[SPOILER="America"][B]UM - Monitor [/B](replaces Ironclad):
[INDENT][I]Unlocked at Industrialization
900 :c5production: Production cost[/I]
[U]66 :c5strength: CS[/U]
5:c5moves:Moves
"[U]Hardened[/U]" (Damage received is reduced by 3)
[I]"[/I][U]Harbor Defense[/U][I]" [/I](+5% :c5strength: City Defense to adjacent Cities)
Requires Coal[/INDENT]
[B]UB - Homestead[/B] (replaces Stable):
[INDENT][I]Unlocked at Chivalry
300 :c5production: Production cost[/I]
+3 :c5production: Production
[U]+2 :c5food: Food, +2 :c5production: Production and +2 :c5gold: Gold to Horse, Cattle, Sheep and Bison Resource[/U]
+33% :c5production: Production toward Mounted Units
[U]+25% :c5production: Production toward Workers and Settler Units
Pioneers can be trained in this city[/U]
+10% :c5war: Military Supply Cap
[U]Claims all Horse, Sheep, Cattle and Bison Resources within 3 tiles of the City. Immediately gives 20:c5production: production, scaling with era, for each tile claimed in this way[/U]
+2 :c5production: to :c5production: Production Internal :trade:trade routes from this city [/INDENT][/SPOILER]
[SPOILER="Arabia"]
[B]UM - Hashemite Raider [/B](replaces Light Tank):
[INDENT][I] [U]Unlocked at Combustion[/U]
1200 :c5production: Production cost[/I]
[U] Does not require Aluminum[/U]
52 :c5strength: CS, 52 :c5rangedstrength: RCS
4 :c5moves: Movement
"[U]Garland Mine"[/U] (No :c5moves: Movement Points used on Pillage. 10 Damage to adjacent Enemy Units on Pillage)
[U]"Desert Raider"[/U] (Double :c5moves: Movement and +25% :c5strength: CS on Desert)
"Rough Terrain Penalty"
[U] is a Mounted Unit instead of Mechanized[/U][/INDENT]
[B]UB - Madrasah[/B] (replaces University):
[INDENT][I] Unlocked at Education
300 :c5production: Production cost[/I]
[U]+2 :c5faith:Faith, 2:c5culture: Culture, [/U]and +3 :c5science: Science
+1 :c5science: Science to Jungle
1 :c5science: Scientist Specialist Slot
-1 :c5unhappy: Unhappiness from Illiteracy
[U]15% of :c5faith: Faith Purchases in city converted to :c5science: Science
5 :c5culture: Culture and :c5faith: Faith as an instant boost when a :c5greatperson: Great Person is Expended, scaling with Era[/U]
25% of the :c5science: Science Output of the City as an instant boost to your current Research on :c5citizen: Citizen Birth[/INDENT]
[/SPOILER]
[SPOILER="Assyria"]
[B]UM - Iron Chariot [/B](replaces Horseman):
[INDENT][I] Unlocked at Bronze Working
90 :c5production: Production cost[/I]
[U] Does not require Horses[/U]
[U]12 :c5strength: CS[/U]
4 :c5moves: Movement
[U]"Hard and Fast" [/U](+2 :c5strength: Combat Power if Player has more Horses or Iron than Iron Chariot Units. Bonuses can stack)
[U]"Fury of Nergal"[/U] (+10% :c5strength: CS for each adjacent Enemy Military Unit)
[/INDENT]
[B]UB - Lamassu Gate[/B] (replaces Walls):
[INDENT][I] Unlocked at Construction
110 :c5production: Production cost[/I]
[U]+1 :c5culture: Culture and +1:c5faith: Faith[/U]
[I] +5 :c5strength: City Defense[/I]
+125 City HP
+1 :c5rangedstrength: City Attack Range
-5%:c5unhappy: empire needs modifier
[U] +10% :c5rangedstrength: City Strike Damage[/U]
[U]+20% :c5war: Military Supply Cap from :c5citizen: Population
1 :c5culture: Writer Specialist Slot
1 :greatwork: Great Work of Writing Slot[/U][/INDENT]
[/SPOILER]
[SPOILER="Austria"]
[B]UM - Landwehr[/B] (replaces Fusilier):
[INDENT] [I] Unlocked at Rifling
625 :c5production: Production cost[/I]
[U] 41 :c5strength: CS[/U]
2 :c5moves: Movement
"Field Works"
[U] "Homeland Guardian" [/U](+25% :c5strength: CS in Friendly Territory)
[U] "Regimentsmarsche" [/U](+2 :c5culture: Culture per turn on Garrison or if unit is standing in Fort or Citadel)[/INDENT]
[B]UB - Schützens[B]tand[/B] [/B](replaces Arsenal - Gunsmith in EE):
