A/D/M
A-Attack
D-Defense
M-Move
Version 1.25
Rubber appearance rate is now 140
Horses and iron are now both back to apperance rates of 180
Fundamentalism
Prerequisite is now Monotheism
Fascism
Assimilation chance is now 3%
Socialism
Prerequisite is now The Corporation
Version 1.2
Communism
Rate cap is now 7
Socialism(new government):
Rate cap=9
Worker rate=2
Draft limit=1
Military police limit=1
Minimal corruption
Low war weariness
Diplomats/Spies both veterans
1 unit per town
2 units per city
4 units per metropolis
cost = 1/unit
Requires Maintenance
Standard trade bonus
2% Assimilation chance
Fascism:
Rate cap=10
Hurrying is now forced labor
Spies now conscripts
Diplomats now veterans
Towns support 2 units
Metropolis support 8 units
Draft limit is 4
Police stations and courthouses both are resistant to propaganda,reduce corruption and war wearniess
Destroyer,Battleship 0/0/+1
Added colonist for expansionist civs, +1 movement settler
Removed settler for expansionist civs
Updated civilopedia to include additions of Fascism,Fundamentalism,and Socialism (However it's not very helpful)
Pikemen are 1/3/1 again
Cavalry are now 7/3/2
Armies now cost 18 shields
Privateers are now 3/1/4
Destroyers are now 14/10/8
Mech Infantry now cost 150 shields and are 14/20/4
Tanks are now 18/10/4 and cost 140 shields, Panzers are 18/10/5
Modern armor are 26/18/5 and cost 170 shields
Stealth Bombers are 200 shields now
Iroclands are now 3/6/4
Infantry now cost 100 shields
Tactical nukes are now 22 shields
ICBMs are now 35 shields
Carriers are now 160 shields
Tax collectors now generate 2 taxes
Scientists now generate 2 science things
Great wall now creates a wall in every city on same continent
Added Lost Kingdom small wonder - same effects as Forbidden Palace but requires construction
Version 1.1
Communism:
4 units per town
7 units per city
10 units per metropolis
Spies are elite
Rate Cap=8
Propaganda
Fundamentalism: +10
Fascism: -5
Democracy:
Worker rate=4
Diplomats are elite
Resistance
Fundamentalism: -5
Fascism: +5
Propaganda
Fundamentalism: +10
Fascism: +20
Republic:
Diplomats are veteran
Rate Cap=8
Resistance
Fundamentalism:+10
Fascism:+5
Propaganda
Fundamentalism:+15
Fascism:+10
Monarchy
Rate Cap=7
Low War Weariness
6 units per metropolis
Military police limit =2
Resistance
Fundamentalism: +5
Fascism: +5
Propaganda
Fundamentalism: -5
Fascism: -10
Despotism
3 free units per town
5 free units per metropolis
Rate Cap=5
Spies are conscripts
Resistance
Fundamentalism: +5
Fascism: +5
Propaganda
Fundamentalism: -10
Fascism: -15
Fascism (new government)
No war weariness
Paid Labor
Problematic corruption
3 units per town
6 units per city
9 units per metropolis
Rate cap=8
Draft limit=2
Military police limit=4
Assimilation Chance=1%
Requires Maintenance
Dipolmats are regular
Spies are veteran
Prerequisite: Nationalism
Resistance:
Fundamentalism,Monarchy +5
Anarchy,Despotism,Republic -5
Propaganda:
Anarchy +25
Despotism +20
Monarchy +10
Fundamentalism,Communism +5
Democracy -5
Fundamentalism (new government)
Rate cap=6
All units free
Problematic corruption
Worker Rate=2
Assimilation Chance= 2%
Draft Limit =1
Military Police Limit = 2
Requires Maintenance
Standard Tile Penalty
Cannot Hurry
No war weariness
Resistance:
Anarchy,Monarchy,Fascism,Communism,Democracy,Repub lic,Despotism +5
Propaganda:
Communism +5
Republic,Monarchy +10
Anarchy, Despotism +15
Prerequisite:Polytheism
Version 1.0
Swordsman,Legionary,Immortals -1/0/0
Bowman +1/-1/0
Knight,Rider,Samurai,War Elephant -10 shield
Cavalry,Cossack +1/0/0
Marine +3/+1/0 +10 shield
Tank +3/+2/0 +20 shields
Panzer +4/+3/0 +20 shields
Paratropper 0/+3/0 +10 shield
Modern Armor +4/+2/+1 +30 shields
Mech Infantry +1/+5/+1 +30 shields
Pikeman 0/+1/0 +10 shield
Musketmen,Musketeer 0/+1/0
Riflemen 0/+1/0 +10 shield
Infantry 0/+1/0 +10 shield
Battleship +2/+2/0
AEGIS Cruiser 0/+2/0
Helicopter 0/+2/0
Jet Fighter,F-15 +2/0/0
Submarine: +1/0/0
Nuclear Submarine: +4/0/+1
Stealth Bomber -20 shields
Increased Resource Apperance Ratio
Saltpepper:+25
Coal:+10
A-Attack
D-Defense
M-Move
