Changelists by Category

This page lists the changes across all versions of NQMod. Changes are separated by general category, subcategory, then ordered by version (newest->oldest).

This page is not meant to be a permanent page on this wiki. Rather, it should be used as a resource for editors as the wiki is being built. Eventually this information should be replaced by a functional version history system.

## NQ Mod Changes | Civilizations

### v12.2

Mali
* Now shows a notification on the right when you spawn a new resource from a Treasury.

### v12.1

Mali
* [Bug Fix] Fixed a bug whereby different players would see different resources spawned by the Treasury which, in some cases, could cause resyncs, and rarely they would be unrecoverable.
* [Bug Fix] Fixed a bug where buying Treasury with gold would not spawn a new resource.

### v12

[New Civ] Mali (Mansa Musa)
* Start Bias: Avoid Tundra
* [UA] Golden Hajj: +1 Gold from Mines. During Golden Ages, all tiles that produce at least 1 Gold also provide 1 Faith.
* [UU] Skirmisher: -Replaces Composite Bowman- Ignores terrain costs.
* [UB] Treasury: -Replaces Mint- Can be built everywhere. Also provides +2 Gold from Salt. When constructed, reveals a new source of Copper, Silver, Gold, or Salt on an appropriate unimproved tile within the City's borders (if possible).
* Known Issue: The UU and UB borrow art from other parts of the game.

America
* Pioneer: No longer provides a free Worker when it settles. Now has a Combat Value of 5 and 3 Movement (in addition to still ignoring terrain costs). Cannot attack. Costs ~25% less Production.

Assyria
* Royal Library: The first Royal Library you build gets a free Great Work of Writing.

Austria
* [UA Remake] Diplomatic Marriage: Other Civilizations may not send Gold gifts to City States that have been your Ally for the last 5 turns.

Carthage
* Phoenician Heritage: Your Cargo Ships are immune to being plundered.

China;
* Art of War: No longer provides additional combat strength bonus from Great Generals.
* Chu-ko-nu: Now uses regular Logistics promotion instead of unique one, preventing triple attack upgrade.
* [Bug Fix] Tooltip: Art of War promotion tooltip now correctly shows name and help text.

India
* Population Growth: Unhappiness penalty for number of Cities removed. Reduction in Unhappiness from Population nerfed to -25% (down from -50%).
* War Elephant: No longer costs increased Production (compared to Chariot Archer).
* Mughal Fort: Now provides +1 Defense per Citizen in the City (instead of flat +7).

Maya
* Pyramid: Gold maintenance cost reduced to 0 (down from 1). Science bonus reduced to +1 (down from +2).

Sweden
* Great Humanitarian: Trade Mission bonus Gold reduced to +25% (down from +100%).

### v11

America
* [Removed UU] B17: UU changed to Pioneer
* [New UU] Pioneer: -Replaces Settler- Ignores terrain costs when moving and becomes a Worker once it settles a city.
	+ Exception: Your first Pioneer that founds the Capital does not become a Worker.
	+ Colonialism: Yes you get 2 Workers if you have Colonialism and use a Pioneer.

Assyria
* [UA Remake] Treasures of Nineveh: Gain a free Great Work of Writing, Art, or Music whenever you conquer an enemy city. Can only happen once per city.
* Royal Library (UB): No longer provides +1 Great Writer point per turn.

Carthage
* African Forest Elephant (UU): No longer has increased production cost (same as regular horseman). If attacking from higher elevation into a lower elevation tile (example: hills to flatland, or mountain to any non-mountain), gains +20% Combat Strength and knocks enemies back (like Polish Winged Hussar - i.e. if the enemy cannot be knocked back, deals 50% additional damage).

China
* [Updated UA] Art of War: No longer provides +50% Great General points. Instead, now land units that start the turn on or adjacent to Great Generals get +1 movement that turn. *Note: UA still also doubles combat bonus from Great Generals.*

Denmark
* [Bug Fix]: Longship now has selection noises and movement noises.

Indonesia
* Indonesian unique luxuries (Nutmeg, Cloves, and Pepper) no longer provide +2 Gold on the city tile.
* Players will no longer receive City State quests or We Love The King Day luxury requests for Nutmeg, Cloves, or Pepper.

Japan
* Removed UU: Zero
* [New UB] Dojo (replaces Barracks): Also provides +2 Science and grants units trained in the city +10% Combat Strength.

Poland
* Winged Hussar (UU): No longer has the Shock I promotion for free.

Polynesia
* Wayfinding (UA): Now also provides all embarked units with +1 movement and extra defense (like Songhai War Canoes).
* Maori Warrior (UU): Now has 9 Combat Strength (up from 8).

Portugal
* Feitoria (UI): Now available at Compass (instead of Navigation).

