Sid Meier's Civilization VI

Sid Meier's Civilization VI

Better Balanced Game 4.8.3 (BBG)
 Este tópico foi afixado, então deve ser importante
Elden  [desenvolvedor(a)] 3/jan./2021 às 9:41
Full changelog 4.6.4
More recent changelog here :
https://steamcommunity.com/sharedfiles/filedetails/?id=2758105772


======== CIVILIZATIONS ========

Many start biases are changed, but these aren't noted under the respective civs (with an exception for Maya).

America:

Film Studio Tourism bonus decreased from 100% to 50%.

Teddy (Rough Rider):
+5 Combat Strength on home continent replaced with "+5 Combat Strength when defending on home continent. +5 Combat Strength when attacking on foreign continent.
Rough Rider unit Combat Strength bonus on Hills decreased from +10 to +5.

Teddy (Bull Moose):
Science on Breathtaking tiles adjacent to a Natural Wonder or Mountain reduced from 2 to 1, increasing to 2 after researching the Astronomy tech.
Culture on Breathtaking tiles adjacent to a Natural Wonder or Woods reduced from 2 to 1, increasing to 2 after researching the Enlightenment civic.
Can plant wood at Medieval faires.

Arabia
Bonus Science and Culture from having a Worship building increased to 20% from 10%.
Arabia earns +1 Great Prophet point per turn after researching Astrology.
Mamluk Combat Strength changed from 50 to 53.
Madrasa Production cost changed from 250 to 175.
Arabian Holy Site and Campus receive a standard adjacency bonus from districts.

Australia
Production bonus after being declared war upon deleted.
Production bonus after liberating a city reduced from 100% to 50%.
Australian Pasture receives +1 Production.
Digger movement changed from 2 to 3, since Infantry movement is changed from 2 to 3.
Outback Stations:
Can be built on hills.
Provides +1 appeal

Aztecs
+50% Production towards land melee units.
Tlachtli building no longer provides base +2 Culture, Faith and Amenities, and instead provides +1 Amenity and +1 Culture to city centers in a 6 tile radius.

Babylon
Technology boosts grants 85% of techs instead of the entire tech. (can be affected by Free Inquiry)

Brazil
Carnaval and Water carnaval do not cost a district population slot.

Byzantium
Combat/Religious Strength bonus from owning a Holy City reduced from 3 to 2.
Tagma Combat/Religious Strength buff to adjacent units reduced from 4 to 2.

Canada
City Centers in Tundra receive +1 Food.
Ice Hockey Rinks are unlocked with Diplomatic Service instead of Colonialism.
Mountie Combat Strength increased to 70 from 62, and Production cost increased from 290 to 360.
Increased range of the Mountie Combat Strength buff near National Parks from 2 to 4 tiles.

China
Great Walls: +1 Production. 2 base Gold removed. Culture and Gold from adjacent tiles reduced from 2 to 1.
Crouching Tiger: now replaces Crossbowmen, has 2 Range, 40 Ranged Strength, and has +7 Ranged Strength when attacking adjacent units.

Colombia
Can no longer earn Great Generals, but Commandante Generals provide +1 Movement to units within 2 tiles.
Only Light Cavalry class units can promote without ending their turn.
+1 Movement replaced with +1 Sight.
Haciendas are unlocked with Medieval Faires, but can only be built on flat terrain.

Cree
No longer receives a free Trader with Pottery, only the Trade Route Capacity.

Egypt
Production bonus to Wonders and Districts on Rivers increased from 15 to 25%.
Sphinx:
Base Faith increased from 1 to 2.
Receives +1 Faith and +1 Culture instead of +2 Faith if adjacent to a wonder.
+1 Culture moved from Natural History to Diplomatic Service.
Receives +1 Food and Production on non-Floodplain Desert tiles.
No longer receives Food and Production when placed on Floodplains.

England
Sea Dogs are now unlocked with Exploration, instead of Mercantilism.
Reduced Redcoat Combat Strength bonus on foreign continents from 10 to 5.

Ethiopia
Faith from resources reworked to a simpler +1 Faith on all improved resources.
Science and Culture from Faith reduced from 20% to 10%.
Rock-Hewn Church: Base +1 Faith removed. Faith from adjacent Mountains removed.
All units no longer receive +4 Combat Strength on hills. This ability is now only on the Oromo Cavalry unit.

