recursal/Fanatic-Fandom huggingface dataset:
Embassy

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## Game Info

An improvement that grants one vote in the World Congress as long as the city-state is alive. Available from the start of the game.

* Constructed on:
	+ any terrain belonging to a city-state that does not have an Embassy in their territory.
* Effect:
	+ +1 World Congress Vote to the Embassy's owner.
		- If City-State is no longer alive, the effect no longer applies.
		- If owner of Embassy is no longer alive, transfer effect to whichever owns the owner's original capital.
		- If City-State no longer owns the territory, the Embassy loses effect regardless.
	+ Permanent, cannot be pillaged unless nuked.

## Strategy

**Embassies** can only be built in City-State territory by Great Diplomats. The first player (and only the first!) to construct an Embassy in a City-State's land earns an extra vote in the World Congress. No player will receive additional votes for Embassies beyond the first one placed in a City-State's territory. An Embassy cannot be pillaged - once built, they can never be removed, and they will always grant their additional World Congress vote to the original builder. If, however, the original builder is conquered, the conqueror will take ownership of their Embassies, and their votes!

## Historical Info

Embassies are one of the known diplomatic missions that are permanent and allowed two nations to formalise diplomatic relations between each other. Throughout the ages many nations have made diplomatic envoys to other nations for purposes of seeking trade and avoiding wars.
Ancient Era

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The **Ancient Era** represents the beginning of human civilization.

## Game Info

This is the beginning period for each civilization, when it acquires the basic technologies and tools to control its surroundings. You will establish your  Capital, explore the lands around you, and begin to build improvements on your first patch of land. If you aim at quick expansion, you will probably establish 1 or 2 more cities before progressing. You should also attempt to establish a Pantheon.

It is unlikely that you will fight anything but Barbarians in this era - there are simply too many of them, and too few of you to attempt to fight another civilization. And you don't want a Barbarian unit wrecking your lands and capturing your Workers while you're off fighting a losing battle against another civilization!
Robotics

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## Game Info

An Important technology for the Space Race, Robotics allows you to build the Spaceship Factory, a building which speeds the construction of Spaceship parts. It also allows you to build the Giant Death Robot, the ultimate land weapon, to finally end this game!

Also gives great yield bonus to basic improvements, just in case.

## Historical Info

While various forms of automatons and machines have been in evidence from as early as the first century A.D., the first fully autonomous machine didn't appear until the mid 20th century. Science fiction writer Isaac Asimov unknowingly coined the term "robotics" in his 1941 short story "Liar!," figuring that the word must already be in use since other ones like "electronics" were. The study of robotics covers all aspects of their electronic, mechanical, and software design, and the different ways in which they sense and interact with the world around them.

Simple industrial robots have been in use since the early 1960's, but more powerful and sophisticated ones are always in development. While definitely helpful in factories performing repetitive precision-driven tasks, robotics are being pushed to create life-like prosthetic limbs, humanoid-style robots walking upright, and robots capable of recognizing and producing humanesque gestures, emotions, and expressions.
Military science

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## Game Info

Unlocks the Military Academy, the last military-training Building of the game, which also increases Science in the City.

Increases the yields of Forts and Citadels, and unlocks the Cavalry unit, the last Mounted Ranged Unit of the game.

## Historical Info

Military Science is the science of using military power to achieve one's political goals. It has many branches and areas of expertise, and is generally taught in a military academy. For instance, how far can an army march in a day and how many calories does each soldier need to remain in top fighting condition? Or, how does one fight against an insurgency in our own country? Suppose we're an occupying army in another country; how does that change the approach to an insurgency? Or what's the expected survival rate from a nuclear war if we launch first?

Sun Tzu's "The Art of War" is a classic book of military science. Although first published in the 6th century BC, it is still widely studied today (and remains a hugely entertaining and informative read for any amateur historian). Machiavelli's "The Prince," published posthumously in 1532, examines in detail the interaction between war and politics. In 1832, Prussian general Carl von Clausewitz published "On War," which also studies the effects of politics and economics on war.

Published in 1890, Alfred Thayer Mahan's brilliant work, "The Influence of Sea Power Upon History, 1660-1783," greatly influenced many American military officers and politicians and was largely responsible for the expansion of the US Navy in the early 20th century. Without this book, the United States might very well have found itself even more woefully unprepared for the World Wars, with possibly disastrous results for that country and its overseas allies.
Combustion

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## Game Info

Reveals Oil, a major Strategic Resource for producing Armor Units and Production Buildings in the lategame, and allows its extraction.

Unlocks the Landship, first among the Armor Unit line which replaces Mounted Units in the last part of the game, and the Mine Field, an anti-ship defensive Building that slows down enemy in owned waters.

Also improves the yields of Mines, Logging Camps and Lumber Mills.

## Historical Info

"Combustion" means burning. It's a chemical reaction between substances, one of which is usually oxygen, which often results in the generation of light and heat energy. Here we're speaking specifically about the use of combustion inside of an engine (hence, "internal combustion") to create energy to turn a crank or move a piston.

