The dino2 ruleset combines pieces of the experimental ruleset, civ2civ3 ruleset, and the mp2 ruleset - including the variable city radius, new unit class "Big Land", new units, wild animals, and Small Wonders. Culture victory enabled, and culture effects fully implemented. Culture victory requires at least 1000 culture points, and 3x value of second best nation. Some improvements and wonders add culture to a city, if that city is lost then its culture is also lost. Culture values for improvements and wonders are in the Help Browser. Each time a "Future Tech." is researched adds 10 culture to a nation. Achievements also add culture to a nation, their values - 1000 - launch spaceship 500 - mapped the entire world 100 - 20% of the world mapped 100 - sight your first foreign shore 100 - nation has reached 100% literacy 100 - a city has 2 different nationalities 100 - a city reaches size 20 100 - a city has 1000 culture points 1000 - nation has achieved 10000 culture points Watch out for wild animals - Deep Ocean tiles may contain a Kraken, Hills and Mountains may have a Snow Leopard. Killing a wild animal gives 10 gold and one culture point. Plague and disasters (Earthquake, Flood, Fire, Industrial Accident, Nuclear Accident) activated. Citizen nationality enabled. Migration enabled, but not within a nation. Trade route bonuses reduced by 50%. Max # trade routes per city starts at 2, increases to 3 with Economics, 4 with The Corporation. Space Flight gives a vision bonus. Customized for playing one city challenge games, the human player will not get a new city from a hut. Cities start with a radius of 1, grows to 2 when they reach size 3. With tech Railroad and city size 10, the radius grows to the maximum possible 3. No rapture growth of cities - instead, under Republic and Democracy a celebrating city gets one extra trade from every worked tile. Government types Fundamentalism, Communism changed for better balance - see Help Browser for details. New buildings "Water Mill", "Hospital", "Genetic Lab", "Aqueduct, Lake" and "Aqueduct, River" added. "Colosseum" renamed to "Arena", "Sewer System" renamed to "Waterworks". All science improvement percents decreased, and other changes are also described in Help Browser. New Small Wonder "Ecclesiastical Palace" added. New Wonders "Agōgē of Sparta", "Genghis Khan's Equestrian School", "Gibraltar Fortress", "Mausoleum of Mausolos", "Statue of Zeus", "Supreme Court", "Temple of Artemis", "Tesla's Laboratory" added. "Darwin's Voyage" renamed to "Voyage of Darwin", "SETI" renamed to "Internet". Some effects changed - see Help Browser. Some tech effects and pre-requisites changed - see Help Browser. New terrain alterations Fort, Canal and Naval Base, and other changes to terrain and terrain alterations - see Help Browser. Many new units added - Well-Digger, Proletarians, Pilgrims, Balloon, Cargo Ship, Missile Destroyer, Anti-Aircraft Artillery, Mobile SAM, more Fighters and Bombers, more early naval units. Freight, Armor, Armor II, Artillery, Cannon, Catapult, Howitzer, and Mech. Inf. are members of unit class "Big Land". They can move only into a desert, grassland, or plains, or terrain with a road, river or fortress. The only ships that can carry them are Galleon, Cargo Ship and Transport. Legions can build infrastructure like workers. All land units get vision bonus on mountains. Upgrading a unit loses one veteran level. Air units can be airlifted. Some units can be captured, which changes its owner. Some other unit properties changed - see Help Browser. No holes allowed in tech tree. Technology cost is reduced depending on the number of players which already know the tech and you have an embassy with. gold_upkeep_style = "Nation", tired_attack = TRUE and force_trade_route = TRUE.