Civ 5 Mod Idea

GruntLordRyan

Chieftain
Joined
Apr 15, 2012
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Civ 5 Mod Idea

I'm new to the Forum and have no moding skills but i do have many Ideas
still have to learn a few things about the forum

New Technologies
Originial Tech Tree
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New Tech tree ideas
Spoiler :
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Spoiler :
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Spoiler :
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Spoiler :
Hunting
Allows sight and hunting deer
Currency
Allows banking
Cannale System
Improves farming

Bio-Engineering
Prerequisite: Neural Grafting
Unlocked Project: The Longevity Vaccine

Biogenetics
Prerequisite: Robotics
Unlocked Building: Recycling Tanks
Unlocked Project: The Human Genome Project

Ceremonial Burial
Unlocked Building: Burial Mound

Doctrine: Loyalty
Prerequisites: Doctrine: Mobility, Social Psychology
Unlocked Building: Perimeter Defense

Doctrine: Mobility
Prerequisite: Stealth
Unlocked Building: Command Center

Ecological Engineering
Prerequisite: Gene Splicing

Environmental Economics
Prerequisite: Ecological Engineering
Unlocked Building: Tree Farm

Ethical Calculus
Prerequisite: Social Psychology
Unlocked Building: Children's Creche
Gene Splicing
Prerequisite: Ethical Calculus

Industrial Automation
Prerequisites: Industrial Economics, Planetary Networks
Unlocked Building: Hab Complex

Industrial Base
Prerequisites: Globalization, Robotics
Unlocked Wonder: The Merchant Exchange LVL1

Industrial Economics
Prerequisite: Industrial Base

Information Networks
Prerequisite: Robotics
Unlocked Building: Network Node

Intellectual Integrity
Prerequisites: Doctrine: Loyalty, Ethical Calculus
Unlocked Project: The Citizens' Defense Force
Neural Grafting
Prerequisite: Industrial Automation
Unlocked Building: Bioenhancement Center

Planetary Networks
Prerequisite: Information Networks
Unlocked Building: Hologram Theatre

Retroviral Engineering
Prerequisite: Bio-Engineering
Unlocked Building: Genejack Factory

Social Psychology
Prerequisite: Robotics
Doctrine: Flexibility
Prerequisites: Satellites and Stealth
(N) Skunkworks
(*) SDI
(I) Fishing Boats: +1 production
Doctrine: Initiative
Prerequisites: Doctrine: Flexibility and Applied Physics
(W) Maritime Control Center
(U) Stealth Ship
(I) unlocks Dilithium
High-Energy Chemistry
Prerequisites: Applied Physics
(W) Planetary Energy Grid
(U) Plasma Artillery
(S) Power
Applied Physics
Prerequisites: Stealth and Advanced Ballistics
(I) Perimeter Defense
(U) Laser Infantry
(*) SS Stasis Chamber
Retroviral Engineering
Prerequisites: Bioengineering
(U) Doppelganger
(U) Golem
(P) Soporific Gas, Soporific Bombs (same effect, but for different unit types.)
Optical Computers
Prerequisites: Industrial Economics and Doctrine: Flexibility
(W) Merchant Exchange LVL2
(N) Nethack Terminus
(S) Knowledge
Pre-Sentient Algorithms
Prerequisites: Optical Computers and Social Psychology
(N) Hunter-Seeker Algorithm
(W) Virtual World
(S) Thought Control
Superconductor
Prerequisites: High-Energy Chemistry and Doctrine: Initiative
(W) Supercollider
(I) Quarry: +1 production
(P) EMP

Graviton Theory
Prerequisites: High-Energy Chemistry
(U) Skimmer
(U) Vertol
(I) Mines: +1 research if no fresh water
Subatomic Alloys
Prerequisites: Retroviral Engineering and Pre-Sentient Algorithms
(B) Bioenhancement Center, Habitational Domes
(I) unlocks Neutronium
(I) Offshore Platform: +1 research

Doctrine: Air Power
Prerequisites: Pre-Sentient Algorithms and Neural Grafting
(B) Aerospace Complex
(U) Needlejet
(U) Leviathan

Mind/Machine Interface
Prerequisites: Neural Grafting and Superconductor
(W) Cyborg Factory
(U) Assault Powersuit
(S) Cybernetic

Fusion Power
Prerequisites: Graviton Theory and Superconductor
(B) Fusion Lab
(U) Planet Buster
(S) Planned
Ecological Engineering
Prerequisites: Silksteel Alloys
(R) Labor Mechs and Formers gain the ability to Raise and Lower Hills.
(I) Lumbermill: +1 food
(R) Workers work 25% faster

Advanced Spaceflight
Prerequisites: Doctrine: Air Power, Subatomic Alloys, and Mind/Machine Interface
(W) Cloudbase Academy
(B) Sky Hydroponics Lab
(B) Orbital Power Transmitter
(U) Geosynchronous Survey Pod

Applied Gravitonics
Prerequisites: Mind/Machine Interface and Fusion Power
(B) Gravity Shield
(U) Gravtank
(U) Mobile Shield
Homo Superior
Prerequisites: Ecological Engineering
(B) Temple of Gaia
(U) Ranger
(U)Troll
(*) Utopia Project

Environmental Economics
Prerequisites: Ecological Engineering and Ethical Calculus
(B) Hybrid Forest
(I) Fishing Boat: +1 gold
(I) Camp: +1 gold

Monopole Magnets
Prerequisites: Ecological Engineering and Advanced Spaceflight
(W) Theory of Everything
(I) Magtubes: railroad movement costs are halved. The math is a bit more complex than that, but basically a unit can move 9-10 hexes per MP on railroads now.
(I) Well: +1 production

Digital Sentience
Prerequisites: Advanced Spaceflight
(W) Self-Aware Colony
(W) Network Backbone
(U) Bolo

Matter Compression
Prerequisites: Advanced Spaceflight and Applied Gravitonics
(B) Lunar Mining Station
(U) Quantum Missile
(U) Orbital Ion Cannon

Super-Tensile Solids
Prerequisites: Applied Gravitonics
(W) Space Elevator
(*) Orbital Defense Pod
(U) Labor Mech
Biomachinery
Prerequisites: Environmental Economics, Homo Superior, and Monopole Magnets
(W) Cloning Vats
(I) Landmark: +2 food
(R) Formers and Labor Mechs can create Deep Mines

Nanometallurgy
Prerequisites: Digital Sentience and Monopole Magnets
(N) Living Refinery
(B) Robotic Assembly Plant
(I) Manufactory: +2 production

Nanominiaturization
Prerequisites: Digital Sentience and Matter Compression
(W) Nano Factory
(B) Nanohospital
(I) Citadel: +2 production

Quantum Power
Prerequisites: Matter Compression and Super-Tensile Solids
(B) Quantum Lab
(U) Combat Mech
(I) Customs House: +2 gold
Intellectual Integrity
Prerequisites: Biomachinery
(W) Universal Translator
(N) Neural Amplifier
(I) Academy +2 research