There are two different types of internal combustion engines: intermittent-combustion engines and steady flow engines. In an intermittent-combustion engine, a certain amount of fuel and oxygen is injected into the combustion chamber where it ignites and moves a piston or some other mechanical device, after which another discrete amount of fuel and oxygen is once again inserted, and the entire process repeats. Automobile engines are examples of intermittent-combustion engines. In an steady-flow engine, a steady stream of fuel and oxygen is injected into engine, burning continuously. Jet engines are steady-flow.

The first internal combustion engine patent was given to Englishmen Samuel Brown in 1823 for his "gas vacuum engine," which ran on hydrogen and oxygen. The first patent for using a jet engine to power an aircraft was filed in 1921 by Frenchman Maxime Guillaume. Neither of these first attempts was very successful, but they paved the way for technologies which would power the world right up until today, and for the foreseeable future.
Lyda Lubiene

# Lyda Lubienė

**Lyda Fiodorovaitė-Lubienė** (g. 1957 m. Jonavoje, Lietuvos TSR) – verslininkė, turtingiausia Lietuvos moteris[1], pagrindinė UAB Achemos grupės akcininkė.

## Biografija

Po Jonavos 2-osios vidurinės mokyklos Lyda Fiodorovaitė 1981 m. Kauno politechnikos institute baigė chemijos inžinerijos studijas.

Nuo 1981 m. dirbo inžiniere Jonavos Azoto gamykloje. 1992 m. susituokė su Bronislovu Lubiu. Vėliau susilaukė dukters Viktorijos. Po vyro mirties kartu su dukra tapo pagrindine "Achemos grupės" akcininke (valdo 50,38 proc. "Achemos grupės" akcijų). Nuo 2014 m. rugpjūčio mėn. „Achemos grupės“ valdybos narė.
Bowman

Archery Units of the Classical era The Babylonian unique unit.

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## Game Info

This Babylonian Unique Unit replaces the Composite bowman. The Bowman is stronger and can better withstand melee attacks than the standard Composite bowman. Starts with Indirect Fire promotion.

## Strategy

The Bowman is the Babylonian Unique Unit, replacing the Composite bowman. This Unit is defensively stronger than the Composite bowman, allowing placement in the front line. The Bowman's improved combat prowess helps ameliorate any concern that it may be quickly overrun.

## Historical Info

We have a fairly accurate picture of the extraordinary Babylonian archery units, thanks to a beautiful Assyrian mosaic showing them marching off to battle. The Babylon archers are dressed in colorful padded robes and carry four-foot long bows, as well as a quiver of arrows slung on their backs. The archers also carry spears or daggers, doubtless for personal defense if enemy units get close enough for hand-to-hand combat.

Separate units carrying large, man-height shields would accompany the bowman, providing in effect, a movable fortress. The Bowmen were an integral part of the Babylonian infantry, as their numbers were easier to train and replace than the more expensive cavalry. Bowmen also helped man the famed Walls of Babylon, taking up positions in the many turrets dotting its line.
Gameplay Modifications

## In the Community Patch

In order to have an AI more performant, a few modifications related to Gameplay mechanisms have been made. For more information, see the Community Patch page.

## In Vox Populi

Additionally to the Gameplay changes of the Community Patch, the following Gameplay changes have been made in Vox Populi.

[Work in progress]

### Unit movement changes :

* The limitation to one unit no longer applies to civilian units. Moreover, civilian units can be on the same tile as a unit of a civilisation you're not at war with.
* Forts and Citadels tiles adjacent to a sea tile can be used by both land and naval units. You cannot chain them.

### Combat changes :

* Most unit ranged have been changed. A lot of units can now attack and then move. City range now starts at 1 and increases with technologies.
* Damage done when attacking a city is shared between the city and the garisson (if any). Naval unit does not count as garisson, and are destroyed if the city is taken.
Carolean

Introduced in Gunpowder of the Renaissance era The Swedish unique unit.

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## Game Info

Strong, front-line land Unit that specializes in long marches, even far from Swedish lands. Only the Swedish may build it.

## Strategy

Caroleans are the backbone of the Renaissance era Swedish army. They start with the March promotion that allows it to Heal every turn, even if it performs an action. The Carolean also receives a 15% combat bonus when stacked with a Great General.

## Historical Info

An elite army of Swedish soldiers, these soldiers served the Swedish crown from roughly 1660 - 1697. Arguably the most effective soldiers of their time, the Caroleans were a small group, but made up for their fewer numbers with innovative tactics and staunch discipline. The Caroleans were strictly offensive troops, and never practiced nor drilled any kind of retreat maneuver. They would charge towards the enemy lines, only responding with their own fire once they were close enough to be sure to hit. The raging, all out charge demoralized many an army, and the Caroleans caused many lines of enemy troops to break and flee.
Telecommunications

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## Game Info

Unlocks the National Visitor Center, a key lategame National Wonder to boost Tourism even further.