Songhai
* Now has River start bias (instead of Avoid Tundra).
* River Warlord (UA): No longer provides War Canoes promotion. Instead, now also allows units to ignore terrain costs while moving along or across rivers. *Note: Still provides triple gold from pillaging barb camps and cities.*

Sweden (complete overhaul)
* Removed UUs: Hakkapeliitta & Carolean
* [Updated UA] Nobel Prize: +25% Great Person points in all cities. Gain Science whenever a Great Person is born.
* Formula: Bonus Science = 20 \* Current Era (on Quick Speed)
* [New UU] Great Humanitarian (replaces Great Merchant): Trade Missions with City States earn 90 Influence (up from 30) and twice as much Gold as usual.
* [New UB] Falu Gruva (replaces Ironworks): National Wonder - In addition to the +8 Production of the Ironworks it replaces, Falu Gruva provides +8 Gold, +1 Production from hills worked by the City, and +4 Great Merchant points. Upon discovering Flight, it also provides +6 Tourism. Only Sweden may build it.

### v10

Brazil
* Pracinha - Now has Foreign Lands bonus (+20% Combat Strength in foreign territory).

Denmark
* Norwegian Ski Infantry - removed (UU changed to Longship).
* Longship - new UU for Denmark, replaces Trireme. Gets +2 movement (6 base) and transfers its movement to any embarked units under it at the start of turn.

Indonesia
* Spice Islanders - UA no longer requires cities to be on separate continents, but does require cities to be coastal.
* Kris Swordsman - Evil Spirits and Enemy Blade promotions removed from the game.

Iroquois
* [Bug Fix] Iroquois UA now works correctly with roads adjacent to forests/jungles.

Morocco
* Gateway To Africa - Now scales with era. Each trading partner will grant an additional +1 Gold / +1 Culture per era (so 3/1 ancient, 4/2 classical, 5/3 medieval, etc, per partner).

Netherlands
* Dutch East India Company - Old UA replaced entirely: +1 Happiness per unique Luxury in the Empire and +1 Gold from Luxury resource tiles.

Ottomans
* No longer have a coastal start bias.
* Sipahi - Now available at Gunpowder and costs 20% less Production to train.
* Janissary - Costs 20% less Production to train.

Poland
* Solidarity - Old UA replaced with: Culture cost of adopting new Policies reduced by 20%. Note: The game rounds culture costs to the nearest 5, so it won't be exact.

Sweden
* Hakkapeliitta - Now also receives +1 movement (5 total) and the Charge promotion for free (+33% Combat Strength vs wounded units).

### v9

* Assyria: Royal Library now provides +1 Great Writer Point per turn. Also gives 15 XP (up from 10 XP) when the Great Work slot is filled.
* Brazil: Brazilwood Camp is now available at Bronze Working and provides +1 Production (instead of +2 Gold). Gains +2 Gold at Machinery, and still also gains +2 Culture at Acoustics.
* Carthage: Your units can now cross mountains from the first turn of the game (instead of requiring a Great General to spawn first).
* Germany: Chance to convert barbarian camps increased to 100% (up from 67%).
* Ottomans: Unique ability renamed to "Millets" (from "Ottoman Tolerance").

### v8

* Babylon: Free Great Scientist now arrives at Philosophy (instead of Writing).
* Korea: UA now makes specialists give +1 Science (down from +2). Great person tile improvements remain unchanged at +2 Science.
* Ottomans: Replaced UA entirely - old UA discarded, new UA is "Ottoman Tolerance: Each city gets +1 Happiness for each Religion in that city with at least 1 Follower." (Yes, this works for your Religion)
* France: Updated UA "City of Light" - removed old effect and replaced with "Whenever you build a World Wonder with any Great Work slots or a Guild in your Capital, gain one free cultural Great Person that matches the type of slots or Guild."
	+ NOTE: You only get 1 free Great Person regardless of the total number of Great Work slots in the wonder. If built in the capital, this happens once for each Guild, and once each for the following 8 World Wonders: Great Library, Parthenon, Globe Theater, Sistine Chapel, Uffizi, Louvre, Broadway, Sydney Opera House. Additionally, this will only give you a Great Person the first time you build each Guild. You can't gain multiple Great People by selling and rebuilding them or having them conquered and rebuilding them in your new Capital.

### v7

* Netherlands: Now receives a Wetlands start bias (only with NQMap 7.0 and up).

### v6.1

* Ethiopia: Changed Civ Border Color to Yellow (from Red) to distinguish their units from barbarians easier.
* Spain: Unique Ability now grants 100 gold per Natural Wonder discovered regardless of whether you were the first finder (down from 500 gold for first finder and 100 gold otherwise).
* Spain Conquistador: Unique unit removed (moved to Exploration opener).
* Spain Plaza de Toros: New Unique Building - Replaces Circus. Provides an additional +2 Culture and can also be constructed with an improved source of Cows (in addition to Horses and Ivory).
* Venice: [Bug Fix] The AI can no longer pick Venice, which would eventually crash the game.

