FIMS District Cost now scales less with number of Districts and more with Specialist Slots of District type
"The scaling exponent on number of districts and jobs reduced from 2.025 to 2"
Overall Pollution generation from Districts has been reduced
Most Strategic Resource Extractors now generate Pollution
Administrative Center
[Removed] +5% Growth Gain
[New] +1 Influence
[New] Can now exploit Lakes and Coastal Waters
Commons Quarter
[Removed] +2 Influence
[Removed] +5 Stability per adjacent Farmers | Makers | Research | Market Quarter
[New] +1 Influence per adjacent District
[New] +5 Stability
[New] +4 Stability per adjacent District other than Commons Quarter
Harbor
[New] Can now exploit Ocean tiles (provides no base yield)
[New] Naval units (not transports) that start the Turn on a non-Emblematic Harbor will gain +3 Movement Speed for that Turn
Fixed a bug that allowed Harbors to be built atop Resources
Holy Site
[Removed] +2 Faith per adjacent Farmers | Makers | Market | Research Quarter
[New] +2 Faith per adjacent District
Main Plaza
[New] Can now exploit Lakes and Coastal Waters
Market Quarter
[New] +1 Money per adjacent Coastal Water
Fission Test
Industry Cost: 2 500 ⇒ 3 125
Fusion Test
Industry Cost: 2 500 ⇒ 3 125
Space Station
Industry Cost: 2 500 ⇒ 3 750
Lunar Lander
Industry Cost: 2 500 ⇒ 3 750
Mars Colony
Industry Cost: 2 500 ⇒ 3 750
Aerodrome
[Removed] Industry Cost = 50 + 20 * (NumberOfDistricts - 1) ^ 1.16 + ((NumberOfDistricts - 1) * 0.85) ^ 2.025
[New] Industry Cost = 3 000
+5 ⇒ +1 Pollution
Airport
[Removed] Industry Cost = 70 + 30 * (NumberOfDistricts - 1) ^ 1.16 + ((NumberOfDistricts - 1) * 0.85) ^ 2.05
[New] Industry Cost = 5 000
+15 ⇒ +3 Pollution
Manufactory
[Removed] Can be built once in the world
[New] Can be built once on Empire
Missile Silo
+15 ⇒ +2 Pollution
Nature Reserve
[New] Can be built at any Stability value
Plant Forest
Industry Cost:
[Removed] Industry Cost = 500
[New] Industry Cost = 2^Era * 20 + Era * 10
Train Station
[Removed] Industry Cost = 70 + 30 * (NumberOfDistricts - 1) ^ 1.16 + ((NumberOfDistricts - 1) * 0.85) ^ 2.05
[New] Industry Cost = 2 000
+5 ⇒ +1 Pollution
Aluminium Mine
[New] +1 Pollution
Coal Mine
[New] +3 Pollution
Oil Well
[New] +2 Pollution
Saltpeter Mine
[New] +1 Pollution
Uranium Mine
[New] +2 Pollution
Public Ceremonies (Repeatables) are now unlocked by Civics instead of Technologies except for Carbon Recapture Project
Most Repeatables now also provide a stackable, permanent effect after construction
[New] Carbon Recapture Project
Technology Required: Automation
+1 Industry per Public Ceremony on Makers Quarter
-1 Pollution per Public Ceremony on Territory
Feast
[Removed] Technology Required: None
[New] +1 Food per Farmers per Public Ceremony
[New] +1 Farmer Slot per Public Ceremony
[New] Civic Required: Legitimacy (Customary Laws)
Holy Day
[Removed] Technology Required: Rhetoric
[New] +2 Faith on Religious District
[New] Civic Required: Legitimacy (Customary Laws)
Industry Cost: 1 000 ⇒ 500
Games
[Removed] Technology Required: Conquest
[New] +3 Stability per Public Ceremony
[New] Civic Required: Cultural Blessing (Monoculturalism)
Parade
[Removed] Technology Required: Mounted Warfare
[New] +2 Stability on Garrison per Public Ceremony
[New] Civic Required: Army Wages (Paid Wages)
Trade Fair
[Removed] Technology Required: Mercantilism
[New] +1 Money per Traders per Public Ceremony
[New] +1 Trader Slot per Public Ceremony
[New] Civic Required: Foreign Customs (Cultural Respects)
Festival
[Removed] Technology Required: Theology
[New] (Permanent) +1 Influence on Commons Quarters
[New] Civic Required: Cultural Blessing (Multiculturalism)
Symposium
[Removed] Technology Required: Scientific Method
[New] +1 Science per Researchers per Public Ceremony
[New] +1 Researcher Slot per Public Ceremony
[New] Civic Required: Press Freedom (Freedom of Speech)
Cities & Empire - Pollution - Districts & Public Ceremonies - Infrastructures