Zholef
Warlord
- Joined
- Feb 20, 2014
- Messages
- 192
Some of the balance changes to K-Mod I recently proposed in the main thread attracted a bit of interest, which motivated me enough to turn my ideas into a modest "modmod" of K-Mod, version 0.01 of which I am now, with generous permission from Karadoc, happy to present to you. Perhaps some of you will enjoy it, maybe some of the changes will find their way into a future version of K-Mod, but what I'm really hoping to achieve with this is to kick start a discussion about how Civ4 in general and K-Mod in particular could be improved without expanding the game with additional content.
K-Mod-Z (v0.01) by Zholef is an XML changes only "modmod" of the Civ4:BtS
modification K-Mod (v1.44) by Karadoc. "K-Mod aims to build on standard Beyond
the Sword game-play without changing the flavour. The focus is on fixing flaws
in the game-mechanics for some of the weaker elements of the game, and
improving balance and the AI." In its own balance related XML changes, K-Mod
is very careful not to overcorrect, usually leaving buffed game elements still
relatively weak and nerfed elements still fairly strong. K-Mod-Z is more
aggressive in this respect, not lastly in the hope of provoking feedback,
because truly balancing a game as complex as Civ4 is not something that can be
done single-handedly. But K-Mod-Z goes beyond mere balancing and into
smoothing some of the game's particularly annoyingly rough edges, for example
trying to make building obsoletion more graceful, removing disadvantages from
unique units and buildings, and increasing the opportunity cost of chopping
forests.
Please direct any K-Mod-Z specific feedback, preferably of the brutally honest
variety, into the CivFanatics.com forum thread located at:
http://forums.civfanatics.com/showthread.php?t=542818
As for credits, all changes listed in K-Mod-Z_changelog.txt by Zholef. For
everything else, see the documentation of the underlying K-Mod, which is
included in this release.
Changes from K-Mod v1.44 to K-Mod-Z v0.01:
Land units
Quechua: -5 Production Cost
Quechua: -25% vs. Archery Units
War Chariot: Not immune to First Strikes
Skirmisher: -1 First Strike Chance
Dog Soldier: +1 Strength
Dog Soldier: -50% vs. Melee Units
Numidian Cavalry: +1 Strength
Numidian Cavalry: -50% vs. Melee Units
Keshik: -1 First Strike
Keshik: Immune to First Strikes
Jaguar: +1 Strength
Jaguar: +5 Production Cost
Praetorian: -1 Strength
Praetorian: -5 Production Cost
Praetorian: +10% City Attack
Explorer: Starts with Sentry
Ballista Elephant: +10% Forest Strength
Ballista Elephant: +10% Jungle Strength
Ballista Elephant: Requires Archery
Samurai: Can be built with Copper
Samurai*: Requires Iron Working
Cataphract: Immune to First Strikes
Camel Archer: +1 First Strike
Camel Archer: +10% Desert Strength
Camel Archer: +10% Oasis Strength
Musketeer: -15% Withdrawal Chance
Conquistador: Can upgrade to Tank
Cavalry: Can upgrade to Tank
Cossack: Can upgrade to Tank
Water units
Galley: +1 Cargo Space
Trireme: +1 Cargo Space
Trireme: Carries Infantry
Carrack: +1 Cargo Space
Galleon: +1 Cargo Space
East Indiaman: +1 Cargo Space
Privateer: Does not require Copper or Iron
Frigate: Can be built with Copper
Frigate: +1 Cargo Space
Frigate: Carries Infantry
Ship of the Line: Requires Iron
Ship of the Line: +2 Cargo Space
Ship of the Line: Carries Infantry
Ship of the Line: +1 Movement Range
Ironclad: +1 Movement Range
Transport: +2 Cargo Space
