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Beyond the play - Community MOD

Discussion in 'Civ4 - Modpacks' started by P&nny, Aug 15, 2019.

  1. P&nny

    P&nny Warlord

    Joined:
    Sep 1, 2007
    Messages:
    141
    This is the official thread of the renewed version of the then Beyond the Game multiplayer community MOD (originally designed on the forum C4P).
    The MOD has been redesigned from scratch to accommodate both multiplayer and single player play, but with a very strong focus on competitive multiplayer play.

    This new version have been tested and played with at the very least on weekly basis since January 2017, with rountinely more than 10 players having all won Club championship titles and all logged in individually I'd expect 5,000H+ of online play, so we're getting, we hope, to a very fine balance

    Ultimately, the MOD can be perceived in 2 parts :
    - One part where through the offer of many many options, the game can be tailored or adapted better to competitive play. The gameplay is not altered by any mean.
    - Another part where the MOD offer components that push the game further, offering somehow enhanced gameplay and new content.
    It's important to note that every component is isolated in a dedicated game option (or multiplayer option) and can be run in any combination.

    There are supporting documents (pdf) but the Civelopedia is 100% updated and fully adapts to all options you would select, so what you consult in game always applies to what you're currently playing





    Installation:

    Beyond the Game 2.21 - Latest version :
    https://www.moddb.com/mods/beyond-the-game/downloads/beyond-the-game-v221


    The MOD is actually and standalone game which offers the possibility to be easily installed (just unzip the archive) and does show live games on the multiplayer lobby as well.
    The .exe incorporates all data to redirect to the now unofficial lobby (supported on Zulan's server) implemented after GameSpy's decommission

    For installation just unzip the file where you want to install the game and launch the BTP_221.exe file (in \BeyondTheSword\ folder)

    Troubleshooting - Make sure of this before your first MP game
    Some people are facing an issue with XML file loading, provoking issues when doing their first MP game.
    Rest assured it's easily resolved :
    Spoiler Change your settings to allow clean XML loading :

    This is what doing "Shift" when launching the game does...
    But it's much cleaner (and much recommanded) to change these entries in CivilizationIV.ini with "1's" to activate :

    ; Disable caching of file system (may slow initialization)
    DisableFileCaching = 1
    ; Disable caching of xml and file system (may slow initialization)
    DisableCaching = 1


    Verify it's worked :
    Spoiler Before launching a game verify in Solo mode :

    If there is (still) an issue with XML loading, you will see that when you settle a city, your city has "free" electricity.
    You will also see that your Civic menu has 'gone crazy' with multiple lines everywhere.
    This is a true confirmation you have an issue with XML loading.




    Credits :

    Spoiler Credits :

    For their contribution on the original Beyond the Game MOD : Primax, Asaf, Slaughter, Solver & DTA
    without which I could never have suceeeded to compile this,
    And the immense resources I could use here on Civfanatics; particularly Platyping which I use a few modules off, and gots tons of ideas, from.


    Versions & Logs :
    Spoiler VersionsLogs :


    Version releases :
    Spoiler Versions :

    #szVersionName = "2.00" # 2018 11 25 release
    #szVersionName = "2.01" # 2018 12 20 release
    #szVersionName = "2.02" # 2019 02 10 release
    #szVersionName = "2.03" # 2019 02 25 release
    #szVersionName = "2.04" # 2019 03 24 release
    #szVersionName = "2.05" # 2019 05 07
    #szVersionName = "2.06" # 2019 07 12 release
    #szVersionName = "2.07" # 2019 08 15 release
    #szVersionName = "2.08" # 2019 11 10 Christmas
    #szVersionName = "2.09" # 2019 12 16
    #szVersionName = "2.10" # 2020 02 10
    #szVersionName = "2.11" # 2020 03 31
    #szVersionName = "2.12" # 2020 04 08
    #szVersionName = "2.13" # 2020 05 14
    #szVersionName = "2.14" # 2020 05 xx
    #szVersionName = "2.15" # 2020 07 24
    #szVersionName = "2.16" # 2020 09 02
    #szVersionName = "2.17" # 2020 11 01
    #szVersionName = "2.18" # 2020 11 21
    #szVersionName = "2.19" # 2020 12 06
    #szVersionName = "2.20" # Same week as MOD
    #szVersionName = "2.21" # 2020 02 22


    Logs:
    Of all the version since 2.00, when the project restarted the DLL from scratch
    Spoiler 2.21 :

    Beyond the Play 2.21
    Developed in full game mode
    Fix Crash - That when you were playing versus AI and losing your last city, the game would crash because of concession victory code
    Fix Graphic Bug - That "DAWN" menu was not adapting properly depending on screen resolution
    Fix Graphic Bug - Reinserted the Great Wall border look (was crashing before)
    Fix Bug - that Artemis was the only wonder without "bTeamShare", which doesn't change gameplay but changes to boos on option Wonder Resource
    Fix Bug - Scientific trait "popup tree" could get under an improvement, this is no longer the case
    Fix Bug Pedia - New list of leader still appear 'in order' even Trait ban or Strong trait option is checked, including Vanilla

    Added a Hotkey function to change quickly some Player Attributes :
    CTRL-P : Quick change of "auto-promo". Also include the option resets itself to 0 on gameStart and gameLoad
    CTRL-M : Mass Attack

    Tiers Civ Menu - One extra column with the "rankings" of each Civ in Ironman, as per feedback of the community

    Improved Logic - Brotherhood - Rewrote code for speed and cleaness. Should help with Rally points in UU Madness
    Improved Logic - Brotherhood - Conqueror (and Poland) - if the person you copy as a special 'civic' promotion on its UU, you copy it too

    Improved Logic - Brotherhood - UU Madness - if Option Expansion is on, you will always have the full civic promotion on the UU
    Improved Logic - Brotherhood - UU Madness - Some promotion can be exluced from the above --> Red Tunic for Redcoat
    Improved Logic - Brotherhood - UU + Conqueror - Unit with "noFree Promo from trait" (Preatorian) also have this limitation when they copy

    Improved Logic - UU Madness - When extension is not on, shows the right list of units on the bonus tiles

    Improved Logic - Age of Reason & others - More Dynamic code to allow to add a page in Civelopedia

    Improved Logic - Royalty - You get a unique king as soon as/only when you switch into a new monarchy
    Improved Logic - Royalty - You can only have 1 King at all times
    Improved Logic - Royalty - The king needs to be alive for the hereditary rule bonus to apply
    Improved Logic - Royalty - The king spawns around the current capital not the historical starting location

    New Scenario 'City Elim' - 32, 2 Explore & 1 Defense Unit. 33, 4 Explorer & 1 Defense Unit

    Multiplayer Option (New) - Strong Trait - each Civilization has a 'strong trait' you can find it in CivTiers page in-game. If you don't have this trait, one of the trait of your leader is replaced by that one

    New Pedia page for "BTP Eras"
    Game Option (New) - Age of Late Antiquity - Gives extra Tech & tech completion in Classical Start
    Game Option (New) - Age of Chivalry - Gives extra Tech & tech completion in Medieval Start
    Game Option (New) - Age of Imperialism - Gives extra Tech & tech completion in Industrial Start

    Game Option - Limited Planes - the vision range is differentiate by unit, default is same (1 square), but second gen (fighter / bomber) (3x3 squares) and third gen (stealth fighter & bombers) (5x5) have more. (i.e. BTS default is 10x10)

    Game Option (new) - Expansion Promotion Balance - Promotion 'City Garrison III' cannot be given anymore

    Game Option (New) - UU Madness Random & hidden resources - the UU Resource are randomize and you don't know what it is before launching the game. On the tile/resource themselves, it will not reveal (it will show '???') the UU's until you have the technology of said UU. Pedia for resource, Pedia for UUMadness, Unit Description (on the UU itself as an option), and Tech Screen widget) have all been adapted not to show it as well; unless you have conceded, the game is conceded, or you are spectator.
    Special logic for game reload after the software is closed written.
    There 70 Slots of resources for the 70 UU when playing in expansion mode.
    The list is different if/when the option "BTP - New Resources" is activated or not

    Game Option - UU Madness - There are now UU that are not available (pointless one / reduced cost ones : ElephantS, Light Rifleman, Red Cossack). There is also a logic to incorporate 'BTP Cossacks' just for UU (bit of a hack : it's a UU of Barbarian Civ).
    Game Option - UU Madness - Balance of Resource all re-made from scratch, including using Tea, Salt, Olives.


    New Resource - Tea - Essentially just for UU Madness, with Alphabet, Plantation
    New Resource - Salt - Essentially just for UU Madness, with Metal Casting, Mine
    New Resource - Olives - Essentially just for UU Madness, with Monarchy, Plantation
    New Resource - Update the Game Fonts to allow more art


    Building Balance - Brewery, doesn't give happy with wheat anymore, but +1 Happy for each Olive, Salt, Tea
    Unit Balance - Slaves can pillage the players own road (and nothing else)
    Trait Balance - Charismatic - with Brewery, +2 Hammer +2 Coins
    Trait Balance - Spiritual - no longer production bonus on slaves (nor lumberjack). Their cost is now 15 & 30 (vs 18 and 35 before)
    Trait Balance - Financial - The free Chainmail promotion for trait, doesn't open "Equestry" promotion anymore, but 'normal' formation promotion (in order not to double up the bonus). A promotion (Formation) can now have 3 different 'or' prerequisite.

    Concede Mode - Once the game is conceded, everyone can see the content of galleons, the spies, the identities of privateers, etc.



    New Civilization - Australia - Available Ancient/Classical/Industrial
    Unique Resource - Sulphur - More likely to pop under cap
    Unique Civic - Commonwealth - Can copy current Civic (non-unique) of other players
    Unique Civic - Commonwealth - Makes a Gold pop in Terrain after revolution period (on a mine outside first 3 cities, max 4 times)
    Unique Unit - Arborigene - Scout with 3 moves, 2 strength
    Unique Unit - Ore Miner - Slave that doesn't die, does mines 3x faster
    Unique Unit - Commonwealth Troops - also has +50% Grenadier attack
    Unique Building - Sport Complex - Reveals GOLD on map. Free Woodsman promo (for all units who can take)
    Leader - John Curtis - Pro / Organized (Replace Mieszko who leaves roster)

    Civ Tiers - Australia is Tier 4
    Civ Tiers - Russia is Tier 2


    Small Civ Balance Tweak :
    Promotion - Hoplite (Grece) - is +50% mounted, not +75%
    Promotion - Bravery (Austria) - Removed from Civic Dual Monarchy and the game. Dual Monarchy also +2 hammers on quarries.
    Austria - Huszar - has a 'native' -75% collateral damage.
    Russia - Cossack is replaced in BTP by 'Red Cossack', no particular skill, cost 100 instead of 120
    Celts - Voice of Ancient - food bonus is each 10% not 9%
    Native America - American Colonist is back with 3 moves - Colonist promo only 2 moves. Art redone
    Native America - Simplify - no more Apache Tank
    Native America - (New) Apache Tank Factory (Coal Plant) - +25% production armor
    England - Elite Shooting building is now only +3xp on Musketman, not all guns. Back to normal cost & obsolescence of elite barracks.
    Huns - Tarkan - Require Hunlu Hunlu in the city


    Maps - All maps renamed BTG_ instead of BTP_

    Maps - All maps adapted for new resources : They offer an option to i/Follow the game option and generated via script. ii/ Exluce all new resources iii/Include but the strategic ones (amber & sulphur) are on predetermined tiles
    Inland Sea, Grid, Polar Circle, Squares, Mediterranea, Cross, Inland Mirror, Islands, Hub, Ring, Wheel, Americas,
    Lakes, Balanced, TBG and Shuffle have a BTG version which isn't fully adapted yet, but is also taking the game option boolean application of having new resources or not (all resources)


    Maps - Improved/Merged 'Grid Open' as an option : Grid, Americas, Cross
    Maps - Improved Mirroring so tiles would show better aspect : Grid, Americas, Cross

    Maps - Further option to allow the spoke to be 4 & 5 Tiles large : Grid, Americas, Cross
    Maps - Further option to allow map tile size to reduce 1 or 2 notches : Ring, Wheel, Hub
    Maps - Grid - Option to force Top versus Bottom start

    Maps - Americas - Fixed general Python errors on the map
    Maps - Americas - Added an option that makes it that the new land (Americas) are more like Caribbean islands (no spokes)
    Maps - Americas - Added an option that you can actually cross over the new land by land. Either hilly Ice or Flat Marsh


    Maps - Logic for resources calculated from center (Eldorado) is in shared code, and is trying not get a block of resources next to each other. This helps having key resources avoid being next to each other (you'll always see them at least 2 tiles apart)

    Maps - Eldorado - Added option for Tea, Salt & Olives
    Maps - Eldorado - Fur & Deer now appear under tundra like in normal game
    Maps - Eldorado - Fixed a bug that the placing of coastal resource didn't happen, there will be some inland as well
    Maps - Eldorado - Cleaner Options
    Maps - Eldorado - Better Layout for 3 Players position


    Spoiler 2.20 :

    Beyond the Play 2.20
    Version "light" as MOD and not standalone of 2.19. Can be played together

    Fix Bug, that in UU Madness or Vanilla you could take all Unique Civics in some cases

    Multiplayer Option - Ban Tier 4 - On top of Poland & Portugal, also bans Aztec

    Wonder Balance - Leonardo workshop bonus also applies to allies in teamers. it shows bonus has 20% (was showing 25% although computed 20%)
    Wonder Balance - BTP Wonders (Copernicus, Krak, Leonardo, Marco Polo, Sun Tzu), all have +6 Culture (was missing or low for all) (XML)

    Civ Balance - Netherlands - Civic "East India Company" is replacing Free Market, not Mercantilism. Also available with Astronomy
    Civ Balance - Portugal - Civic "Colonialism" - Also gets +1 coin on farms. The +1 Hammer is not just on the fishing boat but on EVERY water tile

    UU Madness Balance - Jaguar UUMadness Resource is Clam, not Corn.



    Spoiler 2.19 :

    Beyond the Play 2.19
    Fix bug - OOS - When you rejoin the game, promotion on combattype were not re-applied properly
    Fix bug - OOS map option TvBottom - Fixed random seed of BTPMapUtil
    Fix bug - OOS 2 forest popup Scientifc - Fixed random seed of Terraform
    Fix bug - Crash in "MOD" mode due to mission & control orders in C++
    Fix bug - Pedia - Wasn't adjusting the panel of UU Madness for size of list of units properly
    Fix bug - Crashes when launching the game unexplained, fixed 2 errors leading to unclean load in C++
    Fix bug - Map - Polar Circle - When balanced "with extra" wasn't balancing copper & horse, now resumeds

    Fix display - in UUMadness & Vanilla - DAWN doesn't show you receive tech anymore, since everyone starts with same 2 techs

    Decrease MOD Size - 4 out 5 archive of Varietas Delectetas where unused --> Deleted
    Decrease MOD Size - Extract art from Varieta Delectas unit pack and stopped including unused ones
    Redesigned units : Apache Tank, Aymara, Drakkar, English Archer, Heavy Sword, Prussian Navy, Quinquereme, Renault Tank, ,Shepard, T34 Tank, Valentine Tank, Slave, Longsword, Footman

    Improved Unit Graphic - from Varietas Delectas, replace in-game : Portuguese Knight of the Order, Indian Mughal Elephant, Dutch KNIL

    New UU to balance / Have UU in target era (also useful for Golden age of conquerors)
    Civ Balance - Phoenicia - New UU - Trade Elephant - Free Mercenary Promotion, can build Sea Port
    Civ Balance - Ottomans - New UU - Dardanelle Guns (Cannon) - Can deal more damage / Higher tresholds.
    Civic "Sultanate" doesn't have promo on Cannons anymore
    Civ Balance - Spain - New UU - Castilian Galéon - Free Promo Cargos
    Civic "Absolute Monarchy" doesn't have promo on Galleons anymore

    New Multiplayer Option - Tier Superior - Isolated India as banned civ. Adding Spain in first tier along Germany & Hunnia



    Spoiler 2.18 :

    Beyond the Play 2.18

    Fix Text bug with new option in French (not accepting ":" character in description)
    Fix Text bug on improvements relating to Mongolia
    Fix Bug with Military Advisor (in 2.17) that it wasn't showing the units to be counted
    Fix Display in Tech Chooser you won't see barbarians, nor spectators

    Fix Python exception - Some map weren't setup (separator maps)
    Fix Python exception - in CivSelected menu
    Fix Menu - Tiers & Overview Civ - can never show Spectator civ in any case

