Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Politismos Changelog
Door Kaige
Full changelog for Politismos. (May or may not actually be full, I try though.)
   
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General Changes
General:
  • Animal Husbandry is no longer required to see Horses.
  • Barbarians no longer start with the Shipbuilding technology.
  • Barbarians can now produce naval raiders. (Starts once at least half the players in game have Mercantilism)
  • Trade Routes now complete as soon as they return to their home city, instead of having a minimum duration.
  • Increased the preferred minimum start distance from Players to Natural Wonders to 5 (from 2), and decreased it for city states to 0 (from 3). This just means the game prefers to place them 5 or more tiles away, it doesn't stop players from spawning closer to a Natural Wonder.
  • Barbarians no longer gain boldness (boldness is a value that determines how quickly barbarians spawn) with each kill they get.
  • The free envoy from being the first to discover a city state has been removed.
  • City states will now build more districts than just their signature district (although they will build their signature district first).
  • Grievances no longer only start reducing diplomatic favor after hitting 200.
  • Civilization start biases are visible on the Game Creation screen.
  • Low loyalty no longer reduces growth. Yield loss from low loyalty has been reworked:
    Maximum Loyalty
    Minimum Loyalty
    Yield Loss
    100
    90
    0
    89
    80
    -√0.1 = -32%
    79
    70
    -√0.2 = -45%
    69
    60
    -√0.3 = -55%
    59
    50
    -√0.4 = -63%
    49
    40
    -√0.5 = -71%
    39
    30
    -√0.6 = -77%
    29
    20
    -√0.7 = -84%
    19
    10
    -√0.8 = -89%
    9
    0
    -√0.9 = -95%
  • Damage is no longer random.
  • The penalty for researching ahead of era is 20 25% to be a proper inverse of the 20% penalty for researching behind era.
  • 100% of coastal lowland tiles will flood once the sea level finishes rising.
  • Cultural Tribal Villages are now more likely to drop relics after 30 turns than before.
    Game Version
    Turn Count
    One Civic Boost Chance
    Relic Chance
    Two Civic Boosts Chance
    Base & Mod
    <30
    79%
    21%
    0%
    Base
    >=30
    55%
    15%
    30%
    Mod
    >=30
    48%
    26%
    26%
  • Meteor Showers no longer give a free heavy cavalry, instead they give +20 of the most advanced strategic resource the player has discovered.
  • The +strategic resource & unit heal options have been removed from military Tribal Villages.
  • Promotions no longer heal 50 health & no longer end a unit's turn.
  • Experience per level has been reduced to 9/27/... from 15/45/.... Bonus experience from attacking has been removed. Bonus experience from ranged attacks has been removed. Bonus experience from melee attacks has been halved. Experience on Recon units from goody huts & wonders has been reduced to 3/9.
Casus Belli:
  • Surprise Wars: Generate 300 Grievances on declaration, no longer has increased Grievance generation for the rest of the war.
  • War of Territorial Expansion: No longer reduces Grievances from razing.
Dedications:
  • Free Inquiry, Golden Age Effect: Eureka provide an additional 10% of Technology costs. Commercial Hubs & Harbors provide Science equal to their Gold bonus. +1 Science per Specialty District for each city.
Great People:
  • Dandara: No longer creates Warrior Monks twice. Now gives all your units the ability to move through Rainforest & Woods without movement penalty.
Improvements:
  • Fishing Boats no longer get +1 Production from the Colonialism civic.
  • Fisheries are now unlocked by the Colonialism civic: +1 Food, -1 Appeal, +3 Gold per adjacent coastal resource, must be placed adjacent to a coastal resource.
  • City Parks are now unlocked by the Urbanization civic: +2 Culture. +2 Appeal. +1 Amenity if adjacent to water. Cannot be adjacent to another City Park.
Pantheons:
  • Initiation Rites: +50 Faith for each Barbarian Outpost cleared. +5 Combat Strength vs. Barbarians.