Eleanor
+100% Production towards Theater Square buildings.

France
Free Spy ability moved from Black Queen Catherine to France.
Wonder tourism bonus lowered from 100% to 50%, to compensate for the mod's general increased tourism from Wonders.
Chateau:
+1 Housing with Feudalism.
+1 Gold and Food per adjacent luxury resource.
Can't be built next to another Chateau and does not require a river.
Garde Impériale: Combat Strength bonus on home continent reduced from 10 to 5. Now requires 10 Niter.

Gaul
No longer receives Culture from producing units.
Combat Strength bonus per adjacent unit reduced from 2 to 1.
Combat Strength bonus per adjacent unit no longer applies to ranged units, only melee and anticav.
Making an Oppidum no longer provides Apprenticeship tech for free.
Only receives Culture on Mines after researching Bronzeworking.

Georgia
Tsikhe now replaces Ancient Walls instead of Renaissance Walls. Stats adjusted accordingly.
Protectorate War bonus deleted.
Faith on kills increased from 50 to 100.

Germany
Extra district slot delayed to Guilds civic.

Greece
Extra envoys from Acropolis are now obtained when you build an Amphitheater, instead of the district AND now exclusive to Pericles.
Extra Wildcard slot delayed to Political Philosophy.

Hungary
Bonus Combat Strength for Levied units reduced from 5 to 3, and bonus Movement reduced from 2 to 1.
Envoy from levying City-States reduced from 2 to 1.
Black Army Combat Strength per adjacent levied unit reduced from 3 to 2.
Huszar no longer receives Combat Strength per Alliance, it instead receives Combat Strength per City-State. you are the suzerain of.

Inca
Mountains now receive +1 Production after you reach the Industrial Era, instead of when the game reaches it.
Warakq unit Ranged Strength decreased from 40 to 30.

India
Stepwell +1 base Faith and Food moved from Professional Sports to Feudalism.
Stepwells receive +1 Food per adjacent Farm, instead of if it has an adjacent Farm.
Varus only lower the Combat Strength of adjacent units if they're on land.

Gandhi:
Receives an extra belief when you found a Religion.
+1 movement to Builders and Settlers.

Chandragupta:
+1 movement to combat and religious units.

Indonesia
Jong unit costs 10 Niter.

Japan
Japanese Commercial Hubs no longer receive adjacency from Rivers.

Khmer
Removed Food equal to Faith adjacency on Holy Sites.
Holy Sites provide +2 Food if adjacent to a River.
Culture from Population with Prasat reduced from 0.5 to 0.3.
Faith from Population with Aqueduct reduced from 1 to 0.5.

Kongo
+100% Production towards archeologists.
Receives a free Relic every time you build a Government Plaza building.
Receives +50% Great Writer Points again.
Faith for Sculptures and Artifacts increased from 1 to 4.

Korea
Seowon:
Base adjacency decreased from 4 to 2.
Receives a minor adjacency bonus from Mines.
Provides and receives a standard adjacency bonus to and from Theater Squares.

Kublai Khan
Receive extra builder charge from China.
+1 science +1 culture for each international trade route

Macedon
Killing a unit provides Science equal to 25% of its Combat Strength.
+20% Production in all cities for 10 turns after conquering a city.
Hetairoi no longer replaces Horsemen.

Mali
Fixed an exploit where mali can dodge production malus by letting production overflow in city (shift+enter)

Maori
No longer receives a free Builder when settling the capital.
Toas only lower the Combat Strength of adjacent units if they're on land.

Mapuche
Bonus Combat Strength against civilizations in a Golden Age reduced from +10 to +5.
Chemamulls can now be placed on Volcanic Soil.
Malon Raiders:
Now a Horseman replacement.
+4 Combat Strength near friendly territory replaced with +1 Movement.

Maya
No longer receives a free Builder when settling a city within 6 tiles of the capital.
Combat Strength bonus near the capital reduced from +5 to +3.
Start bias majorly changed; no longer has a start bias towards Luxury resources other than those improved by Plantations.