Destroyer: +1 Cargo Space
Destroyer: Carries Infantry
Battleship: +2 Cargo Space
Battleship: Carries Infantry
Buildings
Academy: +1 Culture
Academy: +3 Culture after 1000 years
Monument*: Not obsolete with Astronomy
Monument*: Obsolete with Mass Media
Obelisk*: Not obsolete with Astronomy
Obelisk*: Obsolete with Mass Media
Stele: -5% Culture
Stele*: Not obsolete with Astronomy
Stele*: Obsolete with Mass Media
Monastery: -10% Research
Monastery: +1 Research
Monastery: +1 Research after 1000 years
Monastery: +1 Culture
Monastery*: Not obsolete with Scientific Method
Walls: +1 Trade Route
Walls*: Not obsolete with Rifling
Walls*: Obsolete with Economics
Dun: +1 Trade Route
Dun*: Not obsolete with Rifling
Dun*: Obsolete with Economics
Stable*: Double production speed for Aggressive leaders
Stable*: Not obsolete with Advanced Flight
Ger*: Double production speed for Aggressive leaders
Ger*: Not obsolete with Advanced Flight
Madrassa: +1 Culture
Cothon: -20 Production Cost
Forum: +25% Great People Birth Rate
Colosseum: +30% Culture
Colosseum: +80 Production Cost
Colosseum*: -50% production speed for Creative leaders
Ball Court: +30% Culture
Ball Court: +80 Production Cost
Ball Court*: -50% production speed for Creative leaders
Garden: +30% Culture
Garden: +80 Production Cost
Garden*: -50% production speed for Creative leaders
Odeon: +1 Culture
Odeon: +30% Culture
Odeon: +80 Production Cost
Odeon*: -50% production speed for Creative leaders
Market: -30 Production Cost
Forum: -30 Production Cost
Forum: +25% Great People Birth Rate
Hippodrome: -1 Happiness
Hippodrome: +1 Happiness with Dye
Castle: -1 Trade Route
Castle: -25% Espionage
Castle: Does not require Walls
Castle: New Siege Weapons receive +2 Experience Points
Castle*: Not obsolete with Economics
Castle*: Obsolete with Physics
Citadel: +1 Culture
Citadel: -1 Trade Route
Citadel: -25% Espionage
Citadel: Does not require Walls
Citadel*: Not obsolete with Economics
Citadel*: Obsolete with Physics
Courthouse: -1 Espionage
Courthouse: +20% Espionage
Rathaus: -1 Espionage
Rathaus: +20% Espionage
Sacrificial Altar: -1 Espionage
Sacrificial Altar: +20% Espionage
Sacrificial Altar: +25% Anger Duration from Sacrificing Population
Ziggurat: -1 Espionage
Ziggurat: +20% Espionage
Ziggurat: +1 Happiness
Cathedral: +10% Culture
Seowon: -20 Production Cost
Jail: +1 Espionage
Jail: -20% Espionage
Mausoleum: +1 Espionage
Mausoleum: -20% Espionage
Salon: -1 Free Artist
Salon: +3 Culture
Salon: +25% Great People Birth Rate
Salon: Can turn +1 Citizen into Artist
Military Academy: +2 Culture after 1000 years
Bunker*: Requires Physics
Bunker*: Does not require Electricity
Bunker*: Double production speed for Protective leaders
Bomb Shelter*: Requires Physics
Bomb Shelter*: Does not require Electricity
Bomb Shelter*: Double production speed for Protective leaders
Hydro Plant: -25 Production Cost
Hydro Plant*: Requires Electricity
Hydro Plant*: Does not require Plastics
Nuclear Plant: -50 Production Cost
Research Institute: -2 Free Scientist
Research Institute: Can turn +2 Citizen into Scientist
Research Institute: -30 Production Cost
Research Institute: +10% Research
Research Institute*: Requires Electricity
Research Institute*: Requires Chemistry
Research Institute*: Does not require Superconductors
Wonders
Forbidden Palace: +1 Happiness
Forbidden Palace: +4 Commerce
Forbidden Palace: +2 Espionage
Forbidden Palace: +2 Culture
Forbidden Palace: +40 Production Cost
