Aesthete Affinity Action gains have been reduced in the early eras and increased in the later eras
Merchant Affinity Action gains have been increased overall
Many Cultures had their Legacy Traits, Emblematic Units and Emblematic Quarters re-balanced: adjusting their values, adding new properties or outright changing traits
Read More: Affinities - Ancient Cultures - Classical Cultures - Medieval Cultures - Early Modern Cultures - Industrial Cultures - Contemporary Cultures
Vassalization costs have been reduced and tribute from Vassals has been changed to 35% of their income
Battles now require a higher number of units to increase the total number of Battle Turns
Pacifist Reputation Badge has been modified
Clear Forest Army Action has been modified, requiring 4 Turns at most to complete which can be reduced with multiple modifiers and it should provide more Industry overall
Overall Unit Industry and Upkeep costs have been increased
More Terrain types and natural modifiers now also affect Movement costs
Changed the Traitor badge and War Score tooltips to better reflect their vanilla effect post-Achilles update
Several Units have been re-balanced: adjusting their values, adding new properties or outright changing traits
Read More: Warfare & Diplomacy - Units
Cities & Empire
Cities now have increased Population Growth with each attached Territory
Farmers reduce the Total Food consumption and consumption per Population in the City
Unemployed Population no longer consume Food, instead producing small yield amounts while costing Stability
Bankruptcy now adds an Influence penalty on Empire
Revolutions drain your Money and Influence stockpiles
After a Revolution you gain Stability, Fame gain bonus multiplier and -80% Trade Upkeep cost for 10 Turn (Normal Speed)
Population buyout costs have been greatly reduced
Establishing Naval Trade Routes now requires Fishing and Seafaring Mastery
Trade Route Upkeep Cost has been adjusted to be 30% cheaper
Being Over or Under the City Cap now add a Stability penalty on all Cities and Influence bonus respectively
Outposts no longer provide Money or Science and their creation cost is increased when you have no Cities
Pollution
Overall Pollution generation from Districts and Infrastructures has been reduced and overall Pollution reduction from Infrastructures has been increased
Most Strategic Resource Extractors now generate Pollution and some Technologies now add Pollution generation to Districts
Stability penalty from Global Pollution has been reduced and Local Pollution penalties now scale with the Territory's Pollution generation
Districts & Public Ceremonies
District Cost now scales less with number of Districts and more with Specialist Slots of District type
Public Ceremonies (Repeatables) are unlocked with Civics instead of Technologies
Many Public Ceremonies have been re-balanced: adjusting their values, adding new properties or outright changing traits
Infrastructure
Overall Industrial and Contemporary Era Infrastructure have their Industry Cost reduced
Public Hygiene Infrastructure no longer provide Stability but Walls now do
Some Infrastructures now provide increase yields per Specialist but reduce the total number of Specialist Slots in the City
Many Infrastructures have been re-balanced: adjusting their values, adding new properties or outright changing traits
Read More: Cities & Empire - Pollution - Districts & Public Ceremonies - Infrastructures
Era Stars needed to advance Era have been increased from 1 to 2 for the Neolithic Era and 7 to 8 from every other Era
Era Star Thresholds now scale with Fame instead of Era Number
Agrarian, Expansionist, Builder, Farmer and Militarist Era Star Thresholds have been increased overall
Aesthete and Merchant Era Star Thresholds have been reduced overall
(Together We Rule) Diplomat Era Star Thresholds based on number of players have been reduced
Cultural Wonders now provide an additional Fame gain bonus multiplier on Empire
Holy Site Wonders now provide the same base Stability as other Cultural Wonders
Many Cultural and Natural Wonders have been re-balanced: adjusting their values, adding new properties or outright changing traits
Read More: Fame & Era Stars - Cultural Wonders - Natural Wonders
Territories under the Influence of a Foreign Religion have a Stability penalty unless you pick the Irreligion Civic
Overall Tenet Population requirements have been increased
Many Tenets have been re-balanced: adjusting their values, adding new properties or outright changing traits
Base Science cost for all Technologies of the Medieval Era and later increased
Cost scaling has been reduced per number of researched Technologies
Some Technologies have been re-balanced: adjusting their values, adding new properties or outright changing traits
Read More: Religion - Technology
All Government Civics that require Civic choices to unlock now do so based on your Ideology axis instead
Several Civics now unlock Public Ceremonies and also gain effects based on Unemployment (Overpopulation)
Many Civics have been re-balanced: adjusting their values, adding new properties or outright changing traits
New Narrative Events have been added and many existing ones have been modified
Read More: Ideology & Civics - Narrative Events
Neolithic Era starts now with 2 Tribes instead of 1
Adjusted the coloring of Unit Health bars to match the Damaged and Maimed Combat Strength penalty status
Units spawned from Curiosities are no longer always the same Unit type based on Era
(Together We Rule) Most Leverage Actions now unlock at earlier Eras
(Together We Rule) Influence Cost to promote Doctrines increased and Embassy Agreements now have an Influence upkeep
(Together We Rule) Some Doctrine effects have been re-balanced: adjusting their values, adding new properties or outright changing traitsÂ
Read More: Miscellaneous