• New timeline: 500 turns, from 3000 BC to 2020 AD, with more emphasis on the Ancient and Classical
Eras. There is only one game speed (scripted events have to be related to certain turns.)
• Tech costs are tuned to flow in constant match with the timeline. During late game, civs that are behind
in the tech race get some discounts depending on how much the technology is widespread.
• Game year is hidden until the discovery of Calendar - earlier only the era is shown (Stone Age, Bronze
Age, Iron Age, Medieval Era, Renaissance).
• City founding is not allowed in tundra, ice or desert if far from water. This is for realism and speed.
• Jungles don't grow, don’t allow cities and can't be removed until the discovery of Biology (unless on a
resource that requires an improvement available earlier).
• Jungles and Marshes are impassable to all land units except for animals, settlers, workers, scouts,
explorers, spies, missionaries, jaguars, quechua, conquistadors, marines and navy seals
• Flood plains can’t be farmed until the late game
• Oasis tiles now produce 2/0/1 instead of 3/0/2 in order to balance civs like Egypt and Arabia with
starting locations that would let them grow too much
• There’s a new resource: cotton (Warlords/BTS versions only)
• Tundra offers 0 food. No more rich cities way, way up north.
• There are only 3 difficulty levels, but they are customized for each civ. This was necessary as starting
locations are unequal.
• Movement through ocean tiles costs ½ a movement point (similar as it was in Rhye’s of Civilization); in
addition to this, naval units movement is increased to better fit the large map size. Now it’s really
possible to cross an ocean in one or two turns. On the other hand, Work Boats cannot explore
territories distant more than one plot from any civ’s borders
• AI parameters of distance in city founding has been reduced in order to fit at least 4 cities in regions like
Iberia and Britain.
• Domination victory conditions have been tuned according to the map size and to the number of players
(that dynamically changes)
• Sid’s Tips are disabled
• Several Unique Units stats have been changed for both gameplay and accuracy. Check the pedia.
• Tweaked AI weights for training units and building wonders. Now Spain is more likely to build
Caravels, while Egypt is more likely to build Pyramids, and so on.
• Tweaked AI weights for research will lead to a very realistic religion distribution: you’ll see Hinduism
founded in India, Confucianism in China and so on, without using any scripts. The only scripted thing
is that Judaism and Christianity if not founded by a civilization early enough, will be automatically
founded in Jerusalem or in a city nearby. Eventually, religions will spread in a very realistic way
thanks to different spread rates from civ to civ, from religion to religion.
• Open borders refusal threshold raised in order to make it realistically more difficult to move military
units and especially settlers through enemy territory.
• AI workers no longer build roads in useless (empty) plots, only where necessary
• AI are more likely to trade cities in diplomacy screen
• Max number of National Wonders per city is 3
• Max income from a shrine is 20 gold
• Nukes do much more damage. They are now a deadly weapon, as they should be.
• Not every lake produces 2 food. Some are salt lakes, and thus produce 1 food, like coast.
• A few wonders and buildings have been replaced or changed. See ingame Civilopedia for details
• National wonders now have generic names. For instance, Wall Street is renamed Stock exchange (and
for this reason, English Stock exchange is renamed Royal exchange).
• Babylonian UB is the Ziggurat (Edubba in Warlords)
• (Warlords/BTS only): Vassal stases are enabled on discovery of monarchy instead of feudalism
• No tech brokering is enabled by default, and ends with the discovery of Mass Media
• Sevopedia mod component is included
• Mercenaries mod is included. Inner settings have been tweaked for a less time-consuming computing.
Mercenaries are enabled until the discovery of Nationalism.