Community Patch Project [CP + CBP]

Gazebo

Lord of the Community Patch
Supporter
Joined
Sep 26, 2010
Messages
18,399
Location
Little Rock
Community Patch (CP) and Community Balance Patch (CBP)

Hello everyone! I'm happy to announce that the Community Patch Project (including the Community Patch and the Community Balance Patch) is ready for general use! After months of bugtesting, balancing, feature additions, and AI improvements, the mods are ready to be used by a wider audience. I've posted a couple of important links below, and I'll post the general changelog/feature list in additional posts after this one.

Important Links

How to Install: See this link.

Bug Reports Thread: See this link.

Github Repository for DLL/Modfiles: See this link.

Lastly, I would like to say THANK YOU! to everyone who has helped on this project. It has been an immense undertaking, but I'm really happy with the current fruits of our labor. Enjoy the mod, spread the word, and make sure to follow the installation instructions above!

Cheers,
Gazebo
 
Community Patch (CP) and Community Balance Patch (CBP) Changelog and Guide

Combat and Tactical AI:
  • AI trained to better engage in naval warfare - more likely to land an army on the shore before attacking (as opposed to a pure naval operation). Will send more boats, and will be more likely to simply engage in a naval bombard before using or while escorting land troops.
  • AI prioritizes protecting embarked troops, avoiding unnecessary embarkation, and staying out of ranged fire if possible.
  • AI less likely to send single units (especially ranged ones) alone to assault a city.
  • AI now prioritizes targeting units that are dug-in, so as to force them to retreat or destroy them.
  • AI randomness regarding movement and tactical decisions reduced - random embarkation and/or poor movement decisions minimized.
  • AI military targeting considers pathfinding as well as mobility around a target when evaluating how difficult a city is to capture.
  • Tactical AI optimized to encourage moving-shooting and proper positioning for ranged units.
  • AI targeting and positioning for units optimized.
  • AI army and navy size/composition optimized based on evaluation of neighbor/enemy strength.
  • AI defense of CSs during rebellion events optimized (CSD).
  • AI better understands the danger of water, and the importance of staying on land if possible.
  • AI more likely to respond to assaults on their land if they are also engaged in an offensive.
  • AI better able to reposition bombers and anti-air units to attack.
  • AI Naval invasions optimized to have a better mix of damage-dealing ships.
  • AI Armies more flexible in size and composition.
  • AI more likely to disengage if losing a fight.
  • AI will no longer send prophets and missionaries to cities that they are at war with.
  • AI trained to better engage in naval warfare - more likely to land an army on the shore before attacking (as opposed to a pure naval operation). Will send more boats, and will be more likely to simply engage in a naval bombard before using land troops.
  • AI prioritizes protecting embarked troops, avoiding unnecessary embarkation, and staying out of ranged fire if possible.
  • AI naval escorts can now bombard nearby units or cities (instead of just fortifying or moving) and can join an army in movement even if they have to catch up.
  • AI auto-explore units less likely to wander into CS territory.

Diplomatic and Domestic AI:
  • AI logic regarding Deals made variable - value and demand for resources based on supply, proximity of player, resource flavors, relative strength, and happiness.
  • AI settler placement, including turn 0 settling, optimized to focus on strategic locations rather than purely resource-based locations.
  • AI warmonger values dynamic, based on more than just conquest - religion, ideology, past history, WC decisions, and co-op wars all play a part in how much warmonger is earned from aggression.
  • WC logic re-evaluated to make the AI more likely to form coalitions of similar interests and to push through beneficial resolutions.
  • AI trained to spend gold on units and buildings it desires.
  • More nuanced diplomacy with regards to warmonger scores, trade routes, and other values.
  • AI attuned to pursue victory conditions, prevent others from completing victories, and the proper use of Great People.
  • AI flavors for leader personalities optimized to make them more distinct.
  • AI missionary and prophet logic optimized to reduce spam and encourage rational AI development of religion based on flavors.
  • AI trained to effectively understand and use all new gameplay systems added by the Community Patch.
  • AI has multiple 'tourism defeat' announcements based on era. No more 'blue jeans' in the Classical period! Flavor text and flavor messages regarding victories/defeats/war/etc. expanded; more than double the amount of AI messages included.
  • AI more intelligent about faith purchases, and should manage its missionaries and prophets much, much better (should build faith buildings and buy great people, etc. much, much more often).
  • Spy-related diplomacy messages can now spawn only once every 40 turns (limits spam when killing/catching spies).
  • Flavors optimized for all changes in CP/CBP.
  • AI will more intelligently use trade routes to combat poverty, famine, and illiteracy (from CBP happiness system - see below).
  • AI workers won't scatter across the map to do tasks as often (Whoward's 'Local Workers' mod).
  • AI more intelligently builds great person improvements (flavor-based system).
  • AI much more intelligent regarding belief and ideology choices.
  • AI will no longer send prophets and missionaries to cities that they are at war with.
  • AI values luxuries based on the quantity of happiness they can receive from them.
  • AI values cities in deals based on their yields and global position.

Custom versions of two popular mods created to work alongside the CBP:

  • Events and Decisions, by Sukritact
    AND
  • Health and Plague by FramedArchitect

Includes Support for the following mods:
  • Events and Decisions, by Sukritact
  • Health and Plague by FramedArchitect
  • Civ IV Diplomatic Features by Putmalk
  • City-State Diplomacy Mod by Gazebo
  • LUAJIT (see 'How To Install' for download)

Includes the following mods:
  • Smart AI by Ninaroku
  • DLL - Various Mod Comps + Civ IV Diplo + CSD mods DLL by Whoward
  • Global City Bombard Range by Whoward
  • Local Workers by Whoward
  • Trade Route Scaling by Whoward
  • Truly Free GPs by Whoward
  • Custom Culture Overview by KyteM
  • No More Civilian Traffic Jams by Pazyryk

Artwork and Creative Works:

  • Artwork and Unit graphics provided by LordTirian
  • Artwork provided by Nutty, JanBoruta, Ekmek, Gazebo

DLL Additions and Changes

  • Unified Yields integrated (all existing secondary and primary yield tables can use any yield type, where logical to do so)
  • Integrated code base for Whoward's combined DLL, CSD's DLL, and Civ IV DF's DLL changes. Hundreds of bugfixes and changes (most identified on the respective pages for these mods)
  • Over 50 new functions, and over 50 new secondary tables, all of which add new abilities and actions to buildings, policies, units, and more.
  • Additional yields, (YIELD_GOLDEN_AGE, etc.) added to allow buildings, policies, and more to add different types of values.
  • DLL changes optimized to limit performance impact.

