Version 3.1
SDK Changes:
* Nuke Anywhere Mod -- Sevo
* Flying Mod -- RogerBacon
* Improvements Outside Borders -- The Lopez
* City Siege SKD Modifications -- LunarMongoose
* Flood Plains Fix -- LM
* Animal Mod -- LM (Animals don't disappear when barbarians appear)
* First Strikes Fixed, Transport Upgrade Fix -- LM
* Spiritual Trait doubles the rate of spontaneous spread of religion from your cities
* Scientific Trait costs 33% less to upgrade units
* Philisophical Trait grants +1 happiness to all cities
Python/XML changes
-Included Trade Route Tech Leak add-on by AltarisGreyhawk with some modifications. Large civs trading with smaller ones will leak a small amount of tech points each turn. I've modified this so that civs that are equal in tech will trade very little, only civs falling significantly behind will benefit. You can stop trading with them and that will stop the leak...
-Changed New Forest Growth Rate, now will take about 40 turns to fully develop
-Forts can be built outside borders, as can Farms (to spread irrigation) (Note that building in enemy territory to destroy improvements there is probably cheating...)
-Increased Mobile Infantry city attack/defense to 50% (was 25%)
-Added French Texts done by Titi, fixes by ToysRUs
-Updated the Title Screen with new goodies. (Love the moon...LOVE IT!)
-Fixed the problem with SHIFT-selecting units based on unit type
-Credit to MqsTout and Impaler[WRG] for the Defensive Trait concept
Trait Changes
-Aggressive: Free Combat I promo & Conquest promo (+10% city attack) for Melee, Gun, Armor, Mounted units
-Creative: +2 culture per city, +15% Wonder production
-Defensive: Free Drill I & Defensive I promo to Archers, Gunpowder, Armored units
-Expansive: +2 health/city, Free march promo most units
-Financial: +1 gold on plots of 2+, -25% city maintenance
-Industrious: +1 hammer on plots producing 3+, Free blitz promo for mounted units
-Nationalistic: +10% combat, +10 city defense, +10% heal rate while in own territory
-Organized: -25% City Maintenance, Free Flanking Promotion almost all units
-Philisophical: +100% GP points, +1 happiness all cities
-Progressive: +1 free specialist when a city reaches size 8, Maximum 1 turn of anarchy when changing civics
-Scientific: +15% Science Output, -33% unit upgrade cost
-Seafaring: Navigation, CombatI to all ships, Amphibious to all Melee Units
-Spiritual: No anarchy when changing civics, your cities spread religion twice as fast
New Civs incorporated from CivGold-2, including Unique Units
-Peron, Argentina -- Def/Exp
-Dom Pedro II, Brazil -- Phi/Def
-Kahmehameha, Polynesia -- Def/Sea
-Salamasina, Polynesia -- Prog/Sea
-Taharqa, Nubia -- Exp/Spi
-Bhutto, Pakistan -- Def/Ind
-Musharraf, Pakistan -- Def/Org
-Menzies, Australia -- Phi/Fin
-Hammurabi, Babylon -- Sci/Phi
-Tymoshenko, Ukraine -- Prog/Def
-Ho Chi Minh, Vietnam -- Spi/Def
-Nampoina, Malagasy -- Cre/Sea
-Yunupingu, Aboriginies -- Spi/Nat
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The traits were upgraded a bit: more dynamic and a few have completely new characteristics that should make gameplay more interesting without unbalancing things. Plus, most now provide some sort of beneift to military units, though some benefits will be more useful than others. Still, the military is an essential part of the game, especially at higher difficult levels, so this will provide some interesting scenarios.