  • God of Healing: +5 Healing. All Apostles you create gain the Chaplain ability in addition to a second ability you choose normally.
  • God of War: Killing a non-Barbarian unit provides Faith equal to 150% of its Combat Strength on Standard speed.
Policies:
  • Diplomatic League: Open Borders with all city states.
  • Praetorium: Established Governors provide +5 loyalty to their city.
  • Professional Army: 25% Gold discount on all unit upgrades.
  • Force Modernization: 25% Gold and 50% resource discount on all unit upgrades.
  • Communications Office: Governors provide +2 Loyalty to their city, per Promotion they have.
Religion:
  • Condemn Heretic no longer removes religious pressure from nearby cities.
  • The World Congress Ban Religion Resolution has been changed to making units from target religion immune to Condemn Heretic.
  • Inquisitors no longer require an Inquisition to be launched in order to be produced.
  • Missionary
    Guru
    Apostle
    Inquisitor
    Faith Cost
    75
    100
    200
    200
    +Faith Cost/Unit Produced
    5
    20
    20
    20
    Religious Strength
    100
    100
    110
    100+30 in Friendly Territory
    % Foreign Religion Removed
    0%
    0%
    25%
    75%
  • Beliefs:
    • Cathedral: Cathedrals can now hold religious art or relics.
    • Cross-Cultural Dialogue: +.375 Science for every foreign follower of this religion.
    • Holy Waters: +20 healing for your religious units in or adjacent to Holy Site districts belonging to cities with your majority religion.
    • Lay Ministry: +.25 Culture for every follower of this religion.
    • Pilgrimage: +1.125 Gold for every foreign follower of this religion.
    • Stewardship: +.375 Faith for every follower of this religion.
    • Tithe: +.75 Gold for every follower of this religion.
    • Warrior Monks: Allows spending Faith to train Warriors Monks in Holy Sites with a Temple. Warrior Monks receive +5 Combat Strength within the border of friendly cities that follow this Religion, doubled on Holy Sites. Culture Bomb adjacent tiles when completing a Holy Site.
    • World Church: +.375 Culture for every foreign follower of this religion.
Technologies:
  • Archery is now a Classical Era tech. Several Ancient & Classical Era techs have been moved around to facilitate this.
  • Apprenticeship now requires Iron Working.
  • Combined Arms now requires Steam Power.
  • Military Engineering now requires Engineering.
  • Military Science now requires Gunpowder.
  • Military Tactics now requires Bronze Working.
  • Refining now requires Square Rigging.
  • Replaceable Parts now requires Military Science.
  • Rifling now allows Anti-Cavalry & Melee units to always do full damage to walls.
Generic Units & Promotions
General: Promotion trees have been opened up to be more like selecting Apostle/Spy/Rock Band promotions with Yerevan/Non-State Actors/Hallyu.
Anti-Cavalry:
  • Anti-Cavalry no longer get +10 Combat Strength when defending vs. ranged cavalry.
  • Echelon: +5 Combat Strength when defending.
  • Thrust -> Professionalism: +3 Combat Strength.
  • Square: +150% Support Bonus.
  • Schiltron: +10 Combat Strength vs. melee attacks.
  • Choke Points: +5 Combat Strength when defending in Hills. +5 Combat Strength when defending in Marshes, Rainforest, or Woods.
  • Hold the Line: Adjacent units of a different class get +5 Combat Strength vs. Cavalry.
Bombers:
  • Box Formation: +3 Combat Strength.
  • Evasive Maneuvers -> Cockpit Armor: +10 Combat Strength when defending vs. anti-air.
  • Torpedo Bomber: +10 Bombard Strength vs. naval units.
  • Close Air Support: +7 Bombard Strength vs. land units.
  • Superfortress: +7 Bombard Strength vs. district defenses. No minimum health requirement to air pillage.