[INDENT][I] Unlocked at Rifling
8[U]50 :c5production: Production Cost[/U]
Does not require a Castle[/I]
+1 City Attack Range & Indirect Fire
Blocks Spies from Stealing :c5science: Science
Heals Garrisons by 10 HP, regardless of action
[U] +3 :c5production: Production and +3 :c5culture: Culture
+1 :c5production: Production and +1 :c5culture: Culture for each allied CS
+15% :c5production: Production towards Land Military Units and +30%:c5production: to Gunpowder Units
+15 XP to Gunpowder Units on Training
+22 :c5strength: City Defense[/U]
+175 City HP
[U] +25% :c5war: Military Supply Cap from :c5citizen: Population[/U]
-5% empire needs modifier[/INDENT]
[/SPOILER]
[SPOILER="Aztecs"]
[B]UM - Eagle [/B](replaces Swordsman):
[INDENT] Unlocked at Iron Working
100 :c5production: Production cost
[U] Does not require Iron[/U]
[U]18 :c5strength: CS[/U]
2 :c5moves: Movement
[U] "25 HP heal on Kill"[/U]
[U] "Sentry"
"Captives of War"[/U] (25% chance of spawning a Worker on Kill (without debuff)[/INDENT]
[B]UW - Huey Teocalli[/B] (replaces Grand Temple)
[INDENT][I] Unlocked at Theology[/I]
[U] Does not require Temple
Starts a :c5goldenage: Golden Age on completion[/U]
[U]+3 :c5faith: Faith and +3[U]:c5food: Food[/U] ([/U]down from +6 [U]:c5faith:[/U] Faith[U])[/U]
+2 :c5faith: Faith and +2 :c5culture: Culture to all Temples, [U]+2 :c5food: Food to all Barracks[/U]
1 :greatwork: Great Work of Music Slot
-1:c5unhappy: unhappiness from Religious Unrest
[U]Receive permanent +3 :c5faith: Faith and +3 :c5food: Food, and +3 XP to units trained in the City (stacks 10 times) Whenever a :c5goldenage: Golden Age Start[/U]
:c5production: Production cost scales with number of Cities[/INDENT]
[B]UA change:[/B]
[INDENT] Added dummy promotion to all Aztec units: "Human Sacrifice" ( :c5gold: Gold and :c5faith: Faith gain on Kill)[/INDENT]
[B]UU change:[/B]
[INDENT]Jaguars automatically upgrade into Eagles after killing 10 units and/or cities[/INDENT]
[/SPOILER]
[SPOILER="Babylon"]
[B]UM - Sabum Kibitum[/B] (replaces Spearman):
[INDENT][I] Unlocked at Bronze Working
70 :c5production: Production Cost[/I]
[U]13 :c5strength: CS[/U]
2 :c5moves: Movement
[U] "Legacy" [/U](+10% :c5strength: Defense Bonus vs Range Attacks. +8% :c5strength: CS for every 2 levels gained until level 10, then additional +10% :c5strength: CS on level 12 and 25% :c5strength: CS on level 15)
[U] "Quick Study"[/U]
"Formation I"[/INDENT]
[B]UW - E-temenanki[/B] (replaces National Monument):
[INDENT][U] Unlocked at Mathematics
Can only be built in the :c5capital: Capital[/U]
[U] +4 :c5culture: Culture, +4 :c5food: Food, +2 :c5faith: Faith
+2 :c5food: Food to all Shrines and +1 :c5science: Science to all Monuments[/U]
+25% :c5greatperson: Great Person Points
1 :greatwork: Great Work of Writing Slots
[U]15% of the :c5capital: Capital's :c5science: Science and :c5food: Food output as an instant boost in the Capital whenever you :c5gold: invest in a building on empire
25 :c5culture: Culture on :c5citizen: Citizen Birth, scaling with era.[/U]
50 :c5goldenage: Golden Age Points on :c5culture: Policy Unlock
:c5production: Production cost scales with number of Cities[/INDENT]
[/SPOILER]
[SPOILER="Brazil"]
[B]UM - Pracinha[/B] (replaces Infantry)
[INDENT][U][I] Unlocked at Radio[/I][/U]
[I] 1300 :c5production: Production Cost[/I]
[U]64 :c5strength: CS
3 :c5moves: Movement Points[/U]
"DFPs"
[U] "Amphibious"
"Expeditionary Force"[/U] (+1% :c5strength: Combat Strength for every tile between unit and :c5capital: Capital)
[U]"Glorious Banner"[/U] (200 :tourism: Tourism toward all Civilizations on Kill)[/INDENT]
[B]UB - Sambadrome [/B](replaces Opera House - Salon in EE)
[INDENT] Unlocked at Acoustics
