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Complete List of Features.txt
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Complete List of Features.txt
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RFC Dawn of Civilization
Complete List of Features (as of version 1.17)
The modmod is based on RFC Epic/Marathon 1.21 and therefore includes all features of RFC v1.187 for BtS unless otherwise noted.
This version corresponds to Git commit 4787.
TABLE OF CONTENTS
* Included Mods
* Contributors
* Major Features
* Minor Features
* Game Rules
* Civilisations
* New Civilisations
* Technologies
* Units
* Buildings
* National Wonders
* Wonders
* New Wonders
* Terrain
* Improvements
* Game Scenarios
* Civics
* Religion
* Corporations
* Events
* Stability
* Diplomacy
* Interface
* Historical Immersion
* AI Behaviour
* Balance
* Performance
* Bugfixes
INCLUDED MODS
* History Rewritten by Xyth
* Modified version of the 21 techs by era tech tree
* Major inspiration and source of assets for new techs, buildings and units
* Improved civics advisor screen
* Improved espionage advisor screen
* Civilopedia screens
* RFC Epic/Marathon by embryodead: Epic/Marathon game speeds
* Super Spies 1.31 by Trojan Sheep, glider1, Lord Tirian
* Spies get experience for successful missions or intercepting other spies
* Spy promotions improve their abilities in various ways
* Spies do not start with Commando anymore
* Intelligence Agency also gives +2 experience to Spies
* Security Bureau lets all Spies start with the Security promotion, increasing their interception chances
* Interpol gives an additional +3 experience to Spies
* BUG (BtS Unaltered Gameplay) by Emperor Fool, Lemon Merchant and others: various interface improvements and useful notification and automation options
* Reformation modmod by Panopticon: inclusion of Protestantism and a Reformation event, see Religion section for details
* Platybuilder by platyping
CONTRIBUTORS
* Sgt. Bears:
* XML tag cleanup and reorganization
* Text fixes, cleanup and reorganization
* Button and art improvements
* merijn_v1:
* Platybuilder integration
* Platybuilder extension to handle stability, settler and war maps
* Stability map overlay
* Improved corporation advisor
* Civic stability information in the civics advisor
* Bautos42: leaderhead art changes and new leaderheads
* Alexius08: better score calculation formula
* Imp. Knoedel, Citis, DC123456789, Panopticon
MAJOR FEATURES
* Completely new tech tree covering 141 technologies over 7 eras (based on and inspired by History Rewritten), see Technologies section for details
* Included 31 new and changed 20 existing buildings, see Buildings section for details
* Included 87 new and changed 20 existing wonders, see Wonders and New Wonders sections for details
* Included 11 new and changed 2 existing projects, see Projects section for details
* Included 16 new land, 6 new sea and 2 new air units, see Units section for details
* Major changes and redesign of many existing units, see Units section for details
* Completely new selection of 42 civics from 6 categories, see Civics section for details
* Created 22 new civilisations (some of them rebirths of existing civilisations), with their own leaders, UU, UB, UP and UHV, see New Civilisations for details
* Changes to all existing civilisations, affecting any or all of their leaders, UU, UB, UP or UHV
* Included addtional unique units, acting as second unique units for many civilisations, see Civilisations section for details
* Completely new rules for civilization births
* Civilizations no longer tied to slots to improve performance and enable autoplay for all civilizations in all scenarios
* Free civics switch, free city buildings, and advanced start mode to place starting assets for most civilizations
* Birth protection for a recently spawned civilization's starting area, granting numerous protections and advantages for a limited number of turns, see Game Rules section for details
* Expansion period for some recently spawned civilization that grants limited advantages and unit spawns against targets in their expansion area, see Game Rules section for details
* The world map is now implemented as a Custom Map instead of Scenarios for consistency and modularity, and the game is now started using Play Now
* Completely new respawn rules allowing civilisations to return in historically appropriate time periods, starting with appropriate tech based on their neighbours and members of their cultural group, as well as initial buildings and military units
* Trading Company Conquerors: events for European colonial civilisations (Spain, France, England, Portugal, Netherlands) to acquire colonies in Africa and Asia peacefully or militarily
* Transatlantic Slave Trade:
* With Slavery, defeating native units has a chance of capturing Slave units
* Slave units can be traded when running Slavery or Colonialism
* In colonial regions, slaves can join a city (+2 production, +1 unhappiness) or build a Slave Plantation (+1 commerce over regular Plantations)
* Barbarian spawn redesign: additional units, spawn patterns and attack behavior AIs
* New immigration mechanic: population can migrate to your cities in the New World if your capital is also in the New World
* The Mercenary mechanic has been removed
* Completely new, redesigned stability system, see Stability for details
* New Unique Religious Victory condition depending on your state religion, see Religions for details
* Changed the Space Race Victory by replacing the Alpha Centauri spaceship parts with modules for a Mars Colony, adding additional space projects as requirements
* Redesign of the Congresses system, see Diplomacy for details
* Expanded Apostolic Palace and United Nations mechanics, see Diplomacy for details
* New difficulty levels:
* Heir: equivalent to Viceroy
* Regent: equivalent to previous Monarch
* Monarch: Regent with more formidable AI opponents
* Emperor: equivalent to previous Emperor
* Paragon: Emperor with more formidable AI opponents
* New rules for cultural border expansion
* Instead of culture expansion when a city reaches a new culture level, tiles are gradually covered as a city gets more culture
* City culture can only extend up to the third ring
* More culture required to cover the entire second ring
* Culture required to cover a plot depends on its properties (more for desert, peaks, ..., less for tiles with bonuses or river connections), creating more geographically appropriate borders
* Tiles get covered in order of their culture costs (cheapest first)
* Culture costs also increase with distance, first ring generally comes for free
* Forts reduce the culture cost to zero
* Espionage changes related to the inclusion of the Super Spies mod
* Spy specialist has been removed from the game
* Great Spies are now created like Great Generals: a new Great Spy is born as soon as enough Spy experience has been accumulated, replacing the most experienced Spy
* Included a Great Spy experience progress bar
* Great Spies cannot start Golden Ages anymore
* New specialist: Statesman
* Generates +2 commerce, +2 espionage and +3 GPP (Great Statesman)
* Can be hired with Courthouse, Post Office, Civic Square, Estate, News Press
* New Great Person type: Great Statesman
* Represents politicians, political philosophers, political scientists and poltical activists
* Can discover technologies (new Civics flavor associated with a number of appropriate technologies)
* Can start Golden Age
* Can build Administrative Center (requires 8 Jails): counts as a government center for city maintenance
* Can Resolve a Crisis: immediately ends Anarchy and removes Disorder from all cities
* Can Reform the Government: allows to change civics this turn without Anarchy
