Multiplayer II Dragoon Summary

A change-log for the changes to Multiplayer Dragoon (MP2D) from MP2C.
===Other MP2 Resources:===
*See Multiplayer II Navigation Page
This page is a linked table of contents for Multiplayer II: Dragoon Design Log. Links point to details and explanations.
Recent changes after MP2D first release:
*Cruise Missiles can iPillage - 60% chance of success, tile improvement targeting allowed.
*Nuclear Detonations randomly lay waste to tile improvements in their blast radius
*Ground troops get the same 5 shield discount as Riflemen, under Communism
*Vigil Mechanics changed. Units will also attack if 5/6 odds of success, and not leave vigil after a single attack.
*Misc. bug fixes and adjustments
*Partisans can spawn a maximum of twice per city. Cities must wait 2 turns before able to spawn again.
*I. Technology
**Nomadic Science - During the first 5 turns, each Settler produces 1 bulb/turn
**Blueprints and Techleak - Default blueprints = 65%, default techleak = 50%.
**Specialty Techs - new specialization techs allow optional specializations for nations.
**Philosophy awards a blueprint, not the full bulbs for target tech.
**Tech changes - Many changes to tech costs; creation of "Era Boundaries" via "Gateway Techs"
*II. Game Mechanics
**Standard City Growth: Grain Ceilings - Grain needed to grow cities reduced.
**City Radius - Larger cities can access more tiles.
**Variable Rapture - Governments and other conditions control the speed of city rapture.
**Quays - Take half of a worker-turn to build, have 2/3 move entering or exiting.
**Tile Claims - Can be diagonally adjacent, no second unit needed in domestic territory.
**Units disbanded from lost home city - Chance of disbanding after losing home city may decrease.
**Hills Vision - Slight boost to land units' vision on hills.
**River Defense - Rivers add +0.50 to the natural terrain defense bonus of a tile.
**Huts - More types of random bonuses from huts.
**Corruption Calculations - A minimum of 1 corruption is reduced by corruption reduction buildings/wonders.
**Hostile Embassy Mechanics - Espionage tech, changes to Diplomat, Spy, and security buildings.
**Destroy City - New order allows some governments may wipe out cities under some conditions.
**Ruins - No stack death on ruins. Hideouts made in ruins don't disappear.
**Hideouts - Units in hideouts have no stack death.
**Bunkers - 90% resistance to nearby nuclear detonation.
**Micro-healing - Minimum +1 hitpoint of healing per turn, for any unit in a city
** Fishtraps - New tile improvement that increases ocean food output.
**Visible Cargo - Cargo in Wagons and Trawlers are visible to all.
**Boarding, Deboarding, Loading, Unloading - Boarding requires moves left; loading and unloading use 1/3 move, more...
**Missile Loading - Loading missiles as cargo requires being in a city or a turn-change
**Maximum Attacks Per Turn - Most air units get limited number of attacks per turn
**Building Razing - Odds of building loss during conquest are now altered by government, building type, and city liberation