Stonehenge: +4 Culture
The Great Lighthouse: +1 Culture
The Great Lighthouse*: +50% production speed for Organized leaders
Moai Statues: -2 Culture
The Temple of Artemis: +2 Culture
The Temple of Artemis: +25% Gold
The Temple of Artemis: Can turn +1 Citizen into Merchant
The Temple of Artemis*: Obsolete with Corporation
The Temple of Artemis*: Not obsolete with Scientific Method
The Great Wall: +50% production speed for Protective leaders
The Pyramids: +1 Culture
The Oracle: +2 Culture
The Colossus: +1 Culture
The Parthenon: +2 Culture
The Parthenon*: Not obsolete with Scientific Method
The Statue of Zeus: +2 Culture
Shwedagon Paya: +2 Culture
Shwedagon Paya: -100 Production Cost
The Hanging Gardens: +1 Culture
The Mausoleum of Maussollos: +2 Culture
The Great Library: +2 Culture
The Great Library: +50 Production Cost
The Great Library*: Not obsolete with Scientific Method
Notre Dame: +2 Culture
Chichen Itza: +1 Culture
Chichen Itza: +50% production speed for Protective leaders
Chichen Itza*: Not obsolete with Rifling
The Sistine Chapel: +2 Culture
The Sistine Chapel: +1 Culture from All State Religion Buildings
Angkor Wat: +2 Happiness
Angkor Wat: +1 Happiness with Incense
Angkor Wat: +8 Culture
Angkor Wat: +100 Production Cost
Angkor Wat*: Not obsolete with Computers
The Hagia Sophia: +2 Culture
The Hagia Sophia: +200 Production Cost
The Hagia Sophia*: Requires Construction
The Hagia Sophia: Requires a riverside location.
The Hagia Sophia: +1 production from river tiles
Versailles: +1 Happiness
Versailles: +6 Commerce
Versailles: +4 Espionage
Versailles: +6 Culture
Versailles*: Requires Feudalism
The Spiral Minaret: +2 Culture
University of Sankore: +2 Culture
The Taj Mahal: +2 Culture
The Taj Mahal: +50 Production Cost
West Point: +4 Culture
West Point*: +50% production speed for Aggressive leaders
The Pentagon*: +50% production speed for Aggressive leaders
Standard Ethanol*: Requires Scientific Method
Airport*: Double production speed for Aggressive leaders
Mt. Rushmore*: +50% production speed for Aggressive leaders
Traits
Aggressive*: 50% Faster Production of West Point
Aggressive*: 50% Faster Production of The Pentagon
Aggressive*: 50% Faster Production of Mt. Rushmore
Aggressive*: Double Production Speed of Airport
Aggressive*: Double Production Speed of Stable
Aggressive*: Double Production Speed of Ger
Creative*: 50% Slower Production of Colosseum
Creative*: 50% Slower Production of Ball Court
Creative*: 50% Slower Production of Garden
Creative*: 50% Slower Production of Odeon
Imperialistic: Free Promotion (Drill I) for Siege Weapons
Organized*: 50% Faster Production of The Great Lighthouse
Protective*: 50% Faster Production of The Great Wall
Protective*: 50% Faster Production of Chichen Itza
Protective*: Double Production Speed of Bunker
Protective*: Double Production Speed of Bomb Shelter
Civics
Slavery: +1 Upkeep Level
Serfdom: +1 Upkeep Level
Serfdom*: +1 Production from Lumbermill
Serfdom*: +1 Commerce from Watermill
Serfdom*: -1 Commerce from Farm
Serfdom*: +1 Commerce from Town
Improvements
Farm*: -1 Commerce with Serfdom
Town*: +1 Commerce with Serfdom
Lumbermill*: Does not require Replaceable Parts
Lumbermill*: Requires Machinery
Lumbermill: -1 Production
Lumbermill*: +1 Production with Replaceable Parts
Lumbermill*: +1 Production with Serfdom
Watermill*: +1 Commerce with Serfdom
Watermill*: -1 Commerce with Electricity
Watermill*: +1 Commerce with Plastics
Technologies
