ViterboKnight
King
- Joined
- Feb 6, 2006
- Messages
- 796
FINAL VERSION IS NOW AVAILABLE!
New: edited 03 April 2009
DOWNLOAD (megaupload)
DOWNLOAD (rapidshare)
(and the SDK code) (modified/added code is marked with the "byFra" sign)
Italyization
This scenario is completely set in Italy, during its entire history, from the ancient people, to the end of the Kingdom of Italy (the historical ending year is about 1945).
Featuring civilizations:
Nuragic
Traits:
Militaristic: -50% war weariness, doubles production of barracks.
Spiritual: no anarchy, doubles production of temples.
Industrious: doubles work rate of workers, doubles production of forges.
Financial: +15% commerce in every city, doubles production of marketplaces.
Imperialist: +100% great general points, +50% production of settlers.
Charismatic: +1 happiness in every city, -50% required XP for promotions.
Organized: -50% civic maintainance, doubles production of courthouses.
Creative: +2 culture in every city, doubles production of libraries and theatres.
Agricultural: +1 food in tiles with 4+ food. Doubles production of granaries.
Seafaring: free Navigation1 promotion for ships. Doubles production of harbours.
Featuring religions: Jupiter, Christ, Odin, Meithras, Lugh, Tinia, Maymon.
original post:
Featuring religions: Jupiter, Christ, Odin, Wodan, Dagda, Tinia, Maymon.
Wonders: (note: still to be balanced)
Necropolis of Populonia
No corporations. There are "secret" associations instead: Mafia, 'Ndrangheta, Camorra, Carbonari, Sanfedisti, Calderai, Sublimi Maestri Perfetti. They affect the game in several ways other that the corporations do: they modify the trade routes between cities with the same associations of with rival associations, they modify the chance to spread other corporations and the cost of espionage missions.
Great people are now unnamed. Famous "names" are given to "Illustrious personalities" (similar to Founding Fathers of Colonization). You can gain an Illustrious personality by adding up points in a number of ways (from your great people points, your great general points, from your civics, by using your missionaries, by fighting battles, etc), and when you reach a threshold, you receive a random Illustrious personality, depending on the type of points you have (religion, culture, etc.). Illustrious personalities have unique bonuses, most of them are brand new! Some Illustrious personalities are Leonardo da Vinci, Michelangelo, Dante, Scipione, Carlo Alberto, Macchiavelli, Vivaldi.
Illustrious personalities:
St.Augustine
Effect: enemy spies cannot change your state religion
Thomas of Aquin
Effect: extra research in cities with the state religion
Francis of Assisi
Effect: decreases maintaineance cost of cities from people
Catherine of Siena
Effect: enemies with your same state religion cannot declare war on you (until 2 turns after having changed it)
Marco Polo
Effect: reveals every city you have trade routes with
Filippo Strozzi
Effect: decreases maintaineance cost for military units
Mecenate
Effect: allows extra specialists to be used in your cities
Galileo Galilei
Effect: increases Academies bonus, based on cities size
Alessandro Volta
Effect: a chance per turn to give free energy to a city
Archimedes
Effect: gives a defense bonus to your cities against siege bombardment
Leonardo da Vinci
Effect: a chance per turn to discover a resource of coal
Antonio Meucci
Effect: 1 happy face in every city, per each civ you are not at war with
Guglielmo Marconi
Effect: free Range and Sentry1 promotions to fighters
Filippo Brunelleschi
Effect: increases great people points output toward Great Engineers
Andrea Palladio
Effect: +1 happiness to every wonder in your cities
Apollodoro
Effect: increases production of wonders
Giacomo Casanova
Effect: 'Demography' and 'See Research' espionage missions enabled for every enemy leader
Leon Battista Alberti
Effect: drastically decreases cost and failure chance for 'Spread Culture' espionage mission
Virgil
Effect: starts a short golden age every time you gain a Great General
Titus Livius
Effect: a chance per turn to discover a tech already known by a civ you have met
Michelangelo
Effect: extra culture from cathedrals
Raffaello
Effect: strengthen your culture in the plots near your cities
Sandro Botticelli