Version 1.25
Rubber appearance rate is now 140
Horses and iron are now both back to apperance rates of 180
Fundamentalism
Prerequisite is now Monotheism
Fascism
Assimilation chance is now 3%
Socialism
Prerequisite is now The Corporation
Version 1.2
Communism
Rate cap is now 7
Socialism(new government):
Rate cap=9
Worker rate=2
Draft limit=1
Military police limit=1
Minimal corruption
Low war weariness
Diplomats/Spies both veterans
1 unit per town
2 units per city
4 units per metropolis
cost = 1/unit
Requires Maintenance
Standard trade bonus
2% Assimilation chance
Fascism:
Rate cap=10
Hurrying is now forced labor
Spies now conscripts
Diplomats now veterans
Towns support 2 units
Metropolis support 8 units
Draft limit is 4
Police stations and courthouses both are resistant to propaganda,reduce corruption and war wearniess
Destroyer,Battleship 0/0/+1
Added colonist for expansionist civs, +1 movement settler
Removed settler for expansionist civs
Updated civilopedia to include additions of Fascism,Fundamentalism,and Socialism (However it's not very helpful)
Pikemen are 1/3/1 again
Cavalry are now 7/3/2
Armies now cost 18 shields
Privateers are now 3/1/4
Destroyers are now 14/10/8
Mech Infantry now cost 150 shields and are 14/20/4
Tanks are now 18/10/4 and cost 140 shields, Panzers are 18/10/5
Modern armor are 26/18/5 and cost 170 shields
Stealth Bombers are 200 shields now
Iroclands are now 3/6/4
Infantry now cost 100 shields
Tactical nukes are now 22 shields
ICBMs are now 35 shields
Carriers are now 160 shields
Tax collectors now generate 2 taxes
Scientists now generate 2 science things
Great wall now creates a wall in every city on same continent
Added Lost Kingdom small wonder - same effects as Forbidden Palace but requires construction
Version 1.1
Communism:
4 units per town
7 units per city
10 units per metropolis
Spies are elite
Rate Cap=8
Propaganda
Fundamentalism: +10
Fascism: -5
Democracy:
Worker rate=4
Diplomats are elite
Resistance
Fundamentalism: -5
Fascism: +5
Propaganda
Fundamentalism: +10
Fascism: +20
Republic:
Diplomats are veteran
Rate Cap=8
Resistance
Fundamentalism:+10
Fascism:+5
Propaganda
Fundamentalism:+15
Fascism:+10
Monarchy
Rate Cap=7
Low War Weariness
6 units per metropolis
Military police limit =2
Resistance
Fundamentalism: +5
Fascism: +5
Propaganda
Fundamentalism: -5
Fascism: -10
Despotism
3 free units per town
5 free units per metropolis
Rate Cap=5
Spies are conscripts
Resistance
Fundamentalism: +5
Fascism: +5
Propaganda
Fundamentalism: -10
Fascism: -15
Fascism (new government)
No war weariness
Paid Labor
Problematic corruption
3 units per town
6 units per city
9 units per metropolis
Rate cap=8
Draft limit=2
Military police limit=4
Assimilation Chance=1%
Requires Maintenance
Dipolmats are regular
Spies are veteran
Prerequisite: Nationalism
Resistance:
Fundamentalism,Monarchy +5
Anarchy,Despotism,Republic -5
Propaganda:
Anarchy +25
Despotism +20
Monarchy +10
Fundamentalism,Communism +5
Democracy -5
Fundamentalism (new government)
Rate cap=6
All units free
Problematic corruption
Worker Rate=2
Assimilation Chance= 2%
Draft Limit =1
Military Police Limit = 2
Requires Maintenance
Standard Tile Penalty
Cannot Hurry
No war weariness
Resistance:
Anarchy,Monarchy,Fascism,Communism,Democracy,Repub lic,Despotism +5
Propaganda:
Communism +5
Republic,Monarchy +10
Anarchy, Despotism +15
Prerequisite:Polytheism
Version 1.0
Swordsman,Legionary,Immortals -1/0/0
Bowman +1/-1/0
Knight,Rider,Samurai,War Elephant -10 shield
Cavalry,Cossack +1/0/0
Marine +3/+1/0 +10 shield
Tank +3/+2/0 +20 shields
Panzer +4/+3/0 +20 shields
Paratropper 0/+3/0 +10 shield
Modern Armor +4/+2/+1 +30 shields
Mech Infantry +1/+5/+1 +30 shields
Pikeman 0/+1/0 +10 shield
Musketmen,Musketeer 0/+1/0
Riflemen 0/+1/0 +10 shield
Infantry 0/+1/0 +10 shield
Battleship +2/+2/0
AEGIS Cruiser 0/+2/0
Helicopter 0/+2/0
Jet Fighter,F-15 +2/0/0
Submarine: +1/0/0
Nuclear Submarine: +4/0/+1
Stealth Bomber -20 shields
Increased Resource Apperance Ratio
Saltpepper:+25
Coal:+10
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