Someone did post a list on a thread in the general discussions forum (titled "XML changes" or similar). I'll see if I can find it. The seaport went up by about a third iirc.
EDIT: Found it http://forums.civfanatics.com/showthread.php?t=428763. Seaport went from 180->250.
I dislike really most of the cost increases here.
Monastary, forge, garden, museum, military academy, public school, Brandenburg gate didn't need cost increases.
Some of the cost decreases also look too much, particularly Porcelain tower, great library.
I really dislike the idea of making the factory cheaper but weaker. In our design where we make strategic resources more meaningful, I would really prefer to have buildings like the factory to be powerful.
But I can think of no particular reason why this should be true, or why this is good design.The changes actually result in a simple fact: each "column" of techs, buildings or wonders now costs the same in vanilla (with few exceptions).
The changes actually result in a simple fact: each "column" of techs, buildings or wonders now costs the same in vanilla (with few exceptions). Some do need buffs and nerfs from this baseline and I'm working on that for v8.2.
There seems to be a consensus forming on the strategy/general forums the GL opening strategy is rather overpowered. Porcelain Tower is also seriously overpowered in vanilla... RA bonus added and the cost nearly halved.
Chichen Itza I've always felt is a bit too important, and Firaxis buffed it even more with the extra happiness. I think trading more happiness for less GA duration is a better move.
Great Lighthouse
110 net cost (Lighthouse)
+1
+1 Merchant creation
Free Great Merchant.
I support this idea.Hey Thal. How possible is it to make Stone into a Strategic Resource under the current modding abilities? Also, is it possible to have certain Buildings be sped up by access to resources (like Stone for the Pyramids or Marble for the Oracle), the way it was in Civ4?
Aussie.