Effect: increases effectiveness of culture booms
Caravaggio
Effect: decreases the required culture for cities' culture pop
Dante Alighieri
Effect: a chance per turn to instantly discover the currently researched tech (if related to Culture)
Giacomo Leopardi
Effect: no unhappiness for population, in cities with Influent culture
Alessandro Manzoni
Effect: extra culture for old buildings which become tourist attractions
Giosuè Carducci
Effect: grants a minimum of nationality in every city
Antonio Vivaldi
Effect: extra culture from theatres
Gian Lorenzo Bernini
Effect: extra production from Engineers and Priests
Niccolò Machiavelli
Effect: decreases war weariness, depending on the culture slider
Torquato Tasso
Effect: increases Great Generals Points gained outside cities
Nino Bixio
Effect: +1 cargo capacity for ships
Carlo Alberto
Effect: increases associations output in your cities
Giuseppe Garibaldi
Effect: a chance per turn to give Morale promotion to gunpowder units
Porsenna
Effect: increases gold revenue when conquering an enemy city
Publius Cornelius Scipio
Effect: gives a base defense bonus when defending in lands with no defense bonus
Marcus Licinius Crassus
Effect: increases gold revenue from trade missions (by a Great Merchant)
Gnaeus Pompeius
Effect: increases draftable units number per turn
Catiline
Effect: increases spy evasion chance when moving on enemy land
Cicero
Effect: enemy spies cannot destroy your libraries, markets and courthouses
Featuring world wonders: some of them are the Great Colosseum, the roman Pantheon, the Circus Maximus, Mausoleum of Theodoric, St. Francis basilica, cathedral of Mediolanum, David of Michelangelo, the Leaning Tower, the Divine Comedy. Some of their effects are brand new!
Some of the BTS original Unique Units are still in the game, as barbarians. So periodically some Numidian Cavalries, Janissaries, Egiptian war chariots, Dacian Tarabostes or War Elephants can appear near to your empire to attack you.
New resources, new civics, new techs, new buildings (and some of the old ones are removed; for example, there is NO incense in Italy). And some new events based upon those new items.
It features a kind of "rhye and decay" system, that will cause new and more recent civs to appear in the game, replacing an existing one. For example, while you are facing Romans and Etrusks, and when you enter in the middle ages, Ostrogoths could appear at any moment, invading Roman land with a huge army and trying to take them over. (they could even choose YOU as their victim!)
Units will be randomly given and taken bonuses of several types, at any moment. For example, when you are attacking an enemy city you could discover that your CityRaider3 Swordsman is momentarily unavailable to attack (he has been given the DefendOnly flag), or instead he's gone berserk (available to do collateral damage!!!). These special bonuses last for few turns.
Defensive buildings will be available for your workers to build. You can build ballistas (in the middle ages) or pillboxes (in modern age); these are immoble units, with a good defensive power. You can't build them. Also, you can have up to 5 units of that type (if you want more, you have to disband some of the existing ones). You will periodically be asked if you want one, and your workers will take care of it (a random worker is picked, and while building the pillbox in the plot where he is, he cannot be moved for the next 5 turns).
There are no shrines (well, there's a world wonder with the same effects applied for the current state religion. Besides, cathedrals now add the religion commerce bonus for the city where it's built).
Now holy cities are useful in a different way: they give espionage points against every rival city you know in the world.
A scenario allows to play in a premade huge map of Italy!
There are a lot of other changes. I've given a summary of the main features. Besides, the work is still in progress.
Note: The scenario will be available in English and Italian. Other languages will be in English.
Some screenshot attached.
1st picture- some leaders: Lorenzo de' Medici, Tarconte, Latin, William Iron Arm, Gregory the Great, Enrico Dandolo, Liutprand, Vittorio Emanuele II, Theodoric, Mussolini, Ferdinand II, Norax.
