Paradeigma (v4)

One world, different ways...
Game modifications
Global
Suppression of vanilla civs.
New building : palace extension and smokehouse.
Distance between two cities moves to 3.
Food
City slots make no more food.
Granary : +20% food instead of +2 food.
Watermill : +10% food and production, and +1 food on wheat resources instead of +2 food and +1 production.
Smokehouse : keep 20% food after growth and +1 food on cow, sheep and deer resources.
Hospital : keep 20% food after growth and new units have the medic promotion.
Production
Palace and palace extension get each +25% production.
Watermill (cf Food).
Science
The university bonus moves to 1 science per jungle and forest.
Happiness
Happiness per luxury type moves to 3.
Each luxury resource give +1 happiness.
Specialists
Ingineers : +3 production.
The library receive one scientist slot.
Improvements
Railroad (tech) : +1 prod per mine.
Dynamite : +1 gold per quarry.
Mass media : +1 gold per trading post.
Refrigeration : +1 food per pasture and camp.
Globalization : +1 gold per fishing boat and plantation.
Archaeology : +1 gold per fort and citadel.
New civilizations
Astur

Leader : Nimue.
Trait : Wheel of Fortune (+50% pillage, +50% golden age duration, units +20% fight and +1 move during a golden age).
Palace extension : Chancery of Exchequer (1 free golden age, tech and policy).
Special buildings : Fountain (monument with +1 gold after currency), Labyrinth (garden with +2 gold), Invisible hand office (bank with +2 happiness, Each Invisible hand head office : +7% golden age duration, limit : 10).
Special units : Dragoon (cavalry with "pillage cost no move"), Privateer (stronger frigate with "pillage cost no move").
Jenna'i

Leader : Jaden
Trait : Prestige of Jenna (City state friendship +50%, city state bonus +50%.).
Palace extension : Legacy from Jenna (2 free artists).
Special buildings : Cenotaph (monument : +3 culture instead of 2), Kiosk (garden : don't need fresh water, +2 culture and one more artist slot), Auditorium (opera house : +2 artist points), Royal residence (castle : -10% culture buy plot in the empire).
Special units : Guardian (crossbowman with +1 vision and the oligarchy promotion).
Meccan

Leader : S.Tim Doxtil
Trait : Great Architect of the Universe (+25% wonder production and +50% great scientist apparition).
Palace extension : Theory of evolution (-25% cost of policies, scientists +1 science).
Special buildings : Meccan monument (monument : +2 science instead of +2 culture), Lodge (university : +75% science, no jungle or forest bonus), Clock tower (windmill : +25% production, don't need flat land ans each great clock tower : -3% buy in a city, limit : 10), Manufactory (factory : cheaper and 3 engineer slots instead of 1).
Special units : Steamtank (earlier but less strong than tank and don't need resource), Flying fortress (earlier and slower than helicopter, don't have tank bonus and cargo I), Nautilus (early submarine).
Erix

Leader : Nos.
Trait : Digital link (-25% unhappiness from population).
Palace extension : Nexus (+1 population in each city, -25% unhappiness from number of cities).
Special buildings : Synod (library : +3 science per 4 people), Martial order (barracks with free promotion "discipline"), Resource allocation (bank with +1 gold per 4 people), Cooperative (workshop with +1 production per 4 people), Martial integration (military academy with free promotion "general spawn I").
Special units : Polybolos (catapult wich can attack twice).
Caledia

Leader : Deodor.
Trait : Everything for everybody (Buildings already in the capital are made 25% faster, units fight well when damaged).
Palace extension : Land of light (Like the Great walls and +25% defense in each city).
Special buildings : Basilica (courthouse cheaper and without maintenance cost), Cathedral (opera house with +4 happiness).
Special units : Roman legion, Paladin (stronger knight with medic).
Nuya
Leader : Ulacuni.
Trait : Caste system (Engineers +1 production, scientists +1 science and merchant +1 gold).
Palace extension : Altar of the Voice (specialists +1 culture).
Special buildings : Voice of the Ancients (nuya palace), Virtue house (market with +1 merchant slot), Wisdom house (library with +1 scientist slot), Art house (market with +1 engineer slot).
Special units : Jaguar warrior.
Huden

