% to 50%
- Changed: Supercollider science bonus decreased from 100% to 50%
- Changed: Radio Telescope science bonus decreased from 100% to 50%
- Changed: Computer Center science bonus decreased from 200% to 100%


Units
-----
- Changed: Cavalry units require now Cavalry Tactics instead of Flintlock (Cavalry can't be found before Cuirassier now)
- Changed: All units that previously required Rocketry, require now Advanced Rocketry
- Changed: African horse archer flavor unit swapped to Middle east version due to bug that city screen malfunction
- Changed: Horseman cost decreased from 50 to 38
- Changed: Bombard cost decreased from 100 to 90
- Fixed: Middle East heavy swordsman was missing 2 texture files for low graphic settings
- Fixed: Attack Submarine has now Oil Products as OR requirement
- Fixed: Tank unitclass requires now Radio tech and Oil products
- Fixed: Heavy Tank unitclass requires now Radio tech and Oil products
- Fixed: Asian Longbowman icon
- Added: Icons for Fusion Battleship, Fusion Destroyer, Fusion Cruiser, Fluyt, Fusion Transport, Fusion Carrier, Jeep, Submerged Town Platform, Bombard, Hi-Tech APC, Sacred Band, Plasma Armor, Hover Tank, F35, Landing Ship Tank, Ashigaru
- Added: V1 Missile, req. Rocketry
- Added: Missionary units for all new religions, this should fix crash issue with religions

Events
------
- Changed: Adjusted occurrance rate for Crucible Steel event, now might happen in 2 of 3 games
- Changed: Rabbi event activated
- Changed: Golden Buddha event activated
- Changed: Preaching researcher event activated
- Fixed: Text entry for Crucible Steel event
- Added: Poisoned Arrows event
- Added: Sandstorm event


Techs
-----
- Added: Advanced Rocketry
- Changed: City Planning can not be found from Goody hut
- Changed: Monarchy can not be found from Goody hut
- Changed: Usury can not be found from Goody hut
- Changed: Rocketry moved earlier, Advanced Rocketry replaces its old spot
- Changed: Polytheism requires now Mysticism, no longer require Priesthood
- Changed: Dualism requires now Priesthood, cost increased from 56 to 100
- Changed: Monarchy requires Monotheism instead of Polytheism
- Changed: Monotheism moved bit earlier, requires now Polytheism instead of Dualism
- Changed: Sculpture requires now polytheism (forces Hinduism to be founded before Hellenism), cost increased from 95 to 120
- Changed: Divine Right removed Monarchy requirement (was included pre-reqs already), requires now Architecture
- Changed: Robotics require Manufacturing and Laser


Resources
---------
- Changed: AI Trade modifiers increased for Banana, Dye, Fur, Gems, Gold, Incense, Ivory, Silk, Silver, Spices, Sugar, Wine, Whale, Hemp, Salt, Potato, Coffee, Pearls, Lemons, Cotton
- Changed: AI Trade modifier decreased for Glassware
- Changed: Unique value increased for Aluminium to 4, makes AI players want more this resource and cause war more often
- Changed: Unique value increased for resources: Lemon, Fur, Gems, Gold, Incense, Ivory, Silk, Spices, Sugar, Hemp, Salt, Coffee

Promotions
----------
- Changed: Anti-tank defense I requires Advanced Rocketry
- Changed: Fieldsman I -15% hill defense added (hills can have plains/grassland so now overal bonus for hills is +15% plains-15% hills = 0%)
- Changed: Fieldsman II -15% hill attack added, same reason as for Fieldsman I, Plains/Grassland terrain double movement bonus removed
- Changed: Fieldsman III -20% hill defense/attack added (0% overal bonus grassland/plains+hills)


Improvements
------------
- Fixed: Railroad now correctly gives +1 hammer for Town, Village, Cottage, Hamlet

Python
------
- Changed: CvPath.py checks game/mod location with different method now

Pedia
-----
- Added: More Rise of Mankind hints

Sound
-----
- Fixed: audio defines DIPLO_LE_LOI_EARLY and DIPLO_LE_LOI_LATE were missing


Other
-----
- Removed: Commented lines/sections from most xml files. There's been reports on forums that in some cases these commented lines can cause bugs in mods.


 
Version History

Version 2.006
Spoiler :
Promotions
----------
- Added: Fieldsman I-III promotions
- Fixed: Tried to rearrange Promotions so that Promotion tree is easier to read
- Changed: Fanatic requires now Combat 3, no longer available for Veteran pilot
- Changed: Kamikaze requires now Low Altitude maneuvers for planes

Buildings
-----
- Added: Accelerator icon
- Added: Royal Tournament icon
- Added: Computer Center icon
- Added: Info Net icon
- Added: Supercollider icon
- Added: Convention Center icon
- Added: Personal Rapid Train icon
- Changed: Glassmith requires minimum of 4 Forges (to limit glass resource amounts), +15% gold yield modifier swapped to +15% gold commerce modifier
- Changed: Brothel espionage bonus increased from 10% to 25%
- Changed: Meeting Hall espionage bonus increased from 5% to 15%

Units
-----
- Added: SR-71 Blackbird, national unit
- Added: Light Anti-Air gun icon
- Added: Flak88 icon
- Added: Iron Frigate icon
- Added: Japanese units Ashigaru (replaces pikeman), Elite Ashigaru (replaces heavy pikeman)
- Added: Carthage flavor swordsman, pikeman, heavy pikeman, longbowman, crossbowman, axeman and knight units
- Added: Carthage Sacred Band UU (replaces Heavy Swordsman)
- Added: Dutch UU Batavian Cavalry (starts with Amphibious, they were known to be good swimmers)
- Added: Dutch flavor units Swordsman, Heavy Swordsman, Pikeman, Heavy Pikeman, Longbowman, Crossbowman, Knight
- Added: Mesoamerican unit flavor style
- Added: Inca musketman as flavor unit for Meso American civs
- Added: Inca Cuirassier as flavor unit for Aztec and other Meso American civs
- Added: Inca cannon for Meso American civs
- Added: Inca Rifleman for Meso American civs
- Added: Inca Cavalry for Meso American civs
- Added: Inca grenadier for Meso American civs
- Added: Meso american flavor units: Crossbowman, Arquebusier, Maceman, Mounted Infantry, Swordsman (same as Andean), Heavy Pikeman (same as Andean), Heavy Cavalry (same as Andean)
- Added: South American / Andean flavor units: Musketman, Mounted Infantry (same as Meso), Swordsman, Heavy Pikeman, Heavy Cavalry
- Changed: Chivalry unit renamed to Templar Knight (was pedia issue between the tech and units)
- Changed: French chivalry unit renamed to Hospitaller Knight
- Changed: German chivalry unit renamed to Teutonic Knight
- Changed: German heavy swordsman renamed to Teutonic Swordsman
- Changed: Cavalry Auxilia (rome) renamed to Equites
- Changed: Roman Cavalry renamed to Cavalry Auxilia
- Changed: Arquebusier no longer ignore building defense (these were ineffective weapons on long range and due to no rifling, accuracy was poor)
- Changed: T-72 added to several civs as flavor unit

Wonders
-------
- Changed: Great Wall max start era from Ancient to Medieval
- Changed: Pir-e Sabz (Zoroastrian Shrine) no longer give culture bonus for all state religion buildings (gave bonus even if Zoroastrian wasn't state religion ie. wasn't working right), gives now +10% culture bonus in all cities
- Changed: Karnak temple (Amun-Ra shrine) no longer give culture bonus for all state religion buildings (see above), gives now +1 culture from all specialists instead
- Changed: Masjid al-Haram (Islamic shrine) no longer give culture bonus for all state religion buildings
- Changed: Tikal (Nagualism shrine) no longer give culture bonus for all state religion buildings, gives +1 free specialist per Quarry



Techs
-----
- Added: Mesh Networks icon
- Changed: Blood Cult renamed to Sacrifice Cult

Civics
------
- Changed: Capitalism renamed to Corporatism

Pedia
-----
- Added: pedia text for most units
- Added: pedia text for resources
- Added: pedia text for Civics
- Added: quotes for some techs
- Added: pedia for most techs

Resources
---------
- Changed: Salt gets +1 hammer from Quarry

Civilizations
-------------
- Changed: Inca uses now Meso American flavor unit style
- Changed: Maya uses now Meso american flavor unit style


Version 2.005beta patch
Spoiler :

Gameplay
---------
- Custom game supports now up to 34 Civs

Events
------
- Fixed: python for Elite Swordsman event checks for Light Swordsman units

Game DLL
--------
- Added: Lt. Bob's DLL that supports up to 34 Civs (40 with colonies), includes Bhruic's patch

Civics
------
- Changed: Sacrifice cult no non-state religion spread effect removed

Maps
----
- Added: Earth Map with 28 preset Civilizations at their correct places, new resources added to map

Leaders
-------
- Changed: Suryavarman (Maya) favorite religion set to Nagualism
- Changed: Huayna Capac (Inca) favorite religion set to Nagualism
- Changed: Alexander (Greece) favorite religion set to Hellenism
- Changed: Pericles (Greece) favorite religion set to Hellenism
- Changed: Julius Caesar (Rome) favorite religion set to Hellenism
- Changed: Ramesses (Egypt) favorite religion set to Amun-Ra
- Changed: Suppiluliuma (Hittites) favorite religion set to Amun-Ra
- Changed: Cyrus (Persia) favorite religion set to Zoroastrianism
- Changed: Darius (Persia) favorite religion set to Zoroastrianism
- Changed: Hammurabi (Babylon) favorite religion set to Zoroastrianism

Techs
-----
- Changed: Religion flavor removed from City Planning

Improvements
------------
- Changed: Town -1 food effect removed, +1 hammer from road added (moving workforce/trade goods boosts production)
- Changed: Village -1 food effect removed, +1 hammer from road added (moving workforce/trade goods boosts production)
- Changed: Hamlet +1 hammer from road added (moving workforce/trade goods boosts production)


Version 2.004beta patch
Spoiler :
Mod components
--------------
- Added: zCivics
- Enabled: Civ4lerts

Units
-----
- Changed: Inquisitor unit requires now Theocracy Civic

Events
------
- Added: Wootz Steel event

Promotions
----------
- Added: Wootz steel special promotion (can only be gained from event)

Sound
-----
- Fixed: 2 diplomacy sound files were missing


Version 2.003beta patch
Spoiler :
Flavor units
------------
- Disabled: African cuirassier unit due to graphical issue (possible cause animation files)
- Fixed: African worker unit
- Fixed: African explorer unit

Units
-----
- Changed: Rifleman units require Flintlock
- Changed: Cavalry units require Stirrup and Flintlock
- Changed: Machine Gun requires Ammunition bonus

