1. Global reduce MAX_ANIMAL_ESCALATIONS from 5 to 3 and reduce MAX_ORC_STACK_SPAWN_SIZE from 5 to 4
2. Global reduce RANGE_COMBAT_XP_PERCENTAGE to 4%
3. Global reduce Base Traderoute, <= 20 city pop will give base traderoute 1.00, add 0.05 per city pop (add THEIR_POPULATION_TRADE_PERCENT=25 in GlobalDefinesAlt)
4. Unit Demagog get +40% city attack as other axeman
5. Unit Magister (Corporation Circle of Eight) gain work rate 100
6. Unit Scout gain Never Obsolete
7. Unit Frostling, Frostling Archer, Frostling Wolf Rider gain Terrain native Snow, Tundra
8. Unit Frostling Archer required Tech Archery, Unit Frostling Wolf Rider required Tech Horseback Raiding
9. Unit Troll lose Hidden Nationality promotion
10. Unit Class Crossbowman reduce range combat limit to 45, Unit Class Longbowman reduce range combat limit to 25, Mazatl Longbowman 35, Mechanos Arquebus reduce from 85 to 75, Archer still 25
11. Unit Class Catapult reduce range combat limit to 55, Special Catapult 65, Promotion Siege Mage 55, Unit Class Cannon reduce range combat limit to 70, Mechanos Cannon lose Blitz
12. Unit Class Trireme and Galleas and Privateer reduce range combat limit to 55, Unit Class Clipper increase to 55
13. Promotion Resident Spirit chance increase from 25% to 50%
14. Promotion Machine Spirit reduce movement from +1 to 0, increase range from +1 to +2, increase range damage 20%, can't be dispel (Goliath basic range limit 50)
15. Promotion Bounty Hunter increase from 2 gold to 5 gold
16. Corporation Farmer reduce
from 75% to 50%,
from 50% to 25%
17. Corporation Prospector reduce
from 125% to 100%,
from 50% to 25%
18. Corporation Hansa reduce
from 100% to 75%, Corporation Banking reduce
from 250% to 100%
19. Corporation Circle of Eight reduce
from 400% to 100%, Corporation Alchemist reduce
from 200% to 100%
20. Tech Compass reduce requirement, need Tech Bronze Working instead of Tech Smelting
21. Feature Oasis increase from +2f +1c to (+3f +1c) as flood plain
22. Improvement Whaling Boat change Bonus Whale from +1h +2c to (+1f +1h +3c)
23. Improvement Pirate Cove can be built by everyone, has slightly chance to found Fish, Clam, and Crab, upgradable only for Lanun (remove python check for Lanun in build cove)
24. Improvement Pirate Cove, Pirate Harbor and Pirate Port gain +1f with Tech Compass
25. Improvement Winery gain +1c
26. Improvement Farm gain +1f with Tech Commune with Nature
27. Improvement Plantation gain +2c with Tech Sorcery
28. Improvement Mine reduce from +2h to +1h, will remove Forest, Jungle
29. Improvement Camp gain +1f with Tech Animal Handling
30. Improvement Pasture gain +1h with Tech Stirrups
31. Improvement Aduar gain +1f with Tech Stirrups
32. Improvement Village, Town, Enclave, gain +1c with Tech Education
33. Improvement Town, Enclave, gain +1f with Tech Medicine
34. Improvement Lumbermill lose -1h with Tech Machinery, move from Tech Smelting to Tech Bowyers
35. Improvement Windmill gain +1f with Tech Medicine, lose -1h with Tech Machinery
36. Building Levee gain +1 free specialist for each Improvement Watermill
37. Building River Port increase traderoute from +25% to 75%
38. Building Powerplant (Mechanos UB) change from +4 to +2
(add POWER_HEALTH_CHANGE=0 in GlobalDefinesAlt)
39. Building Factory (Mechanos Forge) reduce from +50% to +25% with Power
40. Building Great Library change from +2GP to -4GP, to compensate GP from +2 free specialist
41. Building Bank and Custom House gain +1
