Movment on Roads x4 (faster movment, combined with incressing Chassie Movment points you can move around much faster and corespondingly use a larger map without slowing the game down terribly)

Nut and Min multipliers 12 (this is to decresse the relitive effects of growth and Industry bonuses, coresponding incresses in Recycling tank food output and base mineral output will balance this)

Reserch Rate 35% (intended to hugly reduce the late game rate of reserch, Early game energy will be bosted to balace)

Removed Mine Nut penalty (you can now put farm and mine in a rolling moist tile and get 2/2/0)

Size to support specialists 3 (we will also lower the output of specialists to balance the all specialist strategy)

3 Drones for a GeneJack (1 Drone is a rather insignificant penalty)

21 Population cap before Hab Domes 

Insrinsic Base defense +50%  (Cities are an excelent defence position)

Infantry vs Base +50% (Balance incressed Defence, overall your less vulnorable to Rover Rushing)

Non Combat Penalty -75%  (Non combats should get slautered)

Psi Planet Bonus +25%  (Makes Planet rating more important in Psi Combat, Planet Penalty on Free Market would be reduced to prevent terrable worm rape)

5 Turns between Counsils (More Council interactions for the Game)

Synthetic Fossil Fuel lifts Energy Restrictions

Maximum Damage inflicted by Artillery on units in open 100% (being able to kill something with artilery would make artillery a lot more usefull)


NEW TECNOLOGIES

HydroMechanics - A tec originaly developed by Joseph Balderson and avalible for download off Apolyton, graphics and Sounds have already been made, added a few terraforming options and made it a pre-reqisite of NanoMetalurgy 
Prerequistes - Planetary Economics and Doctorine Initiative. 
Leads to - NanoMetalurgy
Teraforming - Sea Sensors (Sonar Buoy), Mining Platforms and The Shrimp Nets (Soil Enricher).
Facilities - SubSea Trunkline
Notes - This tec opens up the Oceans of Chiron as a rich source of minerals and Nutrients
Line - Hydromechanics,             Hydro,   1, 1, 3, 1, DocInit, PlaEcon, 000000000


Centauri Awareness - A tec originaly developed by gwillybj with some help from Crimson Sunrise in this thread http://apolyton.net/forums/showthread.php?s=&threadid=59917, my main change was adding SotHB as a Prereqisite, Trance as an abliity and Remove Fungus as a terrforming options, the Graphic was made by gwillybj and is a Green Circle with the Eye from Self Aware Machines inside.
Prerequistes - Centauri Ecology and Secrets of the Human Brain (taking the place of Centauri Empathy which now requires Centuari Awarness and Intilectual Integrity)
Leads to - Centauri Empathy and Ecological Enginering
Terraforming - Remove Fungus
Secret Projects - The Weather Paradigm
Facilites - None
Abilites - Hypnotic Trance
Other - Incresses Fungus production (not shure yet how much)
Notes - This tec along with the changes make to Centuri Empathy move 2 high power Secret Projects up in the tec tree to better positions ware their not so unbalancing
Line - Centauri Awareness          CentAw,  0, 2, 0, 4, Ecology, Brain,   000000000


Industrial Extraction - Created by converting BioAdaptive Resonance, Graphic would be the Industrial Base Factory with one or more mineral shapes on it, an original idea by Impaler.
Prerequisites - Industrial Economics and Planetary Networks (now called Faction Networks)
Leads to - Industrial Automation
Terraforming - BoreHole
Facilites - Thermocline Transducer
Notes - This serves as a Mid game industrial Tecnology and can hold some of the stuff that Industrial Automation currently has 
Line - Industrial Extraction,      IndExt,  2, 0, 4, 1, IndAuto, Super,   000000000
Other - Lifts Mineral Restrictions


Industrial Alchemy - New tec created from Aplied Relativity (will have an Industrial Logo with E=Mc2 on it)
Prerequisites - Industrial Automation and Fusion
Leads to - Industrial NanoRobotics
Secret Projects - The Mass Industrial Complex (Bulk Matter Transmitter renamed)
Facilites - Robotic Assembly Plant


Centauri Marine Biology - Created by changing Progenitor Pych, Graphic would be a Green Circle with rows of choppy wave lines taken from the Thermocline Transducer inside
Prerequisites - Centari Ecology and Doctorine Flexibility
Leads to - Cooperative Economics
Teraforming - Kelp Farm
Facilites - Aqua Farm
Units - Protoypes a cheaper Trawler (Foil Crawler) at 4 Rows to make harvesting the Ocean for food more practical
Line - Centauri Marine Biology,    CentMB,  0, 2, 3, 4, Ecology, DocFlex, 000000000


Coperative Economic - Created by Changing Adaptive Economics, Same Graphic
Prerequsites - Industrial Economics and Centauri Marine Biology
Leads to - Planetary Economics
Teraforming - Tidal Harness
Secret Projects - Planetary Energy Grid
Facilites - None
Other - Incresses Comerce from Treaties and Pacts
Line - Coperative Economics,       CoopEcon, 0, 1, 5, 2, CentMB,  IndEcon, 000000100