Events
------
- Changed: War Chariots event obsolete techs changed to later medieval techs
- Changed: Crisis in the Senate tech requirement changed
- Changed: Better Coal improvement req. from Mine to Shaft Mine


Version 2.002beta patch
Spoiler :

Enhanced Tech conquest
----------------------
- Fixed: disabled debug messages

Religions
---------
- Fixed: movie entry added for Nagualism to prevent CTD bug

Civics
------
- Changed: Inquisitorial moved to Political Philosophy tech, no longer state religion req., gained +10% espionage bonus

Buildings
---------
- Changed: Jewellery requires at least 1 Forge
- Changed: Forge buildings no longer give happiness from gold, silver, gems
- Changed: Hittite Iron forge bonuses adjusted: +10% food and +15% hammer from iron instead of 25% food from iron

Gametext
--------
- Changed: Inquisition civic renamed to Inquisitorial
- Fixed: Inquisitorial strategy entry
- Added: Inquisitorial pedia
- Added: Pedia for some buildings


Version 2.0beta
Spoiler :
Civilizations
-------------
- Added: Abyssinian Empire
- Added: Iroquois Empire
- Added: Assyria
- Added: Siam

Units
-----
- Added: Arabia flavor units Archer, Axeman, Chariot, Crossbowman, longbowman, swordsman, heavy swordsman, heavy pikeman, mounted infantry, chivalry, cavalry, rifleman, grenadier, cuirassier, war elephant, medieval worker, modern infantry

- Added: Aztec UU Eagle Warrior (replaces Heavy Pikeman)
- Added: Aztec flavor units Grenadier

- Added: Babylon flavor units chariot, crossbowman, heavy pikeman, pikeman, heavy cavalry, heavy swordsman, knight, horseman

- Added: Byzantine flavor units Axeman, archer, chariot, mounted infantry, crossbowman, swordsman, heavy swordsman, longbowman, pikeman, heavy pikeman, heavy cavalry, infantry

- Added: Carthage flavor units Chariot

- Added: Chinese flavor units Archer, swordsman, heavy swordsman, mounted infantry, light cavalry, heavy cavalry, grenadier, War Elephant, cavalry (asian)

- Added: African flavor units: cannon, chariot, cavalry, crossbowman, cuirassier, grenadier, horse archer, knight, longbowman, maceman, machine gun, musketman, paratrooper, pikeman, rifleman, SAM Infantry, swordsman, war elephant, worker, explorer, Spy

- Added: Hellenic Wiseman (missionary)

- Added: Greco Roman flavor units Italian infantry, Horseman, Mounted Infantry, Axeman, Pikeman, heavy pikeman, swordsman, heavy swordsman, heavy cavalry, cuirassier, cannon, musketman, grenadier, cavalry, rifleman

- Added: Rome flavor units longbowman, crossbowman + all new greco roman flavor units

- Added: Native american flavor units: maceman, heavy pikeman, light cavalry, warrior

- Added: South american flavor units: light cavalry (same as native)

- Added: Asian flavor units: Cavalry

- Added: Colonist, builds city of size 3 with several buildings

- Added: Pioneer, builds city of size 4 with many buildings

- Added: Modern Paratrooper
- Added: Modern Marine
- Added: Abyssinian Archer
- Added: Iroquois Mohawk Archer
- Added: Assyrian Battering Ram
- Added: Arquebusier unit, req. Gunpowder
- Added: Inquisitor, req. Inquisition civic
- Added: Siam Battle Elephant
- Added: Stealth Submarine, req. Fuel Cells
- Changed: Middle east flavor unit Cuirassier uses now arab cuirassier graphics
- Changed: Middle east flavor unit Horseman uses now Babylon Horseman graphics
- Changed: Middle east flavor unit Swordsman uses now Babylon Swordsman graphics
- Changed: Middle east flavor unit Heavy Swordsman uses now Babylon Heavy Swordsman graphics
- Changed: Arabian horseman uses now Babylon horseman graphics
- Changed: Chariot upgrades also to Horseman
- Changed: Crusader requires King Richard's Crusade wonder instead of Castle so that it's now wonder specific unit
- Changed: America's Early Jet fighter unit swapped to F-86
- Changed: Mig 15 unique for Russia, rest use now P59 by default
- Changed: Remote Controlled Bombers unit graphics changed to Predator UAV
- Changed: Paratrooper upgrades to Modern Paratrooper, bonuses against melee and archer units added
- Changed: all Marine units upgrade to Modern Marine unit
- Changed: Police Squad unit requires now Police Station building in city
- Changed: Iron Frigate requires Military Science tech
- Changed: Ironclad requires Military Science tech
- Changed: Horseman has now +25% bonus against archer units
- Changed: Mali Cavalry has now +25% bonus against archer units
- Changed: Cavalry Auxilia has now +25% bonus against archer units
- Changed: Prodromoi has now +25% bonus against archer units
- Changed: Light Cavalry upgrades to chivalry instead of Heavy Cavalry, Machinery tech req. removed
- Changed: Heavy Cavalry moved to Invention tech, no longer can be built with copper
- Changed: Great Prophet can build new religious shrines: Statue of Zeus, Zoroastrian Shrine, Amun-Ra, Tikal
- Changed: Settler upgrades to Colonist
- Changed: Knight no longer upgrade to Chivalry
- Changed: Cavalry moved to Steam Power tech (longer wars with medieval units)
- Changed: Musketman units moved to Flintlock
- Changed: Heavy Swordsman upgrades to Musketman
- Changed: Longbow units upgrade to Musketman
- Changed: Crossbow units upgrade to Musketman
- Changed: Maceman units upgrade to Musketman
- Changed: Pikeman upgrades only to Heavy Pikeman
- Changed: Early Destroyer moved to Combustion
- Changed: Battlecruiser requires now Combustion
- changed: Cannon moved to Nationalism
- Changed: T72 flavor armor unit for civs: Abyssinia, Ethiopia, India, Babylon
- Fixed: Mig15 filename bug
- Fixed: Mig21 filename bug
- Fixed: Mig25 filename bug
- Fixed: Aegis graphic setting for low graphics
- Fixed: Roman Cavalry Auxilia replaces now correctly Horseman unit
- Fixed: Jeep size
- Fixed: Type 99 armor size
- Fixed: Plasma armor size
- Fixed: T95 size
- Fixed: T17 tanks size
- Fixed: IS2 size
- Fixed: A7V size
- Fixed: L640 size
- Fixed: M3A1 size
- Fixed: Char B1 Bis size
- Fixed: M26 size
- Fixed: PzKpfw VI Tiger I size

Buildings
---------
- Added: Hellenic Temple
- Added: Hellenic Pantheon
- Added: Hellenic Gymnasia
- Changed: Statue of Zeus is now Hellenic Shrine
- Added: Zoroastrian Fire Temple
- Added: Zoroastrian Pantheon
- Added: Zoroastrian Shrine (replaces monastery because Zoroastrianism rejects all forms of monasticism)
- Added: Zoroastrian holy mountain shrine Pir-e Sabz
- Added: Temple of Amun
- Added: Temple of Mut
- Added: Temple of Chons
- Added: The Karnak Temple Complex (Amun-Ra shrine)
- Added: Abyssinian Stele
- Added: Iroquois Longhouse
- Added: Siam Ho Trai
- Added: Temple of Jaguar (Nagualism)
- Added: Pyramid of Eagle (Nagualism)
- Added: Tikal (Nagualism shrine)
- Added: Assyrian Ekal (barracks)
- Added: Artesian Well
- Added: Oil Refinery graphics
- Added: Weapon factory graphics
- Added: Healer's hut graphics
- Added: Casino graphics
- Added: Water Treatment graphics
- Changed: Observatory requires Glass resource
- Changed: Brothel no longer gives happiness from other buildings (wasn't working properly), just gives +1 happiness
- Changed: Meeting Hall gives +5% bonus to espionage (think it as a tavern/inn where info is for sale)
- Changed: Forge upgrades to Steel Mill now, forge modifiers added to Steel Mill
- Changed: Removed obsolete Masonry tech req. from Aqueduct
- Changed: Casino gold bonus decreased from 50% to 25%
- Changed: Stable requires now Chariotry (can be built earlier), requires Horse or Elephants (Ivory)
- Changed: AI weight value increased for Weapon Factory
- Changed: Alchemist's Lab requires now glassware, obsolete at Scientific Method
- Changed: Fisherman's hut flavors adjusted (AI players should build it more often)
- Changed: Butchery flavors adjusted (AI players should build it more often)
- Changed: Ceremonial Altar obsolete at Humanism
- Changed: Confucian academy 50% culture bonus changed to 20% science and 30% culture (it is place for studying)
- Fixed: Zulu Ikhanda obsolete at Leadership

Wonders
-------
- changed: Copernicus' observatory requires glass resource
- Changed: Chichen Itza moved to Blood Cult tech and requires Masonry tech
- Changed: Eiffel Tower requires now Steel Mill instead of Forge
- Changed: Statue of Liberty requires now Steel Mill instead of Forge, moved to Representative Democracy tech
- Changed: Aqueduct of Pont du Gard no longer goes obsolete, does not give free Aqueduct in every city, gives +2 health in city where built and +1 health in all cities on same continent
- Changed: Alhambra has now new graphics
- changed: Sphinx has new graphics
- Changed: Supreme Court reduces anarchy length by 25%
- Changed: Magellan's Voyage moved to Navigation
- Changed: Marco Polo's Embassy moved to Optics
- Changed: colossus moved to Bronze Working
- Changed: Alhambra requires State religion to be present in city
- Changed: Palace of Potala requires State religion to be present in city
- Changed: Parthenon is now Hellenistic wonder, requires Hellenism in city and spreads Hellenism
- Added: The Temple of Heaven (Taoist)
- Added: Masada (Jewish)
- Added: Pyramid of the Magician (Nagualism)
- Added: The Brihadeeswarar temple (Hindu)

Religions
---------
- Added: Hellenism
- Added: Zoroastrianism
- Added: Amun-Ra (Egypt mythology)
- Added: Nagualism (Mesoamerican religion)