    Fix Era Random Specific - So that it could apply to games with unselected / random era too. Also understand Spectator in that case

    Fix Solo Balance - review all new UB & UU to indicate "flavors" so that AI is not too lost. Including 0 flavor to brewery

    Trait Balance - Scientific receives 2 forest 'extra' which grow on cities that are not capital


    Civ Balance - Persia - UB - No more Persia Palace
    Civ Balance - Persia - Civic - Also gives +50% golden age length

    Civ Balance - Germany - Prussian Navy - doesn't have cargo
    Civ Balance - Japan - Kaizen Factory - is +35%+55% not +50%+50%

    Civ Balance - Ehtiopia - Promo "shooting elite" also has +15% city attack

    Civ Balance - Austro-Hungary - Huszar - not immune to collateral, no flanking II for free
    Civ Balance - Austro-Hungary - Dual Monarchy (Representation) - with Constitution or Rifling - free promo "Bravery" for Huszar
    Promotion - Bravery - -75% collateral damage
    Civ Balance - Spain - Absolute Monarchy replaces bureaucracy not vassalage, still +60% gold. Has the free cargo promo instead of civic faith

    Game Option - Administrative Society - Take Spain Bureaucracy Civic in consideration
    Game Option - (new) - Limited Planes - Planes do not reveal the map/recon, they only reveal the very tile they go on

    Concede Victory - doesn't give you all the end of game menus
    Concede as Individual - Ad Hoc logic to make sure all cities & culture plots are revealed properly

    Spectator Improvement - Units always visible and reveal I/ Invisible units (spies) II/ Cargo unit (transport/Galleon) III/ Hidden national (privateer)
    Spectator Improvement - Works with Shuffle team, Spectator stay in its team always
    Spectator Improvement - Demographics screen show the relevant columns for spectator (not just empty) all calc amended to reflect
    Spectator Improvement - Shows you when a tile is being worked by citizen "bigger Icon"
    Spectator Improvement - Added an option/menu for the spectator to turn off / on the reveal of the map
    Spectator Improvement - Made that both Spectator & Concede have a clear "visibility" flag, i.e. fog of war applied properly not "always bright"
    Spectator Improvement - Updated the assignplot logic so that the spectator could work on more map when not in slot 0 (first one)

    Spectator Improvement (and Game Conceded) - Cancelled permanent refresh counter for performance reason - Huge Debug

    Map Improvement - New sets of function generalized (BTPMapUtil) allows better calculation for
    i/ Top versus bottom template option - Inland Sea, Ring, Wheel, Hub
    ii/ New map Option for Central Hub - Mediterranea (offer center has frozen/iced), Inland Sea (Snow or Arctic)
    iii/ Rewrite Marsh logics, applies better with bonuses - Mediterranea, Ring, Wheel, Hub
    iv/ Forced Oil & Alu on land (Polar Circle)

    Map Improvement - Fix a set of error with marble option : Inland Sea, Hub, Ring, Wheel
    Map Improvement - Mediterranea - General clean up of code of for Resource
    Map Improvement - Mediterranea - New balanced resource "extra food" option - +1Wheat/banana/deer on marsh tile


    Map Improvement - Now compatible (starting position) for Spectator - Inland Sea, Inland Mirror
    Review map and upgrade definition - Polar Circle, Wheel / Hub / Ring, Mediterranean, Inland Sea, Square, Islands,
    Grid, Grid Open, Cross; America & America Open (not working)


    Map Redesign - BTP Square - better starting position, not working for spectator, better jungle placement, better distribution of resources, consideration for oil, alu, horse & iron

    New Map - Polar Circle - Based on Donuts, full compatible with 3v3 (2 sets of smart position of starting plots), top v bottom, resource allocation, oil on land; option for frozen middle, frozen external sea, extra island "eldorado", jungle option, Sulhpur option, Palm Trees option.

    Game Option (New) - Strategic Resources - Always activated via map - New Feature - Palm Forest
    Replace Forest, the function just override and replace all forest into palm forest.
    Palm Forest only yields 12hammers when chopped in quick speed (8 pre-mathematics)

    Game Option (New) - New Strategic Resources - add Amber & Sulphur in the game. They don't come on randomly, only in prepared mapped
    Game Option - Strategic Resources - Amber helps produce Swordsmean (& UU) +25% faster
    Game Option - Strategic Resources - Sulphur helps produce Grenadier & Cannons (& UU) +25% faster
    Game Option - Strategic Resources - Sulphur gives free promotion "Sulphurous" to Musketman/Cuirrassiers/Rifle/Grens/Handcannon/Cannons
    Pedia Screens, and Tech Choser etc. adapted for this new option
    New Promotion - "Sulphurous" - +15% City attack, Only upgrades if target unit also requires same resource for same promo, and the plot is connected to the resource


    All maps compatibles with both Amber/Sulphur and Palm Forest :
    PolarCircle / Inland Sea / Wheel / Ring / Hub / Cross / Grids / Americas / Islands / Square / Inland Mirror




    Spoiler 2.17 :

    Beyond the Play 2.17

    Fix Bug - Random trait to replace - When a trait was banned, and it was replaced by Random function. There was some misallocation when rejoining and chances of OOS. When reloaded it would miss some aspect. This is changed so that traits are stored on a PLAYER level fully, not just on leaderhead, and there are several logic of copies depending on timing of usage, to avoid OOS and be consistent. Works with all relaunch, option selection, etc.
    Fix Bug - Random trait - that in rare case (protective blocked, and regen trait with random) the starting unit could have an 'old' promotion

    Fix Bug - Free promo - That the data wasn't stored properly and rejoining after would leave to OOS

    Fix Bug - Mercenary (selling for Spiritual) - could sometime not work, especially for reload. Fixed, can help avoid OOS
    Fix Bug - Mercenary (selling for Spiritual) - That when you group selected units it would include (only show) the price of unit you cannot sell

    Fix Balance Bug - That Inca Ayamara could upgrade to grenadier unlike other Musketman

    Fix Display - Changed Icon of Treasure to be aligned with in-game graphics
    Fix Display - Tech tree shows better the builds/improvement extra yield under different option selection combo

    Fix Text - That when you're dead in a MP game, you don't see the automated messages of other players or menus anymore
    Fix Text - All language of multiplayer option redone and clarified, order also changed slightly
    Fix Text - Option Rebalance Civilization changed the description. Big effort so that the 5 UU that are "tweaked" have a clear, big, disclaimer in all cases
    Fix Text - Version display on top redefined depending on option selected
    Fix Text - Conquis Portugese / Spanish name convention change since rebalance

    Fix Text - UUMadness - Even more description of unit list, particularly when you hover over the resources

    Fix Text - Yields of Protective on Archery Range improved to be super clear
    Fix Text - Description of traits on "flag" improved, mostly for Protective, but also reshuffled order for other traits

    Fix Timer - Better spread out timers, including two/three extras. Specifically between (former) speed 3 & 4

    Fix - Unique Resource - Added a 3rd & 4th pass for exceptional cases. 1 - assign to tile of right color & type without feature, 2 - if not, on central tile. 3 - If central tile is a resource and would have been overwritten, reloop it all and look for tile of right type/color, remove forest, put the bonus. 4 - if there really is not the type needed, find a tile suitable (any color) remove the forest/feature if there is one, and put the resource. There are also cases for water bonus (fish for viking), where it adds a water tile if it has to.

    Fix - Concede - Concede song is shorter, only happens once per player max, sound is less loud
    Fix - Concede - Timer can only change once when the person concede, no more
    Fix - Concede - When you die you can i/See everyone Civics, even if not met ii/ See everyone's demographic graph, even if not met

    Game menu - (New) - Civ Selected Menu - A bit like Civ Overview menu but only for in-games civ (a cross with Game Analyzer), with CTRL-F12
    Also made that Spectator or dead player can see the user name of player (when in Anonymous) in this menu

    Game menu - (CTRL F8, audit) - made improvement to give more details

    Game menu - Game Analyzer - Army tab in industrial show catapults now, instead of Machine gun
    Game menu - Game Analyzer - ArmyBuilt tab shows PwrPrd not Power. PwrPrd is the sum of power of UNIT BUILT only (whether alive or not)


    Multiplayer Option - Flexible freeze period (New) - gives possibility to change the amount of time freeze in between turns in host menu (default 8 sec)
    Multiplayer Option - Another Set of "Tiers" (4) - Option to ban Portugal + Poland

    Game Option - (New) - Solo - AI Total War - When selecting "Always WAR" (otherwise no effect) : AI will always declare war to each other too

    Game Option - (New) - No ORGANIZED Leaders
    Game Option - (New) - Alternative trait for replaced leaders, traits inverted - When selected you get Scientific trait as priority, not builder


    Game Option - Advanced Scenario option divided on 3, 2 more option to single out features :
    Game Option - (New) - Workshop Improvement advance rebalancing - single out the +1 coin of WS with Military science & -1 from Utopia
    Game Option - (New) - Colonies Improvement - to activate the possibility to build


    Game Option - Dark Age - Global Dark Age is 4 turns (quick) Dark age for loss of King is 2 turns. Floored at 1 for faster speeds
    Game Option - Dark Age - Display betters (show that there is no tech being done + change gold %age automatically + Pedia)


    Option - Extra - Copernicus Observatory (New) - With Optics, cost 800. +100% build with Whale. 2 GP Scientist, +15% science. Coastal city.
    Option - Extra - Copernicus Observatory - When you build it, you receive 3 galleons in the city
    Option - Extra - Copernicus Observatory - Allow all your water units to cross oceans

    Option - Age of Reason - Constitution is now 50% done not 75% done
    Option - Age of Reason - Only applies if Reny or Indus start (forgetting option in other start won't affect the game)
    Option - Age of Reason - Indus start works too (good for Civ Random pick!), extra techs removed and you get 3 musketman not 3 Rifle)

    Option - Crazy Technology - Both Oracle & Liberalism do not provide free technologies

    Base Balance - Grenadier - Cost 100 like in base BTS (not 110)
    Base Balance - Grenadier - requires Nationalism on top of Military Science
    Base Balance - Hand-Cannoneer - New Unit - Gunpowder Unit, Cost 90, 12 Strength, with Military Science. Upgrade to Grenadier.
    Base Balance - Longsword - Cost is 55 not 40
    Base Balance - Footman - Cost is 80 not 60

    Trait Balance - Builder - Discount on Unit prod is 5% not 7%
    Trait Balance - Scientific - no amphibious promo for 4 types anymore; Strategic promo for free for Melee & Naval
    Trait Balance - Scientific - +100% Prod on Arm's factory - (instead of aggressive
    New promotion - Strategic (for Trait only, melee, naval) - 20% chance withdrawal (naval only). Open "King of the sea" & "Heavy Load"
    New promotion - King of the sea (melee) - like Amphibious requires "Strategic"
    New promotion - Heavy Load (naval) - like Cargo 1 requires "Strategic"

    New Feature - Civic Can have 2 different alternative tech requirement. Done in Parse Civic, Pedia Civic, Tech Chooser, Popup tech; adapted
    French Nobility can be either Banking or Gunpowder,
    Spain Absolute Monarchy can be either Feudalism or Civil Service,
    Huns Horde can be either Monarchy or Horseback Riding,
    Portugal Colonialism can be either Economic Science or Optic,

    New Feature - Formalize attribute for units to be banned from either Gift or Delete
    King & Treasure are neither giftable nor deletable

    Civ Balance - Poland - Worker is not Giftable
    Civ Balance - Poland - Lumberjack can do Paved road like a slave, also suicide to do the task

    Civ Balance - Persia - Civic is +15% on unit not +10%

    Civ Balance - Simplify - Native America - Totem Pole back to normal
    Civ Balance - Native America - Civic 'Animism' also has +35% GP point in cities with religion

    Civ Balance - Simplify - America - Removed UB Empire State Building
    Civ Balance - Simplify - America - UB Mall back to BTS
    Civ Balance - America - (New) Military-Industrial Complex (Ecology) - +3XP on Land Unit

    Civ Balance - Simplify - Mali - UB Mint back to BTS
    Civ Balance - Mali - Coinage - Also +10% gold overall

    Civ Balance - Simplify - Egypt - UB Mint back to BTS
    Civ Balance - Egypt - Caravan - Also give +50% Prod if you have the bonus/ressources for production (stone count twice etc.)

    Civ Balance - Simplify - Austro-Hungary - UB Reichstag removed
    Civ Balance - Austro-Hungary - UB Opera - Reveals Marble on map, gives 1 Happy with Marble (not dye), normal cost
    Civ Balance - Austro-Hungary - UB Vegvar - doesn't give 5XP to siege anymore but gives +40% prod on Siege

    Civ Balance - Simplify - Spain - UU Conquistador back to BTS specs
    Civ Balance - Simplify - Spain - UB Citadel back to BTS specs
    Civ Balance - Spain - Religious Tolerance (Paganism), also give free promo "Cargo" to Galleons
    Civ Balance - Spain - (New) Absolute Monarchy (Vassalage), +50% Prod, + 60% Commerce (similar to Bureaucracy)

    Civ Balance - Simplify - Huns - UB Stable is with HRiding not Pottery
    Civ Balance - Huns - Empire of the steps (Civic) - Hereditary rule can be with Monarchy or Horseback Riding

    Civ Balance - Simplify - Japan - UB no more Dojo
    Civ Balance - Simplify - Japan - UB Shale plant back to BTS
    Civ Balance - Japan - Bushido (Civic) - Vassalage is +3XP not +2XP
    Civ Balance - Japan - Kaizen Factory - with Steam power, +50% prod not +25%

    Civ Balance - Simplify - China - UB no more Dam
    Civ Balance - Simplify - China - UB Pavillon back to BTS spec
    Civ Balance - China - (New UB) Chinese Workshop - Replace Archery Range, +25% prod archery
    Civ Balance - China - (New Civic) Maoism (State property) - Provides electricity in all cities

    Civ Balance - Simplify - Zulu - UU Impi back to BTS (no lose trait of traits like Praetorians; get the bonus vs Elephant that every spear does)
    Civ Balance - Zulu - (New) Unique Civic - Kingdom KwaZulu (despotism) - -10% cost of maintenance, +2 Happy with Barrack

    Civ Balance - Germany - Unique Civic - Confederation - +3 Happy with Courthouse, not barrack

    Civ Balance - Simplify - Byzantium - Remove "extra" Cataphracts and put back to BTS but tweak strength (visible) to 10 not 12
    Civ Balance - Byzantium - Crusader promotion is still +25% attack but also bombard 40%/turn

    Civ Balance - Simplify - Russia- Reasearch center back to BTS
    Civ Balance - Russia - St Sophie also has +15% tech
    Civ Balance - Russia - Cossack code is changed so that it's cleaner. it's also now +25% vs Gunpowder, not specific units

    Civ Balance - England - Redcoat back to normal. But Scarlett Tunic is tweaked to be a "negative" bonus (only -25% powder, not bonus vs mounted anymore). Apply mostly to starting rifle in Indus.
    Civ Balance - England - Elite Shooting is +3XP Gunpowder, not +2XP

    Civ Balance - Phoenicia - Merchant Vessel is only 2 moves not 3; but gets flanking 1 promotion for free

    Victory - Concession (New) - Activating it gives a victory when all player but 1 human player have conceded.
    Victory - Concession - If not activated you cannot do the CTRL-F6 & F7 Menu, unless you're spectator
    Victory - Concession & Treasure Hunt - Changed to display in the Victory Menu
    Victory - Concession Victory - When you win that victory, the end game text display properly


    Concede Mode - If you die, and concede, and the game isn't conceded (typically CTON) you will "auto-enter" (good if you go AFK)
    Concede Mode - If you die, and concede, you will (now) see when the terrain gets updated (by worker improvement, worker making routes, and new settling cities etc)
    Concede Mode - If the game is conceded, but you haven't conceded yourself, you will see the cities, refreshment (not everyone is forced to concede to see once the game is over)
    Concede Mode - Debug some culture & city settled cases that were not showing properly
    Concede Mode - Spectator can concede game on behalf of everyone ! The menu for conceded is different for spectator
    Concede Mode - Fixed a bug that crashed the game when a non-spectator concede first when there is a spectator, via extra menu
    Concede Mode - When spectator concede first, the victory condition understands it (doesn't award win if people don't agree)

