Changelog version 5.0.0
Tile Yields and Improvements
Jungle: does not grow on resources
Lumbermill:
Available at Metal Casting instead of Replacable Parts
+1 commerce with Machinery
+1 commerce with Electricity
Buildtime decreased to 5 turns from 8
Always gets +1 commerce next to a river no matter which river tile
Workshop:
+1 base hammer
remove +1 hammer from chemistry
Game Mechanics
Toroidal maps: City maintenance is the same as cylindrical maps.
Fail-gold: No fail-gold awarded if you complete the wonder somewhere else yourself
Spreading religions: Spreading never fails in your own cities
Apostolic Palace Resolutions: Removed the following resolutions:
Declare War
Force Peace
Religious victory
Assign City
Circumnavigation:
Can be achieved by everybody
Optics is additionally required, but code will only trigger the turn after Optics is researched
Harbor receives +50% additional trade yield instead of +1 movement
Drafting: Rifleman cost 2 pop instead of 1.
Global warming: Removed
Espionage: Active missions removed
War Weariness
In MP games gained WW is halved
Reduces the same way during war as in peace time. Reduction also increased.
Colosseum: -25% war weariness
Statue of Zeus: Obsoletes at Gunpowder
Techs
Agriculture: Cost decreased to 40 from 60
Fishing: Cost increased to 50 from 40
Mysticism: Cost increased 60 from 50
Metal Casting: Cost decreased to 300 from 450
Alphabet: Cost decreased to 250 from 300
Buildings
Aqueduct: Cost decreased to 80 from 100
Castle: Obsoletes at Corporation instead of Economics
Customs House: Cost decreased to 120 from 180
National Wonders
West Point:
Cost decreased to 550 from 800
+5 XP instead of 4
Requires a level 5 unit instead of 6
Red Cross: Cost decreased to 200 from 600
Wonders
Resource modifiers: All production modifiers from resources for wonders reduced to +50% instead of +100%
Great Lighthouse:
+1 trade route in coastal cities instead of +2
Obsoletes at Paper
Mausoleum of Mausolos: Obsoletes at Nationalism
Chichen Itza: Cost decreased to 400 from 500
Angkor Wat: Cost decreased to 400 from 500
Hagia Sophia: Cost decreased to 400 from 550
Versailles: Cost decreased to 600 from 800
Space Elevator: No latitude requirements
Cristo Redentor: Available at Mass Media instead of Radio
Barbarians
Never attack your stack if it includes a settler and a unit that is giving military happiness
Never raze a city even on autoraze. On recapturing such a city you too do not trigger an autoraze.
Unit mechanics
Flank attack: Flank attack strength of all units reduced by 50%
Upgrade: Units do not lose XP when upgrading
Coastal blockade: blockaded cities can still work blocked tiles
Air units Can bombard road networks
Land units
Scout:
No tech requirement, everybody starts with a scout
+100% vs Animals with Hunting
Swordsman: +25% city attack instead of +10%
War elephant:
Strength 7 instead of 8
Requires Ivory or Iron instead of just Ivory
Explorer: Gains Flanking
Airship: Cannot see submarines
Paratroopers: can attack tiles without combat units after the drop
Tactical Nuke:
Cost increased to 750 from 250
Blast radius reduced to impact tile itself
Does not create fallout on strategic resources
ICBM:
Cost increased to 1500 from 500
Does not create fallout on strategic resources
Naval units
Refrigeration: Remove +1 sea movement
Work Boat: No tech requirement (still require Fishing to work water tiles).
Galleon: Requires Paper and Astronomy instead of just Astronomy
Privateer:
Requires Gunpowder and Astronomy instead of Chemistry and Astronomy
Remove hidden nationality
Can still plunder during war time
Submarines: Submarine and Attack Submarine switch cargos
Corporations
Executive: Researching the required tech earns you an executive of that corporation for free. To settle the HQ you still need a great person.