Techs
-----
- Fixed: Special Promotion tech moved to future era so that player's don't get it for free if game is started on higher eras than ancient
- Changed: All Renaissance tech costs increased by 10%
- Changed: All Industrial tech costs increased by 30%
- Changed: All Modern time tech costs increased by 50%
- Changed: All Future era tech costs increased by 100%
- Changed: Dualism enabled
- Changed: Polytheism has Dualism as 2nd pre-req choice
- Changed: Horseback riding requires now Chariotry
- Changed: Masonry requires Stone Tools
- Changed: Fundamentalism requires Blood Cult
- Changed: Military Science requires Grand War tech
- Changed: Canal Systems no longer require Machinery
- Changed: Ecology requires Agricultural Engineering instead of Biology
- Changed: Naval Aviation requires Military Science
- Changed: Social Contract uses now Growth Advisor instead of Religion Advisor
- Changed: Nuclear Power requires now Logistics
- Changed: Ship Building requires now also Naval Warfare
- Changed: Constitution requires Democracy
- Changed: Artillery requires explosives
- Changed: Clockworks moved further in medieval techs, requires now Invention
- Changed: Civil Service no longer enable irrigation
- Changed: Rifling moved to later renaissance, requires now Replaceable Parts
- Changed: Semi-automatic weapons has now Rifling as OR requirement, replaceable parts req. removed as it's included in Rifling
- Changed: Flintlock requires Metallurgy
- Changed: Fission requires Refining
- Changed: Explosives requires Flintlock, cost increased from 2200 to 3700
- Changed: Flavor values adjusted for many techs
- Changed: Seafaring cost increased from 72 to 93
- Changed: Metal Casting cost increased from 64 to 90
- Changed: Chariotry cost increased from 100 to 120
- Changed: Trade cost increased from 80 to 85
- Changed: Machinery requires Mathematics
- changed: Meditation cost increased from 80 to 280, now classical tech
- Changed: Literature cost increased from 200 to 350
- Changed: Sculture cost increased from 72 to 95
- Changed: Usury cost increased from 600 to 850, now medieval tech
- changed: Banking cost increased from 700 to 900
- Changed: Drama cost increased from 300 to 350
- Changed: Optics cost increased from 600 to 750
- changed: Heraldry cost increased from 600 to 730
- Changed: Sanitation cost increased from 1000 to 1050
- Changed: Paper cost increased from 480 to 850
- Changed: Architecture cost increased from 1000 to 1050
- changed: Invention cost increased from 1000 to 1050
- Changed: Gunpowder cost increased from 1056 to 1075
- Changed: Matchlock cost increased from 1056 to 1100
- Changed: Political Philosophy cost increased from 880 to 1200
- Changed: Education cost decreased from 1584 to 1250, requires Philosophy
- Changed: Perspective cost increased from 700 to 1075
- Changed: Refining cost increased from 2600 to 3800
- Changed: Oil Painting cost increased from 880 to 1100
- Changed: Chemistry cost increased from 1980 to 2700
- changed: Photography cost increased from 2090 to 2750
- changed: Realism cost increased from 2090 to 2800
- changed: Mercantilism cost increased from 1936 to 1970, requires Banking
- Changed: Economics cost increased from 1400 to 2000
- changed: Corporation cost increased from 1760 to 2200
- changed: Juris Prudence cost increased from 1144 to 1600
- Changed: Social Contract cost increased from 1232 to 1650
- Changed: Realism requires Free Artistry instead of Oil Painting
- Changed: Naval tactics cost increased from 1760 to 2000
- Changed: Grand War cost increased from 1870 to 2025
- Changed: Replaceable parts cost increased from 1980 to 2300
- Changed: Thermodynamics cost decreased from 4160 to 3600
- Changed: Fission requires now Industrialism, cost increased from 5720 to 7200
- Changed: Theory of Relativicty requires now Electricity
- Changed: Representative Democracy requires Liberalism and Social Contract
- Changed: Medicine cost decreased from 5850 to 4700
- Changed: Marxism cost increased from 2912 to 4700
- changed: Labor union cost increased from 3120 to 4750
- Changed: Communism cost increased from 2912 to 4800
- Changed: Psychology cost increased from 3848 to 5250
- Changed: Fascism cost increased from 2496 to 5300
- changed: Screw Propeller cost increased from 4160 to 4200
- Changed: Railroad cost decreased from 5850 to 4200
- Changed: Electricity cost decreased from 5850 to 4250
- Changed: Semi-automatic weapons cost increased from 3900 to 4250
- changed: Artillery cost increased from 4160 to 4360
- Changed: Combustion cost increased from 3744 to 4300
- Changed: Mass Media cost increased from 3744 to 6600
- Changed: Legalized Gambling cost increased from 3744 to 6650
- Changed: Industrialism cost decreased from 6760 to 5300
- Changed: Recycling cost increased from 6600 to 8300
- Changed: Theology cost increased from 500 to 675
- changed: Fundamentalism cost increased from 480 to 700
- Added: Agricultural Tools, req. Machinery and Feudalism
- Added: Fuel Cells
- Added: Knowledge Management icon
- Added: Space Stations icon
- Added: 3D Modeling icon
- Added: Human/Machine interface icon
- Added: Military robotics icon
- Added: Smart Dust icon
- Added: Unmanned Air Vehicles icon
- Added: Weather Control icon
- Added: Sentient Earth icon



National Wonders
----------------
- Changed: Statue of Champion req. now level 4 unit
- Changed: National Courier System reduces anarchy length by 25% (word about government changes spread more rapidly)
- Added: Temple of Osiris
- Added: Temple of Isis
- Added: Temple of Set

Leaders
-------
- Added: Menelik (Abyssinian empire)
- Added: Selassie (Abyssinian empire)
- Added: Deganawida (Iroquois empire)
- Added: Ashur (Assyrian emprire)
- Added: Mongkut (Siam)
- Added: Ramkhamhaeng (Siam)

Movies
------
- Added: Sphinx movie
- Added: Leonardo's Workshop movie
- Added: Hellenism movie
- Added: Amun-Ra movie
- Added: Zoroastrianism movie

Sound
-----
- Added: Abyssinian music
- Added: Iroquois music

Python
--------------
- Added: Enhanced Tech Conquest
- Added: Religion and Corporation Screens
- Added: Longer techbar in techscreen
- Added: Inquisition - Limited Religions (limited religion mod part disabled for now, wasn't working properly)
- Added: Plot List enhancements
- Added: Great People flavored tech colors (off by default, change setting in config.ini)
- Added: Settlers
- Added: Raw Commerce to city screen
- Added: Civ4lerts (disabled for now)
- Changed: Holy Mountain python will check for presence of Cathedral and Pantheon buildings and points will be calculated from Pantheon specialbuilding type
- Changed: National sports league event checks for Circus Maximus instead of Statue of Zeus (statue is hellenic shrine now)
- Fixed: UI problem when running mod on Civ 4 Complete Edition (CvPath.py)


Gamespeed
---------
- Added: Blitz speed option, 205 turns, only accessible in Custom Game menu
- Added: Snail speed option, 3072 turns, only accessible in Custom Game menu

Resources
---------
- Changed: Coffee gives +1 happiness
- changed: pearls give +1 happiness
- Changed: Lemon give +1 health
- Changed: Cotton gives +1 happiness
- Changed: Sugar gives +1 happiness
- Changed: Spices give +1 happiness

Improvements
------------
- Changed: Village gets +1 bonus commerce from roads and railroads, -1 to food
- Changed: Town gets +1 bonus commerce from roads and railroads, -1 to food
- Changed: Windmill gets bonus from Agricultural Tools tech instead of Civil Service
- Changed: Watermill gets bonus from Agricultural Tools tech instead of Civil Service
- Fixed: Arcology city ruins art defines were missing

Events
------
- Changed: Wining monks event, zoroastrian, hellenic, amun-ra monastery building triggers have been added to event
- Changed: Halberd event, shock promotion can now appear for Heavy Pikeman units as well
- Changed: Ancient Olympics trigger tech is now Athletics (was Polytheism)
- Changed: Hymns and sculptures events can trigger now if city has Hellenic, Zoroastrian or Amun-ra Pantheon in city
- Changed: Farm Bandits event can happen on Potato Farms
- Changed: Holy Mountain event can happen with Hellenism and Zoroastrianism
- Changed: Blizzard can be triggered at Shaft Mine, Treefarm, Hybrid Forest
- Changed: Jade event can happen on Shaft Mines
- Changed: Clunker coal event can happen on shaft mine
- Changed: Tin event can happen on shaft mine
- Changed: Bermuda Triangle event can happen to all new modern day ship classes
- Changed: Gold Rush trigger changed from Mine to Shaft Mine (most mines are shaft mines at industrial era)
- Changed: Metal decks trigger tech changed to Naval Aviation which is same when Carrier becomes available
- Changed: Long range fighters trigger tech changed to Aviation
- Changed: Farm plows event can be triggered with Shaft mine and normal mine
- Changed: Stained glass cathedral event requires glassware
- Changed: Personal Computers event requires Microchip tech
- Changed: Tea event trigger changed from Harbor to Commercial Port
- Changed: Girls best friend event triggers include now Shaft mine
- Changed: Harbormaster building requirement changed from Harbor to Port
- Changed: Master blacksmith event gives shock promotion to Light swordsman and Heavy swordsman units too
- Changed: Crusade event can happen after player has researched Fundamentalism Tech
- Changed: Miracle event can happen in city with High Walls
- Changed: Secret knowledge event can happen with Zoroastrian, Hellenic and Amun-ra monastery type buildings
- Changed: Experienced Captain event can be triggered by all new ship units
- Changed: War Chariots event tech req. changed to Chariotry, obsolete tech requirements adjusted
- Changed: Crisis in senate may give espionage bonus to Garrison building
- Changed: Elite Swordsman event gives promotion to Light Swordsman unit, obsolete techs adjusted
- Changed: Warships event requires Naval Warfare tech instead of Sailing, obsolete techs adjusted
- Changed: Noble Knights tech requirements change to Stirrup, Heraldry and Guilds
- Changed: Napalm bombs (mod) event gives Napalm bombs promotion instead of Barrage II
- Added: Mining accident can happen on shaft mine

Civics
------
- Changed: Theocracy moved to Government category
- Changed: Paganism no longer get bonus happiness from Ceremonial Altar, no upkeep
- Changed: Herbalism is default health care choice now (herbalism was used 60.000BC), no longer give +1 health in all cities, instead gives +1 health from healer hut and from doctor's office, no longer give military production bonus in state religion cities
- Changed: Shamanism moved to religion category, gives happiness from ceremonial altar, stonehenge and oracle, gives +1 health from healer hut
- Added: Inquisition choice to legal category
- Added: Sacrifice Cult to Religion category
- Added: Secularism to Religion category
- Added: Industrialism to Economy category
- Added: Idolatry to religion category