Community Balance Patch:

LUA
  • Dozens of new LUA hooks for non-dll functionality (CP - primarily of interest to modders).
  • Custom lua for new happiness system (see below), as well as Custom LUA for Culture Overview screen (courtesy KyteM).
  • LUA added for most new yields - general integration of LUA for unified yields tables.
  • Lua QOL improvements added for Espionage (Capitals icon placed on cities list next to player capitals) and WC (proposals alphabetized).
  • Compatibility with EUI - limited compatibility for now, but to be completed shortly.


Buildings:

Building Changes:

  • Happiness reduced/removed from almost all buildings. Almost all happiness now comes from luxuries, policies, beliefs, and wonders.
  • Yield % Modifiers removed from almost all buildings - buildings now gain additional yields based on city population instead of flat % boosts (i.e. +33% science from Universities). This reduces late-game yield inflation, and helps control game scaling based on the number of cities, the era of city founding, etc.
  • Building costs and maintenance completely overhauled - more expensive in late-game, cheaper in early-game.
  • All luxury and strategic resources (including resources from More Luxuries, if used) now enhanced by at least one building.
  • Buildings, Wonders and National Wonders rebalanced and generally modified - see in-game Civilopedia for more details.
  • Unique Buildings rebalanced and improved to help balance Civs. All civilizations now have at least one unique building or unique improvement (no more double UU civs). See below.

New Buildings:

Religious Buildings: Unlocked with associated Follower belief:
  • Stupa - +4 faith, +1 Tourism - unlocked with Stupas Belief
  • Synagogue - +2 faith, +2 production, 1 great work of literature slot - unlocked with Synagogues Belief
  • Mandir - +2 faith, +2 food, 1 great work of music slot - unlocked with Mandirs Belief
  • Order - +3 faith, +10xp for land units, free morale promotion - unlocked with Orders Belief
  • Church - +2 faith, +1 happiness , 1 great work of music slot - unlocked with Churches Belief
Policy Buildings: Unlocked from Policies.
  • Palace Engineer- grants Engineer specialist (from Monarchy in Tradition policy tree)
  • Monastery - grants Scientist specialist (from Monasticism in Piety policy tree)
Unique Buildings (listed bonuses in addition to replacement building bonuses):
  • Triumphal Arch- unique Roman Monument - +1 production, grants Golden Age and Great General points when you win any battle.
  • Odeon - unique Greek Amphitheatre - no Great Work slot, but grants +2 culture. Grants +2 Tourism when you research Philosophy.
  • Basilica- unique Byzantine Temple - no maintenance, grants additional faith based on city population. Reduces unhappiness from religious disorder.
  • Harappan Reservoir - Indian unique Aqueduct - retain 50% of food, cheaper and less expensive than standard Aqueducts. Boosts Production by +2, and +1 Food on Flood Plains, Oases and Lakes.
  • Dojo - unique Japanese Armory. Grants additional experience, and adds +1 culture to nearby horses and iron.
  • Mission - unique Spanish Castle. Grants large amount of Faith when built, is cheaper than Castle, and grants +2 Production. Makes city resistant to conversion and boosts religious pressure from City. Does not require Walls to be built.
  • Skola - unique Swedish Public School - grants additional culture per every 5 citizens, and +1 science for every 4 citizens in a city. Is cheaper than a public school.
  • Jelling Stones - unique Danish National Epic - has no Great work slot, but grants +3 Tourism, +3 Culture, and increases GP rate by 33% for the city. Grants a large amount of culture when completed, and starts a golden age.
  • Doge's Palace - unique Venetian Palace - has no great work slot, but grants higher to all Palace yields and defense. Increases GP generation, and grants +5 Tourism when you research Guilds.
  • Resort - unique American Hotel - no maintenance, increased Tourism bonus (50%) versus Hotel (25%)
  • Great Cothon - unique Carthaginian East India Company. Grants more gold from Trade, and two additional trade routes.
  • Steam Mill - unique English Factory- cheaper than the Factory, and does not require Coal. Boosts production from Coal tiles.
  • Seowon- unique Korean University - grants additional GP% generation and faith.
  • Ger- unique Mongolian Granary - grants food from livestock bonus resources (instead of agriculture resources) and faith
  • Siege Workshop - unique Ottoman Arsenal - grants bonus to bombardment unit (cannon, artillery, etc.) construction and free promotions for these units.

Other Buildings:
  • Well: similar to Watermill, only buildable without access to river and/or if you do not have a Watermill in the city.
  • Baths: Acts like a Garden, except it cannot be built next to a river and/or if you do not have a Garden in the city. Requires an aqueduct.
  • Wind Plant: +1 Production in every Grassland and Plains tile - only available when not next to Fresh Water and if you do not have a Hydro Plant in the city.

National Wonders:

Population: All National Wonders now require a certain national population to be constructed (instead of needing a specific building in every city). For Venice or OCC, this amount is reduced by 66%. See tooltips for specific amounts.

Changes:
  • National College reduced to +3 Science, and +1 per 4 citizens. Called 'School of Philosophy'
  • Circus Maximus - now reduces Disorder and grants +2 happiness.
  • Grand Temple no longer requires a religion to be founded in order to be constructed. Reduces religious unrest.

New National Wonders added:
Religious NW: Each requires 20% of global population to be following your religion in order to be built. Each unlocked by a different Founder belief). Building your religion's NW will allow you to pick a Reformation belief (Reformation belief removed from Piety Policy tree).
  • Mausoleum - Gain faith when an owned unit is killed in battle (unlocked via Ceremonial Burial)
  • Celestial Throne - +2 Culture, faith, food, gold, science, production (unlocked via Mandate of Heaven)
  • Great Altar - +15% military unit production (umlocked via Hero Worship)
  • Reliquary - 4 slots for great works of art or artifacts, +2 culture (unlocked via Way of the Pilgrim)
  • Divine Court - +8 Gold Production (unlocked via Holy Law)
  • Sacred Garden - +5 Culture (unlocked via Path of Transcendence)
  • Holy Council - +5 Food (unlocked via Council of Elders)
  • Apostolic Palace - +4 Golden Age Points (unlocked via Apostolic Tradition)
  • Grand Ossuary - +8 Faith (unlocked via Theocratic Rule)

