The dino2 ruleset combines pieces of the experimental ruleset, civ2civ3 ruleset, mp2-caravel, and the SIM30 ruleset - including wild animals, variable city radius, new terrain alterations ski Resort, Waterway, Canal, Fort and Naval Base, new unit class "Big Land", more resources, new buildings, units and wonders, units can be captured, bombarded, expelled and repaired, full implementation of trade goods and culture points. Watch out for wild animals - Deep Ocean tiles may contain a Kraken, Hills and Mountains may have a Snow Leopard, Jungles may have a Tiger, Swamps may have Crocodiles, Polar Bears live in Tundra and Glacier terrain. Killing a wild animal gives 10 gold and one culture point. Storms on the Oceans cannot attack and cannot be attacked, but block movement. 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. Number of tiles worked increases when city grows to 3,4,6 and 8. 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 extra trade, like Monarchy and Theocracy. Under Communism, a celebrating city gets extra production. Culture victory enabled, and culture effects fully implemented. Culture victory requires at least 1000 culture points, and 3x value of second best nation. After celebrating for 5 turns, a city gets 5 culture each turn until the celebration ends. Some improvements and wonders add culture to a city. If a city is destroyed then its culture is lost. If a city is conquered, its culture then belongs to the conquerer. 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 100 - has 1000 gold 200 - mapped the entire world 200 - nation has achieved 10000 culture points 500 - launch spaceship 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. Some Wonders increase the chance of migration to their city. Space Flight gives a vision bonus. Spaceship parts are more expensive. If a city has been in disorder for three turns, its production shrinks to zero. Customized for playing one city challenge games, a human player will not get a new city from a hut. Trade routes become inactive when at war. Max # trade routes per city starts at 2, increases to 3 with Economics, 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. Naval units Boat, Trireme, Galley, Caravel and Cargo Ship are Commerce units like Caravan and Freight, and can establish trade routes and help build wonders. 7 Policies added - you can trade off science vs unhappiness, build cost vs veterancy for 3 kinds of units, more shields vs more pollution, more food vs more shields, and more offense vs more defense. Some tech effects and pre-requisites changed - see Help Browser. New buildings "Aqueduct, Lake", "Aqueduct, River", "City Hall", "Food Market", "Fountain", "Fortifications", "Grocery Store", "Homeland Security", "Hospital", "Port Terminal", "Shopping Mall", "Water Mill" added. "Baracks II" renamed to "Garrison", "Baracks III" renamed to "Armory", "Colosseum" renamed to "Arena", "Sewer System" renamed to "Waterworks", "Port Facility" renamed to "Shipyard". All science improvement percents decreased, and other changes are also described in Help Browser. New Small Wonders "Genetic Lab", "Ecclesiastical Palace", "Five Year Plan" added. New Wonders "Agōgē of Sparta", "Genghis Khan's Equestrian School", "Gibraltar Fortress", "Mausoleum of Mausolos", "Medici Bank", "Roman Colosseum", "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. New terrain alterations Fort, Resort, Waterway, Canal and Naval Base, and other changes to terrain and terrain alterations - see Help Browser. More resources, and some resources give more with techs. 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. New units Medic and Mechanic can heal/repair some units - see Help Browser. 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. Many new units added - Founders, Proletarians, Pilgrims, Balloon, Cargo Ship, Missile Destroyer, Anti-Aircraft Artillery, Mobile SAM, more Fighters and Bombers, more early naval units. Legions can build infrastructure like workers. All land units get vision bonus on Mountains. Upgrading a unit loses one veteran level. Non-naval units can be airlifted, excepting Helicopters and Balloons. Boats, Triremes, Galleys, Caravels, Galleons, Cargo Ships and Transports are non-military units - they cannot attack, do not cause unhappiness, and can enter foreign territory regardless of peace treaty. Some non-military units can be captured by some military units, which changes its owner - details in Help Browser for units. Units in a Fort, Fortress, Naval Base, Air Base or Mountain terrain, or belonging to your allies or team cannot be captured. Capturing a unit belonging to a nation that is at peace with you may cause a diplomatic incident. Some military units can bombard, which damages (but cannot kill) the defenders, with no risk to the bombarder. Some units cannot be bombarded, they will also protect other units on the same tile from being bombarded. Some unit properties changed - see Help Browser. "Land" class military units (except Warriors) can expel some foreign units from domestic tiles. Expellable units are Founders, Settlers, Proletarians, Pilgrims, 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 and Diplomats have more options - 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", restrictinfra = TRUE. NOTE - auto savegames for every new turn are disabled, but you can change that setting.