Promotions
----------
- Changed: Lead by Warlord promotion gets 1 extra first strike
- Changed: Veteran pilot evasion chance decreased to 5%
- Changed: Ace pilot evasion chance decreased to 10%
- Changed: Air Refuel moved to Supersonic flight tech
- Changed: Medic II requires now Civil Service tech
- Changed: Sentry I requires Optics
- Changed: Pinch II requires Flintlock
- Added: Improved Radar promotion
- Added: Air to Air Missiles I-III promotions
- Added: Torpedoes promotion
- Added: Chaff promotion
- Added: Heroic promotion, req. Leader
- Added: Loyalty promotion, req. Leader
- Added: Siege Master promotion, req. Leader
- Fixed: duplicate entry for Hi-tech units in some promotions
- Fixed: Berzerker I-III can now be used for Animal, Archer, Melee, Mounted and Wooden Ship unit types

Gametext
--------
- Fixed: Strategy for Subzidized healthcare
- Fixed: Hover tank typo
- Fixed: Glassmith typo
- Fixed: 3D Modeling typo
- Fixed: Cavalry Tactics strategy entry
- Pedia: Oil Painting
- Pedia: Remote Controlled Bombers
- Pedia: Sphinx
- Pedia: Hubble telescope
- Pedia: Petra
- Pedia: Olympic Games
- Pedia: Encyclopedia
- Pedia: Treasury
- Changed: Aqueduct of Pont du Gard renamed to Pont du Gard
- Changed: Lab renamed to Alchemist's Lab
- Added: Strategy info for many techs
- Added: Pedia info for some techs
- Added: Strategy info for many buildings
- Added: Quotes for few techs


Mods
-------------
- Combined: JKP1187's Events mod

Gamefonts
---------
- Added: New religion icons (bugged still in civ scorelist)

Other
-----
- Added: Wide City bar
- Added: roads get +1 bonus from Automated Traffic
- Added: Bhruic's unofficial patch
- Changed: road movement bonus decreased for Mass Transit tech
- Changed: Max World Wonders in city increased from 4 to 6
- Changed: Max Team World Wonders in city increased from 4 to 6
- Changed: Max Air units per city increased from 4 to 8
 
Version 1.0.3
Spoiler :
Python
------
- Fixed: UI problem when running mod on Civ 4 Complete Edition (CvPath.py)

Promotions
----------
- Fixed: duplicate entry for Hi-tech units in some promotions
- Fixed: Berzerker I-III can now be used for Animal, Archer, Melee, Mounted and Wooden Ship unit types

Improvements
------------
- Fixed: Arcology city ruins art defines were missing

Units
-----
- Fixed: Jeep size
- Fixed: Mig21 filename bug
- Fixed: Mig25 filename bug
- Fixed: Aegis graphic setting for low graphics
- Fixed: Roman Cavalry Auxilia replaces now correctly Horseman unit
- Fixed: Type 99 armor size
- Fixed: Plasma armor size
- Fixed: T95 size
- Fixed: T17 tanks size
- Fixed: IS2 size
- Fixed: A7V size
- Fixed: L640 size
- Fixed: M3A1 size
- Fixed: Char B1 Bis size
- Fixed: M26 size
- Fixed: PzKpfw VI Tiger I size


Buildings
---------
- Fixed: Zulu Ikhanda obsolete at Leadership like other Barrack buildings

Gametext
--------
- Fixed: Strategy for Subzidized healthcare
- Fixed: Hover tank typo
- Fixed: Glassmith typo
- Fixed: Cavalry Tactics strategy entry
- Pedia: Hubble telescope
- Pedia: Petra
- Pedia: Olympic Games
- Pedia: Encyclopedia
- Pedia: Treasury
- Changed: Aqueduct of Pont du Gard renamed to Pont du Gard
- Changed: Lab renamed to Alchemist's Lab
- Added: Strategy info for many techs
- Added: Pedia info for some techs
- Added: Strategy info for many buildings
- Added: Quotes for few techs


Version 1.0.2
Spoiler :
Gamespeed
- Fixed: Snail game speed bug, after calculating turn amounts again the new snail game lasts now 3000 turns.


Version 1.0.1
Spoiler :
Buildings
---------
- Changed: Brothel no longer gives happiness from other buildings (wasn't working properly), just gives +1 happiness
- Changed: Meeting Hall gives +5% bonus to espionage (think it as a tavern/inn where info is for sale)
- Changed: Forge upgrades to Steel Mill now, forge modifiers added to Steel Mill

Wonders
-------
- Changed: Eiffel Tower requires now Steel Mill instead of Forge
- Changed: Statue of Liberty requires now Steel Mill instead of Forge
- Changed: Aqueduct of Pont du Gard no longer goes obsolete
- Changed: Alhambra has now new graphics
- changed: Sphinx has new graphics

Gamespeed
---------
- Added: Blitz speed option, 205 turns, only accessible in Custom Game menu
- Added: Snail speed option, 3072 turns, only accessible in Custom Game menu

Techs
-----
- Fixed: Special Promotion tech moved to future era so that player's don't get it for free if game is started on higher eras than ancient
- Changed: All Renaissance tech costs increased by 10%
- Changed: All Industrial tech costs increased by 30%
- Changed: All Modern time tech costs increased by 50%
- Changed: All Future era tech costs increased by 100%

Units
-----
- Added: Modern Paratrooper
- Added: Modern Marine
- Changed: Crusader requires King Richard's Crusade wonder instead of Castle so that it's now wonder specific unit
- Changed: America's Early Jet fighter unit swapped to F-86
- Changed: Mig 15 unique for Russia, rest use now P59 by default
- Changed: Remote Controlled Bombers unit graphics changed to Predator UAV
- Changed: Paratrooper upgrades to Modern Paratrooper, bonuses against melee and archer units added
- Changed: all Marine units upgrade to Modern Marine unit
- Changed: Police Squad unit requires now Police Station building in city
- Fixed: Mig15 filename bug


Resources
---------
- Changed: Coffee gives +1 happiness
- changed: pearls give +1 happiness
- Changed: Lemon give +1 health
- Changed: Cotton gives +1 happiness
- Changed: Sugar gives +1 happiness
- Changed: Spices give +1 happiness


Gametext
--------
- Fixed: Strategy for Subzidized healthcare
- Pedia: Oil Painting
- Pedia: Remote Controlled Bombers
- Pedia: Sphinx


Version 1.0
Spoiler :
BtS patch 3.13 compatibility
----------------------------
- Updated: Globaldefines.xml
- Updated: CIV4ArtDefines_Building.xml
- Updated: CIV4ArtDefines_Improvement.xml
- Updated: CIV4ArtDefines_Terrain.xml
- Updated: CIV4ArtDefines_Unit.xml
- Updated: CIV4CityLSystem.xml
- Updated: CIV4PlotLSystem.xml
- Updated: CIV4LeaderHeadInfos.xml
- Updated: CIV4EventInfos.xml: not all previous RoM changes yet updated to file
- Updated: CIV4EventTriggerInfos.xml: not all previous RoM changes yet updated to file
- Updated: CIV4CorporationInfo.xml, corporations give 4 gold per city
- Updated: CIV4EspionageMissionInfo.xml
- Updated: CIV4GameSpeedInfo.xml
- Updated: CIV4FormationInfos.xml
- Updated: CvAdvisorUtils.py
- Updated: CvEventManager.py
- Updated: CvRandomEventInterface.py
- Updated: CvScreensInterface.py
- Updated: CvMainInterface.py

Religions
---------
- Changed: Christianity found from Literature Tech, this way religions are spread more to different civs


Units
-----
- Added: Hi-Tech APC (Armored Person Carrier), carries 3 troops, req. Military robotics
- Added: Plasma Armor, req. Fusion
- Added: War Galley graphics
- Added: Siege Quinquereme
- Added: Iron Frigate
- Added: Jeep
- Added: Landing Ship Tank
- Changed: Sloop can now bombard city defenses 5% per turn (ship has cannons...)
- Changed: Brigantine can now bombard city defenses 7% per turn
- Changed: Ironclad bonus vs. wooden ships increased from 50% to 100%
- Changed: Frigate upgrades to Iron Frigate instead of Steam Destroyer
- Changed: Steam Destroyer bonus vs. wooden ships increased from 75% to 100%, graphics for this unit changed
- Changed: Chivalry has now flanking strike against Bombard
- Changed: Pikeman strenght increased from 6 to 7
- Changed: Heavy pikeman moved to Political philosophy tech (more of renaissance unit now), strentgh increased from 8 to 9, added 25% bonus vs. melee units
- Changed: Musketman units have 25% bonus against mounted now (ottoman janissary 50% since it had 25% bonus already)
- Changed: Grenadier moved to Chemistry tech
- Changed: Machinegun unit is no longer immune to damage from siege units
- Changed: Frigate ignores building defense when bombarding
- Changed: Man'O'War ignores building defense when bombarding
- Changed: Ship of the Line ignores building defense when bombarding
- Changed: East Indiaman ignores building defense when bombarding
- Changed: Airship moved to Flight (didn't have counter unit for long time so it was overpowered)
- Changed: Attack submarine strength to 30, moves 7
- Changed: Nuclear Submarine strength to 36
- Changed: Destroyer upgrades to Missile Cruiser and Aegis cruiser too
- Changed: Unlimited Corporation Executives now allowed
- Changed: Paratrooper has 25% evasion chance
- Changed: Infantry no longer require ammo resource (draft unit)
- Changed: Stiletto boat default AI set to Assault_Sea, Explore_sea AI removed.
- Changed: Transport upgrades to Landing Ship Tank

Civics
------
- Changed: Slavery +30% hammer bonus removed since you can turn now citizens to slaves to add hammers
- Changed: Serfdom hammer bonus from +20% to +10%
- Changed: Hereditary rule food bonus from +15% to 10%, hammer bonus from 10% to 5%
- Changed: Majority rule hammer bonus from 20% to 10%
- Changed: Representation gold bonus from 20% to 15%, specialist extra research bonus from 3 to 1
- Changed: Police state food bonus from 25% to 15%, hammer bonus from 25% to 15%
- Changed: Universl suffrage gold bonus from 10% to 5%, research bonus from 35% to 20%
- Changed: Capitalism gold bonus from 35% to 20%
- Changed: Vassalage food bonus from 10% to 5%, hammer bonus from 10% to 5%, gold bonus from 20% to 10%
- changed: Bureaucracy food, hammer and gold bonus from 10% to 5%, capital food, hammer, gold bonus from 50% to 20% (that's total 25% for capital, was 60% before)
- Changed: Nationhood max conscript from 3 to 1
- Changed: Free speech gives 50% culture in all cities instead of 100%, towns give now also +1 food
- Changed: Martial law gold negative bonus from -50% to -25%, research negative bonus from -50% to -25%
- Changed: Organized religion culture bonus from 20% to 15%
- Changed: Theocracy research negative bonus from -35% to -25%, culture bonus from 35% to 30%

