CITIZENS
Tax Collectors: now require Currency, Taxes 2.
Scientists: now require Writing, Research 2.
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CIVILIZATIONS
No Changes.
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CIVILIZATION ADVANCES
Monarchy: renamed Divine Right.
Construction: Enables Irrigation Without Fresh Water, Enables Bridges.
Monotheism: Not Required to Advance Era, Enables Conscription of Units.
Engineering: does not Enable Bridges.
Theology: does not require Monotheism.
Military Tradition: required to Advance Era.
Nationalism: required to Advance Era, does not Enable Conscription of Units.
Communism: Enables Conscription of Units.
Espionage: renamed Secret Police.
Electricity: does not Enable Irrigation without fresh water.
Replaceable Parts: does not Enable Communication Trading.
Flight: Enables Communication Trading.
Satellites: renamed Satellite Communications.
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COMBAT EXPERIENCE
No Changes.
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CULTURE
In Awe: requires 4:1 Culture Ratio.
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DIFFICULTY LEVELS
Chieftan: Attack Bonus against Barbarians 100.
Warlord: Attack Bonus against Barbarians 75.
Regent: Attack Bonus against Barbarians 50.
Monarch: Attack Bonus against Barbarians 25.
Emperor: Attack Bonus against Barbarians 0.
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DIPLOMATS AND SPIES
Steal World Map: Diplomats on.
Initiate Propaganda: Base Cost 50.
Expose Enemy Spy: Diplomats on.
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ERAS
Ancient Times: Luminaries, Dreamwalkers.
Middle Ages: Dark Wizards, Priests of Learning.
Industrial Ages: Mad Scientists, Crackpot Boffins.
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GENERAL SETTINGS
Movement Rate Along Roads: 4.
Starting Treasury: 0.
Forest Value in Shields: 20.
City Defense: 25.
Metropolis Defense: 50.
Basic Barbarian: Spearman.
Barbarian Sea Unit: Privateer.
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GOVERNMENTS
Anarchy: Diplomats are Conscript, remove second title.
Despotism: Spies are Veteran, Supreme Lord/Supreme Lady, Divine, Master/Mistress, Great One.
Monarchy: Spies are Veteran, King/Queen, Most Gracious, Mighty, My Lord/My Lady.
Communism: Spies are Elite.
Republic: Assimilation Chance 3%, Military Police Limit 1, 1 free unit per City, 1 free unit per Metropolis, Spies are Veteran, Senator, Prime Minister, Majority Leader, Speaker.
Democracy: 1 free unit per Metropolis, Spies are Veteran, Mr President/Madame President, President, Commander.
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IMPROVEMENTS AND WONDERS
Barracks: requires Warrior Code.
Temple: requires Mysticism not Ceremonial Burial.
Marketplace: +50% Luxury Output, does not increase Luxury Trade.
Bank: +50% Luxury Output.
Cathedral: requires Engineering, Industrious.
Recycling: Industrious, Pollution -2.
Hospital: Pollution -1.
Mass Transit System: Pollution -1.
Coastal Fortress: Naval Power 12, Bombard Defense 12.
Police Station: renamed Secret Police, Militaristic, Resistant to Propaganda, does not Reduce Corruption.
Wealth: Commercial, +50% Luxury Output, +50% Tax Output, Increases Luxury Trade.
The Pyramids: requires 3 Temples, gain a Temple in every city on the continent.
The Colossus: requires 3 Marketplaces, not Religious.
The Great Lighthouse: requires 3 Harbors.
The Great Library: requires 3 Libraries.
The Oracle: requires Polytheism not Mysticism, requires 3 Temples, rendered Obsolete by Physics.
The Great Wall: Culture 3, requires 3 Walls, every city on continent gains Walls.
Sun Tzu's Art of War: requires Heroic Epic, Expansionist.
Sistine Chapel: requires 4 Cathedrals.
Magellan's Voyage: requires 4 Harbors, Militaristic.
Copernicus's Observatory: requires 4 Libraries, Scientific not Expansionist.
Shakespeare's Theater: requires 4 Colosseums, Religious, doubles happiness of all Colosseums, does not generate additional Happy Faces in own city.
Leonardo's Workshop: Scientific not Militaristic, Doubles Research not Half Upgrade Cost.
JS Bach's Cathedral: requires 4 Cathedrals.
Newton's University: requires 4 Universities.
Smith's Trading Company: requires 4 Banks, +50% Luxury Output, +50% Tax Output.
Universal Sufferage: requires 5 Factories, Democracy government, Halves Unit Upgrade Cost.
Hoover Dam: requires 5 Factories.
Theory of Evolution: requires 5 Universities, +50% Research.
