Postby bard » Mon Jul 23, 2018 9:52 pm
New features in v2.6:
- Disabled Tech Leakage: technologies cost the same even if already discovered by other nations, and Embassies no longer affect the research costs. Tech cost factor reduced from x3 to x2.
- When you get a new tech by treaty, conquest, or diplomatic mission, half of its cost is subtracted from your research pool.
- You do not lose a technology due to negative research pool unless the negative points are greater than half the cost of your current research.
- Enabled culture points, produced in each city by wonders, and by scientific or religious buildings. Enabled achievements, that may give extra culture.
- National culture increases the cost to bribe your units or incite your cities (up to +100%), and reduces the chances of civil war (up to -50%). The culture of each city increases its resistance against actions of enemy agents (up to +50%).
- Immunity against bribe actions (under Republic or Democracy) replaced by increased costs (+100%). Most governments (except Despotism and Monarchy) get these increased costs against bribe and incite actions too.
- Effect of Courthouse against incite actions fixed to +100%. Replaced the lower cost of empty cities, by an additional +100% when not empty.
- Tech Explosives allows new terrain improvements: Naval Mines that damage adjacent sea units, and Canals to join oceans separated by no more than 2 land tiles.
- Tech Medicine allows non wheeled land units to recover 2 HPs per turn, even without resting. Physics allow the same for wheeled and naval units.
- Tech Labor Union allows cities to build engineers with one extra veteran level.
- Added new building: Hospital (available with Medicine), that reduces -30% the chances of plague in the city (old effect of Medicine), and required by Barracks to recover damaged Land units.
- Added new government: Fascism (available with Tactics, which requires Leadership and Conscription).
- Halved the chances of civil war for every government. Switched empire size of Tribal (now 12) and Monarchy (now 14), Fundamentalism (now 18) and Fascism (now 20).
- Tribal gets +1 content per city, instead of martial law. Federation gets +2 Luxury per city.
- Appearance of Partisans in conquered cities requires the knowledge of Guerrilla Warfare by the owner.
- Readjusted effect of wonders "Statue of Zeus" (+2 gold/shield for upkeep of units), "King Richard's Crusade" (bonus to empire size and veteran chance, obsolete by Radio), "Mausoleum of Mausolos" (obsolete by Communism), "Copernicus' Observatory" (obsolete by Rocketry), "Great Library" (+1 Science per Library for the owner, obsolete by Computers), "Isaac Newton's College" (+2 Science per University for the owner), "Internet" (+3 Science per Research Lab for the owner, and tech parasite effect), "A.Smith's Trading Co" (+2 Gold per Stock Exchange for the owner, +1 trade route in the city), "Statue of Liberty" (+1 move for Merchants and Diplomats), "Marco Polo's Embassy" (free embassies, +1 trade route in the city, obsolete by The Corporation), "United Nations" (veteran Diplomats in the city, free embassies for every player), "Hoover Dam" (requires Hydro Plant, double bonus to production).
- The following wonders now affect only to cities located on the same continent: "Great Wall" (now obsolete by Flight), "Sun Tzu's War Academy", "Eiffel Tower" (now enables appearance of Partisans), and "J.S. Bach's Cathedral".
- Increased by one the number of veterancy levels, with effects: 100%, 125%, 150%, 175% and 200%. Engineers up to 150%.
- All military infantry units can build fortresses. All worker units can build airbases, and can remove any terrain improvement.
- Trireme replaced by Galley, that can no longer navigate rivers, and become obsolete by Caravels.
- Enabled ZOC for Sea units in Deep Ocean. Cargo boats and Submarines do not impose ZOC to enemy units. Air units can be used to ignore enemy ZOCs.
- Defense bonus +50% in Deep Ocean (or Ocean with a Naval Mine) against sea units (except against submarines). Reduced a bit the cost of several naval units. Submarine defense changed to 4 (was 5), and doubled against air attacks.
- Nuclear weapons have to start the turn in a city with an Airport in order to move (until the discovery of Rocketry).
- Buildings with bonus to defense are visible by others (middle click on the city).
- Reduced a bit some vision ranges. Most air and naval units see 2 tiles in horizontal/vertical, and 1 tile in diagonal (same as Explorers), except AEGIS cruiser and Stealth Fighter/Bomber that can see 2 tiles in diagonal too.
- Added new barbarian nation that controls hostile animal units, placed randomly at the start of the game.
- Enabled national trade routes again (without min distance), that spread the effects of bonus resources, though with halved revenues. It is not possible to create trade routes with foreign cities unless they are allies or on the same team. Each city can establish 1 trade route (2 after the discovery of The Corporation).
- Forest and Jungle can be mined to get Lumber (+1 production). Forests can no longer be transformed to Grassland directly (now Forest to Plains, and Plains to Grassland).
- Added new resources, up to 3 per terrain: Incense (+3 trade on desert), Deer (+2 food on forest, while Pheasant now +1 food and +1 trade), Marble (+1 production and +1 trade on hills), Ivory (now on jungle, with 1 less trade), Seals (same bonuses as Ivory, but on glacier), Shellfish (+1 food and +1 trade on oceans and lakes), Salt (+1 production and +1 trade on coastal ocean), Horses (+2 production on plains, while Buffalo now +1 food and +1 production), Sugar (+2 food and +2 trade on swamp).
- There are now 6 resources on Grassland, with 3 different effects: Cattle or Corn (+1 food), Wool or Cotton (+1 production), Tea or Tobacco (+2 trade).
- There are also 4 extra strategic resources that can be used when certain tech is researched by the player (+2 production with the required tech): Niter (on plains or desert with Gunpowder), Rubber (on jungle, swamp or forest with Chemistry), Aluminum (on hills or tundra with Industrialization), Uranium (on mountains or glacier with Nuclear Fission).
- Luxury resources (Incense, Silk, Tea, Tobacco, Wine, Gems, Gold, Shellfish, Spice, Furs): +1 Luxury in cities linked by trade route.
- Food resources (Seals, Oasis, Pheasant, Deer, Cattle, Corn, Fruit, Fish, Whales, Wheat, Buffalo, Sugar, Game): +1 unit free of upkeep in cities linked by trade route.
- Production resources (Oil, Wool, Cotton, Coal, Marble, Ivory, Iron, Salt, Horse, Peat; Niter, Rubber, Aluminum, Uranium): +1 Production in cities linked by trade route.
- Recover resources (Hospital, Wood, Coal/Peat, Oil): halved effect of HP recover buildings in a city without the resource required by the unit (land units require a Hospital, wooded units require Lumber).
- Strategic resources (Horses, Ivory; Niter, Rubber, Aluminum, Uranium): +1 veteran level for certain units built in the city.
- All resources affect a bit the chances of plague, so they can be seen in the city UI. Resources traded from other cities increase the risk of plague.
- Wonder Apollo Program requires Aluminum available in the city. Manhattan Project requires Uranium. The bonus to production of Nuclear Plants is doubled in cities with available Uranium.
- Deep ocean tiles require Supermarket (in addition to Harbour) to produce 1 extra Food. Naval units recover +25% HPs at cities with a Harbour and the resource required by the unit.
- Earth scenario: Added Natural Wonders, which give +3 luxuries in the tile where they are placed, and increase a bit the risk of natural disasters. Marked with a text label, and a flag icon.
I'm specially interested to know if there is one of these features that you would like to see included in the official civ2civ3 ruleset. Preferably one that do not require extra icons or graphical fx.