Techs
-----
- Changed: Printing press requires Literature instead of alphabet
- Changed: Semi-automatic weapons requires now Steam Power and Military science
- Changed: Artillery no longer requires Steel tech or Military science (included in other prereqs)
- Changed: Global Governance hidden from tech tree (empty tech still)

Promotions
----------
- Changed: Blitz available for all naval units

Buildings
---------
- changed: Fishery now requires Fish, crab or whales
- changed: Butchery now requires Cow, pig, sheep or deer
- Changed: Bazaar now requires Ivory, silk, spices or pearls
- Changed: Brothel no longer reduce gold in city (AI didn't understand that effect), now gives +10% espionage
- Changed: Walls maintenance modifier removed (based on feedback), give now +1 culture to city just like High walls
- Changed: High walls maintenance modifier removed (based on feedback)
- Changed: Weapon factory moved to Explosives tech
- Removed: Stable graphics folder that was part of Ethnic Artstyles mod (fixes Arcology size bug)

Wonders
-------
- Changed: Religious Shrines are no longer marked as great wonders. Now you can built them to Holy City even if it has max amount of Great Wonders already.
- Changed: King Richard's Crusade obsolete at Liberalism
- Changed: Chichen Itza obsolete at Divine Right
- Changed: Alhambra obsolete at Railroad
- Changed: Edinburgh's Castle obsolete at Nationalism
- Changed: Temple of Artemis obsolete at Education
- Changed: Mongol Ger obsolete at Vertical Flight


Improvements
------------
- Changed: Lumbermill moved to Paper tech (these exist on medieval times)
- Changed: City ruins give now 10% bonus defense against air bombardment and 15% defense against any normal attack
- Changed: Arcology City ruins give now 10% bonus defense against air bombardment and 15% defense against any normal attack

Resources
---------
- Changed: Coal revealed on Steel tech


Traits
------
- Changed: Spiritual max anarchy length increased from 0 to 2

Other
-----
- Changed: Max number of national wonders per city increased to 3
- Changed: Culture city defense modifiers decreased: Fledling 20->10, Developing 40->20, Refined 60->30, Influential 80->40, Legendary 100->50
- Changed: Culture levels increased by 50%, it's now harder to get Legendary culture level for city


Gametext
--------
- Pedia: Alhambra
- Pedia: english pedia for many techs

Mods combined
-------------
- Ethnic Artstyles 1.08
- BTSFlagMod, new flags for all civs



Version 0.9.4
Spoiler :
Resources
---------
- Changed: Sulphur more common

Religions
---------
- Changed: Religion spread rate has been decreased from 100 to 50 for all religions to slow down religions (religious buildings spread religions too in this mod). This change should make religious buildings and missionary units more important
- Changed: Temple buildings enabled at Priesthood tech (was Mysticism)

Python
------
- Fixed: Harbor can't be built if city has Commercial Port or International Port
- Fixed (possible bug): Port can't be built if city has International Port
- Changed: button size for Unit Upgrades pedia page, less scrolling on that page now
- Added: Walls->High Walls upgrade building path. Walls will be disabled when city builds High Walls and Walls can't be built again if city has High Walls
- Added: Toll House -> Custom House upgrade path. Toll house will be disabled and can't be built again if city builds Custom House or Feitoria
- Added: Shipyard -> Drydock upgrade path. Shipyard will be disabled and can't be built again if city builds Drydock
- Added: Specialist stacker (cityscreen)

Units
-----
- Changed: Cuirassier has now flanking attack against Bombard
- Changed: Conquistador has now flanking attack against Bombard
- Changed: Cavalry has now flanking attack against Bombard, added bonuses against archery and melee units so that unit has now equal strength with rifleman
- Changed: Cossack has now flanking attack against Bombard, added bonuses against archery and melee units so that unit has now equal strength with rifleman
- Changed: Dragoon has now flanking attack against Bombard, added bonuses against archery and melee units so that unit has now equal strength with rifleman
- Changed: Heavy Pikeman moved to Invention
- Changed: Heavy Cavalry moved to Guilds, requires now copper or iron
- Changed: Light Cavalry moved to Heraldry, requires now copper or iron
- Changed: Helicopter units can't enter ocean, helicopters do now flanking attacks against Light Artillery
- Changed: Units' order in unit xml file changed so that units should appear in better order in unit queue in city screen
- changed: Elephant rider +50 attack bonus against Trebuchet added
- Changed: War Elephant units have gained same improvement build abilities as Elephant Riders, +50 attack bonus against Catapult and Trebuchet added
- Chaged: Sloop strength increased to 7
- Changed: Swordsman units city attack bonus increased from 10% to 20%
- Changed: Heavy Swordsman units city attack bonus increased from 10% to 30%
- Changed: Machine Gun +50 attack bonus vs. Mounted units
- Enabled: 2A5 Modern Armor for Germany
- Enabled: A7V Early tank for Germany
- Enabled: BT2 Light Tank for Russia
- Enabled: Caproni Early Jet for Roman and Holy Roman
- Enabled: Centurion Armor for England
- Enabled: Char B1 Bis Tank for France
- Enabled: Churchill tank for England
- Enabled: FT17 Early tank for France
- Enabled: M1917 Early tank for America
- Enabled: FT17S Early tank for Spain
- Enabled: IS2 Heavy Tank for Russia
- Enabled: J2F Seaplane for America
- Enabled: L640 Light tank for Rome and Holy Roman
- Enabled: M3A1 Light Tank for America
- Enabled: M4A3 Tank for America
- Enabled: Mig3 Fighter for Russia
- Enabled: P59 Early Jet for America
- Enabled: PzKpfw II Light Tank for Germany
- Enabled: PzKpfw IV Ausf F Tank for Viking
- Enabled: PzKpfw VI Tiger I Heavy Tank for Germany
- Enabled: R35 Light Tank for France
- Enabled: T34 Tank for Russia
- Enabled: T72 Armor for Arabia, Carthage, Egypt, Persia, Zulu
- Enabled: T84 Modern Armor for Russia
- Enabled: Type99 Modern Armor for China
- Enabled: Vampire Early Jet for England
- Enabled: Whippet Early Tank for England
- Enabled: Yamato Battleship for Japan
- Enabled: Fockewulf 190A Fighter for Celt and Viking
- Enabled: Spitfire Fighter for England
- Enabled: Strike Fighter F15 for America
- Enabled: Heinkel HE111 bomber for Germany
- Enabled: Strike Fighter JA37 for Viking
- Enabled: Mig 21 Jet Fighter for Russia
- Enabled: Mig 25 Strike Fighter for Russia
- Fixed: Strike Fighter F35 strategy entry
- Fixed: Galleon xml tag bug for UnitClassAttackMod against Trireme (might been cause for some random CTDs)
- Fixed: East Indiaman xml tag bug for UnitClassAttackMod against Trireme (might been cause for some random CTDs)
- Fixed: Privateer xml tag bug for UnitClassAttackMod against Trireme (might been cause for some random CTDs)

Techs
-----
- Changed: Fission requires now thermodynamics
- Changed: Industrialism requires now Combustion
- Changed: Submarine Warfare reqs combustion and screw propeller removed (those already in industrialism which is req for submarine warfare)
- Changed: Combustion requirement removed from Plastics tech (Industrialism has combustion req)
- Changed: all AND tech requirements removed from Laser (3 of them were in Modern Physics and Laser doesn't require Motorized Transportation)
- Changed: Computers no longer require Plastics tech. Plastics is already req. for electronics which leads to Computers
- Changed: Electronics AND requirement removed from Modern Seismology (that req. is in Modern Physics)
- Changed: Modern Health Care no longer has Electronics or Plastics AND requirements (those are already included in other requirements)
- Changed: Communication networks no longer have Computer networks AND requirement
- Changed: Global Governance no longer have Guided Weapons AND requirement
- Changed: Space Stations no longer require Computer networks AND requirement (that is included already in Globalization)
- Changed: Mesh networks no longer require Communication networks AND requirement
- Changed: Naval Aviation no longer require Screw Propeller (already in Industrialism tech's reqs)
- Changed: Manufacturing no longer require Mass transit (already included in other reqs)
- Changed: Cloning no longer require Globalization (already included in other reqs)
- Changed: Cryogenics no longer require Communication networks and Superconductors (included already in other reqs)
- Changed: Composites no longer require Plastics (included in other reqs)
- Changed: Many techs have swapped era between Modern and Future eras so that when starting custom game on future era, you still got some techs to research
- Added: hidden and disabled tech Special Promotion that will be used for some special promotions that are limited to Wonders or to Events


Gametext
--------
- Fixed: School strategy entry (was missing)
- Fixed: Minor Nation pedia entry (was missing)
- Fixed: Fluyt strategy entry (was missing)
- Added: First Contact text for Hittite leader
- Changed: National Hockey League renamed to National Sports League (hockey isn't the most popular sports in every nation but each nation usually have some sort of national sports)

Gamefont
--------
- Fixed: gamefont_75.tga file which shows new resources correctly (Thanks to Kalimakhus for this), added Lemons icon to file
- Fixed: GameFont.tga works correctly. New resources on Corporation page are shown now

Improvements
------------
- changed: Mine no longer remove forest or jungle
- changed: Workshop no longer remove forest or jungle
- changed: Watermill no longer remove forest or jungle
- changed: Quarry no longer remove forest or jungle
- changed: Pasture no longer remove forest or jungle
- changed: Well no longer remove forest or jungle
- changed: Groundwater Well no longer remove forest or jungle
- Changed: Lumbermill gets +1 hammer when built next to river
- Fixed: PlotLSystem for new resources that require plantation. These plantations look better now

Civics
------
- changed: Theocracy gives +1 xp from state religion (was 2)
- Changed: Vassalage gives +1 xp (was 2)
- changed: Military Training -25% scientific research (was overpowered civic option)
- changed: Environmentalism no longer remove all unhealth from buildings or from population
- changed: Universal antidote removes now unhealthiness from population, not from buildings
- changed: Hereditary rule enables Noble citizen type
- changed: Slavery enables Slaves citizen type

