- Despotism extra maintenance for distance from palace removed, upkeep is now high instead. It was also given an oppression flavor (it's a little higher than that of Hereditary Rule). That should make Despotism a new viable government choice, even though it is still the worst. In emergencies it can be used to more easily fight unhappiness. Most AIs will still try to avoid it if possible.
- Jungles now need Biology to be removed. To compensate, mines and plantations can now be build on top of a jungle without clearing it.
- The Oppression Value of Leaders and Civics is now an extra xml tag instead of a flavor. I overhauled some of the Opression Values while I was at it. Stalin and Hitler are now the two most Opressive Leaderheads, closely followed by Mao, Kim Jong-Il and Ghengis Khan.
- I upgraded to the new BTS 3.19 patch and used the Better BTS Ai 0.78 mod as a base for the new darkciv version.
- I changed the way "Happiness per military unit" worked. Now instead of getting a certain Happiness per military unit, you always get 1 Happiness per military unit capped at a civic dependant value. This is 5 for Despotism and 3 for Hereditary Rule and Police State. (Representation and Universal Suffrage can't use this obviously)
- Made some small changes for the Washington, Kim Jong-Il, Willem van Oranje and Hitler AIs.
- If you are running an oppressive regime, you may get unhappiness in cities that have many research buildings. (Intellectuals tend to not like such regimes)
- State Property provides +1 food for workshops, instead of +2 hammers.
- I turned down the volume of the new religion sounds even more.
- Modified the civic evaluation AI a little bit.
- Removed Taverns. Monasteries now allow for 1 Spy Specialist each, until they go obsolete.
- Christian and Islamic Monasteries now provide 10% research bonus, down from 20%.
- Intelligence Agencies now allow 3 Spy Specialists instead of 2.
- Added a new Tech: Aristocracy. Requires Code of Laws or Feudalism and unlocks the Representation Civic. I did this, so you can have ancient greek style governments in the classical age and to have a not-so-oppressive alternative to Hereditary Rule in the early game.
- New Leader Trait: Secretive. Gives a Bonus to espionage and faster Monasteries/Intelligence Agencies. Kim Jong-Il has this Trait now instead of Protective.
- Tactical Nukes and ICBMs are a little more expensive.
- Nuclear Plants are now less likely to meltdown but only have a +10% hammer bonus. (and you need Uranium for that bonus now)
- Oppressive leaders now more often vote for "no" in free trade resolutions.
- Newly liberated colonies get some bonus units. (defenders, workers and explorers, depending on era)
- Oppression value is now displayed in the civics screen.
- Darius I's Hated Civic is now Vassalage.
- The Oppression Value of some leaders changes when key techs are discovered. Currently those are Liberalism and Mass Media and they lower the Oppression Value by 2 for every Leader that has 5 or less (Liberalism) or 7 or less (Mass Media) as their current Oppression Value. This was made to simulate how nations have become a little bit more liberal with time and by technological progress. Technological backwards nations or those with especially ruthless leaders however didn't have this change, those are the "rogue states". (Hitler, Stalin and the likes will never become less oppressive) It also takes care of the "historical perspective" when looking on despots of past times. This doesn't however change anything with the favorite and hated civics, so some leaders will still only rarely or even never choose Universal Suffrage, Free Religion et al.
- I updated the PerfectWorld2darkciv mapscript to the latest version of PerfectWorld2.03. It's a really great mapscript. Try it!
- Added some more diplomacy texts for Kim Jong-Il based on some of his quotes and speeches.
- Statue of Liberty can now only be build in coastal cities.
- AI leaders who have a high (at least 4 or 5) current oppression value will be a little more aggressive. (remember that this also means some leaders will become less aggressive with liberalism.)
- Unfortunately I had to reduce the unit upgrade costs for AIs starting with noble. Otherwise the AI would fight with longbowman in the future era and put their research to 10% all the time for money to upgrade.
- Leader Cult is now available with Communism instead of Mass Media and instead of giving specialists extra espionage points, it will increase the chances for "We Love The King"-days.
- Christianity and Islam are identical to the other religions again. There wasn't that much of a difference anyway and I think the religion civics define the real differences enough.
- Favorite Religions now spread a little bit faster. Just to make things a little more interesting if someone else has the holy city, especially with Christianity and Islam.
- Free Speech now gives +100% culture and +50% Great People Points in all cities, as well as +100% War Unhappiness. I made this change, because I already removed one civic and changed one Wonder that gave GPP bonuses in the original game.
- Leaders now get titles, depending on their government and civilization. Just like in Civ 2.
- Made some experimental religion choice AI changes. AIs should now value a religion more on favorite religion, spread rate and total worldwide spread basis.
- It is now possible to "cleanse" enemy culture from a city. There is a new "Ethnic Cleansing" button in the city screen, above the culture display. You need at least 30% own culture in the city and must not be running representation or universal suffrage. The button instantly gives the city and the surrounding 8 plots (if you control them) 100% of your culture and block enemy culture in these plots for a few turns. (after that it can slowly "bleed" in again however) Beware that this has serious diplomatic repercussions and that you will lose the population that is removed. (i.e. if there is 25% foreign culture, the city will lose 25% population and so on) Only the most oppressive AI leaders will use this feature regulary.