Iron Working*: Enables Samurai
Construction*: Enables The Hagia Sophia
Machinery*: Enables Lumbermill
Feudalism*: Enables Versailles
Divine Right: First to Discover Receives a Great Prophet
Economics*: Obsoletes Walls
Economics*: Obsoletes Dun
Economics*: Does not obsolete Castle
Economics*: Does not obsolete Citadel
Replaceable Parts*: Does not enable Lumbermill
Replaceable Parts*: +1 Production from Lumbermill
Rifling*: Does not obsolete Walls
Rifling*: Does not obsolete Dun
Rifling*: Does not obsolete Chichen Itza
Astronomy*: Does not obsolete Monument
Astronomy*: Does not obsolete Obelisk
Astronomy*: Does not obsolete Stele
Corporation*: Obsoletes The Temple of Artemis
Chemistry*: Enables Research Institute
Scientific Method*: Does not obsolete Monastery
Scientific Method*: Does not obsolete The Temple of Artemis
Scientific Method*: Does not obsolete The Parthenon
Scientific Method*: Does not obsolete The Great Library
Scientific Method*: Enables Standard Ethanol
Physics*: Enables Bunker
Physics*: Enables Bomb Shelter
Physics*: Obsoletes Castle
Physics*: Obsoletes Citadel
Electricity*: -1 Commerce from Watermill
Electricity*: Enables Hydro Plant
Electricity*: Enables Research Institute
Electricity*: Does not enable Bunker
Electricity*: Does not enable Bomb Shelter
Plastics*: +1 Commerce from Watermill
Plastics*: Does not enable Hydro Plant
Mass Media*: Obsoletes Monument
Mass Media*: Obsoletes Obelisk
Mass Media*: Obsoletes Stele
Computers*: Does not obsolete Angkor Wat
Advanced Flight*: Does not obsolete Stable
Advanced Flight*: Does not obsolete Ger
Superconductors*: Does not enable Research Institute
Misc
Forest: +0.2 Health in nearby cities
Drill II: Heals Extra 10% Damage/Turn in Neutral Lands
Drill III: Heals Extra 10% Damage/Turn in Enemy Lands
Judaism: Founder receives +1 Jewish Missionary
Confucianism: Founder receives +1 Confucian Missionary
Taoism: Founder receives +2 Taoist Missionary
Christianity: Founder receives +2 Christian Missionary
Islam: Founder receives +2 Islamic Missionary
*: Indicates changes that are listed twice
Spoiler K-Mod-Z_readme.txt :
K-Mod-Z (v0.01) by Zholef is an XML changes only "modmod" of the Civ4:BtS
modification K-Mod (v1.44) by Karadoc. "K-Mod aims to build on standard Beyond
the Sword game-play without changing the flavour. The focus is on fixing flaws
in the game-mechanics for some of the weaker elements of the game, and
improving balance and the AI." In its own balance related XML changes, K-Mod
is very careful not to overcorrect, usually leaving buffed game elements still
relatively weak and nerfed elements still fairly strong. K-Mod-Z is more
aggressive in this respect, not lastly in the hope of provoking feedback,
because truly balancing a game as complex as Civ4 is not something that can be
done single-handedly. But K-Mod-Z goes beyond mere balancing and into
smoothing some of the game's particularly annoyingly rough edges, for example
trying to make building obsoletion more graceful, removing disadvantages from
unique units and buildings, and increasing the opportunity cost of chopping
forests.
Please direct any K-Mod-Z specific feedback, preferably of the brutally honest
variety, into the CivFanatics.com forum thread located at:
http://forums.civfanatics.com/showthread.php?t=542818
As for credits, all changes listed in K-Mod-Z_changelog.txt by Zholef. For
everything else, see the documentation of the underlying K-Mod, which is
included in this release.