## Historical Info

Telecommunication allows for the transmission of data and information over long distances using various types of signaling devices. Early forms of primitive ranged communication, including the use of smoke and signal flags, eventually gave way to telegraphs, and later, the telephone. Scientific research and engineering, particularly in the last 30 years, has led to breakthroughs in our ability to communicate globally. Orbiting satellites now provide a means for the transmission of data even to the most remote areas on Earth. Television, internet, cellular telephones, and GPS are now fully integrated into the daily lives of millions across the world because of telecommunications research.
Release - 2016-09-30

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# Community Patch

## DLL:

* More MP Fixes (Shoshone Pathfinder selection now works properly in MP).
* Achievements now work when using modpack in SP.
* Fixed Japan UA not triggering on certain GG/GA acquisiton types
* Assorted bugfixes and improvements for tactical AI, and Events System
* Worked on settler AI logic
* Merged work from Iamblichos and Ilteroi, including bugfixes and optimizations for the pathfinder and other systems (more merges to come)
* Fixed archaeologists acting odd in some situations
* Some deal AI improvements for WC vote logic
* Worked on AI war/peace desirability logic - AI should hop out of war once it has \*accomplished its goals (or if it is getting punched)
* Worked on Vassalage acceptance/desirability logic
* GP points over a city's cap 'roll over' into the next pool (instead of being erased) when a GP is born.
* Improved naval and invasion AI quite a bit (navies are a real terror now!)
* Fixed some barbarian shenanigans, and made camps a little more 'reactive' to getting punched (if you attack a unit in a camp, there's a much better chance of a unit spawning from the camp to counterattack you).

# Community Balance Overhaul

## General:

* Reduced votes from World Religion WC vote slightly (should gain 1-2 fewer votes as religion founder)
* Increased spy tech/heist required time
* Moved Fish tech reveal to trapping (was fishing), Banana to The Wheel (was Calendar). \*Getting all bonus resources onto tier 1 makes the first 50 turns of techs a little more adaptable.
* Halved free culture from Culture goody hut
* Reduced free production from Production goody hut by 10
* Increased free tiles from Tile goody hut by 1
* Reduced late-game tech costs slightly (10-15%)

## Civs/Units

* Buffed RCS on Dromon by 1, CS on Trireme/Galley/Quinqureme by 1
* Flipped Cataphract and Mandekalu Cavalry in tech tree/positioning (Mandekalu now a horseman, Cataphract now a Knight)
* Removed adjacency production bonus from Moai
* Increased Terrace Farm base yields (gains +1 Production and +1 Food)

Base Mountain yield for Inca now 2s/2g/1fa, scaling with era. Ranges do not matter.

# Religion

* Asceticism - no longer 'for every two followers' - now for every follower, capped at 15
* Scholarship - now caps at +10
* Jesuit Education - buildings purchased this way gain +6 science
* Faith of the Masses - buildings purchased this way gain +5 culture
* Sacred Sites - +3 tourism (was +2) from Hotels and faith purchase buildings - doubled hermitage bonus.
* Zealotry - new element added: Strategic Resources in owned territory provide +25% their normal amount.
* Evangelism - reduced missionary science bonus by 20%
Camel archer

Archery Units of the Medieval era The Arabian unique unit.

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## Game Info

Fast Medieval ranged Unit, weak to Pikemen. Only the Arabians may build it. It is much stronger (defensively) than the Heavy Skirmisher which it replaces.

## Strategy

The Camel Archer is the Arabian unique unit, replacing the Heavy Skirmisher. The Camel Archer is a powerful ranged attack unit, allowing it to do damage to enemies 1 hex away. It can move after combat. As a mounted unit, the Camel Archer is vulnerable to Pikemen, though nowhere near as vulnerable as the Heavy Skirmisher.

## Historical Info

Some Muslim cavalrymen rode camels into battle. This often had an unsettling effect upon European-bred horses that had not before encountered those unusual beasts. As might be expected, camels are better-suited to desert terrain than are horses. Generally, the camel archer employed hit-and-run tactics against the enemy, more similar to Mongol horse archers than to knights or other heavy cavalry units. A well-trained camel archer unit could be extremely difficult for knights to deal with, if those knights were not protected by archers or their own light cavalry.
Work boat

Civilian of the Ancient era

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## Game Info

Creates Improvements on water resources like Fish. The Work Boat is consumed in the process. It is defenseless, and will be killed if it comes into contact with an enemy.

## Strategy

This unit can only be constructed in coastal cities. Use work boats to improve water resources - fish, whales, oil, etc. The work boat is consumed when it constructs the improvement. Work boats can't enter ocean hexes until Astronomy is discovered. Work boats cannot engage in combat.

## Historical Info

The sea can provide much to a civilization. This can range from protein in the form of seafood to energy - from whale or from oil. For all of human history, courageous men and women have been going to sea in boats to harvest the sea's bounty. Doubtless they will continue to do so until the end of time, "when the sea shall give up her dead."
Settler

Civilian

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## Game Info

Founds new Cities to expand your empire

 Growth of the City is stopped while this Unit is being built.

## Strategy

Use this unit to construct new cities. It cannot defend itself, so accompany it with a combat unit.