    Relaunch game Mode - If you die, when you relaunch the game, you're re-set to alive ! (to regen games after someone dies)
    Relaunch game Mode - If there is a victory, when you relaunch, the victory text doesn't appear anymore
    Relaunch game Mode - Improved code for color of civ (sometimes there is/was some mix up between old color & new color)
    Relaunch game Mode - There is one extra option to relaunch with team randoms as well, it takes Spectators into consideration
    Relaunch game Mode - It also works with "Age of Reason" option, including when there is an spectator
    Relaunch game Mode - That scores where miscalculated (and other item) when there was a spectator and relaunching teamers

    Spectator Improvement - if the game is in Anonymous, the spectator can still know which player is which
    Spectator Improvement - is not part of the calculation (nor display) of espionage point; and doesn't show in screen
    Spectator Improvement - doesn't show in screens, military advisor, foreign advisor (relation, glace, active, resource, civic & tech)
    Spectator Improvement - doesn't get a popup asking to change civics
    Spectator Improvement - doesn't get included in computation of demographics
    Spectator Improvement - Made sure we see all well like it was before (forced via another method)

    Spectator Improvement - Changed logic (C++) of how slots are assigned for spectators. It "swaps" position with last player if spectator is first slot. This allows - CTON Type game - First slot for Spectator, or, several slot at the end. Teamers - Spectator has to be first slot.
    Good for, Ring, Wheel, Hub, Mediterranea. Left to do, Inland (+Inland Mirror), Lakes & traditional non-BTP maps

    Map Improvement - Mediterranea - Fix some routine that wasn't working. You'll always have inland Iron & Horse now (even if forced under desert)

    Map Improvement - There is a bug since Warlords that some map cannot get marble. For all of those maps, an option to select "balance with marble" is added. Original logic isn't changed, just the "wrong" exclusion.
    For - Inland Sea, Hub, Ring, Wheel


    Spoiler 2.16 :

    Fix Text - Improved Pedia description of concepts
    Fix Text - Improved Option description for multiplayer, referee mode etc
    Fix Sound - Sound level of sound when concede game is adjusted
    Fix Bug - Display - Civ Overview 4th Hero column clashes fixed (back to 2.14 layout for that part). Fit properly in french language too now.
    Fix Bug - Display - That the opening menu was not defaulting to the BTG menu (inverted with BTS classical menu)
    Fix Bug - Display - Polynesian Marae was erroneously showing -1 Health with Fishing communities instead of +2 Health
    Fix Bug - Display - Upgrade cost trait discount (conqueror) is better (dynamically) displayed now

    Fix Bug - Display - Game Analyzer screen usage wasn't announce to all properly
    Fix Bug - Display - Game Analyzer is accessed via a menu, and when it's used out of rules; people are flagged 'cheater' or not and have the popup or not

    Fix Bug - Display - Pedia of "land" redone to separate improvement, feature, and remove the BTP part from normal pedia tab
    Fix Bug - Display - Pedia of "land" better description of Unit centric improvement (portuguese trading post, mongol yurt)

    Fix Bug - Display - Reduced visual size of Fuji Mounts & Volcanos

    Civ Balance - Rome - Civic "Tectonic Plates" - 35% chance of terraforming a flat tile into a Volcano when settling city
    Civ Balance - Rome - Civic "Panem & Circenses" - +4 Gold on Volcanos
    Feature - Volcano, +1 food, +1 gold. Appears on tile with no bonus, or feature. Can be worked normally.
    Civ Balance - Babylon - Simplify - Ishtar Gate no +1Hammer anymore (just the stone reveal)

    Fix Bug - Amazon Camp - That you were losing gold when you lost a city (with you market/camp). Market of Amazon is never captured for that reason.
    Fix Bug - Amazon Camp - Made it that it's never free (unlike Market in Indu-Futur Starts)
    Fix Bug - That you could sell conscripted units out of border

    Leader Rebalance - Sid Meier (normally not playable, the "spectator" leader) - is Builder/Scientific, not Philosophical/Industrious

    Trait Rebalance - Scientific - has 100% Production boost on Observatories, Laboratories
    Trait Rebalance - Spiritual leader cannot sell ALL units anymore, but they get free promotion Mercenary on melee and gun units
    Promotion Rebalance - Mercenary - only allows you to sell, not the reduce happiness it broughts
    Promotion Rebalance - Mercenary - it's the Promotion that has the 200% factor of sale, not the trait.
    Promotion Rebalance - Mercenary - Only allows to sell until 20turns from the end.
    Promotion Rebalance - Mercenary - When you upgrade the unit you lose the promotion


    Improvement - Slave can build "Paved Roads" if access to Marble or Stone, with tech Construction (cannot build normal Roads anymore)
    Improvement - Paved Roads gives 3 move in any case (same as a road post-Engineering)
    Unit Rebalance - Slave upgrade to Trebuchet on top of Longbowman. Still not available in Ren start, but available until Engineering in Medi.

    UU Madness - Now in your list of production you can know which UU you can get without going to the menu
    UU Madness - Pedia Bonus menu will be different in UUMadness mode and show all possible UU that can be built with the resource
    UU Madness - Pedia UUM panel change so that when you click on resource you jump to the resource panel, not the unit's
    UU Madness - Now Celtic Heavy Swordman is UUM too (Wine), remove crashes when no bonus assigned in UUM for a UU
    UU Madness - Fix some units buttons which were not up to standard to be displayed in-game in production tab as a UUM list
    UU Madness - Rebalanced all the resources by unit so that it plays better
    UU Madness - All the above duplicated in 2 versions for when expansion selected or not

    Map Improvement - Caldera Map re-instated via BTP_Mediterranea. Removed depency/Code bug by making Temperate only climate option.
    Map Improvement - Mediterranea - Made french compatibile, added normal BTP option, same tiles, marsh, notes credits, note for spectator
    Map Improvement - Mediterranea - differentiate an option for extra layer of bonuses (more horses, iron on map)
    Map Improvement - Mediterranea - Register settings for 3v3 Indus by default, 2v2 and early eras made easy to configure

    Extra Scenarios (with City Elim option) - Scenarios with only 1 settler added and no extra worker (37, and also 38/39/67/68/69/97/98/99)



    Spoiler 2.15 :

    Fix Bug - That Player's Civic unique promotion could carry over from game to game (you still had 5 move settler for next game after playing native america for example)
    Fix Bug - That Unique Resource of a Civ could get to be on initial tile if it corresponds to all criteria in the first pass (as part of the initial "pool" ). Now will only select that tile in second pass.
    Fix Bug - That Unique Resource of a Civ couldn't go "riverside" if the bonus didn't allow to. This to avoid case where the Cows cannot be placed riverside but then go under the city itself. Better to allow to place riverside. (Not inforced by regular game anyway)
    Fix Bug - Display of the gold received when building (Amazon camp) is also correct amount in DAWN menu
    Fix Bug - Display of Traits (Golden Age & Copy unit) Conqueror when option Balance trait was on
    Fix Bug - Display Screen Overview - Doesn't show Land bonus & Unique Civic if option expansion Civ not on
    Fix Bug - Several error of display with Protective archery range (i/ yield appeared even if option not on ii/ the trait description was a bit off, ...)
    Fix Bug - French text would lead to a building for shooting elite text, other small french text adjustments
    Fix Bug - Regen Game - That forest bonus of mathematics would be applied several times
    Fix Bug - Regen Game - Force a switch Multi time timer to 10' Fix when conceding

    Sound Improvement - get the "Caesar Victory" song when a game is conceded
    Sound Improvement - all new religion sound level (missionaries etc.) is more equal to normal religion (JARM level was too loud)

    Display Improvement - Pedia Promotion tab will show if they are unique and which combination of Civilization + Civic + Unit it will work for
    Display Improvement - Top left corner that display the era which the player is through, when it shows golden age, will show the number (n-th) of the golden age

    Display - New Menu - Game Analyzer. Accessible with CTRL-F5, when game conceded, reported live, or Spectator. Shows all the statistics you can imagine about the (current) game.

    Game Option (New) - International Water Peaceful - You cannot attack a unit on international/neutral water tiles (you can still attack unit in water in ANY player's culture)
    Game Option (New) - New Civilizations - allow to turn off the (6) new civilizations to play back normal game/scope.

    Game Option - Full Civilization Expansion - if it's off, then new Civs also have only 1 UB & 1 UU and no extra benefits, like a normal civ.

    Trait Balance - Imperialist - Golden age turn by cities conquered is TWO turns. But up to 5 times / cities conquered only.

    Trait Balance - Builder - Only -7% on buildings & -7% on units as opposed to -10% & -10%
    Trait Balance - Builder - When you found a religion, you get as many missionaries as cities you have

    Trait Balance - Protective - If other source of draft not activated (Nationalism), it requires 2 population minimum, despite proving more output

    General Balance Option - Action Balance, has indirect nerf of Protective - When you draft a unit, it takes the free promotion "Mercenary"
    General Balance Option - Stealth is available in Future Starts


    Wonder Balance - Krak des Chevaliers is a Ancient Era start only building (instead of Classical)



    Civ Simplify - England - Redcoat is BTS specs (+25% vs Guns)
    Civ Balance - England - UB Elite Range is now 120H instead of 80H, and only +2XP on Guns
    Civ Balance - England - New Civic - Alchemy replaces Paganism, offers free promotion "Scarlet Tunic" for Rifleman (Redcoat)

    Civ Balance - Carthage - Civic - Pastoralism - Does not give the free promotion 'Strength' anymore
    Civ Balance - Carthage - Civic - (New) Punic Kings (Hereditary Rule) - Gives free promotion 'Strength' to Horse archers

    Civ Balance - Huns - UU Tarkan (nerf) - Defends first against mounted units

    Civ Balance - Amazon - UB Amazon camp is a market, not a barrack. +120gold (not 100) in quick speed, +3xp Archer unit still. Barrack is normal barrack.

    Promotion design - Strength is only applied to Carthage now, Korea has different promotion called Force (same effect as before)

    New Promotion - "Scarlet Tunic" - +25% vs Mounted, -25% versus Guns. Allows flexibility on the Bonuses of redcoats.
    New Promotion - "Mercenary" - You can sell this unit (same price ratio as spiritual trait)
    New Promotion - "Mercenary" - This unit does NOT count for Military happiness garrison (both the minimum one unit and Hereditary rule effect)

    Map Improvement - Cross - Default value is now Toroidal, 12 Tiles away
    Map Improvement - Cross - Extra option for the middle. You can make it with extra resource (Pig, Silver, Bronze); or even more (+Corn, Gems)
    Map Improvement - Cross - Option to remove desert

    Map Improvement - Grid + Americas - Option "mirror shape on/off, or mirror total" is now incorporated for this map too (3 different values).
    Map Improvement - Grid + Americas - There is an "Open" version of the maps where neither shape nor starting positions are mirrored

    Map Improvement - BTP Inland Sea - Option for LShape or VShape (or Random). it's Template function, determines which one is used.

    Map Improvement - BTP Islands - Made the template smaller for more proximity of Islands (less chance of "empty" hub)
    Map Improvement - BTP Islands - Made option for map bigger (lower sea level than low, 2 more levels)
    Map Improvement - BTP Islands - Made option for no mirroring, not more "equal", it's a general islands map
    Map Improvement - BTP Islands - Made option for overriding of desert & tundra by either grassland or marsh
    Map Improvement - BTP Islands - Made option for shape of islands, for each type (normally random within :), Square, Tall, Wide and Squared+Centered

    Map Improvement - BTP Wheel - Extra option for "land color" can be normal (original map), green (like Green wheel) or super green (no desert)
    Map Improvement - BTP Wheel - Extra option for "middle territory" can be normal (Ice & tundra), only tundra, only plains, or only grassland
    Map Improvement - BTP Hub - All same upgrades than Wheel


    Map Improvement - BTP Ring - Extra option for "land color" can be normal (original map), green (like Green wheel) or super green (no desert)
    Map Improvement - BTP Ring - Extra option for "Central Hub" on top of "Arctic" it can also be "Marsh" (all tiles are marsh, you can go through with boats and land units

    Map Improvement - Cross + Grid + Americas + Inland Sea + GWheel + GRing + BTP_Inland_Mirror + Square - An option to start all units on the same tile (like Equal Islands had).

    Spoiler 2.14 :

    Fix text bug french text of some civics (Jihad, Crusades, Sultanate, Nordsmen)
    Fix some text spelling (Huns, Cavalerie Légère, Heavy Swordmen, French spelling)
    Fix text logic, for civics. Buildings don't show the bonus they can take for ALL civics (which include unique civics too) (C++ commented out), instead the description is made only on buildings if they are i/ Vanilla + Vanilla civic ii/ UB + UCivic, via XML, otherwise doesn't display. Civic Panel works the same as before
    Done for Arm's Factory2x, Warehouse; Animism/Monument; Norsemen/Lighthouse, Coinage/Forge2x, Fishing communities

    Fix bug that pacifism was received XP for units too (like Theocracy and/or Panem & Circenses)
    Fix bug/crash for some special cases when conqueror was rallying unit with CTRLA, and then cancelling the rally point
    Fix bug/crash when settling a city with option new random trait in the particular case of the Philosophical trait being changed + other option 'use new trait' wasn't on

    Code improvement - for large stack attack. Check for King & Conqueror Golden Age is only do if option(s) are on

    Interface - Promotion via Specific Civilization's building (Spain Cargo I, II, III) are shown with Green background instead of blue

    Civ Balance - China - Ballista returned attribute like Trebuchets : With Engineering, not Machinery. Collateral on 6 units not 7. Bombard 16 not 24.


    Spoiler 2.13 :

    Fix Text Bug - in french language for Spain 'Faith' Civic
    Fix Bug Pedia - scope of "Civic" Panel
    Fix Original/Firaxis bug for text when "Free religion" has a stater religion (England Civic)
    Fix "Royalty" applies to all Civ that have an alternate civic for Hereditary Rule
    Fix - Rewrote code for combat of conqueror golden age (small hardcoding) to reduce loops and speed up large battles
    Fix - Developed that even changed UU (Conqueror/Poland/UUMadness) received Rally point when created

    Multi Option - Ban Tier 2 - Also includes Spain, Carthage
    Multi Option - New - Ban Tier 3 - Similar to ban Tier 2 etc. but only bans France, Arabia. Also Zulu (not Tier 1, Huns is)

    Game Option - Wonder Balance - Mt Rushmore is -50% war weariness, not -40% (or -25% original game)

    Game Option - New - Bureaucratic societies - Can do civic "Bureaucracy" at all times
    Game Option - New - Age or Reason - Ideal for Renaissance start. You get a large fraction of the renaissance technologies already discovered: 100% of Liberalism and Nationalism. 75% of Gunpowder, Education and Constitution. 50% of Military Tradition, Printing Press and Astronomy


    Trait Balance - Expansive bonus on Harbor is 30%, not 50%

    Unique Unit & Building switch (random era change accordingly) :
    Zulu takes Valentine Tanks, HR Take Imperial Canons, France takes Renault Tanks
    Sumer takes Oil Refinery



    Civ Simplify - India - UB back to BTS specs
    Civ Simplify - Germany - UB back to BTS specs
    Civ Simplify - Khmer - UU back to BTS specs
    Civ Simplify - Mali - UU back to BTS specs
    Civ Simplify - France - UU back to BTS specs

    Civ Balance - Huns - Nomad Settler can work 150% speed, but can only do Ancient/classical work EXCLUDING roads
    Civ Balance - Egypt - Civic Caravan only +5gold not +7gold
    Civ Balance - Zulu - UU does not get promotion from traits (combat 1 aggressive, fin, ...)
    Civ Balance - Phoenicia - UB is normal cost of Harbor
    Civ Balance - Spain - UB is 4 gold not 5. Faith (Unique Civic) also has +10% gold



    Civ Simplify - Mongolia - UU back to BTS specs; can do "expansion" improvement - Mongol Yurt

    Civ Simplify - Portugal - UB back to BTS specs
    Civ Simplify - Portugal - UU back to BTS specs; can do "expansion" improvement - Portuguese Trading post. Only +15% now, only in sea
    Civ Balance - Portugal - Colonialism - +6 gold not +7 gold
    Civ Simplify - Greece - UU back to BTS specs
    Civ Balance - Greece - Athenian Democracy - free promo "Hoplite" for Axeman (your UU)