2nd picture- some units: bastard swordsman, gunboat, shardana, tarabostes, arimann, swiss guards, mounted swordsmen, pillbox, bersaglieri, Battaglione Cacciatori, guerrilla, galleass, norman cavalry, bombard, WW1 armor.
3rd picture: the Illustrious Personalities screen, with your current progress and next personality chances, and the personalities you have already obtained.
4th picture: a city with four wonders, which are also listed in the city tooltip (you can read: Carbia: Colosseo, Pantheon, Circo Massimo, Terme di Diocleziano).
5th picture: the remade Statistics screen. Here, you can compare unit losses against any rival, and have some generic infos about your wins and loses.
New: edited 03 April 2009
DOWNLOAD (megaupload)
DOWNLOAD (rapidshare)
(and the SDK code) (modified/added code is marked with the "byFra" sign)
Italyization
This scenario is completely set in Italy, during its entire history, from the ancient people, to the end of the Kingdom of Italy (the historical ending year is about 1945).
Featuring civilizations:
Spoiler :
Nuragic
Leader: Norax (seafaring, agricultural)
Unique unit: Shardana (archer, +50% attacking hills)
Unique building: nuraghe (monument, +15% heal rate)
EtruscanUnique unit: Shardana (archer, +50% attacking hills)
Unique building: nuraghe (monument, +15% heal rate)
Leader: Tarconte (imperialist, creative)
Unique unit: Phalanx (spearman, +25% attacking cities)
Unique building: sepulchre (granary, can use 2 priests)
LatinUnique unit: Phalanx (spearman, +25% attacking cities)
Unique building: sepulchre (granary, can use 2 priests)
Leader: Latin (financial, industrious)
Unique unit: Aborigine (scout, can attack, +200% defending against animals and warriors)
Unique building: oppidum (walls, +20% defense, +20% bombard defense)
GallicUnique unit: Aborigine (scout, can attack, +200% defending against animals and warriors)
Unique building: oppidum (walls, +20% defense, +20% bombard defense)
Leader: Brennus (charismatic, spiritual)
Unique unit: Gallic warrior (axeman, free Guerrilla1 promotion)
Unique building: dun (walls, free Guerrilla1 promotion)
SamnitesUnique unit: Gallic warrior (axeman, free Guerrilla1 promotion)
Unique building: dun (walls, free Guerrilla1 promotion)
Leader: Gaius Pontius (militaristic, agricultural)
Unique unit: Gladiator (swordsman, can be built with copper, immune to first strikes)
Unique building: Armory (barracks, 1 extra XP)
RomanUnique unit: Gladiator (swordsman, can be built with copper, immune to first strikes)
Unique building: Armory (barracks, 1 extra XP)
Leader: Caesar (imperialist, charismatic)
Unique unit: Legion (swordsman, combat 7)
Unique building: Forum (market, +25% great people points)
OstrogothUnique unit: Legion (swordsman, combat 7)
Unique building: Forum (market, +25% great people points)
Leader: Theodoric (industrious, organized)
Unique unit: Cataphract (knight with spear, 2-3 first strikes)
Unique building: Circus (+2 )
Papal stateUnique unit: Cataphract (knight with spear, 2-3 first strikes)
Unique building: Circus (+2 )
Leader: Gregory the great (creative, spiritual)
Unique unit: Swiss guard (pikeman, +50% defending cities)
Unique building: conclave palace (courthouse, -60% city maintenance)
LongobardUnique unit: Swiss guard (pikeman, +50% defending cities)
Unique building: conclave palace (courthouse, -60% city maintenance)
Leader: Liutprand (spiritual, organized)
Unique unit: Arimann (maceman, immune to collateral damage)
Unique building: Goldsmith (forge, +10% gold for gold, silver, gems each)
Holy Roman EmpireUnique unit: Arimann (maceman, immune to collateral damage)
Unique building: Goldsmith (forge, +10% gold for gold, silver, gems each)
Leader: Charlemagne (imperialist, financial)