## Historical Info

Pioneers drive civilization. While most are satisfied with the status quo, happy just to survive, in every culture there are a few hardy individuals willing to strike out on their own, to risk everything in the hope of finding a better life for themselves and their children. In the past, brave settlers have led humanity out of Africa and into Europe, Asia, the Pacific, and the Americas. In the future they may lead the way to the moon, Mars, and even beyond.
Amaterasu: Nijuu

Sasuke dan Itachi bersamaan menggunakan Amaterasu pada musuh , melempar dia kembali , dan kemudian masing-masing memanggil Susanoo , sebelum menembak panah dan sekelompok Yasaka Magatama , masing-masing. Dampak tersebut mengakibatkan ledakan api hitam setelah menerapkan lapisan kedua dari Amaterasu , mengakibatkan ledakan besar api hitam .
Future Tech

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## Game Info

Who knows what the future holds? We may not be able to predict what advancements Future Tech will allow, but it can be researched repeatedly and will increase your score each time.

## Historical Info

It's difficult to write a "history" for technology that hasn't actually been discovered yet. But here are some possible big breakthroughs that might dramatically alter the human condition. Sooner or later, medicine will figure out how to cure cancer and other diseases, dramatically increase human life, and directly interface the human brain with machines. Cheap, clean forms of energy will be discovered. Computers will get faster and smaller. Games will get more immersive and realistic. Nasty new weapons will be invented. And a giant killer death robot will be created to destroy all life on the planet, but we will be saved by an army of mutant kung fu cyborgs. The future will indeed be interesting!
Stealth

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## Game Info

Allows you to build the Stealth Bomber, the most powerful Ranged Unit in the game, and the Nuclear Submarine, capable of carrying multiple missiles and avoiding detection.

## Historical Info

The concept or practice of stealth is not a new one in the progress of human development, but modern stealth technology takes the idea of "not being seen" to a whole new level. Stealth technology is really a combination of multiple military disciplines and tactics expanding beyond what the human eye can see, trying to both hide and detect objects by radar, acoustics, thermal readings, or other less readily visible methods.

Camouflage uniforms are one of the earliest and more simplistic methods by attempting to make an object blend into the background behind it, but many advances in technology have created the need for more dynamic and sophisticated methods of hiding and detecting hidden objects. Now thermal chemicals are injected into cloth, ships are fabricated from special radar-absorbing materials, and planes' infrared signatures are hidden with ingenious new exhaust systems. While it may not always be possible to completely make a given object invisible from all modes of detection, modern stealth vehicles and "spy" planes have changed the way militaristic operations are executed, giving countries with the know-how or ability to create these vehicles a huge advantage.
Special Forces

Recon of the Information era

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## Game Info

Information Era Unit especially useful for embarking and invading across the sea as well as taking out Gun (Melee) units. Can also paradrop behind enemy lines.

## Strategy

The Special Forces unit possesses promotions that enhance its Sight and attack strength when embarked at sea. It is also stronger versus Gun (Melee) units, and can paradrop up to 9 tiles away from friendly territory.

## Historical Info

Special forces and special operations forces are military units trained to perform unconventional missions. Special forces, as they would now be recognised, emerged in the early 20th century, with a significant growth in the field during the Second World War. Depending on the country, special forces may perform some of the following functions: airborne operations, counter-insurgency, "counter-terrorism", covert ops, direct action, hostage rescue, high-value targets/manhunting, intelligence operations, mobility operations, and unconventional warfare.
Gunpowder

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## Game Info

Allows construction of gunpowder units, including the Cannon and Tercio.

## Historical Info

Gunpowder, also known as "black powder," was invented in China, possibly as far back as the 9th century AD, by alchemists looking for an elixir of immortality (which it isn't). A mixture of sulfur, charcoal, and potassium nitrate, gunpowder burns very rapidly when exposed to flame, producing a great quantity of gasses and solids which can be employed as a propellant in firearms and in fireworks. The Chinese used gunpowder in primitive bombs and rockets against the Mongol invaders, and once they conquered China, the Mongols used them against everybody else.

By the first half of the 12th century AD the Arabic world acquired knowledge of gunpowder. Some historical texts state that the Mamluks used the first cannon in history against the Mongols during the Battle of Ain Jalut in 1260 AD, but this is open to debate. The first "hand cannon" appears in an Arabic manuscript from the 14th century.

Europe too gained knowledge of gunpowder towards the middle of the 12th century. They improved the quality of the powder by "corning" it, adding liquid to the powder to create larger grains (corns), increasing the explosive's stability.

Gunpowder remained the explosive of choice in cannon and firearms until the creation of "smokeless" powder in the 19th century. The new product burned cleaner and produced far less smoke, making it superior to the old black powder.
Rocketry

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## Game Info

Unlocks the Military Base, the final defensive building against conventional warfare.

Unlocks the Destroyer, a powerful lategame Ranged Naval Unit, and the Guided Missile, a new kind of sacrificial long-range Unit.

