- Workshop: 3 Production (was 2).
- Factory: 3 regional Production, 6 when powered (was 2, 5).
- Armory: 3 Production (was 2).
- Military Academy: 4 Production (was 3).
- Airport: Adds 1 to city power requirements (was none). 4 Production, 6 when powered (was 3).
Really nice buffs to buildings. It's at a base +7 for a fully developed city, and then modifiers on top. Factories with policy cards and powered are +12. I would have preferred something tourism related to airports as well, but in the game they are basically military airports.
- Food Market: Adds 1 to city power requirements (was none). 4 Food, 6 when powered (was 3).
- Shopping Mall: Adds 1 to city power requirements (was none). 1 Amenity, 2 when powered (was 1). 2 Gold, 4 when powered (was none).
Cool changes, the electricity requirement represent civilian consumption a bit more, and a 6 food tile is very interesting. 4 gold for the shopping mall is great too. A pity you can't have one of each in a city, encouraging to create at least two neighborhoods.
- Harbor, Royal Navy Dockyard, Cothon: 2 Gold and 1 Food (was 2 Gold and 1 Science).
- Seaport: +1 Food per citizen.
Unexpected but very interesting change. The science bonus there didn't make much sense, and being able to have a +6 gold +6 food tile is a nice buff to tall cities. Plus also slow down science generation a bit.
- Encampment, Ikanda: 2 Gold and 1 Production (was 1 Culture and 1 Production).
Nice, didn't make much sense, and makes it more useful for war (production or gold to buy units).
- Lumber Mill (unlocked with construction, classical): +2 Production. +1 Production from Steel (Steel), +1 Production from Cybernetics (Future).
- Quarry (unlocked with Mining, Ancient Era): +1 Production, +1 Production with Gunpower (Renaissance), +1 Production with Rocketry (Atomic), +1 Production Predictive Systems (Future).
Cool, lumber mill bonus is more consistent (even if I liked the river requirement, the tooltip never acknowledged it), and gets an extra point in the future. Quarry provide less gold, but more production. They went from 2 prod 1 gold to 4 production.
- Military Engineers can contribute production to Flood Barriers and Aqueducts.
Nice, especially with flood barriers. A pity they can't help fixing destroyed districts.
- Update Battering Rams and Siege Towers to only work with Melee and Anti-Cavalry units.
Awesome, definitely makes sense (horses climbing siege towers?), and makes the units more powerful against cities, as they should be.
- Early Renaissance costs 600 (was 540)
- Late Renaissance costs 730 (was 660)
- Early Industrial costs 930 (was 845)
- Late Industrial costs 1070 (was 970)
- Early Modern costs 1250 (was 1140)
- Late Modern costs 1370 (was 1250)
- Early Atomic costs 1480 (was 1410)
- Late Atomic costs 1660 (was 1580)
Not bad, they all add 2830 extra science points needed. As for culture, it's around 2000 points more. I always went too fast in the civics tree, but maybe the great work of writing tweak might work to slow down.