600 :c5production: Production Cost
[U] +4 :c5culture: Culture
+10% :c5culture: Culture
10% of :c5culture:Culture in City is converted to :c5goldenage: Golden Age Points[/U]
+33% :c5greatperson: Great Musician Rate
[U] Begins 10 turns of "Carnival" on completion[/U]
1 :greatwork: Great Work of Music Slot[/INDENT]
[/SPOILER]
[SPOILER="Byzantium"]
[B]UM - Penteconter:[/B]
[INDENT] Penteconter is now first Base Naval Range Unit instead of Dromon[/INDENT]
[B]UM - Dromon [/B](replaces Penteconter):
[INDENT][I] Unlocked at Sailing
[U]100 :c5production: Production Cost[/U][/I]
[U]9 :c5strength: CS, 18 :c5rangedstrength: RCS[/U]
3 :c5moves:Movement
[U]"Greek Fire"[/U] (After attack, enemy gets additional fire damage at the beginning of its turn. Can Stack 3 times from 3 different units. Lost after unit upgrade)
[U] "Splash Damage I"[/U][/INDENT]
[B]UW - Hippodrome [/B](replaces Circus Maximus):
[INDENT] Unlocked at Metal Casting
[U] Can only be built in the :c5capital: Capital
Does not require Arena
Free Arena in City
20 turns of :c5happy: WLTKD in Empire on :c5production: Construction
+3 :c5gold: Gold and +4 :c5culture: Culture
+3 :c5gold: Gold to all Arenas and + 3 :c5culture: Culture to all Circuses
+1 :c5gold: Gold and +1 :c5culture: Culture to all Horses on Empire
+15% :c5gold: Gold and :c5culture: Culture on Empire during :c5happy: WLTKD
+2 :c5happy: Happiness[/U]
-1 :c5unhappy: unhappiness from Boredom
[U]1 turn of +100% to all :c5angry: Needs on Empire and then 10 turns of :c5happy: WLTKD in the Empire on New Era if Player is not in Anarchy State.[/U]
:c5production: Production cost scales with number of Cities[/INDENT]
[B]UA change:[/B]
[INDENT] Changed "Leader_Flavor" value for "Naval" to 6
Added Coastal Start Bias[/INDENT]
[/SPOILER]
[SPOILER="Celts"]
[B]UM - Scythed Chariot[/B] (replaces Skirmisher):
[INDENT][I] Unlocked at Mathematics
100 :c5production: Production cost[/I]
[U]11 :c5strength: CS, 11 :c5rangedstrength: RCS
"Rend"[/U] (Inflicts 10 Damage to all adjacent enemy units on Move. Lost after unit upgrade)
[U] "Carnyx"[/U] (+10% :c5rangedstrength: RCS vs Archer and Melee Units)
"Rough Terrain Penalty"
Requires Horses[/INDENT]
[B]UM - Pictish Warrior change:[/B]
[INDENT] Added dummy promotion: "Druidism" (Unit gains :c5faith: Faith on Kill)[/INDENT]
[B]UI - Oppidum[/B] (Great Person Improvement):
[INDENT]Can be built by Great Merchant, Great Engineer, Great Scientist, and Great General. Does NOT replace other GPTIs
Cannot be build next to another Oppidum
+2 :c5food: Food, +1 :c5faith::c5culture::c5gold::c5science::c5production::c5goldenage: all other yields
+100% :c5strength: Defense Bonus for units on tile
allows exploitation of any strategic resource on the tile
+10 HP to nearest workable City on construction
[INDENT] adjacency bonuses:
+1 :c5food:/:c5production: to Farms
+1 :c5food:/:c5faith: to Camps
+1 :c5production:/:c5faith: to Pastures
+1 :c5production:/:c5gold: to Mines
+1 :c5production:/:c5science: to Quarries
+1 :c5gold:/:c5culture: to Plantations
+1 :c5food:/:c5science: to Lumber Mills
+1 :c5food:/:c5culture: to Logging Camps
+1 :c5gold:/:c5faith: to Fishing Boats[/INDENT]
Tech Boosts:
[INDENT]+1:c5production:, +1:c5culture: at Iron Working
+1:c5faith:, +1:c5science: at Theology
+1:c5gold:, +1:c5goldenage: at Economics
+1:c5production:, +1:c5science: at Industrialization
+1:c5culture:, +1:c5gold: at Flight
+1:c5faith:, +1:c5goldenage: at Computers[/INDENT]
Increases effect/duration of WLTKD from Great Merchants, Hurry Production of Great Engineers, and Discover Technology of Great Scientists[/INDENT]
[B]UA change:[/B]
[INDENT] Changed "Leader_Flavor" value for "Great People" to 8[/INDENT]
[/SPOILER]