### v1

* Iroquois:
	+ Longhouse (Iroquois UB): Now also provides the flat 10% bonus to production that Workshops do.
* Venice: Removed from the game

## Civilians & Great People

### v12.2

* Spaceship Parts: Reverted the change that allows all civs to use Great Engineers on Spaceship Parts. This is now an Order-only ability once more.

### v12

* Pioneer (America UU): No longer provides a free Worker when it settles. Now has a Combat Value of 5 and 3 Movement (in addition to still ignoring terrain costs). Cannot attack. Costs ~25% less Production.
* Great Humanitarian (Sweden UU): Trade Mission bonus Gold reduced to +25% (down from +100%).

* Archaeologist: Cost reduced to 50 (down from 134). Can be purchased with Gold now.
* Inquisitor: Now has 4 movement (up from 2).
* Great Engineers, Great Merchants (and Great Humanitarians), Great Scientists, and Great Prophets all now have base move speed of 4 (up from 2).
* Civilizations may no longer gift Great People to each other.
* Great Prophets: Spawning a Great Prophet now reduces your Faith by the amount it cost instead of removing all of your Faith. Costs rounded to the lowest 10 (i.e 200 instead of 201).
* Spaceship Parts: All Civilizations may now use Great Engineers to rush Spaceship Parts regardless of Ideology policies.

### v11

* [New] Pioneer (America UU): Replaces Settler. Ignores terrain costs when moving and becomes a Worker once it settles a city.
	+ Exception: Your first Pioneer that founds the Capital does not become a Worker.
	+ Colonialism: Yes you get 2 Workers if you have Colonialism and use a Pioneer.
* [New] Great Humanitarian (Sweden UU): Replaces Great Merchant. Trade Missions with City States earn 90 Influence (up from 30) and twice as much Gold as usual.

* [Bug Fix] Great Musicians: Tourism blast is no longer affect twice by game speed modifiers. This means on Quick Speed they are no longer double penalized, and are now slightly stronger.
* Trade Units: When war is manually declared by a player against another (i.e. not through a defensive pact), if the defender has any trade routes to the attacker, those trade routes get cancelled and returned to the city instead of destroyed. This applies to all sides of a Defensive Pact DoW.
* Great General Points: Barbarians and City States no longer give you Great General points. They still give you XP (and it is still capped at 30).

### v10

* Worker - Cost reduced by ~30% (from 47 Production down to 32 on Quick Speed).
* Great General - Base move speed increased to 4 (or 7 for Khans).

### v9

* Great Scientist Bulbing: [Bug Fix] Great Scientists that spawn naturally or from Wonders/Policies (as opposed to those faith purchased or made with Babylon UA) now only give the usual 8 turns worth of science (instead of bugged 10 turns worth of science).
* Great Engineers: Amount of hammers from Hurry Production reduced significantly. Equation changed from (200 + (20 \* city pop)) to (50 + (24 \* city pop)). This amount is doubled when used to Hurry spaceship parts (via the Spaceflight Pioneers tenet in Order ideology).
* Great Prophets: No longer RNG-based, 100% chance to spawn once Faith requirement met. First Great Prophet earned at 200 Faith on Quick Speed (up from 134 Faith).

### v7.2

* All instances of "free" Great People are actually free (including Great Prophets) now, regardless of whether they are from policies, wonders, or traits. They will not increase the counter
	+ (NOTE: Maya Great People are not free, it doesn't say so on their ability).
* The fixes include:
	+ Liberty - Finisher - Great Person (any)
	+ Honor - Finisher - General
	+ Piety - Finisher - Great Prophet
	+ Patronage - Finisher - Great People gifts from CS (any)
	+ Aesthetics - Artistic Genius - Writer/Artist
	+ Commerce - Finisher - Great Merchants
	+ Exploration - Finisher - Great Admiral
	+ Order - Spaceflight Pioneers - Engineer/Scientist
	+ Hagia Sophia - Prophet
	+ Porcelain Tower - Scientist
	+ Globe Theater - Writer
	+ Uffizi - Artist
	+ Louvre - Artist
	+ Broadway - Musician
	+ Hubble - Scientists
	+ Leaning Tower - Great Person (any)

### v5

* Work Boat Cost - Reduced by 40%. Now costs 20 Production on Quick speed (down from 33).

### v3

* Great Prophets - Spawn chance values changed *(To? Needs checking)*

### v2

* Great Scientists: Previous nerfs (bulb and faith cost) reversed (?)

### v1

* Great Scientists: Bulb for half as much, costs twice as much faith

## Military Units & Combat

### v12.2

* Mechanized Infantry: Moved back to Mobile Tactics.

### v12

* [New] Skirmisher (Mali UU): Replaces Composite Bowman. Ignores terrain costs.
* Chu-ko-nu (China UU): Now uses regular Logistics promotion instead of unique one, preventing triple attack upgrade.
* War Elephant (India UU): No longer costs increased Production (compared to Chariot Archer).