    Civ Simplify - Rome - UB back to BTS specs
    Civ Balance - Rome - New Civic - Panem Et Circenses (Pacifism) - +125% GP Points, +2XP
    Civ Simplify - Netherlands - UB back to BTS specs
    Civ Balance - Rome - New Civic - Dutch East India Company (Mercantilism) - Also has the bonus of Free Market
    Civ Simplify - England - UB back to BTS specs
    Civ Balance - England - New Civic - Anglicanism (Free Religion) - Keep state religion, +15% Science
    Civ Simplify - Arabia - UU back to BTS specs
    Civ Balance - Arabia - New Civic - Jihad (Vassalage) - free Promotion Chaos for Knights (Camels)
    Civ Simplify - Persia - UU back to BTS specs
    Civ Balance - Persia - New Civic - Ancient Mythology (Paganism) - +10% Production unit in cities with state Religion
    Civ Simplify - Ottomans - UB "port-cities", removed
    Civ Balance - Ottomans - New Civic - Sultanate (Hereditary Rule) - +4XP water units, free Barrage III Promotion for Cannons
    Civ Simplify - Babylon - UB, remove unique wonder
    Civ Balance - Babylon - Unique Civic - Code of Hammurabi (Caste system), Unlimited priest slot too, produce unit with food, Free Promo "Legendary" on Archer (your UU)
    Civ Simplify - France - UB back to BTS specs
    Civ Balance - France - Unique Civic - Nobility (Mercantilism) with Gunpowder. +8% Tech output
    Civ Simplify - Vikings - UB back to BTS specs
    Civ Balance - Vikings- Unique Civic - Norsemen (Decentralisation) - Unlimited merchant, +1 Happy from Lighthouse (UB), +3F+3C from ICE feature

    Civ Simplify - Native - UU No more American colonist (settler)
    Civ Simplify - Native - UB -100% war weariness
    Civ Balance - Native - Unique Civic - Animism (Paganism) - no War weariness, +1 Happy Totem, Free Promo "colonist" for settlers : +3 moves
    Civ Simplify - Ethiopia - UU back to BTS specs, UB back to BTS specs
    Civ Balance - Ethiopia - New Civic - Exorcism (Decentralisation) - +2Culture by specialist, +25% culture, free 'Shooting Elite' for Musketman
    Civ Simplify - Carthage - UU back to BTS specs
    Civ Balance - Carthage - Pastoralism also give promotion "Strength" to Horse Archer (your UU)
    Civ Simplify - Korea - UU back to BTS specs
    Civ Balance - Korea - New Civic - Joseon Dynasty (Hereditary Rule) - Free Promo "Strength" for Catapult (UU)
    Civ Simplify - Celts - UU back to BTS specs, UB back to BTS specs, UB Palace removed
    Civ Balance - Celts - New Civic - Voice of the Ancient (Barbarism), +8% Food, give promotion "King of the hill " to Swordsman (your UU)
    Civ Simplify - Ottomans - UU back to BTS specs
    Civ Balance- Ottomans - New Civic - Sultanate (Hereditary Rule) - +4XP for Domain sea, Free Barrage III promo for cannons
    Civ Simplify - Sumer- UU back to BTS specs
    Civ Simplify - Sumer - No more Imam Reza Shrine
    Civ Balance - Sumer - New Civic - Theocratic Socialism (Theocracy) with Priesthood not Theology. Determined promo for Axemen (UU)
    Civ Simplify - Byzantium - UU removed City attack bonus, only 10 Strength, +10% Mounted and bombard
    Civ Balance - Byzantium- New Civic - Crusade (Theocracy) - +20% prod building with religion in City. Free Promo 'Crusader' for Knights
    New Promotion - Crusader - +25% City Attack. Doesn't upgrade.
    New Promotion - Strength - +1 Base strength to unit. Doesn't upgrade.
    New Promotion - King of the hill - +25% attack Hills. Doesn't upgrade
    New Promotion - Determined - +5% Melee, +25% attack Tundra & Snow, target MELEE first outside cities. Doesn't upgrade
    New Promotion - Elite Shooter - +25% Guns. Doesn't upgrade
    New Promotion - Hoplite - +75% Mounted. Doesn't upgrade
    Promotion - Chaos - Also defend first against War Elephant. Doesn't upgrade.
    Promotion - Chaos - Changed graphics so that all promo that don't upgrade have purple background

    New Improvement - Yurt - +1F, +1Gold, +1Vision for units on the tile, +10%defense

    Spoiler 2.12 :

    Beyond the Play 2.12

    General Reboot of 2.11 - was working well (solo) but some OOS in Multi, so remove 4 C++ development that could have been conflicting, 2.12 is 2.11 trimmed down

    Fixed - Pedia Bug that showed UB france in normal expansion building
    Fixed bug - That Civ with Unique Civic, couldn't take the normal civic it replaces, in Vanilla/UUMadness/NotExpansion games
    Fixed bug - The Tech Splash Screen was showing the Civic (including unique) of the first player, not the active player
    Fixed bug - "wonder balance" option was overriding some of the obsolescence tech (monument, brewery etc) - Hagia Sophia now expires with Ecology
    Fixed bug - That when not allowing Conqueror leaders, their leader (now with another trait) gets the "negative health" adjustment
    Fixed asserts issues for Regen, by cleaning code of MaxConscript, FreeCommerce & NegativeHealth

    New Panel - Civilization overview - reachable in game and in front of DAWN. Communicate with Civ Overview panel

    Map - BTP Grid - updated for version 2020 - More map distance, layout etc.

    Balance - New Building - Elephant Camp - expire with Military Tradition, not Advanced Flights
    Balance - New Building - Archery range now never obsolete (but still only for Medieval max starts)

    Trait Balance - Protective - Archery Range bonus becomes, 1F, 2H, 1C

    Civ Balance - Poland - UU - LumberJack works 200% rate, not 1000% rate. in Quick, it will chop forest in 2T, any improvement (serfdom, start Reny or later, spiritual,...) will make it in 1T
    Civ Balance - Japan - Fuji Faith (Economy) - Settling a city put a Fuji Mount on 1 hill (if no bonus, no forest, no city) + 1 Hammer for Mount Fuji's

    Civ Balance - Inca - Unique Civic - is +3F+1H not +2F+2H
    Civ Simplify - Inca - UU Quecha is same as BTS
    Civ Simplify - Korea - UB Sewon is same as BTS

    Civ Balance - New UU - Celt - Heavy Swordsmen (Maceman) - Always target Melee first, +20% attach hill
    Civ Balance - France - Salon still require university but is normal cost of Observatory

    New Option - Trait Balance Pacifist - Aggressive does not get Free promotion combat 1 on melee unit
    New Option - Trait Balance Pacifist - Aggressive gets the two faculty of using ON/OFF Growth restriction in cities, not Organized
    New Option - Trait Balance Pacifist - financial, doesn't have free promotion on units

    New Option - Alternative Trait for replace leader - when using one of the four/six option to forbid a trait (e.g. no aggressive leader), it will use a forced trait (first replacement "Builder" trait, second "Scientific" Trait) to replace; not random within existing trait. This helps with OOS because no random function
    Alternative Trait - Builder - Cost of Units : -10%
    Alternative Trait - Builder - Cost of Buildings : -10%
    Alternative Trait - Scientific - 1 science by turn by city
    Alternative Trait - Scientific - Extra 1 Coin on tiles with EXACTLY two Coins
    Alternative Trait - Scientific - Free promo "amphibious" for all melee, gun, armor and mounted units


    Spoiler 2.11 :

    Beyond the Play 2.11
    Fixed - Pedia Bug that showed UB france in normal expansion building
    Fixed bug - That Civ with Unique Civic, couldn't take the normal civic it replaces, in Vanilla/UUMadness/NotExpansion games
    Fixed bug - The Tech Splash Screen was showing the Civic (including unique) of the first player, not the active player
    Fixed bug - "wonder balance" option was overriding some of the obsolescence tech (monument, brewery etc) - Hagia Sophia now expires with Ecology
    New Panel - Civilization overview - reachable in game and in front of DAWN. Communicate with Civ Overview panel

    Map - BTP Grid - updated for version 2020 - More map distance, layout etc.
    Balance - New Building - Elephant Camp - expire with Military Tradition, not Advanced Flights
    Balance - New Building - Archery range now never obsolete (but still only for Medieval max starts)
    Trait Balance - Protective - Archery Range bonus becomes, 1F, 2H, 1C
    New Option - Trait Balance Pacifist - Aggressive does not get Free promotion combat 1 on melee unit
    New Option - Trait Balance Pacifist - Aggressive gets the two faculty of using ON/OFF Growth restriction in cities, not Organized
    New Option - Trait Balance Pacifist - financial, doesn't have free promotion on units

    New Option - Alternative Trait for replace leader - when using one of the four/six option to forbid a trait (e.g. no aggressive leader), it will use a forced trait (first replacement "Builder" trait, second "Scientific" Trait) to replace; not random within existing trait. This helps with OOS because no random function
    Alternative Trait - Builder - Cost of Units : -10%
    Alternative Trait - Builder - Cost of Buildings : -10%
    Alternative Trait - Scientific - 1 science by turn by city
    Alternative Trait - Scientific - Extra 1 Coin on tiles with EXACTLY two Coins
    Alternative Trait - Scientific - Free promo "amphibious" for all melee, gun, armor and mounted units


    Civ Balance - Inca - Unique Civic - is +3F+1H not +2F+2H
    Civ Simplify - Inca - UU Quecha is same as BTS
    Civ Simplify - Korea - UB Sewon is same as BTS
    Civ Balance - Poland - UU - LumberJack works 200% rate, not 1000% rate. in Quick, it will chop forest in 2T, any improvement (serfdom, start Reny or later, spiritual,...) will make it in 1T
    Civ Balance - Japan - Fuji Faith (Economy) - Settling a city put a Fuji Mount on 1 hill (if no bonus, no forest, no city) + 1 Hammer for Mount Fuji's
    Balance - France - Musketeer now require Winery (Brewery UB) to be built
    Balance - France - Brewery doesn't do -35% science, only do +2 happy with Wine, obsolete Rifling (not Guilds), require Monarchy
    Balance - France - Salon still require university but is normal cost of Observatory

    Civ Simplify - Arab - Camel Archer is like in BTS (no Chaos Promo, no defense vs Elephant first)
    Balance - Arab - New UB - Animal Sanctuary (Elephant Camp), also gives free promo Chaos on Knights (Camels), cost 80H not 40H
    Balance - Promotion - Chaos, also make the unit defend versus elephant first

    Spoiler 2.10 :

    Beyond the Play 2.10
    Fixed - Language bug - for Phoenician workers in French
    Fixed - Bug / crash - When cities name run out. Added cities name (Phoenicia +15 to 26, Austria +14 to 31)
    Fixed - Option Warlord - if no anarchy is checked too, spiritual still gets +1 pop
    Fixed - Map Gen - Treasure - Map was always regen twice so Treasure never appeared (second gen didn't call it)
    Fixed - Map Gen - Only calls second round of generation if one of the 6 options of "trait banned" is checked (in case Re-Randoming civ changes)
    Fixed - Graphics - SDK Text - When a building provided a yield bonus with trait (like Archery range for Protective), it displays better i) in list of built building, ii) list of production to choose, iii) civelopedia
    Fixed - Graphics - SDK Text - All granaries shouldn't show capacity of Mongolia. Similarly, Khmer for Aqueduct.

    Regen - Fixed a bug (building count) that you would keep special count, Stonehenge, totem, etc.
    Regen - Fixed a bug/crash with Conqueror trait when it re-assess the +1 Gold/turn
    Regen - Fixed a bug that one player was skipped sometimes on regen (fixed tech score etc)

    Concede view - Reveals hidden resource like Petrol etc when the team is conceded

    Turn Timers - Added several (up to 9) speed timers for multiplayer
    Turn Timers - Moved all (10 normal/first) timers by 5 seconds (slower)
    Turn Timers - New Multiplayer Option "locked timer" so that you cannot change it via Host options menu

    World Info - Change default player in function of map size (Tiny 4, Small 6, Standard 8, Large 10, Huge 12)

    Game Option - New - Global Warming Limited - Provided the player builds National Park, he can avoid global warming around his cities
    Game Option - Expansion Wonder - Made it so that you can make it that the wonder has no obsolescence when there was one before.
    Game Option - Expansion Wonder - Hagia Sophia doesn't have obsolescence anymore

    Trait Balance - Organized - +150% XP when General used to give XP (50XP instead of 20XP)
    Trait Balance - Organized - Avoid growth button OFF: You don't have to use food for any production (workers, settlers) you can still grow
    Trait Balance - Organized - Avoid growth button ON: Allows all production to use food
    Trait Balance - Protective - Need 1 less Great person for golden age (after the first one)
    Trait Balance - Protective - + 100% Monasteries
    Trait Balance - Protective - it's +3 hammers with Archery Range, but cannot build from Renaissance start onwards (1 more era ban)
    Trait Balance - Financial - +100% Production on Breweries
    Trait Balance - Agressive - +100% Production on Arm's Factory

    Unique Resource - Resource CANNOT pop under feature/forest anymore. Attention makes more likely to pop under Capital settling tile


    Civ Balance - Mali - No more Gold resource on map
    Civ Balance - Mali - Unique Civic - Coinage (Government) - Forges, +4 happy, +2 health
    Civ Balance - Aztec - Unique Civic - Jungle Kingdom (Government) - +1 happy for each forest & jungle
    Civ Balance - Aztec - Altar Council also has +2 culture & +1 Happy
    Civ Balance - Native - Totem doesn't have free priest anymore, but it has +3GP points of Priest

    Civ Balance - Portugal - Unique Civic - Agrarian Society (Economy) - +1 gold on farms
    Civ Balance - Ethiopia - Stele does not have +1 Happiness anymore, not for free in any era (back in line to normal monument)
    Civ Balance - Inca - Unique Civic - Qullqa (Economy) - When you settle a city, surrounding mountains get +2F +2H and you can work them
    Civ Balance - Inca - UB - back to normal BTS (no extra 5%)
    Civ Balance - Phoenicia - Starting tech are fishing and agriculture (not hunting - small nerf because of worker ability)
    Civ Balance - France - new UB - Winery (Brewery) +3 happy is with wine not wheat

    Civ Balance - Austria-Hungary - UB doesn't have free Marble since it has it via Unique Resource. But it reveals all marble on map
    Civ Balance - Babylon - UB doesn't have free Stone since it has it via Unique Resource. But it reveals all stone on map
    Civ Balance - Polynesia - UB does reveal all fish on map

    Civ Balance - Ottomans - Janissaries can also upgrade in Cannons
    Civ Balance - Russia - Cossacks, have +25% against Riflemen & Grenadiers, not +30% vs Guns
    Civ Balance - Austria - Hussar - Defense bombard is 5% not 4%. Free promo Flanking 2


    Redistributing / Era / Iron Rebalance

    Civ Balance - Prussian Navy moves from Holy Rome to Germany
    Civ Balance - Valentine Tank, moves from Viking to Holy Rome.
    Civ Balance - Viking Maceman back to BTS standard
    Civ Balance - Carthage Cothon back to BTS standard
    Civ Balance - Ottomans - get's a Harbor with +4XP like Carthage had
    Civ Balance - Khmer - Received Foraging Civic from Carthage
    Civ Balance - Carthage - "Pastoralism" Civic +2Gold on pastures

    Random Era select - German add Indus, HR remove indus, add modern, Viking removes modern, Ottomans up to Future, Carthage only class + ancient


    Component - Dark Age - When option is OFF, doesn't put a message to all when you get Feudalism

    Component - Faith - Faith events reached later, multiples of 160 instead of multiples of 120
    Component - Faith - Event bonus for Cathedrals, redesigned to be roughly all equals (less geared towards happy and/or health)
    upload_2020-2-17_19-29-17.png


    Graphic Interface - tiles can now show more than 9 resources (good for Portgual civics, etc.) : https://forums.civfanatics.com/threads/10-yield-display.648327/
    Graphic Interface - new panel (CTRL-F4) for modders / check items : https://forums.civfanatics.com/threads/gamefont-display.648571/


    Graphic Interface - Added advisors on top left (near chat log), for menus accessible via CTRL-Fx
    Graphic Interface - Added reference to shortcuts in widget/description of buttons
    Graphic Interface - with option "Tournament game" all irrelevant menus are hidden (just like they can't be called by keyboard shortcut), except for Spectator/referee

    Graphic Interface - "Dawn of Man" - redesigned to actually SHOW the UU & UB, also links up towards Civ Tiers panel
    Graphic Interface - New Panel (CTRL-F9) - "Tiers Civilization" - show what civilization can be assigned with option Random Civ Select Era

    Graphic Interface - "Shared Vision" panel, also to check who conceded, updated, linked with regen features.


    upload_2020-2-17_19-29-18.jpeg

    Spoiler 2.09 :

    Beyond the Play 2.09

    Fixed visual - Worker of Arabia has unit graphic for all era starts, not just one
    Fixed visual - Worker of Ottomans is normal looking worker, its dedicated graphic goes to Phoenicia Worker UU
    Fixed display - That amazon camp gold wasn't adjusting properly for speed in civelopedia (only)
    Fixed display - That in-city menu was showing Protective unhappy for drafting is 3 Unhappy, while it's 2 unhappy
    Fixed turn count - so that super quick would have better scaling for Years/era start time
    Fixed bug - That you had a popup turn 1 for civic change, even in ancient era
    Fixed bug - Mechanized Unit - Infantry Mechanized & Gunship are now mechanized unit
    Fixed bug - Dark age - that you could still grow when you didn't put a unit has production
    Fixed bug - Dark age - some text issues when the option is off
    Fixed bug - Pick up / Place resource - blocked that you could do it "across" domain (i.e. in sea on a galley or in a city settled on resource with fisherman)
    Fixed bug - Game generation - thats huns could get settlers instead of workers (settlers can not build Campus)
    Fixed bug - Game generation - that 3 traits were not reset properly (100% growth cottage fin, 10% fast worker Spi & 1 draft for free Protective)
    Fixed bug - Game regeneration - Great general points now resets at Regen (thresholds were okay)
    Fixed bug - Game regeneration - The score was counting twice the tech points (was not removing the old score)
    Fixed bug - Game regeneration - Conqueror traits now doesn't get applied bonus twice of 1 gold
    Fixed bug - Game regeneration - Option limiting traits (Protective, Financial etc.) would give you the traits on your starting units
    Fixed bug - Game regeneration - Option limiting traits (Protective, Financial etc.) when you unselect it between games, now gets applied properly
    Fixed bug - Game conceding panel - changed it so that it reveal all tiles fully if the game is conceded, removed a crashed logic when more than 1 team concedes
    Spectator - made it so that spectator "Auto-enters" not to slow game, but only if there is more than 1 human (you can watch AI play)

    Fixed - Unique Resource - made it that it cannot go on a peak
    Fixed - Unique Resource - made it that when there is no valid plot to have free resource, it gets on the tile of the capital (useful for Oil, even fish,...)