Nanomatter Editation historical note: this was the original name of the tech in SMAC, they dropped the "nano" part later on
Prerequisites: Biomachinery and Nanometallurgy
(U) Former
(R) Mine: +1 production

Nanorobotics in SMAC, was "Industrial Nanorobotics", but that felt too redundant
Prerequisites: Nanometallurgy and Nanominiaturization
(B) Nanoreplicator
(U) Orbital Death Ray

Matter Transmission
Prerequisites: Nanominiaturization and Quantum Power
(W) Bulk Matter Transmitter
(B) Jump Gate

The Will To Power
Prerequisites: Intellectual Integrity and Nanomatter Editation
(W) Dream Twister
(N) Paradise Garden

Temporal Mechanics
Prerequisites: Nanomatter Editation and Nanorobotics
(W) Manifold Harmonics
(N) Stasis Generator

Singularity Mechanics
Prerequisites: Nanorobotics and Matter Transmission
(W) Singularity Inductor
(U) Subspace Generator

Quantum Machinery
Prerequisites: Matter Transmission
(N) Quantum Converter
(U) Gravship
Threshold of Transcendence
Prerequisites: Every previous tech. Or realistically, the four T23 techs, which depend on every other tech.
(*) The Ascent To Transcendence (the victory condition wonder for the Transcendence Victory. Starts the transcendence timer.)
Transcendent Thought a.k.a. "Future Tech"
Repeatable technology. Every time you research it, you gain a permanent +1 happiness.


Recorces:
Spoiler :
Omnicytes
Tech: Centauri Ecology (T14, technically, but it's the one you get from the spaceship)
The core of the physiology of the mindworms, these are basically like super stemcells, capable of being altered into whatever you want, making them the core resource for all bioengineered units.
Besides being a strategic resource, Omnicytes provide a massive food bonus (+1 food base, plus an additional TWO for the improvement), and the Centauri Preserve building heavily boosts the yields of Omnicytes tiles further. They can appear on land (harvested with a Camp) or in shallow water (harvested with a Fishing Boat), representing the species that have been engineered to produce them.
Generally speaking, Omnicytes are found in a good number of very small deposits, which often makes them more useful as a simple +food resource than an actual Strategic. Very few things other than Psi units require them, so it's not hard to have a surplus. Brood Pits, Centauri Preserves, and Temples of Gaia generate an additional Omnicyte for each city, while only the Nanohospital consumes a unit, so the majority of your Omnicytes will be found through buildings instead of natural deposits. Since this resource is unlocked directly by the tech given by a spaceship launch, it's a little harder to reach than other T14 techs for the leaders but easier for everyone else; everyone will get the tech unlocked when the Breakout occurs.

Dilithium
Tech: Doctrine: Initiative (T16)
Dilithium is a stable transuranic element used as a catalyst for fusion reactors. This is ONLY naturally available from coastal water tiles (meaning in a water tile directly adjacent to shore), with an Offshore platform; these crystals cannot be created artificially (until quantum power is researched) and can only be found naturally underwater. It is possible in the Nanotech Era to use Deep Mining to extract Dilithium on land, however.
Besides being a strategic resource, Dilithium provides +1 production for the resource and another TWO production for the improvement, plus the tech-based increases in Offshore Platform outputs; add a Seaport and this becomes a fantastic production hex for a coastal city.
Dilithium is really the hardest resource to consistently get enough of. Being water-only makes it difficult to acquire on some maps, and it's used by a lot of advanced units (including the Labor Mech, which is the last upgrade of the Worker) as well as the all-important Fusion Lab building. Quantum Labs generate an additional unit of Dilithium per city, while the Fusion Lab and Gravity Shield cost a unit. Since Fusion Labs are really the only "must have" future building that consumes a resource, this is a substantial drain. Note that as a coastal resource, city-states will control a disproportionate share on most maps.

Neutronium
Tech: Subatomic Alloys (T18)
Neutronium is a metal that has been manipulated at the subatomic level to be stronger and harder than previous alloys by removing the nonessential subatomic pieces (protons, electrons...). It is incredibly dense, which also means that it can be made incredibly thin while still being excellent armor. Unfortunately, it requires a mixture of a variety of rare earth elements to produce; it only appears on land, and is harvested with a Quarry.
Besides being a strategic resource, Neutronium is also a Luxury resource (as a civilization that has Neutronium can make all sorts of fantastic statues and artwork), giving the usual +4 Happiness. It gives +1 production for the resource, +1 gold for the improvement.
Neutronium is fairly common, which is good considering how useful it is. Quantum Labs generate an additional unit, so in theory it would be plentiful... except that most advanced military units need it, and Titan units tend to require multiple Neutronium to construct, so you'll go through it quickly if you want a competitive endgame military. The Nanoreplicator and Robotic Assembly Plant each require 1 unit, both of which would be in high demand in the endgame.

There are three additional Resources, all Luxuries created by buildings:
Hit Movies is produced by Hollywood (national wonder), and adds +2 happiness. You get 3 units of it to trade around, but since it's made by a national wonder that has other benefits, in the long term everyone will have some and it'll be a flat +2 happiness (barring any bonus for difficulty, etc.)
Information is produced by the Planetary Datalinks (national wonder), and adds +3 happiness. You get 3 units of it to trade around, but as above, the other civs will eventually have their own.
Ambrosia is produced by Clinical Immortality (world wonder) and adds +5 happiness. You get 3 units of it, and since it's a world wonder no one else will ever have any unless you trade it to them, making it an excellent trade good in an era where most civs have most or all of the luxuries.