* Trireme, Dromon, Longship, and Quinquereme moved to Optics (from Sailing).
* Mechanized Infantry moved to Advanced Ballistics (from Mobile Tactics).
* [Bug Fix]: Units with multiple attacks (Logistics promotion, etc) lose all remaining movement after the final attack (similar to how units with one attack lose all remaining movement after attacking). NOTE: This is not true if the unit is specifically allowed to move after attacking (example: Naval Melee or Mounted units).
* [Bug Fix]: Units with more current movement than max movement (ex: 3/2 or 5/4) which perform an action that removes all remaining movement now correctly have all movement removed instead of being left with 1 movement. This happened with China (move General away from unit) and Persia (turn after Golden Age ends), and affected movement such as crossing a river, entering rough terrain with a Chariot Archer, or moving adjacent to a city you were at war with.

### v11

* [Removed] B17 (America UU): UU changed to Pioneer
* African Forest Elephant (Carthage UU): No longer has increased production cost (same as regular horseman). If attacking from higher elevation into a lower elevation tile (example: hills to flatland, or mountain to any non-mountain), gains +20% Combat Strength and knocks enemies back (like Polish Winged Hussar - i.e. if the enemy cannot be knocked back, deals 50% additional damage).
* [Bug Fix] Longship (Denmark UU): Now has selection noises and movement noises.
* [Removed] Zero (Japan UU): Changed to Dojo UB
* Winged Hussar (Poland UU): No longer has the Shock I promotion for free.
* Maori Warrior (Polynesia UU): Now has 9 Combat Strength (up from 8).
* [Removed] Hakkapeliitta & Carolean (Sweden UUs): Changed to Great Humanitarian UU and Falu Gruva UB

* Marine: Now has 75 Combat Strength (up from 65 Combat Strength).
* Landship: Can now be purchased with Faith.
* [Bug Fix]: Longship can now move after attacking (like all other melee naval units).
* Helicopter Gunship: Now has the ability to move after attacking (like mounted).

### v10

* Pracinha (Brazil UU) - Now has Foreign Lands bonus (+20% Combat Strength in foreign territory).
* Norwegian Ski Infantry (Denmark UU)- removed (UU changed to Longship).
* Longship (Denmark UU) - New UU for Denmark, replaces Trireme. Gets +2 movement (6 base) and transfers its movement to any embarked units under it at the start of turn.
* Kris Swordsman (Indonesia UU) - Evil Spirits and Enemy Blade promotions removed from the game.
* Sipahi (Ottomans UU) - Now available at Gunpowder and costs 20% less Production to train.
* Janissary (Ottomans UU) - Costs 20% less Production to train.
* Hakkapeliitta (Sweden UU) - Now also receives +1 movement (5 total) and the Charge promotion for free (+33% Combat Strength vs wounded units).

### v9

* City State XP: Amount of XP gained from combat with City States capped at 30, like barbarians.
* Interception: Damage from interception is capped at 99. Full health air units can no longer be one-shot by interception.
* Inland Seas: [Bug Fix] Naval combat units can now be trained in all inland seas.
* City Resistance: After being conquered, Cities will be in Resistance half as long (i.e. 1 turn per 2 pop instead of 1 turn per pop). The game speed is also taken into account when calculating total number of turns (ex: 67% on Quick). Resistance Time or Quick Speed is 1 base turn + 1 additional turn per 3 Population.

### v8

* Early Siege Units: Catapult, Roman Ballista, Trebuchet, and Cannon now have the Indirect Fire promotion for free (but not Korean Hwach'a, Assyrian Siege Tower, or Hunnic Battering Ram).
* Swordsman/Indonesian Kris Swordsman/Iroquois Mohawk Warrior: (not Roman Legion) Combat Strength increased to 15 (up from 14).
* Missile Cruiser: Now has the Indirect Fire promotion for free.
* Stealth Bomber: [Reverted change] No longer has Evasion reduced to 75% (back to 100%).

### v7.2

* [Bug Fix] Lancer, Ottoman Sipahi, Polish Winged Hussar, and Swedish Hakkapeliitta now correctly start with Ambush Formation I (instead of Formation I).

### v7.1

* Foreign Legions can move immediately upon being purchased (like Landsknechts).

### v7

* Mounted Ranged: Chariot Archers, War Elephants, Horse Archers, Keshiks, and Camel Archers are now considered Mounted Ranged units. This is a new unit type that is treated identically to Mounted units for all purposes except that they have access to the Ranged promotion line.
* Hunnic Battering Ram: Now replaces Catapult (not Spearman). Still available at Bronze Working.
* Landsknechts: Now have 3 movement (up from 2).
* Foreign Legions: Now get the Ambush Formation I promotion for free and can move immediately after being purchased (like Landsknechts).
* Armored Units: Bonus vs Land Units reduced to 50% (down from 100%).
* Landships: Reverted Combat Strength back to 60 (up from 55).
* Nuclear Missiles: Can no longer be purchased with Gold.