Units

Changes:
  • Units rebalanced to favor strategic resources and improve upgrade progression logic. New units introduced to fill in gaps and/or offer unique gameplay decisions.
  • Units moved around in tech tree and UUs given longer periods of utility.
  • Many Unique Units available slightly earlier than their standard unit to make them more powerful.
  • Barbarian units buffed slightly.
  • Barbarians can heal, and will use ranged attacks out of camps. Barbarians can also steal gold from you if in your territory.
  • All ranged units have their combat strength (i.e. melee power) reduced by 5-15% (depending on era), but ranged siege units have been buffed a little.
  • Catapults, Trebuchets, Cannons, and Artillery now require Iron.
  • Gatling Guns, Machine Guns and Bazookas now range 2, but get unique promotions that increase their utility when adjacent to an enemy.
  • Renamed Great War Infantry as Riflemen, Riflemen as Fusiliers, Great War Bombers as Bombers, and Bombers as Heavy Bombers.
  • Anti-Tank Gun removed
  • Anti-Tank promotion given to Bazookas and Rocket Artillery.
  • Lancers now upgrade into Cavalry and Knights into Lancers
  • Units that change unitcombat type (i.e. ranged mounted unit into a mounted unit) lose invalid promotions, gain XP for lost promotions
  • All mounted units received a strength increase
  • Pikemen now upgrade into Musketmen
  • Upgrade tree for melee ships: Trireme -> Caravel -> Corvette -> Ironclad -> Destroyer
  • Upgrade tree for ranged ships: Galleass -> Frigate -> Cruiser -> Battleship -> Missile Cruiser
  • Missile Cruisers cost 1 Iron
  • All late-game units now require some kind of resource, except for Carriers, Mechanized Infantry, and Destroyers. This keeps resources useful for the whole game.
  • Submarines may now attack coastal cities (only if directly on the coast) in addition to units in the water. This should help the AI.
  • Submarines moved to Penicilin, cost 1 Iron
  • Nuclear Submarines cost 1 Iron
  • Moved Apollo program to satellites
  • Landships now cost 1 Iron instead of 1 Oil
  • SS parts moved to last 4 techs on tech tree

New Units:
  • Cruiser: (Dynamite) – upgrade between Frigate and Battleship - uses 1 Iron
  • War Elephant (Military Training) - requires a source of Ivory (luxury) and a Stable. Does not consume Ivory, but is expensive to build. Uses African Forest Elephant model.
  • Horse Archer (Mathematics) - requires a source of Horses. Is upgrade for Chariot Archer. Uses Hunnic Horse Archer model.
  • Mounted Bowman (Physics) - requires a source of Horses. Is upgrade for Horse Archer. Uses Mongol Keshik Model.
  • Pioneer (Astronomy) - Mid-game settler unit. Starts with 3 citizens, 3 extra tiles, and a collection of ancient/classical buildings automatically constructed.
  • Colonist (Industrialization) - Late-game settler unit. Starts with 5 citizens, 5 extra tiles, and a collection of ancient/classical/medieval/renaissance buildings automatically constructed.

Promotions:
  • Terrain and Target-Specific Promotions removed for land, naval, and air units, replaced with % boosts to combat strength. This benefits the AI greatly.
  • Instant heal removed – all promotions now grant 10hp when taken.
  • All basic promotions grant additional City Attack bonuses.
  • Every Capital owned by a civilization (after their own) increases the combat strength of enemy units they fight. This makes world domination through conquest far more difficult. Will show up as Resistance (Domination) in combat tooltip.
  • Ranged units (but not bombardment units) receive a penalty when attacking naval units (Difficult Target)

Techs

Tech tree completely redesigned:
  • Built to be more AI friendly
  • More flexible early game
  • Techs built in ‘pyramid’ fashion, so that it is impossible to get to much later eras without taking all techs from earlier eras
  • Players can 'reach' an era or two ahead to grab a tech, but the cost may make them fall behind in other areas.
  • Tech progression and location optimized to force players to make diverse choices of techs to get to units, buildings, etc.
  • Techs more expensive – slower tech progression generally
  • Tech tree more historically logical
  • Archery renamed “Military Training”

Wonders

Wonder Changes:
  • Wonders moved around, rebalanced to make them more useful and diverse in utility.
  • Wonder unlocks for Policies changed slightly - Stonehenge the Piety unlock, and the Parthenon is the Liberty unlock.
  • Kremlin - rename St. Basil’s Cathedral, remove Order requirement, grants Reformation, move to Theology, Holy City required.
New Wonders:
  • Slater Mill - avail. at Steam Power - 2 Free Coal, free Factory, +5 production
  • Empire State Building - Free GP of choice, free Stock Exchange - available at electronics
  • The Motherland Calls - Order required - reduced Tourism impact of other ideologies on owning civ - grants a free policy.
  • Bletchley Park - two free Spies, level up spies, 15% defense
  • CERN - big science boost, boost to CS relations, unlocked at particle physics

Leaders:
Changes added to original bonus unless otherwise noted.

  • Ahmad Al-Mansur - Kasbah buffed (additional gold and culture via techs), golden age points added to trade route UA. Berber Cavalry moves double in Desert.
  • Alexander - +1 Culture per each city. Companion Cavalry replaced with Odeon. Hoplite produces GGs more quickly.
  • Ashurbanipal - Royal Library buffed.
  • Askia - Mud Pyramid Mosque buffed. Mandekalu Cavalry gains 'Raider' promotion.
  • Attila - (replacement) Scourge of God: All Mounted Melee Units receive the Flank Attack promotion, and all Mounted Ranged Units the Withdraw Before Melee promotion. Barbarian units defeated inside Encampments join your side. New UI: Eki (replaces Horse Archer) - grants food, culture and production, plus additional production for every two adjacent Eki. Can be built on tiles adjacent to Hunnic terrain. Battering Ram now replaces Catapult instead of Spearman.
  • Augustus - Ballista removed, replaced with Triumphal Arch
  • Bismarck- (replacement) Realpolitik: Receive +1 Gold and +1 Culture in all owned cities for every City-State you are allied with. For every 3 City-State alliances, receive 1 additional vote in the World Congress.
  • Boudicca - Ceilidh Hall moved to Classical Age, buffed. Forest Faith bonus doubled.
  • Catherine - Krepost buffed.
  • Darius - Combat Strength during GA is +25% (was +10%).
  • Dido - (replacement) Cities produce a large sum of Gold when founded, and coastal Cities also gain a free Harbor. Units may cross mountains after a Great General is earned, taking 20 HP damage if they end a turn on one. African Forest Elephant replaced with Great Cothon.
  • Elizabeth - gain additional spies based on the number of CSs in the game (was just 1 extra spy). Longbow replaced with Steam Mill.
  • Enrico Dandolo - Galleass removed, replaced with Doge's Palace.
  • Gajah Mada - (replacement) A unique luxury appears near your first three cities, with an additional luxury appearing if the city is your Capital, or if it is founded on a different landmass than your Capital. -- Candi buffed.
  • Gandhi - (replacement) Font of Dharma: Cannot build Missionaries. Pressure for your majority Religion increases in all Cities based on the number of Followers in them. Does not produce Unhappiness from Religious Strife. Replaced Mughal Fort with Harappan Reservoir. War Elephant moved to Classical Era.
  • Genghis - Automatically annexes city-states that are very afraid. Keshik replaced with Ger.
  • Gustavus - Hakkepelitta replaced with Skola, if using CSD, all Diplo units receive Nobel Laureate Promotion (replaces 'gift GP' element).
  • Haile Selassie - When you complete a favorable Peace Treaty, a Golden Age begins.
  • Harald Bluetooth - Ski Infantry replaced with Jelling Stones, gold gained from attacking a city with melee units (land or sea)
  • Harun - Bazaar buffed, religion spread via trade boosted. Units move double in Desert. Camel Archer now replaces Mounted Bowman.
  • Hiawatha - all land military units receive Woodsman promotion, Longhouse buffed.
  • Isabella - Tercio replaced with Mission.
  • Kameameha - Moai buffed (additional production and gold with techs) and combat bonus increased to range 4. Naval maintenance reduced by 25%. Maori Warrior moved to Medieval period, replaces Longswordsman.
  • Maria I - UA addition: '+3 Food in all coastal Cities.' Nau creates a Feitoria for free when you sell exotic cargo to a CS (that does not already have a feitoria).
  • Montezuma - UA now increases tile acquisition in capital (from kills) - Floating Gardens gains food based on city population.
  • Napoleon- (replacement) Theming bonuses doubled in Capital. Plunder Great Works of Art from conquered cities based on the number of empty art slots in your empire. If none can be plundered, receive a temporary Culture boost based on the population of the conquered city.
  • Oda Nobunaga- Zero replaced with Dojo, units get stronger as they are damaged (instead of just remaining at their standard combat strength). Samurai combat strength greatly increased.
  • Pacal - free GP and Mayan Calendar starts at Calendar (instead of Theology). Atlatlist moved to Classical Era, replaces Composite Bowman.
  • Pachacuti - Slinger now has two attacks.
  • Pedro - UA now affects all Great People (+50% during Golden Ages). Brazilwood Camp buffed. Pracinha moved to Flight.
  • Pocatello - new Unique Improvment - Encampment - replaces Comanche Rider - grants food/production/culture, and causes damage to nearby enemy units. Cannot be built next to each other.
  • Ramkhamhaeng - UA now 75% (was 50%) - Wat buffed.
  • Ramesses - Burial Tomb buffed, +1 Production in all cities. War Chariot now gains 'Forced Labor' promotion.
  • Sejong - Turtle Ship removed, replaced with Seowon (unique University).
  • Shaka - Ikanda promotions apply to all melee units (including gunpowder ones)
  • Suleiman - replaced ability: 'Tanzimat: Receive 50 science, food, and production (in the origin city) every time you complete a trade route. Receive a free Caravansary in every city.' Sipahi replaced with Siege Workshop.
  • Theodora - replaced Dromon with Basilica. Cataphract buffed slightly. Receives a free Great Prophet at Theology.
  • Washington - B17 Replaced with Resort. UA addition: Gains 25 Golden Age Points when a tile is purchased with gold.
  • William - Polder boosted (improved yields with techs), (replacement UA) +3 Gold per turn for every Resource you Export to other Civilizations, and +2 Culture for every resource you import from other Civilizations and City-States.