Unique unit: Landsknecht (pikeman, targets mounted units)
Unique building: Rathaus (courthouse, gives espionage defense)
NormanUnique unit: Landsknecht (pikeman, targets mounted units)
Unique building: Rathaus (courthouse, gives espionage defense)
Leader: William Iron Arm (militaristic, seafaring)
Unique unit: Norman cavalry (Knight with sword, free March promotion)
Unique building: keep (castle, -33% war weariness)
Dukedom of MilanUnique unit: Norman cavalry (Knight with sword, free March promotion)
Unique building: keep (castle, -33% war weariness)
Leader: Gian Galeazzo Visconti (creative, militaristic)
Unique unit: Soldier of Fortune (maceman, 15% withdrawal chance)
Unique building: Wine cellar (aqueduct, +2 happiness and health with wine)
Republic of VeniceUnique unit: Soldier of Fortune (maceman, 15% withdrawal chance)
Unique building: Wine cellar (aqueduct, +2 happiness and health with wine)
Leader: Enrico Dandolo (financial, seafaring)
Unique unit: Galleass (caravel, +1 strength, immune to first strikes)
Unique building: Arsenal (harbour, +2XP to ships)
Grand dutchy of TuscanyUnique unit: Galleass (caravel, +1 strength, immune to first strikes)
Unique building: Arsenal (harbour, +2XP to ships)
Leader: Lorenzo de Medici (organized, creative)
Unique unit: Bombard (cannon, requires Gunpowder)
Unique building: School of art (university, 1 free artist)
Kingdom of SicilyUnique unit: Bombard (cannon, requires Gunpowder)
Unique building: School of art (university, 1 free artist)
Leader: Ferdinand II (financial, agricultural)
Unique unit: Battaglione Cacciatori (grenadier, does collateral damage)
Unique building: Metal factory (factory, +100% production with energy)
Austrian empireUnique unit: Battaglione Cacciatori (grenadier, does collateral damage)
Unique building: Metal factory (factory, +100% production with energy)
Leader: Franz Joseph I (charismatic, militaristic)
Unique unit: Hussar (cavalry, 1 extra movement)
Unique building: Reichstag (Intelligence Agency, -33% city maintainance)
Kingdom of PiemontUnique unit: Hussar (cavalry, 1 extra movement)
Unique building: Reichstag (Intelligence Agency, -33% city maintainance)
Leader: Vittorio Emanuele II (imperialist, organized)
Unique unit: Bersagliere (rifleman, moves 2, flat movement cost)
Unique building: Post office (Intelligence agency, +25% commerce)
Kingdom of ItalyUnique unit: Bersagliere (rifleman, moves 2, flat movement cost)
Unique building: Post office (Intelligence agency, +25% commerce)
Leader: Mussolini (imperialist, charismatic)
Unique unit: Alpine (infantry, +25% on hills)
Unique building: Museum (observatory, +2 culture, +1 happiness per 10% culture, can use 2 artists)
Unique unit: Alpine (infantry, +25% on hills)
Unique building: Museum (observatory, +2 culture, +1 happiness per 10% culture, can use 2 artists)
Traits:
Spoiler :
Militaristic: -50% war weariness, doubles production of barracks.
Spiritual: no anarchy, doubles production of temples.
Industrious: doubles work rate of workers, doubles production of forges.
Financial: +15% commerce in every city, doubles production of marketplaces.
Imperialist: +100% great general points, +50% production of settlers.
Charismatic: +1 happiness in every city, -50% required XP for promotions.
Organized: -50% civic maintainance, doubles production of courthouses.
Creative: +2 culture in every city, doubles production of libraries and theatres.
Agricultural: +1 food in tiles with 4+ food. Doubles production of granaries.
Seafaring: free Navigation1 promotion for ships. Doubles production of harbours.
Featuring religions: Jupiter, Christ, Odin, Meithras, Lugh, Tinia, Maymon.
Spoiler :
original post:
Featuring religions: Jupiter, Christ, Odin, Wodan, Dagda, Tinia, Maymon.