Mongolia
No longer receives +1 Diplomatic Visibility for having a Trading Post in a civilization.
Ordu building Production cost decreased from 120 to 60.
Keshig Ranged Strength decreased from 45 to 40 and Production cost increased from 160 to 180.

Netherlands
Polders only require 2 adjacent land tiles.
Players who send trade routes to the Netherlands receive 1 culture.

Norway
Norwegian Harbors receive a major adjacency bonus from Holy Sites.
Norwegian Holy Sites receive a standard adjacency bonus from Coast tiles.
+50% Production towards Holy Sites.
Berserker:
Combat Strength decreased from 48 to 40.
No longer receives decreased Combat Strength when defending.
Unlocked at Feudalism instead of Military Tactics.
Can be purchased with Faith.
Bonus Movement is also received in any Water tile.
Stave Church:
No longer provides a standard adjacency bonus to the Holy Site from Woods.
Provides +1 Faith on every resource in the city.

Nubia
Nubian Pyramid:
Now unlocked at craftsmanship.
Can be built on any flat tile in addition to any desert tile.
Can not be built adjacent to eachother.
Appropriate yield per adjacent district increased from +1 to +2.
Base Food decreased from 2 to 1.

Ottoman
Each Great Bazaar gives one extra trade route.
Great Bazaar gives one governor title when built for the first time.

Persia
Domestic Trade bonus is now increased by certain techs and civics:
+1 Gold with Banking and Economics.
+1 Culture with Medieval Faires and Urbanization.
Combat bonuses after declaring a Surprise War deleted, and replaced by +3 Combat Strength while attacking.
Pairidaeza receives yields from more adjacent districts:
+1 Culture from adjacent Campuses.
+1 Gold from adjacent Industrial Zones.
+1 Gold from adjacent Harbors.

Phoenecia
Settler and naval unit production from Cothon lowered to +25%.
Cothon no longer completely heals all boats in territory.
Bonus movement points on embarked settlers lowered from 2 to 1.

Poland
Winged Hussar unlocked at Reformed Church instead of Mercantilism.
Poland gets a relic when founding and when completeing a religion.

Portugal
Gains 1 Trade Route capacity for each era, including the Ancient Era. (Was +1 Trade Route capacity for each Civlization that Portugal has met)

Rome
Free city center building delayed to Code of Laws.
Legion requires 20 iron to build (on normal speed).

Russia
Does not get extra production from their unique ability on city center.
Cossack has same base strength as cavalry (from cavalry +5).
No longer has faith on tundra tiles, gets 1 faith per turn from start of the game.
Lavra only gets 1 great prophet point per turn.
Lavra does not yield writer/artist/musician point unless city has a Theater Square.
Great people points in Lavra delayed:
Shrine does not provide any additional great people points.
Temple provides 1 great writer point.
Worship Building provides 1 great artist point.

Scotland
Highlander gets +10 combat strength (defense) NIGD.
Science and production bonus for happy cities increased from 5% to 10% and ecstatic from 10% to 15%.
Golf Course:
Unlocked at Guild.
Base yields are 1 Culture and 2 Gold, +1 Culture and +1 Gold if next to City Center.
Extra housing moved to Urbanization.
Only gives one base amenity, gives one bonus amenity if adjacent to an Entertainment Complex.

Scythia
Scythia no longer gets extra light cavalry unit when building one.
Horse Archer has 2 Range and can be upgraded to crossbowmen..
Kurgan gets +1 production for each adjacent pasture in addition to faith.
Can purchase light and heavy cavalry units with faith.

Spain
Unlock the ability to build fleets at Mercenaries.
Build fleets and armadas from shipyard instead of seaport.
+25% production towards harbor buildings.
Removed free builder when settling a city on a new continent.
Conquistador has +5 combat strength when adjacent to a missionary (from +10).
Missionary costs -30%.
Traderoute bonus yield for continent split reduced to x2 insead of x3.
Missions:
Unlocked at Theology.
+1 housing on home continent.
Bonus science at enlightenment (instead of cultural heritage).
Cannot be placed next to another mission.