VICTORIES
Spoiler :
Obviously, a key part of adding a future era is ensuring the players are not forced to end the game beforehand, either by their own hand or by an AI winning one of the victory conditions. Each of the existing victory conditions is therefore altered as follows:
Time: The standard game, on normal speed, lasts 500 turns. I have extended that to 1000, with similar scaling added to other game speeds. The year count might have some ridiculous numbers, though, if you start in an era other than Ancient or a game speed other than Standard.
Cultural: The Utopia Project requires the Homo Superior technology. Additionally, 10 "Super-Finisher" policies were added, one per branch; these policies are stronger than normal policies, but do not count towards a cultural victory and require specific technologies in the future eras, so taking them slows a cultural victory down.
Diplomacy: (These changes are in the Balance mod, but are included here for reference.) In the vanilla game, you need 47% of the votes on a small map, and 35% on the largest maps. In this mod, you now need ~67% of the votes on a small map and 50% on the huge ones. The math changes a bit as you conquer other empires, though, so if enough city-states are destroyed, it might become mathematically impossible for anyone to get enough votes to win without liberating captured states.
Additionally, it's now significantly more expensive to bribe a city-state, while the effects of non-gold ways of gaining Influence have been boosted. Gifting units to a city-state, or completing its quests, is now an excellent way to gain and keep Influence; this reduces the ability of a player to buy the loyalty of half a dozen city-states right before a vote.
Conquest: No explicit change, but many components of the Balance Mod above are designed to make rolling over opponents much harder.
Science: In the core game, launching the spaceship wins the game. Here, it doesn't. Instead, there is a Transcendence victory at the end of the now-expanded tech tree. Building the spaceship will instead do the following:
> Gain one Social Policy of your choice
> Gain the non-researchable Centauri Ecology technology
> Enter a Golden Age (5 turns on default settings)
> All of your current wars end immediately. You can start them back up again, if you want. This has the negative that if the other empire was losing, you miss out on some good peace terms.
However, the first civ to complete the ship gets additional benefits:
> Gain one free technology of your choice
> The free Golden Age mentioned above lasts twice as long
Centauri Ecology is a prerequisite for many later technologies (and by the end of the tree, all of them), but you don't actually need to build the spaceship to get it. 10-30 turns after one civ builds a spaceship, the Breakout will occur, when mindworms escape into the wilds of Earth. The more civs that build ships, the faster this happens. Once the Breakout occurs, every civ gets the Centauri Ecology tech (meaning you don't HAVE to build a spaceship to continue), but none of the other benefits of a spaceship, and civs without a fully built ship can no longer build any new spaceship parts. The Breakout has other effects, though, the biggest of which is the periodic spawning of Spore Towers around the world, immobile units that generate new Psi units as long as they survive.

The new Science victory condition, the Transcendence Victory, is more complex.
Once the Project is built, a 20-turn timer begins to count down. When the timer expires, you win if your empire still exists, assuming no one has won through any other mechanism (like conquering your capital).
When the timer starts, everyone declares Permanent War on you. This is because they know that the only way to stop you from taking over the world is to conquer you.
During those 20 turns, your empire is in a state of Anarchy; no science, no production, no income, no expenses. This may or may not be temporary.
Each turn, each of your cities loses 1 population, to a minimum of size 1. Your people start to ascend, and this reduces the city's productivity as they no longer worry about material things. The "population" reflects the number of citizens that are still creating and consuming resources.
Sacrificing a Great Person reduces this timer by 2 turns for the first GP of a type, 1 turn for each later GP of that type. This one isn't implemented yet. The idea is that when a famous leader ascends, you'll see a lot of extra people follow his example. It's assumed that a human player would have stockpiled a few Great People before this point, but the AI won't do this, and probably wouldn't know how to manage it even if he did have them.
Losing your Capital adds 5 turns to the timer. Losing any other city adds 1 turn. These aren't implemented yet.
As 40-population cities won't be uncommon by the time you reach this, the 1 pop per turn isn't likely to truly cripple any of your cities, but it would keep you from settling new ones. I'd also like to add a few other tweaks, like you can no longer annex cities and all puppets immediately begin to raze.
NOTE: You cannot disable the space race or Transcendence Victory. They will always be available.


CITIZENS
Spoiler :
Empaths add no production, culture, research, or money. Instead, they add +1 Happiness and +2 food; while this sounds like a large amount, remember that these unlock after the national wonders that boost other specialists by +1. They also generate points towards the new Great Empath unit, which can build a Monolith (+3 happiness, plus terrain effects), or can be sacrificed for a Golden Age 50% longer than a normal great person could get.
To me, a +1 happiness citizen is an essential addition to the game, and should have been added as an Entertainer specialist in the core game. It gives a level of tunability to the happiness part of the game, allowing you to easily go from -1 to 0 without rush-building a new Colosseum.
Transcends are extremely productive: +1 to food, production, science, and gold, and +2 culture, plus any bonuses from Wonders, Policies, and such. But they generate no great person points, and only three buildings have slots for them, all end-game (T23) National Wonders.
The balance factor here is that these are in very limited supply, and I'm basically assuming that the three National Wonders with Transcend slots will always use them when I balance things out.
 
UNITS
Spoiler :

Huscarl
Required Civilization: England
Replaces: Longswordsman

Slinger
Required Technology: Stone Working
Obsolete with: Machinery
Cost: 30
Strength: 3
Ranged Strength: 4
Moves: 2
Range: 2
Promotions: Cover I, Siege
Upgrades To: Crossbowman

Whitecoat
Required City-State: Vienna
Replaces: Musketman
Energy: Infantry. Basically, the future equivalent of Gunpowder units, although with a bit more variety. There are 6 units of this type, all land-based, although the Labor Mech is not really designed for heavy combat.
While they don't have much more firepower than a Modern-era unit (ranging from 45 for the Laser Infantry to 70 for the Assault Powersuit), they tend to be loaded with special abilities and free promotions. For instance, the Assault Powersuit gets +50% versus armor, has better odds of intercepting aircraft, can paradrop, has 3 MP and only spends 1 MP per tile, and is amphibious.

Titan: The endgame units, replacing the Giant Death Robot. There are six classes of these in the game, although only four of them are true combat units and two of the six aren't actually classed as Titans. Each costs as much as a Wonder, but they're worth it. (Also, building a Spaceship Factory boosts production of Titan units by 25%.) Also note: you cannot rush or purchase a Titan. They must be built, fully, the old-fashioned way.
Titans, like the Energy units above, are loaded with special abilities, and Titans also have access to practically every promotion in the game. They have higher maintenance costs than regular units, though.
As an example, the first Titan unit is the Bolo (T20). (If you have to ask where the name comes from, turn in your geek card.) 150 combat strength, a bombardment rating of 75, and a ton of promotions (+10% vs cities, indirect fire, amphibious, all terrain 1MP, movement of 4 MP, gets two attacks per turn, and +20% interception rate against aircraft) but it costs 2000 hammers, more than most Digital-era Wonders and more than double what an infantry unit of comparable technology costs. Also, it doesn't get terrain defensive bonuses, because it IS the terrain.
Other Titans are similar; generally speaking, they're the equal of at least two normal units. No units ever upgrade to Titans, no Titans upgrade to anything, and there are no selectable anti-Titan Promotions (barring any anti-Psi promotions used against a Nessus Worm or the inherent anti-Titan ability of the Ranger).
All Titan units start with +10XP, attack twice per turn, are immune to nukes, and have the "Damage Reduction" promotion, which reduces all incoming damage by 1 point per fight.

There are two other new Unit classes: Multirole (used only for the Needlejet) and Orbital (used for the satellite weapons). Both are Air types; Multirole units have both Fighter and Bomber promotions, while Orbital weapons use the artillery-style "Rough/Open" ranged promotions instead of the land/sea/city ones of the Bombers, and are nearly impossible to intercept. Other than that, they both act like normal Air unit types, with the usual rebasing, immobility, etc.