Wonders: (note: still to be balanced)
Spoiler :
Necropolis of Populonia
Requires: Mysticism. Obsolete with: Civil Service
Effect: -25% global hurry anger
ZiqqurathEffect: -25% global hurry anger
Requires: Masonry. Obsolete with: ---
Effect (instantaneous): +1 population in every city
Giants of Mt. PramaEffect (instantaneous): +1 population in every city
Requires: Archery. Obsolete with: ---
Effect (instantaneous): 6 free horse archers
Great ColosseumEffect (instantaneous): 6 free horse archers
Requires: Construction. Obsolete with: Physics
Effect: +50% great general points
PantheonEffect: +50% great general points
Requires: Aesthetics, Polytgeism. Obsolete with: Divine Right
Effect: +3 gold per each religion in this city
Circus MaximusEffect: +3 gold per each religion in this city
Requires: Mathematics, Horseback Riding. Obsolete with: Constitution
Effect: +1 per each 10% culture in every city
The Capitol Effect: +1 per each 10% culture in every city
Requires: Code of Laws. Obsolete with: Steel
Effect: allows units to fortify for 1 extra turn (up to +30% defense bonus, in 6 turns)
Consular Road Effect: allows units to fortify for 1 extra turn (up to +30% defense bonus, in 6 turns)
Requires: Currency. Obsolete with: Railroad
Effect: +1 trade route in every city
Thermal baths of DiocletianusEffect: +1 trade route in every city
Requires: Construction. Obsolete with: Medicine
Effect: +1 health in every city
The Riace BronzesEffect: +1 health in every city
Requires: Metal Casting. Obsolete with: Replaceable parts
Effect: +1 extra commerce from sea plots.
Mausoleum of TheodoricEffect: +1 extra commerce from sea plots.
Requires: Aesthetics. Obsolete with: ---
Effect: +50% golden age duration
Plutei of TheodoteEffect: +50% golden age duration
Requires: Philosophy, Literature. Obsolete with: ---
Effect: +50% culture in the city
Mausoleum of Galla PlacidiaEffect: +50% culture in the city
Requires: Feudalism, Aesthetics. Obsolete with: ---
Effect: acts as a Shrine for the state religion (+1 gold per each city in the world with that religion)
Basilica of St. MicheleEffect: acts as a Shrine for the state religion (+1 gold per each city in the world with that religion)
Requires: Theology. Obsolete with: ---
Effect: the state religion spreads at 2x the normal rate
Basilica of St. FrancisEffect: the state religion spreads at 2x the normal rate
Requires: Music. Obsolete with: ---
Effect: doubles production for temples and monastaries, in every city
Cathedral of MediolanumEffect: doubles production for temples and monastaries, in every city
Requires: Engineering. Obsolete with: ---
Effect: +1 hammer per each priest in every city
Sistine ChapelEffect: +1 hammer per each priest in every city
Requires: Civil Service, Philosophy, Aesthetics. Obsolete with: ---
Effect: +5 culture per each building related to the state religion
Art gallery of UffiziEffect: +5 culture per each building related to the state religion
Requires: Printing Press. Obsolete with: ---
Effect: free library in every city
St. Marcus squareEffect: free library in every city
Requires: Guilds, Currency. Obsolete with: ---
Effect: +100% trade routes revenue in that city
Basilica of St. PeterEffect: +100% trade routes revenue in that city
Requires: Divine Right. Obsolete with: ---
Effect: acts as the Apostolic Palace
David of MichelangeloEffect: acts as the Apostolic Palace
Requires: Guilds. Obsolete with: ---
Effect (instantaneous): starts a golden age
Perseus with the head of MedusaEffect (instantaneous): starts a golden age
Requires: Banking. Obsolete with: ---
Effect: 1 extra engineer in the city
Leaning tower of PisaEffect: 1 extra engineer in the city
Requires: Education. Obsolete with: ---
Effect (instantaneous): a free tech
The Divine ComedyEffect (instantaneous): a free tech
Requires: Paper, Literature. Obsolete with: ---
Effect: +50% great person points in every city
Botticelli's Nascita di VenereEffect: +50% great person points in every city
Requires: Astronomy, Aesthetics. Obsolete with: ---
Effect (instantaneous): 1 free Great Artist unit
Cathedral of S.Maria in Fiore at FlorenceEffect (instantaneous): 1 free Great Artist unit
Requires: Divine Right, Engineering. Obsolete with: ---
