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Changes
Changes
K-Mod (Windows only)
• Smarter and faster AI
• Culture: more dynamic, more important, spreads beyond borders and over trade routes
• Religion: improved spread mechanics, older religions can be displaced
• Great Artist: culture from Great Works now scales with era
• Spy: automatically wake when they reach their maximum fortification bonus
• Human players can become vassals of the AI
• Advanced Combats Odds when hovering over enemy units
• Numerous fixes to longstanding bugs in BTS
• Numerous other tweaks and improvements
Compatibility
• Windows and OS X saved games are no longer compatible
• Multiplayer between Windows and OS X only possible if Windows players remove DLL
Civilizations
• New Civilization: Nigeria (leaders: Oduduwa, Ewuare, Aminatu, Obasanjo)
• Aztec: new leaders (Atlatl Cauac, Juárez)
• Burmese: fixed crash when selecting Spearman in Pedia or Worldbuilder
• Burmese: Paya (UB) now grants +4 faith instead of +25% faith (to solve technical issue)
• English: improved city naming, new leader (Aelfred)
• Hittites: fixed issue where both National Festival and Puruli (UW) were unbuildable
• Javans: Candi (UU) is now a Bath replacement
• Romans: Ballista (UU) now upgrades to Bombard (formerly Trebuchet)
• Sioux: Inipi (UU) is now a Bath replacement
• Turks: improved city naming, new colours and flag
• Starting techs reassigned for most civilizations (now 7 choices, up from 4)
Leaders
• Numerous trait reassignments
• Further adjustments to leader personalities
Traits
• Enterprising: fixed issue allowing some ships to transport inappropriate units
• Financial: now grants +25% share when founding corporations (instead of a Golden Age)
Civil War
• Dissent in a city is now reduced by its espionage output
• Dissent penalty (+50) added when a city starves
• Further balance adjustments to dissent mechanics
• Nearby Barbarian cities will now join a seceding civilization
• Any barbarian culture in or around a seceding city will convert to the new owner
• Civic Dissent is now displayed in grey during Golden Ages (Domestic Advisor, City Dissent Bar)
• Fixed an issue preventing Great Temples and Shrines from reducing dissent
• Fixed a potential error during rebel civ selection
• Fixed duplicate leaders appearing when playing with the 'Unrestricted Leaders' option
Civics
• New Civics: Merchant Trade, Warrior Class, Conscription
• Removed Civics: Regulated Trade, Clan Warfare, Warrior Code
• Many civics redesigned and rebalanced, with changed tech requirements
Tenets
• Altruism: now unlocked at Ethics
• Discipline: free Artist from Great Temple instead of chance from Stadium
• Enlightenment: now unlocked at Humanities
• Humanism: now unlocked at Academia
• Idolatry: increases cost of Wonders by 25%, no longer blocks access to Stone/Marble
• Judgement: now unlocks at Judiciary
• Occultism: espionage increased to +2, free Merchant from Great Temple instead of chance from Clinic, now unlocks at Astrology
• Preservation: now unlocked by Alchemy
• Rationalism: research increased to 2, free Scientist from Great Temple instead of chance from School
• Sacrifice: can no longer reduce a city to size 0
• Salvation: now unlocked at Theology
• Scripture: wealth increased to +2, free Priest from Great Temple instead of chance from Library
• Superstition: culture increased to +2
• Fixed a bug causing Tolerance tenets to sometimes cause attitude bonuses/penalties
• Worship tenets no longer have a tech requirement (except Apostasy)
Religion
• Temples and Great Temples no longer have a tech requirement
• Improved Faith tooltips
• Improved calculations to determine a religion's faith leader
• Fixed a bug that sometimes allowed a reformation when adopting another civ's state religion
• Implemented a workaround for a mysterious Great Prophet error
• Lowered the volume of certain sounds
Technology
• New Techs: Academia, Combined Arms, Fortification, Inheritance, Sociology
• Removed Techs: Ceremonial Burial, Charity, Corporation, Divination, Evangelism, Hunting, Insurance, Milling, Seafaring
• Astronomy: changed to Astrology
• Chivalry: changed to Warrior Code
• Constitution: moved to the late Renaissance Era
• Gunpowder: moved to the late Medieval Era
• Humanities: moved to the late Medieval Era
• Jurisprudence: changed to Judiciary, moved to the late Medieval Era
• Logistics: moved to the early Renaissance Era