* Can conduct a Diplomatic Mission: immediately make peace with a civ you are at war with, or improve relations and reduce past transgression penalties with a civ you are at peace with
* Can join a city as a Great Statesman (+4 commerce, +4 espionage)
* Some wonders now create Great Statesman points, especially those which previously generated Great Spy points
* Resources only provide happiness and health to a limited number of cities depending on the number of controlled resources, see Game Rules section for details
* Redesign and expansion of the rules around city conquest and its consequences, see Game Rules section for details
* Mod is compatible with all five languages (but largely untranslated), French translation for large portions of the game text
* Unique "Dawn of a Civilization" introduction screens for every civilization
* Redesign of the Victory code:
* Improved performance
* Converted many deadline based goals from "in" to "by" if applicable
* "First to discover/build" goals immediately fail when someone else beats you to one of its technologies/wonders
* Added a popup that alerts you when a UHV goal is failed
* Shared code among similar goals, checks, and progress display to avoid inconsistencies
* Extensive testing of goals to ensure correctness
* Religion specific soundtracks:
* Christian civilizations play the normal soundtrack
* Muslim and Zoroastrian civilizations play a Middle Eastern soundtrack in the Medieval and Renaissance eras
* Hindu and Buddhist civilizations play a South Asian soundtrack in the Medieval and Renaissance eras
* Confucian and Taoist civilizations (as well as Buddhist China, Japan, Korea and Mongolia) play a East Asian soundtrack in the Classical, Medieval and Renaissance eras
* Native American civilizations have their own default soundtrack
* Civilizations without state religion play the Classical era soundtrack during the Medieval era
* Female Great People: included female Great People names for all civilizations, female Great People spawn with appropriate graphics
* New scenario: starting in 1700 AD
* More extensible and varied Dynamic Civilization Names mechanic
* names are composed of a long-form title ("Kingdom of ") and proper name ("England") or adjective ("English")
* vassal names make use of vassal's name but master's adjective
* more generic vassal titles
* some civ names are dynamically derived from its capital
* standardized mechanism for changing short names and adjective (e.g. Phoenicia -> Carthage)
* Extensive refactoring of DLL modifiers and maps and exposing them to Python, reducing the time required to improve the mod and making it easier to create modmods
* Completely redesigned system for religion spread, see Religion for details
* Increased importance of culture levels:
* Determines limit for wonders or national wonders in a city
* Some buildings lead to more trade route yield and great people birth rate based on the culture level
* Determines priority of access to limited happiness or health effects from resources
MINOR FEATURES
* More diverse dynamic civilization names: greater variety of names and conditions
* Added civic specific leader switch mechanic (specific leaders for Fascist or Communist civilizations)
* Buildings and Units can require Civics (adapted from Sword of Islam by embryodead)
* All civilizations have their core areas revealed on spawn
* Conqueror events automatically trigger war
* Spawn in Capital mechanic: if civilizations spawn at a tile that already has a city, it is immediately flipped and becomes their capital
* Free Tech events (e.g. Babylonian UP, Oracle) only allow you to choose techs from your current or earlier eras
* Era-specific Great People names (random names selected from each era, other adjacent eras used if no or too few names are available for a civ and era)
* The exile mechanic has been removed
* Palace costs scale with game era (cheaper in the early game, more expensive in the late game)
* Settled Great Artists give +1 happiness
* No Golden Age turns are used up during Anarchy
* The core of various civilisations moves or expands on specific conditions
* All civilisations now convert some enemy culture on city conquest (includes the surrounding first ring)
* Cities cannot spread culture into foreign cores unless they are in the core themselves
* Independent cities also benefit from the 80% culture control rule if the civilization the core belongs to is dead
* Removed base +1 happiness per 10% culture
* Flip zone and core area are not identical anymore, allowing for larger flips where appropriate
* The core of a civilisation cannot flip to a spawning civilization, unless the tile is also in their core
* The culture of dead civilizations remains present in your cities
* Majority culture instead of owner decides city art style
* Units on impassable terrain features can still be attacked (but if the attacker wins, they still cannot advance into the tile)
* Removed overseas trade yield modifier
* Added a city distance trade yield modifier
* Buildings can increase the yield of specific resources worked by the city if they have the associated improvement
* Tech trade requires a trade connection
* Civilizations far ahead/behind in tech receive a penalty/bonus to research costs that scales with era
* Culture produced by Great Works now scales with era: 800 in the Ancient era and +800 for every further era
* Tech leaders receive a tech penalty depending on how far ahead they are
* The number of settlers a player receives on spawn depends on the number of cities that are about to flip
* Goody huts are placed randomly near their original position at the start of a scenario
* Embassies have been removed
* During trades, there is always at least as much gold available as would be produced with 50% gold rate
* Reimplementation of the city name manager: automatic discovery of reverse city renaming, names native to the area are used if no names for the owner are available
* Communist city names are based on civics, not on techs
* Conquerors to the New World come with missionaries
* Cities can be released to dead civilizations to resurrect them
* New Great Prophet mission: Great Mission: spreads state religion or native religion of the region and removes other religions in surrounding cities
* Settlers can be used to immediately construct buildings in cities that newly founded cities receive for free
* If a game is won as one civilisation, it can be won a second time after switching to another civilisation
* Civilization "periods" keep track of changing modifiers, areas, and dynamic names
* Free selection of leaders at the game start (with only aesthetic consequences)
* Added an observer mode to let the game run on autoplay at any time
* Added a shortcut to switch civilizations via a dropdown selection
* Fractional trade enabled to calculate more accurate trade route yields
GAME RULES
* Limited health and happiness from resources
* Each instance of a resource provides happiness or health to a limited number of cities (3 for most happiness resources, 1-3 for health resources)
* Cities with higher culture have priority when receiving happiness or health from resources
* Units or building effects that require resources are still available for all cities
* City resource screen shows if a resource is in effect and how many additional resources are needed based on the city's culture rank
* New rules around city conquest
* Culture conversion on city conquest is temporary and immediately reverted when a city is conquered again
* Culture conversion also applies to traded cities
* Culture conversion on city conquest does not affect core tiles of the previous owner
* Converted culture from city conquest does not affect destroyed buildings
* Restored culture garrison rules
* City conquest can result in the loss of more than one population