This is not to say that all new units are in these classes; I've added quite a few Armor units, a couple Navals, and even a couple Gunpowders.
One of my key design philosophies for the units is that most of the early-future units shouldn't be substantially STRONGER than modern units; someone with these isn't going to just flatten the Modern-era civs (until Titans, which are designed for exactly that sort of brute-force approach). But the units are loaded with special abilities that make them far more useful and flexible; most have much better mobility and few have any explicit drawbacks, although most Titan units lose the ability to get a defensive terrain bonus (because they're just too big to hide behind terrain).
The upshot of this is that once a civ reaches the modern era and has Modern Armor, Stealth Bombers, Mobile SAMs, Rocket Artillery, and Mech Infantry, it should be good enough to put up a reasonable defense even against a Fusion-era civilization. And so, a well-played Digital or Fusion army that takes advantage of all the special abilities will wipe the floor with a poorly-led one without those tools.

The full list of units, in order of technology:

INDUSTRIAL ERA:
Combat Engineer (Dynamite): An upgrade of the Worker. Works at 150% speed, has 3 movement points, moves like a scout (all terrain 1 MP, amphibious), but costs substantially more. This does NOT obsolete the Worker right away, though; I waited until the Digital Era to obsolete those, because they're so cheap to build. This is the last resourceless worker unit, so the AI will have many of them in the late game. Note that unlike the standard worker, Combat Engineers cannot be captured; they simply die if attacked, because they won't switch allegiances.

MODERN ERA:
Several existing units were modified.
The Anti-aircraft Gun and Mobile SAM now have the "Melee Penalty" promotion, making them weaker vs. non-air, non-ranged units and cities.
Mechanized Infantry (T12) had its power reduced from 50 down to 42. (Note that Infantry are 36 and only move 2, so it's still a substantial upgrade considering how few techs lie between the two units.)
Modern Armor (T13) had its power reduced from 80 down to 70. (Note that Tanks were 50, so again, still an upgrade, especially considering they're only a couple techs apart.)
Colony Pod (T14, at Globalization): An improved Settler; both can found new cities, but the Colony Pod has several significant advantages over a Settler: increased movement (3), a combat power of 50 (but can't attack), and the ability to airdrop like a Paratrooper. The Colony Pod requires one unit of Oil and one of Uranium, and cannot be purchased. You can't actually upgrade an existing Settler to the new unit, though. And since it has a combat strength it can't stack with a military unit escort; it IS its own escort. But this means it CAN stack with a Worker/Engineer.

DIGITAL ERA:
The Digital Era doesn't add a lot of units, and the ones it does add are generally not in the "bigger is better" theme common in the previous era. Several combine several previous unit types into a single flexible unit, others are basically new styles of unit designed to turn combat into less of a brute force slugfest and more of a finesse battle. Lots of raider or hit-and-run units, not as much that can stand toe-to-toe in a heavy fight.

Laser Infantry (T15): A balanced all-around cheap Energy infantry unit. No resources needed, only moves 2, and costs a bit more than half what a Mechanized Infantry does; its combat strength is 45 (just slightly more than the revised Mech Infantry), but it gets an inherent +20% when allies are adjacent. Inspired by the infantry in Starship Troopers; the movie, not the book. With the ever-increasing costs of units, I figured there should be at least one unit that can easily be constructed in your fringe cities that find themselves under attack unexpectedly.
Mind Worms (T16): As mentioned above, a cheap Psi land unit. Great raiding unit; it's outgunned by most combat units but builds up combat strength very quickly though normal promotions. I really want them to have the Hidden Nationality trait, so that if the game ends up stalemated you can start flooding the other side with cheap units he can't declare war over.
Stealth Ship (T16): Naval unit, combines the best features of Submarines with Destroyers and can carry missiles like the Missile Cruiser. Basically a sub that can bombard land targets, which makes it VERY hard to stop if you don't build a navy.
Plasma Artillery (T16): The game's final true Siege unit. Besides being an excellent mobile artillery unit, with a movement of 4 and great bombardment strength, this is also the last true anti-air unit in the game (upgrade of the Mobile SAM). Very handy to have, after an era dominated by bombers and such, a good anti-air unit that can still fight back in other ways. There are quite a few later units with bombardment attacks, but no more true Artillery units after this, so you'll continue to use them extensively until the end of the game.
Doppelganger (T17): Energy unit that, at the start of each fight, can steal a promotion possessed by its opponent and keep it permanently. Handled well, this can become an extremely strong unit. Starts off very weak, but regenerates.
Golem (T17): A Melee unit. It's very cheap, and only has 40 combat strength, just enough to keep from getting wiped out by ancient-era leftovers. But these constructs regenerate, heal fully if they kill a foe, get a bonus against cities, require no unit support costs, and act as Workers at 75% of normal speed; they can't build specialized improvements (Pastures, Quarries, Plantations), but can do Farms, Mines, Roads, etc. just fine. Great in an era where you don't need many new terrain improvements and don't want a bunch of defenseless Workers clogging up your empire.
Also, Golems can be sacrificed in a city to rush production; while the amount they give isn't nearly as much as the Great Engineer gives, it's approximately equal to what the Golem cost in the first place, so you can use them as a way to transfer production to your outlying cities or "disband" them once they're no longer needed.
Scout Powersuit (T17): Energy infantry unit, a cross between Mechanized Infantry and a Scout. Only 50 combat strength, but +50% versus Gunpowder units, 4 MP, all terrain costs 1 MP, is amphibious, +2 visibility, and can paradrop. Inspired by the infantry in Starship Troopers; the book, not the movie. 50 strength isn't enough to really hold up in a fight against modern tanks and such, although the Gunpowder bonus helps you clean out any leftover Mechanized Infantry. And while you don't need terrain recon now that the map has been revealed, there IS a good use for "spotters" for aircraft, artillery, and long-range missiles, especially nukes.
Vertol (T17): upgrade of helicopters. Siege unit, a whopping 7 movement points, only 50 defensive strength but it has a 70-strength range-1 attack. It also gets +50% versus Armor, and it can move across all terrain for 1 MP including oceans, something no other units can do before the Nanotech Era. It can't capture cities, though, and gets -33% when attacking them. Since it is not a Helicopter type, anti-air units have no bonus against it. Inspired by the AV-4 from Cyberpunk, basically an armored car with a Harrier's VTOL engines. Note that because of its ocean ability, it must be built in a coastal city, although inland you could just build a normal Gunship and then upgrade.
Skimmer (T17): A futuristic upgrade of Mech Infantry that can do a little of everything. Armor unit, 56 strength, 4 MP, all terrain costs 1 MP, and can move after attacking. It gets a +50% Interception bonus, allowing it to engage aircraft targeting nearby units or cities as if it were an anti-aircraft unit. Inspired by the "combat cars" from the Hammer's Slammers novels, but really it's that I didn't like how the cavalry line sort of petered out and the Gunships were too specialized to take the role. A good all-around support/skirmisher unit.

FUSION ERA
This is nearly the exact opposite of the previous era; quite a few of the new Fusion Era units are brute-force combat units, the kind of things designed to be used in a major war. Frankly, I expect this era to be one with LOTS of high-attrition wars, which is good since these units are more resource-heavy than before.