Buildings
---------
- Changed: All courthouse have their maintenance modifier changed from -50% to -25%
- Changed: Holy Roman Rathouse maintenance modifier changed from -75% to -50%
- Changed: Local courthouse maintenance modifier from -20% to -10%
- Changed: Walls maintenance modifier from 0 to +5%
- Changed: Celtic Dun maintenance modifier from 0 to +5%
- Changed: High Walls maintenance modifier from 0 to +5%, Bombard defense increased from 30% to 40%. Total bombard defense before was from Walls 20% and High Walls 30% = 50%, but now walls are disabled when High Walls are built so total bombard defense is actually 40%. Defense amount was before 30%+50% = 80% but now Walls effect doesn't combine with High Walls so the defense amount is only increased from 30% to 50%. Conclusion is that it's now easier to conquer cities.
- Changed: Castle maintenance modifier from 0 to +10%
- Changed: Spanish Citadel maintenance modifier from 0 to +10%, no longer require walls in city
- Changed: Aqueduct maintenance modifier from 0 to +5%
- Changed: Recycling Center maintenance modifier from 0 to +15%
- Changed: Custom house and Feitoria require now Toll House (building upgrade path). Effects from Toll house aren't combined to Custom House so city's foreign trade yields now less than in v0.9.3 (money balancing)
- Changed: Orbital Factory gives now +9 food (enough for 3 citizens) and +5 hammers since you couldn't build it multiple times in city as it was suppose to work. Icon switched as well.
- Changed: Ceremonial Altar moved to Blood Cult tech. This building is "Temple" for those civs that do not have any religions yet.
- Changed: Amusement Park is now National Wonder

Spy missions
------------
- Changed: Poison city water unhealth changed from 8 to 12
- Changed: City unhappiness mission unhappiness amount changed from 8 to 12

Promotions
----------
- Fixed: Rearranged promotions in the xml file to fix promotion tree pedia page
- Changed: Navigation 2 no longer require Flanking 1 promotion (that's already req for Navigation 1)
- Added: Upgrade Discount, 50% less gold spent for unit upgrade (will be limited to certain Wonders)

Wonders
-------
- Changed: Sun Tzu's Art of War gives now free Upgrade Discount promotion to units built in that city
- Changed: Statue of Libery uses now LSYSTEM_WATER for building placement (same as Colossus)
- Changed: Magellan's Voyage uses now LSYSTEM_COAST for building placement (same as drydock), scaled wonder to be bit smaller

National Wonders
----------------
- Changed: Labor union max amount changed from 3 to 1
- Changed: National Sports League icon
- Changed: District Courthouse max amount changed from 3 to 1
- Changed: Supreme Court requires now District Courthouse in city and total of 5 courthouses, reduces now -20% maintenance (was -40%)

Events
------
- Classic Literature event tech req. changed from Writing to Literature since Library comes available from Literature

Corporations
------------
- Changed: Standard Ethanol company accepts Potato and it produces now Oil Products instead of Oil (you don't require oil refinerys)

Civilizations
-------------
- Changed: Barbarians no longer can build certain new unit types

Other
-----
- Adjustments to PlotLSystem for some improvements (cut trees around mines to make them more visible in middle of forest for example)
- Fixed: + and - buttons for city specialists are aligned correctly (re-ordered specialists in xml file)
- Changed: Base city growth threshold increased from 20 to 25
- Fixed: Native_American.nif filename fixed in PlotLSystem (this was actually bug in Ethnic Artstyles mod).
- Fixed: PlotLSystem for Farm + Potato

Mod components
--------------
- Combined: Specialist Stacker
 
Version 0.9.3
Spoiler :

Units
-----
- Added: Special Infantry, req. Superstrong Alloys
- Added: EMP SAM Infantry, req. Superstrong Alloys
- Added: Fusion Destroyer, req. Nanobotics and Fusion
- Added: Fusion Cruiser, req. Cold Fusion
- Added: Fusion Battleship, req. Shielding
- Added: Fusion Carrier, req. Megastructure Engineering
- Added: Submerged Town Platform, can build Submerged Town improvement
- Added: Offshore Platform, can build Offshore Platform improvement
- Changed: Quechua no longer upgrade to Maceman
- Changed: Cuirassier upgrades also to Gunship
- Changed: Ancient Cannon upgrades to Bombard
- Changed: Hwacha upgrades to Bombard
- Changed: Nuclear Submarine carries missiles instead of people
- Changed: Mechanized Infantry upgrades to Special Infantry
- Changed: ACV SAM upgrades to EMP SAM Infantry
- Changed: All helicopter units can move all terrains now, they can enter coast and ocean too
- Changed: Stealth Destroyer upgrades to Fusion Destroyer
- Changed: Sentinel moved to Terra Computer, req. Cold Fusion
- Changed: Hi-Tech robot moved to Sentient Earth, req. Cold Fusion
- Changed: Aegis Cruiser upgrades to Fusion Cruiser
- Changed: Missile Cruiser upgrades to Fusion Cruiser
- Changed: Battleship upgrades to Fusion Battleship and Missile Cruiser
- Changed: Nuclear Carrier upgrades to Fusion Carrier
- Changed: Nanite Cloud can move all terrain
- Changed: Crossbowman units no longer require Iron
- Changed: Workboat no longer can build Offshore Platform
- Changed: Mobile Artillery unitcombat bonuses against Archer, melee and mounted units
- Enabled: Minuteman unit, unique for America, replaces Musketman
- Enabled: Ansar Warrior, unique for Arabia, replaces Light Cavalry
- Enabled: Elite Jaguar, unique for Aztec, replaces Swordsman
- Enabled: English Longbowman, replaces longbowman
- Enabled: Teutonic Knight, unique for Germany, replaces Heavy Swordsman
- Enabled: Elite Quechua, unique for Inca, replaces Axeman
- Enabled: Zero, unique for Japan, replaces Fighter
- Enabled: Mali Cavalry, replaces Horseman
- Enabled: Sipahi, unique for Persia, replaces Knight
- Enabled: Roman Cavalry, unique for Rome, replaces Mounted Infantry
- Enabled: Spanish Galleon, replaces Galleon
- Enabled: African Axeman
- Enabled: African Infantry
- Enabled: African Spearman
- Enabled: African Scout
- Enabled: African Swordsman
- Enabled: African Warrior
- Enabled: African Archer
- Enabled: African Horseman
- Enabled: Roman Cavalry Auxilia, replaces Horseman

Ethnic unit styles
------------------
- Changed: graphics from Swordsman unit changed for Light Sworsdman for all ethnic unit styles (those units were swapped and these graphics weren't yet)
- Added: African unitstyle (middle east graphics used when african unit not available)

Civilizations
-------------
- Changed: Zulu unit artstyle changed from Middle east to African
- Changed: Ethiopian unit artstyle changed to African
- Changed: Mali unit artstyle changed to African

Wonders
-------
- Added: Technological Capital, req. Terra Computer
- Added: Global Stock Exchange, req. Conglomerates
- Added: Theory of Everything, req. Superstring Theory

Buildings
---------
- Added: Convention Center, req. Communication networks
- Added: Info Net, req. Knowledge Management
- Added: Advanced Quality Control, req. Mesh Networks
- Added: Orbital Factory, req. Space colonies and Magnetic Levitation. Test: can be built multiple times in a city
- Changed: Size of Arcology and Shieldings' slightly decreased
- Changed: Castle no longer requires Walls (In real life castles were built in cities which didn't have city walls)
- Changed: Arcology adds +5 culture
- Changed: Arcology Shielding adds +10 culture, effects from 1st Arcology building combined ie. +3 health added
- Changed: Arcology Advanced Shielding adds +15 culture, effects from 1st Arcology building combined ie. +3 health added
- Changed: Commercial Airport effects have now also effects from Airport since this upgrade line is working now, requires Oil Products instead of Oil

Improvements
------------
- Added: Submerged Town, req. Aquaculture, can be built on ocean and coast, +1 food, +1 hammer, +1 gold

Techs
-----
- Enabled: Superstring Theory
- Changed: Dualism hidden from tech tree since it's disabled
- Changed: Polytheism no longer have Dualism as requirement

Gametext
--------
- Fixed: Mind Control Center strategy entry
- Added: 20 Rise of Mankind hints

Python
------
- Added: Airport is disabled and can't be built again if city builds Commercial Airport


Version 0.9.2
Spoiler :
Civilizations
-------------
- Fixed: settings for initial Civics for several civilizations (were duplicate options)

Buildings
----------
- Fixed: Brothel gives now correctly happiness from Harbor, Port and Barracks
- Fixed: Harbor can't be built after Port has been built in city
- Fixed: Arcology can't be built after Arcology shielding has been built in city
- Fixed: Arcology Shielding can't be built after Advanced shielding has been built in city
- Fixed: Casino strategy entry
- Fixed: Glasssmith strategy entry
- Changed: Toll House no longer require Port in city
- Changed: Port, gives 1 culture to city, -1 health
- Changed: Commercial port no longer require 3 ports, Port's effects combined, provides 2 culture to city, replaces Port
- Changed: International port no longer require 3 Commercial ports, replaces Commercial port, Commercial Port's effects combined
- Changed: Harbor is no longer given for free when start game directly from Industrial era
- Changed: Port FreeStartEra changed from Modern to Industrial
- Changed: Supermarket gives +1 happiness from Coffee
- Changed: American Mall gives +1 happiness from Coffee

Civics
------
- Fixed: Nationhood gives correctly happiness from Garrison building
- Fixed: Paganism gives correctly happiness from Ceremonial altar
- Changed: Moved Tribal Law to correct spot
- Changed: Barbarism +10% military production bonus added

Units
-----
- Fixed: Portugal's Carrack upgrades now to Privateer and Early Destroyer
- Changed: Airship upgrades to Early bomber IL2 since its bomber unit
- Changed: Enabled Companion Cavalry UU for Greek

Python
------
- Added: When Commercial Port has been built in city, Port is removed and Port can't be built again
- Added: When International Port has been built in city, Commercial Port is removed and can't be built again

Specialists
-----------
- Added: Slaves, -1 food, +3 hammer, unused citizen type at the moment. will be enabled in future versions
- Added: Noble, +2 gold, +1 culture, +3 great people rate, unused citizen type at the moment. will be enabled in future versions

Other
-----
- Enabled: Python callback function for "Cannot Construct"
- Added: English game text for all new game objects for French, German, Italian and Spanish language options. Mod should be now playable on those languages.
- Completed: Building upgrade path from Harbor to International Port
- Fixed: Gamefont issue with Movies resource. Side-effect: new resource icons won't show up in city screen



Version 0.9.1
Spoiler :