• Meteorology: changed to Geography
• Oratory: changed back to Oral Tradition
• Property: moved to the late Classical Era
• Many other within-Era changes to tech requirements
• First column of 'starting' technologies merged/removed
• Tech Trading now unlocks at Academia (Early Renaissance)
Buildings
• New Buildings: Abattoir, Pharmacy
• Removed Buildings: Smokehouse, Clinic
• Castle: now unlocked at Fortification, cost increased to 160
• Cemetery: now unlocked at Ritual
• Constabulary: no longer increases happiness with espionage rate
• Courthouse: cost increased to 250, lowered happiness from espionage rate, now unlocked at Constitution
• Customs House: now unlocked at Economics
• Forge: production bonus now applies to land units only
• Grocer: also grants +1 health with Spices
• Hotel: wonders should now be counted correctly for commerce bonus
• Market: redesigned (+25% wealth, +1 trade route, allows 1 merchant)
• Mill: now gives +10% production with Hemp/Rubber/Timber/Peat/Bitumen
• Museum: now gives +10% commerce with Stone/Marble/Amber/Jade/Gems, no longer grants a free specialist
• Nuclear Plant: meltdowns no longer destroy buildings or population
• Observatory: cost increased to 220
• Park: now allows 1 artist instead of doctor, no longer requires Civic Square
• Tannery: also grants +1 happiness with Salt
• Theatre: now allows just 1 artist
• University: now unlocks at Academia
• Constructing a cleaner/safer Power Plant in a city will now remove any existing ones
National Wonders
• Military Academy: now unlocked by Combined Arms, cost increased to 500
• National Monument: now unlocked by Politics
• National Theatre: now unlocked by Humanities
• Naval Arsenal: now unlocked by Logistics, cost increased to 600
• Palace: now grants +2 commerce
• Royal Cemetery: now unlocked by Inheritance
• Seasonal Palace: now unlocked by Architecture, cost increased to 400, no longer requires Castles
• Stock Exchange: now unlocked by Economics
Wonders
• Apostolic Palace: now unlocks at Dogma
• Brandenburg Gate: now unlocks at Constitution
• Great Library: now unlocks at Writing
• Jetavanaramaya: now unlocks at Ethics
• Notre Dame: now unlocks at Patronage (with Architecture)
• Oracle: now unlocks at Calendar
• Shwedagon Paya: now unlocks at Architecture
• Sistine Chapel: now unlocks at Humanities
• Taj Mahal: now unlocks at Heritage
• Temple of Kukulkan: now unlocks at Fortification, cost increased to 600
• Versailles: now unlocks at Nationhood
• Number of World Wonders that can be built in a city is now capped by its culture level
Projects
• Production cost of all projects increased
• SDI: no longer has a production boost from Aluminium
• Spaceship Components: no longer have production boosts from resources
• Other production increases from resources lowered to 50%
Units
• Clipper: can now be built faster with Prime Timber
• Colonist: now provides Barracks instead of a Smokehouse
• Cuirassier: no longer requires Iron (except some UUs), now unlocks at Combined Arms
• Galley: now unlocked at Sailing
• Guided Missile: range increased from 4 to 5
• Workboat: now requires Fishing, some AI adjustments
• Most Renaissance and some Industrial units now require Saltpeter
• Enslaving units will no longer create Settlers on One City Challenge
Specialist
• Several adjustments to yields and commerces
Great People
• Great Doctor: new ability - Humanitarian Mission (resets dissent/improves attitude)
Corporations
• Corporations will now spread independently
• Executives can now only be trained in the headquarter city
• Headquarters now grant +100% to their specified commerce instead of +1/2/3 per city
• Headquarters now relocate to a city belonging the Corporation's largest shareholder
• Corporate Shares can now be bought and sold
• Corporations pay a dividend each turn to their shareholders
• Corporations now trade in 6 resources each (up from 5, many reallocations)
• Corporations now have 5 competitors each, including 1-2 Syndicates
• BASF: redesignated as Bayer
• McDonalds: removed
• Toyota: removed
Syndicates
• New Syndicates: Al Niqaba, Los Cárteles, The Mafia, Triads
• Syndicates compete with Corporations and drain wealth from cities
Terrain
• Fallout: now causes 1 unhealthiness (formerly 0.5)
Resources
• New Resources: Bitumen, Hemp, Opium, Saltpeter
• Horses: now revealed by Pastoralism
• Some adjustments to distribution on random maps
• Improved yields of most resources lowered slightly
