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General AI improvements re: diplomacy and dealmaking (HeathcliffWarriors & Ilteroi FTW) Improvements to text quality and consistency for some wonders, tooltips, and civilopedia entries (thanks Aqinu!) Bugfixes for AI DOWs on vassals in some situations Tactical AI improvements Bugfixes and performance improvements Balance Difficulty: All difficulties now gain +2 happiness base, removed +2 happiness from tradition palace bonus Happiness Removed specialist unhappy prevention cap Need divisors now /50 across the board (were /25) Tech modifier now 100 (was 75) Growth: Function (existing values included in /* brackets */): int iBaseThreshold = /*15*/ GC.getBASE_CITY_GROWTH_THRESHOLD(); int iExtraPopThreshold = int((iPopulation-1) * /*12*/ GC.getCITY_GROWTH_MULTIPLIER()); iBaseThreshold += iExtraPopThreshold; iExtraPopThreshold = (int) pow(double(iPopulation-1), (double) /*2.22*/ GC.getCITY_GROWTH_EXPONENT()); New values: 15/13/2.26 Plot culture cost up as well (uses same formula) was 16 multiplier/1.35 exponent, now 16 multiplier/1.38 exponent iThreshold = iBaseThreshold + iExtraPopThreshold; Buildings: Adjusted base yields from Hospital, Workshop, Grocer Workshop now +1 production per 10 citizens, +2p flat Grocer now +1 food per 5 citizens Hospital now +1 food per 10 citizens, +2f flat Workshop loses 1 free urbanization unhappiness Library gains 1 free urbanization unhappiness Factory urbanization bonus reduced to 1 (was 2) Internal TR bonuses on Market/Workshop/Stockyard/Factory changed: Now grant a flat bonus to each route yield type: Market: ITR gain +2 food Workshop: ITR gain +2 production Stockyard: ITR gain +4 food Factory: ITR gain +4 production Grocer provides +1 happiness Civs Venice UU: can now found Colonia cities instead of special Colonia towns (Colonia town removed) Colonia start with 3 pop and 3 extra tiles, as well as a market and a monument Venice can have max 3 colonia at one time Piazza: gains +5 flat supply Arsenale: gains +5 flat supply Ethiopia: UA: removed +1 faith on SR UB: culture mod now 25% (was 33%), faith yield now +2 (was +3) Celts: Epona pantheon: now +10 science/culture/gold (was science/culture/food) Arabia: UB: now +3 gold (was +4) Germany: UB: now +4%p per CS TR (was +3%) UA: now +2c/+2GAP from CS ally (was +2s/+2c/+2GAP), +2s/+2GAP from CS friend (was +1s/+1GAP/+1c) China UA - now +1 gold and +1 food for UA (was culture and food), reduces by 50% at era change India: UB: base yields now +3p/+3f (was +2/+4) Oasis yield now +2p (was +2f) Lake yield now +2p (was +2f) Farm Yield now +1f/+1p (was +2f) Policies Artistry Refinement: Removed +2 specialist no unhappy Authority Tribute: Food on border expand now Production Progress Expertise: removed food on building construction, bumped culture to +15 (was +10) Finisher: now +25g from citizen birth (was +15) Statecraft Trade Confederacy: added 'Trade Routes to Civilizations with more Techs and/or Policies than you generate an additional +3 Science and/or Culture' Fealty Nobility: food from Castle now Gold Burghers: removed TR to other civs' bonus; added '1 specialist in each city no longer produces unhappiness Specialists: Merchants now +4g base (was +3) Trade Divisor for Culture/Science delta for trade routes now 125 (Was 120) - less c/s from international routes Units: Adjusted CS for infantry line (old/new) Fusilier (35/38) Mehal Sefari (40/42) Foreign Legion (52/55) Rifleman (45/50) Paratrooper (40/42) Infantry (55/60) Guerilla (57/62) Mercenaries (60/62) Marine (60/65) Mech Infantry (70/75) XCOM (70/75) Adjusted RCS for a few late units Gatling Gun (47/45) Cavalry (43/42) Berber Cavalry (47/46) Cossack (49/47) Machine Gun (62/60) Light Tank (60/58) Bazooka (67/65) Rocket Artillery (79/75) Helicopter (68/65)