Orbital Constructon - Created by converting the Deleted tec between Quantum Machinery and Matter Editation, Graphic is that from Tec previously know as Orbital Space Flight but Yellow. Number is?
Pre-Requisites - Advanced SpaceFlight and NanoMiniturization
Leads to - Super Tensile Solids
Facilites - Orbital Power Transmitter
Notes - Serves as the gateway to Satalites and the Space Elevator and delays these powerfull tecs a bit
Line - Orbital Construction,       OrbCon,  1, 0, 5, 1, Space,   NanoMin, 000000000


Secrets of Civalization - Created by renaming Secrets of Creation, goal was to move a secrets tec down to the mid game as they are currently clustered in the late game.
Pre-Reusites - Planetary Econ and Mind Machine Interface
Leads to - Homo Superior
Secret Projects - perhaps Universal Translator?
Notes - Acts as an earlier Secrets to spice up the Mid game much the way SotHB acts for the early game, the name is a logical extention of SotHB which is the secret of conciousnes, this is the secrets of group thought and ofcorse we get to refere to Civalization in a toung-in-cheak way.
Line - Secrets of Civalization,    Civ,     1, 4, 0, 0, PlaEcon, MindMac, 000000001




Secret Project Changes

The Weather Paradigm - Moved to new Tec Centauri Awarness
The Planetary Transit System - Ecological Enginering (subject to change)
Clinical Imortality - Moved to HomoSuperior
Virtual World - Moved to Optical Computers
Cloud Base Acadamy - Moved to Advanced Space Flight
Living Refinery - Moved to Organic Super Lubricant
Universal Translator - Secrets of Creation
Empath Guild - Centauri Meditation
XenoEmpathy Dome - Centauri Empathy


Specialits

Librarian renamed Scientist, now avalible without any prequisite tec
Enginer renamed Cyborg, avalible at Mind Machine Interface
Thinker renamed Mentat (yes as in the Human Computers from Dune) Avalible at new tecnology "Analog Networks" ?
Basic specialists all provide 2, Advanced specialists provide 2 in their core area and 1 in their secondary, Transendi provide 2 in each area.  This helps greatly weaken the All specialist strategies




#SOCIO
ECONOMY, EFFIC, SUPPORT, TALENT, MORALE, POLICE, GROWTH, PLANET, PROBE, INDUSTRY, RESEARCH
ECONOMY, EFFIC, SUPPORT, TALENT, MORALE, POLICE, GROWTH, PLANET, PROBE, INDUSTRY, RESEARCH
Politics, Economics, Values, Future Society
Frontier,        None,  -POLICE, -SUPPORT, -MORALE, +RESEARCH
Police State,    DocLoy,  ++POLICE, ++SUPPORT, --EFFIC, +PROBE
Democratic,      EthCalc, ++EFFIC,  +GROWTH,  ---POLICE, +RESEARCH
Fundamentalist,  Brain,   ++MORALE,  ++PROBE,   --RESEARCH, +POLICE
Simple,          None, -ECONOMY, -EFFIC, -INDUSTRY, +RESEARCH
Free Market,     IndEcon, ++ECONOMY, --PLANET, ---SUPPORT, +GROWTH
Planned,         PlaNets, ++GROWTH,  +INDUSTRY,  --EFFIC, +SUPPORT
Green,           CentEmp, ++PLANET,  ++EFFIC,    ---GROWTH, +SUPPORT
Survival,        None,  -MORALE, -POLICE, -PROBE, +RESEARCH 
Power,           MilAlg,  ++MORALE,   ++SUPPORT, --INDUSTRY, +PROBE
Knowledge,       Cyber,   ++RESEARCH, +EFFIC,    --PROBE, +INDUSTRY
Wealth,          IndAuto, +INDUSTRY,  +ECONOMY,  --MORALE, +EFFIC
None,            None, +RESEARCH, -PLANET, --GROWTH, -ECONOMY
Cybernetic,      DigSent, ++EFFIC,  ++ECONOMY,  ++RESEARCH, ---GROWTH
Eudaimonic,      Eudaim,  ++GROWTH, +INDUSTRY, ++PLANET, ---MORALE
Thought Control, WillPow, ++POLICE, ++MORALE,  ++PROBE,   ---SUPPORT


RESORCE Changes

The largest Changes occure to Farm, it now provides +2 Food which acts to more then offset the incressed Nuts per row and speed up growth.
Also the Nut output of The Recycling Tanks has been incressed, and the Base energy and Mineral Output of Bases has been Incressed, now a Base with Tanks will produce 4/3/5
This will ofcorse make Infinate City Sprawl an even stronger tactic but I belive this is an acceptable strategy as the player will start running into Buracracy Drones and devote more Psych to passifying them.