    Feature - Unique Civic - made it so that you can have a unique civic (Portugal) that is not in first line of civics. 1/ Fix civic screen 2/ Start Civic 3/ Cannot Do civic logic 4/ Tech tree only show applicable civic to your civ 5/ Remove popup when you discover tech

    GameOption - Base Game - War Elephant is a Mechanized unit (does not take promotion from barrack)
    GameOption - Base Game - New Building : Elephant Camp - With alphabet, +3XP for Elephant
    GameOption - Base Game - Spearman dedicated bonus vs Elephant is 50%, not 30%


    Civ Balance - Arabia - UB Palace removed - doesn't have free oil via building anymore, only settling "unique Resource" on tile of capital
    Civ Balance - Sumer - UB Palace is Imam Reza - +3XP Melee in City, +1 gold & 1 science from all religious building
    Civ Balance - Sumer - Remove special Ziggurat and returned to default/vanilla one (not 3XP melee anymore)

    Civ Balance - Polynesia - Unique Civic - Fishing communities (Economy) +2Food with Fishing boats, +2 Health Granaries
    Civ Balance - Russia - Unique Civic - Forced Labor (Economy),+1 Gold on Mine improvement
    Civ Balance - Carthage - Unique Civic - Foraging (Economy), +3H on Camp improvement
    Civ Balance - Amazon - Unique Civic - Wood economy (Economy) +2 Gold on forests
    Civ Balance - Amazon - New UU - Chariot (Light Cavalry) - Free Blitz promotion
    Civ Balance - Egypt - Unique Civic - Caravan (Economy), +7 Gold on Oasis
    Civ Balance - Spain - Unique Civic - Religion Tolerance (Religion), +150% Faith
    Civ Balance - Portugal - Unique Civic - Colonialism (Economy), replace Free market, with Optics. +1 Hammer, +5 Gold on fishing boats
    Civ Balance - Portugal - remove special "builds" of fishing boats etc. it's all done via dedicated civic now

    Civ Balance - Phoenicia - Unique Civic - Phoenician Oligarchy (Governement, HR) Reval all tiles of the map (fogged); instead of "just" Mathematics
    Civ Balance - Phoenicia - Has a dedicated (new UU) worker which doesn't require the technologies to build improvement (can build all)
    Civ Balance - Poland & Polynesia - UU - Moving resource, and putting them back, finishes the units move both (takes more time to move resource around)

    Civ Balance - Arabia - Camel can now upgrade again, in both Cuirassiers and Cavalries
    Civ Balance - Arabia - Camel starts with Promotion "Chaos" not "Commando"
    Promotion - Chaos - new Promo, can use enemy road like Commando, but when UPGRADING, you LOOSE the promotion on the unit [New Feature]

    Traits balance - Industrious - +1Hammer only on EXACTLY 4 Hammer tile. It's on natural yield (pre-Golden Age)
    Traits balance - Agricultural - +1 Foood on tiles with Either 4 or 5 food only
    Traits balance - Charismatic - +50% Production Gunship

    Spoiler 2.08 :

    Fix display - you get the DAWN screen (showing all your civ stuff) even in multiplayer, even in non-ancient start
    Fix option bug - that the scenario 100 is not activated (it's >=100 to activate scenario, not >100)
    Fix game bug - that slaves (because no combat domain) didn't get their production bonus (trait spiritual) since 2.06
    Fix game bug - Made it that bonus of production on slaves/lumberjack is only available for traits if option "expansion traits" is activated
    Fix game bug - with Option Killer - You lose the "capture city" count if you lose the city (in case someone takes back the city you captured)
    Fix Retire menu - that you can ALT-Q by mistake to retire, you need to do ALT-CTRL-Q now
    Fix text bug - of options
    Fix display bug - that it would say "CTON Ancient" for Ironman games in superquick speed and hyperquick speed
    Fix graphic bug - that "European workers", were appearing as Indian fast workers on some frames when option animation frozen was on
    Added Graphics for workers from RFCE (there isn't many to took the chance to store/expand), different graphics for the workers of Russia+Ottomans+Arab+Hungary/Poland

    Fix problems with Keyboard Shortcuts for popup / screen menus :
    Added Menu for players to activate, this cannot activated when the multiplayer option "Tournament Game", is on
    (Added Multiplayer option : Differentiated "Tournament Game" (above) and "Refereed Games" (=Observer mode))
    CTRL-F1 - Developer menu to check XML tags, check games' content
    CTRL-F2 - Developer - Calendar check (to compare game speeds)
    CTRL-F3 - Developer - Art checker
    CTRL-F4 - Developer - A quick ingame text display to test strings
    CTRL-F5 - Host option popup
    CTRL-F6 - Concede and reveal map popup
    CTRL-F7 - Regenerate map quick menu
    CTRL-F8 - Shared vision Panel (Not functional for now)
    CTRL-F9 - Advanced options (Hidden for now)
    Host option menu also available with CTRL + SHIFT + H at all times (even in tournament games)

    VictoryOption - new - Treasure Hunt.
    At launch of game you get a "national treasure" unit, no strength, 1 move. Cannot enter cities/is expelled if you settled on unit.
    If someone kills this unit all your cities and units are destroyed

    Scenario Option - UU Madness
    With UU Madness option there is no distinction between Civs anymore : They can all build all the UU's, but they need to have access to some resource to do so. When you chose your production (for example archer) it's starts normally and when you finish constructing it, if you have the resource of a UU of the unit type (example Stone) you get the UU (in this case a Bowman). If there are multiple UU's you can get, you get a chance for both (if you've got both Sheep and Fur you get 50/50 chance of a Gaellic warrior and a praetorian when you build a swordman. This works and adapt to both BTG and BTP (new UU's or not). The list of UU and their resource is shown in a dedicated panel in civelopedia, also on the Unit Pedia themselves when the option is on.


    Additional religions (from Just A Religion Mod), 10 extra religions
    Only activates when "Fair religion" is on, and when 8 players or more are part of game. This is mostly for large multiplayer games, so that everyone has religion.
    Religious Screen (F7) has been adapted to only show the religion in play, not all religions greyed out.
    Added Civelopedia of BTP Religion to reflect. It shows the religion and it's related Units (missionaries), Wonder (Shrine) and buildings (Temple, Monasteries, Cathedrals).

    Added "Component". Concepts are activated via (new) game option. Labelled "Component"
    Component described in Civelopedia in new page "BTP - Concept"
    Concept "Faith". When a player as an active state religion, each building of that religion (monasteries, temples, cathedrals) contribute 1 points towards faith (3 point for Shrine). Counter appears on top left of screen (doesn't contribute when in anarchy, resets at 0 if changes religion).
    When you get to the threshold (120 points in quick), you can choose 1 of 9 bonus, that applies to Cathedral (1 coin, 1 culture, etc.). The next threshold then is further away (240pnt for level 2) like the threshold for GP increase. This works for all 17 religions.

    Added Component - "Royalty"
    A "King" Unit is created when you take the civic Monarchy. The King unit appears at the end of your revolution transition period (normally 5 turns), on the tile you started the game on, or a tile adjacent to it if there is a city there.
    You can have multiple Kings if you do multiple revolutions where you select Monarchy. The unit itself is similar to a treasure - it's weak, cannot attack, has 1 movement and cannot enter cities. When it dies, it triggers a golden age for the civilization that killed it (limited to once a game by player) and triggers a dark age for the civilization that lost his king (can happen several times, and happens even if dark age concept his not checked). You'll get notification of starts and ends of Dark ages of all players like you do for Golden age (sound, etc.). Your player screen will show how many turns left where there usually is the mention of which era you currently are in.

    Added Component - "Dark Age"
    When you're in a dark age, you cannot produce research anymore (you do 0 beaker...better save gold!), you have 5 'bad' health by city, and all your production are 'food produced' (you cannot growth anymore). The dark age last as long as a golden age, i.e 6 turns in quick speed and 8 turns in normal speed. There are 3 ways to enter a dark age, I/ The aforementioned death of one of your kings, this is a normal dark age. The other 2 ways are 'Global Dark Age' where all players enter the dark age at the same time. There can only be one global dark age by game. II/ By constructing the wonder "Krak des chevaliers" available with guilds (you only need to use a knight to build it, you don't need to produce it in the city). This wonder also give you immunity vs Global dark age so everybody BUT YOU will have a dark age. But note that this wonder expires with the technology Education so you will have to make a tech path choice for this. III/ When you discover Feudalism, there will be a popup offering you the chance to spread the plague and everybody will enter a dark Age. Importantly you will not be able to do so if you already are pas the Medieval era (have a tech within Education, Nationalism, Gunpowder, Printing Press, Astronomy). You'll probably want to trigger this when someone is about to get Krak des Chevaliers. Krak des Chevaliers is only available for Classical and earlier starts.

    Added leader (12) for all the "Conqueror" traits combo. All leaders are on Civilization that already exist in base game (opposite of agricultural trait).
    Civelopedia panel of leaders : Sorted in 3 columns, Agricultural, Conqueror, and other leaders.

    Trait "Trader" is replaced by trait "Conqueror"
    Trait Conqueror reset - Can rushbuy production, +1gold/city/turn, 20% discount upgrade sea unit, +3 Health, 100% prod speed market & Grocers
    Trait Conqueror new - When you win your first attacking combat with your (own) UU, a golden age is triggered
    Trait Conqueror new - When you produce a unit, if 1 of your teammates has a UU for that unitType, your unit has 50% of transform in that UU too (you share the UU of your teammates). [Brotherhood concept of platyping]



    GameOption - New - Settings - no AGGRESSIVE leaders
    GameOption - New - Expansion - Conqueror Leaders
    GameOption - New - Expansion - Agricultural Leaders
    --> For all 3 options, when you launch the game, if you fall on a leader with one of those traits it will change the TRAIT to a random one. So if you play with Cleopatra (Agri/Conq) and don't check the option, you will be something random (like Cre/org for example) but not Agri, not Conq and not Aggressive as well if you did CHECK the box (opposite logic for checking box Aggressive)


    GameOption - New - Smart and Limited tech discount - You can only benefit of tech discount (bonus modifier to help your tech) if you have TWO CITIES less (or more) than the player/team you're copying. Only if it's a real catch-up mechanism. If you also click option no tech discount you won't get any.
    GameOption - Base Game - New Unit, Battery Ram - Siege with 0 Force, gets captured. Cost 150H normal speed. Requires engineering, and a siege workshop in the city. it's a limited unit each player & team can only have 1. It bombard defense 200% (only 2 turns vs Castle, 1 turn any other case). It requires a road to move (cannot enter terrain without road/railroad)
    GameOption - Scenario - The campus improvement is now with Repleacable part, update in 35T (not 40) only 1 coin (not 3); but gets +2 coins with Steam Power

    New Unit Feature - Unit can be "no promotions from trait" (Trait promo (agressive, financial) don't apply to the Unit (only applied to Rome UU)

    New Civilization Feature - Unique Resource - When you select the civilization expansion (works for Civelopedia and DAWN too), on top of the new UU and UB; some civilizations have a unique extra resource.
    This resource is added to your city fat cross when you SETTLE the capital (you can see the resource appear), if there is at least 1 of the 21 tiles that is valid to receive (not always true for Oil for example). So this will give you a boost (a cow with America for example) or a strategic resource (marble with Austro-Hungary for example). Specific resource for specific resource are shown in your civilization pedia.
    Current List : Arabia Oil, America Cow, Austria Marble, Babylon Stone, Khmer Elephant, Mali Gold, France Wine, Viking Fish, Carthage Sheep, Germany Wheat, China Rice

    New Civilization Feature - Unique Civics - When you select the civilization expansion (works for Civelopedia and DAWN too), on top of the new UU and UB; some civilization have a unique civic.
    It replaces a traditional civic and gives a more powerful civic to the civilization (this replaces the faculty of having access earlier to a civic of previous version of BTP).
    Current list : Greece (Athenian Democracy - Labor, +100% growth cottages), Arabia (Religious Education - Labor, unlimited Scientist, Priest), Germany (Confederation - Legal, +3 Happy from Barracks)

    New Civilization : Poland. 2 leaders, Cre-cha & Org Pro.
    UU - Highlander Infantry (Infantry) - 22 Strength, cheaper (110 like Rifle, not 140), Free promo : Amphibious, Guerilla I & II
    UU - Lumberjack (removed from Polynesia), slightly cheaper. Can build colonies too
    UU - Polish worker can do all jobs without having the techs, except a Colony. Also, can move resources around, the worker can "store" (say the sheep) go to another tile and drop it
    UB - NightWatch (Monument) - +1 Coin, expire with Mass media. Allow a 50% chance of copying an opponent UU when you produce (the same type of) unit

    Civ Balance - Polynesia - UU Fisherman - Can "move the resource" in the sea. so you can move the fish/crab/clam etc. to other tiles
    Civ Balance - Polynesia - doesn't have UU Lumberjack Anymore


    Civ Balance - Rome - Praetorian is "no promotions from trait"
    Civ Balance - Inca - Ayamar (nerf) - bonus vs Cuirrassier is only in defense (not in attack anymore), it's 75% not 100%
    Civ Balance - Spain - Conquistador (nerf) - it's not +50% melee & +25% guns the bonuses, but +25% pikes & +25% Musketman
    Civ Balance - Portugal - Carrack is 3 move 2 cargo like in BTS but 1) can build Portuguese fisheries (replaces normal fisheries with +7 gold, which expire with railroad). 2) Can build Portuguese trading post, it's like a colony in the water with 25% defense. This destroys the carrack when built. You need 3 space in between each you want to build.