## Historical Info

The earliest known rocket flight is a bit contested, although it is generally believed that it occurred sometime around 1230 A.D. in China, during a military operation. The first actual recorded flight did occur in China in 1264 as part of an internal-combustion firework. These early rockets used solid fuel, usually gunpowder, and did not fly very far, perhaps only 2000 feet.

The invention of modern rocketry can be attributed directly to Professor Robert Goddard when he postulated that fuel should be burned in a small, separate combustion chamber, the rocket should be built in separable stages, and that the exhaust speed could be increased by using a special hour-glass shaped nozzle called a De Laval nozzle. Up to this point rockets burned all their fuel in one large solid chamber and weren't capable of going exceptionally fast or travelling intercontinental distances.

Rockets now commonly use a combination of liquid fuels which are able to accelerate the rocket to hypersonic speeds with great efficiency for a relatively low price. Besides their obvious military use to propel warheads across great distances, rockets are also used for fireworks, ejection seats, scientific atmospheric research, and of course, spaceflight.
Dynamite

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## Game Info

Unlocks the Gatling Gun, a ranged Units specialized in weakening nearby Land Units, and the Cruiser, a powerful Ranged Naval Unit.

Gives access to the Eiffel Tower, which reduces the  Culture cost of all future Policies. Also, greatly improves the  Production of Quarries.

## Historical Info

Dynamite is an explosive material invented by Swedish chemist and engineer Alfred Nobel in 1867. Dynamite is created by soaking an absorbent material like diatomaceous earth (interestingly, the same material used in many pool filters) in nitroglycerin. Nitroglycerin is an extremely powerful but terrifyingly unstable explosive; dynamite is less powerful but a lot more stable.

Dynamite is primarily used in mining and construction. Historically, it has been used in military applications, but the explosive component nitroglycerin remains too unstable for the rather volatile conditions found in a battlefield, so generally militaries prefer a modified product called "military dynamite" which contains no nitroglycerin but instead uses other chemicals including TNT to create a product which is 60% less powerful but much less apt to explode when it's not supposed to.
War Elephant

Introduced in Mounted Units of the Ancient era

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## Game Info

Powerful early game Mounted Unit that is weak to Spearmen. This Unit has a higher  Combat Strength than other Mounted Units and strikes fear into nearby enemy units. It is, however, much slower and more expensive than the Horseman.
You must have a source of Ivory and a Barracks in order to construct this unit.

## Strategy

War Elephants are more expensive and slower than the Horseman, but they are also much more powerful. They can move after attacking and strike fear into nearby enemy units, giving them a negative combat modifier. You must have a source of Ivory to construct War Elephants, and the city where you wish to build them must have a Barracks. Unlike other Military Units, War Elephants do not consume resources when constructed.

## Historical Info

A War Elephant was an elephant trained and guided by humans for combat. Their main use was to charge the enemy, breaking their ranks and instilling terror. Elephantry are military units with elephant-mounted troops. They were first employed in India, the practice spreading out across south-east Asia and westwards into the Mediterranean. Their most famous use in the West was by the Greek general Pyrrhus of Epirus and in significant numbers by the armies of Carthage, including briefly by Hannibal.
Chariot archer

Archery Units of the Ancient era

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## Game Info

A fast Ranged Unit highly effective on flat ground.

## Strategy

Chariot Archers are fast ranged units, deadly on open terrain. They are slightly more powerful than the Archer and can move twice the distance. However, Chariot Archers suffer a movement penalty when entering Forest, Jungle or Hill hexes (unless roads have been constructed in them). As a mounted unit, the Chariot Archer is vulnerable to Spearmen.

## Historical Info

Before the invention of the stirrup, it was virtually impossible to fight from horseback. There was no way to brace oneself, and the slightest push could unhorse the warrior, with disastrous results. Horses first appeared on the battlefield pulling chariots. A chariot team usually consisted of one or two horses, a driver, and an archer. The chariots' mobility made them especially dangerous to infantry: they could rush within range, fire off a volley, then escape before the foot-bound soldiers could close with them. The greatest weakness of a chariot archer team was its inability to deal with difficult terrain. On open plains they were the kings of the ancient battlefield; in hills or woods they were at a significant disadvantage.
Companion cavalry

Mounted of the Ancient era The City-states unique unit.

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## Game Info

The Companion Cavalry can only be gifted by Minor Civilizations.

## Strategy

Companion Cavalry are faster and more powerful than the Horseman unit, making them the most dangerous cavalry units until the arrival of the Knight. Companion Cavalry help generate Great Generals more rapidly than other units. In addition, they can move after attacking. Companion Cavalry are mounted, and still vulnerable to Spearmen and Pikemen attack.

## Historical Info

The hetairoi, or "companion cavalry," were elite horsemen who accompanied Alexander the Great into battle. The term "hetairoi" derives from the name of the Macedonian aristocracy, and the companion cavalry came from only the best Macedonian families (though later this was expanded to include the nobility of allied and subject peoples). Each cavalryman carried a "xyston" (thrusting spear), and "kopis" (curved sword), and wore a bronze cuirass, shoulder pads and helmet.