Fighters:
  • Cockpit Armor -> Finger-four Formation: +3 Combat Strength.
  • Strafe: +7 Range Strength vs. everything except Air & Cavalry units.
  • Tank Buster: +14 Range Strength vs. Cavalry units.
  • Drop Tanks: +1 Range.
Heavy Cavalry:
  • General: Hetairoi, Knights, Mamluks, Mandekalu Cavalry, Tagmas, Cuirassiers, & Hussars all got -1 Movement, +1 Movement if it begins a turn on a flat tile with no Woods, Rainforest, or Hills, +1 Combat Strength.
  • Barding: +5 Combat Strength when defending.
  • Marauding -> Double Envelopment: +150% Flanking bonus.
  • Rout: +7 Combat Strength when attacking damaged units.
  • Armor Piercing -> Lance: +10 Combat Strength when attacking Melee units.
  • Breakthrough -> Charge: +10 Combat Strength when attacking into flat terrain with no Marsh, Rainforest, or Woods.
Light Cavalry:
  • Caparison -> Ranger: Heals at the end of every turn, even after moving or attacking.
  • Coursers: +6 Combat Strength vs. Ranged & Recon units.
  • Double Envelopment: +150% Flanking bonus.
  • Spiking the Guns: +10 Combat Strength when attacking Siege units.
  • Pursuit: +1 Movement. +2 Combat Strength when attacking damaged units.
Melee:
  • Battlecry -> Professionalism: +3 Combat Strength.
  • Tortoise: +7 Combat Strength vs. ranged attacks.
  • Commando->Athlete: +1 Movement.
  • Amphibious: No Combat Strength and Movement penalty when attacking from sea or river. +5 Combat Strength when embarked.
  • Zweihander: +6 Combat Strength vs. Anti-cavalry & Cavalry units (Does not apply when defending vs. ranged cavalry.)
  • Elite Guard -> Battlecry: +1 additional attack per turn if Movement allows. Can move after attacking. -3 Combat Strength when attacking.
Naval Carrier:
  • Scout Planes: +2 sight range.
  • Advanced Engines: +2 Movement.
Naval Melee:
  • Helmsman: +2 Movement.
  • Embolon: +5 Combat Strength vs. naval units.
  • Rutter: Formation units all inherit escort's Movement speed.
  • Reinforced Hull: +7 Combat Strength vs. ranged attacks.
  • Convoy: +150% Support Bonus.
  • Auxiliary Ships: Heal outside of friendly territory. +1 sight range.
  • Creeping Attack: +10 Combat Strength vs. Naval Raider units.
Naval Raiders:
  • General: Privateers can only be purchased. -15% cost.
  • Boarding: Obtain Gold from defeating naval units equal to 200% of their Combat Strength on Standard speed.
  • Swift Keel -> Helmsman: +2 Movement.
  • Homing Torpedoes: +14 Range Strength vs Naval Carrier & Naval Ranged units.
  • Wolfpack: +7 Range Strength vs. damaged units.
Naval Ranged:
  • Bombardment: +10 Ranged Strength vs. district defenses.
  • Rolling Barrage -> Forecastle: +10 Combat Strength vs. melee attacks.
  • Proximity Fuses: +10 Combat Strength when defending against air attacks.
  • Coincidence Rangefinding: +1 Range. -7 Ranged Strength.
Nihang:
  • Trehsool Mukh: When defeating an enemy unit, gain Faith equal to 100% of that unit's base Combat Strength on Standard speed.
  • Jangi Kara: +5 Combat Strength while the Suzerain of Lahore.
Ranged:
  • Slingers: 5 10 Combat Strength, 15 20 Ranged Strength. Costs 35 40 Production.
  • Archers: 15 20 Combat Strength, 25 30 Ranged Strength. Costs 90 90 Production.
  • Volley -> Precision: +4 Ranged Strength.
  • Arrow Storm -> Volley: +6 Ranged Strength vs. unfortified units.