    Civ Balance - England - Elite Range - it's only 3XP for guns not 4XP. Very similar. Also the building is not "limit era" but that's just clean up, no gameplay impact
    Civ Balance - England - English Archer - no more first strike (mini-nerf)
    Civ Balance - Korea - Hwacha (buf) - is normal price of catapult
    Civ Balance - Native - American colonist (nerf) - still 5 move but no sentry vision
    Civ Balance - Russia - Cossack (buf) - +30% vs guns not +20%
    Civ Balance - America - Central Bank (buf) - +150% instead +135%
    Civ Balance - Mongol - Ortoo (nerf) - cost 60 not 50. No Prod bonus from horses.
    Civ Balance - Russia - Research Lab (buf) - doesn't need the uranium for power (so you can get it at physics, not fission), also 0 chance of nuclear meltdown
    Civ Balance - Mail - Mint (buf) - it's +25% gold not 10%. Still 2 engineers slots with Iron working

    Civ Balance - Khmer - Elephant - fix bug that you could do baray to everyone (so 2 aqueducts)
    Civ Balance - India - Mughal Elephant - another "flavor" elephant who can build mausoleum in city (only of india player). it mostly serves as UU to start GA with Conqueror trait

    Civ Balance - Zulu (Minor) - Ikhanda is returned to normal (20%) cancelled extra building
    Civ Balance - Holy Rome (Minor) - Rathaus is returned to normal (75%) cancelled extra building
    Civ Balance - Austro-Hungary - UB - Opera House - Theatre, +25% gold. Cost 100 not 50

    Trait Balance - Creative - All bonus of 20% are 25%
    Trait Balance - Agricultural - doesn't have 2 health anymore (conqueror has those Health)
    Trait Balance - Agricultural - +100% prod speed on aqueduct, levee
    Trait Balance - Financial - Chainmail promition only gives +25% protection collateral, but opens up for promotion "equestry" [can reach with 3XP]. Also, Chainmail available for all with Combat6 promo (unlikely)
    Promotion balance - new - Equestry, +25% vs Mounted. Available with chainmail only

    GameOption Balance - Wonder Madness - The resource booster on World Wonder is 50%, not 35% anymore

    Spectator Mode - in Tech panel you have dropdown menu to check techs of everyone


    Spoiler 2.07 :

    Beyond the Play 2.07
    Game base extra - Building - Warehouse also give +1 Health when using Civic Serfdom
    New Civ - Polynesia - UB - Marae - All same but (workers) can only increase population of the city ONCE a turn


    Spoiler 2.06 :

    Beyond the Play 2.06

    Multiplayer Scenarios - Included Scenarios (Extra scout, worker, settlers, pop,...) via the CityElim Multi Option
    Multiplayer Scenarios - Activated when CityElim > 100. i.e, 902 City elim will make it 2 CityElim + Scenario 90 (3 extra defense unit)
    Multiplayer Scenarios - Remove the 350 Turn extra 1 Explore unit (this is Scenario 10). See dedicate sheet for all scenarios

    MainScreen Display - Doesn't show extra display (MOD name etc.) when in city menu anymore
    MainScreen Display - Fixed a bug with option display in the name game top right corner (beyond the play 2.06...)
    MainScreen Display - When changing the timer, it shows the name of the player/user, even in anonymous (not name of leader)
    MainScreen Display - On top left - Shows the game #being played (teamer, CTON,...)
    MainScreen Display - On top left - Shows the current era you're in
    MainScreen Display - Score name toggle - Between player name (toggle off), & LeaderName + Civ Adjective (toggle on)

    GameSpeed - SuperQuick - Worker build % back up from 50 to 60. So that roads = 2 Turns. Compare to Quick, only chop (2T) and farm (3T) change
    GameSpeed - HyperQuick - New speed, Everything at 20% normal speed
    GameSpeed - All new speed - re-scaled the count of months (years) correctly

    MultiOption - New Option - Random Ban Civ too Powerful (one more option, other existing option called "Dominant Civ"). Tier 2 Civs are banned from Random : Phoenicia & Rome
    MultiOption - New Option - Random Ban, if option "Reveal Map" is turned on; then you can't get Phoenicia in Random

    GameOption - Great Artist limited - Great Work is not banned altogether anymore, it requires culture in the city egal to what will be received
    GameOption - Great Artist limited - Can do Small work instead. it's 1/100 less culture, but still flip revolution, and gives gold depending on era (150/era in quick)
    GameOption - Ancient Scout - added a feature that does not allow to settle CAPITALS on REVEALED STRATEGIC resources

    GameOption - Scenario - Workshop REDUCES by 1 hammer the output with technology ECOLOGY
    GameOption - Scenario - Colonies (New). Tile gets surrounded by Culture. Can Link Resources. Cannot build next to each other. Requires Compass
    GameOption - Scenario - Colonies - Can only be built outside borders (neutral terrain)

    GameOption - Vanilla - Fixed a but that sometimes UU & UB could be built still
    GameOption - Vanilla - Fixed that you don't have special Civic starts if in Vanilla or UU Madness mode
    GameOption - UUM - Aligned to Vanilla for the civilization part (UU & UB Vanilla). Leader trait still apply (can be used as a vanilla variant as is)

    Traits Balance - Expansive still has +50% water bonus but it requires building a harbor
    Traits Balance - Spiritual - with No Anarchy, Anarchy Length is 1 turn only under all conditions
    Traits Balance - Spiritual - with No Anarchy, Only get +1 population for Era starts Indus, Modern, Future
    Traits Balance - Protective - Does not draft at a different size than other traits anymore
    Traits Balance - Protective - +2 Hammers on Archery Range
    Traits Balance - Organized - doesn't have ability to kill units with siege anymore, but has free promo Explosive on siege (similar)

    Promotion - Explosive (new) - Can kill units completely, +50% vs Siege

    BaseGame Balance - Grenadier - Cost is 110 (not 100) like a Rifleman

    Game Feature - Mechanized - Fix units (Cannons) that weren't mechanized

    Game base extra - Building - Archery range, cost 45 not 60, but Protective leaders don't produce it quicker
    Game Base extra - Building - Siege Workshop 75H, with Metal Casting. +3XP Siege. +25% Prod Siege. Builds twice fast with ORGANIZED. Obsolete with Steel
    Game base extra - Building - Brewery 45H, with Pottery. +1 Happy, +3Happy with wheat, -35% Science
    Game base extra - Building - Brewery +25% Prod Melee. Can produce melee unit with food (like settlers & workers). Obsolete with Guilds.

    Wonder Balance - Hagia Sophia - Also alllow the city where it is built to hold 1 extra national Wonder. Still obsoletes Steam Power.

    Civ Balance - Egypt - 3 dedicated wonders removed
    Civ Balance - Egypt - Obelisk, also give +50% prod on buildings, when you already have a bonus via a resource (Marble, Stone, Copper,...)
    Civ Balance - Austria Hungary - has new UB Vegvar (Castle) - +5XP Siege. Builds quicker with marble, not stone
    Civ Balance - Spain - Citadel (Castle) doesn't have +5XP Siege anymore.

    Civ Balance - Japan - Dojo expires (with Physics)
    Civ Balance - England - Elite Range, still expires with assembly line but is buildable in Industrial
    Civ Balance - Celts - Only 4 starting techs, not Agriculture, not the wheel
    Civ Balance - Germany - starts with civic Nationhood
    Civ Balance - Arabia - Madrassa return to original games' spec
    Civ Balance - Arabia - starts with civic Caste System
    Civ Balance - Greece - Odeon return to original games' spec
    Civ Balance - Greece - starts with civic Emancipation
    Civ Balance - America - doesn't start with civic Emancipation anymore
    Civ Balance - America - Cost of Empire State building is 1200 not 1500
    Civ Balance - America - Central bank starting tech is Liberalism, not Corporation. Doesnt require ANY bank.
    Civ Balance - Phoenicia - Mediterranean Hub cost 300Hammers, not 600
    Civ Balance - Phoenicia - Seaport cost 60 not 80, but doesn't get produced quicker with Expansive
    Civ Balance - China - Pavillion is not free promo barrage, it's +25% prod Archery units
    Civ Balance - Russia - Tank has 5% bombard, not 2%
    Civ Balance - Byzantium - UU Bombard rate is 4%, not 2%
    Civ Balance - AustroHungary - UU Bombard rate is 4%, not 1%
    Civ Balance - Viking - UU Frigate cost is 65, not 90
    Civ Balance - Netherlands - KNIL soldiers are +30% attack versus Cavalries, not 50%
    Civ Balance - Mali - Mint is discovered with Iron Working, provides 2 engineer slots, not 1. 10% gold like in BTS

    New Civ - Polynesia - Leaders Kamehameha (Agri/Phi), Salamasina (Agri/Ind)
    New Civ - Polynesia - Fisherman (Workboat) - its fishing net have +2 food extra
    New Civ - Polynesia - UU - Lumberjack (Slave), cost 45H, can only chop (forest+jungle) but in 1T. Doesn't suicide.
    New Civ - Polynesia - UU - Koa (Axeman), target Melee units, even in cities
    New Civ - Polynesia - UU - Light Rifleman (Rifleman), Cost 80 not 110H

    Leaders - Nebuchadnezzar replaces Ardashir (disappears) (Cre/Cha), Pachacuti (Org/Pro) replaces Harun, Tuthankamun removed
    Leaders - Dedicated Leaderhead, pedia for all leaders

    Graphics - China has dedicated button + object for its dam
    Graphics - French Cannon is imperial cannon from Colonization

    Maps - Green Wheel, Green Wheel Neo, Green Ring, Iland Sea and GridBeta2 - Changed so that automatic settings are typical CCC Settings

    Spoiler 2.05 :

    Beyond the Play 2.05

    Handicap level added - Squire (between Warlord & Noble) and Duke (between Noble & Prince)

    Option Ban spies - Great spies cannot enter enemies territory

    Option Ancient Scout - added a rule that if you put at least 350 Turns at limit (not teamer, short games), you get 1 more scout-type unit at start

    Option Game base extra item - Arm's factory. This gives 3XP to "Mechanized" land units.
    Barracks only give 3XP to NON-mechanized units, +1 happy with State policy, -1 Health with Free Speech
    All unit help shows if they're mechanized (artilleries, tanks,...)

    Option Game base extra item - Marco Polo wonder - With a Spy (not building)
    Requires Market, Technology Paper. Provides 1 Silk, reveals tiles of the map where there are bonus resources

    Option Game base extra item - Sun Tzu - Only requires 1 barrack, no theatre. Obsolete Steel not Chemistry

    Option Scenario - Workshop hammer of "Chemistry", which was cancelled, is now with "Assembly Line"
    Option Scenario - Military Science gives a coin also to windmill, watermill, lumbermill
    Option Scenario - Civic "Nationalism" removes 1 coin from workshop (but still give +1 Food)

    Options Balance Wonder - Great Library cost 400H not 350H

    (New) Option - Wonder Madness - Changes the production bonus the resources for WORLD wonders (marble, stone...) gives.
    The new ratio is +35%, not +100%. National Wonders are not impacted

    Option fair Religion - Improved so that no civ would ever get 2nd religion
    Option no Anarchy - Changed so that there is no min bonus of 1 pop for spi (starts at size 1 in Ancient-Medi)
    Option corporation cost - Cost multiplier is 250% not 200%
    Option Random Era Civ - Developped further for a better Civ pool selection
    Extra leader - Trader (Sid Meier) - has also +1Happy with Market on top of Grocer

    Expansion - Regular Unit - Longsword Cost 40 not 45, requires either Bronze or Iron, not just Iron

    Promotion - Cargo promotion available to all (civs) but it's difficult : need Flanking II + Sentry
    Promotion - Cargo promotion only offer +1 cargo space, but there is promotion Cargo II & III (each +1 cargo)
    Promotion - Cargo promotion I available for Spanish Citadel as before

    Bug Fix - Mali mint, is +25% prod +20% as intended, not opposite %age

    Bug Fix - Sounds from Huns was returning error
    Bug Fix - Option agile worker - was cancelling all the happy points of buildings
    Bug Fix - Some UU weren't taking XP (Phoenicia Boat, Viking Tank)
    Text Fix - Imam Reza building was refering to non-existing feature in description

    Text Fix - for Option Tournament game in french

    Graphic Fix - Warehouse updated with dedicated graphics
    Graphic Fix - Change Promotion chain mail graphism, all cargos promotions
    Graphic Fix - Dedicated button for units, slave, shepard, Quinquireme, Nomad, Ballista, English archer, Colonist, Port Conquis
    Graphic Fix - Dedicated Art for Conquis Portuguese
    Graphic Fix - Russia's UB is St Sophie Cathedral

    Civ Balance - America - Emancipation available at all times, Empire State building just with earlier tech
    Civ Balance - Babylon - no more Masonry for free
    Civ Balance - Khmer - Laximanaryan does not provide infinite happiness, only an extra 3 (+4 total for palace)
    Civ Balance - Phoenicia - Seaport is with Sailing, not Compass. Mediterranean hub doesn't require harbor (can be non-coastal), is with Currency
    Civ Balance - Egypt - doesn't have 3rd starting tech. Great Pyramid of Giza expires with Steam power
    Civ Balance - Spain - Obsolete with Industrialism (available Indus Start), lose it's +1Hammer on sea, +5 coins. Doesnt require walls
    Civ Balance - Ethiopia - Building is not +5 culture +25% but +2Cult +50%
    Civ Balance - Russia - Research institute is a nuclear plant that gives 2 free scientist, with physics
    Civ Balance - Viking - Withdrawal of tank is 90%, not 100%
    Civ Balance - Aztec - it's not the courthouse that has +10% food (back to normal) but a barrack : Elder Council
    Civ Balance - Carthage - Cothon does not have Trade route extra anymore, has -15% maintenance modifier, Has +3XP not +1XP

    Small Civ Balance change - Germany (UB 8 coins not 6 coins), Germany removed UU Zeppellin, Native Remove Unique palace, Sumer Remove Palace
    Small Civ Balance change - Phoenicia & Carthage Harbor's cost, same as normal harbor (now 80 vs 100)
    Small Civ Balance change - Khmer Baray was cheaper it's not the case anymore
    Small Civ Balance change - America "Central Bank" is the normal tech requirement

    Spoiler 2.04 :

    Beyond the Play 2.04

    Option - new - MP Vanilla - NO Amphibious cities attack

    Feature - Random Era Civ now has "skip" ear for some Civ (Arab, Japan, Holy Rome)
    Fix - Trait bug where sell units could be sold in enemy land
    Fix - Option bug that "Warlord Style" would give a worker in ancient
    Fix - Option, added Pentagon & 3 gorges dam to list of wonder with different era (blocked) start
    Spectator - Fix an issue that you can't pick spectator when "Random era Civ" was on
    Spectator - Fix translation bug


    Civ Balance - Austro-Hungary - UU - Huszar - Cavalry, can bombard, no collateral damage
    Civ Balance - Austro-Hungary - UB - Reichstag - Palace, provides marble
    Civ Balance - Austro-Hungary - UB - Opera House - Theatre, +20% gold. Cost 80 not 50

    Civ Balance - Austro-Hungary - Leaders, Fransz Joseph (Agri/Cre), Maximilan (Agri/Exp), Maria Theresa (Agri/Spi)
    Desactivated leaders Tomyris, Johan De Witt, Cleopatra

    Civ Balance - Leader of Spectator is "Sid Meier", Spiritual / Trader. Can only be picked when Tournament mode on
    Trader Trait - +2 Gold/City/Turn, +100% Prod Banks
    Trader Trait - Can update all boats units for 50% of cost
    Trader Trait - Can Rush buy productions at all time

    Trait Balance - With "no anarchy" - Spiritual now starts with twice the additional pop of the era (force min 1 & max 3)
    Trait Balance - Spiritual have now +100% Slave not +50%
    Trait Balance - Protective - have more prod by pop. Infantries are 1 pop & mech Inf are 2 pop

    Promotion - Cargos - +3 Cargo for unit (boat)
    Promotion - Chainmail (Trait Fin) - is only -60% collat, but also +15% siege

    Wonder Balance - Leonardo cost -20% not -25%

    Graphism - Added new art for Wonders - Khmer, America 2x, Korea, Arabia, Austria, Byzantium, Rome, Babylon, Celt, Persia, Japan Dojo
    Graphism - Units - Button Holland
    Graphism - Added credits all source of art

    Civ Removed - Ottoman UB is normal, Maya UB is normal
    Civ Removed - Sumer UB palace removed
    Civ Balance - Holy Rome - No targeting priority (normal UU)