### v6.1

* Removed Unit Supply Limit: This means no Production penalty regardless of number of units.
* Spain Conquistador: Unique unit removed (moved to Exploration opener).
* Mongolian Khan: [Bug Fix] Khan now properly receives +2 movement from Honor Finisher.
* Mongolian Keshik: [Bug Fix] Now correctly has 5 movement for Genghis Khan (instead of 6). It is now 4 movement for other civs that get it gifted by City States.
* Indian War Elephant: [Bug Fix] War Elephants are now correctly considered Mounted Units.
* The Huns Horse Archer: Reverted free promotion from Shock I back to Accuracy I.
* Infantry: Moved to Electronics (instead of Ballistics in V5).
* Great War Infantry: Now obsoletes at Electronics (instead of Ballistics).
* Landship: Combat Strength reduced to 55 (from 60).

### v5

* Anti Tank Guns / Helicopter Gunships - Now have +200% vs Armored Units (up from +100%) to compensate for previous buff to Armored Units vs Land Units (don't ask me why Helicopter Gunship is considered a Land Unit). This means they now have +200% bonus vs Landships, Tanks, Panzers, Modern Armor, and Giant Death Robots.
* Rocket Artillery - No longer requires Aluminum.
* Giant Death Robot Now starts with Interception III Promotion, giving it Interception (50).
* Stealth Bombers Evasion Nerf - Now have 75% Evasion (down from 100%). This means they will take 25% damage from Interception (instead of 0%).

### v4

* Armored Units - Landships, Tanks, Panzers (Germany), Modern Armor, and Giant Death Robots now have +100% vs Land units.

### v3

* Blitz - Paratroopers & XCom Squads are now "Paradropping Units" instead of "Gunpowder Units." These are identical for all purposes except that Paradropping Units are no longer eligible to receive the Blitz promotion.
* War Elephant - v1 Chariot Archer changes reverted for War Elephant UU alt (India) only.

### v2

* Great War Infantry: Now obsolete at Ballistics tech (to match v1 Infantry tech change)

### v1

* Frigates & Ship of the Line nerf: Frigates now 23Str 25 RStr, SotL 25Str 30RStr
* Infantry: Moved to Ballistics tech
* Stealth Bombers: now require 2 Aluminum each
* Atomic Bombs: Removed from the game

Mounted Units

* Chariot Archers (+UU alts)set as 'Mounted' class (strength changed?), Horse Archer (Huns) promotion changed from Accuracy 1 to Shock 1 to match the class change.
	+ These units are now vulnerable to the Spearman unit line.
* Camel Archers and Keshiks: Set as 'Mounted Ranged' class

## Promotions

### v7.2

* [Bug Fix] Ambush Formation I & II promotions now correctly add bonus vs Mounted Ranged (as well as Mounted and Armor).

### v6.1

* New Promotion - Ambush Formation: The Ambush I & II (each worth +33% vs Armored) and Formation I & II (each worth +33% vs Mounted) promotions have been merged. They are now one promotion line, available after Drill I or Shock I. So if you upgrade your units with Anti-Mounted promotions, they will still be applicable later in the game vs Armored units.

### v5

* Naval Melee Extra Promotion - All Naval Melee units can now move after attacking (like Mounted Units). This includes Galley, Trireme, Quinquereme, Caravel, Turtle Ship, Nau, Privateer, Sea Beggar, Ironclad, and Destroyer.

### v3

* Air Repair - Now needs an extra promotion before it's available, requiring Interception 3, Dogfighting 3, Siege 3, or Bombardment 3.

## Buildings

### v12

* [New] Treasury (Mali UB):Replaces Mint. Can be built everywhere. Also provides +2 Gold from Salt. When constructed, reveals a new source of Copper, Silver, Gold, or Salt on an appropriate unimproved tile within the City's borders (if possible).
* Royal Library (Assyria UB): The first Royal Library you build gets a free Great Work of Writing.
* Mughal Fort (India UB): Now provides +1 Defense per Citizen in the City (instead of flat +7).
* Pyramid (Maya UB): Gold maintenance cost reduced to 0 (down from 1). Science bonus reduced to +1 (down from +2).

* Shrine: Gold maintenance cost reduced to 0 (down from 1).
* Granary: No longer provides +1 Food from Deer or Bison.
* [New] Hunting Lodge (Archery tech): +2 Food in the City and +1 Food from Deer and Bison. Also allows sending food trade routes (like Granary).
* Lighthouse: No longer provides +1 additional Food from Fish.
* Harbor: Now provides +1 additional Food from Fish.
* University: Science bonus reduced to +25% (down from +33%).
* Zoo: +3 Happiness (up from +2).
* Stadium: +4 Happiness (up from +2).
* Constabulary: Now also provides +1 Happiness.
* Police Station: Now also provides +2 Happiness.