• Improved icons for many resources
Improvements
• Camp: now unlocked at Carving, +1 commerce bonus now at Rifling (formerly Gunpowder)
• Farm: new +1 food bonus at Crop Rotation
• Fishing Boats: now unlocked at Fishing
• Fort: can no longer be adjacent, will clear terrain features when built
• Harvest Boats: now unlocked at Sailing
• Highway: now requires just Bitumen
• Lumbermill: now gain +1 commerce from Railroads (previously +1 production)
• Mine: now gain +1 commerce from Railroads (previously +1 production)
• Orchard: no longer require irrigation
Maps
• Earth (Huge): updated and significantly reworked
• All other maps removed until they can be updated/reworked properly
Mapsizes
• Giant: slighty larger, balanced better
• Massive: removed, too unstable
• Increased default number of starting civs for each mapsize (except Duel)
• Mapscripts can no longer deviate from the defined size (could lead to MAFs)
Interface
• Main Screen: Great General bar no longer reports anarchy
• City Screen: now displays National and World Wonder limits
• City Screen: Ethnicity bar tooltip shows cultural revolt chance again
• City Screen: several fixes to the Culture bar
• City Screen: Dissent Bar colours now behave more like other progress bars
• City Screen: no longers shows Faith/Research/GP/GG bars when examining foreign cities
• Espionage Advisor: redesigned with additional information
• Corporate Advisor: redesigned to support share trading mechanics
• Event Signs: removed, may return in a future version
• Civilopedia: more entries added
• World Builder: updated to PlatyBuilder 4.17b
Misc
• Ancient Era games now start with a Warrior instead of a Scout
• Corrected some Golden Age length calculations
• Defeated player culture now converts to barbarian culture instead of disappearing
• Fixed too high Legendary culture requirement on Marathon gamespeed
• Drafting: limit raised, anger reduced to 2, now costs 1 population regardless of era
• Espionage: amount of wealth spies can steal is now capped at 75% of treasury
• One City Challenge: can now construct a Monastery and Great Temple
• HR Settings now stored in (My)Documents, will be preserved when updating
• Numerous redundant settings removed or consolidated
• Several technical fixes and optimizations
• Smarter and faster AI
• Culture: more dynamic, more important, spreads beyond borders and over trade routes
• Religion: improved spread mechanics, older religions can be displaced
• Great Artist: culture from Great Works now scales with era
• Spy: automatically wake when they reach their maximum fortification bonus
• Human players can become vassals of the AI
• Advanced Combats Odds when hovering over enemy units
• Numerous fixes to longstanding bugs in BTS
• Numerous other tweaks and improvements
Compatibility
• Windows and OS X saved games are no longer compatible
• Multiplayer between Windows and OS X only possible if Windows players remove DLL
Civilizations
• New Civilization: Nigeria (leaders: Oduduwa, Ewuare, Aminatu, Obasanjo)
• Aztec: new leaders (Atlatl Cauac, Juárez)
• Burmese: fixed crash when selecting Spearman in Pedia or Worldbuilder
• Burmese: Paya (UB) now grants +4 faith instead of +25% faith (to solve technical issue)
• English: improved city naming, new leader (Aelfred)
• Hittites: fixed issue where both National Festival and Puruli (UW) were unbuildable
• Javans: Candi (UU) is now a Bath replacement
• Romans: Ballista (UU) now upgrades to Bombard (formerly Trebuchet)
• Sioux: Inipi (UU) is now a Bath replacement
• Turks: improved city naming, new colours and flag
• Starting techs reassigned for most civilizations (now 7 choices, up from 4)
Leaders
• Numerous trait reassignments
• Further adjustments to leader personalities
Traits
• Enterprising: fixed issue allowing some ships to transport inappropriate units
• Financial: now grants +25% share when founding corporations (instead of a Golden Age)
Civil War
• Dissent in a city is now reduced by its espionage output
• Dissent penalty (+50) added when a city starves
• Further balance adjustments to dissent mechanics
• Nearby Barbarian cities will now join a seceding civilization
• Any barbarian culture in or around a seceding city will convert to the new owner
• Civic Dissent is now displayed in grey during Golden Ages (Domestic Advisor, City Dissent Bar)
• Fixed an issue preventing Great Temples and Shrines from reducing dissent
• Fixed a potential error during rebel civ selection
