![]() Republic gives Double Production Speed for Harbor and Levee.On the plus side this means the mod loads a lot faster now, but if you care about beautiful unit graphics a lot this is obviously bad news for you. The Varietas Delectat module, which had been standard issue for the initial release version, has been removed entirely because it caused weird graphical issues for cities and improvements.They are now supposed to be a counter against Arquebusiers and Musketeers instead of Riflemen. Grenadiers have been moved back in the tech tree to Scientific Method and had their strength decreased accodringly.Industrial and later cities now start with even more buildings.Civilizations (including the human player) are more likely to collapse to core instead of entirely after the discovery of Nationalism.The AI now has two new diplo modifiers for being gifted units, one for civilians and one for military, "We are grateful for your economic support." capped at +4 and "You have supplied us with weapons." capped at +3 respectively.Immigration into the New World has a chance of spawning a Worker if it occurs before 1950. ![]() Added a Persian conqueror event against Mesopotamia and Egypt in the late 500s.Monasteries provide a flat +1 Bonus to Research instead of a modifier.Moved some tech requirements around so no tech requires a tech that is on the same or later column.There is a chance of independent cities appearing on Corsica and Crete.Distillery now provides a free Wine resource.The City Garrison Promotion line helps decrease the likelihood of a riot breaking out, this also applies to conventional culture revolts.Cities can now riot if they are starving or unhappy, and even declare their independence if they riot a second time for the same reason if there hasn't been a civics change or Great Statesman action in the meantime regardless of overall stability of the civilization.A unit's garrison value is now displayed in its tooltip and Civilopedia page some buildings such as Barracks and Walls reduce a city's need for military protection to free up units. As a rule of thumb the sum of all stationed units' garrison values should not fall below the population size to keep the peace. As cities grow in size they require more and/or better units to not become afraid from the lack of military protection. A giant modern metropolis is no longer satisfied with being protected by a single Warrior.Number of Cities maintenance cost now scales with era.Most National Wonders yield +1 Production for a given Specialist Type.Estates provide a free Specialist per (Slave) Plantation, Civic Squares per Town.Pagan Temples are now only blocked by Christianity, Islam and Secularism.(all in English I'm afraid, but I figure that's less immersion breaking still) Female Great People now have the actually female voice acting from the BAT mod.Improvements on features (forest, rainforest, jungle) now no longer remove the feature's defense bonus.Pillaging an improvement heals a unit as if it had just been promoted if it was damaged.Losing a fight you had more than 90% chances of winning now results in your unit retreating instead of dying.Capturing workers is again always possible, the Slavery civic just grants a 35% chance of turning defeated military units into workers. ![]() Founding a city on top of an improvement yields a lump sum of gold and makes the city start off with extra population.
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