Lily_Lancer
Deity
Trade:
Turn-based items can only be traded with turn-based items, cash can only be traded with cash. Trading between instance items and turn-based items is no longer available.
Re-work the value system of Diplomatic Favors and strategic resources so that you cannot sell them at extremely high prices in early game.
Religion:
A player can change his pantheon( must change to one that has never been selected) when he founds a religion. He can also choose not to change and keep his original pantheon. The pantheon is tied to the religion.
Cities believe in a religion adopt that religion's pantheon instead of the city owner's. (India can adopt both) Cities without a religion still adopt the city owner's pantheon.
Balance:
Tier 3 Religious Buildings: additionally +1 faith if the religion has all five beliefs(including pantheon), +1 faith if the religion has launched inquisition, +1 faith for every unit of that religion standing on the holy site.
Warrior Monks: Base strength changes from 35 to 40. Can purchase corps/armies in a holy site with Tier-3 building with 25% discount, after the appropriate civics are researched. Can inquist other religion's religious units in a domestic city which believes in your own religion, even if not at war.
Holy City: +7 combat strength for religious units(including Warrior Monks) of that religion fighting in the Holy City. This applies to all cities with a holy site if the Civ is Suzerain of Jerusaleum.
Districts
Dam: Base cost reduces to 54.
Aqueduct: Store 20% food when a new population is grown.
Hydro Dam: Grants 6 power and 4 production to all of your cities next to the dammed river.
Neighborhoods: Urban planning grants 50 gold per appeal when a neighborhood is completed, regardless of what it replaces.
Food Market: Provides gold equal to the appeal of the neighborhood, doubles the gold if powered.
Shopping Mall: Tourism, Gold and Amenity affects all city centers within 6 tiles. Every city center can only be affected by one shopping mall.
Canal: Base cost reduces to 54, grants 3 gold to the city owner for every international trade route passing through the canal.
Encampment:
Encampment has separate walls. Walls in encampments provide defense and other bonuses(housing/tourism/faith for Tskihe) to that encampment.
Each level of walls in encampments provides +3 bombard strength for that encampment.
Barracks, Stables, Armory and Military Academy adds 25 Hp to encampment.
A city cannot be captured when it has an active encampment. (Obsolete at Steel, however at Steel encampment receives modern defense)
Government Plaza:
Audience Chamber: No longer reduce loyalty
Intelligence Agency: Also make Spies move 25% faster. (Save 1 turn if originally take 4 or more turns to move)
Aerodrome:
Base cost increases to 81.
Grant +1 production adjacency from any adj districts(Japan: +2). Cards that double industrial zones double aerodromes as well.
Maintainance increases to 2.
Spaceport:
Cost doubles if being purchased by gold or faith.
Chopping and Harvesting is -50% effective towards spaceports/ spaceport projects.
Districts:
District with more than 200 production(on standard speed) costs receive +1 adj, districts with more than 400 production costs receive +2 adj. (Districts without adj receive +1/2 housing)
Can run project "upgrade districts" (Cost: 150/200) to upgrade districts to +1/2 adj versions.
Citizens working in districts provide +1 Great Person point each
Adjust Great Person base cost to 80/150/280/480/750/1080/1480
Ages:
Lower turn limit of an era reduces to 10 (on standard speed). (But actual time still depends on global science/culture advancements)
No longer tells you how many era points you need to earn at the beginning of an era.
When the 10-turn countdown begins, show the number of era points you need for dark/golden of the next era.
If the duration of an era is shorter than 30 turns(for standard speed), the era score requirements becomes lower. (if you have x turn for an era, then extra era score req= base number *x/30)
On dark ages human players lose a wild card slot, and have to choose a dedication. (These dedications are originally dark age policies) If there're no wild card slots to lose then you lose an economic slot. This doesn't apply to AIs so AIs are still not too bad facing dark ages.
Science and Culture:
+5% Science and Culture cost for every city you have. +20% for advanced era techs and civics and -20% for behind eras.
