Code:

General Bugfixes, performance improvements AI more responsive to bullying CSs AI more responsive for creating and moving operations Adjustments to AI specialist valuation formula UI fixes and adjustments Loads of github issue cleanup Balance Happiness Minor adjustments to tech and empire % modifier values Empire: 5->3 Tech: 250->200 Increased potency of Public Works to 20%, added +1 Happiness in city per construction Urbanization from Specialists is now calculated at the end of the needs hierarchy No longer replaces other needs, as it is the final need possible Specialists in a city are capped by happiness - you cannot have more specialists than you have excess happiness in a city (so if you have 12 happy and 9 unhappy, you can have 3 specialists, etc) This of course means that non-Venice puppets can no longer run specialists Empire Unhappiness thresholds now 75/50/25 (were 60/40/20) Cities can fracture off at 50% or less now - the 25% 'super unhappy' cutoff now simply speeds up city defection and rebels spawning by 25%. % modifiers on policies increased by ~5% for all policies Added UI element for free specialists to specialist area of city screen Wonders Uffizi and Globe Theater New effect added: 1 specialist in every city no longer generates unhappiness from urbanization Units Promotions Dreadnought I-III- health curve now 10, 15, 15 (was 15, 15 20) Boarded - now -2 -3 -4 (was -1 -2 -3) movement penalty Interception - now 25% per level (Was 20%) Naval Siege - now 75% versus cities (was 50%) Breacher - now 15 aoe on kill (was 10) Ideologies Freedom Capitalism - reduced bonus from 3 to 2 Improvements Landmark - now grants +3 empire-wide happiness when constructed