Units
-----
- Fixed unitclass for Praetorian, now Light Swordsman unit, upgrades to Swordsman and Maceman
- Fixed unitclass for Aztec Jaguar, now Light Swordsman unit, upgrades to Swordsman and Maceman
- Fixed unitclass for Gallic Warrior, now Light Swordsman unit, upgrades to Swordsman and Maceman
- Companion cavalry UU for Greece disabled (if enable unit upgrade page stops working in sevopedia)
- Bazooka upgrades to Anti-Tank Infantry
- Submarine upgrades to Nuclear Submarine
- Attack Submarine upgrades to Nuclear Submarine
- Ironclad upgrades to Early Destroyer and to Submarine
- ship of the line upgrades to Early Destroyer and to Battlecruiser
- Frigate upgrades to Early Destroyer
- Privateer upgrades to Early Destroyer
- Caravel upgrades to Privateer and Early Destroyer. No longer upgrade to Attack Submarine
- Manowar upgrades to Early Destroyer and to Battlecruiser
- Transport upgrades to Stiletto Boat
- Trireme upgrades to Sloop instead of Frigate
- War Galley upgrades to Fluyt and Brigantine
- Galley upgrades to Fluyt and Galleon
- Brigantine no longer upgrade to Submarine
- Anti-Tank infantry cost increased from 140 to 180, no longer upgrade to Mechanized Infantry
- Fighter upgrades to Early Jet (Mig 15)
- Carrier Upgrades to Nuclear Carrier
- Infantry upgrades to Modern Infantry instead of Mechanized Infantry
- Genetic soldier upgrades to Super Soldier
- Armored Car no longer upgrade to Mechanized Infantry
- Bombard unit added, req. gunpowder
- Catapult upgrades to Bombard
- Trebuchet upgrades to Bombard
- Cannon moved to Rifling


Civilizations
-------------
- Rome: fixed unitclass type for Praetorian
- Aztec: fixed unitclass for Jaguar unit
- Celt: fixed unitclass for Gallic Warrior
- Greece: fixed unitclass for Hypaspists

Events
------
- all event modifications from v0.8 and v0.9 removed because of CTDs (game doesn't give xml errors when something is wrong with events, it just causes crash)
- UNITCOMBAT_NAVAL changed to UNITCOMBAT_WOODEN_SHIPS in harbormaster event
- Gunpowder tech req. changed to Matchlock tech in event that gives promotion to Musketman units (Musketmans enabled at Matchlock tech)
- EVENT_SMOKELESS_POWDER_1 disabled (possible cause for CTDs)

Other
-----
- Pedia page for Unit upgrades works now correctly.



Version 0.9
Spoiler :
Techs
-----
- added missing strategy entry for Trade tech
- Conglomerates enabled
- Democracy enabled, requires now Writing, cost decreased
- Social Contract enabled
- Chariotry research cost decreased from 110 to 100, same now as for Animal husbandry
- Theology requires Literature instead of Writing, it requires now also Calendar
- Monotheism requires now Writing
- Icon for Trade tech swapped

Buildings
---------
- Test: Port is now upgrade to Harbor ie. Harbor is disabled in city when it has been upgraded to Port. Harbor's effects are included in Port's effects.
- Customs house no longer require Port to be in same city. This requirement was removed due to avoid issues with Harbor to Port upgrade path
- Garrison gives 2xp to Recon and Siege units
- Barracks obsolete at Leadership (same tech when you can start building Garrisons)
- Grocer gives health bonus from Lemon
- Bazaar gives happiness from Pearls
- Ceremonial altar gives happiness from Hemp
- Commercial Port gives happiness from Coffee
- Market gives happiness from Cotton
- Supermarket gives health from Potato
- Mall gives health from Potato
- Butchery gives health from Salt
- Fisherman's Hut gives health from Salt
- Walls bombard defense from 30% to 20%
- Dun bombard defense from 30% to 20%
- High Walls bombard defense from 50% to 30%
- Castle bombard defense from 25% to 20%
- Spanish Castle bombard defense from 25% to 20%
- Bioenhancement Center moved to Human/Machine Interface tech

Wonders
-------
- Edinburgh's Castle bombard defense from 50% to 25%
- Missing strategy entry for Circus Maximus (no strategy text though yet)
- Computer Center national wonder added, req. Advanced Computers tech

Civics
------
- Majority rule added, req. Democracy, government is lead by all men who decide together ie. direct democracy
- Capitalism added, req. conglomerates, Government is lead by multi-national megacorporations
- Martial Law added, req. Representative Democracy
- Serfdom can sacrifice population to finish production
- Contracting added
- Barter added
- Global market added
- Health Care civic category added
- Shamanism added
- Herbalism added
- Private Health care added
- Regulated health care added
- Government funded H.C added
- Subzidized H.C added
- Universal Antidote added
- Education civic category added
- Ignorance added
- Military Training added
- Heritage added
- Apprenticeship added
- Private schools added
- Public Schools added
- Virtual schools added
- Instant learning added
- Nationhood doesn't give happiness from Barracks (Barracks obsolete before nationhood enabled)
- Tribal Law added (not in correct spot in civic option list)

Events
------
- Tornado may destroy new improvement types
- Some tech requirement adjustments
- Black Pearls event bonus req changed to Pearls (was clam)
- Shaft mine improvement added to events that require Mine
- New ship types added to some events
- New swordsman classes added to few events
- Potato added to some farm events
- Tea event requires Port instead of Harbor
- Few events that might give bonus to Harbors, give now bonus also to Ports

Units
-----
- Heavy Pikeman upgrades to Rifleman and Grenadier
- Ottoman Janissary requires Sulphur
- Ethiopian Oromo Warrior requires Sulphur
- Pikeman upgrades to Heavy Pikeman, requires now copper or iron
- Holy Roman Landsknecht upgrades to Heavy Pikeman
- Machinegun gets +75% bonus against archery units and +100% bonus against melee & animal units, upgrades to Armored Car
- Nanite Cloud can see invisible Hi-tech units
- Genetic soldier is now invisible to most units (some Hi-tech units can see them), they also see most invisible units
- Super Soldier is now invisible to most units (some Hi-tech units can see them), they also see most invisible units
- Swordsman and Light Swordsman have swapped names for clearer order of unit names: 1st Light Swordsman, then Swordsman and last Heavy Swordsman.
- Former Light Swordsman requires now Copper or Iron
- Hypaspists replaces Light Swordsman for Greek
- Prodromoi replaces Horseman for Greek
- Peltist replaces Archer for Greek
- Companion Cavalry replaces Horse Archer for Greek
- Javelin Thrower replaces Archer for Mongol
- Mounted Infantry moved to Horse Breeding and it requires now Bronze Working instead of Iron Working
- Mounted Mongol Swordsman replaces Mounted Infantry for Mongol
- Asian War Galley replaces War Galley in Asian unit artstyle, it doesn't replace Caravel anymore
- Cost of Musketman units has been raised from 80 to 90. It's now same as Heavy Swordsman's cost and upgrade cost to Rifleman for both units is the same sum of gold.
- ACV strategy pedia entry fixed, was completely missing

Python
------
- Harbor to Port upgrade
- Fix for Advisor messages, building first worker unit no longer give advisor messages for first Armor or Naval unit been built.
- Adjustments to Civic screen so that more civics can be displayed
- Sevopedia 2.3.1 combined
- Attitude icons for main screen civ list

Other
-----
- Max World Wonders per city increased from 3 to 4
- Jungle cut production from 0 to 20
- Safari improvement jungle cut time from 800 to 400 (same now as in other improvements)
- new resources and attitude icons added to gamefont_75.tga


Version 0.8
Spoiler :
Techs
-----
- Tech tree completely redone, has now 228 techs
- Techs Dualism, Democracy, Social contract, Global Governance, Superstring Theory and Conglomerates disabled for now. Will be enabled once gameplay elements have added which require these techs. Currently these are empty techs

Buildings
---------
- Aztec Sacrificial altar moved to Blood Cult tech
- Market gold bonus 25% to 20%
- Colosseum obsolete at Realism tech
- Public Transportation moved to Mass Transit tech
- Walls defense from 50% to 30%
- Library moved to literature, scientific research 25% to 20%
- Recycling center moved to Recycling tech
- Aqueduct moved to Canal Systems tech
- Temples enabled at Mysticism
- Industrial park moved to Civil engineering
- Security Bureau moved to Nationalism
- Jail espionage 50% to 25%
- Barracks, +3 xp to melee/recon units, +2 xp to mounted/animal units, +1 xp to siege units
- Nuclear power plant moved to Nuclear Power tech
- Broadcast tower moved to Radio
- Jewellery added, +20% gold, req. resource gold, silver or gems. +1 happiness for those resources
- Bazaar added, +15% gold, happiness from silk, spices and ivory
- Archery range added, +3 xp to archer units and +2 xp to siege units
- Meeting hall added, +2 xp to melee/recon units, +3 xp to water units, req. level 4 unit
- Bath House added, req. aqueduct, +1 health, +25% great person, +1 happy per 20% culture rate
- High Walls added, req. walls, +50% defense, +1 culture
- Arcology added (from Next War), req. megastructure engineering
- Port added, +1 trade routes, +25% foreign intercontinental trade route yield, +1 happy from silk, fur, wine
- Toll house added, +25% foreign intercontinental trade route yield
- Armourer added, +20% military production, req. iron or copper and forge, -1 health to city, can turn one citizen to engineer
- School of Scribes added, +15% scientific research, 1 culture, can turn 1 citizen to scientist
- Ceremonial altar added, +1 happiness/culture
- Arena added, +1 happiness/culture
- Accelerator
- Amusement Park
- Arena
- Armourer
- Android Factory
- Artist Guild
- Bath House
- Bazaar, +15 commerce in city
- Brothel
- Butchery
- Bioenhancement Central
- Casino
- Commercial Airport
- Commercial Port
- Cloning laboratory
- Computer Network
- Deep Space Research Institute
- Design studio
- Doctor's Office
- Fisherman's Hut
- Food Processing Plant
- Garrison
- Glasssmith
- Guild Hall
- Healer's Hut
- Hotel
- International Port
- Jewellery
- Lab
- Local Courthouse
- Manufacturing Plant
- Meeting Hall
- Military Airbase
- Movie Theatre
- Museum
- Nanofactory
- Naval Academy
- Oil Power Plant
- Oil Refinery
- Opera House
- Paradise Garden
- Police Station
- Press Agency
- School
- School of Scribes
- Sewer System
- Shipyard
- Shopping District
- Skyscraper
- Space Laboratory
- Steel Mill
- Toll House
- Townclock
- Vacation Resort
- Water Treatment Plant
- Weapon factory
- Personal Rapid Train (PRT)
- Harbor, Port, Commercial Port, International Port have 100% conquer rate, well-known harbors don't get destroyed when ownership of the city is changed (these will be later be upgradeable building chain from harbor to international port so that only one can exist in city at a time)