In battle, Alexander usually held back the companions until the enemy was fully engaged with his phalanx units. Alexander himself would then lead his companions against the enemy's flank or rear, sowing confusion and dismay in the enemy army. The opposing forces never found a satisfactory answer to this combination, and with it Alexander conquered most of the known world.
Drama and Poetry

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## Game Info

Allows you to build the Writers' Guild, an important source of Great Writer points, and the Amphitheater, which provides a boost to  Culture.

## Historical Info

Drama and poetry are both forms of artistic expression, the former expressed through the use of visual performance, the latter through the written word. Drama is most commonly associated with theatrical performances - plays, musicals, and operas - although in modern times these traditional forms have been surpassed by television and movie productions. Poetry focuses on the use of written language to express both a literal meaning, and often a thought-provoking underlying message.
Electronics

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## Game Info

Unlocks various tools for defensive warfare by increasing the economic power of defensive improvements, giving access to the Police Station, a powerful tool against Spies and Unhappiness, and the Recycling Center, that compensate for a lack of Aluminium.

## Historical Info

Electronics covers the branch of technology which studies the controlled motion of electrons through various forms of media, including vacuum. This is not the same as Electrical Technology, which is concerned with the generation and distribution of power. Electronics wasn't recognized as its own field of study until 1950, when it was split off from radio technology.

Electronic circuits can be classified into two distinct groups, analog or digital. Analog circuits are generally simple combinations of basic circuits, utilizing a continuous range of voltage; most modern circuits are rarely ever entirely analog in nature anymore. Digital circuits form the basis of modern computers and programmable logic controllers, as they are the most common physical representation of Boolean algebra (0's and 1's anyone?).

The study and development of electronics is deeply tied to that of mathematics, and proficiency in the latter is necessary for the former. Creating and analyzing complex circuits involves solving linear systems of multiple unknown variables (like voltage and current at given locations), which is why much of today's circuit design is augmented by design automation software packages, a rather "meta" practice if you get right down to it.
Ballistics

### Notes:

Allowed Units receive the Engineering Corp promotion (allows movement through Ice and Mountain tiles)

### Required techs:

 Replaceable Parts
 Combustion

### Leads to:

 Rocketry
 Combined Arms

### Units:

 Machine Gun
 Artillery
 Light Tank
 Anti-Aircraft Gun
T-34 T-34

### Resources:

Nothing

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## Game Info

Unlocks a great number of powerful land Units :

* the Machine Gun, an improved version of the Gatling Gun;
* the Artillery, a Siege Unit with increased Range ;
* the Anti-Aircraft Gun, to protect your other troops for air attacks;
* the Light Tank, an armored version of previous Ranged Mounted Units.

Also gives to Order civilizations access to the T-34, a fearsome early Tank replacement.

## Historical Info

Ballistics is the study of motion involving projectiles - mainly bullets, missiles, and bombs. In most cases, the term ballistics arises in relation to the forensic study of weapons and ammunition, particularly involving crime, where it may be necessary to connect a weapon with a recovered bullet to prove guilt or innocence. The more general study of ballistics has, over the past century, led to vast improvements in the accuracy, power, and overall effectiveness of projectile weapons of varying types.

Although relatively cheap at the moment, most plastic requires a lot of petrochemicals to manufacture. As that fuel becomes more expensive, so too will plastic. It is possible that some new miracle material will eventually supplant the ubiquitous plastic sometime in the future, but for now plastic is irreplaceable.
Ship of the Line

Introduced in Base GameNaval Ranged of the Renaissance era The England unique unit.

### Notes:

* May not melee attack
* Extra Sight 1

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Unique English ranged naval unit. Replaces the Frigate.

Requires  Iron.

* Common abilities:
	+ May Not Melee Attack
* Special abilities:
	+ Logistics
* Special traits:
	+ Extra sight

## Strategy

The **Ship of the Line** single-handedly affords the English to control the seas in the Renaissance and even the Industrial Era. While its combat strength is slightly weaker than that of a Frigate, and its rows upon rows of cannons allow it to attack twice per turn. It also has extra sight, to spot its prey from afar.

To match that, its model is slightly bigger than the Frigate model, visually declaring its magnificence.

## Historical Info

Ships of the line are the largest and most powerful sailing vessels ever built. They formed the backbone of Europe's great navies from the 17th to the mid 19th centuries. Ships of the line were named for the classic formation that these ships fought in. In battle, each side's ships would approach the enemy in a line, and as the opposing ships passed, each would let off a thundering broadside of cannon fire, doing horrific damage to the vessels and to those aboard her. Victory usually went to the side with the most cannon and the best-trained sailors. The English were masters at this form of warfare, and their ships of the line dominated the world's oceans for more than a century.
Turtle Ship

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## Game Info

The Turtle Ship can only be gifted by Minor Civilizations.

## Strategy

The Turtle Ship has a more powerful attack than the Caravel, and is extremely difficult to destroy. However it may not enter deep ocean hexes outside of the city borders.