Minor Civilizations:

  • Declaring war on a minor civ leads to 15 turns of permanent war, and the change for a -5 drop in base influence with all known CSs.
  • Minor Civ quests optimized and improved where necessary
 
Religion:
Religious system completely overhauled. Reformation beliefs now earned when you construct your religion's National Wonder (based on your chosen Founder Belief). This National Wonder can only be constructed when your religion is followed by 20% of the world's population (see NW tooltip for progress on this). There are quite a few new faith-based Follower buildings as well (in the Follower beliefs section below), and most beliefs have been buffed or redone.

Pantheons:
  • Ancestor Worship: 1 Faith per 5 population and +1 production in Capital
  • Dance of the Aurora: +2 Food, +1 Faith from Tundra Tiles with Improved Resources
  • Desert Folklore: +2 Gold, +1 Faith from Desert Tiles with Improved Resources
  • Earth Mother: +1 Faith from Mines on Improved Resources, +1 Gold from Walls
  • Faith Healers +15 HP healed per turn if adjacent to a friendly city, 3 faith from each heal that happens this way
  • Fertility Rites: +1 Faith from Granaries, 10% faster Growth Rates
  • God of Craftsmen: +1 Faith for every 10 gold/turn generated, +1 Production in cities with Pop of 3+
  • God of the Open Sky: +2 Culture from Stables, +1 Faith from Pastures.
  • God of the Sea: +1 Production from Lighthouses, +1 Faith from Fishing Boats.
  • God of War: +1 Faith from Colosseums, gain Faith if you win a battle anywhere.
  • Goddess of Festivals: +1 Faith and +2 Culture for each unique Luxury resource you own
  • Goddess of Love: +5 Faith, + 5 Golden Age Points every time a Citizen is born
  • Goddess of Protection: +1 Faith from Barracks, +30% increase in city Ranged Combat Strength
  • Goddess of the Hunt: +1 Faith, +1 Food from Camps
  • God-King: Palace provides +2 Faith, Culture, Gold, Production and Science
  • Messenger of the Gods: +1 Faith, +2 Science in cities with a City connection
  • Monument to the Gods: +1 Faith from every World Wonder, +10% Production of Ancient/Classical Wonders
  • One With Nature: +4 faith, +2 culture from Natural Wonders
  • Oral Tradition: +1 Faith from Plantations, +2 Culture from Amphitheaters
  • Polytheism: +2 Faith in Capital, and +1 Happiness for every known civ with a Pantheon
  • Religious Settlements: 5 Faith from border growth, 10% faster border growth
  • Places of Power - +2 Faitg from Mountains, Oases, and Atolls, and +1 Happiness from Cities on Rivers
  • Sacred Path: +1 Faith, +1 Culture from Jungle tiles
  • Stone Circles: +1 Faith from Quarries, +2 Culture from Stone Works
  • Sun God: +1 Food on Farms, +2 Faith from Palace
  • Goddess of Wisdom: +1 Faith per 10 science generated empire-wide

Founder Beliefs:
  • Mandate of Heaven: Unlocks the Celestial Throne National Wonder. Holy City produces +20% of its yields during a Golden Age.
  • Hero Worship: Unlocks Great Altar National Wonder. Receive Faith and Golden Age points when you conquer a City. Bonus scales with City population and Era.
  • Ceremonial Burial: Unlocks Mausoleum National Wonder Receive Faith and Culture whenever a Great Person is expended. Bonus scales with Era.
  • Holy Law: Unlocks Divine Court National Wonder. Receive Faith, Science, and Gold when you purchase a Policy. Bonus scales with Era.
  • Way of the Pilgrim: Unlocks Reliquary National Wonder. Receive Tourism when you spread your Religion to foreign cities. Bonus scales with Era.
  • Path of Transcendence: Unlocks Sacred Garden National Wonder. Receive a large boost to all national yields when you enter a new Era. Bonus scales with Era.
  • Council of Elders: Unlocks Holy Council National Wonder. Receive a boost to current Science research when a city adopts your Religion. Bonus scales with Era.
  • Apostolic Tradition: Unlocks Apostolic Palace National Wonder. Receive Golden Age points when you spread your Religion to cities other than your Holy City. Bonus scales with Era.
  • Theocratic Rule: Unlocks Grand Ossuary National Wonder. We Love the King Day boosts the Faith, Culture, Gold and Science output of a city by 20%.

