UncivilizedGuy submitted a new resource: Strategic Industry - Strategic Resources, Districts and Buildings are required for more units. Strategic Industry (Version 9.00, Released Nov 5, 2017) Three new Strategic Resources: Copper, Composites and Propellant. Copper gives +1 Production. Copper, Coal, Niter, Oil, Aluminum now spawn on a wider variety of terrains. New Projects Can only be built once. Firearm Enhancements: Produces +2 Propellant and +5 Great General points. Requires Industrial Zone, Niter, and Mobilization. R&D Investments: Produces +2 Composites and 15% Science. Requires Campus, Iron and Composites (tech). Many Buildings now produce Strategic Resources. The purpose is to prevent Civs from falling too far behind militarily assuming they choose to upgrade. Barracks = +1 Copper Stable= +1 Horses Armory= +1 Iron Military Academy= +1 Niter Seaport= +1 Coal Airport= +1 Aluminum Research Lab= +1 Oil Strategic resource changes: Copper: Spearman, Heavy Chariot, Field Cannon Iron: Pikeman Niter: Ranger Propellant: Artillery, Infantry, AT Crew, Modern AT, Machine Gun, Anti-Air Gun Oil: Submarine, Destroyer, Helicopter, Missile Cruiser Composites: Mechanized Infantry, Rocket Artillery, Mobile SAM, Modern Armor. Siege Weapons, Ships, Mechanized Units, Support Units now require industrial infrastructure: Encampment: Catapult, Siege Tower, Battering Ram, Observation Balloon Armory: Bombard, Field Cannon Shipyard: Caravel, Frigate, Privateer, Ironclad, Battleship, Submarine Seaport: Aircraft Carrier, Destroyer, Nuclear Submarine, Missile Cruiser Factory: Tank Power Plant: Mechanized Infantry, Rocket Artillery, Mobile SAM, Modern Armor Other changes for better gameplay: Moved Encampment to Archery. Moved Shipyard to Naval Tradition. Designed to be used in conjuction with Strategic Timber. KNOWN BUG: Propellant icon shows up too large in the diplomacy trade screen. Has no affect on the game other than looking funky.