== General ==
Merging Civic Reforms, In the Beginning and Jewels of the Land completely and Wonder/Full Cities partly into one single module.
Updating to rev.1047.
== Technologies ==
Rearranged ancient era tech tree.
(NEW) Trapping:
Enables Fur
Can construct Furrier (Trade requirement axed)
Can build a Camp
Chaged handicap dependent free techs.
Settler: Fire, Gathering and Storytelling
Chieftain: Fire and Storytelling
Warlord: Fire
== Civics ==
Taking more advantage of the new <ForbiddenCivics> tag. Your choice of government is the main factor in determining what other civics are allowed or forbidden but there are some other restricted combinations too.
All gowernment civics' anarchy length set to 2, all others' reduced to 1.
____________
-GOVERNMENT-
Despotism:
requires Slavery (tech)
Republic:
+500% maintenance for overseas cities
military units production reduced to +25% (was +50%)
Democracy:
-25% unhappiness from population overcrowding (instead of +1 happines)
______
-RULE-
President:
axed +15% military unit production, +15% hammers and -1
-20% maintenance for number of cities and distance to palace
+1 diplomatic relations
No unhappiness in capital
Single Party:
+1 espionage point from all specialists
axed +25% hammers
Junta:
axed maintenance modifier
axed -1
in all cities and largest cities
+15% unhappiness from population overcrowding
Theocracy:
missionary units trained +200% faster
_________
-SOCIETY-
Caste:
gold from slaves increased to 1 (was 0.25)
axed -1
in largest cities
+10% unhappiness from population overcrowding
Proletariat:
axed, replaced with Clans
(NEW) Clans:
Requires Mythology
+25% maintenance for number of cities and distance to palace
+10% city deffense
+50% Xp inside borders
+1 national instability
+50% city distance instability
military units recieve 0.02Xp per turn in cities (on Normal speed)
cities need 10 more food to grow
Feudal:
gold from peasants increased to 1 (was 0.25)
+1 fodd and hammer from peasants
Nationalist:
axed maintenance modifiers
Hive:
axed -50% maintenance on Home Continent and for Overseas Cities
_________
-ECONOMY-
Mercantile:
axed maintenance modifiers
__________
-MILITARY-
Warrior Caste:
military units recieve 0.02Xp per turn in cities (on Normal speed)
Shadow War:
moved to Stance category
Terrorim:
complately reworked --> Asymmetric Warfare
(NEW) Asymmetric Warfare:
+100% Great General inside borders
+100 maintenance for number of cities and distance to palace
military units recieve 0.2Xp per turn in cities (on Normal speed)
lower unit support cost
can draft 3 units perr turn
+100% Xp inside borders
+1 local stability
-1 national stability
+50% city distance instability
-50% war weariness
+25% defense
can build Terrorist Compound
can train Terrorist and Suicide Bomber
_________
-WELFARE-
Church:
axed +1 health
________________
-FOREIGN POLICY-
Cosmopolitan axed
_______
-LABOR-
Pastoral:
+1 food on Ice, Tundra and Desert tiles
Android:
axed connectedness modifiers
(NEW) Penal:
-10% GPP
+1 local instability
+50 one-time instability for adopting civic
-25% war weariness
+1 fodd and hammer from slaves
+10% hammers
-10% culture
2% chance to capture a slave from combat
civic building: Labor Camp
_______
-MEDIA-
Religious Censorship
axed -5% science and -5% culture
-1 science from Scientists
-1 culture from Artists
-1
in all cities replaced with -1
per non-state religions
Media Regulation
axed +10% GPP, culture and science
Mainstream Media
gold from Broadcast Tower, Communication Tower, Network Node and Advertising Agency reduced to +2 (from +5)
(NEW) Mind Control:
+50% maintenance for number of cities and distance to palace
workers build 20% faster
+5 local stability
+2 national stability
+50 one-time instability for adopting civic
-20% war wearieness
+20% food and hammers
-20% science and culture
civic building: Mind-Control Center
_____________
-IMMIGRATION-
Controlled Borders:
moved to Sedentary Lifestyle
all modifiers axed, except for fixed borders
Open Immigration:
+20% GPP axed
Visa Program:
axed +10% science
upkeep raised to high
______________________
-TERRITORY GOVERNANCE-
Provincial:
-50% maintenance from distance axed
-10% hammers replaced with +10%
workers build improvements 25% faster axed
+25% growth for improvements
Fiefdom:
+10% hammers and gold replaced with -10%
added -20% maintenance for distance and number of cities
removed Manor as apossible civic building
axed +33% food needed to grow city
axed +33% population overceowding
(NEW) Colonial:
+20% maintenance on Home Continent
-50% maintenance for Overseas Cities
+1 local stability
+1 national instability
+50% city distance stability
settling more than 5 cities will cause 1 unhappiness in every cite for each one over that limit
Workers and Settlers trained 50% faster
50% faster construction of Meeting Hall, Butchery, Bakery, Doctor's Office, Forge, Police Station, Stonemason and Mill
civic building:
Centralization:
added +50% maintenance for distance
________
-STANCE-
Prosperity:
axed all revolution modifiers
Belligerence:
axed all revolution modifiers
Exploration:
+10% science, -20% gold
-50% military unit production
+50% war weariness
Manifest Destiny axed
== Buildings ==
___________________
-Village Hall line-
Cities now recieve a free specialist per improvement according their state of develepment. No more free specialists by default.
Village Hall:
+1 free specialist per Hamlets
+1 Local stabolity bonus (was +3)
Town Hall:
+1 free specialist per Hamlets and Villages
+2 Local stabolity bonus (was +3)
City Counsil:
+1 free specialist per Hamlets, Villages and Towns
+3 Local stabolity bonus (was +3)
Wonder Limit +1
Metropolitan Administration
+1 free specialist per Villages and Submerged Towns and +2 per Towns
+4 Local stabolity bonus (was +3)
Wonder Limit +2
Capital Administration:
+1 free specialist per Villages and Submerged Towns and +2 per Towns
+1 free specialist
+5 Local stabolity bonus (was +3)
Wonder Limit +3
_________________
-Civic Buildings-
Re-Education Program axed
Rally Flag:
can only be built and operated during wartime
+0.2
per citizen
Homestead:
upgrades to Townhall
Terrorist Compound:
axed Xp bonuses
axed unhealth and unhappiness penalties
nearby battles will not affect culture
citizens will rebell against enemy captors 200% longer
15% damage to adjecent enemy units per turn
Voting Link:
no longer a government center
-50% maintenance
+3
(NEW) Duchy:
req. Fiefdom
req. 3 Castles
+1 culture
-10% commerce
-20% maintenance
1 Noble slot
(NEW) Totem:
req. Clans
+1 culture
+1
-10% war weariness
Mind-Control Center:
moved to Mind Control (Media) from Despotism
removed building requirements
removed GPP penalty and science penalty
Labour Camp:
moved to Penal (Labor) from Despotism
_______
-Other-
Town Hall:
moved to Sedentary Lifestyle
Festival:
no longer a civic building
hammer penalty axed
happiness, gold and culture bonuses axed
added +1
per 20% culture
cost reduced to 25 (from 75)
Hab Complex:
no longer a civic building
requires Megastructure Engineering
requires Replicators and (Steel or Durasteel) and power
cost raised from 600 to 1600
+3 free specialists
+10 hammers and commerce
+1 magister slot
Skyscrapper:
upgrades to Hab Complex instead of Arcology and Arcology Shielding
Independence Hall:
enables all Territory civics (instead of Rule civics)