Isle of the Deep (T18): aquatic Mindworms. While slow, they have good defense against bombardment, regenerate health well, and have a very strong bombardment attack that isn't limited to sea targets. Park one of these off the coast of a city and it can work wonders. The one thing they lack is range. Note that the Psi strength adjustment does NOT apply when making ranged attacks; only the Isle's defensive strength will do so.
Needlejet (T18): what you get when you cross a bomber with a fighter. The last true Air unit, the Needlejet is basically a fighter with excellent ground attack abilities and Stealth-like evasion, with less of the drawbacks of the earlier air units. I wanted the various air units to upgrade to something useful, just like I did with the Naval units. These are the most cost-effective bombardment unit, even after Orbitals come out, but they feel like Cavalry, a sort of "end of an era" unit that will become outdated fairly soon after.
Leviathan (T18): Naval unit, combines a Battleship with a Carrier. Basically a carrier that can bombard land targets, but also has good anti-air ability. With the ever-increasing range of aircraft and the eventual addition of orbital weapons, pure carriers aren't very necessary outside of "beachhead" assaults, but they have enough bombardment range to supplement artillery on most maps. Unlike the units that upgrade to them, Leviathans can also see submarines. This allows you to upgrade your existing heavy naval vessels into something useful; the Battleship and Carrier were weak against aircraft, too slow, and/or too specialized.
Note: these are the last naval units in the game. At higher techs, quite a few units can fly over water or airdrop as necessary, and orbital weapons take over the "artillery" role, so there's little need for further naval units on offense, although they're still important for pillaging water-based resources like Dilithium.
Assault Powersuit (T18): Remember the Scout Powersuit, above? It's like that, but more so. 70 combat strength, only 3 MP, but +50% versus Armor instead of versus gunpowder and it doesn't get the visibility boost. That anti-Armor boost means that an Assault Powersuit actually outguns the Gravtank, slightly, in a straight fight.
Planet Buster (T18): ICBM. Same basic effect as the Nuclear Missile, but it's got unlimited range and SDI is half as likely to intercept.
Chiron Locusts (T19): Helicopter mindworms. 70 strength and a movement of 6 is nothing to sneeze at in a commerce raider unit, especially one that can regenerate health; they also get +25% versus wounded units, dangerous in a regenerating raider. While these are outgunned by most Armor units, they actually compare favorably to the infantry of their era. They don't have many inherent promotions, but the double-XP-gain of Psi units makes them kind of scary if they can survive for a bit.
Geosynchronous Survey Pod (T19): A cheap infinite-range recon unit. No damage, but it gives a huge visibility radius around whatever city it's currently "based" in, and can move to give visibility anywhere in the world through a very quirky method of movement that snaps it back at the end of the turn, AFTER the opponent has had a chance to kill it (with the ability to spot submarine units as well, if you're short on Destroyer-types). Great if you're getting ready to bombard a city but don't have anything in the area to spot for you.
Gravtank (T19): The final true Armor unit. 90 strength, 4 MP, all terrain costs 1 MP, but costs 1000. While these can still be outgunned by dedicated anti-armor units or bombarded down from range, it's an all-around capable heavy unit. While it's only one tier before the first Titan units, you'll have plenty of Modern Armor around to upgrade into these, so it'll make a big difference right away. It's also much cheaper than a Titan, in both hammers and resources.
Mobile Shield (T19): A unit that makes all adjacent friendly units stronger; besides a general defense and healing increase, the shield bestows an anti-nuke, anti-orbital promotion on all nearby units. As an added bonus, it's on a hover chassis, so all terrain costs 1 MP.
Ranger (T20): A bioengineered Human with the unobtrusive genetic modifications needed for special-forces combat. Only 65 strength, but it gets +25% in forests or jungle, +25% versus Titans (the only unit to get an anti-Titan bonus), mindworm-like regeneration (2-3 HP/turn), and a massive +50% when attacking in ANY terrain. While it doesn't have the now-ubiquitous "all terrain 1 MP" ability, it does have the Commando ability to use enemy roads. Finally, all Rangers have a 10% chance to deal an automatic 5 damage to their opponent at the start of any combat. Very expensive, at 800 per unit, but starts with +30XP. Not nearly as fast as the Skimmer or Vertol, but an excellent first-strike unit for any heavily fortified front line and a good anti-Titan unit.
Troll (T20): A human who has been heavily adapted for high-gravity and hazardous conditions; unlike the Ranger, a person choosing the Troll conversion has given up attempting to still look human. Like the Ranger, this is a 65-strength unit that costs 800 and starts with +30XP, but where most other units are optimized for offense, the Troll is all about defense: +50% when defending, another +50% versus ranged attacks, +25% versus Psi units (the only unit with an anti-Psi bonus built in), and the Troll regenerates FULLY every turn regardless of what actions he takes. Also, Trolls have a 10% chance of healing 5 damage at the start of any fight. In a fort or Citadel or at a choke point, these become practically impossible to budge; forget about bombarding them down. They're also good as the first-wave attacker in a tough city assault, since they'll fully heal afterwards and aren't very vulnerable to counterattacks. But their mobility is lousy compared to any other Fusion era unit, although they can move across mountains, so you'll primarily use them within your own rail network.
Bolo (T20): Mentioned above, this is the first Titan unit. Basically, take a Gravtank and double it; it's a lot like getting a Giant Death Robot in the core game (150 strength), where it's practically unstoppable if supported right. Like most Titans it adds a bombardment attack as well; it's a relatively weak one, compared to other Titans, but "weak" still means a 75-strength bombardment capable of wiping out practically any weaker unit caught in the open field. Effectively, this is a 1-unit invasion force, capable of taking down a city single-handedly, and is designed to be the spearhead when attacking a heavily fortified defense line.
Quantum Missile (T20): Non-nuclear missile. Good damage, especially against Titans; when used against units in the open, it also damages all adjacent enemy units and places fallout in the target's hex.
Orbital Ion Cannon (T20): Orbital weapon. The damage isn't very impressive (only 50 strength, with a free EMP promotion), but again, you can hit pretty much anything indiscriminately. This effectively takes over the Air units' "pick off the retreating skirmisher units" role, and is great for a first shot to soften up an even-match opponent, but it's not going to be killing any modern units outright and its damage against cities of this era is pathetic.
Labor Mech (T20): a super-Worker unit, builds at 200% speed. It's actually an Armor unit with 50 strength, so it can defend itself pretty well, but it's not cheap. Workers and Engineers upgrade to this directly (but since it costs Dilithium, not always), and Workers obsolete when these unlock, so in the Nanotech era many of the AI's workers will become these. Most importantly, the Labor Mech can perform some of the more advanced terraforming options, which Combat Engineers can't. The combat power is essential in an era when each side is raiding the other with psi units or vertols, and pillaging everything in sight. It's also nice to have a construction unit you can send in with the combat forces, to repair the damage caused by your invasion, taking over that role from the Golem.