## Historical Info

These large, armored warships of the Choson dynasty played a crucial role in the defense of Korea during the Japanese invasions of the 16th century. Typically crewed by an equal compliment of soldiers and oarsmen, the Turtle Ship provided an aggressive close-assault ship for the Korean navy. Designed to strike fear in the enemy, each Turtle Ship featured a carved dragon figurehead on its bow, said to have emitted a cloud of sulfurous fumes to disguise the vessel's approach. Unlike the familiar designs used by sailing ships of the period, the Turtle Ship had no upper deck. The top level of the ship was covered in iron spikes to prevent boarding, with the oarsmen and soldiers segregated onto separate decks below. Armed with up to two dozen cannons and other small projectile weapons, the Turtle Ship was a dangerous foe for the unprepared navies of Korea's enemies.
Machinery

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## Game Info

Allows construction of the Crossbowman, a powerful medieval ranged unit.

Improves the efficiency of clearing and unlocks the Ironwork, a National Wonder that greatly increases the  Production of a City, free Iron and bonus  Science whenever a Building is constructed in the City.

## Historical Info

A machine is a device with moving parts (this is true during the pre-Electronics Age, anyway) that uses energy to perform tasks. A printing press is a machine, as is a loom, a clock and a watermill. Mastery of machinery requires design and engineering skill, of course, but also the ability to manufacture machine parts to precise measurements. A steam engine will leak if it's constructed poorly - that is, if it doesn't explode. The early Machine Age was a hugely dangerous time to work around the devices - if the fumes didn't kill you then you stood a fair chance of getting scalded, sucked into the works or blown to pieces.

On the other hand, once a civilization began to master complex machinery, it gave them unrivaled wealth and power. England went early into the Industrial Revolution, and by so doing the small island nation dominated world trade for a little over two centuries.
Release-2016-11-06

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# Community Patch

## Bugfixes

* Fixed a few pathfinder issues
* Fixed event/city event scarcity issue
* Fixed some UI issues and UI issues for events overview (thanks JFD!)
* Adjusted AI war/peace proclivity.
* Fixed unit shuttling and other aberrant AI unit move behaviors
* Adjusted AI improvement logic
* Miscellaneous bugfixes and improvements

# Community Balance Overhaul

## Balance

* Decreased city-pop scaling on unhappiness values by about 20%, but increased tech scaling by about 20%.
* Trade Route Science from cultural influence will be earned whether or not you are behind the player in techs
* Ritual Belief: now 20% distance, double via trade routes (was 30% and 3x)\
* Reduced CS for siege units slightly
* Added- Dominance (Authority): Increase Unit Supply from Population by 15%.

### Civilizations

* Increased Food and Gold on Chateau by +1
* Increased Gold on Feitoria by +1
* Bandeirantes starts with Survivalism III, generates actual Culture (not just border growth) and Science from revealing tiles (in addition to gold from before)
* Brazilwood Camp - now buildable in forest, but not adjacent to one another. Creates a copy of the tradeable Brazilwood Resource for every improvement you create. Brazil gets a unique luxury!
* Reduced Carthage Gold from found to 175 (was 200)
Satellites

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## Game Info

Allows you to build the Apollo Program, a project necessary to win a Science Victory. Also reveals the entire map, making you aware of any hostile movement against you.

## Historical Info

In the context of a technology, Satellites covers the study and development of artificial, orbital bodies - not naturally occurring ones like the Moon. Man-made satellites had been a major source of inspiration for science fiction writers through the early 1900's, with visionaries like Arthur C. Clarke laying out plans for a network of mass communications satellites long before such things were technologically feasible.

Satellites remained the stuff of fiction, however, until 1957, when the Soviet Union successfully launched its first satellite, Sputnik 1.  Not only proving that it was in fact possible to put a manmade object into a sustained orbital path around the Earth, the launch also triggered the start of the Space Race between the Soviets and the United States.  Later in 1957 Sputnik 2 was launched carrying the first living passenger into space, a dog named Laika.  A year later the U.S. launched its first, Explorer 1.

From this race between two rivals, thousands of super specialized satellites have been launched into orbit from over fifty different originating countries.  With the obvious militaristic and spy applications aside, satellites are used for mass communication (Clarke was right in the end), GPS and navigation, weather research and observation and entertainment broadcasting to name a few. The largest satellite currently in orbit is the International Space Station.
Steam power

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## Game Info

Reveals Coal, an indispensible Strategic Resource for advanced Military Units and  Production buildings in the late game. Also greatly increases the  Production of Mines and Quarries.

Unlocks the Sea Port, the maritime alternative to the Train Station that greatly increases the  Production and  Gold generation of water tiles worked by the City and allows the faster production of Naval Units.

## Historical Info

When heated, water produces steam. Steam expands under pressure, and in a steam engine part of the heat energy is captured and used to raise and lower a piston or turn a rotor. The principles behind steam power were known by the ancient Greeks, but no one had figured out how to put it to practical use until the late 17th century, when Englishman Thomas Savery created a steam-powered pump designed to raise water from mines. In 1765 James Watt greatly improved the steam engine to the point that it could be used in a wide variety of applications. By 1802 steam engines were being installed in boats, and by 1825, steam railroads were in operation.