    Civ Balance - French - New Units - Canon Obusier de 12 - Cannon with 14 strength
    Civ Balance - Netherlands - (New UU) Tank is Renault R35 Tank instead of France
    Civ Balance - Netherlands - (New UB) West India House (Palace) - 1GP Point (can be any type)
    Civ Balance - Russia - (New Unit) T-34 Tank, starts with promo "March", can bombard 2%
    Civ Balance - Russia - Research Lab is back to normal balance
    Civ Balance - Russia - Hermitage is -20% cost hurry, not -33%
    Civ Balance - Huns - Hunlu Hunlu does +3 Hammers, no Gold
    Civ Balance - Persia - +60% GA instead +50%
    Civ Balance - Ethiopia - Shepard cost 45H not 50H
    Civ Balance - Ethiopia - Stele produce 5 Culture, not 1
    Civ Balance - Mali - Mint has 4 Engineers slots, not 3
    Civ Balance - Japan - Dojo is +2XP Melee instead of +4XP (still +1XP for all land units), never obsolete
    Civ Balance - Aztec - Courthouse if free in modern, like other courthouses. Restored default values. Has Woodsman 3 for all units
    Civ Balance - Babylon - Starts with 2 stones; Starts with Tech Masonry
    Civ Balance - Celts - Has all 6 ancient Starting techs
    Civ Balance - Byzantium - Golden Horn also gives 3 Food
    Civ Balance - Portuguese - Feitora cost 120H not 180H
    Civ Balance - Spain - Castle only free promotion "Cargos" for all boats, no extra prod boats
    Civ Balance - Amazons - Archery Range Gives 150 Gold (100 in Quick) instead of 225/150
    Civ Balance - Phoenicia - Seaport doesn't have +1XP on Guns anymore
    Civ Balance - Phoenicia - (new) Mediterranean Hub (Wall Street) with Compass, requires 5 Harbors, not 5 banks
    Civ Balance - Mongolia - "örtöö" replace walls, not forbidden palace anymore. Built +100% Horse not Stone
    Civ Balance - Mongolia - Settlement, is gov center (no maintenance distance), can be built by Keshik, never obsolete
    Civ Balance - Khmer - No Targeting in cities, normal cost.
    Civ Balance - Grec - Bonus vs Mounted is 80% not 100%
    Civ Balance - India - Mausoleum 1 happy with incense
    Civ Balance - Arabia - (New) Oil Refinery (Coal Plant) - Provides electricity with oil, not dirty
    Civ Balance - Carthage - Cothon - 4XP for Sea units, 1XP Armor, +3 health for each of the seafood not 1
    Civ Balance - America - Mall is normal tech, still gives 5XP armor (only Future not Modern)
    Civ Balance - America - Starts with Civic "Emancipation"

    Spoiler 2.03 :

    Beyond the Play 2.03

    UU Balance - Phoenicia Merchant Vessel also update to frigate (can still produce after Astronomy)

    Trait Balance - Spiritual - Option "Trait Balance" - Allows "mercenary" sale of units only in friendly territory
    Trait Balance - Financial - Option "Trait Balance" - Melee, gun & armor units start with promotion "Chainmail"
    Promotion - Chainmail - Not available to normal units. -80% Damage of collateral, -10% vs Siege units

    Cleaned - Option "Extra Civ & Leaders" Redundant as always on, extra civs & leaders always playable
    Cleaned - XML Files - All files that were stored for backup removed

    Spectator - Fixed an issue that didn't allow to see other human player in multiplayer
    Screens - Spectators always see demographic graphs
    Screens - Spectators has its personal menu for vision

    Spoiler 2.02 :

    Beyond the Play 2.02

    Options - Balance items separated in two : "Base Game Balance" & "Extra Game Balance" (new buildings moved to second option)

    Option - Extra - Slave - with Bronze Working, 18H (+50% Leader spi) 1move, can do old improvement in 1T then dies. Upgrade Longbow
    Option - Extra - Longsword - with Theology; 45H, 7 Strength, Melee. +10% City attack, Free Combat 1, updates into Footman
    Option - Extra - Footman - with Divine Right; 60H, 9 Strength, Melee. +10% City attack, Free Combat 1, updates into Rifleman

    Option - Extra - Sun Tzu's Academy - 450H with Feudalism, +1XP All units, +1 General in city, +3GP General. Req. 4 Barracks, 1 Theatre, +100% Rice. Obs. Chemistry
    Option - Extra - Leonardo's Workshop - 500H with Machinery, -25% cost upgrade, +2GP Engineer. Req. Colosseum, +100% Dye. Obs. Radio

    Option - UU Balance - New Flag (XML) to decide if the Unit that targets a Combat Type first (Mounted) has advantage on cities or not (Khmer yes, Holy Roman No)
    Option - UU Balance - Khmer Elephant : Doesn't require Baray anymore, cost 70 not 60
    Option - UU Balance - Prussian Navy - Normal cost of Ironclad (100, not 140)
    Option - UU Balance - Phoenicia Merchant vessel (Galley) - 3 moves, 3 Cargo. Can be drafted with priority bigger than Axemen (not Mace)
    Option - UB Balance - Cotton - Only +4XP to Sea units, not 6xp; also does -10% maintenance modifier

    Trait Balance - Creative - Does not give +15% on Mounted anymore
    Trait Balance - Creative - Horse Archer, Knights, Cuirrassiers, Cavalries + all their UU's +20% Production
    Trait Balance - Imperialist - +1 Golden Age Turn when capturing a city

    Trait Balance - Spiritual - Option "No Anarchy" Gives +1 Population to spiritual leader when they found a city
    Trait Balance - Spiritual - Option "Trait Balance" - Gives +10% worker speed, except if "era" worker speed is not the regular one (i.e. all era from Reny onwards)
    Trait Balance - Spiritual - Option "Trait Balance" - Allows to sell units back (Mercenary actions). The ratio is 2 gold/hammer.
    Trait Balance - Spiritual - Option "spiritual Industrialism" doesn't remove the no anarchy faculty anymore
    Trait Balance - Spiritual - Option "spiritual Industrialism" removed from game

    Civelopedia - New Civs always appear in their category, even when options unchecked
    Civelopedia - New Category : Units, for added units (Slave, Footman, LongSword). They don't appear in normal Civelopedia

    Tech Screen - Doesn't show new Units when "Extra Content" is not checked
    Tech Screen - Doesn't show the building than can no longer be built because of Era start : Old Wonders, or Levee if option check in Industrial
    Tech Screen - Doesn't show the obsolete box when the building cannot be built in the first place (option not checked)

    Game Main Screen - With Option "Crazy techs", it doesn't show the normal techs (i.e. 20 from all techs), it shows the Cheapest 3 techs, and the tech of the current age you're in
    Lobby Main Screen - Song & Main Menu theme of BTG implemented

    Graphism - Ishtar Gate (Babylonian Palace) updated

    Cleaned - Bug - Byzantium Moai is now working for free tech even when Wonder balance option on
    Cleaned - Bug - Vanilla Option doesn't let Phoenicia have the map revealed
    Cleaned - Remove extra victory option
    Cleaned - Multi-language/French support everywhere - Leaders / Options / Maps
    Cleaned - Remove all Modular files and move them back to normal game (do not need option checked anymore)

    Feature Spectator - with Option Tournament Game, pick Civ referee
    Feature Spectator - Can see all bonus (no need tech to see)
    Feature Spectator - Changed SDK for Amount of players (doesn't create a Hub / spot for the player)
    Feature Spectator - Created a menu for spectator, but hid/remove it for the moment
    Feature Spectator - Made sure the Spectator doesn't get units spawned, Made sure Spectator "auto-end turns"
    Feature Spectator - Tournament Mode : Can relaunch game on first turn
    Feature Spectator - Working map : BTP_Grid, BTP_Equal_Islands

    Feature Extra terrain - Marsh - New terrain, very similar to plain, 1 hammer, 1 food, 1 coin
    Feature Extra terrain - Marsh - Can be improved on, built city on
    Feature Extra terrain - Marsh - Can be crossed by boat! Boats lose all movement points after crossing and being (water) tile just after
    Feature Extra terrain - Marsh - Working map : Green_Wheel_Neo, BTP_Age_of_Iron (also fixed for lack of hills, starting plots)

    Spoiler 2.01 :

    BTG 2.01
    Time display bug - Doesn't show 1.084 anymore

    Civilization Era balance - Phoenicia is a 0-5 civ, not 0-6

    Protective - Can draft only 1 unit at all time, at population 7+size Unit (instead 5+), 2 Unhappy (instead 3)

    Host Option - Timer - Keep in memory the timer that it was
    Host Option - Timer - Doesn't show message when unchanged
    Host Option - Timer - Shows name of person changing timer
    Host Option - Killer - All interface (change value) working


    New Game Option - Killer Mode Fully implemented
    New Game Option - Crazy Tech Paths (can research any technology, at all times)
    New MP Option - no Imbalance Civ (for random option, no India, no Zulu, no Germany)

    Regular Item (option) balance - Spearman have +30% (extra) against War elephant

    Civ Balance - Maya Holkan - Has +100% extra vs Elephant
    Civ Balance - Zulu Impi - Has no extrabonus vs Elephant

    Bug Fix - Remove the map graphism of Great Wall to avoid crashes

    Civ Fix - Korea - Can now build Korean Academies
    Civ Fix - Rome - Can now build Rome Military Academy
    Civ Fix - Aztec - Courthouse now receive its +10% food
    Civ Fix - Greece - Phalanx can upgrade on Maceman, Pikeman, Rifleman
    Civ Fix - Amazon - name of unit in french appears
    Civ Fix - Ethiopia - Shepards can now build farms
    Civ Balance - Aztec - Courthouse now normal price (120) not 150
    Civ Balance - Egypt - Great Library does 3 Scientist still, but no GP points
    Civ Balance - Carthage - Cothon also do -10% maintenance modifier


     
    Last edited: Apr 13, 2021
  2. P&nny

    P&nny Warlord

    Joined:
    Sep 1, 2007
    Messages:
    141
    Beyond the Game

    This is the part that provides you with a very long list of options for you to enable, or not, for your games.

    General Options which turn on or off features in the original game


    General Options which use existing features and re-engineer them in a different way


    Complete variante on a fundamental item of the game


    Or more out-of-the-box scenarios funny to play or helping the balance in some cases




    There are also options for you to activate in multiplayer only.
    There are also added feature, without touching to gameplay balance, that are essential :
    The possibility to change the turn time WHILE playing a game, better adapted timers,
    The possibiliy to referee the game (someone can be an observer and watch others play),
    A "random era select" (if you launch a game in say Renaissance era start, you can only get a select scope of cilizations, typically the ones with Renaissance UU's)



    More games speeds (quicker), more (closer) difficultly levels on lower levels (some levels have too much a gap to justify being used between human players of close skills, the new levels just fill the gapes),...


     
    Last edited: Nov 28, 2020
  3. P&nny

    P&nny Warlord

    Joined:
    Sep 1, 2007
    Messages:
    141
    Beyond the play

    The ultimate goals of Beyond the play is as follow :
    - Be able to launch a "long", "epic" game from scratch and have a balance between all civilizations, and all traits combos (in the original Beyond the Sword , the difference in use of some trait is too big in too many contexts)
    - Be able to launch a teamer in any "start" era given (a lot of MP game don't start in ancient era) and have an interesting pool of trait combos, and civilization, that is balanced (this is achieved by activating the "Random era specific" option).

    This "expansion" part is implement via the last 13 game options you can activate independently :


    To this you have to add the "component" which are building blocks to develop the amount of features in the game :



    There is also added content within the framework of normal BTS , but never is the intention to fundamentally disturb gameplay,
    As you'll see below and in the game, added content will aim to give POSSIBILITIES to the player, but is never a predominant feature, the fundamental idea is to play DIFFERENTLY, with more CREATIVE play; but stay true to the Beyond the Sword experience we have loved for nearly 15 years.
    Usage as shown that new players get very quickly used to the MOD as fundamental game play isn't altered.

    Dedicated Civelopedia tabs


    New Basic Units



    New Basic Buildings


    New UU for some Civs, revamped balance for other (very few) UU's


    New UB for some Civs


    New Unique Civics for some Civilizations


    New Promotions
    Accessible either via Trait (Red promotion), By event (Yellow), via specific Unique Civics (Purple) or Unique Buildings (Green)


    New Civilizations - Which have the new leaders and their own UU/UB with creative way/new ways of playing



    New Trait & Leaders
    Agricultural (first column) and its leaders (new Civilizations' leaders)
    Conqueror (second column), extra leaders on existing Civilizations




    Other unique combos (third column), leaders or Poland and Sid Meier (normally not playable, is the spectator leader, as Build/Sci)
    If you select one of the options that "bans" a trait, you will get either i/ a random trait within the 11 traits of BTS, ii/ A "forced" replacement trait, which are 'Builder' and then 'Scientific' (usage of those is obviously much rarer)
     
    Last edited: Nov 28, 2020
  4. P&nny

    P&nny Warlord

    Joined:
    Sep 1, 2007
    Messages:
    141
    Other content & options

    UU Madness Scenario

    UU Madness mode let's you build all of the games' Unique Units if you have the (additional) required resource
    The unit simply transforms when it comes out of the city into the relevant UU

    City production tabs update to tells you what your unit could become if you have the right resource


    Resource menu updates to show you what you could produce with it


    Left-hand side - if normal game is played, the scope is normal UU's
    Right-hand side - if expansion mode (more UU's) is activated, then it covers that too




    General Multiplayer scenarios

    Scenarios activated by using 2 first extra digits in the city elim Multiplayer Option (you will have to use 3 digits, the 3rd one is to determine the actual City-Elimination limit).
    If you want to play with 1 extra explore unit at the begining unit of the game, and no city elim : put 100
    If you want to play with 1 extra worker unit at the begining unit of the game, and 3 city elim : put 113



    Component - Faith

    A Sidebar on top left gets filled with point when you have an active state religion (1pnt/turn by religious building you have, 3 for the religion's shrine), once the bar gets filled, you get a bonus event. (Then the bar resets for increased size, like the GP bar)


    Event give a bonus you can choose on all your religion's Cathedrals



    Component - Royalty

    A King unit appears near your Civilization starting plot when you finish a revolution cycle and you install an hereditary ruler. He is weak and fearful, take care of him or you will enter a dark age.



    Component - Dark age

    Those terrible times can happen if you don't take care of your King or let the Plague spread into the world,

    Your cities health will be greatly reduced, your cities won't be growing anymore, and you won't be able to make scientific researches.
     
    Last edited: Sep 2, 2020
  5. P&nny

    P&nny Warlord

    Joined:
    Sep 1, 2007
    Messages:
    141
    New Screens & Interface menus


    Host menu (CTRL-SHIFT-H)
    Possibility to change the Timer in-game
    Also when Killer option on, you can decide how much cities are worth (default 10,000)


    Concede game menu (CTRL-F6)
    To concede a game and reveal the map to all players (everyone can see everything)
    You're allowed to relaunch a game after that


    Rehost game menu (CTRL-F7)
    Can rehost the game with either same picks, or shuffling random leaders and civilization



    DAWN menu (CTRL-F9)
    Remade to show Unique Civics, Unique Resources, all as icons


    Pedia page of civilization updated to do the same thing



    Extra "tiers" and era dedicated civ menu (CTRL-F10)
    Shows you wish civilizations relates to the option that bans Tier1, Tier2, Tier3 civilizations,
    Also shows you which Civilization you can get in a give era if you use "Random Era Select",
    Here view is filtered on Industrial Civilizations


    Civ Overview Menu (CTRL-F11)
    Shows you an exhaustive overview of all civilizations and what they can do (adapted to your current game configuration/options).
    Here a view once filtered for "Era" civilization of Medieval age


    Game Analyzer (CTRL-F4)(Mostly accessible post game / when game conceded)
    Show you all information, all stats that are usually not available on the game

    There many categories covered




     
    Last edited: Sep 2, 2020
  6. P&nny

    P&nny Warlord

    Joined:
    Sep 1, 2007
    Messages:
    141
    Multiplayer game screenshots






















     
    Last edited: Nov 28, 2020
  7. keldath

    keldath LivE LonG AnD PrOsPeR

    Joined:
    Dec 20, 2005
    Messages:
    6,790
    Location:
    israel
    what what?
    where did this come from???

    im blown away from this gem.
    how did you hide it form fanatics fro so long :)

    i wonder,
    since this is a stand alone ,with a new exe -
    was memory improvements made?
     
    Last edited: Aug 15, 2019
  8. P&nny

    P&nny Warlord

    Joined:
    Sep 1, 2007
    Messages:
    141
    Thanks for the comment !
    I absolutely wanted this to be perfectly clean before posting, it took a while ;) it's not perfect but very presentable I think !

    Concerning the .exe:
    Not it's the .exe that automatically redirect your IP connections to Zulan's server (http://civ.zulan.net/) [we can't thank him enough for this], nothing more or less.
    I'm not aware of a way of improving memory via exe, but if there is I'd be very interest to look at it!