NANOTECH ERA
Nearly every unit in this era is a Titan, a massive, expensive engine of pure destruction. If you like military conquest then you've probably already won by this point, but if you haven't, these are "Game Over" units.

Nessus Worm (T21): It's Godzilla. Seriously, it's an amphibious Psi unit that acts more like a Titan. 140 defensive strength and a 100-strength range-1 attack, can travel on any terrain (including oceans) for 1 MP, and regenerates its health fully each turn. One of these comes out of the ocean and levels Tokyo on a regular basis. (As a Psi unit, it'll have the hidden nationality and ability to enter borders without a war, eventually.) But it's not cheap, at 1500 hammers, and it's the last combat unit without a long-range attack. Conversely, it has a massive bonus when attacking cities, so unless the defender has loaded up on defense buildings, a Nessus Worm can often one-shot a city (but can't capture one); a smart defender won't let it get close. The Nessie's other advantage is that it only requires only Omnicytes, and no Dilithium or Neutronium (which tend to be in shorter supply in the late game).
Combat Mech (T21): It's the Giant Death Robot, souped up. A Titan that specializes in bombardment; only 100 strength, but a staggering 120 bombardment strength (with a range of FOUR), and it can carry missile units. Also, it has a big anti-air boost, can see 2 hexes further, and has the usual "all terrain 1 MP" ability. With that firepower, it can generally take a defending city down to 1HP for other units to deal with, and do so at range while taking no damage.
Former (T22): A Titan unit that doesn't fight. It has heavy armor (combat strength 100 but can't attack), it builds Improvements like a Worker at 500% normal speed, and it has access to Terraforming options that smaller workers don't have. A Former can turn hills into plains, snow into tundra, tundra into plains, deserts into grassland, and it can plant forests and jungles. It can move across water as well, which allows it to place water improvements like Fishing Boats without sacrificing itself.
Orbital Death Ray (T22): The Orbital Ion Cannon, dialed it up to 11. 150 combat strength that can hit anywhere in the world and gets a large bonus when attacking cities, but it costs 1400 hammers. While not technically a Titan, it's comparable in price. Unlike the Ion Cannon, this CAN one-shot most non-Titan units. It's horribly expensive, of course, but worth it.
Subspace Generator (T23): What do you get when you cross a Death Ray with a Nuke, and then make it a Titan? Instead of a single-target attack, this unit drops a level 2 (Nuclear Missile-equivalent) nuke anywhere in the world each turn. It costs a 3000 hammers, more than most land-based Titans, but given time one of these will level an empire. (Which is good, since you can only have one.) It's completely impossible to intercept, of course.
There are a couple buildings that reduce the effects of nukes, so by the time you get this, your opponents' cities will often be nearly immune to nuke damage. But that doesn't stop you from nuking their terrain instead; you can easily cripple opponents this way. And unlike earlier nukes, SDI-type projects have no effect on Subspace Generators.
Gravship (T23): the ultimate weapon. Concept-wise, take the Terran Battlecruiser from Starcraft. Then add fighter bays. 200 combat strength, 200 ranged attack, moves 5 hexes across any terrain (including oceans), repairs itself by 2-5 every turn, and is basically immune to air units. It also acts as a Great General, buffing anything else nearby. But it costs 4000 hammers, and you can only have ONE. I would KILL to have the game play the Starcraft "Carrier has arrived." soundbite when you build a gravship.

Barbarians and City-States
The only units listed above requiring no strategic resources are the Combat Engineer, Laser Infantry, and Geosynchronous Survey Pod. Because the minor factions have limited access to strategic resources, special units were created just for them.
Barbarians have access to "Wild" versions of the four Psi units, the Mind Worms, Isle of the Deep, Chiron Locusts, and Nessus Worm. These units are identical to their player-made counterparts, except that they require no resources and begin with additional "mutation" promotions to make up for the lack of +XP buildings for the barbarians. There's also one additional unit unique to Barbarians, the Spore Tower; once the "Breakout" occurs, each turn has a chance of a Spore Tower spawning somewhere in the world. If it's not killed, then each turn the Spore Tower has a chance of spawning various more Psi units. Killing a Spore Tower gives a player 100-200 gold, depending on era, as well as stopping the flow of new units; Spore Towers, however, possess good artillery and defensive abilities and so take some effort to kill.

City-States have access to "Secondhand" versions of the Tank, Modern Armor, Fighter, Jet Fighter, Helicopter Gunship, Rocket Artillery, Plasma Artillery, Stealth Ship, Skimmer, Vertol, Needlejet, and Gravtank. These units are noticeably weaker than their player-made counterparts, but again, require no resources. On the plus side, most Secondhand units can repair improvements or clear fallout, to help offset city-states' defenses against nukes.

These units are treated as Unique Units for these nonplayable civilizations. Players cannot make them, even if you'd rather have that resourceless alternative.
 
Promotions

Spoiler :
Trance I and II (+25% vs Psi units), available to anyone. You can't really get an anti-Psi bonus any other way.
Soporific Gas / Soporific Bombs (+15% versus Gunpowder, Energy, Mounted, Melee, Recon, and Archer units), available to Armor, Siege, Helicopter, Air, Naval, and Titan units.
EMP (+15% vs Armor, Naval, Siege, and Air units), available to Gunpowder, Energy, and Titan units.
Note that neither EMP nor Soporific hurts Psi or Titan units.
However, I've added far more promotions. Several wonders and buildings (Command Nexus, Citizen's Defense Force, Bioenhancement Center, etc.) add free promotions, either to all units trained in that city or to all units everywhere. Others (Hunter-Seeker Algorithm, Space Elevator) add temporary promotions to certain units under certain conditions. Psi units get a unique "Psi" promotion that gives the benefits of the type, above, Titans and Orbitals each have a unique class promotion as well, and many other units have type-specific promotions.


