# changed American UP to +2 happiness from running Republic, Capitalism and Free Market (respectively)
# changed American Mall from +20% gold to +10% commerce
# changed American UU to Minuteman (replaces Rifleman, costs 80 instead of 110 hammers), starts with March
# Unhappiness from slavery or conscription reset on city flip
# The Statue of Liberty is now placed in water
# fixed the buy/resell exploit in slave trade
# fixed the French UP: the French now refuse to talk to other civs as intended
# map improvements in Australia for realism and better city locations
# fixed the Mongolian stability, they should collapse easier now
# adjusted the statistics screen legend so it can fit all civs
# introduced generic immigration mechanic to replace America's old UP
# occurs every 3-7 turns
# potential target cities are cities in the New World (Americas + Australia) owned by a civ with its capital in the New World
# cities of Native American civs cannot be target cities
# potential source cities are cities in the Old World with its owner capital in the Old World
# immigration occurs from the source city with most excess unhappiness to the target city with the highest sum of excess happiness and food surplus divided by two
# the migration notification is now more visible, mentions the target/source city and marks them on the map
# Egypt's settler is now selected at the beginning of the game
# The German Panzer now starts with Leadership (+100% experience) instead of Mobility
# added the Empire State Building to the American wonder goal
# included an option to ignore the UHV goals of AI civs to improve speed
# streamlined various parts of the victory checks to improve speed
# rewrote certain wonder goals so that they fail when another civ constructs one of their wonders
# added marble near Wahran
# if the first contact between two civs triggers a war (American or Mongol conquerors) there is no diplomacy screen anymore
# terrain changes in Mexico to allow for a larger Tenochtitlan/Mexico City
# new Floating Gardens: requires river, corn, Pantheon and Calendar, increased cost but accelerated with Stone, flat +6 food
# made Montezuma more focused on growth
# made Hongwu more focused on building units
# the Aztecs now start with Pantheon
# 600 AD scenario now with Herat instead of Kandahar and Lahore instead of Peshawar
# moved Afghan gems 1W to be in range of Herat
# additional flood plains in Transoxania, disappear in 1600 AD
# happiness from Dynasticism is capped at 8
# Theocracy now allows to hire unlimited priests
# Totalitarianism now allows to hire unlimited spies
# Autocracy now gives +3 happiness from barracks
# fixed the capital ruins on civ switch bug
# added Coffee in the Congo
# a Horse resource spawns in Mexico in 1800 AD
# added a scripted respawn for the Aztecs as Mexico in 1810
# Unique Unit: Rurales (Cavalry with -20 cost, can fortify, starts with Combat I)
# Unique Building: Charreada Arena (Amphitheatre with +1 happiness with Horse, +2 experience for mounted units)
# Unique Power: Arid Agriculture (can build farms on hills)
# Unique Historical Victory:
# Build three cathedrals of your state religion by 1880 AD
# Create three great generals by 1940 AD
# Make Mexico City the largest city in the world in 1960 AD
# harbors can now be built in cities situated at lakes
# added the Machu Picchu wonder: +2 gold per peak tile in city radius
# reduced Incan starting units and settlers
# Chan Chan and Tiwanaku spawn before the Incans appear
# reduced the Incan core to only include the vicinity of Qusqu
# opened up the Altiplano basin and placed sheep (alpacas) and stone there
# new Incan UB: Tambo (replaces Castle, requires Construction, +2 culture)
# new Incan UHV:
# Build five Tambos and a road along the Andean Coast by 1500 AD
# Have 2500 gold in 1550 AD
# Control 60% of South America in 1700 AD
# minor civs will not receive conquerors anymore
# minor civs and barbarians are now generally forbidden from building wonders
# European AI civs receive a free defender and worker when founding colonies
# AIs now properly target independents in their war target areas
# Mongol Keshiks now start with Formation and ignore city defenses
# Dog Soldiers only receive +75% against melee units
# Rework of the resurrection mechanic: more accurate starting techs, new civs receives an army, city infrastructure
# Culture of minor civs converted at city conquest
# Mexico renames all flipped cities to location-appropriate names
# complete rework of the City Name Manager, for improved speed and multiple languages per civ
# slave plantations cannot be built on jungles or forests anymore
# prevented the AI to build the embassy of civs it shares borders with, and made the construction of embassies less likely in general
# renamed Incan Quechuas to Aucacs
# removed Viking war on spawn against Holy Rome
# new Portuguese UP: The Power of Exploration: Ocean Trade and Resettlement