Multiplayer II Caravel Summary

=== Other MP2 Resources: ===
* See Multiplayer II Navigation Page
This page provides a summary overview of the Multiplayer II: Caravel Design Log, to allow quicker browsing of the changelog. The links on this page go straight to the Design log with more details and explanations of the effects.
*I. Technologies
*Bulbs do not transfer - Researched bulbs are permanently assigned to a chosen tech. They can't transfer to a new tech if you switch research goals.
*Blueprints - Techs can only be acquired by researching them. Other events which formerly gave tech now give blueprint credit reducing the research cost of that tech.
*Tech costs - Monotheism, Theology, Theocracy, Magnetism micro-balanced and cost slightly less.
*Environmentalism reduces pollution from population. -50% population pollution replaces -50% production pollution.
*Recycling tech reduces unit upgrade costs. Unit upgrades cost 20% less after Recycling tech.
* Banking - Banking changes upkeep on Infantry units to 1 gold instead of 1 shield. Globally expires the one-time 4× gold bonus for trade routes from a capital city.
*II. Trade
*Enhanced and simplified Trade Route revenue - Trade routes receive more revenue. Restrictions removed, etc.
* Trade Bonuses - 
** Trade routes add +1 trade to the city center.
** One-time gold bonus for establishing a trade route is substantially higher (now the standard freeciv bonus.)
** 4× one-time gold bonus for establishing a trade route from your capital, if done before any nation discovers Banking.
** Minimum distance for trade routes is now 15 tiles.
*III. Government
*Despotism adapted for Bronze Age viability - Tribe Wonders and cheaper military enhance early Bronze Age play-styles. Despotism gains Gulag.
*Constitutional Monarchy - New government halfway between Monarchy and Republic.
*Foreign Nationals are 45%+1 unhappy - Increased unhappiness from Foreign Nationals.
*Democracy re-balance - 8% corruption, +0.4% corruption per tile from capital, 3x bribe cost, 3x incite cost, cannot rapture with >10% foreign citizens
*Communism - Proletarians add +2 to joined cities. Armor costs 10 less. Gulag allows starving cities without Disorder.
*Theocracy - Bribe cost 2x. Pilgrims 0 population cost. Now gets Partisans. Zealots can Skirmish Assault foreign occupied cities. -20% science +20% gold.
*Nationalism - New government type.
*Starvation and Disorder - A Lawless mood on the most recent Turn Change locks all income, production, and purchase abilities. Conquered cities are automatically Lawless on the turn they're conquered and can't produce or purchase. Starvation makes a city Lawless on the turn it starves. A city with more unhappy than happy citizens is also Lawless.
*III. Unit Changes
*Early Cost adjustments - Warriors 8, Phalanx 16, Pikemen 18, Horsemen 18, Explorer 20, Archers 24, Diplomat 26, Chariot 27, Legion 32, Catapult 34, Elephants 36, Knights 38, Crusaders 38.
*Later Cost adjustments - Partisan 45, Marines 55, Paratroopers 55, Armor II 85
* Free Upgrades - obsolete Foot units can upgrade free to Musketeers after Conscription. Musketeers can upgrade free to Riflemen after Labor Union.
*Tribesmen Tribesmen are primitive generalists who do a mediocre job at many things:
**exploring, tile improvements, combat, investigate city, diplomatic contact, donating shields.
* Caravan - Caravan move rate is now 2 ⁷⁄₉ (was 2). Can now carry Goods. Cargo capacity = 2.
* Marines - can now build Fort and Airbase. Gain +²⁄₉ moves per vet level. and V2+ Marines can do Special Unit Attacks.
* Fighter - now defends at 3.5 (was 3)
* Escort Fighter - now attacks at 3.5 (was 3)
*Hitpoint adjustments - Civilian foot units have 8 hitpoints (was 10.)
*Civilian units can't pillage - Caravans, Explorers, Diplomats, Peasants, Pilgrims, Migrants, Tribesmen, Wagons, Trucks, Trains, Goods, Freight cannot pillage.