Leader : Hitaya.
Trait : Spirit of the forests and the rivers (Allied forests count as roads, faster along river and quantity of fur +100%).
Special buildings : Oral tradition (less science than the library but +2 culture), Forest workshop (workshop with no building bonus but jungles and forests : +1 production), House of flowers (like the collosseum, and keep 20% food after growth), Ancestors trees (university with jungles and forests : +2 science).
Special units : Mohawk warrior.
Parao

Leader : Cameron.
Trait : Pact with Deep Ones (Embarked units can defend and have +2 moves, 50% capture barbarians in the sea).
Palace extension : Trading company (+30% gold from trade routes, map centering and extra luxuries).
Special buildings : Beacon (lighthouse with +2 culture), Port (harbor with +1 gold from dye, spices, silk, banana, cotton, sugar and wine), Shipyard (harbor with +1 food on sea resources).
Special units : man-o-war (hand to hand caravel), Pirate (faster frigate with "pillage cost no move").
Wik

Leader : Velga
Trait : Military tradition (Generals spawn +100% and +20% fight bonus, -25% promotions cost).
Palace extension : Union of the clans (1 free general and -50% units improvement cost).
Special buildings : Palisade (earlier and cheaper but less resistant than walls), Hunting relay (smokehouse with +2 food from cow, sheep and deer resources), Dueling ground (barracks with +30 XP instead of +15), Trading post (harbor which keeps 20% food after growth).
Special units : Berzerker (stronger and faster longswordman wich can attack twice), Dreki (early caravel with city attack bonus).
Sind

Leader : Edja Rai.
Trait : Across the Earth (-25% unhappiness from number of cities, +100% happiness from natural wonders, +1 vision for military units).
Palace extension : Great expedition (4 free nomads and explorers).
Special buildings : Travelling company (circus wich can be build everywhere and +2 culture from horse and ivory resources).
Special units : Nomad (faster settler, ignore terrain cost), Explorer (faster scout).
Soon !
New civilizations : Saramé and Jianchu.
Slave, illumination and religion mechanisms.
Etc.

One world, different ways...
Game modifications
Global
Suppression of vanilla civs.
New building : palace extension and smokehouse.
Distance between two cities moves to 3.
Food
City slots make no more food.
Granary : +20% food instead of +2 food.
Watermill : +10% food and production, and +1 food on wheat resources instead of +2 food and +1 production.
Smokehouse : keep 20% food after growth and +1 food on cow, sheep and deer resources.
Hospital : keep 20% food after growth and new units have the medic promotion.
Production
Palace and palace extension get each +25% production.
Watermill (cf Food).
Science
The university bonus moves to 1 science per jungle and forest.
Happiness
Happiness per luxury type moves to 3.
Each luxury resource give +1 happiness.
Specialists
Ingineers : +3 production.
The library receive one scientist slot.
Improvements
Railroad (tech) : +1 prod per mine.
Dynamite : +1 gold per quarry.
Mass media : +1 gold per trading post.
Refrigeration : +1 food per pasture and camp.
Globalization : +1 gold per fishing boat and plantation.
Archaeology : +1 gold per fort and citadel.
New civilizations
Astur


Leader : Nimue.
Trait : Wheel of Fortune (+50% pillage, +50% golden age duration, units +20% fight and +1 move during a golden age).
Palace extension : Chancery of Exchequer (1 free golden age, tech and policy).
Special buildings : Fountain (monument with +1 gold after currency), Labyrinth (garden with +2 gold), Invisible hand office (bank with +2 happiness, Each Invisible hand head office : +7% golden age duration, limit : 10).
Special units : Dragoon (cavalry with "pillage cost no move"), Privateer (stronger frigate with "pillage cost no move").
Jenna'i


Leader : Jaden
Trait : Prestige of Jenna (City state friendship +50%, city state bonus +50%.).
Palace extension : Legacy from Jenna (2 free artists).
Special buildings : Cenotaph (monument : +3 culture instead of 2), Kiosk (garden : don't need fresh water, +2 culture and one more artist slot), Auditorium (opera house : +2 artist points), Royal residence (castle : -10% culture buy plot in the empire).
Special units : Guardian (crossbowman with +1 vision and the oligarchy promotion).
Meccan


