The dino ruleset is based on a mix of the experimental ruleset and the civ2civ3 ruleset, including the variable city radius, wild animals, and new unit class "Big Land". 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. Government and Tech Fundamentalism renamed to Theocracy. Governments Theocracy, Communism changed for better balance - see Help Browser for details. City of size 1 starts working 9 tiles, increases to 21 when they reach size 3. With tech Railroad and city size >=10, the number of tiles worked increases to the maximum possible 37. No rapture growth of cities - instead, under Republic and Democracy a celebrating city gets one extra trade from every worked tile. 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 5 culture to a nation. Culture gets more valuable as it gets older, at the rate of .1% per turn. Achievements also add culture to a nation, their values - 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 100 - 20% of the world mapped 500 - mapped the entire world 1000 - launch spaceship 1000 - nation has achieved 10000 culture points Plague and disasters (Earthquake, Flood, Fire, Industrial Accident, Nuclear Accident) activated. Citizen nationality enabled. Migration enabled, but not within a nation. If the distance between the two cities <= a candidate destination city's radius + 6 then migration is possible. Customized for playing one city challenge games, the human player will not get a new city from a hut. Trade routes become inactive when illegal. Max # trade routes per city starts at 2, increases to 3 with Magnetism, 4 with The Corporation. Trade route (Commerce) units now carry goods. If built in a city with a resource, the goods may be that resource and give extra trade route bonuses. However, if the city loses that resource, the trade route will get cancelled. See the Help Browser - Economy, Goods. New buildings "Water Mill", "Hospital", "Aqueduct, Lake" and "Aqueduct, River" added. "Baracks II" renamed to "Garrison", "Baracks III" renamed to "Armory", "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 "Genetic Lab" added, new wonder "Temple of Artemis" added, "SETI" renamed to "Internet", some wonder effects changed - see Help Browser. Some tech effects and pre-requisites changed - see Help Browser. Some changes to terrain and terrain alterations - see Help Browser. Building a Settler costs 2 population. This way, the number of tiles worked in the original city are reduced by 2, equal to the number of tiles worked in a newly founded city. This also discourages infinite city sprawl strategy. If a Settler joins an existing city, it adds 2 population. New unit "Founders" - can't be built, everyone gets one at start, can found a city with pop 2. Freight, Armor, 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 and Transport. All land units get vision bonus on mountains. Upgrading a unit loses one veteran level. Non-naval units can be airlifted. Triremes, Caravels, Galleons and Transports are non-military units - they cannot attack, do not cause unhappiness, and can enter foreign territory regardless of peace treaty. "Land" class military units (except Warriors) can expel some foreign units from domestic tiles. Expellable units are Founders, Settlers, Workers, Engineers, Diplomat, Spy, Caravan, Freight, Explorer. You cannot expel units belonging to a nation that is allied with you, or on your team, nor can you expel a unit on a Mountain. Expelling a unit belonging to a nation that is at peace with you may cause a diplomatic incident. Engineers can, if not being transported, repair certain units (including Allied or part of your Team), restoring up to 25% of the target unit's hit points. Actions may cause a diplomatic incident, and give the intended victim a casus belli against the actor player. Spies have more options. 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", restrictinfra = TRUE. NOTE - auto savegames for every new turn are disabled, but you can change that setting.