  • Incendiaries: +10 Ranged Strength vs. district defenses & naval units.
  • Suppression: Exercise zone of control. +3 Combat Strength when defending.
  • Emplacement -> Stakes: +6 Combat Strength vs. melee attacks, doubled against cavalry.
  • Expert Marksman -> Skirmisher: Can move after attacking. -5 Ranged Strength.
Recon:
  • General: -1 Movement. Can scale Cliff walls. No Movement penalty when moving through Hills, Rainforests, & Woods.
  • Skirmisher: 20 30 Combat Strength.
  • Ranger: 45 60 Combat Strength.
  • Spec Ops: 60 70 Combat Strength. 65 70 Ranged Strength. 2 1 Range.
  • Ranger: Heals at the end of every turn, even after moving or attacking.
  • Alpine -> Athlete: +1 Movement.
  • Sentry: Can see through Woods and Jungle. +5 [ICON_Strength] Combat Strength when defending.
  • Ambush: +7 Combat Strength when attacking into Hills. +14 Combat Strength when attacking into Marshes, Rainforests, and Woods.
Rock Bands have been reworked so that they no longer have a chance of dying when used, but have a lifespan of 7 (meaning they will automatically be removed 7 turns after being purchased).
Performance Stars
Album Sales
Tourism Bomb
Promotion
Level Up
Death
6
200 250
200 0
Yes
Yes
No
5
150 200
0
Yes No
Yes
No
4
100 150
150 0
No
No Yes
No
3
50 100
Minus 25 0
No
No
No
2
0 50
100 0
No
No
Yes No
1
0
Minus 25 0
No
No
Yes No
Siege:
  • General: All Siege units can attack after moving now. All Siege units except the Domrey receive -1 Movement, +7 Combat (but not Bombard) Strength.
  • Grape Shot -> Counter-battery: +17 Bombard Strength vs. Siege units.
  • Crew Weapons: +5 Combat Strength when defending.
  • Shrapnel: +10 Bombard Strength vs. non-Siege land units.
  • Expert Crews -> Light Artillery: +1 Movement. -5 Bombard Strength.
  • Forward Observers: +1 Range. -10 Combat Strength when defending.
Warrior Monks:
  • General: -1 Movement. Can scale Cliff walls. No Movement penalty when moving through Hills. +5 Combat Strength in friendly territory that follows your religion. +5 Combat Strength in friendly Holy Sites that follow your religion.
  • Shadow Strike: +150% Flanking Bonus.
  • Exploding Palms: +5 Combat Strength when attacking.
  • Sweeping Wind: Can move after attacking.
  • Cobra Strike: +5 Combat Strength when defending.
Governor Specific
Governors:
  • General: Governor promotions have been opened up so you can pick the promotions in any order without having to take other promotions as prerequisites.
  • Viktor: +10 Loyalty, 3 turns to establish. Increases city Garrison Combat Strength by +5.
    • Garrison Commander: Enemy Spies operate at 2 levels below normal in this city. Your cities within 9 tiles, including this city, gain +4 Loyalty towards your civilization.
    • Embrasure: City cannot be put under siege. City gains an additional ranged attack every turn.
    • Air Defense Initiative: +25 Combat Strength to anti-air support units within the city's territory when defending against aircraft & ICBMs.
    • Defense Logistics: Units defending within the city's territory get +6 Combat Strength.
    • Recruiter: Military units trained in this city start with a free promotion that do not already start with a free promotion.
    • Partisan: Strategic resource costs for units are discounted 80%.
  • Amani: Can now be put in foreign cities as well as city states. +0 Loyalty, 2 turns to establish. Acts as 2 Envoys when sent to a City-state.
    • Emissary: Cities within 9 tiles, including this city, and now owned by you gain +8 Loyalty per turn towards your civilization.
    • Local Informants: Enemy spies operate at 3 levels below normal in this city.