### v11

* Royal Library (Assyria UB): No longer provides +1 Great Writer point per turn.
* [New] Dojo (Japan UB): Replaces Barracks. Also provides +2 Science and grants units trained in the city +10% Combat Strength.

* Amphitheater, Opera House, Museum, Broadcast Tower: flat Culture increased to +2 (from +1).
* Museum: Now provides an additional +15% Culture to the City.
* Broadcast Tower: Now provides +10% Culture to the City (down from +33%).
* Windmills: Can be built everywhere now (not just flatland).

### v10

* Observatory - Now also provides +5 Science.
* Museum - Now requires Amphitheater to be built (instead of Opera House).
* Broadcast Tower - Now requires Opera House to be built (instead of Museum).

### v9

* Royal Library (Assyria UB): Now provides +1 Great Writer Point per turn. Also gives 15 XP (up from 10 XP) when the Great Work slot is filled.
* Observatory: Can be built anywhere (instead of requiring adjacent mountain). No longer modifies the city Science output. Instead, now provides +6 Science for Mountain tiles and +1 Science for Tundra tiles (must work tile for the bonus). Does not affect mountain Natural Wonders.

### v8

* Garden/Indonesian Candi: Now requires Drama & Poetry (instead of Theology).

### v7.2

* [Bug Fix] Ducal Stable now correctly gives +15% Production towards and +15 XP to Mounted Ranged units (as well as regular Mounted).

### v7.1

* Courthouses no longer net negative happiness when built.

### v6.1

* Plaza de Toros (Spain UB): New Unique Building - Replaces Circus. Provides an additional +2 Culture and can also be constructed with an improved source of Cows (in addition to Horses and Ivory).
* Mint: Now works with Copper as well (in addition to Gold and Silver).
* Granary: Now works with Bison as well (in addition to Bananas, Wheat, and Deer).
* Watch Tower (New): +5 Defense, +50 HP. Can only be built with the Great Wall.

### v4

* Stone Works - can now be built in Cities founded on Plains as well.

### v1

* Longhouse (Iroquois UB): Now also provides the flat 10% bonus to production that Workshops do.

## National Wonders

### v11

* [New] Falu Gruva (Sweden UB): Replaces Ironworks. National Wonder - In addition to the +8 Production of the Ironworks it replaces, Falu Gruva provides +8 Gold, +1 Production from hills worked by the City, and +4 Great Merchant points. Upon discovering Flight, it also provides +6 Tourism. Only Sweden may build it.

### v10

* [New] Center For Progress - Requires a Factory in every city. Triggers an Ideology before the Modern Era

### v6.1

* National Intelligence Agency: Now requires Constabularies in all cities instead of Police Stations.

### v5

* East India Trade Company - Now grants +1 Trade Route and +25% Gold in the city.

## Wonders

### v12.2

* Angkor Wat: No longer provides a free University. Now provides +10 Science, +3 Culture, and +1 Great Engineer point.
* Statue of Liberty (Freedom Ideology Wonder): Happiness reduced to +5 (down from +10).

### v12

* Pyramids: Worker build speed to +25% (up from +20%). Note: Roads will still take 2 turns.
* Angkor Wat: Culture reduced to +1 (down from +3). No longer provides a Great Engineer point.
* Leaning Tower of Pisa: No longer provides a free Great Person.

* [Removed] Prora (Autocracy Ideology Wonder): Autocracy Wonder changed to Volkshalle.
* [New] Volkshalle (Autocracy Ideology Wonder): 1 free Social Policy. +1 Culture, +6 Happiness. Golden Ages last 25% longer.
* Statue of Liberty (Freedom Ideology Wonder): 1 free Social Policy. +1 Culture, +5 Population and +10 Happiness.
* Kremlin (Order Ideology Wonder): 1 free Social Policy. +1 Culture, +1 Happiness from Workshops, Factories, Hydro Plants, Solar Plants, and Nuclear Plants.

### v11

* Hanging Gardens: Now also provides +1 Great Engineer point.
* Great Lighthouse: Now also provides +1 Gold from all water tiles in the city and a free Great Admiral appears.
* [Bug Fix]: Fixed a bug where Great Mosque of Djenne was also giving an extra Spread Religion charge to Great Prophets purchased in the city.

### v9

* Hubble Space Telescope: No longer provides any free Great Scientists. Bonus to Spaceship Part construction increased to +200% (up from +25%). Now provides +10 flat science boost, +3 Great Scientist points per turn (up from +1), and a free Recycling Center (instead of a free Spaceship Factory) in the city in which it is built.
* Pyramids:Reduced improvement construction bonus to +20% (down from +25%). In addition, Roads now cost 10% longer to construct. This means all improvement build times on Quick Speed are unchanged EXCEPT that roads now take 2 turns even if you have both Citizenship and Pyramids.