Spoiler K-Mod-Z_changelog.txt :
Changes from K-Mod v1.44 to K-Mod-Z v0.01:
Land units
Quechua: -5 Production Cost
Quechua: -25% vs. Archery Units
War Chariot: Not immune to First Strikes
Skirmisher: -1 First Strike Chance
Dog Soldier: +1 Strength
Dog Soldier: -50% vs. Melee Units
Numidian Cavalry: +1 Strength
Numidian Cavalry: -50% vs. Melee Units
Keshik: -1 First Strike
Keshik: Immune to First Strikes
Jaguar: +1 Strength
Jaguar: +5 Production Cost
Praetorian: -1 Strength
Praetorian: -5 Production Cost
Praetorian: +10% City Attack
Explorer: Starts with Sentry
Ballista Elephant: +10% Forest Strength
Ballista Elephant: +10% Jungle Strength
Ballista Elephant: Requires Archery
Samurai: Can be built with Copper
Samurai*: Requires Iron Working
Cataphract: Immune to First Strikes
Camel Archer: +1 First Strike
Camel Archer: +10% Desert Strength
Camel Archer: +10% Oasis Strength
Musketeer: -15% Withdrawal Chance
Conquistador: Can upgrade to Tank
Cavalry: Can upgrade to Tank
Cossack: Can upgrade to Tank
Water units
Galley: +1 Cargo Space
Trireme: +1 Cargo Space
Trireme: Carries Infantry
Carrack: +1 Cargo Space
Galleon: +1 Cargo Space
East Indiaman: +1 Cargo Space
Privateer: Does not require Copper or Iron
Frigate: Can be built with Copper
Frigate: +1 Cargo Space
Frigate: Carries Infantry
Ship of the Line: Requires Iron
Ship of the Line: +2 Cargo Space
Ship of the Line: Carries Infantry
Ship of the Line: +1 Movement Range
Ironclad: +1 Movement Range
Transport: +2 Cargo Space
Destroyer: +1 Cargo Space
Destroyer: Carries Infantry
Battleship: +2 Cargo Space
Battleship: Carries Infantry
Buildings
Academy: +1 Culture
Academy: +3 Culture after 1000 years
Monument*: Not obsolete with Astronomy
Monument*: Obsolete with Mass Media
Obelisk*: Not obsolete with Astronomy
Obelisk*: Obsolete with Mass Media
Stele: -5% Culture
Stele*: Not obsolete with Astronomy
Stele*: Obsolete with Mass Media
Monastery: -10% Research
Monastery: +1 Research
Monastery: +1 Research after 1000 years
Monastery: +1 Culture
Monastery*: Not obsolete with Scientific Method
Walls: +1 Trade Route
Walls*: Not obsolete with Rifling
Walls*: Obsolete with Economics
Dun: +1 Trade Route
Dun*: Not obsolete with Rifling
Dun*: Obsolete with Economics
Stable*: Double production speed for Aggressive leaders
Stable*: Not obsolete with Advanced Flight
Ger*: Double production speed for Aggressive leaders
Ger*: Not obsolete with Advanced Flight
Madrassa: +1 Culture
Cothon: -20 Production Cost
Forum: +25% Great People Birth Rate
Colosseum: +30% Culture
Colosseum: +80 Production Cost
Colosseum*: -50% production speed for Creative leaders
Ball Court: +30% Culture
Ball Court: +80 Production Cost
Ball Court*: -50% production speed for Creative leaders
Garden: +30% Culture
Garden: +80 Production Cost
Garden*: -50% production speed for Creative leaders
Odeon: +1 Culture
Odeon: +30% Culture
Odeon: +80 Production Cost
Odeon*: -50% production speed for Creative leaders
Market: -30 Production Cost
Forum: -30 Production Cost
Forum: +25% Great People Birth Rate
Hippodrome: -1 Happiness
Hippodrome: +1 Happiness with Dye
Castle: -1 Trade Route
Castle: -25% Espionage
Castle: Does not require Walls