Follower Beliefs:

  • Cathedral: Use Faith to purchase Cathedrals (+2 Faith, +2 Gold, 1 Great Work of Art slot).
  • Pagoda: Use Faith to purchase Pagodas (+2 Faith, +2 Culture, 1 Great Work of Art slot).
  • Mosque: Use Faith to purchase Mosques (+2 Faith, +2 Science, 1 Great Work of Writing Slot).
  • Sword into Plowshare (Now Church): Use Faith to purchase Churches (+2 Faith, +1 Happiness, 1 Great Work of Music Slot).
  • Guruship (Now Mandir): Use Faith to purchase Mandirs (+2 Faith, + 2 Food, 1 Great Work of Music Slot).
  • Holy Warriors (Now Synagogue): Use Faith to purchase Synagogues (+2 Faith, + 2 Production, 1 Great Work of Writing Slot).
  • Monasteries (Now Stupa): Use Faith to purchase Stupas (+4 Faith, +1 Happiness).
  • Feed the World (Now Thrift): +1% Gold for each follower (max +10%).
  • Peace Gardens (Now Cooperation): Receive a boost to all yields every time a Citizen is born in the City. Bonus scales with Era.
  • Choral Music (Now Scholarship): +1% Science for each follower (max +10%).
  • Religious Art (Now Mastery): Scientists, Merchants and Engineers produce +1 of their normal yield.
  • Liturgical Drama (now Veneration): +1% Food for each follower (max +10%).
  • Religious Center (Now Order): Use Faith to purchase Orders (+3 Faith. +10 XP and the Morale promotion for Land Units built in the city).
  • Religious Community is Now Diligence (same ability)
  • Divine Inspiration (Now Inspiration): +1 Culture for each follower (max 5 Culture)

Enhancer Beliefs:
  • Religious Texts: Religion spreads 25% faster (50% with Printing Press), +1 Science and +1 Culture for every 6 followers of this Religion in Foreign Cities.'
  • Tithes: +200 Gold when each City first converts to this religion, +1 Gold, +1 Faith for every 4 followers of this religion in Foreign Cities.
  • Underground Sect: Your spies exert religious pressure on the cities they occupy. Inquisitors and Prophets reduce your religious presence by half (instead of eliminating it.
  • Holy Warriors: Use Faith to purchase land units. Missionaries convert adjacent Barbarian units to this civilization.
  • Religious Celebrations: +1 Happiness for every two Cities following this religion, +1 Happiness for every 6 followers of this religion in non-enemy foreign cities. 1 );
  • Sainthood: Prophets 25% stronger and earned with 25% less Faith, Gain 100 Faith each time a Great Person is expended.
  • Now Scholar-Priests: Missionary conversion strength +25%, Gain Science when a Missionary spreads this religion to cities of other religions.'
  • Holy Order: Missionaries and Inquisitors cost 30% less Faith, Religion spreads to cities 30% further away.'
  • Religious Unity: Religion spreads to friendly City-States at double rate, +15 to Influence resting point with City-States following this religion.

Reformation Beliefs:
  • Now Missionary Influence: Missionaries grant +20 Influence with a City-State when you spread your Religion to that City-State.
  • Crusader Zeal: +15% Combat Strength in enemy lands versus players that have founded an opposing Faith.
  • Defender Faith: +15% Combat Strength in own lands versus players that have founded an opposing Faith.
  • Jesuit Education: same as BNW
  • The One True Faith: Receive 3 additional votes in the World Congress. Missionaries performing the Spread Religion action erode existing pressure from other religions.
  • Sacred Sites: All buildings purchased with Faith provide 3 Tourism each. Hermitage provides +10 Culture and +10 Tourism.
  • Glory of God: same
  • Now Faith of the Masses: May build Opera Houses, Museums and Broadcast Towers with Faith.
  • Knowledge Through Faith: Holy Sites produce +5 Science, Academies produce +5 Faith.
Happiness:

The happiness system in the CBP is completely revised, favoring neither tall nor wide playstyles. Happiness is now based on a cause-and-effect mechanism that makes your empire feel far more alive, and dynamic, than ever before.

Luxuries: Luxuries now grant their bonuses as a factor of total empire population. The higher your pop, the more happiness your luxuries provide. This makes luxuries less vital early on, as +1 Happiness isn't as big of a deal, yet it does not punish tall or wide strategies because the focus is on overall population, not # of cities. In short, Luxuries 'level up' as your empire grows in population.

National Happiness Penalties: Rather than having a flat penalty at -1 unhappiness and below, unhappiness penalties scale with each point of unhappiness below zero, up to a certain maximum threshold (-20). This scale affects all yields, though in varying amounts. This makes expansion/unhappiness less binary, and allows players to be slightly unhappy without catastrophic problems. Furthermore, rebels will only spawn at -20 (instead of -10).

City Happiness: The big one. City happiness is now no longer affected directly by the number of citizens in a city. Instead, happiness is based on a set of functions that look at the variables below. Overall, population is still king, however per-city unhappiness is a bit easier to manage (and tailor to certain play-styles). This makes Tall and Wide gameplay equally feasible, so long as your empire is well-managed. Furthermore, Citizens can only be 'unhappy' for one value at a time, based on a scale of want. If a citizen is unhappy from Poverty, for example, that same citizen cannot be unhappy from anything else until the Poverty issue is resolved (thus the unhappiness generated by any one city is capped at that city's population).

The yield-based functions combine your city's yields, dividing this value by your city's population. This value is then compared to the rate value per citizen as a global average of all city yields per pop. If the global rate value per citizen is higher than your city's rate value (i.e. you are not producing as much as the rate value expects), the difference between the two is factored by the per-citizen unhappiness value and the unhappiness is generated. In other words, if your cities are behind the global average in yields per pop, the difference will be converted into unhappiness.

Note: Keep in mind that, since the unhappiness per citizen/city element of the game was removed, you are almost always going to have one or more of the following 'problems' in your cities. This is necessary in order to keep happiness from skyrocketing up to 100+, and is fairly realistic. No city is perfect, so don't fret if you have poverty or illiteracy in your cities.