Sumeria
Starts the game with a war-cart in the ancient era.
Get +1 combat strength for every level of the most advanced alliance.
Shared experience and plunder rewards with allies within 5 tiles radius.
Farms:
+1 food if next to a river.
+1 production if next to a Ziggurat after Early Empire.
War cart:
26 combat strength.
55 production cost.
+4 strength against barbarians.
Ziggurat:
+2 science, +1 culture, +1 culture at Cultural Heritage.
+1 faith per district or per two farms.
Cannot be built next to another Ziggurat.

Sweden
Open air museum moved to Diplomatic Service.
+50% production towards government plaza buildings.
+50% production towards libraries, universities, workshops, factories.
The bonus production towards universities apply to secret society alchemical building.
Queen's Bibliotheque no longer mutually exclusive with other tier 2 government plaza buildings.

Vietnam
Vietnam Combat strength on feature (wood, rainforest, marsh) reduced to +2 and +4 in Vietnam territory.
Default movement point for the unique unit is reduced to 2 from 3.
Thanh trigger cultural bomb that capture unowned tile when completed.

Zulu
+2 gold and +1 culture for each building in Ikanda.
+5 Combat Strength for Corps/Armies delayed to Mobilization.


======== GOVERNORS ========
All Governors are majorly reworked.

Pingala:
Tier 0
+15% Science in the city.

Tier 1
Grants (left side):
+100% Great People points generated per turn in the city.
Researcher (right side):
+1 Science per turn for each Citizen in the city.

Tier 2
Eureka (left side):
Doubles the adjacency bonus of the city's Campus district.
Shared Knowledge (right side):
Domestic Trade Routes to Pingala's city provide +3 Science.

Tier 3
Space Initiative (final):
30% Production increase to all space-program projects in the city.

Moksha:
Tier 0
+15% Culture in the city. Religious pressure to adjacent cities is 100% stronger from the city. +2 Faith for every speciality district in this city.

Tier 1
Connoisseur (left side):
+1 Culture per turn for each Citizen in the city.
Citadel of God (right side):
City ignores religious pressure from Religions not founded by the Governor's player. Gain Faith equal to 25% of the construction cost when finishing buildings.

Tier 2
Divine Architect (left side):
Allows city to purchase districts with Faith.
Patron Saint (right side):
Apostles and Warrior Monks trained in the city receive 1 extra promotion when receiving their first promotion.

Tier 3
Curator
+100% Tourism from Great Works of Art, Music and Writing in the city.

Liang:
Tier 0
All Builders trained in this city will get +1 build charge.

Tier 1
Reinforced Materials (left side):
+1 Production for Floodplain and Volcanic Soil tiles in the city. The city's improvements, buildings and districts cannot be damaged by Environmental Effects.
Agriculture (right side):
+1 Food on the city's revealed resources.

Tier 2
Parks and Recreation (left side):
Can construct the City Park improvement on flat land in the city once Games and Recreation is unlocked. One per city. +3 Science, Culture and Gold, +1 Housing and Amenity, +2 Appeal.
Housing Boom (right side):
+1 Housing for every district and wonder in the city.

Tier 3
Zoning Commissioner
+1 Production on the city's revealed resources.

Reyna:
Tier 0
Acquire new tiles in a city faster. +4 Gold per turn from each foreign Trade Route passing through the city.

Tier 1
Harbormaster (left side):
Double adjacency bonus from Commercial Hubs and Harbors in the city.
Forestry Management (right side):
This city receives +2 Gold from each unimproved feature and each breathtaking tile. Tiles adjacent to unimproved features receive +1 Appeal in this city.

Tier 2
Tax Collector
+2 Gold per turn for each Citizen in the city and +1 Trade Route capacity while established in any city.

Tier 3
Contractor (left side):
Allows city to purchase districts with Gold.
Deal Maker (right side):
50% Gold discount on purchasing buildings and districts in the city.

Magnus:
Tier 0
+50% yields from feature and resource harvests in this city.
Tier 1
Supply Logistics (left side):
Domestic trade routes to this city receive +2 Food and +2 Production. +20% growth in this city.
Provision (right side):
Producing Settlers in this city doesn't consume Population.

Tier 2
Industrialist
+4 Production and +4 Power provided by the city's Coal, Oil or Nuclear Power Plant.

Tier 3
Vertical Integration (left side):
This city receives Production from all nearby Industrial Zone buildings with regional bonuses, not just the first.
Arms Race Proponent (right side):
30% Production increase to all nuclear armament projects in the city.

