Originally posted by cronos_qc
Changes:
- increased cost of Apollo Program...
- increased SS parts cost...
- Animal Husbandry reveals Horses
- tweaked Rifling, Chemistry, Steel, and Railroad tech costs...
- increased late-game tech costs...
- can now add two specialists in size 1 city with Mercantilism...
- final score is now modified by difficulty level...
- Speed up load times
- Global performance enhancements
Changes:
- increased cost of Apollo Program...
- increased SS parts cost...
- Animal Husbandry reveals Horses
- tweaked Rifling, Chemistry, Steel, and Railroad tech costs...
- increased late-game tech costs...
- can now add two specialists in size 1 city with Mercantilism...
- final score is now modified by difficulty level...
- Speed up load times
- Global performance enhancements
Rifling has gone from 1400 beakers to 2000
Chemistry, 1400 to 2000
No changes for Steel and Railroad.
Electricity, 2800 to 3000
Flight, 3000 to 3500
For later techs, I've noticed:
Satellites, 3500 to 4000
Composites, 5000 to 5500
Fiber Optics, 5500 to 6000
Fusion, 6000 to 8000
Industrialism, 3000 to 3500
Plastics, 4000 to 4500
Fission, 3500 to 4000
Ecology, 3500 to 4000
Computers, 4500 to 5000
Genetics, 5500 to 7000
Future Technology, 6000 to 8000
Robotics, 5000 to 6000
No changes for Rocketry, Refrigeration, Radio or Mass Media
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