Sources of Unhappiness:
  • Poverty: This looks at a city's gold yields. If these yields do not exceed the rate criteria, your city has some element of poverty. This is largely inevitable in all but the wealthiest cities.
  • Boredom: This looks at a city's culture yields. If these yields do not exceed the rate criteria, your city has some element of boredom (i.e. your citizenry is not entertained). This is can be circumvented by building Colosseums and other such buildings, or through Great Works.
  • Illiteracy: This looks at a city's science yield. If this yield does not exceed the rate criteria, your city has some element of illiteracy. This is largely inevitable in all but the smartest cities.
  • Disorder: This function looks at your cities defensive capabilities and your city's garrison. This test takes defense as a 'yield' (i.e. the defense produced by defensive structures and your city's garrison) and subtracts city damage, if any. If these yields do not exceed the rate criteria, your city has some element of disorder. This is inevitable in large cities or cities under siege, especially if you do not have a garrison.
  • Religious tension: This looks at a city's majority religion, and compares it to the number of citizens that are not part of that religion. If that value exceeds the rate value of the function, you will have some religious strife (note: as I stated earlier, this does not mean that religious minorities = unhappiness, but rather that a mix of religions in a city runs a higher risk of creating religious unrest.). This is largely inevitable in most large cities, but should never be a major source of unhappiness. This value also decreases gradually as the game progresses. You can reduce this value further by building more faith-producing buildings in the city (high faith production has the ability to subtract from a city's minority population), or simply converting people to your one, true faith.
  • City connections (Isolation): Blockades or a lack of a city connection will generate unhappiness based on a rate per citizen value. Should only be a problem if you are besieged from the sea, your routes are pillaged and/or you haven't connected your cities together. If you connect two cities via an internal trade route, this unhappiness penalty is negated (so blockades or long-distance cities can be 'connected' to your capital via trade).
  • Pillaged tiles: Similar to city connections, this function will generate unhappiness based on a rate per citizen value which looks at the number of pillaged tiles. The more pillaged tiles there are, the higher this unhappiness. No one likes looking at burning fields.
  • Starvation: This one can be fatal, so be careful. If a city is starving, this function looks at the value of that starvation (i.e. the negative value of food being consumed) and compares that to the rate value of the function. Don't starve people.
  • Specialists: Specialists generate unhappiness (1 point per 3 specialists in a city). Unemployed Citizens produce half this amount (so .15 unhappiness per Unemployed Citizen).
Unhappiness reduction from Buildings.
Unhappiness reduction from Buildings based on the Population of the City.

Explanation: This means that buildings become more useful the bigger you city, however it is harder and harder to deal with thresholds as cities grow, so there is now a trade-off (in other words, instead of ICS being a viable strategy, you now have to be careful about overextending your ability to deal with small city unhappiness, as bigger cities get more bang for their buck from unhappiness-reduction buildings). This also makes these buildings less immediately beneficial, thus making unhappiness a more important force overall, particularly in the early game.

Policies:
Note: There are now three policy branches per era unlock – 3 in Ancient, 3 in Medieval, 3 in Renaissance. When you unlock all of the policies in a tree from the Ancient era, you unlock access to the policies in the Medieval era (whether or not you are in the Medieval period). The same goes for the Medieval policies re: the Renaissance.

Tradition:
  • Opener: +2 Culture in Capital, +5% growth in all cities, and +3% additional growth per unlocked Tradition policy. Unlocks Hanging Gardens.
  • Aristocracy: +1 Culture per 4 citizens in Capital, +1 Gold in every city.
  • Legalism: Capital growth increased by 15%, Golden Ages 25% longer.
  • Monarchy: Free Engineer specialist slot, and +25% GP production in all cities.
  • Landed Elite: +2 Food in all cities, +33% yield from internal trade routes, city borders expand 25% faster.
  • Oligarchy: Capital gains +1 Gold for every 4 citizens, and +1 Culture in every city.
  • Finisher: All National Wonders that require pop grant +1 Happiness, allowed for Great Engineer purchase with Faith in Industrial Era.

Liberty:

  • Opener: 5 Culture received when a building is constructed or a tech is research. Receive +2% production towards buildings for every Liberty policy taken. Unlocks Parthenon.
  • Citizenship: Tile improvement rate increased by 25%. Free worker.
  • City Planning: Receive 25 Gold when a citizen is born in any city, and 50 golden age points when a citizen is born in your capital.
  • Civil Engineers: +1 Production in all cities. Road/rail maintenance halved.
  • Meritocracy: +1 movement for workers and settlers. When you expend a great person, receive 50 Golden Age points and 50 science. Bonus scales with era.
  • Representation: 1 Happiness per 10 citizens in your empire.
  • Finisher: Free GP of choice. Unlocks Great Writers in Industrial.

Honor (now Might):

  • Opener: +33% Strength vs. Barbarians, and receive Notifications when Encampments appear. Earn Culture from defeating units, capturing Cities and clearing Encampments. +5% Production when building land Military units, and an additional +3% for every Might policy taken. Unlocks Statue of Zeus.
  • Imperialism: A Free Settler appears in the Capital. +1 Happiness and +1 Culture from Garrisons.
  • Tribute: Gain food and culture whenever a city expands its borders.
  • Logistics: Gain science whenever you kill a unit. All melee units heal for 20 points after killing a military unit.
  • Conscription: Units gain +10% Combat Strength. A ranged unit spawns in your Capital, and in every city settled after taking this Policy.
  • Martial Law: Gold maintenance for Units reduced by 15%. Puppeted cities receive a +25% Production modifier, and Occupied cities a +33% Production modifier.
  • Finisher: Cities increase the culture cost of policies by 25% less than normal. Gain Golden Age Points when you conquer a City. Great Generals can be purchased with faith at the Industrial Era

Piety (moved to Medieval period):
  • Opener: +5 Faith in Capital. Faith purchase costs reduced by 5%, and an additional 4% for every policy taken in Piety. Unlocks University of Sankore.
  • Divine Right: Cities that follow majority religion generate +3 production and +2 Faith. Border growth doubled during a GA.
  • Monasticism: Can purchase Monasteries with Faith (+2 Faith, +2 Food, +2 Science, 1 Scientist slot). Free Monastery in Capital.
  • Organized Religion: Temples and Shrines produce +2 Faith, +2 Food, and +2 Culture, and are produced 50% faster.
  • Iconography: All specialists produce +1 Faith. Free Great Artist.
  • Trade Fairs: +2 Gold from Temples and +2 Gold from Markets in a city if majority religion is present. Trade Routes generate +2 gold, and majority religion spreads 50% faster along Trade Routes.
  • Finisher: Holy Sites produce +2 Gold and +2 Culture. City with majority religion gets pantheon belief of second most popular religion. Unlocks Great Artists in Industrial.

Patronage:
  • Opener: Influence with City-States degrades 25% slower than normal and raises the resting point for Influence with all City-States by 5, with each subsequent Patronage policy you unlock increasing this by 3. Unlocks building the Forbidden Palace. Adopting all policies in the Patronage tree will cause allied City-States to occasionally gift you Great People, and expending a Great Person increases your Influence with all CSs by 10. If using CSD, also grants Great Diplomat purchase with faith.
  • Philanthropy: Receive double Influence from Quests completed for City-States.
  • Consulates: Gain two additional votes in the World Congress, and the change of rigging elections in City-States is increased by 33%.
  • Scholasticism: All City-States which are Allies provide a Science bonus equal to 33% of what they produce for themselves. If using CSD, also grants +25% Great Diplomat production.
  • Cultural Diplomacy: Quantity of Resources gifted by City-States increased by 100%. Happiness from gifted Luxuries increased by 100%.
  • Merchant Confederacy: +1 Gold and +1 Influence (per turn) for each Trade Route with a City-State.