    • Puppeteer: While established in a city-state, doubles the # of Envoys you have there.
    • Dignitary: While established in an allied foreign Capital, +2 Alliance points per turn with the ower.
    • Foreign Investor: While established in a city-state, accumulate its Luxury & Strategic resources. When suzerain, receive double the amount of strategic resources.
    • Ambassador: When established in a foreign Capital, -3 Grievances per turn with the owner.
  • Moksha: +5 Loyalty. 5 turns to establish. Religious pressure to adjacent cities is 200% stronger.
    • Grand Inquisitor: +10 Religious Strength in theological combat in tiles of this city. City ignores pressure & combat effects from Religions not founded by the Governor's player.
    • Citadel of God: Gain Faith equal to 33% of the construction cost when finishing buildings & wonders.
    • Patron Saint: Apostles & Warrior Monks trained in the city receive 1 extra promotion when receiving their first promotion.
    • Laying On of Hands: All Governor's units heal fully in one turn in tiles of this city.
    • Divine Architect: Allow city to purchase districts with Faith.
    • Pujari: +2 Faith per turn for each Citizen in the city.
  • Magnus: +5 Loyalty. 5 turns to establish. All Builders trained in city get +1 build charge.
    • Surplus Logistics: Your trade routes ending here provide +3 Food to their starting city.
    • Provision: Settlers trained in the city do not consume a population.
    • Industrialist: Increase the Power provided by each resource of the Coal Power Plant, Oil Power Plant and Nuclear Power Plant by 1 and the Production by 2.
    • Tycoon: Accumulating Strategic resources gain an additional +2 per turn.
    • Water Works: +2 Housing & +1 Amenity from every Aqueduct, Canal, Dam, & Neighborhood.
    • Reinforced Infrastructure: This city's improvements, buildings and Districts cannot be damaged by Environmental Effects.
  • Liang +5 Loyalty. 3 turns to establish. +50% yields from plot harvests & feature removals in city.
    • Zoning Commissioner: +20% Production towards constructing districts in the city.
    • City Planner: +50% Production towards constructing City Center buildings in the city.
    • Homesteader: +50% growth in the city.
    • Surveyor: +100% border growth speed in the city.
    • Chief Engineer: Your domestic Trade Routes starting here provide +2 Production.
    • Frontier Spirit: +4 Amenities.
  • Pingala: +0 Loyalty. 10 turns to establish. +15% Science & Culture in the city.
    • Connoisseur: +1 Culture per turn for each Citizen in the city.
    • Researcher: +3 Science per turn for each specialty district in the city.
    • Grants: +100% Grant People points generated per turn in the city.
    • Curator: +100% Tourism from Great Works of Art, Music, & Writing in the city.
    • Rocket Scientist: +25% Production towards all nuclear armament & space-program projects in the city.
    • Renewables Engineer: +2 Gold & Power for Offshore WInd Farms, Solar Farms, & Wind Farms in this city. +1 Production & +4 Power for Geothermal Plants in this city. +100% Production towards Hydroelectric Dams in this city.
  • Reyna: +5 Loyalty. 5 turns to establish. +15% Gold in the city.
    • Foreign Exchange: +3 Gold for each International Trade Route originating from the city. +3 Gold from each foreign Trade Route passing through the city.
    • Forestry Management: +2 Gold from each unimproved feature. Tiles adjacent to unimproved features receive +1 Appeal in this city.
    • Tax Collector: +3 Gold for each Citizen in the city.
    • General Manager: Beach Resorts in this city give +4 Gold. Aquatic Centers, Shopping Malls, & Stadiums in this city give +8 Gold & Tourism
    • Contractor: Allows city to purchase districts with Gold.
    • Travel Agent: Airports give +75% Tourism against civilizations in the Modern Era or later. Does not work with Film Studios.
  • Ibrahim: +0 Loyalty. 3 turns to establish. +15% Production in the city. Can no longer be assigned to foreign cities.