Victor:
Tier 0
Increases city garrions Combat Strength by 5. Establishes in 3 turns.

Tier 1
Garrison Commander (left side):
Units within the city's territory get +3 Combat Strength. Your other cities within 9 tiles gain +4 Loyality per turn towards your civilization.
Defense Logistics (right side):
City cannot be put under siege. Accumulating Strategic resources in the city gain an additional +1 per turn.

Tier 2
Embrasure (left side):
City gains an additional Ranged Strike per turn. Military units trained in this city start with a free promotion that do not already start with a free promotion.
Black Marketeer (right side):
Strategic resources are not required in the city in order to build resource dependent units.

Tier 3
Air Defense Initiative
+25 Combat Strength to anti-air support units within the city's territory when defending against aircraft and ICBMs.

Amani:
Tier 0
Can be assigned to a city-state, where she acts as 2 Envoys.

Tier 1
Negotiator (left side):
City cannot be put under Siege and gains +5 City Defense Strength.
Affluence (right side):
Provides an additional Strategic Resource per turn of each one you have revealed.

Tier 2
Emissary (left side):
All cities within 9 tiles gain +4 Loyality per turn towards your civilization.
Local Informants (right side):
Enemy Spies operate at 3 levels below normal in this city.

Tier 3
Puppeteer
While established in a city-state, doubles the number of Envoys you have there.

Ibrahim:
No change yet

======== BUILDINGS ========

Encampment:
Barracks, Stable and replacement have +2 production
Armory gives +1 niter, yields 2 great general points.
Military Academy give +2 oils, yields 2 great general points.
Harbor:
Seaport yields 3 great admiral points
Seaport gives +1 coal.
Commercial Hub:
Banks:
(Bank cost is 580g online speed)
Base yield : 6 golds (from 5)
Great marchant point : 2 gpp (from 1)
Trade route from cities with bank yield 2 extra golds.
Trade route to cities with bank yield 1 extra gold.
Stock Exchange:
Base yield : 8 golds (from 4)
Powered yield : 12 (from 7)
Great marchant point : 3 gpp (from 1)
Trade route from cities with STX yield 4 extra golds.
Trade route to cities with STX yield 2 extra golds.
Grand Bazaar (Ottomans UB):
Revert to base game (Bank replacement).
Get same change as classic bank (+ base yield, gpp and traderoute buff).
Still at reduced cost (110 insead of 145).
Still have his unique ability (extra strategic ressources)
Get one extra trader
Get 1 gouvernor title the first a grand bazaar is built.

Aerodrome:
Airport gives +2 aluminium.
Aerodrome yields 1 production to incoming international trade route and 1 production to incoming domestic trade route (like encampment)
Governor plaza:
Audience chamber gives +1 gov title. Also gives +3 food and +3 housing in all cities with a governor (instead of +4 housing).
Warlord's Throne gives +25% production to naval and land military units
Warlord's Throne reduces unit maintenance by 1
Warlord’s Throne increases strategics stockpile by 30 (in normal speed).
Foreign Ministry gets +2 influence per turn and 2 envoys
Neighborhood:
Shopping Mall tourism boosts to 6.
Dam and Canal:
Production cost is now the same as other districts. (from 81 to 54 production cost)
Preserve:
Preserve yield 1 food to incoming domestic trade route and 1 faith to incoming international trade route.
City-center:
Wall values adjusted.
Sewer gives +1 amenity

======== WONDERS ========

Builded:
Cristo Redentor provide 1 relic.
Hanging Gardens give +1 housing to cities within 6 tiles
Great Library unlocks at Drama & Poetry instead of Recorded History
Venetian Arsenal gives 100% production boost to all naval units in all cities (instead of an extra naval unit in its city each time one is built)
Huey Teocalli gives +2 culture to lake tiles
Apadana give +1 envoy per wonder build (insead of 2)
Scott research station can be built and works in tundra.
St. Basil gives 1 relic.
Jebel Barkal get +4 irons per turn.
Etemenanki nerf to 1 science on Marsh (from 2)
Natural:
Great barrier reef gives +2 science on adjacent tiles.
Pantanal yields 2 more science.
Cliffs dover yields 2 more food.
Dead sea yields 2 more food.
Crater lake yields 2 more food.
Galapagos yields 2 more food.
Paititi nerf to +1 culture +1 gold for every adjacant tile.
Delete science yield from bermuda triangle.
Eye of the Sahara gets 2 Food, 2 Production, and 2 Science
Lake retba yields 2 more food.
Gobustan is +4 production +4 culture on tiles.
White desert is +2 science +2 culture +6 gold on tiles.
Chocolate hills are +3 food +3 production +1 science.
Devilstower adjacant tile adapted to +2 faith.