**Big Land units - Motorized units need roads to go on mountains
** Tax Rates - Can be adjusted in 5% increments
** Vigil and Auto-attack Mechanics - Vigil is no longer limited to aircraft: also ballistic units and ABM can vigil
*III. Governments
**Despotism - +2 food for founding new city, +4 for capital city
**Monarchy - 1 free gold upkeep on gold units
**Constitutional Monarchy - variable rapture rates, 1 free gold upkeep on gold units
**Nationalism - 20% science bonus in original cities, variable rapture rates
**Theocracy - 7 changes (click for details)
**Communism - 9 changes (click for details)
* IV. Unit Changes
**SentryAlways Units - All reconnaissance units can do sentry reporting without sentry order
**Ballistic Units - All ballistic class units can do special unit attack and vigil, more...
** Boat - Now 8 hitpoints
**Goods - Cost 20. Req: Pottery. Can help build wonders
**Caravan - Cargo capacity is now 3
**Legion - Cost is now 30
**Diplomat - Cost is now 30, req: Economics, not spent when making embassies, more...
**Knights - Defense strength simplified
**Crusaders - Defense strength D:1.5
**Pilgrims - Can establish home city in allied theocracies, transferring the pilgrim to the ally
**Spy - Can no longer establish embassy
** Partisans - Can investigate occupied/conquered cities, more...
**Zeppelin - Moves: 7, Fuel: 7
**Riflemen and Alpine Troops - Now upgrade to Ground Troops, for 4 gold.
** Freight - Can now use multiple build slots. Req: The Corporation
**Truck - Req: Automobile
**Airplane - Can enter all territories (bug fix for Peace nations)
** Anti-Aircraft Artillery - Lose "Marines" abilities, simplified upgrade mechanics
**Armor - A:11, 40% Stack Escape, Mobile Warfare doesn't obsolete Barracks II, Sun Tzu
**Armor II - +75% or 1.75x bonus vs. Missiles (was 2x). Cost is now 80.
**Aircraft Techs - Tech reqs changed for WW2 aircraft
**Medium Bomber - Can carry 1 "Bombs" unit. 1 attack per turn
**Helicopter types - Faster healing, reduced cost
**Mobile SAM - 3x defense vs. Missiles, can carry 3 missiles, can attack missiles, more...
**Jet fighter-types - Attack and defense strength increased +1 for all jet-type fighters
*V. New Units
**Scout - Replaces Explorer, more...
**Emissary - Earlier cheaper version of Diplomat
**Ballista - New ballistic unit
**Patriarch - New Theocracy unique unit with enhanced diplomatic powers
**Workers II - Upgrade for Workers
**Trawler - New sea-worker unit that can also tow ships
**Light Armor - Earlier Armor unit
**Bombs - Conventional bombs unit for softening targets
**Magnum Turret - Unique stationary Artillery unit with high-powered strength
**Fanatics - Upgrade for Zealots
**Ground Troops - Upgrade for Riflemen and Alpine Troops
**Missile Submarine - Upgrade for Submarine
**Anti-Ballistic Missile (ABM) - New unit that can vigil and auto-attack enemy missiles
**Multi-Fighter - Upgrades Escort Fighter
**Stealth Multi-Fighter - Upgrades Multi-Fighter
**Project Neptune
**Lighthouse and Magellan's Expedition - heal sea units, more move bonus, more...
**Buoys - Now give sentry reports of nearby movement, are able to see cardinally adjacent submarines
**Missile Payloads - Missile capacity for sea units changed
**Crew Repair - Crew Repair uniform and increased rates for all modern and ancient ships
**Minimum Speed - All ships gain +1 minimum speed when damaged
** Move Rates - Most ships gain +1 move
**Shore Attacks - Dynamics for shore attacks changed/improved
**Submarine Class - Upgrades, "hit and run" move bonus, more...
** Battleship - Gains Stack Chief ability, better vision, can SUA 2 tiles distance
**Carrier - Gains Stack Chief ability
*VI. Wonders
**New Wonders
***Citadel of Aleppo - A stronger "City Walls" wonder
***Commissariat of Agriculture - improves Communist food output
***Propaganda Ministry - increases happy/content for authoritarian government
**Changes to Existing Wonders
***Chand Baori - Cost:65
***Ziggurat - Many new bonuses
***Agōgē of Sparta - Many new bonuses
***Angkor Wat - Allows size 2 cities to celebrate
***Mausoleum of Mausolos - New bonuses
***Pyramids - Cost:180, +5 food bonus on founding, 100% rapture rate
***Ecclesiastical Palace - Cost:70, allows instant switch to Theocracy
***Statue of Zeus - Bonuses last longer, less restricted
***Copernicus' Observatory - Cost:90
***The Great Wall - Allows building Terrain Walls; also see: changes to City Walls
***Roman Colosseum - Cost:360
***Sun Tzu's War Academy - Cost:300, obsolete by: Combustion
***Leonardo's Workshop - Robotics reduces from 2 to 1 upgrade per turn, instead of obsolete
***Adam Smith's Trading Co. - Cost: 300
***Isaac Newton's College - Obsolete with Computers
***Hoover Dam - Simplified, also see: Hydro Plant
***JTIDS - Cost:275
*VII. Buildings
**City Walls - Now 2x defense against land attacks
**Fortifications - Changed terrain bonus and now works with City Walls
**Police Station - +2 forced content for authoritarian governments
**Homeland Security - Prevents Poison City hostile spy action
**Cathedral - Cost:70, increases rapture rate for Theocracy
**Barracks II - Now obsolete with Combustion
**Coal Plant - Now gives +30% output immediately, and +20% more with Mass Production, more...
**Hydro Plant - Now gives +30% immediately, +20% more with Mass Production, +10% more with Hoover Dam, more...
**Nuclear Plant - Now gives +60% immediately
*VIII. Miscellaneous
**New Animal Resources - Mountain Goat and Hippopotamus give extra food: 3/1/0
**Sea Commerce units never cause unhappiness - Caravel/Galleon/Transport
**Capture and Expel, movement cost - 2/3 move cost for both actions
**Railroads - 1.5 worker-turns to complete (more sensitive to any work-rate bonuses from govs or vet-levels)
**MagLevs - Can't be built on sea (unless Sea Bridge), do not require rails first
**Advisor now gives real advice - Next building selected by advisor is smarter
**Hunting Wild Animals - Wild animal units can attack and be killed for food