    • Head Falconer: All friendly units fighting within the city's territory gain +8 Combat Strength. Your cities within 9 tiles, including this city, lose 2 Loyalty per turn towards your civilization.
    • Serasker: Military units trained in this city start with a free promotion that do not already start with a free promotion. +15% Production to all military units in the city. Your cities within 9 tiles, including this city, lose 2 Loyalty per turn towards your civilization.
    • Khass-Oda-Bashi: +4 Gold per turn for each Citizen in the city. Your cities within 9 tiles, including this city, lose 2 Loyalty per turn towards your civilization.
    • Capou Agha: +4 Science per turn for each specialty district in the city. Your cities within 9 tiles, including this city, lose 2 Loyalty per turn towards your civilization.
    • Grand Vizier: +133% Great People points generated per turn in the city. Your cities within 9 tiles, including this city, lose 2 Loyalty per turn towards your civilization.

Civilization Specific
General: Unique units in general now consume as many resources as their standard counterpart, with a few exceptions. Units who have had their resource consumption increased have also been buffed in one way or another.
Babylon
  • Sabum Kibittum: Replaces the Spearman. Requires Bronze Working. +1 Movement & sight range over the Spearman.
Cree
  • Okihtcitaw: No longer gets a free promotion. Can see through Rainforest & Woods. 40 30 Production.
England:
  • Sea Dog can only be purchased. -15% cost.
Georgia:
  • Tsikhe: +5 Combat Strength for the city, up from +3.
Inca
  • Warak'aq: 20 35 Combat Strength. 40 35 Combat Strength. +1 Movement. Can no longer double attack.
Indonesia
  • Jong: Cost has been reduced to 280, from 300. No longer receives +5 Combat Strength from being in formation. +5 Combat (but not Ranged) Strength.
Kongo:
  • Mvemba a Nzinga's "Religious Convert" ability is bugged, and does not give Kongo the beliefs of any religion that has established itself as Kongo's majority religion. Now, Mvemba a Nzinga receives +.375 science per foreign follower of any religion that is his majority religion.
Korea:
  • Hwacha: Can now move & fire on the same turn. -1 Movement, +7 Combat (but not Ranged) Strength.
Maya:
  • Hul'che:15 25 Combat Strength. 28 30 Ranged Strength. 70 90 Production.
    Nubia:
    • Pitati Archers:17 20 Combat Strength. 30 35 Ranged Strength. 70 90 Production.
    Ottomans:
    • Barbary Corsair can only be purchased. -15% cost.
    Scythia:
    • Saka Horse Archer: 20 30 Combat Strength. 25 30 Ranged Strength. 100 90 Production. Consumes 20 Horses.
    Sumeria:
    • Anti-Cavalry effects apply to the War-Cart.
    • Ziggurat gives +2 Faith. +2 Science when adjacent to a river. +2 Culture with Natural History. Cannot be built on Hills. Cannot be built adjacent to another Ziggurat.
Buildings, Districts, & Wonders
Buildings:
  • Ancient Walls: +3 1 Combat Strength.
  • Bank/Grand Bazaar: +5 12 Gold.
  • Flood Barriers: Cost no longer scales with current sea level. Flood Barriers now cost 80 200 * # of lowland coastal tiles that need to be protected.
  • Medieval Walls: +3 4 Combat Strength.
  • Monument: +1 2 Culture. No longer provides Loyalty or +1 Culture at maximum Loyalty.
  • Market/Sukiennice: No longer provides any gold.
  • Renaissance Walls: +3 4 Combat Strength.
  • Shipyards provide +1 Production to all coastal tiles, not just unimproved ones.
  • Stock Exchange: +4 0 Gold without power, +7 24 Gold when
    powered.
Districts:
  • General: District cost no longer scales with % civics & techs researched. Their cost now increases with every copy the player builds.
  • Commercial Hub: +2 8 adjacency bonus from Harbors.