Eurekas and Inspirations provide 50% of the base cost. (If you have 5 cities then it provides 50/125, effectively 40% of all costs.) Dynasty Cycle provides 65%.
Future Tech and Future Civic now require having researched all other techs/civs.
The first time you research Future Tech/Future Civic you get 1 diplomatic victory point each.
Add inspirations for civics in future era. When Ai get to future era they gain free eureka/inspiration as well. For human, only Macedon(or goody huts) can trigger them.
Increase cost for mid and late game techs/civics.
Policy:
+building output policy now +3% per population, max at +50% and +10% per base adj value, max at 100%
City States:
Industrial CSs: 3/6 envoy: +2 production for workshops/factories.
Militaristic CSs: 3/6 envoy: +2 production towards units if the city has a (barrack/stable/lighthouse)/(armory/shipyard)
Kumasi: Bonus now based on number of districts at the destination.
Rapa Nui: Moai can only be built on tiles with appeal>=3, or adj to lake/coast/volcano soil
Granada: Alcanza can only be built on tiles with appeal>=2
Pillage:
Yield from pillage adopts an escalation factor of 400 instead of 1000.
Chopping and Harvesting:
Chopping, Harvesting adopts an escalaton factor of 700 instead of 1000.
Victory Conditions:
Religious Victory: Let all Civs adopt your religion as major religion, as well as more than half of existing city states and all of other religion's Holy Cities.
Diplomatic Victory: Pass the +2 diplomatic victory point resolution with at least 20 points.
Units:
When you level up a unit, pay gold=15% of its base production cost.
Policies:
No longer receive a free chance to change policies when finishing civics. However on that turn gold cost to change policy is halved.
Building yield policies:
+10% per adj, max at 50%, +3% per pop, max at 50%, for buildings in a certain district.
Professional Army:
-25% gold cost for upgrading
Civs and uniques:
Canada: Can declare surprise wars on other Civs, other civs cannot declare surprise war on Canada.
Toa: Require 5 iron to build
Electronic Factory: The 4 Culture bonus applies to cities within 6 tiles, too.
(To be continued...)
Turn-based items can only be traded with turn-based items, cash can only be traded with cash. Trading between instance items and turn-based items is no longer available.
Re-work the value system of Diplomatic Favors and strategic resources so that you cannot sell them at extremely high prices in early game.
Religion:
A player can change his pantheon( must change to one that has never been selected) when he founds a religion. He can also choose not to change and keep his original pantheon. The pantheon is tied to the religion.
Cities believe in a religion adopt that religion's pantheon instead of the city owner's. (India can adopt both) Cities without a religion still adopt the city owner's pantheon.
Balance:
Tier 3 Religious Buildings: additionally +1 faith if the religion has all five beliefs(including pantheon), +1 faith if the religion has launched inquisition, +1 faith for every unit of that religion standing on the holy site.
Warrior Monks: Base strength changes from 35 to 40. Can purchase corps/armies in a holy site with Tier-3 building with 25% discount, after the appropriate civics are researched. Can inquist other religion's religious units in a domestic city which believes in your own religion, even if not at war.
Holy City: +7 combat strength for religious units(including Warrior Monks) of that religion fighting in the Holy City. This applies to all cities with a holy site if the Civ is Suzerain of Jerusaleum.
Districts
Dam: Base cost reduces to 54.
Aqueduct: Store 20% food when a new population is grown.
Hydro Dam: Grants 6 power and 4 production to all of your cities next to the dammed river.
Neighborhoods: Urban planning grants 50 gold per appeal when a neighborhood is completed, regardless of what it replaces.
Food Market: Provides gold equal to the appeal of the neighborhood, doubles the gold if powered.
Shopping Mall: Tourism, Gold and Amenity affects all city centers within 6 tiles. Every city center can only be affected by one shopping mall.
Canal: Base cost reduces to 54, grants 3 gold to the city owner for every international trade route passing through the canal.
Encampment:
Encampment has separate walls. Walls in encampments provide defense and other bonuses(housing/tourism/faith for Tskihe) to that encampment.