* Population loss and building damage is gradually applied while a city is in unrest
* Number of buildings destroyed affects amount of pillaged gold
* Building destruction is more deterministic
* Some buildings are more likely to be destroyed than others
* Defensive buildings are automatically destroyed unless city defenses have not been bombarded
* Cities can be sacked:
* Increased building damage
* Increased pillaged gold
* Increased unrest
* Some owner culture removed
* Non-state religion may be removed
* Negative opinion from the owner
* Cities can be spared:
* Costs gold
* Reduced building damage
* Reduced unrest
* Cities are not razed immediately, instead they lose population over time and are destroyed when the population reaches zero
* Recently spawned civilizations receive "birth protection" for ten turns for every tile in their birth area:
* Cannot be declared war upon
* Flip cannot be refused, the only options are war or peace
* Foreign units are not flipped, but expelled to their owner's core cities
* If they have only one city, it cannot be conquered even if undefended
* Free unit upkeep
* Other civilizations cannot spread culture
* Other civilizations cannot found cities
* City conquest does not kill population, destroy buildings, or cause unrest
* Barbarian units cannot enter, but remain inside controlled cities
* Units heal faster and can heal after moving
* Units can immediately fortify in one turn
* Defending units take at most 10% collateral damage per attack
* Siege units deal twice the bombard damage
* Cities only take half the bombard damage
* Enemy units receive only half the normal terrain defense modifier
* When declared war upon, cities receive additional defenders
* When declared war upon, additional units appear in the capital
* When declared war upon by a human player, and they are significantly weaker than the attacker, they receive even further units to compensate for the difference
* When declared war upon, all enemy units are expelled from their birth area to their owner's closest city
* Certain civilizations can additional receive "expansion" bonuses on specific tiles for a limited amount of time:
* Conquering a city in the covered area can extend the expansion period
* City conquest does not kill population, destroy buildings, or cause unrest
* Units can heal after moving
* Siege units deal twice the bombard damage
* AI civilizations will declare war on other civilizations controlling cities in their expansion area
* When AI civilizations declare war on an enemy controlling cities in the expansion area, a free army spawns near the closest city in the area
* Wonders only grant free buildings to cities in a valid building location
* When upgraded, units lose all their promotions and regain the expended experience
* Some experience is lost on unit upgrade depending on the combat strength difference between the units
* City unrest after conquest depends on culture level instead of population
* Happiness from military units stationed in a city is limited to half the city size
* Units in cities can be damaged by collateral damage only as much as the current city defense modifier
* Entering enemy waters consumes all remaining movement points
* Unhealthiness from power is applied for every building that consumes power
* Enemy workers cannot be captured unless enabled by a civic
* Happiness and health change from improvements only apply when being worked
* The plague can only reduce units to 50% health, never kill them
* The plague will not reduce cottage levels anymore (except Towns), but will instead reset the progress to the next level
* Vassalization of far away civilizations requires Exploration
* Training Settlers on other continents than your capital's requires Exploration
* The culture level of independent or minor cities is limited to 2
* As long as you own no cities (i.e. right after spawn), all units can enter enemy territory
* As long as an AI civilization owns no cities, it can found its capital in enemy territory (the AI will only use this ability to found its capital on the spawning plot)
* It is impossible to win the game during autoplay
* Enforced peace with recently spawned or respawned civilizations
* Independent culture does not create foreign culture unhappiness
* On small islands, cities as resources count as improvements for production and commerce output of the city tile
* Independents cannot circumnavigate or receive conquerors anymore
* Minor civilizations are not affected by events
* Capitals can be flipped as long as they are not on your initial starting plot
* Airports establish trade connections between cities
* Resources on small islands require only their improvement to be connected to the trade network
* Human players do not start at war with anyone at spawn
* Minor civilizations cannot build wonders anymore
* Minor civilizations cannot receive conquerors anymore
* New capital locations prefer cities
* Wars on spawn only start when the spawn actually happens
* Minor civilizations cannot take Tribal Villages
* Blockade range reduced to 2
* Hurry unhappiness scales with the amount of sacrificed population
* The 80% core culture rule now also applies to city flips
* Claims on cities from collapsing civs due to being the original owner are only valid if the city has been lost recently
* Claims on cities from collapsing civs because of war targets are only valid if the closest city is not controlled by a different enemy
* Contact between civilizations cannot reset when they can see each other's borders
* Ocean tiles only provide double movement to units than can naturally enter Ocean
* All foreign city culture is flipped on spawn
* Cities can be founded on one tile islands regardless of terrain features
* If units are produced with food, their cost is modified by the growth modifier of their civilization
* Impassable terrain can be entered if improved
* Improved terrain features provide no defensive bonus
* Vassal dynamic names only appear for capitulated civilizations
* Independents pay no unit upkeep and never disband their units
* Respawned civilizations are immune to collapse for the first ten turns
* Production to commerce (gold, research, culture) conversion processes do not benefit from production modifiers
* Gold compensation for production invested into failed Wonder construction reduced to 50%
* Formula for score and rank at the end of the game accounts for game length and time of spawn
* Independents have no state religion
* Units are moved to a nearby tile when an independent city spawns
* Native and Celtic units are not eliminated if they lose their last city
* Increased culture required to reach Refined to 1000
* Reduced base power health change to -1
* Missionaries cannot be gifted to other civilisations
* Unit gifting is limited to vassals and defensive pacts
* Technologies that allow removing terrain features also enable founding cities on these features
* Drafting units requires at least 50% of your culture in the city
* Great People can discover up to two technologies
* Wonders cannot be built anymore after someone has discovered their obsoletion technology
* Increased maximum trade routes per city to ten
* Minor players cannot be involved in events
* Aircraft can only be stationed in cities of civilisations that are your vassal or you have a defensive pact with
* Obsolete wonders also give fail gold
* Masters can return their vassal's core cities to them
* Cities cannot be released when controlled by its founder, when in unrest or when recently acquired
* Cities that are in unrest cannot be traded
* Vassals can be released
* Declarations of war caused by defensive pact do not cause attitude penalties
* Diplomatic counters for peace, war, and the like do not increase when civilizations have lost contact
CIVILISATIONS