Effect: +2 gold per each engineer in every city
Tasso's Gerusalemme LiberataEffect: +2 gold per each engineer in every city
Requires: Nationalism. Obsolete with: ---
Effect: -33% war weariness in every city
Manzoni's Promessi SposiEffect: -33% war weariness in every city
Requires: Constitution. Obsolete with: ---
Effect: +33% hurry cost in every city
Museum of Science and TecniqueEffect: +33% hurry cost in every city
Requires: Scientific Method. Obsolete with: ---
Effect: +100% science in the city
AidaEffect: +100% science in the city
Requires: Democracy, Drama, Music. Obsolete with: ---
Effect: +15% espionage points in every city
Mole AntonellianaEffect: +15% espionage points in every city
Requires: Railroad. Obsolete with: ---
Effect: 1 extra specialist in every city
VittorianoEffect: 1 extra specialist in every city
Requires: Military Tradition, Constitution. Obsolete with: ---
Effect: acts as a Forbidden Palace
Dam of Marmore's WaterfallEffect: acts as a Forbidden Palace
Requires: Biology. Obsolete with: ---
Effect: +10% production and free energy in every city
Effect: +10% production and free energy in every city
No corporations. There are "secret" associations instead: Mafia, 'Ndrangheta, Camorra, Carbonari, Sanfedisti, Calderai, Sublimi Maestri Perfetti. They affect the game in several ways other that the corporations do: they modify the trade routes between cities with the same associations of with rival associations, they modify the chance to spread other corporations and the cost of espionage missions.
Great people are now unnamed. Famous "names" are given to "Illustrious personalities" (similar to Founding Fathers of Colonization). You can gain an Illustrious personality by adding up points in a number of ways (from your great people points, your great general points, from your civics, by using your missionaries, by fighting battles, etc), and when you reach a threshold, you receive a random Illustrious personality, depending on the type of points you have (religion, culture, etc.). Illustrious personalities have unique bonuses, most of them are brand new! Some Illustrious personalities are Leonardo da Vinci, Michelangelo, Dante, Scipione, Carlo Alberto, Macchiavelli, Vivaldi.
Illustrious personalities:
Spoiler :
St.Augustine
Effect: enemy spies cannot change your state religion
Effect: extra research in cities with the state religion
Effect: decreases maintaineance cost of cities from people
Effect: enemies with your same state religion cannot declare war on you (until 2 turns after having changed it)
Effect: reveals every city you have trade routes with
Effect: decreases maintaineance cost for military units
Effect: allows extra specialists to be used in your cities
Effect: increases Academies bonus, based on cities size
Effect: a chance per turn to give free energy to a city
Effect: gives a defense bonus to your cities against siege bombardment
Effect: a chance per turn to discover a resource of coal
Effect: 1 happy face in every city, per each civ you are not at war with
Effect: free Range and Sentry1 promotions to fighters
Effect: increases great people points output toward Great Engineers
Effect: +1 happiness to every wonder in your cities
Effect: increases production of wonders
Effect: 'Demography' and 'See Research' espionage missions enabled for every enemy leader
Effect: drastically decreases cost and failure chance for 'Spread Culture' espionage mission
Effect: starts a short golden age every time you gain a Great General
Effect: a chance per turn to discover a tech already known by a civ you have met
Effect: extra culture from cathedrals
Effect: strengthen your culture in the plots near your cities
Effect: increases effectiveness of culture booms
Effect: decreases the required culture for cities' culture pop
Effect: a chance per turn to instantly discover the currently researched tech (if related to Culture)
Effect: no unhappiness for population, in cities with Influent culture
Effect: extra culture for old buildings which become tourist attractions
Effect: grants a minimum of nationality in every city
Effect: extra culture from theatres
Effect: extra production from Engineers and Priests