### v8

* Angkor Wat: No longer provides +25% border growth in all cities. Moved to Theology. Hammer cost reduced to 201 (down from 268) on Quick speed to match other wonders in that Tech.
* Stonehenge: Now provides +3 Faith per turn (down from +5) but also grants 100 Faith on Quick Speed when built. Now also provides +25% border growth in all cities (old Angkor Wat bonus).
* Big Ben: Gold purchasing discount reduced to -12% (from -15%).

### v6.1

* Great Wall: Old movement inhibiting effect removed. Grants Free Walls in the city in which it is built, also grants Watch Tower (+5 Defense, +50 HP) in every city you have at the time that it is built. Never goes obsolete.
* Porcelain Tower: Changed to "Requires Rationalism. A Great Scientist appears. +2 Science from all Luxury resource tiles worked by this city."

### v5

* Notre Dame - Now grants +1 Great Artist point (instead of +1 Great Merchant point).

### v4

* Angkor Wat - now gives you a free University and provides +3 Culture (up from +1 Culture).

### v1

* Statue of Zeus swapped out for Temple of Artemis as the Honor policy wonder.
* Great Mosque of Djenne swapped out for Stonehenge as the Piety policy wonder.

## General

### v12.1

* Fixed a bug whereby you did not need the Reformation Belief Religious Unity to send Faith gifts to City States (despite the UI being red and showing a tooltip saying you couldn't, you could still click it and it worked if you had at least 100 Faith).

### v12

* Great Prophets: Spawning a Great Prophet now reduces your Faith by the amount it cost instead of removing all of your Faith. Costs rounded to the lowest 10 (i.e 200 instead of 201).
* [Bug Fix]: Fixed a bug where number of religions that can be founded decreases by 1 after killing a player that founded a religion (even though the total had already decreased by 1 for them founding it to begin with).
* The AI will now appropriately value and potentially select the new religious beliefs Religious Settlements, Deus Vult, and Dharma.

### v11

* Faith purchase costs are now rounded down to the nearest 5 (instead of nearest 10).
* Added an option you can toggle in game setup screen that allow all players to found Religions (capped when required Beliefs for Founding run out - usually 8 religions). Note: This may mean in rare cases some \*Religions founded particularly late cannot be Enhanced, especially if Byzantium is in the game.

### v9

* Great Prophets: No longer RNG-based, 100% chance to spawn once Faith requirement met. First Great Prophet earned at 200 Faith on Quick Speed (up from 134 Faith).

### v8

* Inquisitors: Now cost 40% less faith to purchase.
* Pantheons: All Pantheons are now founded at 15 Faith on Quick Speed. The cost to found a Pantheon no longer increases when other players found their own Pantheons (but if they do it faster, you'll still lose access to that Pantheon, the same as how Religious Beliefs become inaccessible for your Religion if someone else founds theirs first same turn).

### v7

* Faith Purchasing: Costs to purchase units and buildings with Faith no longer increase as you advance in eras.

### v3

* Great Prophets - Spawn chance values changed *(To? Needs checking)*

## Pantheons

### v12.2

* Ancestor Worship: No longer provides +1 Faith from Monuments. Now also provides +1 Culture from Temples (in addition to the +1 Culture from Shrines).

### v12

* Goddess of Festivals: Now also provides +1 Culture from the same resources (Wine, Sugar, Spice, and Truffles).
* God-King: Now also provides +1 Happiness.
* [New] Goddess of Love: +12 Faith (on Quick Speed) when a new Citizen is born.
* Ocean's Bounty: Removed from the game.
* Stone Circles: No longer provides +2 Faith from Quarries, instead now provides +1 Production and +1 Culture from Quarries.

### v11

Religious beliefs have received a massive update. Here are the new lists as they exist in V11:

* Ancestor Worship: +1 Culture from Shrines and +1 Faith from Monuments.
* Desert Folklore: +1 Faith from Deserts
* Earth Mother: +1 Faith from Mines
* God of the Sea: +1 Faith from Fish, Whales, Crab, Pearls, and Atolls
* God-King: +1 each of Food, Production, Culture, Gold, Science and Faith
* Goddess of Festivals: +1 Faith from Wine, Sugar, Spice, and Truffles
* Goddess of the Hunt: +1 Food from Camps
* Monument to the Gods: +20% Production towards Ancient, Classical, and Medieval Wonders
* Mystic Rituals: +1 Culture and +1 Faith from Cotton, Silk, Dyes, and Incense
* Ocean's Bounty: +1 Production from Fishing Boats and Atolls
* One With Nature: +4 Faith from Natural Wonders
* Oral Tradition: +1 Culture from Plantations
* Rain Dancing: +1 Culture and +1 Faith from Lakes and Oases
* Religious Idols: +1 Faith from Copper, Silver, Gold, Iron, Stone, and Marble
* Rite of Spring: +1 Culture from Pastures
* Sacred Path: +1 Culture from Jungles and Forests
* Spirit Animals: +1 Faith from Horses, Deer, Bison, Ivory, and Furs
* Stone Circles: +2 Faith from Quarries
* Sun God: +1 Food from Wheat, Bananas, Citrus, and Cocoa
* Vision Quests: +1 Happiness from Shrines

### v10

* Fertility Rites - Growth reduced to +10% (down from +20%).
* Stone Circles - Now provides +1 Production and +1 Faith (down from +2) per Quarry.
* Ocean's Bounty - New Pantheon: +1 Food and +1 Culture from Fishing Boats.