* Swapping Cargo at Sea is legal if the current Transport has half or more of its moves left and has used no more than 4 moves.
*Stack Escape Odds - Base odds are 60% (was 50%). Destroyers and Stealth Aircraft: 67%. Submarines: 75%
*Ballistic Class of Units - Catapult and its upgrades get bonuses against City Walls and Fortifications. They can also retaliate against Ranged Attacks.
*Airplanes can carry Goods and Freight - Airplanes can carry the new units Freight and Goods.
*Spy and Diplomat Mechanics - 
**Diplomatic combat can occur in the open field, and be used to defend against Bribe/Sabotage attempts.
**Promotion odds for diplomatic units increased
**Investigate City has 85% chance of success
**Investigate City has 20% chance of Discovery; discovery triggers diplomatic combat and casus belli.
**Spies can now Investigate City from a Transport. (Other units may not.)
**Diplomats, Tribesmen, and Explorers can Investigate City without being spent.
**Conquered cities with Foreign Nationals have +10% chance to be sabotaged.
**Cities with 50% Foreign Nationals are martial zones where tech theft is not possible.
*Capture Mechanics - transported Goods and Freight do not count toward the "1 unit alone on tile" requirement for captured units; such cargo is also captured.
*Special Unit Attacks - Phalanx, Legion, Archers, Zealots, Marines, Battleship, Zeppelin, and Siege Ram get Special Unit Attacks, non-standard tactical engagements.
*Special Unit Defense - Archers, Catapult, Cannon, Artillery, Howitzer, Battleship, Helicopter can retaliate against SUAs with Special Unit Defense.
*Fortified Attack - Phalanx, Archers, Marines can do SUA and remain fortified. Phalanx, Marines can do standard-attacks and remain fortified.
*iPillage - instant real-time Pillage available to Dive Bomber, Ground Strike Fighter, Armor, Armor II, Strategic Bomber, Jet Bomber.
*IV. New Units
*Founders - cost:-- M:2 A:0 D:1 HP:25. Start unit type of Settlers which founds a city of Size 2. 
*Wagon - cost:25 M:3⅓ C:2 A:0 D:0 HP:10. Req: The Wheel. Commerce unit, can carry units with <3 moves. Must use roads.
*Goods - cost:25 M:1 A:0 D:0 HP:1 Req: Currency. Commerce unit, must be transported. Can recycle for 18 shields.
*Truck - cost:50 M:6 C:3 A:0 D:1 HP:20 Req: The Corporation. Commerce unit, can carry units with <3 moves. Must use roads. Replaces old Freight unit.
*Freight - new unit (not old Freight unit). cost:25 M:1 A:0 D:0 HP:1 Req: Mass Production. Commerce unit, recycle for 25 shields. Must be transported.
*Peasants - Migrant-type unit for Constitutional Monarchy. Pop-cost:1. Pop-add:1. Cost: 10
*Migrants - Migrant-type for Nationalist government. Pop-cost:1. Pop-add:1. Cost:10
*Siege Ram - cost:45 M:2 C:1 A:2 D:1 HP:10 FP:1. Req: Construction. Must use roads. Can Destroy City Walls and Ram Fortresses.
*Falconeers - cost:20 M:2 A:** D:** HP:20 FP:**. Req: Theocracy. A hand cannoneer unit similar to Musketeer, but has all-or-nothing hit-or-miss mechanics.
*Zeppelin - cost:45 M:6 A:2 D:1 HP:20 FP:2. Req: Combustion. Upgraded Balloon. Can bomb and engaged in limited combat-rounds.
*Satellite - cost:160 M:65 A:0 D:0 HP:20. Req: Apollo Program. Can Investigate City. Unreachable to all except missiles.
*V. Wonders
*Tribe Wonders - Tribe Wonders are cheap early game wonders that enrich and broaden Bronze Age / Despotism play-styles.