Aesthetics:
  • Opener: Earn Great Writers, Artists, and Musicians 5% faster, with each additional Aesthetics policy unlock increasing this by 5%. Receive a large amount of Culture every time you expend a Great Person. Unlocks building the Uffizi. Adopting all policies doubles the theming bonus you receive from Museums and Wonders, and grants all Great Person Improvements +1 Culture. It also allows the purchase of Great Musicians with Faith starting in the Industrial Era.
  • Humanities: All Culture buildings that can hold Great Works produce +1 Culture and +1 Science.
  • Public Galleries: 50% of excess Happiness added each turn to the amount of Culture that may be spent on Social Policies. All Great Works produce +1 Gold.
  • Flourishing of the Arts: Culture increased by 20% in all cities which have built a World Wonder and the empire immediately enters a Golden Age.
  • National Treasure: A Great Person of your choice appears near your Capital.
  • Cultural Exchange: Increases the Tourism modifier for shared religion, trade routes, and open borders by 20% each.


Commerce (now Industry):
  • Opener: Grants 50 Gold every time you construct a building. Purchasing items in Cities requires 5% less Gold when you adopt Industry, and an additional 5% less for each Industry policy you adopt. Unlocks building Big Ben. Adopting all Policies in the Industry tree will grant all specialists +2 Production, and all unique Luxuries will produce +1 Happiness. It also allows the purchase of Great Merchants with Faith starting in the Industrial Era.
  • Mercenary Army: Allows the purchasing of Landsknechts, Foreign Legions, and Mercenaries as their prerequisite technologies are researched. Gold maintenance for all military units reduced by 15%.
  • Turnpikes: +4 Gold from all your land trade routes. Maintenance for Improvements reduced by 25%.
  • Mercantilism: +1 Science and +1 Culture from every Mint, Market, Bank, and Stock Exchange.
  • Entrepreneurship: Great Merchants are earned 25% faster. +1 Gold and +1 Production from every Trading Post.
  • Protectionism: Receive an additional Trade Route, and receive +2 Gold from naval Trade Routes.

Exploration (now Imperialism):
  • Opener: +1 Movement for Naval units and +1 Sight for Naval combat units. Receive a +5% production speed boost for all naval and air military units, and +4% for each additional policy unlocked in Imperialism. Unlocks building the Louvre. Adopting all policies grants Air units the Sortie or Siege promotion (where applicable). It also grants +1 Science from Ocean, Lake and Coast tiles, and allows the purchase of Great Admirals with Faith starting in the Industrial Era.
  • Organization: +2 Production and +1 Gold from Seaports, Workshops, and Factories.
  • Exploitation: +2 Food and +2 Production from Snow, Mountain, and (non-Floodplain) Desert tiles.
  • Military Tradition: Earn Great Admirals and Great Generals 33% more quickly. Barracks, Armories and Military Academies provide +1 Science and +1 Culture.
  • Exploration: Receive two free Archaeologists near your Capital. Allows you to see Hidden Antiquity Sites.
  • Civilizing Mission: Receive a free Factory, and a large sum of Gold, when you conquer a city. No Gold maintenance for Garrisons.

Rationalism:
  • Opener: Immediately begins a Golden Age. +1 Science in every city. +2 Science in your Capital for every Rationalism policy acquired. Unlocks building the Porcelain Tower. Adopting all Policies in the Rationalism tree boosts your Great Scientist rate by 33%, and increases the Growth of all cities by 25%. It also allows the purchase of Great Scientists with Faith starting in the Industrial Era.
  • Enlightenment: +10% Science when your empire is Happy.
  • Scientific Revolution: +1 Science and +1 Production from all Strategic Resources.
  • Academics: +1 Science and +1 Gold from every Specialist.
  • Sovereignty: +1 Happiness for every city Connection with the Capital, and +5 Happiness in your Capital.
  • Free Thought: +1 Science from every Trading Post, and +1 Culture from every Great Work.

Ideologies:
(Tenets unchanged if not listed)

Order

  • Academy of Sciences: Reduces Illiteracy by 10% in all cities. Receive a free University in every City.
  • Cultural Revolution: +34% Tourism to other Order civilizations. Spies steal technologies at double the normal rate.
  • Dictatorship of the Proletariat: +34% Tourism to civilizations with less Happiness. +1 Happiness from Factories.
  • Double Agents: Receive an additional Spy. Spies twice as likely to capture enemy spies attempting to steal a technology.
  • Hero of the People: Your Great People increases by 25%. A Great Person of your choice appears near your Capital.
  • Iron Curtain: Free Courthouse upon city capture. Internal trade routes provide 50% more Food or Production, and City connections generate +3 Gold.
  • Party Leadership: +2 Food, Production, Science, Gold, and Culture per city.
  • Guerilla Warfare: +15% attack bonus when fighting in friendly territory. 2 Infantry units spawn near your Capital.
  • Resettlement: New Cities start with an extra 3 Population. All cities gain 2 Citizens immediately.
  • Communism (was Skyscrapers): Gold cost of purchasing buildings reduced by 33%. +10% Production when building Wonders.
  • Socialist Realism: Receive a free Museum in every City.
  • Worker Faculties: Factories increase City Science output by +3. Build Factories in half the usual time.
  • Great Leap Forward (was Young Pioneers): Receive a free Technology.
  • Peace, Land, Bread (was Universal Healthcare): Reduces Poverty by 20% in all cities.

Freedom

  • Arsenal of Democracy: +15% Production when building Military Units. +20 Influence from Military Unit gifts to City-States.
  • Avant Garde: The rate at which Great People are born is increased by 33%.
  • Capitalism: 5 Specialists in each of your cities no longer cause Unhappiness.
  • Covert Action: Chance of rigging election in City-States doubled. Receive an additional Spy.
  • Creative Expression: +1 [ICON_CULTURE] Culture from Great Works. Culture buildings that can hold Great Works provide +1 Culture.
  • Economic Union: Receive an additional Trade Route. +3 Gold from trade routes with civilizations following Freedom.
  • Media Culture: +34% Tourism and +1 Happiness generated by cities with a Broadcast Tower.
  • Their Finest Hour: Combat Strength of Cities increased by 33%. A Great General appears near your Capital.
  • Universal Healthcare; Receive a free Hospital in every City.
  • Universal Suffrage: Golden Ages are 50% longer, and all Cities produce +1 Happiness.
  • Urbanization: Farms, Plantations and Camps produce +1 Food.

