LT - American Exceptionalism
+1 ⇒ +2 Money generated from on-going Trade on City or Outpost
EQ - Defense Agency
[Removed] +10 Money per adjacent Garrison
[Removed] Counts as "Commons Quarter"
[New] +5 Influence per adjacent Garrison
[New] +5 Money per adjacent Research Quarter
[New] +5 Science per adjacent Market Quarter
[New] Counts as "Research Quarter”
+3 ⇒ +1 bonus Combat Strength when launching Artillery, Air or Missile Strikes on Unit
EQ - Strip Mining Complex
[Removed] Requires being connected to a Main Plaza or Administrative Center
+15 ⇒ +3 Pollution
EU - All Terrain PMV
[New] Move and Fire: Can perform a full move after making an attack
Population Cost: 2 ⇒ 3
EQ - Agronomy Lab
[Removed] +1 Food per Population
[New] +2 Science per Farmer
EU - Jungle Brigade
Master Ambusher: +12 ⇒ +8 Combat Strength Ambusher bonus when on Forest Tiles
EU - Guardians
Combat Strength: 60 ⇒ 58
EU - Guerrilleros
[Removed] Guerrilla Tactics: Apply a -100 Stability penalty when standing on a hostile City's Territory
[New] Guerrilla Tactics: Apply a -20 plus (-10 * Veterancy level) Stability penalty when standing on a hostile City's Territory
Industry Cost Level: Era VI Low ⇒ Era VI Medium
LT - Valley of Kings
[New] +20 Influence on Cultural Wonder
[New] +2% Bonus on future Fame gains per Cultural Wonder on Empire
EQ - Archaeological Dig
[New] +3 Influence per adjacent Emblematic Quarter
[New] +30 Science per adjacent Cultural Wonder
EU - Free Officers
Combat Strength: 58 ⇒ 53
LT - Economic Elephant
[Removed] +2% Money per Number of Territories in your sphere of influence
[New] +2% Money per Number of Territories in your sphere of influence on Capital
EU - Peacekeepers
Population Cost: 3 ⇒ 2
Combat Strength: 57 ⇒ 55
EQ - Robotics Lab
+5 ⇒ +1 Pollution
LT - Abundant Lands
+2 ⇒ +4 Industry per Farmer
EQ - Oil Refinery
+10 ⇒ +2 Pollution
LT - Center of Attraction
-25% ⇒ -50% on Absorb City cost
EQ - Communal Housing
[Removed] -10 Stability
[New] +3 Stability per adjacent District
LT - Red Tide
-20% ⇒ -30% on Unit Industry cost
EQ - Arms Factory
+10 ⇒ +2 Pollution
Creates a new Deposit of Weapons which is automatically exploited:
Diversification Effects:
[New] -20 Stability on All Cities
Cumulative Effects:
[Removed] -10 Stability per Weapon on All Cities
EU - Red Army Tank
Combat Strength: 60 ⇒ 55
EQ - Public School
[Removed] +1 Science per Farmers Slot
[Removed] -10 Stability
[Removed] +1 Researchers Slot on City or Outpost
[Removed] Counts as "Research Quarter"
[New] Counts as "Commons Quarter”
+1 Food | Industry | Money | Science per Farmers | Workers | Traders | Researchers
+5% ⇒ +3 Science per adjacent Research Quarter
Affinities - Ancient Cultures - Classical Cultures - Medieval Cultures - Early Modern Cultures - Industrial Cultures - Contemporary Era