[New] +1% Population loss per -10 Food when the City is Starving
Farmers reduce the Total Food consumption and consumption per Population in the City:
[Removed] Food consumption per Population = 6 + 0.25 * Population
[Removed] Total Food consumption = 6 * Population + 0.25 * Population²
[New] Food consumption per Population = 6 + 0.25 * (Population - Farmers)
[New] Total Food consumption = 6 * Population + 0.25 * Population * (Population - Farmers)
Overpopulation (Population without an assigned Specialist Slot) now produce +2 Food | +1 Industry | +2 Money
Cities receive -10 Stability per Overpopulation
Several Civics and Infrastructure now affect and rely on Overpopulation
Industry per Population from Forced Labor now scales with All Specialist output instead of Worker output only
[Removed] IndustryPerPopulation = 5 * 1 max IndustryWorkplaceGainPerPopulation
[New] IndustryPerPopulation = CityLevel * 2.25 * 1 max (IndustryWorkplaceGainPerPopulation +FoodWorkplaceGainPerPopulation + ScienceWorkplaceGainPerPopulation + MoneyWorkplaceGainPerPopulation)
Adjusted Trade Route Upkeep cost modifier: added a 30% linear discount
Fishing unlocks Naval Trade Routes on Coastal Territories
Seafaring Mastery unlocks Naval Trade Routes across Oceans
Luxury Manufactory
Changed from being able to be built one per World to one per Empire so every empire can in theory have its own manufactory
All Wondrous Effects
[Removed] +2% Food | Industry | Money | Science per Copy of the Luxury owned on all Cities
[New] +5% Food | Industry | Money | Science on all Cities
Having a Money deficit on your Empire will reduce your Influence
Bankruptcy Influence Reduction Formula:
Influence Reduction = (EraValue * CityNumber * TurnsBankrupt ^ 2)
Empires with Money or Influence deficits will lose Stability faster
"[This way] they can have revolutions faster to stop the death spiral."
Revolutions will now also remove 80% of your current Influence and Money stockpiles per Turn
"This also means that when you are in negative Influence or Money, [they] will help you reach positive values again.”
Influence and Stability penalties are disabled when Empire is at Bankruptcy or negative Influence
[New] After Revolution for 10 Turns (Normal Speed) on all Cities:
+2 Stability (Target Stability: 40)
+40% Fame Gain bonus multiplier
-80% Trade Upkeep
Being over City Cap no longer applies an Influence penalty but instead applies a Stability penalty on all Cities
Being under City Cap will now grant an Influence bonus on Empire
Formula for Stability Loss from being over City Cap:
[New] Stability Loss = (0.5+EraLevel/2)*(4c²+6c)
C is the number of Cities over the City Cap
Formula for Influence Gain from being under City Cap:
[New] Influence Gain = (EraLevel²)*(2c²+2c)
C is the number of Cities under the City Cap
[New] Can now exploit Lakes and Coastal Waters
[New] No longer provide Money or Science
+2 ⇒ +3 Industry
Influence Buyout Cost Formula:
[Removed] Influence Cost = 0.25 * ((IndustryCost) ^ 1.05 + TurnNumber * (TurnNumber / 75) ^ 1.25)
[New] Influence Cost = IndustryCost * (0.15 + 0.3 * (TurnNumber / 50) ^ 1.5 )
Territory Attachment Cost:
[Removed] Influence Cost = 30+30*AttachedTerritories*TotalAttachedTerritories
[New] Influence Cost = 30+10*AttachedTerritories*TotalAttachedTerritories+5*TotalAttachedTerritories^2
Where AttachedTerritories is the amount of Territories attached to the City and TotalAttachedTerritories is the amount of Territories attached to All Cities.
"In practice, this means that attaching territories is cheaper for bigger cities and more expensive for small cities, with the breakeven point (where it costs the same as vanilla) starting at 1 territory when you have 1 city, 2 territory when you have 2 cities, 3 territories when you have 4 cities, and between 3 and 4 territories at 5+ cities."
Cities & Empire - Pollution - Districts & Public Ceremonies - Infrastructures