Autocracy

  • Legacy of Clausewitz: Receive a 25% attack bonus to all Military Units for the first 50 turns after this policy is adopted, and receive one free Policy.
  • Cult of Personality: +50% Tourism to civilizations fighting a common enemy. A Great Person of your choice appears near your Capital.
  • Elite Forces: Wounded Military Units inflict 25% more damage than normal. Newly created Military Units receive +15 Experience.
  • New World Order (was Fortified Borders): Reduces Disorder in all Cities by 20%. Police Stations and Constabularies provide +2 Culture and +1 Production.
  • Futurism: +250 Tourism with all known civs when a Great Person is born.
  • Lebensraum (was Industrial Espionage): Receive a large sum of Culture and Production every time your City borders expand. Citadel tile-acquisition radius doubled.
  • Lightning Warfare: +3 Movement for Great Generals. Armor and Gun units gain +15% attack, +1 Movement and ignore enemy ZOC.
  • Air Supremacy (was Militarism): Receive a free Airport in every City. +25% Production when building Air units.
  • Military-Industrial Complex: Gold cost of purchasing units reduced by 33%. Defense buildings and Citadels produce +2 Science.
  • Police State: +3 Local Happiness from every Courthouse, and +1 Happiness from Police Stations. Build Courthouses in half the usual time.
  • Third Alternative: Quantity of Strategic Resources produced is increased by 100%. +10 Food and +10 Science in Capital.
  • Total War: +25% Production when building Military Units and Workers construct improvements 25% more quickly.
  • United Front: Militaristic City-States grant units twice as often when you are at war with a common foe. +10 Influence from Military Unit gifts to City-States.
  • Autarky (was Universal Healthcare): Internal Trade Routes grant +10 Gold, and City Connections provide +3 Production.

Gameplay Changes:

  • Added Process 'Arts,' which allows conversion of Production to Culture (at Drama).
  • Wonders you are beaten to now provide a boost to your Culture, instead of Gold.
  • Tourism influence levels generate additional Gold from trade routes with those civs
  • Great Works generate just +1 Culture.
  • Theming Bonuses for Tourism doubled for all buildings.
  • Flavor Text for 'Victory Update' splash screens changed.
  • New Artwork and Great Writers for Ancient/Classical period added.
  • Great Artists/Writers/Musicians spawn in their appropriate Eras, if possible.
  • Golden Age points required for first (and subsequent) Golden Ages increased.
  • Faith needed for first Great Prophet increased to 225.
  • Faith/Gold cost of Great People increased.
  • Removed 'free map' Goody Hut
  • Added free Golden Age points Goody Hut
  • Added free Production Goody Hut
  • City strength reduced, city strength increase from tech/pop reduced (makes defense buildings more important)
 
Difficulty Changes:
  • AI no longer receives free techs at start, but instead receives incremental bonuses every era (Gold, science, free units, etc.). This helps the AI keep up with an advanced player without making the early game solely about 'catching up.'
  • Social Policy and Tech cost per city increased slightly (3-5% more per city, depending on map size).

Spies:

Gaining Spies: The number of spies earned in the game (from buildings, techs, UAs, etc.) now based on the number of City-States in the game. The function is simple: you receive 1 spy as normal, plus additional spies based on 15% of the C-Ss in the game (so if there are 12 CSs, you'll get 1 extra spy, as 12 *.15 = 1.8, or 1).

Advanced Actions: Spies can now engage in multiple activities while in a city. These activities are automated, though the player has some choice as to which are available (based on where they send the spy). Every turn that a spy is active in a city, there is a random chance of a spy that an 'Advanced Action' will trigger.

Performing an advanced action:

These actions have a small change of leading to death for the spy, or to a promotion, and can be discovered (or remain a mystery) like normal spy actions. Spy action effects are strengthened based on the Rank of the spy performing the action. Sorted based on % possibility (least to most likely). All actions are announced as a notification button, though level of knowledge of who/what was done may change based on your counterintelligence/intelligence. If an action is successful, one of the following events will take place. There is a cooldown in-between successful Advanced Actions for any given spy (based on the success of their previous action), so it is rare to see an Advanced Action two turns in a row.

Possible Actions:
  • Damage Wonder construction: removes a % of current production towards a Wonder.
  • Rebellion: causes damage to city and spawns rebel units (only possible if target civ is unhappy)
  • Riots: causes city resistance and destroys all of city's food (only possible if target civ is unhappy)
  • Assassinate GP: removes GPP from most advanced GP progress meter
  • Damage building construction: removes a % of current production towards a building.
  • Damage unit production: removes a % of current production towards a unit.
  • Steal gold: steals % of gold from treasury.

Terrain/Improvements:
  • Snow and Desert cost 2 movement points.
  • Terrain Defense and Yields rebalanced to benefit AI.
  • Improvement yields and tech yield increases rebalanced.
  • Custom House (Merchant Improvement) now a 'Town,' increases Food and Gold on the tile.
  • Plantations do not remove jungles or forests.
  • Yield increases from techs rebalanced.
  • Defense bonuses from terrain/features now cumulative (were formerly an 'either-or' scenario).
 
I'm getting a bug with the trade screen. It looks like this.

http://cloud-4.steamusercontent.com/ugc/26227254663646092/307C57EAC5E38E0C3576F9B66E8CB8264E769376/
Everything is clickable but nothing happens. Any ideas?

List of mods: http://steamcommunity.com/profiles/...iles/?appid=8930&browsefilter=mysubscriptions
All other functions of the mod work perfectly. Happens with every leader.

That's a lua issue. Check the how to install thread and move over the files from the inactive folder into the active folder for the mods you aren't using.
G
 
Seeing how much brilliant stuff is in this mod is kind of painful when I have a personal mod that clashes with about 50 % of it (tech tree, units, policies, beliefs, etc.) ... but I guess I'll have to check this out at some point! Fantastic effort.
 
@ Finbez, I had the exact same looking issue and it was related to the CIV4 diplomacy mod. Try d/l that and enabling it to see if the issue persists.

I would like to say all the recommended mods for CBP work really will with it, add a bit more depth. :hatsoff:
 
@ Finbez, I had the exact same looking issue and it was related to the CIV4 diplomacy mod. Try d/l that and enabling it to see if the issue persists.

I would like to say all the recommended mods for CBP work really will with it, add a bit more depth. :hatsoff:

This fixed it, thanks! What a mod, very optional, much choice.
 
Would it be possible to make the mod modular? I really like the policy and civ overhauls but I'm not too fond of the happiness overhaul.
 
Would it be possible to make the mod modular? I really like the policy and civ overhauls but I'm not too fond of the happiness overhaul.

You can disable the happiness system, but there are many buildings that have effects linked to the happiness system. Not a problem, but something to consider. The CommunityOptions.sql file contains many options you can enable and disable. I'd give the happiness system a go, however - I think you'll like it with time!
G
 
I wish... i could do this thing myself. I had an idea about changing the game's happiness system, but i don't know how to mod.
 
Top Bottom