are allowed with Optics
# building a palace now only hurts your stability when doing so in ahistorical tiles
# units from other civs don't create happiness when running Dynasticism anymore
# Added the Brazilian civilization
# Spawn: 1822 AD
# Capital: Rio de Janeiro
# Leader: Dom Pedro II
# Unique Unit: Madeireiro (Worker with Woodsman II, creates production and gold from chopping jungles and forests
# Unique Building: Fazenda (Grocer with +5% with Banana, Sugar, Spices, Tobacco and Coffee, +1 health with coffee)
# Unique Power: Ethanol (sugar counts as oil for the Oil Industry)
# Unique Historical Victory:
# Control 10 slave plantations and 4 pastures in 1880 AD
# Build Wembley, Cristo Redentor and the Three Gorges Dam
# Control 20 Forest Preserves and build a National Park in your capital in 1950 AD
# National Parks give +8 health instead of completely removing unhealth
# removed slave specialist icon from the city screen
# enabled trading company spread for Vikings
# broader conditions for fascism and communism so that their dynamic names appear more often
# Added the Argentine civilization
# Spawn: 1810 AD
# Capital: Buenos Aires
# Leaders: San Martin, Peron
# Unique Unit: Grenadier Cavalry (Cavalry with +25% against Rifleman)
# Unique Building: Cold Storage Plant (Supermarket with +10% with Cow, Pig, Sheep)
# Unique Power: Justicialism (+1 happiness per 10% culture rate)
# Unique Historical Victory:
# Settle 2 great generals in your capital in 1900 AD
# Control the city with the highest commerce output in 1930 AD
# Have 25000 culture in Buenos Aires in 1960 AD
# the least advanced third of all civilizations now gets an additional benefit from already discovered techs
# removed extra happiness from sheep and cotton from the Congolese Mbwadi
# Congolese Mbwadi now gives +10% gold with sheep, cotton and silk
# You now need Electricity to access Aluminum
# Wembley now requires Radio
# the number of settlers a civ receives on spawn depends on the number of cities already present in their core
# removed and relocated some marshes in South America
# additional resources spawn in Argentina in 1850 AD
# late trading company conquerors are triggered by discovering Economics and Rifling for the AI
# Economics requires Astronomy now
# The Eiffel Tower now requires Electricity and Steel
# Portuguese Carracks start with Sentry
# no AI conquerors against their own masters anymore
# American cities outside of the Mexican core ignored by Mexican flip
# made Argentina and Brazil optional civs
# Mexico, Argentina and Brazil now have conditional spawns based on the stability of their owners
# added a tech history graph to the demographics advisor
# free buildings when founding a city from at least the previous era
# improved Polish settler map
# new Polish UP: free cultural control of historical tiles in city radius
# Poland now focuses more on researching Military Tradition, Astronomy and Liberalism
# the Polish Sejmik now also gives +2 happiness
# independents pay no unit upkeep
# Argentina, Mexico and Brazil have a dynamic state religion based on the religions in their core
# moved Indian respawn into the 20th century
# AI conquerors start with additional experience
# new capital locations should now prefer city on the same continent instead of far away colonies
# included a 1700 AD scenario
# Infantry no longer receives +25% against gunpowder units
# India cannot respawn while the Mughals are alive
# new third HRE goal: settle three great artists in Vienna by 1700 AD
# Forbidden Palace now also reduces civic upkeep by 50%
# wars on spawn now only start when the spawn actually happens
# Mughals as an English vassal are called British Raj if India is not alive
# pass over the Andes in Bolivia opens when the Incan conquerors arrive
# adjusted Incan respawn to suit Peru more
# fixed the invisible/unselectable slaves after trade bug
# the first American goal now also requires to control or vassalize Mexico
# Added the Colombian civilization as a Maya respawn
# Respawn: 1814 AD
# Capital: Bogotá
# Leader: Bolivar
# Unique Unit: Albion Legion (Grenadier with 2 moves, starts with City Raider I)
# Unique Building: Hacienda (Grocer with +25% gold with Coffee)
# Unique Power: The Power of the Liberator (no resistance in conquered cities in Latin America)
# Unique Historical Victory:
# Allow no European colonies in Latin America in 1860 AD
# Control South America in 1920 AD
# Acquire 5000 gold by selling resources by 1950 AD
# Seljuk army decays around the time of the Mongol expansion
# the Mexican and Colombian rebirths can be disabled in GlobalDefinesAlt.xml
# added additional capes around the Canaries and the Gold Coast to delay the circumnavigation of Africa
# opened the Canary Islands for settlement
# minor civs cannot take goody huts
# civilopedia now better displays building requirements (civics, coast, river)
# civilopedia now better displays religion requirements