======= IMPROVEMENT ======

Fishing boats give +1 production.
Fisheries moved to cartography (from Liang promote)
Plantation gives +1 production if built on a flat tile.
Geothermal plant moved to chemistry ; 3 power, 2 prod and 1 science. Add 3 more power and 1 more science when Synthetic materials are researched.

======== NON UNIQUE UNITS ========

Ranged units no longer receive support bonus.
Delete Priority target for airplane.
Military engineer mouvement increase to 3.
Military engineers get tunnels at military science.
Military engineers can build roads without using a charge.
Cavalry cost adjusted to 310
Privateer moved to exploration
Infantry have 80 combat strength and 3 base movement but require 1 niter to maintain.
AT Crew to 80 combat strength (from 75).
Modern AT to 90 combat strength (from 85)
Mechanized infantry to 90 combat strength (from 85)
Giant death robot uranium maintenance reduced to 2 (from 3).
Giant death robot get Fascism bonus.
Giant death robot Melee to 140 strength (from 130)
Giant death robot Anti-Air to 120 strength, +20 with future tech (from 100 + 30)
Helicopters require oil to maintain and have 6 movements.
Cost of Knight and courser adjusted (200 and 180 respectively).
Antiair moved to steel.
Siege units get +10 in defense against ranged units.
All Airplanes get -5 combat strength.

Submarine don't cost Coal.
Submarine movement up to 4.
Destroyer movement up to 6.
Destroyer to 90 combat strength (from 85)
Aircraft Carrier movement up to 5.
Aircraft Carrier to 70 combat strength (from 65)
Battleship ranged combat strengh up to 75 (from 70).

======== CITY-STATES ========

CULTURAL
Nan Madol no longer gives culture to city-center and wonders. Culture per district adjacent to the coast or to a lake from 2 to 1, 2 after Exploration is unlocked.
Ayutthaya culture buffed to +20% (from +10%).

MILITARISTIC
Preslav gives +40 loyalty to all cities.
Ngazargamu gives 10% reduction per building in encampment (instead of 20%)
Carthage gives 10% reduction per building in encampment (instead of 20%)
Akkad. Nihang Warrior can get bonus from Akkad.

SCIENTIFIC
Nalanda. Mahavihara gets faith adjancency with Russia Lavra.

TRADE
Lisbon. Trade-routes on land now cannot be plundered.

RELIGIOUS
Armagh: Faith on monasteries 3 from 2.


======== DEDICATIONS ========

To Arms get +10 vs cities.
Sic Hunt Dracones works on all new cities, not just on different continent.
Monumentality discount reduced from 30% to 10%.
Pen and Brush gives +2 Culture and +1 Gold per District.

======== POLICIES AND GOVERNMENTS ========
Merchant Republic now has 1 Military, 2 Economic, 1 diplomatic and 2 wild slots (from 1/2/2/1)
Fascism combat bonus works on defense.
Rationalism high adjacency requirement to +3.
Rationalism is now at 13 pop requirement (from 15)
retinues policy card is 50% of resource cost for produced and upgrade units.
Limes never get obsolete, reduced to +50%.
Bastillon range shot at +6 (from +10)
Discipline combat bonus against barbarian buffed to +10 (from +5).
3 new cards to boost siege unit production :
Siegecraft : available at Military Tradition, 50% production towards classical and medieval era siege units
Hard-shell Explosives : available at Medieval Faires, 50% towards siege units from renaissance era included
Trench Warfare : available at Scorched Earth, 50% towards all siege units

======== CULTURAL VICTORY ========

computer and environmentalism boost tourism by 50% (from 25%)
Base tourism from wonder adjusted to 5
Number of tourism per player for having gain a tourist lowered to 150 (from 200)
Art great work are locked for only 2 turn when moved or created.
Great work update:
Writing give 4 culture and 2 tourism each.
Art give 4 culture and 4 tourism each.
Music give 12 culture and 8 tourism each
Relic give 4 faith and 4 tourism.
Artifact give 6 culture and 6 tourism.