#RESOURCEINFO
Ocean Square,     2, 0, 0, 0,
Base Square,      2, 2, 4, 0,
Bonus Square,     3, 3, 3, 0, * Mineral +1 if mine present
Forest Square,    1, 1, 1, 0,
Recycling Tanks,  2, 1, 1, 0,
Improved Land,    2, *, *, 0, "*" columns are ignored entirely
Improved Sea,     2, 1, 3, 0, * Mineral +1 with Advanced Ecological Engineering
Monolith,         2, 2, 2, 0,
Borehole Square,  0, 6, 6, 0,


Changes to Factions

First off all Factions have recived the following additions

2% Rate of Interest, for every 50 Credits in your Reserves you gain 1 Credit a year (Morgan gets Double this at 4%) "INTEREST, 2,"
A Former at the start of the Game (now avalible imediatly like Colony Pods, note only Farm is still linked to Centauri Ecology, other options are spread through the 7 Basic tecs) "UNIT, 2,"
An Extra Colony Pod (get the game off to a faster start) "UNIT, 1,"
A Free Tec (Just like University) "TECH, 1,"
2 Bonus Points of Lab output at every Base (Helps to greatly bost early Tec rate) "RESEARCH, 2,"
Extra Drones (just like University) "DRONE, 4,"
Most factions got a FreeAbility apropriate to their ideology

Also added some underdog Tec advantages.
SHARE TECH 4, if you have Pact/infiltration on 4 other factions which have a tec then you get it
TECH SHARE 5, if 5 other factions in the game have a tec they you will recive it regardless of infiltration (works like the Planetary DataLinks or PK ability but not as good)
Neither of these should be terribly unbalancing as your likly in trouble already if your that far behind, if 2 or more factions are eliminated this will stop function entirely.



Faction Specific Changes

PEACE KEEPERS

Lost +2 to Hab Limit ability (given to Hive)
Gained Tech Share 3 (gains any tec know to 3 other factions)
Added -1 Police on Social Enginering
All units Gain Polymorphic Encription with reserach of Presentient Algorithms

BELIEVERS

All units Gain Hypnotic Trance Ability with Centauri Awareness
Gained +25% Defense modifier, why shouldnt Fundamentalistm help them on defence, intended to make the Belivers a bit more interesting
Gain free Recreation Commons
(Note that Beliver reserch is now much better in the early game, atleast untill they take Fundimentalist that is)

GAIANS

Start with a Free Alien Artifact (lets just say they landed on it)
Still thinking of a good FreeAbility to add, got any ideas?
Removed -1 Police 
Get Free Biology Labs in all bases (prerequistie is now Centuari Ecology so it their from start)
Efficiency Bonus reduce to +1

MORGANS

Now starts with 150 Credits
Double rate of Interest 2% (this may not seem like much but its very powerfull, right from the start morgan will get several Credits a year from his reserves and if he grows them he can easily start making more from the Interest then from normal means)
Habitation Complex now needed for a Base to Exceed size 5 rather then 4
Replaced -1 Support with -1 Probe (The combination of -1 support with the -3 of FreeMarket created a murdurous "all units require 2 minerals to support" which effectivly bared Morgan from using FreeMarket without first taking a support bosting setting, the Probe rating reflects his easily bribed followers and helps balance his huge Credit pile)
All Formers Gain Fungacidal Tanks with the discovery of Synthetic Fossil Fuel (lack of respect for native life, good for a pacifist builder)

HIVE

Removed Imunity to Efficiency (Police state/Planned/Wealth will now yeald -2 Efficiency)
May exceed Hab Population limits by 2 (taken from Peace Keepers)
All units Gain Non-Leathal Methods with discovery of Ethical Calculs

UNIVERSITY

All units Gain Com Jammers with discovery of Advanced Sub Atomic Theory
Drone Penalty now aplies to everyone
(Note the Univerity shouldn't have as strong a reserch advantage in the early game)
Gain a Bonus tec at the start of the game is now aplied to all factions so this "strength" is now equalized

SPARTANS

Added -1 Planet (a weakness when fighting native life forms, felt in need to be in their with all thouse references to the Gaians "secret war" and "fall of sparta")
All units Gain Shock Tactics with the discover of Doctorine: Adaptation (Sporosific Gas Pods renamed, -2 Enemy Morale when attacking, gives the Spartans an new punch)
Reduced Moral Bonus to +1 (balance new ability, delay combat a bit)
Recive Free Comand Center in every base (basicaly the Comand Nexus)


MISILANIOUS

Coincil Proposals
	Prerequisites for "Unite Behind me as Supream Leader" now The Will to Power
	Raise Solar Shade Prerequites changed to Photon/Wave Mechanic

All Chassies had their movment Doubled, except for Chopper and Neddle Jet, this helps formers move around much better and early exploration is easier, also Pod Popping is less dangerous if you keep a movment point in reserve "Run Away! Run Away!"
Made Colony Pod a Slow Unit (1 movment Point), its possible to design a faster one but this should be avoided as the AI's not smart enough to do it.