World Wonders:
Spoiler :
The Human Genome Project: +2 happiness, all cities grow 1 size
The Planetary Transit System: Trade route income +10%, and all of your units gain +1 movement within your borders
The Longevity Vaccine: +2 happy, all Specialists generate +1 Food.
The Merchant Exchange: All strategic and luxury resource tiles worked by this city generate +2 gold, and the city gains +1 gold per 2 population
The Maritime Control Center: all Naval units get +1 movement and +20% versus other naval units. All units in all cities get +5 XP; must be a coastal city
The Planetary Energy Grid: all cities get +10% gold, get a free Great Merchant, gain 10 units of Coal and Oil
Clinical Immortality: +1 food per 2 citizens, creates a tradeable luxury resource Ambrosia (+5 Happiness)
The Virtual World: +3 happy, gain a free Social Policy
The Supercollider: +100% research in this city, get a free Great Scientist, gain 10 units of Uranium
The Xenoempathy Dome: All Psi units are 10% stronger, have +1 movement and can pillage for free. All units in all cities get +5 XP.
The Cloudbase Academy: +1 airlift, air units all get +4 range and get extra interceptions, Air units get +20% vs other Air units, and the city's strength is +100% vs. Air bombardment. All units in all cities get +5 XP.
The Cyborg Factory: All units in your empire increase their healing rates by 2 when they rest, and this city produces units 50% faster
The Pholus Mutagen: +25% Food in this city, and all food resource tiles (cows, sheep, etc.) near this city gain +2 food, +1 production, and +1 gold
Theory of Everything: +10% science in all cities, gain one free technology
The Self-Aware Colony: +1 happy per city
The Network Backbone: In this city, +1 base gold per 4 population, and all specialists in your empire generate +1 research
The Space Elevator: Land units that begin their turn in this city (including those just built there this turn) gain the "Orbital Drop" promotion, which allows them to paradrop anywhere on the planet you have visibility. This ability goes away at the end of the turn if the unit is outside the city.
The Universal Translator: Start a Golden Age and gain a free Social Policy
The Telepathic Matrix: Gain any tech that any other civ knows. Gain a Great Empath.
The Cloning Vats: All cities gain 2 citizens instantly
The Nano Factory: All of your units upgrade for free, purchasing units costs 25% less, all units in this city build 25% faster, and gain 10 units of Aluminum
The Bulk Matter Transmitter: trade route income +33% and unlimited airlifts from this city
The Dream Twister: Gain one Great Artist. All other civs get -10 Happiness from now on.
The Manifold Harmonics: for this city, +1 gold, food, production, and science per 2 population, and gain 10 units of Omnicytes.
The Singularity Inductor: All cities get +10% production, you get a Great Engineer, and gain 10 units of Dilithium and Neutronium.
Alhambra
Required Technology: Steel
Required Terrain in City: City must be built on a hill
Cost: 400
Effect: Defensive buildings in all cities are 30% more effective. Melee units have +10% Combat strength in Rough terrain.

Neuschwanstein Castle
Required Technology: Dynamite
Cost: 1000
Effect: Culture cost of adopting new Policies reduced by 10%. Length of Golden Ages increased by 25%.

Sphinx
Required Technology: Calendar
Cost: 185
Effect: +1 Science for every 2 Citizens in this City

The Leaning Tower
Required Technology: Physics
Required Terrain in City: City must not be built on a hill
Cost: 400
Effect: +1 Science for every 4 Citizens. +3 Gold after discovering Mass Media.

The Merchant Exchange
Required Technology: Industrial Base
Cost: 2000
Effect: +1 gold for every 2 citizens at the city it was built

Wartburg
Required Technology: Calendar
Required Terrain in City: City must be built on a hill
Cost: 400
Effect: 1 free social policy.


National Wonders:
Spoiler :
Note: none of these require any previous buildings to be in every city, although a few require specific buildings in the city you build them in.
The Weather Paradigm: Workers work 20% faster, and all of your cities generate 5% more food.
The Planetary Datalinks: Each turn you have up to a 4% chance to learn a tech, stacking with the KGB. Also produces 3 units of the "Information" luxury resource, which adds +3 happiness and can be traded.
Skunkworks: All upgrade costs reduced by 25%, all new units in this city gain +10 XP regardless of type, all units in all cities gain +5 XP regardless of type
The Empath Guild: Gain a free Great Empath. Every turn, all city-states gain free Influence with you depending on your current Influence level (+1.5 for no relation, +1 friend, +0.5 ally). This generally just offsets part of the natural decay, although it IS possible to move upwards as Greece or with the right policy.
The Hunter-Seeker Algorithm: All non-Psi enemy units within your territory get -1 visibility, -1 to range (for artillery/naval units), -1 to healing rate, and -20% combat strength when attacking your cities.
The Nethack Terminus: Gain a technology automatically if more than 50% of the other civs know it, adds a 1% chance of stealing randomly, and warns you when and where other civs are within 5 turns of completing a Wonder. If you can't beat them to it, then this lets you switch to something else without wasting any more time.
The Citizens' Defense Force: All of your units get +10% to combat within your borders, increase healing rate by +1 within friendly territory, and gain +10% strength when defending a city.
The Command Nexus: All of your units get +10% to combat outside of your borders, and gain +1 range (important for naval and artillery units, marginal for air)
The Living Refinery: +50% production if the city has local Dilithium, +50% gold if the city has Neutronium, +10 food if the city has Omnicytes, and it costs one unit of each. Also, all Empaths in all cities gain +1 Production. Basically the Ironworks on steroids.
The Neural Amplifier: all your units get +25% versus Psi units, gain +1 visibility, and gain +10% when adjacent to a friendly unit.
Paradise Garden: +2 Happiness, +25% Great Person rate in all cities, creates 1 unit of all "organic" luxuries
Stasis Generator: City gets +100 strength and immunity to nukes, and all specialists within your empire produce +1 food. Basically makes the city immune to attack. Put it in your capital and never worry about a domination loss. I'd also like it to add the ability that all enemy units within 2 hexes of this city only have 1 MP per turn, and/or that you can't bombard the city. The food boost actually makes more sense than it sounds; a strong stasis field also allows for perfect unspoiled food storage.
Quantum Converter: All hurry costs reduce by 25%, all specialists get +1 production in every city, and gain one unit of each "inorganic" luxury resource (Gold, Silver, Gems, Dyes)


Buildings:
Spoiler :
Bioenhancement Center
Required Technology: Neural Grafting
Effect: +30 experience for all units

Burial Mound
Required Technology: Ceremonial Burial
Effect: +1 culture

Children's Creche
Required Technology: Ethical Calculus
Effect: +20% food conserved after growth, +15 experience for all units

Command Center
Required Technology: Doctrine: Mobility
Effect: +30 experience for land units

Domesday Shire Court
Required Technology: Mathematics
Required Civilization: England
Effect: +5 gold per turn

Genejack Factory
Required Technology: Retroviral Engineering
Effect: +50% production, -1 happiness

Hab Complex
Required Technology: Industrial Automation
Effect: +10% food conserved after growth