* Egypt
* Leaders: Ramesses II, Cleopatra, Baibars, Nasser
* Unique Building: Obelisk (Monument): +1 Priest slot, +25% culture
* Unique Power: enables Monarchy, Redistribution and Deification
* China
* Spawn: 2070 AD at Chang'an
* Leaders: Qin Shi Huang, Tang Taizong, Hongwu, Mao Zedong
* Color: Light Yellow / Black
* Unique Unit: Cho-Ko-Nu (Crossbowman): +1 first strike, causes collateral damage, +25% against light cavalry
* Unique Unit: Firelancer (Arquebusier): requires Gunpowder, -1 strength, causes collateral damage
* Unique Building: Taixue (Library): +1 Statesman slot
* Unique Power: The Power of Invention: Before the Renaissance, technologies not discovered by anyone else cost -20% research
* Unique Historical Victory:
* Build two Confucian Academies and two Taoist Pagodas by 1000 AD
* Be the first to discover Compass, Paper, Gunpowder and Printing
* Experience four Golden Ages by 1800 AD
* Babylonia
* Leaders: Sargon (Gilgamesh), Hammurabi
* Unique Building: Edubba (Library): -50% cost
* Unique Power: The Power of the Cradle of Civilization: Free tech after the discovery of your first four technologies
* Unique Historical Victory:
* Be the first to discover Construction, Arithmetics, Writing, Calendar and Contract
* Make Babylon the most populous city in the world in 850 BC
* Make Babylon the most cultured city in the world in 700 BC
* Greece
* Leaders: Pericles, Alexander, George I (respawn)
* Unique Unit: Hoplite (Spearman): strength 5, starts with Cover, Shock
* Unique Unit: Companion (Horseman): no reduced city strength, starts with March, Blitz
* Unique Building: Odeon (Theater): +1 happiness, +1 Statesman slot
* Unique Power: expires after the Classical Era
* Unique Historical Victory:
* Be the first to discover Mathematics, Literature, Aesthetics, Philosophy and Medicine
* Control Egypt, Phoenicia, Babylonia and Persia by 330 BC
* Build the Parthenon, the Colossus, the Statue of Zeus and the Temple of Artemis by 250 BC
* India
* Leaders: Ashoka, Chandragupta, Shahuji, Gandhi
* Color: Orange / Yellow
* Spawn: 1500 BC at Pataliputra
* Unique Unit: Patiyodha (Longbowman): strength 5, requires Nobility, can enter Jungle and Rainforest, starts with Formation and Woodsman I
* Unique Unit: Varu (Lancer): requires Ivory instead of Horse, +2 strength, can enter Rainforest and Jungle
* Unique Building: Edict (Monument): -10% maintenance
* Unique Power: The Power of Purity: +1 health for every three excess happiness
* Unique Historical Victory:
* Control the Buddhist and the Hindu shrine in 250 BC
* Build 20 temples by 700 AD
* Control 20% of the world's population in 1200 AD
* Persia
* Leaders: Cyrus, Darius, Khosrow
* Color: Light Orange / Red
* Coat of arms: Achaemenid Eagle
* Unique Unit: Immortal (Spearman): now starts with March
* Unique Unit: Savaran (Lancer): requires Generalship, -2 strength, no reduced city strength
* Unique Building: Apothecary (Pharmacy): requires Medicine, +2 health, +2 food from improved Incense tiles, +1 food from improved Spice and Silk tiles
* Unique Power: Additional stability from recently conquered cities
* Unique Historical Victory:
* Control 7% of the world by 140 AD
* Control 7 world wonders by 320 AD
* Control 2 holy city shrines by 320 AD
* Rome
* Unique Unit: Legion (Swordsman): increased cost, +2 strength, can build Roman Road (+1 movement with Masonry)
* Unique Unit: Ballista (Catapult): +2 strength, no city attack modifier
* Unique Building: Forum (Market): +25% Great People birth rate, +2 Statesman slots
* Unique Power: The Power of Infrastructure: +30% construction speed for buildings already present in your capital
* Unique Historical Victory:
* Build 6 Barracks, 5 Aqueducts, 4 Amphitheatres and 3 Forums by 100 AD
* Control the entire historical area of the Roman Empire in 320 AD
* Be the first to discover Architecture, Politics, Scholarship, Machinery and Civil Service
* Maya
* Spawn: 400 BC
* Unique Unit: Holkan (Skirmisher): requires Smelting, can enter Jungle and Rainforest, +5 food for nearest city after victory
* Unique Building: Ball Court (Amphitheatre): requires Calendar, reduced cost, +1 happiness, +2 experience for Melee and Archery units
* Unique Power: The Power of the Long Count: additional food for all cities when discovering a technology (expires with the Renaissance)
* Unique Historical Victory:
* Discover Calendar by 200 AD
* Build the Temple of Kukulkan by 900 AD
* Make contact with a European civilization before they discover America
* Ethiopia
* Leaders: Ezana, Zara Yaqub, Menelik
* Unique Unit: Shotelai (Swordsman): does not require Iron, starts with Guerilla
* Unique Unit: Mehal Sefari (Rifleman): starts with Drill I and II
* Unique Building: Stele (Monument): +2 Priest slots
* Unique Power: The Power of Sovereignty: +10% land unit strength within cultural borders
* Unique Historical Victory:
* Acquire three Incense resources by 400 AD
* Convert to Orthodoxy five turns after it is founded and settle a total of three Great Prophets and build an Orthodox Cathedral by 1200 AD
* Make sure there are more Orthodox than Islamic cities in Africa in 1500 AD
* Japan
* Spawn: 525 AD
* Leaders: Kammu, Oda Nobunaga (Tokugawa), Meiji
* Unique Unit: Samurai (Heavy Swordsman): starts with Leadership
* Unique Unit: Zero (Fighter): halved cost, +50% against water units, +25% evade chance
* Unique Building: Zaibatsu (Factory): halved production cost, +1 commerce on water tiles, +1 free engineer
* Unique Power: The Power of Modernisation: After all Medieval technologies are discovered, technologies that three civilizations are willing to trade cost -50% research
* Unique Historical Victory:
* Have an average city culture of 6000 by 1600 AD without ever losing a city
* Control or vassalize Korea, Manchuria, China, Indochina, Indonesia and the Philippines in 1940 AD
* Be the first to discover eight Global and eight Digital technologies
* Vikings
* Leaders: Ragnar, Gustav Adolph, Gerhardsen
* Color: Light Purple / Black
* Spawn: Oslo
* Unique Unit: Huscarl (Heavy Swordman): requires Steel, +10% city attack, starts with Amphibious
* Unique Unit: Longship (Heavy Galley): +2 moves, 2 cargo, can bombard cities, starts with Disengage
* Unique Power: The Power of Raids: Additional gold from pillaging, conquering cities and sinking ships
* Unique Historical Victory:
* Control the core of another European civilization in 1050 AD
* Found a city in America by 1100 AD
* Acquire 3000 gold by pillaging, conquering cities and sinking ships by 1500 AD
* Arabia
* Leaders: Harun al-Rashid, Saladin
* Coat of arms: Shahada
* Spawn: 620 AD (in all scenarios)
* Unique Unit: Ghazi (Heavy Swordsman): strength 8, 2 moves, +20% city attack
* Unique Unit: Mobile Guard (Lancer): does not require Iron, no reduced city strength
* Unique Building: Alchemist (Pharmacy): +1 scientist slot
* Unique Historical Victory:
* Be the most advanced civilization in 1300 AD
* Control or vassalize Spain, Egypt, the Maghreb, Mesopotamia and Persia in 1300 AD
* Spread Islam to 30% of the world population
* Spain
* Leaders: Isabella, Philip II, Franco
* Unique Unit: Tercio (Arquebusier): starts with Pinch, Formation
* Unique Unit: Conquistador (Cuirassier): can fortify, +50% attack against Spearman, Swordsman, Axeman, Heavy Swordsman
* Unique Building: Citadel (Castle): halved cost, no extra production with Stone, -25% city maintenance
* Unique Historical Victory:
* Be the first to found a city in America
* Control directly or by vassal a total of 10 Silver and Gold resources by 1650 AD
* Spread Catholicism to 30% and allow no Protestant civilizations in Europe in 1650 AD
* France
* Leaders: Charlemagne, Louis XIV, Napoleon, De Gaulle
* Unique Unit: Gendarme (Cuirassier): starts with Pinch, Leadership
* Unique Unit: Guard (Dragoon): starts with Pinch, Leadership
