This marks the last large release of the mod for some time. As most of the development is now shifted to a new DLL based mod, this will stay as is for anyone else to pick up at some point in the future, hence the name.
A large proportion of the edits are the result of combining forum comments about areas of greatest concern with most users. Most of that was done under the oversight of mystikx21, a longtime supporter of the mod and an experienced gamer.
Changelog:
Economy
- Set forest chop to 40 (was 80)
- Set city connection value formula to 2x per connection + .7/population, was 10x per connection + .25/population. This formula restores some wide-tall balance while still making roads/harbors valuable
- Set engineer and scientist specialist yields to 2 (was 3)
- Reduce culture costs for borders/policies somewhat (culture income increases pushed back mostly to later in the game).
- Set great hall bonuses to 0 (moved happiness to palace and reduced costs slightly for early game)
- Reduced most building costs (some up) and most unit costs.
- Removed the ability to build farms on jungles.
Buildings
Culture
- Amphitheater reduced to 1 base culture +1 on resources (was 2 on latter and 3 on former)
- Opera House increased to 3 base culture and 1 upkeep (was 1 and free)
- Broadcast Tower increased to 4 upkeep, 50% culture.
Production
- Smith reduced to 1 upkeep
- Workshop receives engineer slot, moved from walls.
- Factory 15% production
- Hydro Plant upkeep reduced to 2
- Solar/Nuclear Plant 25% production
- Iron Works +25% production
Happiness
- Arena upkeep increased to 3
- Theater upkeep increased to 4
- Cinema upkeep increased to 4
- Circus upkeep increased to 2 (also adds gold to horse/ivory so it partly pays for itself)
Science
- University 30% (+15% from Knowledge policy tree) increased to 3 upkeep
- School - upkeep increased to 5
- Laboratory - upkeep increased to 8
- National College reduced to 4, +25% science
(added about 10-15% to tech costs, more for what looks like a bug in calculated medieval era tech costs in the mod. This does not add very much early. It's mostly to slow down the late game tech rush (free techs from knowledge/heidelberg and scientists/faith buying GS and RAs added up fast).
Reduced spying rate increase to about 25% instead of 5x)
Growth
- Hospital - provides 8 free food (was 5)
- Aqueduct - 40% food kept and upkeep increased to 2
- Placeholder - med lab gives +1 happy, should give +1 population also
Religion
- Mosque set culture to 3, faith to 3
- Moved wine/incense bonus to temple from shrine - shrine is for cheap and early faith accumulation. Temple is for using the Piety tree (currently) and larger scale faith accumulation.
- Grand Temple also gives +25% faith
Gold
- Caravansary reduced to +4 gold/route
- Circus provides +1 gold to horse/ivory
- Harbor bonus to sea trade route length and +2 to sea routes, upkeep increased to 2
- East India - +15% gold
- Total upkeep increases possible 16 for a coastal river city, 17 for a coastal city, +2 with horses/ivory cities.
- Total culture increases +17%, -1 per resource
- Total production increases +15% for factory+power plant
- Total science decreases -5% (with knowledge, -3% without), +1 -25% in national college city.
Tile value
- Set GI values to (roughly) 6 base +3 from tech, +3 from policy trees and +6 from late game ideologies (citadel and holy site will work similarly to this, but not quite the same)
- Wells have a tech bonus at plastics (I don't know if this showed up or not as it didn't in my test games)
- Rearranged tech bonuses for freshwater/non/overall for villages, in general delays bonuses except on freshwater, which is sooner.
- All improvements have at least one policy improvement, one building improvement, and some have belief improvements (villages have 4 different +1 yields in that way). Almost everything starts the game +1 and can end up late game at at least +4 (+2 tech, +1 policy), but may not based on policy choices.
- Setup freshwater/non bonuses for pastures, camps, quarries, mills, plantations (removed a +1 to mill and replaced with these, others this adds +1 to yield).
Leaders
- America - NASA center reduced to large instant bulb instead of free tech. (currently 4k, can adjust as needed). Minutemen buffed slightly to 26 strength from 24.
- Arabia - set Camel Archer stats to 21 melee strength and 26 ranged, costs the same as regular knight
- Austria - removed third unique (mountain infantry)
Changed Hussar to Lancer at 40 strength with flanking promo
Coffee House to 10% production - Babylon - reduced scientist slots on Wall to 1 from 2
- Byzantium - reduced upkeep on Basilica to 1, reduced its cost slightly also.
- Carthage - removed free sailing tech - consider setting to give no warrior to start and/or a free promotion for naval units at sailing. Fixed AFE cost.
- Egypt - reduced War Chariot to 16 ranged strength, 5 move, no horse, and desert power is powerful enough - Basin Irrigation to 2 upkeep as with regular Aqueduct (still gives substantial food bonuses on rivers/lakes/oasis)
- England - replaced 30 XP for ships with +2 move ships and free combat promotion at an age of sail tech - increased Steam Mill to 15% equal to Factories.
- India - set Indus Sanitation to 2 upkeep/40% food kept (default stats+happy bonus) - changed harbor +1 population to +1 population from lighthouse. Reduced vedi faith to +1 (gets instant faith).
- Indonesia - removed +1 food from candi, reduced faith to +2 (bonus culture instant yield). Kris Swords gets +20% strength as intended (text error bug).
- Japan - reduced Samurai to 28 strength, removed free production on Dojo (barracks doesn't get it anymore).