======== RELIGION ========

Warrior monk get wall break ability.
Warrior monk strength adjusted to 40 (from 35)
Religious pressure from trade route are doubled (2.0 for destination and 1.0 for origin)
Divine inspiration buff to 6 faith per wonder.
Defenser of faith nerf to +3 (from +5)
Crusader nerf to +7 (from +10)
Lay Ministry yields +2 Culture and +2 Faith per Theater and Holy Site
Cross-Cultural Dialogue is +1 Science for every 3 foreign followers.
World Church is now +1 Culture for every 3 foreign followers.
[Vanilla-R&F] Tithe is +1 Gold for every 3 followers.
[GS] Tithe nerf to +2 Gold per city converted.
Zen Meditation now only requires 1 District to get the +1 Amentity.
Work Ethic provide production equal to base yield for shrine and temple
Dar E Mehr provide +2 culture (from +1 faith for each era).
Feed the world housing reduced to 1 per building.
Holy water increase unit healing by 10 when in a converted city territory.

PANTHEON
City Patron. Increases production towards the first district in the city by +50% from +25%.
Dance of the Aurora. Works only with flat tundra tiles.
Divine Spark. +1 great engineer point on workshop.
Earth goddess. Gives +1 Faith for each charming tile from +1 for each breathtaking.
Fertility Rites. +1 food for rice, wheat, maize and cattle.
Fire Goddess. Effect buffed to +4 faith.
Goddess of Harvest. +50% faith from chops from +100%.
God of War and Plunder. Replaces God of War. +1 great people point for Encampment, Harbor and Commercial Hub.
Initiation Rites :
No longer get heal when clearing a barbarian camp.
Get +40% of production cost of each military unit trained as faith.
Capital city gets 2 free warriors.
Lady of the Reeds and Marshes. Applies on pantanal and flooplains but gives only +1 production.
Monument to the Gods. Affects all wonders from only ancient and classical.
Religious Idols. Give 3 golds and 3 faith (from +2/+2).
Religious Settlement:
Does not give settlers.
Increases border growth by 50% and awards 2 free tiles when settling a city.
Production towards settler +25%.
River Goddess. +2 Holy Site adjacency with river, +1 housing +1 amenity from +2/+2.
Sacred Path. Applies to both woods and rainforests.
Stone Circles. +1 production and +1 faith per stone from +2 faith only.

======== DISASTER ========

Reduce odd of totally pillage district and improvement destroy on disasters.
Natural disasters won’t kill civilian unit.
Meteor loot table changed :
- Heavy chariot, 99% chance, minimum turn 15 (online speed).
- 2 Eureka, 1% chance. (So 100% before turn 15).
Última edição por Elden; 18/jun./2022 às 3:23
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Exibindo comentários 19 de 9
Doomed World 25/mar./2021 às 11:17 
You made changes to Vietnam but have not posted thm here
Keby 10/out./2021 às 13:45 
You have made changes to Portugal that are not listed here.
Elden  [desenvolvedor(a)] 1/dez./2021 às 16:32 
Updated to 4.6.4
LikiLiki 7/jan./2022 às 22:52 
Georgia faith on kills is still 50
Kortopii 6/fev./2022 às 17:40 
Are these changes reflected in the in-game descriptions of CIVs?
Arcadian 7/fev./2022 às 3:51 
@Korotpii

In most cases yes. Might be a part that is missing here and there.
Dirigentas 17/jun./2022 às 5:52 
This change log is for this version only, or these are all the changes of this mod?
Zachattack 17/jun./2022 às 18:53 
Escrito originalmente por Dirigentas:
This change log is for this version only, or these are all the changes of this mod?
I believe they are all the changes for the mod in general
Elden  [desenvolvedor(a)] 18/jun./2022 às 3:22 
Yes, it's all change in the mod. You have a more recent version here : https://steamcommunity.com/sharedfiles/filedetails/?id=2758105772
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