* Unique Building: Salon (Coffeehouse): +25% Great People birth rate, +25% culture, +2 Statesman slots
* Unique Power: The Power of Diplomacy: Negative opinions and refusal to talk expire faster, other civilizations are more favorable during Congresses
* Unique Historical Victory:
* Have legendary culture in Paris in 1700 AD
* Control or vassalize 40% of Europe and North America in 1800 AD
* Build Notre Dame, Versailles, the Louvre, the Eiffel Tower and the Metropolitain by 1900 AD
* England
* Leaders: Alfred the Great, Elizabeth, Victoria, Churchill
* Color: Red / Yellow
* Unique Unit: Redcoat (Musketman): deals collateral damage
* Unique Unit: Man-of-War (Ship of the Line): +3 strength, +1 move, collateral damage affects one more unit
* Unique Power: The Power of Indirect Rule: City distance is capped for city maintenance
* Unique Historical Victory:
* Colonize every continent by 1730 AD (North America: 5, Asia: 5, Africa: 4, South/Central America and Caribbean: 3, Australia/Oceania: 3)
* Have a total of 25 Frigates and Ships of the Line and sink 50 enemy ships by 1800 AD
* Be the first to discover eight Renaissance and eight Industrial technologies
* Khmer
* Color: Brownish Red / White
* Spawn: 800 AD at Angkor (moved to the coast)
* Unique Power: includes Rainforest, enables building Farms on Rainforest
* Unique Historical Victory:
* Build four Buddhist and Hindu monasteries and Angkor Wat by 1200 AD
* Have an average city size of 12 by 1450 AD
* Have 8000 culture by 1450 AD
* Russia
* Leaders: Ivan IV, Peter the Great, Catherine the Great, Alexander I, Stalin
* Unique Unit: Strelets (Arquebusier): +1 move, starts with City Garrison
* Unique Unit: Cossack (Hussar): requires Measurement, +25% against light and heavy cavalry
* Unique Building: Research Institute (Laboratory): +1 Scientist Slot, +1 free Scientist
* Unique Historical Victory:
* Found seven colonies in Siberia by 1700 AD and build the Trans-Siberian Railway by 1920 AD
* Be the first to complete the Manhattan Project and the Apollo Program
* Have friendly relations with five Communist civilizations by 1950 AD
* Mali
* Name: Mandinka, Mande
* Spawn: Djenne
* Unique Unit: Kelebolo (Skirmisher): +50% desert strength, +50% against melee and heavy cavalry units
* Unique Historical Victory:
* Conduct a trade mission to your holy city in 1350 AD
* Build the University of Sankore and settle a Great Prophet in its city by 1500 AD
* Have 5000 gold in 1500 AD and 15000 gold in 1700 AD
* Portugal
* Leaders: Afonso Henriques, Joao II, Maria II
* Unique Unit: Bandeirante (Explorer): +4 strength, can attack, 30% retreat chance, counts as city defender, guaranteed to capture slaves if you can use slaves
* Unique Unit: Carrack (Caravel): cargo space 2 (all units), starts with Sentry
* Unique Building: Feitoria (Customs House): +1 commerce on water tiles
* Unique Power: The Power of Exploration: Ocean trade enables with Optics, reduced expansion penalty for overseas colonies
* Unique Historical Victory:
* Have 14 Open Border agreements by 1550 AD
* Acquire 12 Trading Company resources by 1650 AD
* Have 15 colonies in Brazil, Africa and Asia in 1700 AD
* Inca
* Leaders: Huayna Capac, Castilla (respawn)
* Unique Unit: Aucac (Swordsman): +50% against Melee and Archery units, starts with Combat I
* Unique Building: Tambo (Post Office): requires Law, +25% trade route yield
* Unique Historical Victory:
* Build five Tambos and a road along the Andean coast by 1500 AD
* Have 2500 gold in 1550 AD
* Control 90% of the population in South America in 1775 AD
* Mongolia
* Unique Unit: Keshik (Lancer): Light Cavalry, three moves, +1 first strike, causes collateral damage, no city attack penalty
* Unique Unit: Mangudai (Horse Archer): +2 strength, +1 move
* Unique Building: Ger (Stable): +2 experience for Mounted units, +2 food on improved Horse tiles, +1 food on improved Cow and Sheep tiles
* Unique Power: The Power of Terror: Approaching armies can send enemy cities into disorder
* Aztecs
* Unique Power: The Power of Flower Wars: Can enslave defeated enemy units, can sacrifice slaves to hurry buildings and increase city happiness
* Unique Building: Sacrificial Altar (Jail): -50% unhappiness from sacrificing population
* Unique Historical Victory:
* Make Tenochtitlan the largest city in the world in 1520 AD
* Build 6 Step Pyramids and 6 Sacrificial Altars by 1650 AD
* Enslave 20 Old World units
* Ottomans
* Leaders: Mehmed II, Suleiman the Magnificent, Atatürk
* Unique Power: The Power of Devshirme: can conscript two additional units in cities with a non-state religion
* Unique Unit: Great Bombard (Bombard): +50% city attack
* Unique Unit: Janissary (Arquebusier): +25% against archery, melee and heavy cavalry units
* Unique Building: Hammam (Bath): +2 happiness
* Unique Historical Victory:
* Have four non-obsolete wonders in your capital in 1550 AD
* Control the Eastern Mediterranean, the Black Sea, Cairo, Mecca, Baghdad and Vienna in 1700 AD
* Have more culture than all European civilizations combined in 1800 AD
* Netherlands
* Spawn: 1580 AD
* Leaders: Willem van Oranje, William III
* Unique Power: Double yield and commerce from Trading Company
* Unique Building: Dike (Levee): requires Urban Planning, requires coast or river, +1 production on water tiles
* Unique Historical Victory:
* Settle three Great Merchants in Amsterdam by 1745 AD
* Conquer four European colonies by 1745 AD
* Acquire seven Spice resources by 1775 AD
* America
* Unique Unit: Pioneer (Settler): can fight, strength 10, +50% open terrain strength, cities founded in North America receive a free worker and defender
* Unique Unit: Minuteman (Musketman): costs 30 production less, starts with March
* Unique Building: Mall (Department Store): +50% gold with power, +1 happiness with Hit Movies, Hit Singles, Hit Football Games
* Unique Historical Victory:
* Allow no European colonies in North and Central America and the Caribbean and control or vassalize Mexico in 1900 AD
* Build the Statue of Liberty, the Empire State Building, Brooklyn Bridge, Golden Gate Bridge, the Pentagon and the United Nations by 1950 AD
* Control 75% of the world's commerce and military power between you, your vassals and defensive pact partners
NEW CIVILISATIONS
* Harappa
* Spawn: 3000 BC at Harappa
* Leader: Vatavelli
* Color: Purple / Yellow
* Coat of Arms: Bull Sigil
* Unique Unit: City Builder (Settler): reduced cost, +1 population in founded cities
* Unique Building: Reservoir (Bath): requires Masonry, reduced cost, +2 culture
* Unique Power: The Power of Sanitation: Positive health contributes to city growth
* Unique Historical Victory:
* Establish a trade connection with another civilization by 1600 BC
* Build three Reservoirs, two Granaries and two Smokehouses by 1500 BC
* Have a total population of 30 by 800 BC
* Phoenicia (replaces Carthage)
* Spawn: 1200 BC at Sur
* Leaders: Hiram, Hannibal
* Color: Middle Purple / Yellow
* Unique Unit: Sacred Band (Spearman): +25% city strength, starts with Amphibious
* Unique Unit: Numidian Cavalry (Horseman): no reduced city strength, +50% against Melee units, starts with Disengage and Desert Adaptation
* Unique Building: Glassmaker (Market): +50% trade route yield
* Unique Power: The Power of Mercenaries: starts with the Mercenary civic, mercenary costs halved, no extra mercenary upkeep
* Unique Historical Victory:
* Build a Palace and the Great Cothon in Carthage by 300 BC
* Control Italy and Iberia in 100 BC
* Have 5000 gold in 200 AD
* Polynesia
* Spawn: 1000 BC on Tonga
* Human player only
* Leader: Aho'eitu
* Color: Light Pink / White
* Coat of Arms: Polynesian Flower
* Unique Unit: Waka (Galley): halved cost, +2 movement, only one cargo, can build Fishing Boats, Ocean Fisheries, Harvesting Boats
* Unique Building: Mala'e (Monument): +2 culture, +1 Artist slot