The United Nations: requires 6 Airports, Militaristic and Expansionist not Commercial.
The Manhattan Project: Scientific.
Cure for Cancer: requires 6 Research Labs, +50% Research.
Longevity: requires Sanitation not Genetics, requires 5 Hospitals.
SETI Program: requires Satellite Communications, requires 6 Research Labs, Scientific not Expansionist.
Military Academy: does not require Victorious Army.
Apollo Program: requires 6 Research Labs, Militaristic, Industrious, Expansionist.
Intelligence Agency: renamed Spy Network, requires Philosophy not Espionage (now Police State), not Militaristic or Scientific, Expansionist.
SS Thrusters: Cost 50.
SS Engine: requires Fission, requires Uranium, Cost 100.
SS Docking Bay: requires Robotics, Cost 25.
SS Cockpit: requires Miniaturization, Cost 50.
SS Fuel Cells: renamed SS Battery Stacks, requires Aluminum not Uranium, Cost 25.
SS Life Support System: requires Recycling, Cost 50.
SS Statis Chamber: requires Genetics, Cost 50.
SS Storage/Supply: requires Robotics, requires Oil, Cost 25.
SS Planetary Party Lounge: Cost 25.
SS Exterior Casing: requires Oil not Rubber, Cost 100.
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NATURAL RESOURCES
No Changes.
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TERRAIN
Desert: add Uranium, add Gems.
Plains: add Aluminum, no Pollution Effect.
Grassland: no Pollution Effect.
Tundra: no Aluminum.
Hills: add Uranium, no Horses, no Saltpeter, no Wine.
Mountains: no Saltpeter.
Forest: no Uranium.
Jungle: add Saltpeter, no Coal, no Gems.
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UNITS
Settler: Airlift.
Worker: Airlift.
Scout: Foot Unit, Invisible, Airlift.
Explorer: Foot Unit, Invisible, Airlift.
Marine: Shield Cost 15, Attack Str 9, Defense Str 7.
Paratrooper: Shield Cost 15, Attack Str 7, Defense Str 8, HP Bonus 1, not a Foot Unit.
Warrior: not a Foot Unit, not available to Barbarians.
Archer: Zone of Control on, not a Foot Unit.
Spearman: not a Foot Unit, available to Barbarians, not available to Persia.
Swordsman: upgrades (through Legionary) to Knight, Attack Str 2, not a Foot Unit, available to Persia, Upgrade Unit.
Chariot: Blitz.
Horseman: upgrades (through Mounted Warrior) to Knight, Blitz.
Pikeman: upgrades to Rifleman, not a Foot Unit.
Longbowman: requires Chivalry, Shield Cost 3, upgrades to Rifleman, Zone of Control on, not a Foot Unit, Upgrade.
Musketman: Shield Cost 5, upgrades (through Musketeer) to Rifleman, not a Foot Unit, no Draft.
Knight: Shield Cost 6, Blitz, add Defense Strategy.
Rifleman: Shield Cost 7, not a Foot Unit.
Cavalry: Shield Cost 9, upgrades (through Cossack) to Tank, Blitz, Upgrade Unit.
Infantry: Shield Cost 13, Attack Str 7, Defense Str 9, not a Foot Unit, no Draft.
Tank: Shield Cost 14, upgrade (through Panzer) to Modern Armor, Attack Str 10, Defense Str 6, Wheeled, requires Iron, Upgrade Unit.
Mech Infantry: Shield Cost 23, Move 3, Attack 10, Defense 15, Wheeled, Blitz, no Draft, remove Offensive Strategy, requires Iron.
Modern Armor: Shield Cost 22, Attack 14, Defense 10, Wheeled, requires Iron not Rubber.
Catapult: Rotate Before Attack, Airlift.
Cannon: Shield Cost 5, Rate of Fire 2, Rotate Before Attack, Lethal Land Bombardment, Lethal Sea Bombardment, Airlift.
Artillery: Wheeled, Rotate Before Attack, Lethal Land Bombardment, Lethal Sea Bombardment, Airlift.
Radar Artillery: Move 2, Bombard Str 12, Rate of Fire 3, Wheeled, Blitz, Lethal Land Bombardment, Lethal Sea Bombardment, requires Oil, Airlift.
Cruise Missile: Bombard Range 6, Immobile, Tactical Missile, Lethal Land Bombardment, Lethal Sea Bombardment, remove Go To Order, Load, Airlift.
Galley: Move 1, All Terrain As Roads, not available to Barbarians.
Caravel: Move 1, All Terrain As Roads.
Frigate: upgrades (through Man-O-War) to Privateer, Move 1, Blitz, All Terrain As Roads, Upgrade Unit.