Castle: New Siege Weapons receive +2 Experience Points
Castle*: Not obsolete with Economics
Castle*: Obsolete with Physics
Citadel: +1 Culture
Citadel: -1 Trade Route
Citadel: -25% Espionage
Citadel: Does not require Walls
Citadel*: Not obsolete with Economics
Citadel*: Obsolete with Physics
Courthouse: -1 Espionage
Courthouse: +20% Espionage
Rathaus: -1 Espionage
Rathaus: +20% Espionage
Sacrificial Altar: -1 Espionage
Sacrificial Altar: +20% Espionage
Sacrificial Altar: +25% Anger Duration from Sacrificing Population
Ziggurat: -1 Espionage
Ziggurat: +20% Espionage
Ziggurat: +1 Happiness
Cathedral: +10% Culture
Seowon: -20 Production Cost
Jail: +1 Espionage
Jail: -20% Espionage
Mausoleum: +1 Espionage
Mausoleum: -20% Espionage
Salon: -1 Free Artist
Salon: +3 Culture
Salon: +25% Great People Birth Rate
Salon: Can turn +1 Citizen into Artist
Military Academy: +2 Culture after 1000 years
Bunker*: Requires Physics
Bunker*: Does not require Electricity
Bunker*: Double production speed for Protective leaders
Bomb Shelter*: Requires Physics
Bomb Shelter*: Does not require Electricity
Bomb Shelter*: Double production speed for Protective leaders
Hydro Plant: -25 Production Cost
Hydro Plant*: Requires Electricity
Hydro Plant*: Does not require Plastics
Nuclear Plant: -50 Production Cost
Research Institute: -2 Free Scientist
Research Institute: Can turn +2 Citizen into Scientist
Research Institute: -30 Production Cost
Research Institute: +10% Research
Research Institute*: Requires Electricity
Research Institute*: Requires Chemistry
Research Institute*: Does not require Superconductors
Wonders
Forbidden Palace: +1 Happiness
Forbidden Palace: +4 Commerce
Forbidden Palace: +2 Espionage
Forbidden Palace: +2 Culture
Forbidden Palace: +40 Production Cost
Stonehenge: +4 Culture
The Great Lighthouse: +1 Culture
The Great Lighthouse*: +50% production speed for Organized leaders
Moai Statues: -2 Culture
The Temple of Artemis: +2 Culture
The Temple of Artemis: +25% Gold
The Temple of Artemis: Can turn +1 Citizen into Merchant
The Temple of Artemis*: Obsolete with Corporation
The Temple of Artemis*: Not obsolete with Scientific Method
The Great Wall: +50% production speed for Protective leaders
The Pyramids: +1 Culture
The Oracle: +2 Culture
The Colossus: +1 Culture
The Parthenon: +2 Culture
The Parthenon*: Not obsolete with Scientific Method
The Statue of Zeus: +2 Culture
Shwedagon Paya: +2 Culture
Shwedagon Paya: -100 Production Cost
The Hanging Gardens: +1 Culture
The Mausoleum of Maussollos: +2 Culture
The Great Library: +2 Culture
The Great Library: +50 Production Cost
The Great Library*: Not obsolete with Scientific Method
Notre Dame: +2 Culture
Chichen Itza: +1 Culture
Chichen Itza: +50% production speed for Protective leaders
Chichen Itza*: Not obsolete with Rifling
The Sistine Chapel: +2 Culture
The Sistine Chapel: +1 Culture from All State Religion Buildings
Angkor Wat: +2 Happiness
Angkor Wat: +1 Happiness with Incense
Angkor Wat: +8 Culture
Angkor Wat: +100 Production Cost
Angkor Wat*: Not obsolete with Computers
The Hagia Sophia: +2 Culture
The Hagia Sophia: +200 Production Cost
The Hagia Sophia*: Requires Construction
The Hagia Sophia: Requires a riverside location.