* Unique Power: The Power of Navigation: No penalties for cultural expansion over Ocean tiles
* Unique Historical Victory:
* Settle two of the following island groups by 800 AD: Hawaii, New Zealand, Marquesas, Easter Island
* Settle Hawaii, New Zealand, Marquesas and Easter Island by 1000 AD
* Build the Moai Statues by 1200 AD
* Tamils
* Spawn: 300 BC at Tanjavur
* Leaders: Rajendra Chola, Krishna Deva Raya
* Color: Light Blue / Yellow
* Coat of Arms: Buddha Statue
* Unique Unit: Dharani (Heavy Galley): 2 cargo, +2 first strikes
* Unique Unit: Rocketeer (Grenadier): +2 strength, +25% against Musketman, Rifleman, collateral damage affects two more units
* Unique Building: Sangam (Library): +25% culture, +1 Artist slot
* Unique Power: The Power of Thalassocracy: +1 commerce on water tiles
* Unique Historical Victory:
* Have 3000 gold and 2000 culture in 800 AD
* Control or vassalize the Deccan and Srivijaya in 1000 AD
* Acquire 4000 gold by trade by 1200 AD
* Korea
* Spawn: 50 BC at Hanseong/Seoul
* Leader: Wang Kon, Sejong
* Color: Light Red / White
* Coat of Arms: Korean Imperial Sigil
* Unique Unit: Hwacha (Bombard): +3 strength, -75% city attack
* Unique Unit: Kobukson (Galleass): +2 strength
* Unique Building: Seowon (University): requires Paper
* Unique Power: The Power of Kobuksons: Naval units start with Drill I and Drill II
* Unique Historical Victory:
* Build a Buddhist Stupa and a Confucian Academy by 1200 AD
* Be the first to discover Printing Press
* Sink 20 enemy ships
* Byzantium
* Spawn: 330 AD at Constantinople
* Conditional: requires Greece to be dead and Rome to be alive and unstable
* Leaders: Justinian I, Basil II
* Color: Dark Purple / Dark Yellow
* Coat of Arms: Chi Rho
* Unique Unit: Cataphract (Lancer): +25% against melee units
* Unique Unit: Dromon (Heavy Galley): +1 strength, causes collateral damage
* Unique Building: Hippodrome (Theatre): extra happiness from culture rate and Horses
* Unique Power: The Power of Bribery: double gold from trades, Spies can bribe Barbarian units
* Unique Historical Victory:
* Have 5000 gold in 1000 AD
* Make Constantinople the largest and most cultured city in the world in 1200 AD
* Control three cities in the Balkans, Northern Africa and the Near East in 1450 AD
* Turks
* Spawn: 552 AD at Orduqent
* Leaders: Bumin, Alp Arslan, Tamerlane
* Color: Blue / White
* Coat of Arms: Bow and Arrow
* Unique Unit: Oghuz (Horse Archer): 3 moves, hidden nationality, starts with March, cannot capture cities unless at war
* Unique Building: Divan (Jail): -25% city maintenance, +1 Statesman slot
* Unique Power: The Power of Orda: Barbarians cannot enter your territory during peace time, and mounted barbarians join your forces if attacked during war time
* Unique Historical Victory:
* Control 6% of the world and pillage 20 improvements by 900 AD
* Create an overland trade route from any city in China to one of your Mediterranean ports and spread the Silk Route to 10 of your cities by 1100 AD
* Have a capital with developing culture by 900 AD, a different capital with refined culture by 1100 AD, and another capital with influential culture by 1400 AD
* Tibet
* Spawn: 630 AD at Lhasa
* Leader: Songtsen Gampo, Lobsang Gyatso
* Color: Purple / Orange
* Coat of Arms: Buddhist Knot
* Unique Unit: Khampa (Horse Archer): +50% city attack, can enter foreign territory
* Unique Building: Gompa (University): +10% research, +1 free Priest, +1 Priest slot, +20% defense, requires Paper
* Unique Power: The Power of Missionaries: can train unlimited missionaries, missionaries can enter foreign territory
* Unique Historical Victory:
* Acquire five cities by 1000 AD
* Spread Buddhism to 25% by 1400 AD
* Settle five Great Prophets in Lhasa by 1700 AD
* Indonesia
* Spawn: 650 AD at Palembang (Sumatra)
* Leaders: Dharmasetu, Hayam Wuruk, Suharto
* Color: Blue / Green
* Coat of Arms: Javanese Sun
* Unique Unit: Djong (Galleass): +50% coast defense, +50% against Privateer
* Unique Building: Candi (Pagan Temple): +1 production, +1 culture
* Unique Power: The Power of Straits: additional gold for every foreign ship within your borders
* Unique Historical Victory:
* Have the largest population of the world in 1300 AD
* Acquire 10 different happiness resources by 1500 AD
* Control 9% of the world's population in 1940 AD
* Moors
* Spawn: 711 AD at Cordoba
* Leaders: Abd-ar-Rahman, Yaqub al-Mansur
* Color: Light Brown / Black
* Coat of Arms: Half Moon
* Unique Unit: Corsair (Privateer): strength 8, +25% coast strength, +50% against Privateer, receives gold when sinking enemy ships
* Unique Building: Noria (Aqueduct): -20 production cost, +2 production
* Unique Power: The Power of Irrigation: food improvements yield +1 food on plains tiles
* Unique Historical Victory:
* Control three cities in the Maghreb and conquer two cities in Iberia and West Africa in 1200 AD
* Build La Mezquita and settle a total of four Great Prophets, Scientists or Engineers in Cordoba by 1300 AD
* Acquire 3000 gold through piracy by 1650 AD
* Holy Roman Empire / Austria
* Spawn: 840 AD at Frankfurt
* Leaders: Barbarossa, Charles V, Francis I
* Color: Lemon / Black
* Coat of Arms: Imperial Eagle
* Unique Unit: Landsknecht (Pikeman): +100% against melee units
* Unique Unit: Grenzer (Grenadier): -2 strength, +25% retreat chance, starts with Guerilla, Disengage
* Unique Building: Rathaus (Civic Square): -25% upkeep
* Unique Power: The Power of Investiture: double production for state religion buildings
* Unique Historical Victory:
* Control Saint Peter's Basilica in 1000 AD, the Church of the Anastasis in 1200 AD and All Saints Church in 1550 AD
* Have three Catholic vassals in Europe by 1650 AD
* Settle a total of ten great artists and great statesmen in Vienna and have at least pleased relations with eight independent European civilisations by 1850 AD
* Poland
* Spawn: 1025 AD at Krakow
* Leaders: Casimir III, Sobieski, Pilsudski, Walesa
* Color: Amaranth / White
* Coat of Arms: Polish Eagle
* Unique Unit: Winged Hussar (Cuirassier): +50% attack against Musketman, Rifleman
* Unique Building: Sejmik (Civic Square): +10% gold, +2 happiness
* Unique Power: The Power of Golden Liberty: additional food and commerce during Golden Ages
* Unique Historical Victory:
* Have three cities with 12 population by 1400 AD
* Be the first to discover Civil Liberties
* Build three Christian cathedrals by 1600 AD
* Italy
* Spawn: 1167 AD at Florence
* Leaders: Lorenzo de' Medici, Cavour, Mussolini
* Color: Dark Red / Dark Yellow
* Coat of Arms: Lion of Mark
* Unique Unit: Balestriere (Crossbow): +1 first strike, +25% city attack, starts with Amphibious
* Unique Unit: Lanternas (Galleass): +2 strength
* Unique Building: Art Studio (Forge): +25% culture, +1 artist slot
* Unique Power: The Power of Renaissance: Free specialist in all cities until the end of the Renaissance
* Unique Historical Victory:
* Build San Marco Basilica, Sistine Chapel and the Leaning Tower by 1500 AD
* Have three cities with Influential culture by 1600 AD
* Control 65% of the Mediterranean by 1930 AD
* Mughals
* Spawn: 1206 AD in Delhi
* Leaders: Muhammad ibn Tughluq, Akbar, Benazir Bhutto
* Color: Brownish Green / Yellow
* Coat of Arms: Half Moon
* Unique Unit: Siege Elephant (Cannon): +1 strength and +25% against Archers and Gunpowder units
* Unique Building: Mausoleum (Estate): +1 free Artist
* Unique Power: The Power of Architecture: Cities receive half of construction cost as culture on building completion
* Unique Historical Victory:
* Build three Islamic Mosques by 1500 AD
* Build the Red Fort, Shalimar Gardens and Taj Mahal by 1660 AD
* Have 50000 culture in 1750 AD
* Thailand
* Spawn: 1350 AD in Ayutthaya
* Leaders: Naresuan, Mongkut
* Color: Blue / Red
* Coat of Arms: Thai Eagle