- Korea - reduced science from farms to 1, buff specialists to +2 instead (synergy with farms, encourages taller playstyle than spamming farms wider)
- Mongolia - set Keshik to 20/21 strength with decreased unit cost from Knight
Removed free animal husbandry tech, added mounted +1 move. Keshik has no city penalty as in default too (Songhai have city bonus). Mounted units are -20% discounted on upkeep - Netherlands - set Trade Office as a unique harbor with bonuses to land and sea trade and a merchant slot.
- Ottomans - fixed Barbary Port bug
- Russia - set Cossack to 30/50 strength
- Zulu - set upkeep reduced on melee units as well (-25%)
- Iroquois - increased the Longhouse cost somewhat - Smith cost came down so it should cost about the same just less of a reduction than before.
- Rome - replaced liburna with Forum - unique market with +1 happy and 10% production
- Removed free horses in Byzantium and Greece starts. Greece Odeon gets +1 culture but still costs 2 upkeep (instant culture yield).
- Huns - Battering Ram should be a melee class unit for access to promotions for defence or more city attack power.
- Songhai - slightly increased cost of Mandeluku Cav
- Spain - slightly decreased cost of Conquistadors and Tercio
- Sweden - Folksola should properly appear sooner than Public Schools
Units
Numerous changes to strengths.
Reduced the unit-cost scale
Adjusted the city-strength formula
Removed anti-city promotion from early ranged ships (frigate before it starts)
Set Airborne and XCom to soldier class
Removed unneeded airborne AI behavior references to infantry (bug?)
Swapped frigate/galleon to default BNW roles
Carrier added 3 range to AA intercept and AA bonus reduced -4 to 66
Dragoons upgrade to tanks, Chariots to knights
Arque upgrade to muskets, pikes to arques.
Medic promotion available to melee units
Fixed various promotion bugs.
Policies
Liberty
- removed +1 production on walls line, replaced as +10% production for buildings
- moved +4 happy from piety to Republic
Tradition
- added +2 culture for garrisons (from honor) to Oligarchy
- reduced surplus food bonus Landed Elite to 15%
- reduced finisher GPP bonus to 25%
- +2 food capital on opener
- reduced capital food/pop to 1/5
Honor
- Changed gladiators to instant free arenas instead of +1 happy on arenas
- Changed Military Caste (garrison bonus) + production on barracks line (1-2-4), 50% production bonus to barracks line and 25% bonus XP
- Changed finisher to free 15% strength promotion on melee units, 25% GG rate
- Removed move on purchase
- Removed garrison bonus effects (happy and culture)
- Added +2/2 to citadel on discipline
- Removed +1 happy on arena and barracks
Piety
- Removed 4 happy
- Added temple 100% production bonus to shrine bonus
- Reduced faith cost reduction to -25% (33%)
- Removed +1 happy on shrines
Commerce
- Removed production bonuses
- Bumped gold bonus to 15%
- Removed mercerary army effects - replaced as guilds (and mercantilism)
- Added 25% to city connections (mercantile)
- Moved coastal buildings and coastal cities picks to exploration
- Moved +1 luxury happy to finisher (from exploration)
- Moved -50% road costs to caravans (from exploration)
- Added +3 to Customs Houses
- Added +1 to Plantations
- Added +2 to gold buildings (for now, will be +1 trade route)
- Moved -20% purchase cost reduction to protectionism (from exploration)
Patronage
- Removed 10% reduction to other influence
- Removed reveal CS locations.
(needs to replace reveal all and 10% reduction with other effects, plus CSD effects)
Exploration
- Moved luxury happy to commerce (finisher)
- Moved purchase cost to commerce (mercantile)
- Moved road upkeep to commerce (pioneers)
- Moved building upkeep to order (mercantile)
- Moved coastal city +4 production and coastal building +4 gold to mercantile infrastructure (moved back to exploration) - reduced gold to +2
- Replaced Homestead act as 100% bonus to some buildings and +1 yield on them, no more free buildings (granary, smith, caravan, stable are the relevant buildings)
- Added +1 camp gold to Pioneers, +1 food to lighthouse and harbor also
- Added 15% naval unit production to finisher, free 15% strength to surface navy ships, +1 move on opener promotion restored
- Added prerequisites for colonization
Knowledge
- +4 science on national wonders on opener
- +1 happy from national wonders instead of counter-intelligence (all espionage effects moved to ideologies)
- Replaced +2 science on lighthouse with +15% on university
- Reduced Secularism to +2 science from specialists (default)
- Added +3 Academy, 25% faster GS, free GE, to the RA policy
Freedom
- Replaced +1 happy from water mill with +1 to aqueduct
- Avant Garde - GPP rate to 75%
- Volunteer Army - adjusted FL unit strength to new infantry strength values (40, costs -25% less also)
- Universal HC - replaced as ~+2x yield to Heidelberg, Nat College, East India, Hermitage
- New Deal buffed to +6 CH and Academy yield (+9 to Landmark), probably needs a Natural Wonder tie-in style.
- Replaced Economic Union with +1 to farms/pastures and 10% gold from airports and hotels
- Moved the + gold from routes to treaty organisation (buffed to +5)
- Creative Expression added +4 gold from guilds and broadcast towers
Order
- Hero of People - gives GP of choice
- 5 year plan +1 production to mines/quarries/wells/mills/work boats
- Party Leadership - replaced as +15% production, moved to resettlement
- Resettlement +1 all yields to cities + -20% upkeep on buildings
- Worker faculties added power plant production speed 100%
- Universal HC - increase manufactory +6, increase Iron Works 2x +1 happy on hospital/med lab
Autocracy
- Add bonus healing promotion to Elite Forces (10) add bonus +15 XP to airports for air units
- Industrial espionage Add "counter-intelligence" effects (+1 happy on constable/police, bonus to speed)
- UHC - change to bonus to Hero Epic, Circus