Galleon: Move 1, All Terrain As Roads, remove Upgrade Unit.
Ironclad: requires Industrialization not Steam Power, Move 2, Blitz, All Terrain As Roads, Sinks in Ocean.
Transport: Move 2, All Terrain As Roads, requires Iron.
Carrier: Move 3, Transport Capacity 6, All Terrain As Roads, requires Iron.
Submarine: Shield Cost 14, Move 2, Transport Capacity 1, Zone of Control on, Attack Str 10, Defense Str 5, Bombard Str 4, Bombard Range 1, Rate of Fire 1, Blitz, All Terrain As Roads, Transports Only Foot Units, add Naval Transport Strategy, requires Iron, Unload, Bombard.
Destroyer: Shield Cost 18, Move 3, Transport Capacity 1, Blitz, All Terrain As Roads, Transports Only Foot Units, add Naval Transport Strategy, requires Iron, Unload.
Battleship: Shield Cost 28, Move 3, Bombard Str 10, Rate of Fire 3, Blitz, All Terrain As Roads, requires Iron.
AEGIS Cruiser: Shield Cost 22, Move 3, Bombard Str 10, Blitz, All Terrain As Roads, requires Iron and Oil not Aluminum and Uranium.
Nuclear Submarine: Shield Cost 17, Move 2, Zone of Control on, Attack Str 10, Defense Str 7, Blitz, All Terrain As Roads, requires Iron.
Fighter: Bombard Str 4, Rate of Fire 2, Lethal Land Bombardment, Lethal Sea Bombardment.
Helicopter: renamed (and replaced by) Jump Jet.
Jump Jet: requires Advanced Flight advance, Shield Cost 10, Pop Cost 0, upgrade to Jet Fighter, Moves 2, Transport Capacity 0, Zone of Control on, Attack Str 6, Defense Str 6, Operational Range 3, Bombard Str 8, Bombard Range 0, Rate of Fire 2, Blitz, Radar, not Immobile, Ranged Attack Animation, Lethal Land Bombardment, Lethal Sea Bombardment, Avilable to All (except Barbarians), Air Bombard Strategy, requires Oil and Aluminum, Standard Orders (all), Load, Upgrade Unit, Bombing, Recon, Rebase.
Jet Fighter: upgrade (through F-15) to Jump Jet, Bombard Str 6, Rate of Fire 2, Radar, Lethal Land Bombardment, Lethal Sea Bombardment.
Stealth Fighter: Bombard Str 6, Lethal Land Bombardment, Lethal Sea Bombardment, Precision Bombing.
Stealth Bomber: Precision Bombing.
Leader: Move 1, Foot Unit, All Terrain As Roads.
Army: Unload, Pillage.
Jaguar Warrior: not a Foot Unit, Blitz.
Bowman: Zone of Control on, not a Foot Unit, remove Defensive Strategy.
Hoplite: not a Foot Unit.
Impi: not a Foot Unit, Blitz.
Legionary: upgrades to Knight, Defense Str 2, not a Foot Unit, Upgrade Unit.
Immortals: requires Bronze Working, Shield Cost 2, upgrades to Musketman, Attack Str 1, HP 1, not a Foot Unit, Defense not Offense Strategy, does not require Iron, Upgrade Unit.
War Chariot: Blitz.
Rider: Shield Cost 6, Blitz.
Mounted Warrior: Blitz.
Musketeer: Attack Str 4, not a Foot Unit.
Samurai: Shield Cost 6, not a Foot Unit, Blitz.
War Elephant: Shield Cost 6, Blitz.
Cossack: upgrade to Tank, Defense Str 3, Blitz, remove Defensive Strategy, Upgrade Unit.
Panzer: Shield Cost 15, Move 2, Attack Str 12, Defense Str 6, HP Bonus 1, Wheeled.
Man-O-War: upgrades to Privateer, Move 1, Defense Str 3, Blitz, All Terrain As Roads, Lethal Sea Bombardment, Upgrade Unit.
F-15: upgrade to Jump Jet, Attack Str 10, Defense Str 6, Bombard Str 6, Radar, Lethal Land Bombardment, Lethal Sea Bombardment, Upgrade Unit, remove Precision Bombing.
Privateer: requires Navigation not Magnetism, upgrades to Frigate, Move 1, Transport Capacity 1, Zone of Control on, Defense Str 2, Blitz, All Terrain As Roads, Invisible, Transports Only Foot Units, available to Barbarians, add Naval Transport Strategy, requires no resources, Unload, Upgrade Unit.
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WORKER JOBS
No Changes.
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WORLD SIZES
No Changes.