HQs: Gold income decreased to 3 from 4
Sid's Sushi Co.:
Available at Refrigeration instead of Medicine
Food per resource decreased to 0.333 from 0.5
Culture per resource decreased to 1.5 from 2
Maintenance costs 3/4 of original,
Cereal Mills: Available at Biology instead of Refrigeration
Mining Inc.:
Hammers per resource decreased to 0.75 from 1
Maintenance costs 3/4 of original
Creative Construction: Available at Steam Power instead of Combustion
Civics
Serfdom:
Available at Monarchy instead of Feudalism
+1 commerce on Farms
+1 hammer on Watermills and Windmills
Emancipation:
+2 hammers per specialist
remove unhappiness effect
Environmentalism:
Available at Biology instead of Medicine
Normal Corporation costs like any other civic
+1 commerce on water tiles
Traits
Financial:
Remove +1 commerce on tiles with 2+ commerce
+1 commerce on land tiles with 3+ commerce
+1 commerce on water tiles with lighthouse in the city
+50% production of bank
Expansive:
+100% production of Aqueduct
Remove production bonus for Workers
Creative: Remove production bonus for Colosseum
Charismatic:
+100% production of Monument
+100% production of Colosseum
Aggressive:
-50% unit maintenance cost
Free Barrage I for all siege weapons
Philosophical:
+150% GPP instead of +100%
+100% production of monasteries
Protective:
+100% domestic trade route yield
+50% production of market
Industrious: +100% production of national wonders instead of 50%
Civs
Some of the described changes here are no direct civ changes, but rather changes to the base unit/building that I wanted to highlight here.
America
UB: NEW Carnegie Public Library
Library replacement
+2 neutral Great People Points
Arabia
UU: Camel Archer starts with March
Aztec
UU: +25% city attack instead of +10%, just like base unit
Babylon
UB:
+10% food storaged on growth
+2 health
-25% war weariness, just like base building
Celts
UB:
+1 culture
Never obsoletes
UU: +25% city attack instead of +10%, just like base unit
China
UU: max 40% collateral damage instead of max 60%
Dutch
UU:
Only requires Astronomy unlike the base unit
Strength 5 instead of 6
Cannot enter rival territory without open border
Egypt
UB: Never obsoletes
Ethiopia
UB: Never obsoletes
Germany
UB:
Available at Steam Power instead of Assembly line
+2 hammer
UU: NEW Riesengarde
Grenadier replacement
Available at Chemistry
Starts with Pinch
Greece
UB: -25% war weariness, just like the base building
UU: NEW Phalanx
Spearman replacement
Strength 5 instead of 4
+25% hill defense
Inca
UB:
Makes city act as a source of fresh water
Cost decreased to 45 from 60
Remove +2 culture
India
UU:
Movement 2 instead of 3
Start with Mobility
Japan
UB: NEW Tatara
Forge replacement
Cost 100
+2 XP to Melee
+10% hammer bonus with coals
Khmer
UB: Cost decreased to 80 from 100, just like base building
UU:
Strength decreased to 7 from 8, just like base unit
Requires Ivory or Iron instead of just Ivory, just like base unit
Maya
UB: -25% war weariness, just like base building
UU: Starts with Woodsman 1
Native America
Tech: Fishing/Hunting instead of Fishing/Agriculture
UB:
Available at Archery instead of Mysticism
Additional +1 XP for gunpowder and melee units
Never obsoletes
Ottoman
UB: Cost decreased to 80 from 100, just like base building
Persia
UB: NEW Bazaar
Market replacement
+50% trade yield
Rome
UU: Cost increased to 50 from 45
Portugal
UB: Cost decreased to 120 from 180, just like base building
Russia
UB:
University replacement instead of Laboratory
Only +1 free scientist instead of +2 free scientist
Spain
UB:
+2 XP for naval units
Does not require Walls
Never obsoletes,
Zulu
UU: Remove Mobility promotion
Leaders
Also included are three new leaders for the missing trait combos
LieuYe (ORG/PRO)
San Martin (CHM/CRE) and
Nebuchadnezzar (IND/PHI)