Leader : S.Tim Doxtil
Trait : Great Architect of the Universe (+25% wonder production and +50% great scientist apparition).
Palace extension : Theory of evolution (-25% cost of policies, scientists +1 science).
Special buildings : Meccan monument (monument : +2 science instead of +2 culture), Lodge (university : +75% science, no jungle or forest bonus), Clock tower (windmill : +25% production, don't need flat land ans each great clock tower : -3% buy in a city, limit : 10), Manufactory (factory : cheaper and 3 engineer slots instead of 1).
Special units : Steamtank (earlier but less strong than tank and don't need resource), Flying fortress (earlier and slower than helicopter, don't have tank bonus and cargo I), Nautilus (early submarine).
Erix


Leader : Nos.
Trait : Digital link (-25% unhappiness from population).
Palace extension : Nexus (+1 population in each city, -25% unhappiness from number of cities).
Special buildings : Synod (library : +3 science per 4 people), Martial order (barracks with free promotion "discipline"), Resource allocation (bank with +1 gold per 4 people), Cooperative (workshop with +1 production per 4 people), Martial integration (military academy with free promotion "general spawn I").
Special units : Polybolos (catapult wich can attack twice).
Caledia

Leader : Deodor.
Trait : Everything for everybody (Buildings already in the capital are made 25% faster, units fight well when damaged).
Palace extension : Land of light (Like the Great walls and +25% defense in each city).
Special buildings : Basilica (courthouse cheaper and without maintenance cost), Cathedral (opera house with +4 happiness).
Special units : Roman legion, Paladin (stronger knight with medic).
Nuya
Leader : Ulacuni.
Trait : Caste system (Engineers +1 production, scientists +1 science and merchant +1 gold).
Palace extension : Altar of the Voice (specialists +1 culture).
Special buildings : Voice of the Ancients (nuya palace), Virtue house (market with +1 merchant slot), Wisdom house (library with +1 scientist slot), Art house (market with +1 engineer slot).
Special units : Jaguar warrior.
Huden

Leader : Hitaya.
Trait : Spirit of the forests and the rivers (Allied forests count as roads, faster along river and quantity of fur +100%).
Special buildings : Oral tradition (less science than the library but +2 culture), Forest workshop (workshop with no building bonus but jungles and forests : +1 production), House of flowers (like the collosseum, and keep 20% food after growth), Ancestors trees (university with jungles and forests : +2 science).
Special units : Mohawk warrior.
Parao

Leader : Cameron.
Trait : Pact with Deep Ones (Embarked units can defend and have +2 moves, 50% capture barbarians in the sea).
Palace extension : Trading company (+30% gold from trade routes, map centering and extra luxuries).
Special buildings : Beacon (lighthouse with +2 culture), Port (harbor with +1 gold from dye, spices, silk, banana, cotton, sugar and wine), Shipyard (harbor with +1 food on sea resources).
Special units : man-o-war (hand to hand caravel), Pirate (faster frigate with "pillage cost no move").
Wik

Leader : Velga
Trait : Military tradition (Generals spawn +100% and +20% fight bonus, -25% promotions cost).
Palace extension : Union of the clans (1 free general and -50% units improvement cost).
Special buildings : Palisade (earlier and cheaper but less resistant than walls), Hunting relay (smokehouse with +2 food from cow, sheep and deer resources), Dueling ground (barracks with +30 XP instead of +15), Trading post (harbor which keeps 20% food after growth).
Special units : Berzerker (stronger and faster longswordman wich can attack twice), Dreki (early caravel with city attack bonus).
Sind

Leader : Edja Rai.
Trait : Across the Earth (-25% unhappiness from number of cities, +100% happiness from natural wonders, +1 vision for military units).
Palace extension : Great expedition (4 free nomads and explorers).
Special buildings : Travelling company (circus wich can be build everywhere and +2 culture from horse and ivory resources).
Special units : Nomad (faster settler, ignore terrain cost), Explorer (faster scout).
Soon !
New civilizations : Saramé and Jianchu.
Slave, illumination and religion mechanisms.
Etc.