Steam power revolutionized industry and transportation across the world. Within a century the globe was crisscrossed by rail lines and steamship routes. Massive steam-powered factories were turning out tens of millions of tons of commercial goods (as well as military hardware). The industrialized countries enjoyed a huge increase in productivity and wealth (and pollution). Coal, the primary energy source used in steam engines, was being feverishly mined around the planet. A large portion of Great Britain's global military strategy centered upon protecting naval coaling stations at strategic locations across the world's oceans.

Eventually steam engines would be replaced by internal combustion engines, which were far more efficient and emitted less pollution. But before petroleum, steam was king, and the modern world would never have existed without it.
Release - 2016-08-18

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## Fixes and Optimizations:

* Fixed some CP event linker issues
* NOTE: Removed slow legacy event code for events (causing irreversible CTDs in some cases) - mods using legacy event linker code must remove that for this version!
* Reworked AI Military logic a LOT
* Added tile yield art for local culture, admiral and general points
* A few more random CTD, bugfix, and quirk fixes
* Some text fixes and general cleanup
* Tons of work on tactical AI logic for things like naval invasions
* Fixed UA scaling for era yields on NW
* Fixed city connection oddities for non-mainland cities and routes
* Assorted bugfixes and optimizations, reported and non-reported
* Fixed some CP lua issues and (hopefully) fixed missing specialist culture for EUI tooltip

### Civs:

* **Carolean** - gains Hakkapellitta 'If on same tile as GG, +15% attack' promotion. Small, niche promotion, but flavorful.

### Tenets:

* Moved **Volunteer Army** to Level 1, Moved Civil Society to Level 2
* Increased **Urbanization** Food to +2 (Was +1)
* **Creative Expression** now +2 Golden Age Points on Buildings (was +2 Culture)
* **Worker's Faculties** - now 10% science for city (Was +3)

### Wonders:

* **Machu Picchu** - now 33% from City connections (was 15)
* **Cristo Redentor** - 25 Tourism, +2 Tourism/GAP/Culture from Hotels; loses -10% policy cost element. Now a potent Tourism wonder

* **Eiffel Tower** - now -10% policy cost reduction - removed tourism bonus. Earlier bonus makes the -10% policy cost have real lasting value
* **Notre Dame** - gains free Cathdral
* **Alhambra** now 10% Culture (was 20)
* **Sistine Chapel** - now 10% culture (was 15%)
* **Himeji Castle** - gains 15% defense modifier in all cities
* **Red Fort** - now 30 defense and 100 HP (was 12 defense)
* **Tower of Pisa** - now 10% GP in all cities (was 25%), - 15% added to wonder city (so 25% in wonder city, 10% elsewhere)

## CSD:

* Court Scribe - gives 1 free Emissary on construction
Envoy

Introduced in Civilian of the Medieval era

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## Game Info

Receives Adept Promotion for free, which grants 50  Influence from Diplomatic Missions.Move this unit to a City-State you are not at war with and conduct a Diplomatic Mission to receive  Influence.

## Strategy

Envoys are much more useful as sources of diplomatic influence with city-states. This utility, however, comes with increased cost. Players will need ample Paper, either through trade or the building of Chanceries, to supply the demand of their burgeoning diplomatic service. City-state quests are still very important for maintaining friendly or allied relations, however their importance is waning.

## Historical Info

During the Medieval period, the art of diplomacy finally came of age. New theories on foreign affairs emerged during this time that were no longer based on 'might is right,' but rather the arts of flattery, sophistication and, if necessary, intimidation. The Envoy represents this leap in diplomatic power and, as such, is both more effective than Emissaries and also more expensive.
Rifling

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## Game Info

Unlocks the Fusilier and the Field Gun, the staples of Industrial land warfare. Also gives access to the Arsenal, a powerful defensive Building

## Historical Info

Rifling is the process of making spiral grooves in the barrel of a cannon or firearm which imparts a spin on the projectile. The spin stabilizes the projectile, greatly increasing its accuracy. Rifling was invented in Vienna in the 15th century. However, the early process was extremely expensive and time-consuming, and it did not see popular use for some three centuries. By the early eighteenth century rifles were used by sharpshooters in armies across Europe and the world.

By mid-century the Minie rifle and ball were making rifled muskets more accurate and deadly. These guns and others like them saw extensive use during the American Civil War, and probably inflicted more casualties than all other rifle or musket types combined.

By the end of the American Civil War the Minies were being replaced by breech-loading cartridge-firing rifles, which were far faster to load and fire than the muskets. These rifles, like the Springfield Model 1865 and its heirs, would remain the American infantryman's rifle right up to World War I, when the first automatic rifles were invented. During the modern era most infantrymen carry some version of an assault rifle like the American M16 or the Russian AK-47. These deadly weapons give today's soldiers firepower equal to dozens of Civil War veterans.