Hologram Theatre
Required Technology: Planetary Networks
Effect: +2 happiness

Perimeter Defense
Required Technology: Doctrine: Loyalty
Effect: +12 defense

Recycling Tanks
Required Technology: Biogenetics
Effect: +1 food, +1 production

Tree Farm
Required Technology: Environmental Economics
Effect: +1 food on forests
Children's Creche: +8 food in this city but -1 happiness for your empire
Energy Bank: +20% gold, and produces one unit of Oil and one unit of Coal
Perimeter Defense: +10 city strength and 20% nuke defense, but no prerequisites and it's cheap to maintain
Hologram Theater: +3 happy, +25% culture
Genejack Factory: +50% production, but -2 happiness for your empire
Centauri Preserve: +2 happy, all local Omnicyte deposits greatly increase in yield, gain one unit of Omnicytes, two Empath slots; can only be built if the city has local Omnicytes.
Habitation Domes: +1 happy, +2 food, +10% Great People, +10% food storage, city must be Large size note: "Large" means size 13 or 14ish
Aerospace Complex: Air units in this city start with +15 XP and produce 25% faster, city gets +50% defense vs. air attacks, and it's required for all satellite units. Also, Land units that start their turns in this city gain a temporary "Airlift" paradrop.
Bioenhancement Center: units trained in this city get +10% strength. A bit boring, but I did this for a reason; by the Fusion era, you'll have been upgrading a bunch of 100+ XP units for several eras, like a Modern Armor that has Blitz and Repair. This allows newly-constructed units to close the gap a bit and still be a threat, which primarily helps the AIs.
Fusion Lab: +20% research, +20% gold, creates one unit of Uranium and one of Aluminum
Brood Pit: Psi units train 25% faster and start with +15 XP, creates one unit of Omnicytes, +2 gold for Oasis
Sky Hydroponics Lab: all cities get +2% to their food. Unlike in SMAC, you can only build one of these per city.
Orbital Power Transmitter: all cities get +2% gold.
Gravity Shield: +30 city strength, and -100% nuke effects, but it's not cheap and adds -1 happiness to your empire.
Temple of Gaia: +2 happy, +5 culture, +25% Great People rate in this city, create one unit of Omnicytes.
Hybrid Forest: +1 happy, +2 gold per forest or jungle hex near this city. Since Workers will long have had the ability to plant forests and jungles, this could lead to civs "re-greening" their empires and removing the ugly Trading Post sprawl. Unfortunately there's not a stub in the XML for it to check to see if there are any forests or jungles nearby.
Lunar Mining Station: all cities get +2% to production
Robotic Assembly Plant: +1 production per population, but -2 happiness for your empire.
Nanohospital: +5% food storage, +1 research per 4 population, units in this city heal fully each turn
Quantum Lab: +20% research, +20% gold, produces one unit of Dilithium and one of Neutronium
Nanoreplicator: +1 production for each local strategic resource deposit, +1 gold for each local luxury resource, +1 food for each local food resource
Jump Gate: Each turn, you have a 2% chance of triggering a 1-turn Golden Age for each Jump Gate you control. (So if 10 cities have gates, you have a 20% chance.) Every city gains +2% to Research per Jump Gate in your empire. Also, unlimited airlifts, the city is always connected to the Capital for trade networks.

Projects
Spoiler :
SDI: Nukes are intercepted ~40% of the time (x1.5 for atomic bombs, x0.5 for Planet Busters), but the SDIs of all enemy civs combine against you with diminishing returns. Also unlocks Orbital units.
Orbital Defense Pod: Nukes are intercepted an additional 1-3% of the time, and all orbital weapons' damage is reduced by 5%. Can be built ten times throughout your empire.
The Ascetic Virtues: unlocks Titan units, and your capital gains +2 Great Person points each turn for each Great Improvement in your territory (of the appropriate types).

Finally, there's the Ascent to Transcendence Project. When built, this starts a 20-turn timer. Each turn, knock one turn off (obviously) and your empire is in Anarchy. Each turn, each of your cities loses 1 population (minimum 1, and normal growth isn't stopped although research IS.) At the end of the timer, you win (assuming you're still alive and no one else has won in the interim).
Projects

New Projects

Spoiler :
Bacchanalia
Required Technology: Philosophy
Required Resources: Silk, Spices
Cost: 500
Effect: +3 Happiness per city



Domesday Book
Required Technology: Mathematics
Required Buildings: 6 Domesday Shire Courts
Other Requirements: Can only be built on capital
Cost: 125
Effect: 1% interest on treasury per turn, +6 culture per turn

The Citizens' Defense Force
Required Technology: Intellectual Integrity
Cost: 3000
Effect: Grants a Perimeter Center in every city.

The Human Genome Project
Required Technology: Biogenetics
Cost: 2000
Effect: +1 Happiness per city

The Longevity Vaccine
Required Technology: Bio-Engineering
Cost: 3000
Effect: +1 Happiness per city

SOCIAL ENGINEERING

Ten new "Social Engineering" Policies were added, one per tree in the existing game. Each unlocks at a certain technology; a few are in the Fusion era, but most fall in the Digital. These are not actually part of the branches they are linked to; instead, each of these "Super-Finishers" is in the separate Social Engineering branch; each becomes available once you complete an existing tree and recieve the corresponding Finisher policy bonus. As a result, they do not count towards a Cultural Victory, but are significantly stronger than normal Policies.

The 10 Social Engineering options, by branch:
Spoiler :
Tradition: Eudaimonic (+1 food, production, gold, and science per 3 population in the capital; doubled happiness from Empaths or the Transcendent Thought tech) at Ethical Calculus
Liberty: Green (+10% food in all cities, +1 food per Water Mill, Solar Plant, or Hydro Plant) at Bioengineering
Honor: Power (All units gain +1 movement and +1 visibility, +50% Production when building military buildings) at Neural Grafting
Piety: Fundamentalist (Gain culture when you kill a unit, one unit is maintenance-free per 10 population) at Social Psychology
Patronage: Free Market (fulfilling quests for city-states gives +100% Influence, golden ages take 20% less Happiness) at Planetary Networks
Commerce: Wealth (+1 gold per Market, Bank, Stock Exchange, or Energy Bank, and +1 production per sea resource) at Industrial Economics
Rationalism: Knowledge (All Farms and Mines give +1 research, all four types of laboratory gain +5% science), at Optical Computers
Freedom: Cybernetic (+1 production per specialist, unhappiness from the Genejack Factory and Robotic Assembly Plant are halved) at Mind-Machine Interface
Autocracy: Thought Control (-10% to all unhappiness, remove unhappiness from the Children's Creche and Gravity Shield) at Pre-Sentient Algorithms
Order: Planned Society (+5 Happiness, and +1 food, production, gold, science, and culture per city), at Fusion Power



New City-States

Spoiler :
Anfa
Trait: Industrious

Hong Kong
Trait: Commercial
Unique Unit: Chu-Ko-Nu

Macau
Trait: Maritime
Unique Unit: Chu-Ko-Nu

Malacca
Trait: Maritime

Milan
Trait: Militaristic

Samarkand
Trait: Cultured

Troy
Trait: Maritime

Ur
Trait: Intellectual



Basically combining ideas from theses sources
http://forums.civfanatics.com/showthread.php?t=243166
http://forums.civfanatics.com/showthread.php?t=440393
http://forums.civfanatics.com/showthread.php?t=397878
http://forums.civfanatics.com/showthread.php?t=454624
http://forums.civfanatics.com/showthread.php?t=243166
http://forums.civfanatics.com/showthread.php?t=238801
http://forums.civfanatics.com/showthread.php?t=393706
 
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