*The Sphinx - cost:70 Req:Despotism Obsolete:Philosophy. Loss of tile corruption penalties on all tiles, +1 luxury, reduces corruption by half.
*Chand Baori - cost:80 Req:Despotism. Cities become irrigation sources. Can irrigate diagonal to irrigation sources. Tribesmen never lose ability to irrigate. During Despotism only: Grassland/Plains irrigate in 2 turns, Swamp drains in 4. In city where built, tile food penalties eliminated and gets a permanent free river ("well").
*Ziggurat - cost:80 Req:Masonry, Despotism Obsolete:Monarchy. Moves capital production bonus, gets other Palace bonuses, Counts as a Granary, Temple, Barracks, and Fortifications
*Civil Wonders - Civil Wonders are powerful affordable wonders that define your national traits. There are 4, but each nation may only make 1.
*Hanging Gardens - cost: 210 (was 200). Obsolete:Steam Engine (was Railroad).
*Angkor Wat - cost: 200. Req:Code of Laws Obsolete if: not Despotism,Monarchy,Republic. Cities size 3+ get tile celebration bonus. +1 happy in all cities. Work done on Jungle and Swamp tiles takes half as long. Elephants cost 5 less shields
*Mausoleum of Mausolos - new features: Counts as half courthouse in all cities without one. +1 content for courthouse/city walls, and +1 happy for both. Adds to the cost of bribing units. Halves the odds of investigating cities.
*Code of Hammurabi - cost 130. Req:Alphabet. Obsolete:Democracy. Reduces Despotism corruption -11%,-1% (base,tile distance). Eliminates tile penalties on Lowlands tiles. Cities with no Temple get +1 content citizen. Gives blueprints for Code of Laws or Writing.
*Other Wonders
*Pyramids - cost: 200. Req:Mathematics. Newly founded cities also get +25% food bonus.
*Colossus - +1 trade on city center tile, maritime Commerce units cost 5 less until Steam Engine, must be built on coast, trade route bonuses
*Appian Way - cost:100. Req:The Wheel. Obs:Railroad. Trade routes increase revenue. Workers +⅓ move, build Roads @ 2x speed. Wagons, Chariots, Foot soldiers +⅓ move if starting turn on a road. In the city, each trade-producing tile produces +1 extra trade if there is a road, Wagons cost 5 shields less.
* Statue of Zeus - +1 content about military becomes a flat +1 content in martial govs. Promotion odds +33% for nations who have not discovered The Republic.
*Magna Carta - immediately switches Monarchy government to Constitutional Monarchy, without revolution.
*Women's Suffrage - redesigned: gives +1 happy per city in Republic/Democracy, causes +1 unhappy per city in all representative governments without it.
*United Nations - cost:500. new feature: gives Casus Belli to the entire world for treaty violators.
*Gibraltar Fortress - cost:330. redesigned: Gives its city 3× vs Sea attack. Increases Coastal Defenses to 2.25×. Reduces cost of Coastal Defense by 15 shields.
*Hoover Dam - cost:600. redesigned: Counts as Factory, Hydro Plant, Mfg. Plant in the city. Increases Hydro Plant bonus by +7%/+7% for Factory/Mfg. Plant. New Hydro plants cost 5 less shields. Supports 15 gold free building upkeep in the city.
*Fusion Reactor - cost: 700. Bonus to all cities: +40% to Factory and Mfg. Plant. Production Pollution -80%. 1 unit upkeep and 1 build slot to each city.
*Marco Polo - cannot be destroyed, relocates similar to the Palace improvement.
*Roman Colosseum - cost 400 Req:Engineering. Each city with Amphitheater: +1 happy, +1 luxury. Entertainers add +3 luxury instead of +2.
*Medici Bank - cost 300. Req:Banking. Obsolete if:Communist. Every city with Bank +7% gold. Shield-to-coinage rate increases by +7%.