* Unique Unit: Chang Suek (Lancer): +50% against Mounted units, +50% against Arquebusier and Musketman, can enter Rainforest and Jungle
* Unique Building: Ho Trai (Library): +1 happiness
* Unique Power: The Power of Father Governs Children: +1 commerce per excess happiness
* Unique Historical Victory:
* Have Open Borders with 10 cilivizations by 1650 AD
* Make Ayutthaya the most populous city in the world in 1700 AD
* Allow no foreign powers in South Asia in 1900 AD
* Congo
* Spawn: 1390 AD in Mbanza Kongo
* Leader: Mbemba
* Color: Khaki / Brown
* Unique Unit: Pombos (Heavy Swordsman): +50% against Gunpowder units
* Unique Building: Mbwadi (Weaver): +2 commerce on improved Cotton
* Unique Power: The Power of the Tropics: +1 food and production and no unhealthiness on Jungle, Rainforest and Marsh tiles
* Unique Historical Victory:
* Have 15% of the votes in the Apostolic Palace by 1650 AD
* Acquire 1000 gold by slave trade by 1800 AD
* Enter the Industrial Era before anyone enters the Modern Era
* Iran
* Spawn: 1500 AD in Esfahan
* Rebirth: of Persia
* Leaders: Abbas, Khomeini
* Color: Light Orange / Red
* Coat of Arms: Iranian Lion
* Unique Unit: Qizilbash (Arquebusier): +25% against Gunpowder units, starts with Guerilla I
* Unique Building: Caravanserai (Post Office): +1 trade route, +2 food on improved Incense, +1 food on improved Spice and Silk
* Unique Power: The Power of Safaviyya: State religion buildings produce +2 culture and +2 research
* Unique Historical Victory:
* Have Open Borders with 6 European civilizations in 1650 AD
* Control Mesopotamia, Transoxania and Northwestern India in 1750 AD
* Have a city with 20000 culture in 1800 AD
* Prussia / Germany
* Spawn: 1700 AD in Berlin
* Leaders: Frederick, Bismarck
* Color: Dark Gray / Black
* Coat of Arms: Iron Cross
* Unique Unit: Fusilier (Musketeer): starts with Drill I and II
* Unique Unit: Panzer (Tank): +25% against Rifleman, Infantry, starts with Blitz, Leadership
* Unique Building: Assembly Plant (Factory): +1 free engineer, +2 experience for Armoured units
* Unique Power: The Power of Doctrine: Units retain all their experience when upgraded
* Unique Historical Victory:
* Have 7 great people in Berlin in 1900 AD
* Control Italy, France, Scandinavia, England and Russia in 1940 AD
* Be the first to discover eight Industrial and eight Global technologies
* Mexico
* Spawn: 1810 AD in Ciudad de México
* Rebirth: of Aztecs
* Leaders: Juarez, Santa Anna, Cardenas
* Color: Green / Black
* Coat of Arms: Mexican Eagle
* Unique Unit: Rural (Cavalry): -20 cost, can fortify, starts with Combat I
* Unique Building: Charreada Arena (Amphitheatre): +1 happiness with Horse, +2 experience for Mounted units
* Unique Power: The Power of Arid Agriculture: Can build farms on hills
* Unique Historical Victory:
* Build three Cathedrals of your state religion by 1880 AD
* Create three Great Generals by 1940 AD
* Make Mexico City the largest city in the world in 1960 AD
* Argentina
* Spawn: 1810 at Buenos Aires
* Conditional: if controlling civilization is not stable
* Leaders: San Martin, Peron
* Color: Light Blue / Light Yellow
* Coat of Arms: Argentine Sun
* Unique Unit: Grenadier Cavalry (Dragoon): +25% attack against Musketman
* Unique Building: Cold Storage Plant (Supermarket): +2 commerce on improved Cow, Pig, Deer
* Unique Power: The Power of Juntas: Great Generals can start Golden Ages
* Unique Historical Victory:
* Experience two Golden Ages by 1930 AD
* Have legendary culture in Buenos Aires in 1960 AD
* Experience six Golden Ages by 2000 AD
* Colombia
* Spawn: 1814 in Bogotá
* Conditional: if controlling civilization is not stable
* Leaders: Bolivar
* Color: Purple / Dark Yellow
* Coat of Arms: Colombian Eagle
* Unique Unit: Albion Legion (Grenadier): +1 move, +2 strength
* Unique Unit: Llanero (Hussar): +50% attack against Musketeer, Rifleman, starts with Mobility
* Unique Building: Hacienda (Estate): +1 food for improved Banana, +3 commerce for improved Coffee
* Unique Power: The Power of the Liberator: No City Resistance on Conquest in Latin America
* Unique Historical Victory:
* Allow no European colonies in Peru, Gran Colombia, the Guayanas and the Caribbean in 1870 AD
* Control South America in 1920 AD
* Acquire 3000 gold by selling resources by 1950 AD
* Brazil
* Spawn: 1822 AD at Rio de Janeiro
* Conditional: if controlling civilization is not stable
* Leaders: Dom Pedro II, Vargas
* Color: Light Green / Yellow
* Coat of Arms: Globe
* Unique Unit: Madeirero (Worker): starts with Woodsman II, chopping Jungle and Forest creates production and gold
* Unique Building: Fazenda (Estate): +1 commerce on improved Banana, Spice, Sugar, Coffee, Tobacco
* Unique Power: The Power of Ethanol: Sugar counts as Oil for the Oil Industry corporation
* Unique Historical Victory:
* Control eight Slave Plantations and four Pastures in 1880 AD
* Build Wembley, Cristo Redentor and the Three Gorges Dam
* Control 20 Forest Preserves and have a National Park in your capital by 1950 AD
* Canada
* Spawn: 1867 at Montreal
* Leader: MacDonald, Trudeau
* Color: Pale Red / White
* Coat of Arms: Maple Leaf
* Unique Unit: Corvette (Destroyer): reduced strength and cost, increased speed
* Unique Building: Royal Mounted Police (Constabulary): +2 happiness with Horse
* Unique Power: The Power of Multiculturalism: Immigrants bring Great People points to your cities
* Unique Historical Victory:
* Connect your capital to an Atlantic and a Pacific port by railroad by 1920 AD
* Control all cities and 90% of the territory in Canada without ever conquering a city by 1950 AD
* End twelve wars through diplomacy by 2000 AD
TECHNOLOGIES
* Completely new tech tree covering 141 technologies over 7 eras
* The eras are: Ancient, Classical, Medieval, Renaissance, Industrial, Global, Digital
* Every era except Digital includes 3 tiers of techs with 7 eras each (21 techs per era)
* Complete list of technologies:
* Early Ancient: Tanning, Mining, Pottery, Pastoralism, Agriculture, Mythology, Sailing
* Middle Ancient: Smelting, Masonry, Leverage, Property, Ceremony, Divination, Seafaring
* Late Ancient: Alloys, Construction, Riding, Arithmetics, Writing, Calendar, Shipbuilding
* Early Classical: Bloomery, Cement, Mathematics, Contract, Literature, Priesthood, Navigation
* Middle Classical: Generalship, Engineering, Aesthetics, Currency, Law, Philosophy, Medicine
* Late Classical: Nobility, Steel, Architecture, Artisanry, Politics, Scholarship, Ethics
* Early Medieval: Feudalism, Fortification, Machinery, Alchemy, Guilds, Civil Service, Theology
* Middle Medieval: Charter, Crop Rotation, Paper, Compass, Patronage, Education, Clergy
* Late Medieval: Gunpowder, Companies, Finance, Cartography, Humanities, Printing, Judiciary
* Early Renaissance: Firearms, Logistics, Exploration, Optics, Academia, Statecraft, Heritage
* Middle Renaissance: Combined Arms, Economics, Geography, Scientific Method, Urban Planning, Civil Liberties, Horticulture
* Late Renaissance: Replaceable Parts, Hydraulics, Physics, Geology, Measurement, Sociology, Social Contract
* Early Industrial: Machine Tools, Thermodynamics, Metallurgy, Chemistry, Biology, Representation, Nationalism
* Middle Industrial: Ballistics, Engine, Railroad, Electricity, Refrigeration, Labour Unions, Journalism
* Late Industrial: Pneumatics, Assembly Line, Refining, Film, Microbiology, Consumerism, Civil Rights
* Early Global: Infrastructure, Flight, Synthetics, Radio, Psychology, Macroeconomics, Social Services
* Middle Global: Aviation, Rocketry, Fission, Electronics, Television, Power Projection, Globalism
* Late Global: Radar, Spaceflight, Nuclear Power, Laser, Computers, Tourism, Ecology
* Early Digital: Aerodynamics, Satellites, Superconductors, Robotics, Telecommunications, Renewable Energy, Genetics
* Middle Digital: Supermaterials, Fusion, Nanotechnology, Automation, Biotechnology
