Updated to 1.35. Note that there are two files, the regular version and a merge with Lt. Bob's 40 civ version for those who want the extra civs.
NAME CHANGES FROM 1.35:
i.) Apollo Program renamed MISSION TO MARS
ii.) Clones (future workers) renamed CLONEJACKS
iii.) The BUILDING "Advanced Shielding" has been renamed to DEFLECTOR SHIELDING
iv.) The unit DREADNOUGHT has been renamed to TITAN
c.) NEW TECH FROM 1.35:
i.) ASTROGATION (prereq = Biological Warfare, Satellites, Composites.)
d.) BUILDING CHANGES FROM 1.35:
i.) RECYCLING CENTER (no longer eliminates buliding pollution...now is +1 health and +1 happiness, cost reduced by 50%.
ii.) ARCOLOGY (Cost increased to 1000 hammers).
Substantive changes from 1.35:
1.) This build includes Bhruic's Unofficial BtS Patch v. 1.11. The only SDK addition is the on/off switch for the resource depletion function. If you want to play with more than 40 civs, please download the mod titled: "JKP1187's NextWar + 40"
2.) SDK MOD: The mod now has its own CvGameCoreDLL file, so merging with other mods will now require a little bit of compiling. This change was necessary to create an in-game on/off switch for the Resource Depletion function. Resource Depletion defaults to off. I have included the two SDK files with changes in the CvGameCoreDLL folder.
3.) MISSION TO MARS REPLACES APOLLO PROGRAM and ASTROGATION TECHNOLOGY ADDED: Per my discussion earlier, I removed the Apollo Program and replaced it with a new project called Mission to Mars, to make the Space Race a bit more of a race. I also added a new technology, Astrogation (prerequisites: Bio Warfare, Satellites, and Composites) that will enable construction of the Mission to Mars.
4.) Cost of the Mission to Mars is now 2500 hammers, to represent the magnitude of such a project.
5.) Biological Warfare now requires Aquaculture.
6.) The Nanoids promotion is now available with Combat III or Drill III -- previously it was available only with Combat IV.
7.) Recycling Centers now cost 150 hammers (reduced from 300). They now only provide +1 health and +1 happiness instead of removing all building-related pollution. Thanks to endgame buildings such as the Arcologies, and the ready availability of Sid's Sushi and Cereal Mills, I felt that this building needed to be nerfed a little.
8.) Biological Warfare Missiles now receive a 100% bonus when used against Gunpowder, Archery, Siege, Mounted, Melee, and Clone units.
9.) Clone units are now eligible for the Anti-Biological Warfare promotion.
10.) Assault Mechs -- adjusted the value iAirCombatLimit to 100, as it was supposed to be. The Assault Mech's ranged attack should now work as intended.
11.) Renamed the Dreadnought Unit and Category both to "Titan". This was done to avoid confusion in case players wished to merge NextWar with a mod that included the WWI-era Dreadnought-class ship. No changes otherwise made.
12.) The future worker-replacement "Clones" was renamed to "Clonejack", again to avoid confusion, as there was already a "Clones" unit category. No changes otherwise made.
13.) The building "Advanced Shielding" was renamed to "Deflector Shielding", again to avoid confusion. In this case, the civilopedia was confusing BUILDING_ADVANCED_SHIELDING with TECH_ADVANCED_SHIELDING. (The technology remains named "Advanced Shielding".) No changes otherwise made.
14.) Readjusted the frequency of checks for resource depletion. Also made the checks scale with game speed.
15.) Readjusted the likelihood of resource depletion.
17.) Made several XML text edits to certain Civilopedia entries/added some new NextWar concept entries for new players under the "Beyond the Sword Concepts" section.
18.) Rebalanced the game speeds. I left the tech rate at the default rate, but gave small (4%) increases to everything else -- growth, worker rate, building construction rate, unit construction rate, culture rate, etc. -- to keep in line with the 5% increase in game turns. (Culture rate costs, which had been increased 5%, is now increased by only 4%.) ERRATA: the Civilopedia says the across-the-board increase was 5%. This is incorrect. The correct number is 4%.
19.) Cost of the Arcology building increased to 1000 hammers. I also removed the +50% discount for Arcologies that Expansive leaders received. I felt that this building just was too inexpensive (especially for an Expansive leader.) The shielding buildings, however, have retained their earlier costs.
20.) Updated to include new events from JKP1187's Events Mod v. 1.13.
21.) Verified that Biological Warfare Missiles do not cause population loss on use in cities, so I removed that misleading text from the Civilopedia.