*Pax Dei - cost 115. Req:Philosophy. Obsolete if:13 turns pass, Theocracy researched in world. All nations with Philosophy get a Senate, +2 unhappy about each aggressive unit. Nations with Monotheism can't attack unless in domestic territory.
*Cost Changes to Wonders - 
**Adam Smith's Trading Co. 320. (Was 300.)
**Eiffel Tower. 125. (Was 100.)
**Isaac Newton's College. 420. (Was 400.)
**Sun Tzu's War Academy. 310. (Was 300.)
*VI. Buildings
*Courthouse - new features: stops Diplomats (not Spies) from doing Embassy without ceasefire/peace. +1 content to all governments, not Democracy only.
*Barracks - Barracks I now requires Warrior Code. Barracks II now costs 35. Barracks III now costs 40.
*Totem Pole - cost:30. Req:None. Obsolete:Ceremonial Burial or Temple. +2 luxury. Saves shields into a building that can be selected after first tech discovery.
*Police Station - new features: works for all governments, affects Foreign Nationals. Halves the odds of Investigate City for non-Democracies
*City Walls - changes: new cost: 65, price increase to 75 after discovery of Metallurgy. new Req:Construction. (Bonus vs Helicopters moved to SAM Battery)
*Fortifications - cost:35. Req:Masonry. 1.50× vs. Land attacks. Raises terrain bonus by +0.17× for Lowlands.
*SAM Battery - new cost:80 (was 70). 2× vs Helicopters (formerly City Walls got a bonus, which it no longer does.)
*Coastal Defense - cost:65, upkeep:2 (was 60, upkeep 1)
*Coal Plant - cost:120 upkeep:4. +20% to Factory, +20% to Mfg. Plant.
*Hydro Plant - cost:175 upkeep:3. +20% to Factory, +20% to Mfg. Plant.
*Nuclear Plant - cost:185 upkeep:4 +30% to Factory, +30% to Mfg. Plant.
*Solar Plant - cost:150 upkeep:-3. +20% to base production. Stacks with other Plants. -75% prod.pollution (-90% w/Recycling Center). 2 free shields unit upkeep.
*Wind Plant - cost:60 upkeep:-3. +5% to base production. Stacks with other Plants. -10% prod.pollution (stacks with all other bonuses). 1 free shield unit upkeep.
*Coinage - Base exchange rate is now 1 shield = 1.5 gold. Marketplace, Bank, Stock Exchange, Medici Bank increase the exchange rate.
*Marketplace, Bank, Stock Exchange - Each adds 0.25x to the shield-coinage base exchange rate.
*VII. Miscellaneous
*Casus Belli - new triggers: Transform Terrain, Build Base, Build road-types, Found City, Investigate City (if caught), Military unit invades foreign non-allied territory, Claiming a foreign tile, Seizing a foreign tile claim. 
*Map, Terrain, Map Generation
**Map Generation - new BARD script system deposits more resources on Turn 2 to create equitable distribution of resources.
**Furs - can now appear on Arctic terrain
**Ocean Transformation - Reclamation requirement for 3 adjacent land tiles reduced to 2.
**Blood for Oil - after Refining tech discovered, Oil Wells on Oil produce +1 extra shield.
**Canals - click to see new upgrades
**Castles - Reqs: Fortress, Construction, Feudalism. Claims more surrounding tiles, sees farther, units inside can't be seen. Same bonuses as Fortress. Castle moat blocks Siege Rams.
**Bunker - Reqs: Fortress, Steel. Units inside can't be seen. Can't be pillaged. Can't be attacked by Air, Missile. Same bonuses as Fortress.
**Tile Claims - This is a new action that allows a diplomat and a military unit on the same tile to claim a tile for your own territory.
*Miscellaneous and Minor - Click for list of minor miscellaneous changes.
*Wild Animals - Experimental server setting for aggressive wild animal units controlled by AI.
== See next: ==
New changes in Multiplayer II Dragoon from Multiplayer II Caravel.