The Hagia Sophia: +1 production from river tiles
Versailles: +1 Happiness
Versailles: +6 Commerce
Versailles: +4 Espionage
Versailles: +6 Culture
Versailles*: Requires Feudalism
The Spiral Minaret: +2 Culture
University of Sankore: +2 Culture
The Taj Mahal: +2 Culture
The Taj Mahal: +50 Production Cost
West Point: +4 Culture
West Point*: +50% production speed for Aggressive leaders
The Pentagon*: +50% production speed for Aggressive leaders
Standard Ethanol*: Requires Scientific Method
Airport*: Double production speed for Aggressive leaders
Mt. Rushmore*: +50% production speed for Aggressive leaders
Traits
Aggressive*: 50% Faster Production of West Point
Aggressive*: 50% Faster Production of The Pentagon
Aggressive*: 50% Faster Production of Mt. Rushmore
Aggressive*: Double Production Speed of Airport
Aggressive*: Double Production Speed of Stable
Aggressive*: Double Production Speed of Ger
Creative*: 50% Slower Production of Colosseum
Creative*: 50% Slower Production of Ball Court
Creative*: 50% Slower Production of Garden
Creative*: 50% Slower Production of Odeon
Imperialistic: Free Promotion (Drill I) for Siege Weapons
Organized*: 50% Faster Production of The Great Lighthouse
Protective*: 50% Faster Production of The Great Wall
Protective*: 50% Faster Production of Chichen Itza
Protective*: Double Production Speed of Bunker
Protective*: Double Production Speed of Bomb Shelter
Civics
Slavery: +1 Upkeep Level
Serfdom: +1 Upkeep Level
Serfdom*: +1 Production from Lumbermill
Serfdom*: +1 Commerce from Watermill
Serfdom*: -1 Commerce from Farm
Serfdom*: +1 Commerce from Town
Improvements
Farm*: -1 Commerce with Serfdom
Town*: +1 Commerce with Serfdom
Lumbermill*: Does not require Replaceable Parts
Lumbermill*: Requires Machinery
Lumbermill: -1 Production
Lumbermill*: +1 Production with Replaceable Parts
Lumbermill*: +1 Production with Serfdom
Watermill*: +1 Commerce with Serfdom
Watermill*: -1 Commerce with Electricity
Watermill*: +1 Commerce with Plastics
Technologies
Iron Working*: Enables Samurai
Construction*: Enables The Hagia Sophia
Machinery*: Enables Lumbermill
Feudalism*: Enables Versailles
Divine Right: First to Discover Receives a Great Prophet
Economics*: Obsoletes Walls
Economics*: Obsoletes Dun
Economics*: Does not obsolete Castle
Economics*: Does not obsolete Citadel
Replaceable Parts*: Does not enable Lumbermill
Replaceable Parts*: +1 Production from Lumbermill
Rifling*: Does not obsolete Walls
Rifling*: Does not obsolete Dun
Rifling*: Does not obsolete Chichen Itza
Astronomy*: Does not obsolete Monument
Astronomy*: Does not obsolete Obelisk
Astronomy*: Does not obsolete Stele
Corporation*: Obsoletes The Temple of Artemis
Chemistry*: Enables Research Institute
Scientific Method*: Does not obsolete Monastery
Scientific Method*: Does not obsolete The Temple of Artemis
Scientific Method*: Does not obsolete The Parthenon
Scientific Method*: Does not obsolete The Great Library
Scientific Method*: Enables Standard Ethanol
Physics*: Enables Bunker
Physics*: Enables Bomb Shelter
Physics*: Obsoletes Castle
Physics*: Obsoletes Citadel
Electricity*: -1 Commerce from Watermill
Electricity*: Enables Hydro Plant
Electricity*: Enables Research Institute
Electricity*: Does not enable Bunker
Electricity*: Does not enable Bomb Shelter
Plastics*: +1 Commerce from Watermill
Plastics*: Does not enable Hydro Plant
Mass Media*: Obsoletes Monument
Mass Media*: Obsoletes Obelisk
Mass Media*: Obsoletes Stele
Computers*: Does not obsolete Angkor Wat
Advanced Flight*: Does not obsolete Stable
Advanced Flight*: Does not obsolete Ger
Superconductors*: Does not enable Research Institute
Misc
Forest: +0.2 Health in nearby cities
Drill II: Heals Extra 10% Damage/Turn in Neutral Lands
Drill III: Heals Extra 10% Damage/Turn in Enemy Lands
Judaism: Founder receives +1 Jewish Missionary
Confucianism: Founder receives +1 Confucian Missionary
Taoism: Founder receives +2 Taoist Missionary
Christianity: Founder receives +2 Christian Missionary
Islam: Founder receives +2 Islamic Missionary
*: Indicates changes that are listed twice