Wonders:
  • General: Immediate effects from all wonders have been removed.
  • Casa de Contratacion: Gain 3 Governor Promotions. Yield bonii have been increased to 30%.
  • Colossus: +2 Trade Route Capacity. Generates a Trader Unit.
  • Great Library: Receive boost to all Ancient & Classical Era technologies. +2 Science per Great Work of Writing.
  • Great Lighthouse: +1 2 Movement.
  • Hanging Gardens: +20% Food in this city.
  • Jebel Barkal is now unlocked by Bronze Working rather than Iron Working.
  • Kotoku-In: +30% Faith in this city. Must be built adjacent to a Holy Site district with a Temple.
  • Mahabodhi Temple: All effects removed. Now gives +1 Faith per Envoy at city states.
  • Meenkashi Temple:Grants 2 Gurus. Gurus are 30% cheaper. Religious units adjacent to Gurus gain +5 10 Religious Strength & +1 Movement.
  • Oracle: Patronage bonus has been removed. Yields have been removed.
  • Stonehenge: +2 Faith. +8 Great Prophet points. Grants a free Great Prophet.
  • Pyramids: Grants a free builder. Yields have been removed.
Difficulty
Removes the significant starting bonuses the AI receive from higher difficulties, while increasing the yield and experience bonuses the AI receives from higher difficulties, allowing AI difficulty to be more meaningful as the game goes on. As a comparison, here is a table showing the bonuses the AI gets on higher difficulties in the base game:
Prince
King
Emperor
Immortal
Deity
Culture/Faith/Science Bonuses
+8%
+16%
+24%
+32%
+40%
Gold/Production Bonuses
+20%
+40%
+60%
+80%
+100%
Combat Bonus
0
+1
+2
+3
+4
Experience Bonus
+10%
+20%
+30%
+40%
+50%
Free Tech/Civic Boosts
1
2
3
4
5
Starting Settlers
1
1
2
3
4
Starting Warriors
1
2
3
4
5
Starting Builders
0
1, after building 1st District
1
2
3

And here is a table showing the bonuses the AI receives at higher difficulties in this mod:
King
Emperor
Immortal
Deity
Culture/Faith/Science Bonuses
+12.5%
+25%
+37.5%
+50%
Gold/Production Bonuses
+25%
+50%
+75%
+100%
Combat Bonus (doubled vs Barbarians)
+1
+2
+3
+4
Experience Bonus
+25%
+50%
+75%
+100%
Free Tech/Civic Boosts
0
0
0
0
Starting Settlers
1
1
1
1
Starting Warriors
1
1
1
1
Starting Builders
0
0
0
0
Food Bonus
+12.5%
+25%
+37.5%
+50%
Amenities per City
+1
+2
+3
+4
Unit Maintenance Discount
-1
-2
-3
-4

Lower Difficulties:

This mod also changes the lower difficulty settings to be a perfect mirror of the higher difficulty settings, except with the bonuses applying to the player, instead of the AI, e.g. on Warlord Difficulty the player will receive all the same bonuses that the AI does on King. Where this should come in most handy is in multiplayer, allowing you to provide a sizable handicap to less skilled players in order to keep games even.

Settler
Chieftain
Warlord
Player Culture/Faith/Science Bonuses
+37.5%
+25%
+12.5%
Player Gold/Production Bonuses
+75%
+50%
+25%
Player Combat Bonus (doubled vs Barbarians)
+3
+2
+1
Player Experience Bonus
+75%
+50%
+25%
Food Bonus
+37.5%
+25%
+12.5%
Amenities per City
+3
+2
+1
Unit Maintenance Discount
-3
-2
-1

The bonus gold from barbarian camps given to the player on lower difficulties & an effect that lowered the AI's opinion of the player on higher difficulties has been removed. Finally, city states no longer spawn with additional units on higher difficulties, but do start with 1 extra unit in general.