Game Calendar set between 15 000 BC and 1 990 CE ⇒ 10 000 BC and 2 031 CE
The ratio of calendar advancement was also adjusted to better match real-life progression
Changed Science Osmosis Formula:
Science Gain = Stability Target/20 * Available Techs * Era^2.65
"It'll scale with how many techs you could research, instead of how much science you produce.”
The density threshold required for visually upgrading Districts has been greatly reduced
Adjusted the coloring of Unit Health bars to match the Damaged and Maimed Combat Strength penalty status
"Unit healthbar will be green when there is no combat penalty, yellow when it is damaged and red when it is maimed. Thank you Laki for showing how to do it."
Adjusted the AI to discourage it from building Commons Quarters adjacent to other Commons Quarters
Curiosity Unit Spawn Probability Table
Era I: 100% Warriors ⇒ 20% Warriors | 30% Scout Riders | 50% Levies
Era II: 100% Swordsmen ⇒ 20% Horsemen | 30% Swordsmen | 50% Citizens
Era III: 100% Great Swordsmen ⇒ 20% Great Swordsmen | 30% Pikemen | 50% Peasants
Era IV: 100% Musketmen ⇒ 20% Musketmen | 30% Arquebusiers | 50% Draftees
Neolithic Era starts now with 2 Tribes instead of 1
Neolithic Tribes: [New] +1 Bonus Population on Ransack.
Swapped descriptions of Influence and Money Neolithic Legacy Trait's Event choices
"[S]o they make more sense with the flavor text (this is just cosmetic)”
Stone Weapons Legacy Trait
[New] Bonus Combat Strength only applies on Units with a Melee attack
Neolithic Growth Star requirement:
[Removed] Population = 5 * Gamespeed
[New] Population = 3 + 4 * Gamespeed
Food from River Curiosities: 15 ⇒ 10 Food
Changed Neolithic Spoils of War Formula for Food and Influence rewards:
Gains = (5 * 1 max (3 - SumOfPopulationAndUnits)) max (Base * (5 / (SumOfUnits + 3))
Create Outpost cost before having a City now increased to be similar to when you have a City
Knowledge Neolithic Curiosity Rewards
I: +1 Knowledge | +3 ⇒ +5 Influence
II: +2 Knowledge | +2 ⇒ +3 Influence
The cost of Pacifying conquered Independent Cities increased from 15% to 25% of the cost of founding a new City, but its duration is fixed at 5 Turns for all game speeds.
"This will reduce the total cost from about 150% to 125% spread in five turns."
Patronage
Bribe and Praise costs have been increased; base cost now multiplied by Era
Lifetime extension for Patronage increased by 50%
Patronage Gains are no longer modified by Game Speed
Added a Game Speed modifier to the Independent People's increased Lifetime from Patronage
"This means that IPs that players are investing will take a longer time to go into decline in blitz and fast and normal speed, but roughly the same as vanilla in slow and endless speeds."
Treaties
Reduced scaling for Independent People Profit Sharing with Population and increased scaling when mercenaries are hired
Increased Money gain from Profit Sharing Independent People Treaty
"[Formula] depends less on the mercenaries hired and more on the city state population and districts"
Treaty costs have been reduced by 25% and now scale with Game Speed
Science Collaboration Treaty Formula:
[Removed] Science = PopulationCount + DistrictCount * GlobalEra * PatronageShare
[New] Science = (PopulationCount + DistrictCount) * GlobalEra ^1.5 * PatronageShare ^ 0.5
Embassy Agreements now have a 1.5% Influence upkeep for each Embassy Agreement signed
Cultural Entente
[New] +1 Leverage per Turn per Territory under the other Empire's cultural influence
Humanitarian Aid
On Empire that lost Population:
[New] Humanitarian Aid (+5% Food | +5% Money) on Capital
On other Empire:
[Removed] Humanitarian Aid (+5% Food | +5% Money) on Capital
[New] Humanitarian Aid (+2 Leverage) on Capital
Monumental Contractors
[New] +2% bonus Influence when contributing to another Empire's Wonder for 10 Turns (normal speed, non-stacking)
Money gained reduced to be equal to the Industry invested in the Wonder
Influence gained reduced to be equal to half of the Industry invested in the Wonder
Expel Military Forces
Era Requirement: Classical ⇒ Ancient
Diplomatic Ultimatum
Era Requirement: Medieval ⇒ Ancient
Expose Undercover Assets
Era Requirement: Early Modern ⇒ Medieval
Apply Economic Sanctions
Era Requirement: Contemporary ⇒ Early Modern
Influence cost to promote Doctrines increased by your number of Cities
Mild Collectivism Doctrine:
[New] +5 Stability per Strategic Extractor
Mild Individualism Doctrine:
[New] +25% Resource Sell Gain
-20 ⇒ -25% Resource Buy Cost
Mild World Doctrine:
+20 ⇒ +40 Minimum War Support to declare a Surprise War