* Late Digital: Unified Theory, Artificial Intelligence, Transhumanism
UNITS
* Changed and rebalanced many existing units:
* War Elephant (Generalship): Strength 8, +25% against Heavy Cavalry
* Maceman replaced by Heavy Swordsman
* Knight has been renamed to Lancer
* Crossbowman (Machinery): Strength 6, +25% against Melee, +25% against Light Cavalry, +25% city defense, +25% hill defense
* Longbowman (Commune): Strength 6, 30% retreat chance, halved collateral damage against 2 units (max. 30%), +25% hills, forest, rainforest attack, +25% hills defense
* Pikeman (Companies): Strength 8, +50% against Melee and Heavy Cavalry
* Galleon (Exploration): 5 moves
* Musketman renamed to Musketeer (Replaceable Parts): Strength 12, +10% against Arquebusier
* Grenadier (Chemistry): Strength 10, 50% retreat chance, collateral damage against 3 units (max. 50%), +25% against Rifleman, starts with City Raider I
* Artillery (Ballistics): Strength 14, 50% retreat chance, collateral damage against 5 units (max. 50%), 12% bombard rate
* Infantry (Social Services): does not receive +25% against gunpowder units, +20% against Marine and Paratrooper
* Transport (Infrastructure): 9 moves
* Marine (Globalism): starts with Woodsman and Guerilla
* Gunship (Aerodynamics): starts with Amphibious
* Stealth Destroyer (Superconductors): can bombard cities
* New unit attributes: open terrain attack and defense in open terrain (flat terrain, no feature defense modifier, no city or fort)
* General unit design changes:
* Split Mounted units in Heavy Cavalry and Light Cavalry
* Heavy Cavalry units are slightly weaker, have somewhat increased open terrain attack and are countered by spear units (Spearman, Heavy Spearman, Pikeman)
* Light Cavalry units are weaker, have increased open terrain strength and are countered by archers (Archer, Crossbowman)
* Siege units have increased cost and very high retreat chance to make them reusable and less expendable
* Light naval combat units have a high retreat chance and increased attack/strength on coast tiles
* Naval transport units have a retreat chance
* Warrior and Axeman are only available to barbarians
* Changes to barbarian and native only units:
* Vulture: now replaces Light Swordsman
* Dog Soldier: now replaces Light Swordsman, only +75% against melee units
* Impi: cannot enter Desert
* Mounted Brave: now replaces Pistolier, +20% retreat chance
* Removed Airships
* Promotion changes:
* Mercenary: +2 gold upkeep, cannot be upgraded
* Desert Adaptation: double movement in desert
* Skirmish: +25% against light cavalry units
* Disengage I-II: renamed from Flanking promotions
* Flanking I-III: additional open terrain attack and defense
* City Raider II and III: enabled access for gunpowder units
NEW UNITS
* 16 new land units
* Militia (none): Strength 2, +25% city defense
* Light Swordsman (Alloys): Strength 5
* Horseman (Riding): Strength 6, 20% retreat chance, +25% against siege units, -25% city strength
* Camel Rider (Riding): Strength 5, 20% retreat chance, +25% against siege units, -25% city strength, +25% desert strength, +25% against heavy cavalry, starts with Desert Adaptation
* Skirmisher (Contract, Tanning): Strength 4, 1 first strike, 30% retreat chance, 50% collateral damage against 2 units (max. 25%), +25% hills, forest, rainforest attack
* Camel Archer (Nobility): Strength 5, 30% retreat chance, +50% open terrain strength, +25% desert strength, +25% against heavy cavalry, starts with Desert Adaptation
* Heavy Spearman (Civil Service): Strength 6, +100% against Heavy Cavalry
* Bombard (Gunpowder): Strength 5, 75% retreat chance, collateral damage against 5 units (max. 60%), +100% city attack, 12% bombard rate
* Persecutor (Doctrine): can remove non-state religion
* Arquebusier (Firearms): Strength 10
* Pistolier (Combined Arms): Strength 7, 30% retreat chance, +30% open terrain strength
* Camel Gunner (Firearms): Strength 7, 40% retreat chance, +25% open terrain strength, +25% desert strength, +25% against heavy cavalry, starts with Desert Adaptation
* Dragoon (Biology): Strength 14, -25% city strength, immune to first strikes
* Hussar (Nationalism): Strength 10, 50% retreat chance, +25% open terrain strength
* Labourer (Labour Unions): +50% work rate, can build Hamlets and Highways
* Howitzer (Flight): Strength 15, 50% retreat chance, collateral damage against 6 units (max. 60%), +25% city attack, 16% bombard rate
* 6 new naval units:
* Heavy Galley (Alchemy): Strength 5, 50% retreat chance, +25% coast attack
* Cog (Guilds): Strength 5, 25% retreat chance, 2 cargo
* Galleass (Gunpowder): Strength 6, 25% retreat chance, +50% coast strength
* Steamship (Thermodynamics): Strength 12, 25% retreat chance, 3 cargo
* Torpedo Boat (Ballistics): Strength 18, 50% retreat chance, +50% coast attack
* Cruiser (Engine, Refining): Strength 28, 25% retreat chance, 16% bombard rate
* 2 new air units:
* Biplane (Flight): Strength 12, range 6, 50% interception chance, 8% bombard rate
* Nuclear Bomber (Fission): Range 6, can drop a nuclear bomb
* Satellite (Satellites): invisible to most units, can see Satellites, can explore rival territory, can do recon missions, starts with Sentry, can join city as Research Satellite, Commercial Satellite, Military Satellite
* Drone (Automation): invisible to all units, can explore enemy territory, can bombard improvements and city defenses, 50% chance to evade enemy detection, can execute some espionage missions
* 6 new barbarian only unique units:
* Native Raider (Zulu Impi): +1 move
* Huluganni (Hittite Chariot): +1 strength
* Medjay (Nubian Archer): +1 strength, +1 first strike
* Asvaka (Kushan Horseman): -1 strength, +50% against Melee and Cavalry units
* Farari (Songhai Lancer): -2 strength, starts with Shock
* Mohawk (Iroquois Arquebusier): starts with Woodsman I and Woodsman II
* Mounted Brave (Sioux Cuirassier): 35% withdrawal chance
* Included generic African unit art style for African civilisations (thanks to merijn_v1 for the inclusion)
BUILDINGS
* 31 new buildings:
* Smokehouse (Pastoralism): +1 health from Cow, Pig, Deer
* Pagan Temple (Mythology): +2 culture, requires no state religion, no religion in the city
* Monument (Ceremony): +2 culture
* Weaver (Aesthetics): +2 culture, +1 artist slot, +1 happiness from Cotton, Silk, Dye
* Bath (Medicine): +2 health, +2 culture
* Pharmacy (Alchemy): +1 health from Wine, Banana, Whale, +1 scientist slot
* Coffeehouse (Patronage): +1 happiness from Sugar, Tea, Coffee, Tobacco
* Post Office (Paper): +1 trade route, +1 statesman slot
* Wharf (Compass): +50% trade route yield, +1 health from Fish, Clam, Crab
* Constabulary (Judiciary): -25% war weariness, +25% espionage
* Civic Square (Statecraft): +25% great people birth, +1 statesman slot
* Sewer (Urban Planning): +2 health
* Star Fort (Urban Planning): -50% bombard damage
* Estate (Horticulture): +1 artist slot, +1 statesman slot, +1 happiness per 20% culture rate
* Warehouse (Measurement): +25% gold, +1 merchant slot
* Park (Biology): +2 health, +2 happiness
* Distillery (Chemistry): +1 commerce on improved Wheat, Rice, +2 commerce on improved Sugar, Wine, +1 unhealth
* Railway Station (Railroad): +25% gold, +1 engineer slot, +1 unhealth from Coal, Oil
* News Press (Journalism): +25% great people birth, +25% culture, +1 statesman slot
* Department Store (Synthetics): +25% gold with power, +1 merchant slot
* Cinema (Film): +1 happiness, +25% culture, +1 happiness from Movies, +1 artist slot
* Electrical Grid (Social Services): +10% commerce with power
* Container Terminal (Radar, Customs House): +50% foreign trade route yield
* Supercomputer (Computers, Laboratory): +25% research with power, +1 scientist slot
* Stadium (Television, Arena): +1 happiness, +1 happiness with Hit Football Events, +25% culture with power