• Fixed duplicate leaders appearing when playing with the 'Unrestricted Leaders' option
Civics
• New Civics: Merchant Trade, Warrior Class, Conscription
• Removed Civics: Regulated Trade, Clan Warfare, Warrior Code
• Many civics redesigned and rebalanced, with changed tech requirements
Tenets
• Altruism: now unlocked at Ethics
• Discipline: free Artist from Great Temple instead of chance from Stadium
• Enlightenment: now unlocked at Humanities
• Humanism: now unlocked at Academia
• Idolatry: increases cost of Wonders by 25%, no longer blocks access to Stone/Marble
• Judgement: now unlocks at Judiciary
• Occultism: espionage increased to +2, free Merchant from Great Temple instead of chance from Clinic, now unlocks at Astrology
• Preservation: now unlocked by Alchemy
• Rationalism: research increased to 2, free Scientist from Great Temple instead of chance from School
• Sacrifice: can no longer reduce a city to size 0
• Salvation: now unlocked at Theology
• Scripture: wealth increased to +2, free Priest from Great Temple instead of chance from Library
• Superstition: culture increased to +2
• Fixed a bug causing Tolerance tenets to sometimes cause attitude bonuses/penalties
• Worship tenets no longer have a tech requirement (except Apostasy)
Religion
• Temples and Great Temples no longer have a tech requirement
• Improved Faith tooltips
• Improved calculations to determine a religion's faith leader
• Fixed a bug that sometimes allowed a reformation when adopting another civ's state religion
• Implemented a workaround for a mysterious Great Prophet error
• Lowered the volume of certain sounds
Technology
• New Techs: Academia, Combined Arms, Fortification, Inheritance, Sociology
• Removed Techs: Ceremonial Burial, Charity, Corporation, Divination, Evangelism, Hunting, Insurance, Milling, Seafaring
• Astronomy: changed to Astrology
• Chivalry: changed to Warrior Code
• Constitution: moved to the late Renaissance Era
• Gunpowder: moved to the late Medieval Era
• Humanities: moved to the late Medieval Era
• Jurisprudence: changed to Judiciary, moved to the late Medieval Era
• Logistics: moved to the early Renaissance Era
• Meteorology: changed to Geography
• Oratory: changed back to Oral Tradition
• Property: moved to the late Classical Era
• Many other within-Era changes to tech requirements
• First column of 'starting' technologies merged/removed
• Tech Trading now unlocks at Academia (Early Renaissance)
Buildings
• New Buildings: Abattoir, Pharmacy
• Removed Buildings: Smokehouse, Clinic
• Castle: now unlocked at Fortification, cost increased to 160
• Cemetery: now unlocked at Ritual
• Constabulary: no longer increases happiness with espionage rate
• Courthouse: cost increased to 250, lowered happiness from espionage rate, now unlocked at Constitution
• Customs House: now unlocked at Economics
• Forge: production bonus now applies to land units only
• Grocer: also grants +1 health with Spices
• Hotel: wonders should now be counted correctly for commerce bonus
• Market: redesigned (+25% wealth, +1 trade route, allows 1 merchant)
• Mill: now gives +10% production with Hemp/Rubber/Timber/Peat/Bitumen
• Museum: now gives +10% commerce with Stone/Marble/Amber/Jade/Gems, no longer grants a free specialist
• Nuclear Plant: meltdowns no longer destroy buildings or population
• Observatory: cost increased to 220
• Park: now allows 1 artist instead of doctor, no longer requires Civic Square
• Tannery: also grants +1 happiness with Salt
• Theatre: now allows just 1 artist
• University: now unlocks at Academia
• Constructing a cleaner/safer Power Plant in a city will now remove any existing ones
National Wonders
• Military Academy: now unlocked by Combined Arms, cost increased to 500
• National Monument: now unlocked by Politics
• National Theatre: now unlocked by Humanities
• Naval Arsenal: now unlocked by Logistics, cost increased to 600
• Palace: now grants +2 commerce
• Royal Cemetery: now unlocked by Inheritance
• Seasonal Palace: now unlocked by Architecture, cost increased to 400, no longer requires Castles
• Stock Exchange: now unlocked by Economics
Wonders
• Apostolic Palace: now unlocks at Dogma
• Brandenburg Gate: now unlocks at Constitution
• Great Library: now unlocks at Writing
• Jetavanaramaya: now unlocks at Ethics
• Notre Dame: now unlocks at Patronage (with Architecture)
• Oracle: now unlocks at Calendar
• Shwedagon Paya: now unlocks at Architecture