with Pearl
42. Building Great Lighthouse reduce +2 coastal traderoute to +1 coastal traderoute, +1c city water tile
43. Building Lighthouse and Beacon gain +5%c with Fish, Clam, and Crab
44. Building Harbor and Lanun Harbor gain +10%f and increase from +50% to +100% traderoute
45. Building Tavern and Grigori Tavern lose +1 traderoute, change +25% traderoute to +100% traderoute, add +50% foreign traderoute, gain +1
from ale
46. Building Obsidian Gate lose +1 traderoute, gain +100% traderoute
47. Building Monument lose +1 bard slot
48. Building Breeding Pit gain +10%f
49. Building Mage Guild, Alchemy Lab gain +1
50. Civic City State gain +1
from specialist, increase from 5%c to 10%c
51. Civic God King increase from +45%g to +50%g
52. Civic Feudal Contract lose +2 free experience, Distance maintenance change from -25% to -40%, Number of City from -40% to -60%
53. Civic Theocracy lose +1
from state religion and gain +1
from non state religion, lose +4 free experience with state religion, gain +25% prod with state religion
54. Civic Magocracy lose +2 free experience, Increase production from +15% to +20%, lose +2f +3h +3c from Meta Magic node, gain no
from building, gain +3
from Mage Guild
55. Civic Religion remove +1
from Religion Temple, gain +1
from Monument and from Pagan Temple, +2
from Monastery and with state religion
56. Civic Pacifism increase from +50% to +70% Great Person
57. Civic Nationhood change from +10% to +20% Military prod
58. Civic Social Order change from required Order to required Good, change from required Tech Religious Law to Tech Way of the Wise, lose free unit
59. Civic Consumption gain +25%c traderoute, unlimited merchant
60. Civic Liberty gain +10%h traderoute
61. Civic Crusade increase from +25% to +40% military prod with state religion
62. Civic Glory +100% anger for non-Glory, increase worker speed from +25% to +40%
63. Civic Apprenticeship gain +40% worker speed
64. Civic Military State gain +100% Great General
65. Civic Serfdom increase work speed from 50% to 100%, add +1
with Public Baths and Colosseum, add +2
with Aqueduct
66. Civic Guilds increase to High upkeep, add +1h for Cottage, Hamlet, and Yurt
67. Civic Survival lose -25%GP, increase camp from +1f to +2f, increase forester from +1c to +2c, gain -1c for enclave, gain -75%c traderoute, lose +2health
68. Civic Agrariarism reduce upkeep to Low, Farm gain +1c, gain -25%c traderoute
69. Civic Conquest change Unit Experience from +2 to +5, gain 20%f traderoute
70. Civic Mercantilism gain +1c from village, Town, and Enclave
71. Civic Foreign Trade rename Free Trade, increase upkeep to High, lose +1 traderoute, add +15%f traderoute, +10%h traderoute
72. Civic Neutrality lose +10%
73. Civic Overcouncil gain +10%f traderoute, +10%h traderoute, +200% anger for non-overcouncil, 2 anarchy length
74. Civic Undercouncil add Enslavement chance +25%, +200% anger for non-undercouncil, 2 anarchy length
75. Civic Overcouncil Free Trade vote force Foreign Trade civic (rename Free Trade civic), Overcouncil and Undercouncil update Civilopedia
76. Bug Fix: Remove hidden nationality from equipment; hidden nationality cause problem
77. Bug Fix: Exchange Unit General position in CIV4UnitInfos.xml with Mammoth; Unit General is not created when threshold reach, Unit Mammoth created instead
78. Bug Fix: Promotion Curse of Ragnarok use Stigmata Pedia
79. Bug Fix: Unit Horse Archer fix art
80. Unit Hill Giant need Bronze Working