Code:

General Bugfixes and performance improvements Major improvements to tactical AI Note: the AI is tuned to be a bit more aggressive with its units overall in this version. Keep an eye on this, let us know what you think. Major improvements to Tech selection AI Minor adjustments to building/unit production AI Misc AI improvements and optimizations Changelog UI Added 'Created By: City" to mouseover UI for units (hover over unit portrait) Adjusted instant yield tooltip on top panel to add more tourism info Adjusted culture overview tourism screen rising/falling values and metrics Added instant yield tourism to tourism modifier mouseover tooltip in culture overview Added Corporation tab to City view building list for organization purposes Modified Trade Route selection panel with better icon/TT support for corporations (look for corporation info in the bottom left-hand corner of each potential TR). Happiness Base happiness from luxuries is 2; puppet unhappiness divisor is 4 (was 3) Civs Denmark UA: Viking Promotion now gives +5HP in neutral territory healing; removed city damage reduction and gold theft bonus UA: Longship Promotion: removed city damage reduction and gold theft bonus; added 15% CS and double heal on coastal tiles Runestone - now +30 Gold/Culture in City a Unit was created by when that unit Pillages any tile Rome Colosseum: now +10 GG/GA in City when a Unit that was created by the city kills a unit; +5 GAP in city when any unit kills another unit, scaling with Era A hybrid building, the Colosseum gets a big boost of GG/GA if a hometown unit kills someone, and a small bump to GAP when anyone is killed. Greece Acropolis: now +25 Culture in City when a Unit that was created by the city kills a unit; +5 Border Growth in city when any unit kills another unit, scaling with Era A hybrid building, the Acropolis gets a big boost of culture if a hometown unit kills someone, and a small bump to border growth when anyone is killed. China: Post-bugfix, now 50% reduction in UA yields on Era Change (was 100%) Mongols UA change: every CS you bully into surrendering increases the resistance of all future CSs to surrendering by +10 A slight increase in difficulty for the Mongols, should help a bit with long-distance spiking of CSs early on Difficulty Players given a slight needs modifier reduction at difficulties <= Prince. AI given a penalty at Settler (+5%, a bonus at Immortal/Deity(-5%/-10%) Wonders Ironworks - now +2 Iron Globe Theater - Global Boredom reduction, +2 GAP from GWAM (Was +1) Prora - 25 culture in city when any unit pillages a tile Fixed missing price updates on CN Tower, Apollo Program Beliefs Orders - now 3 Faith on kill, globally Units Can no longer buy nukes with gold (evil geniuses very sad) Tourism GWs now back to 3 culture Corporations Global changes to all Corporations: - Reworked max Franchise system: - All Corporations now have a base #(3), which is increased by the number of offices and the number of trade routes. It is 1:2 Franchise/Office and 1:1 Franchise/Trade Route(so bigger empires have slightly more corporate power, but also more cities to be franchises/officed). - Every Corporation has a 5% chance each turn to randomly spread to a valid nearby foreign city, if you are trading with that Civilization and the Civilization is not embargoed (vassal/master relationships ignore this). This does not replace the TR functionality; it simply accelerates the spread of franchises to Civilizations after founding. This % chance can be adjusted on corporation by corporation basis. Note that if you get embargoed...all your franchises get vaporized instantly. So watch out! - All Corporations increase the Tourism modifier with a foreign civ by 2%x the # of your franchises in their empire. This value can be adjusted on a corporation by corporation basis. - All Corporations now grant 2 free TRs - Corporation resource tile yield bonus now given to Franchises (was formerly for Offices/HQs). So now foreign cities with resources benefitted by your Corporation now get the buff, instead of owned cities (easy way to buff Franchises and make them beneficial). - Reduced Production cost of Offices to 900 (Was 1100) Specifics: - Trader Sid's: Caravansary/Market now +3 Gold (was +2) - Firaxite: Added University +3 Science - LandSea: no specific changes - Giorgio: now grants Specialist bonus to GWAM only, but bumped to +2 Culture per Specialist Hexxon: added Wind Plant +3 Production - TwoKay: Added Hospital, buff now +3 Food (was +2); Offices reduce all Needs Modifiers in the City by 5%. - Civilized: now +4 GAP (was +2) from Customs House and Bank; Offices grant +3% Golden Age Length Modifier per Office Corporation Policies: Transnationalism now bumps random spread chance up to 10%, from 5% (Was formerly the ability that unlocked random chance). Also buffs all Corporation Offices by +2 Culture Nationalization: +2 Science from all Corp Offices, Offices count as two Franchises each, and Corporate trade route bonuses to cities with franchises are doubled (i.e. internal routes for this Tenet) - now clears all foreign franchises from your cities, and clears your franchises from foreign cities (so your corporation is solely a national corporation) - no one else can spread corporation franchises to you! Syndicalism: +2 Production from all Corp Offices. Also, this synergizes with tourism change above, as the bonus effectively doubles your tourism % per franchise once you're 'popular' with a civ (making it easier to get to influential!)