• Sistine Chapel: now unlocks at Humanities
• Taj Mahal: now unlocks at Heritage
• Temple of Kukulkan: now unlocks at Fortification, cost increased to 600
• Versailles: now unlocks at Nationhood
• Number of World Wonders that can be built in a city is now capped by its culture level
Projects
• Production cost of all projects increased
• SDI: no longer has a production boost from Aluminium
• Spaceship Components: no longer have production boosts from resources
• Other production increases from resources lowered to 50%
Units
• Clipper: can now be built faster with Prime Timber
• Colonist: now provides Barracks instead of a Smokehouse
• Cuirassier: no longer requires Iron (except some UUs), now unlocks at Combined Arms
• Galley: now unlocked at Sailing
• Guided Missile: range increased from 4 to 5
• Workboat: now requires Fishing, some AI adjustments
• Most Renaissance and some Industrial units now require Saltpeter
• Enslaving units will no longer create Settlers on One City Challenge
Specialist
• Several adjustments to yields and commerces
Great People
• Great Doctor: new ability - Humanitarian Mission (resets dissent/improves attitude)
Corporations
• Corporations will now spread independently
• Executives can now only be trained in the headquarter city
• Headquarters now grant +100% to their specified commerce instead of +1/2/3 per city
• Headquarters now relocate to a city belonging the Corporation's largest shareholder
• Corporate Shares can now be bought and sold
• Corporations pay a dividend each turn to their shareholders
• Corporations now trade in 6 resources each (up from 5, many reallocations)
• Corporations now have 5 competitors each, including 1-2 Syndicates
• BASF: redesignated as Bayer
• McDonalds: removed
• Toyota: removed
Syndicates
• New Syndicates: Al Niqaba, Los Cárteles, The Mafia, Triads
• Syndicates compete with Corporations and drain wealth from cities
Terrain
• Fallout: now causes 1 unhealthiness (formerly 0.5)
Resources
• New Resources: Bitumen, Hemp, Opium, Saltpeter
• Horses: now revealed by Pastoralism
• Some adjustments to distribution on random maps
• Improved yields of most resources lowered slightly
• Improved icons for many resources
Improvements
• Camp: now unlocked at Carving, +1 commerce bonus now at Rifling (formerly Gunpowder)
• Farm: new +1 food bonus at Crop Rotation
• Fishing Boats: now unlocked at Fishing
• Fort: can no longer be adjacent, will clear terrain features when built
• Harvest Boats: now unlocked at Sailing
• Highway: now requires just Bitumen
• Lumbermill: now gain +1 commerce from Railroads (previously +1 production)
• Mine: now gain +1 commerce from Railroads (previously +1 production)
• Orchard: no longer require irrigation
Maps
• Earth (Huge): updated and significantly reworked
• All other maps removed until they can be updated/reworked properly
Mapsizes
• Giant: slighty larger, balanced better
• Massive: removed, too unstable
• Increased default number of starting civs for each mapsize (except Duel)
• Mapscripts can no longer deviate from the defined size (could lead to MAFs)
Interface
• Main Screen: Great General bar no longer reports anarchy
• City Screen: now displays National and World Wonder limits
• City Screen: Ethnicity bar tooltip shows cultural revolt chance again
• City Screen: several fixes to the Culture bar
• City Screen: Dissent Bar colours now behave more like other progress bars
• City Screen: no longers shows Faith/Research/GP/GG bars when examining foreign cities
• Espionage Advisor: redesigned with additional information
• Corporate Advisor: redesigned to support share trading mechanics
• Event Signs: removed, may return in a future version
• Civilopedia: more entries added
• World Builder: updated to PlatyBuilder 4.17b
Misc
• Ancient Era games now start with a Warrior instead of a Scout
• Corrected some Golden Age length calculations
• Defeated player culture now converts to barbarian culture instead of disappearing
• Fixed too high Legendary culture requirement on Marathon gamespeed
• Drafting: limit raised, anger reduced to 2, now costs 1 population regardless of era
• Espionage: amount of wealth spies can steal is now capped at 75% of treasury
• One City Challenge: can now construct a Monastery and Great Temple
• HR Settings now stored in (My)Documents, will be preserved when updating
• Numerous redundant settings removed or consolidated
• Several technical fixes and optimizations