    Any suggestion welcome
     
  9. Nikk7

    Nikk7 Chieftain

    Joined:
    Aug 21, 2019
    Messages:
    1
    Gender:
    Male
    Hello everyone, registered to say thank you to the team of mod creators. Sorry for my English if I write something wrong.

    This version of the mod looks much more attractive, and in my opinion, the team of creators is moving in the right direction. I especially wanted to mention qualities of leaders.They look balanced, and some have become much better, such as protective.

    In my opinion, there are also Nations that have greatly elevated. The American colonists of Indeans have 5 points of movement and this can make imbalance in the game, if you take an imperialist.If you play in a team, then others simply do not need to build settlers, even the size of the map does not matter.

    I also have the question about the imperialist, what does the first +1 bonus mean after the capture of the city? The Golden age for 1 turn?

    Units also pleasantly surprise, with such conquistadors it is clear why the Spain captured most of the new world) Arab camels headache waiting for all enemies, because they have a free commando. Some pity about rus cossacks, but they are very strong in the original.

    Added new Nations, they looks good but i dont test them yet. I think it is very good for some Nations to add unique palaces, with interesting bonuses, such as resources or the long Golden age of the Persians. In General, the mod makes the good impression, I hope the work will continue!
     
  10. P&nny

    P&nny Warlord

    Joined:
    Sep 1, 2007
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    Thanks for the message Nikk!
    Sounds like your team has been very diligent in their studying of the MOD and playing very well / good strategies already !

    Thanks a lot, indeed it was very key for us that you can play fairly with all traits in all circumstances taking into account we sometimes play somehow specific scenarios in multiplayer
    Yes it's 1 turn golden age when you capture a city.


    Sure I/We don't pretend it's perfect balance (yet) of course, all debatable.
    I feel it's fairly strong, so let's see how it plays out in the next 3 months or so and we can come to further conclusion & debate on some of them.
    I don't know how often I'll release updates going forward (less and less often) but we'll have played much more games together by then. I don't expect to need to buf or nerf anything more than 1 notch at a time if at all.


    Thanks a ton :blush:
     
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  11. LadyCat

    LadyCat Chieftain

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    :grouphug: join mod guys! looks cool
    may be we can make something like CCC soon.
    will be cool if old :borg: old very old duds will join again to us ;p


    thx Nico!!! :thumbsup:
     
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  12. GGjohanson

    GGjohanson Chieftain

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    Thanks you Penny for this Mod
    The best mod of civi 4 !
    We play it every monday
     
  13. P&nny

    P&nny Warlord

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    Hey guys,
    Got a lot done on version 2.08; only few things to work out with the in-game menu and should be good. I expect a full release in the next 10-15 days.
    I'm posting a log of the changes, so that you can comment and/or request other things before it's too late ! It will definitely be the last chance before next year...
    I have nothing left on my to-do list except review the spectator/refereeing mode & maps

    Also I would like to extend a huge thanks to platyping and his many python MOD's, I reviewed all of them in prevision of this and it did give me a lot of ideas !
    Some modules I've re-used almost as is and/or minor clean up or adaptation to BTP (Unique Civics, Faith) some I've redone from scratch (Unique Resource is on the new civ via C++, Dark age is clompetely different but gave me the thematic idea), Broterhood help me finally finalize UUMadness MOD + a new civ logic + finish a trait, etc.

    Spoiler 2.08 LOG :

    Beyond the Play 2.08

    Fix game bug - that slaves (because no combat domain) didn't get their production bonus (trait spiritual) since 2.06
    Fix game bug - Made it that bonus of production on slaves/lumberjack is only available for traits if option "expansion traits" is activated
    Fix game bug - with Option Killer - You lose the "capture city" count if you lose the city (in case someone takes back the city you captured)
    Fix Retire menu - that you can ALT-Q by mistake to retire, you need to do ALT-CTRL-Q now
    Fix text bug - of options
    Fix graphic bug - that "European workers", were appearing as Indian fast workers on some frames when option animation frozen was on
    Added Graphics for workers from RFCE (there isn't many to took the chance to store/expand), different graphics for the workers of Russia+Ottomans+Arab+Hungary/Poland

    Fix problems with Keyboard Shortcuts for popup / screen menus :
    Added Menu for players to activate, this cannot activated when the multiplayer option "Tournament Game", is on
    (Added Multiplayer option : Differentiated "Tournament Game" (above) and "Refereed Games" (=Observer mode))
    CTRL-F1 - Developer menu to check XML tags, check games' content
    CTRL-F2 - Developer - Calendar check (to compare game speeds)
    CTRL-F3 - Developer - Art checker
    CTRL-F4 - Developer - A quick ingame text display to test strings
    CTRL-F5 - Host option popup
    CTRL-F6 - Concede and reveal map popup (Work in progress)
    CTRL-F7 - Regenerate map quick menu (Work in progress, where is it gone?)
    CTRL-F8 - Shared vision Panel (Not functional for now)
    CTRL-F9 - Advanced options (Hidden for now)
    Host option menu also available with CTRL + SHIFT + H at all times (even in tournament games)




    VictoryOption - new - Treasure Hunt.
    At launch of game you get a "national treasure" unit, no strength, 1 move. Cannot enter cities/is expelled if you settled on unit.
    If someone kills this unit all your cities and units are destroyed

    Scenario Option - UU Madness
    With UU Madness option there is no distinction between Civs anymore : They can all build all the UU's, but they need to have access to some resource to do so. When you chose your production (for example archer) it's starts normally and when you finish constructing it, if you have the resource of a UU of the unit type (example Stone) you get the UU (in this case a Bowman). If there are multiple UU's you can get, you get a chance for both (if you've got both Sheep and Fur you get 50/50 chance of a Gaellic warrior and a praetorian when you build a swordman. This works and adapt to both BTG and BTP (new UU's or not). The list of UU and their resource is shown in a dedicated panel in civelopedia, also on the Unit Pedia themselves when the option is on.




    Additional religions (from Just A Religion Mod), 10 extra religions
    Only activates when "Fair religion" is on, and when 8 players or more are part of game. This is mostly for large multiplayer games, so that everyone has religion.
    Religious Screen (F7) has been adapted to only show the religion in play, not all religions greyed out.
    Added Civelopedia of BTP Religion to reflect. It shows the religion and it's related Units (missionaries), Wonder (Shrine) and buildings (Temple, Monasteries, Cathedrals).

    Added "Component". Concepts are activated via (new) game option. Labelled "Component"
    Component described in Civelopedia in new page "BTP - Concept"
    Concept "Faith". When a player as an active state religion, each building of that religion (monasteries, temples, cathedrals) contribute 1 points towards faith (3 point for Shrine). Counter appears on top left of screen (doesn't contribute when in anarchy, resets at 0 if changes religion).
    When you get to the threshold (120 points in quick), you can choose 1 of 9 bonus, that applies to Cathedral (1 coin, 1 culture, etc.). The next threshold then is further away (240pnt for level 2) like the threshold for GP increase. This works for all 17 religions.

    Added Component - "Royalty"
    A "King" Unit is created when you take the civic Monarchy. The King unit appears at the end of your revolution transition period (normally 5 turns), on the tile you started the game on, or a tile adjacent to it if there is a city there.
    You can have multiple Kings if you do multiple revolutions where you select Monarchy. The unit itself is similar to a treasure - it's weak, cannot attack, has 1 movement and cannot enter cities. When it dies, it triggers a golden age for the civilization that killed it (limited to once a game by player) and triggers a dark age for the civilization that lost his king (can happen several times, and happens even if dark age concept his not checked). You'll get notification of starts and ends of Dark ages of all players like you do for Golden age (sound, etc.). Your player screen will show how many turns left where there usually is the mention of which era you currently are in.

    Added Component - "Dark Age"
    When you're in a dark age, you cannot produce research anymore (you do 0 beaker...better save gold!), you have 5 'bad' health by city, and all your production are 'food produced' (you cannot growth anymore). The dark age last as long as a golden age, i.e 6 turns in quick speed and 8 turns in normal speed. There are 3 ways to enter a dark age, I/ The aforementioned death of one of your kings, this is a normal dark age. The other 2 ways are 'Global Dark Age' where all players enter the dark age at the same time. There can only be one global dark age by game. II/ By constructing the wonder "Krak des chevaliers" available with guilds (you only need to use a knight to build it, you don't need to produce it in the city). This wonder also give you immunity vs Global dark age so everybody BUT YOU will have a dark age. But note that this wonder expires with the technology Education so you will have to make a tech path choice for this. III/ When you discover Feudalism, there will be a popup offering you the chance to spread the plague and everybody will enter a dark Age. Importantly you will not be able to do so if you already are pas the Medieval era (have a tech within Education, Nationalism, Gunpowder, Printing Press, Astronomy). You'll probably want to trigger this when someone is about to get Krak des Chevaliers. Krak des Chevaliers is only available for Classical and earlier starts.


    Added leader (12) for all the "Conqueror" traits combo. All leaders are on Civilization that already exist in base game (opposite of agricultural trait).
    Civelopedia panel of leaders : Sorted in 3 columns, Agricultural, Conqueror, and other leaders.

    Trait "Trader" is replaced by trait "Conqueror"
    Trait Conqueror reset - Can rushbuy production, +1gold/city/turn, 20% discount upgrade sea unit, +2 Health, 100% prod speed market
    Trait Conqueror new - When you win your first attacking combat with your (own) UU, a golden age is triggered
    Trait Conqueror new - When you produce a unit, if 1 of your teammates has a UU for that unitType, your unit has 50% of transform in that UU too (you share the UU of your teammates). [Brotherhood concept of platyping]



    GameOption - New - Settings - no AGGRESSIVE leaders
    GameOption - New - Expansion - Conqueror Leaders
    GameOption - New - Expansion - Agricultural Leaders
    --> For all 3 options, when you launch the game, if you fall on a leader with one of those traits it will change the TRAIT to a random one. So if you play with Cleopatra (Agri/Conq) and don't check the option, you will be something random (like Cre/org for example) but not Agri, not Conq and not Aggressive as well if you did CHECK the box (opposite logic for checking box Aggressive)


    GameOption - New - Smart and Limited tech discount - You can only benefit of tech discount (bonus modifier to help your tech) if you have TWO CITIES less (or more) than the player/team you're copying. Only if it's a real catch-up mechanism. If you also click option no tech discount you won't get any.
    GameOption - Base Game - New Unit, Battery Ram - Siege with 0 Force, gets captured. Cost 150H normal speed. Requires engineering, and a siege workshop in the city. it's a limited unit each player & team can only have 1. It bombard defense 200% (only 2 turns vs Castle, 1 turn any other case). It requires a road to move (cannot enter terrain without road/railroad)
    GameOption - Scenario - The campus improvement is now with Repleacable part, update in 35T (not 40) only 1 coin (not 3); but gets +2 coins with Steam Power

    New Unit Feature - Unit can be "no promotions from trait" (Trait promo (agressive, financial) don't apply to the Unit (only applied to Rome UU)

    New Civilization Feature - Unique Resource - When you select the civilization expansion (works for Civelopedia and DAWN too), on top of the new UU and UB; some civilizations have a unique extra resource.
    This resource is added to your city fat cross when you SETTLE the capital (you can see the resource appear), if there is at least 1 of the 21 tiles that is valid to receive (not always true for Oil for example). So this will give you a boost (a cow with America for example) or a strategic resource (marble with Austro-Hungary for example). Specific resource for specific resource are shown in your civilization pedia.
    Current List : Arabia Oil, America Cow, Austria Marble, Babylon Stone, Khmer Elephant, Mali Gold, France Wine, Viking Fish

    New Civilization Feature - Unique Civics - When you select the civilization expansion (works for Civelopedia and DAWN too), on top of the new UU and UB; some civilization have a unique civic.
    It replaces a traditional civic and gives a more powerful civic to the civilization (this replaces the faculty of having access earlier to a civic of previous version of BTP).
    Current list : Greece (Athenian Democracy - Labor, +100% growth cottages), Arabia (Religious Education - Labor, unlimited Scientist, Priest), Germany (Confederation - Legal, +3 Happy from Barracks)

    New Civilization : Poland. 2 leaders, Cre-cha & Org Pro.
    UU - Lumberjack (removed from Polynesia), slightly cheaper. Can build colonies too
    UU - Polish worker can do all jobs without having the techs, except a Colony. Also, can move resources around, the worker can "store" (say the sheep) go to another tile and drop it
    UB - NightWatch (Monument) - +1 Coin, expire with Mass media. Allow a 50% chance of copying an opponent UU when you produce (the same type of) unit

    Civ Balance - Polynesia - UU Fisherman - Can "move the resource" in the sea. so you can move the fish/crab/clam etc. to other tiles
    Civ Balance - Polynesia - doesn't have UU Lumberjack Anymore


    Civ Balance - Rome - Praetorian is "no promotions from trait"
    Civ Balance - Portugal - Carrack is 3 move 2 cargo like in BTS but 1) can build Portuguese fisheries (replaces normal fisheries with +7 gold, which expire with railroad). 2) Can build Portuguese trading post, it's like a colony in the water with 25% defense. This destroys the carrack when built. You need 3 space in between each you want to build.

    Civ Balance - England - Elite Range - it's only 3XP for guns not 4XP. Very similar. Also the building is not "limit era" but that's just clean up, no gameplay impact
    Civ Balance - England - English Archer - no more first strike (mini-nerf)
    Civ Balance - Spain - Conquistador (nerf) - it's not +50% melee & +25% guns the bonuses, but +50% pikes & +25% Musketman
    Civ Balance - Korea - Hwacha (buf) - is normal price of catapult
    Civ Balance - Native - American colonist (nerf) - still 5 move but no sentry vision
    Civ Balance - Russia - Cossack (buf) - +30% vs guns not +20%

    Trait Balance - Creative - All bonus of 20% are 25%
    Trait Balance - Agricultural - doesn't have 2 health anymore (conqueror has those Health)
    Trait Balance - Agricultural - +100% prod speed on aqueduct, levee
    Trait Balance - Financial - Chainmail promition only gives +25% protection collateral, but opens up for promotion "equestry" [can reach with 3XP]. Also, Chainmail available for all with Combat6 promo (unlikely)
    Promotion balance - new - Equestry, +25% vs Mounted. Available with chainmail only

    GameOption Balance - Wonder Madness - The resource booster on World Wonder is 50%, not 35% anymore

    Spectator Mode - in Tech panel you have dropdown menu to check techs of everyone


















     
    Last edited: Oct 20, 2019
  14. keldath

    keldath LivE LonG AnD PrOsPeR

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    Wonderful work!
     
  15. keldath

    keldath LivE LonG AnD PrOsPeR

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    no version 2.08?
     
  16. Zeta Nexus

    Zeta Nexus Deity

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    Good job!

    A little nitpicking though:
    1) There is/was no such thing as Austria-Hungarian Civilization. It is like saying British-Irish Civilization.
    A-H was a dual-monarchy at some point but it was still a fusion of two separate civs.

    2) Why is Attila Agricultural?
     
  17. P&nny

    P&nny Warlord

    Joined:
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    After your comment I read on this a bit and you seem to know much better than I do,it's no so straightforward to me at the least.
    Anyways, in terms of graphical asset, it's not my forte, so I tried to use the are I like and I took the Austria-Hungary module here : https://forums.civfanatics.com/resources/bts-module-austria-hungary.8522/

    It iself re-uses (and I did myself as I made modification / shuffled things around) Austria (https://forums.civfanatics.com/threads/austria-by-dumanios.447556/#post-14743530) and Hungary (https://forums.civfanatics.com/threads/hungary-by-dumanios.448001/) assets


    Fair, but whilst them is important I chose to put gameplay & clarity/order first,
    So the leaders' traits are :
    - Agricultural for the new (5) Civilizations - first column
    - Conqueror for the leader of existing Civilization that are added - second column
    - Other combo, third column - 2 leaders of the 6th extra Civ (Polan) and the (not normally playable) Ind/Phi combo

     
  18. P&nny

    P&nny Warlord

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  19. keldath

    keldath LivE LonG AnD PrOsPeR

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    Wonderful, thank you,
    Always happy to see mods getting updated.
     
  20. devolution

    devolution Prince

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    Looks very interesting indeed :). I've been wanting for a "third expansion" mod that is not yet another kitchen-sink mod with every imaginable content haphazardly included (I think you guys get which mods I'm referring too:crazyeye:)

    Now we only need to rebase it on top of Advanced Civ :crazyeye: (and rework the combat system ofc, but that will come later...)
     

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