Effect: decreases war weariness, depending on the culture slider
Effect: increases Great Generals Points gained outside cities
Effect: +1 cargo capacity for ships
Effect: increases associations output in your cities
Effect: a chance per turn to give Morale promotion to gunpowder units
Effect: increases gold revenue when conquering an enemy city
Effect: gives a base defense bonus when defending in lands with no defense bonus
Effect: increases gold revenue from trade missions (by a Great Merchant)
Effect: increases draftable units number per turn
Effect: increases spy evasion chance when moving on enemy land
Effect: enemy spies cannot destroy your libraries, markets and courthouses
Featuring world wonders: some of them are the Great Colosseum, the roman Pantheon, the Circus Maximus, Mausoleum of Theodoric, St. Francis basilica, cathedral of Mediolanum, David of Michelangelo, the Leaning Tower, the Divine Comedy. Some of their effects are brand new!
Some of the BTS original Unique Units are still in the game, as barbarians. So periodically some Numidian Cavalries, Janissaries, Egiptian war chariots, Dacian Tarabostes or War Elephants can appear near to your empire to attack you.
New resources, new civics, new techs, new buildings (and some of the old ones are removed; for example, there is NO incense in Italy). And some new events based upon those new items.
It features a kind of "rhye and decay" system, that will cause new and more recent civs to appear in the game, replacing an existing one. For example, while you are facing Romans and Etrusks, and when you enter in the middle ages, Ostrogoths could appear at any moment, invading Roman land with a huge army and trying to take them over. (they could even choose YOU as their victim!)
Units will be randomly given and taken bonuses of several types, at any moment. For example, when you are attacking an enemy city you could discover that your CityRaider3 Swordsman is momentarily unavailable to attack (he has been given the DefendOnly flag), or instead he's gone berserk (available to do collateral damage!!!). These special bonuses last for few turns.
Defensive buildings will be available for your workers to build. You can build ballistas (in the middle ages) or pillboxes (in modern age); these are immoble units, with a good defensive power. You can't build them. Also, you can have up to 5 units of that type (if you want more, you have to disband some of the existing ones). You will periodically be asked if you want one, and your workers will take care of it (a random worker is picked, and while building the pillbox in the plot where he is, he cannot be moved for the next 5 turns).
There are no shrines (well, there's a world wonder with the same effects applied for the current state religion. Besides, cathedrals now add the religion commerce bonus for the city where it's built).
Now holy cities are useful in a different way: they give espionage points against every rival city you know in the world.
A scenario allows to play in a premade huge map of Italy!
There are a lot of other changes. I've given a summary of the main features. Besides, the work is still in progress.
Note: The scenario will be available in English and Italian. Other languages will be in English.
Some screenshot attached.
Spoiler :
1st picture- some leaders: Lorenzo de' Medici, Tarconte, Latin, William Iron Arm, Gregory the Great, Enrico Dandolo, Liutprand, Vittorio Emanuele II, Theodoric, Mussolini, Ferdinand II, Norax.
2nd picture- some units: bastard swordsman, gunboat, shardana, tarabostes, arimann, swiss guards, mounted swordsmen, pillbox, bersaglieri, Battaglione Cacciatori, guerrilla, galleass, norman cavalry, bombard, WW1 armor.
3rd picture: the Illustrious Personalities screen, with your current progress and next personality chances, and the personalities you have already obtained.
4th picture: a city with four wonders, which are also listed in the city tooltip (you can read: Carbia: Colosseo, Pantheon, Circo Massimo, Terme di Diocleziano).
5th picture: the remade Statistics screen. Here, you can compare unit losses against any rival, and have some generic infos about your wins and loses.