Each level of walls in encampments provides +3 bombard strength for that encampment.
Barracks, Stables, Armory and Military Academy adds 25 Hp to encampment.
A city cannot be captured when it has an active encampment. (Obsolete at Steel, however at Steel encampment receives modern defense)
Government Plaza:
Audience Chamber: No longer reduce loyalty
Intelligence Agency: Also make Spies move 25% faster. (Save 1 turn if originally take 4 or more turns to move)
Aerodrome:
Base cost increases to 81.
Grant +1 production adjacency from any adj districts(Japan: +2). Cards that double industrial zones double aerodromes as well.
Maintainance increases to 2.
Spaceport:
Cost doubles if being purchased by gold or faith.
Chopping and Harvesting is -50% effective towards spaceports/ spaceport projects.
Districts:
District with more than 200 production(on standard speed) costs receive +1 adj, districts with more than 400 production costs receive +2 adj. (Districts without adj receive +1/2 housing)
Can run project "upgrade districts" (Cost: 150/200) to upgrade districts to +1/2 adj versions.
Citizens working in districts provide +1 Great Person point each
Adjust Great Person base cost to 80/150/280/480/750/1080/1480
Ages:
Lower turn limit of an era reduces to 10 (on standard speed). (But actual time still depends on global science/culture advancements)
No longer tells you how many era points you need to earn at the beginning of an era.
When the 10-turn countdown begins, show the number of era points you need for dark/golden of the next era.
If the duration of an era is shorter than 30 turns(for standard speed), the era score requirements becomes lower. (if you have x turn for an era, then extra era score req= base number *x/30)
On dark ages human players lose a wild card slot, and have to choose a dedication. (These dedications are originally dark age policies) If there're no wild card slots to lose then you lose an economic slot. This doesn't apply to AIs so AIs are still not too bad facing dark ages.
Science and Culture:
+5% Science and Culture cost for every city you have. +20% for advanced era techs and civics and -20% for behind eras.
Eurekas and Inspirations provide 50% of the base cost. (If you have 5 cities then it provides 50/125, effectively 40% of all costs.) Dynasty Cycle provides 65%.
Future Tech and Future Civic now require having researched all other techs/civs.
The first time you research Future Tech/Future Civic you get 1 diplomatic victory point each.
Add inspirations for civics in future era. When Ai get to future era they gain free eureka/inspiration as well. For human, only Macedon(or goody huts) can trigger them.
Increase cost for mid and late game techs/civics.
Policy:
+building output policy now +3% per population, max at +50% and +10% per base adj value, max at 100%
City States:
Industrial CSs: 3/6 envoy: +2 production for workshops/factories.
Militaristic CSs: 3/6 envoy: +2 production towards units if the city has a (barrack/stable/lighthouse)/(armory/shipyard)
Kumasi: Bonus now based on number of districts at the destination.
Rapa Nui: Moai can only be built on tiles with appeal>=3, or adj to lake/coast/volcano soil
Granada: Alcanza can only be built on tiles with appeal>=2
Pillage:
Yield from pillage adopts an escalation factor of 400 instead of 1000.
Chopping and Harvesting:
Chopping, Harvesting adopts an escalaton factor of 700 instead of 1000.
Victory Conditions:
Religious Victory: Let all Civs adopt your religion as major religion, as well as more than half of existing city states and all of other religion's Holy Cities.
Diplomatic Victory: Pass the +2 diplomatic victory point resolution with at least 20 points.
Units:
When you level up a unit, pay gold=15% of its base production cost.
Policies:
No longer receive a free chance to change policies when finishing civics. However on that turn gold cost to change policy is halved.
Building yield policies:
+10% per adj, max at 50%, +3% per pop, max at 50%, for buildings in a certain district.
Professional Army:
-25% gold cost for upgrading
Civs and uniques:
Canada: Can declare surprise wars on other Civs, other civs cannot declare surprise war on Canada.
Toa: Require 5 iron to build
Electronic Factory: The 4 Culture bonus applies to cities within 6 tiles, too.
(To be continued...)
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