Wonders
-------
- Great Lighthouse moved to Seafaring
- Globe Theatre moved to Free Artistry
- Moai statues moved to Seafaring, max start era classical
- Hollywood moved to Motion pictures
- Statue of Liberty moved to refining, can be built only in coastal city
- Forbidden palace requires now City Planning
- Notre Dame moved to Architecture
- Rock'n'Roll moved to Electronics
- Space Elevator moved to Nanotechnology
- Great Wall moved to construction, cost increased from 150 to 250
- Ironworks provides 1 steel
- Sistine Chapel moved to Perspective
- The Pentagon moved to electronics
- The Hanging Gardens moved to City Planning, no longer require aqueduct
- Alhambra added, government center, defense in city, requires Islam in city
- Aqueduct of Pont du Gard, free aqueduct in every city, +1 area health, +1 health in city where built
- Cure for Cancer, free hospital in every city, +1 global health (effects might change later)
- Edinburgh's Castle, 100 defense and 50 bombard defense in city where built, government center
- Edison's workshop
- Einstein's Lab
- Copernicus Observatory
- Human Genome Project
- J.S. Bach's Cathedral
- Leonardo's workshop
- Circus Maximus
- Adam Smith's Trading Company
- King Richard's Crusade
- Isaac Newton's College
- Longevity
- Marco Polo's Embassy
- Magellan's Expedition
- Olympic Games
- Palace of Potala
- Plato's Academy
- SETI Program
- Silicon Valley
- Silk Road
- Sun Tzu's Art of War (Effect might change later)
- Theatre of Dionysus
- The Sphinx
- Theory of Evolution
- Universal Translator
- Women's Suffrage
- World News network

National Wonders
----------------
- Space Laboratory, req. International Space Station project, +1 science per all citizens
- Central bank, +50% gold, +3 gold (doubles every 200 years)
- Labor Union (can build 3 of them)
- Modern Art Theatre
- National Courier System
- National Hockey League
- Radio Telescope
- Royal Tournament
- Secret Army Base
- Statue of Champion
- Supercollider
- Treasury
- District Courthouse
- Supreme Court

Projects
--------
- First Cloned Mammal project added
- Encyclopedie added
- Hubble Space Telescope added
- International Space Station added
- Space ship parts have new tech requirements

Units
-----
- Chariots moved to Chariotry
- Immortal (replaces chariot) moved to Animal husbandry, no longer req. the wheel
- Spearman requires stone, iron or copper
- Cuirassier moved to Cavalry tactics
- Ironclad moved to Screw propeller
- Submarine moved to submarine warfare
- Trireme moved to seafaring
- Paratrooper moved to Aerodynamics
- Carrier moved to Naval Aviation
- Gunship moved to Vertical Flight
- Knight units moved to Stirrup
- War Elephant requires elephant riding instead of horseback riding
- Privateer moved to mercantilism
- Tank moved to mechanized warfare
- Airship moved to thermodynamics
- Transport moved to motorized transportation
- Musketman units moved to matchlock (will be moved to flintlock when Arbuequsier unit added to matchlock)
- Cannon moved to metallurgy (will be moved to rifling when Bombard unit added)
- Nuke units moved to Rocketry
- Guided missile moved to Guided Weapons
- Infantry moved to Automatic Weapons
- SAM Infantry moved to Guided Weapons
- Missile Destroyer requires now also Guided weapons
- Attack Submarine requires Sonar and Submarine Warfare
- Privateer moved to mercantilism
- Armor moved to modern warfare
- Machine gun moved to semi-automatic weapons
- Great General can build also Naval Academy
- Camel Archer gets free promotion: Desert Combat
- Trireme bonuses against War Galley
- Anti-tank moved to Composites
- Cuirassier and Cavalry units have 100% bonus against Spearman, Pikeman and Heavy Spearman because cuirassier and cavalry units use firearms which make spears useless since there's no close combat
- Wildlife units: Cave lions, Bengaltigers, Siberiantigers, Polarbears, Cave bears, Dire wolves, Cheetahs, Lion packs
- Ancient Cannon flavor unit for China (replaces catapult)
- Horseman unit added
- Hi-Tech robot added
- Nanite Cloud added
- Traineddog added
- Wardog added
- Guarddog added
- Police Squad added
- Chivalry added
- Crusader added
- Light Swordsman added
- Heavy Swordsman added
- Heavy Pikeman added
- Mounted infantry added
- Light Cavalry added
- Heavy Cavalry added
- Trade Caravan added
- Freight added
- Entertainer added
- Early tank added
- Light tank added
- Heavy tank added
- Armor added
- Sloop added
- Fluyt added
- Bazooka added
- AH64 Gunship added
- Humvee added
- BTR80 added
- Flak 88 Cannon added
- Light Anti-Air Gun added
- Light Artillery added
- Modern Grenadier added
- AH64 Gunship added
- French Chivalry flavor unit
- German Chivalry flavor unit
- Foreign legion (French marine flavor unit)
- Guerrilla added
- Brigantine added
- Early Fighter added
- Seaplane added
- Genetic soldier added
- Super soldier added
- Armored Car added
- AEGIS Cruiser added
- Heavy armor added
- Hoover Tank added
- Strike Fighter added
- Stealth Fighter added
- ACV added
- ACV SAM added
- Remote Controlled Bombers added (specialunit troop, can be transported by helicopters and stiletto boat)
- MI26 Transport Helicopter added
- Early Destroyer added
- Cruiser added
- Fighter-Bomber IL2 added
- Early Jet MIG15 added
- A10 Bomber added
- Stiletto Boat added (stealth transport, invisible to most units)

Civilizations
-------------
- Hittite civilization added

Civics
------
- slight adjustments to tech requirements
- effects heavily modified

Religions
---------
- Religion: Judaism
- Global religion commerce: +2 science, +1 hammer
- Holy city, culture 4->3
- all cities with state religion: culture 2
- Religion: Christianity
- Holy City, culture 4->2
- all cities with state: culture 2
- Religion: Islam
- Holy city, +2 money, +2 science, +3 culture
- all cities with state: gold 1, culture 2
- Religion: Hinduism
- Holy city, culture 4->3
- all cities with state: culture 3
- Religion: Buddhism
- Holy city culture 3
- global religion commerce +2 culture
- all cities with state culture 1->0
- Religion Confucianism
- global religion commerce +1 culture
- Holy city +3 money, +1 science, 4->3 culture
- all cities with state +1 gold
- Religion Taoism
- Holy city culture 4->0, +3 gold
- all cities with state +4 culture
- changes made to most religious buildings. See civilopedia for more info.

Corporations
------------
- Cereal Mills accepts Potatoes
- Civilized Jewelers Inc. accepts Pearls

Promotions
----------
- Completely redone, many new promotions added

Unit categories
---------------
- completely redone, added many new unit categories and divided some old groups to several new groups
- promotions changed to new groups

city specialists
----------------
- Android added
- Celebrity added

Improvements
------------
- Tech yield bonuses added to most improvements
- Groundwater Well added, food from tiles like desert/tundra
- Treefarm added
- Hybrid Forest added, upgrade to treefarm
- Shaft mine added, upgrade to mine
- Bunker added, 50% defense, 40 air damage protection
- Waste Refinement added, can be built on desert
- Desert windmill added, can be built on desert
- Safari, can be build on elephants on modern times
- Explore ancient temple added, explored temple provides commerce to city
- Soylent green facility added, food from desert / tundra

Resources
---------
- added resources: hemp, salt, lemon, potato, coffee, sulphur, pearls, cotton, ancient temple, glassware, steel, ammunition

Python
------
- Arcology city ruins if city with arcology destroyed/razed

Events
------
- tech requirements changed for some events

Game defines
------------
- start year set to 6000BC
- city growth factor from 20 to 22
- commerce percent change from 10% to 5%
- initial trade routes from 1 to 0
- Max world wonders per city from unlimited to 3
- Max team wonders per city from unlimited to 3
- Dirty power health change from -2 to -4
- Max trade routes per city from 8 to 12
- animal max xp from 5 to 10
- barbarian max xp from 10 to 20
- Marathon game +80 turns
- Epic game speed +40 turns
- Normal game speed +25 turns
- Quick game speed +20 turns
- Rivers may start closer to each other
- Food consumption 3 per population
- Fresh water health changed from 2 to 1
- City plot food production +3 and hammers +2
- Farm food yield from 1 to 2
- Desert movement cost 2
- Tundra movement cost 2
- Snow movement cost 2
- Ice movement cost 3
- Jungle movement cost 3, growth from 16 to 20
- Oasis appearance from 500 to 1000
- Forest growth from 8 to 16
- Movement bonuses for routes from Mass Transit and Magnetic Levitation techs
- Giant and Gigantic map sizes added
- Coast plot food production from 1 to 2

Other changes
-------------
- Main menu modified to display mod name
- added new resources to gamefont.tga

Mod components included
-----------------------
Better Espionage Screen for Civilization 4 BTS v3.02 by Theo


Mods combined
-------------
Ethnic Artstyles for BtS
Greenmod (some improvements + new resources)
BtS: Next War
The Lost Wonders of Civilization v1.3
Greenmod 2.10
Caravan mod
Modern Warfare
Civics'n'Stuff
Improved Leaders & Civics
Units from Charlemagne BtS mod
 
Hi,

I know it's not released yet, but do you know if I can use RoM with the 3.13 patch when released?

It seames to me that the most (if not all) of the things Solver has in his patch are included in 3.13, too.

Will your plans change to include Solvers patch to RoM due to this?

I found about your mod just few days ago and i think its great!
Many of your Ideas should have been in the original game, but who knows, maybe there will be another addon based on RoM ? ;)

Thanks for making CIV even more fun! ( and for the answers to my questions in advance).

edit: typos
 
RoM should be compatible with 3.13 (or any other future version of BtS) since my mod doesn't include SDK changes. This was one reason why I didn't include (yet) any SDK changes to my mod since I knew they're going to update BtS. I do have to check 3.13 changelog and see if they've fixed any xml related bugs (BtS buildings/units) that might be needed to fix also to my mod.

Kalimakhus extra stuff for RoM won't work in BtS 3.13 until its DLL is patched to 3.13.
 
I have a question, say I download this mod, does it replace my civilization game completly? or does it simply appear as another mod that I can select when I want and not play when I don't want
 
whenever I download something, and I press save, it automatically sends me to my documenets. and when I press that bar at the top that has the address, the only options is gives me are websites. i'm not too computer savvy, so how do I get to the correct folder?
 
Congratulations for your work. I was a fan of DyP in CivIII and I'm glad that a similar mod was done for CIV4.

Do I need the Beyond the Sword AND Warlords expansions to play this mod, or just the former?

Thank you.
 
Ah, one stupid question: Do I need to apply ALL the patches to update the version 1.0 to 1.0.3? (Had to erase the whole mod-folder after some mistakes - trying to preserve my technologies.xml and stuff... :D )

If I need to reinstall all the patches, where can I get the files for 1.0.1 and 1.0.2?
 
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