### v9

* Ancestor Worship: Culture from Shrines reduced to +1 (from +2). Now also provides +1 Faith from Monuments.
* Daughter of Autumn: Now provides +1 Production and +1 Faith from Plantations (instead of +1 Food and +1 Faith from Plantations).
* Goddess of Protection: Faith from Walls reduced to +1 (from +2).
* Goddess of the Hunt: Now also provides +1 Faith from Camps.
* Faith Healers: Moved to a Follower Belief (instead of Pantheon).
* Monument To The Gods: Now also affects Medieval Wonders.
* Oral Tradition: Now provides +1 Food and +1 Culture from Plantations (instead of +2 Culture from Plantations).
* Stone Circles: Now also provides +1 Production from Quarries.

### v6.1

* Daughter of Autumn: Changed to "+1 Food and +1 Faith from Plantations."
* God of Craftsmen: Changed to "+1 Production in each city with at least 2 Population."
* God of War: Faith from kills capped at 30, and distance reduce to 4 tiles (from 6 tiles).
* Rite of Spring: Changed to "+1 Culture from Deer and Sheep."

### v5

* [New Pantheon] Voodoo Traditions - +1 Culture and +1 Faith from Sugar and Spice.
* Daughter of Autumn - Improved to "+1 Food and +1 Production from Plantations."
* Gifts of Wisdom - Changed to "+1 Faith and +1 Science for each Cocoa."
* God of Craftsmen - Improved to "+2 Production in each city."
* God of the Sea - Improved to "+1 Production and +1 Faith from Fishing Boats."
* Goddess of Protection - Improved to "+50% City Ranged Combat Strength and +2 Faith from Walls."
* Oral Tradition - Improved to "+2 Culture from Plantations."
* Rite of Spring - Changed to "+2 Faith from Deer."

### v4

Pantheons are being changed up a bit in v4. The goal is to allow Piety civs more Culture/sim city options and to allow non-Piety civs more chances at good Faith generating Pantheons. I also wanted to change or buff choices that would never be selected (Fertility Rites, etc) so that at a minimum they were at least rare considerations. Here's the changes so far:

CHANGED PANTHEONS
* ANCESTOR WORSHIP: +2 Culture from Shrines (up from +1)
* DANCE OF THE AURORA: Now works on all Tundra, even with Forests.
* FERTILITY RITES: +20% Excess Food Growth (up from +10%) and +1 Happiness in cities with Population 10+
* GOD OF CRAFTSMEN: Removed population requirement
* GOD OF WAR: Faith from battles gained within 6 tiles of city (up from 4 tiles) and now provides +1 Production from Barracks
* GOD-KING: Now also provides +1 Food and +1 Happiness
* GODDESS OF LOVE: Happiness at 4+ Population (down from 6+)
* GODDESS OF PROTECTION: Now also provides +2 Faith from Walls
* MONUMENT TO THE GODS: +20% Production (up from +15%)
* RELIGIOUS SETTLEMENTS: +25% Border Growth (up from +15%) and now also provides +1 Food per city
* SACRED WATERS: Now also provides +1 Production from Water Mills

NEW PANTHEONS
* DAUGHTER OF AUTUMN: +1 Production from Plantations
* GIFTS OF WISDOM: +1 Culture and +1 Faith for each Sugar and Cocoa
* GODDESS OF WEAVING: +1 Culture and +1 Faith for each Silk and Cotton
* NATURE'S BLESSING: +1 Faith from Forests
* RITE OF SPRING: +1 Food from Plantations
* RITUALISTIC TATTOOS: +2 Culture for each Dyes
* SPIRIT ANIMALS: +1 Faith for each Horses, Deer, Ivory, Fur, and Bison
* WAYSHRINES: +1 Faith and +1 Gold from City Connections

## Founder

### v12

* Shepherd & Flock: Removed from the game.
* [New] Religious Settlements: Gain 2 Settlers. +25% Border Growth in your cities following this Religion.
* Defender of the Faith: Combat bonus reduced to +15% (down from +20%).
* Messiah: Great Prophet discount reduced to 25% (down from 30%).

### v11

Religious beliefs have received a massive update. Here are the new lists as they exist in V11:

* Ceremonial Burial: +1 Happiness per 2 Cities (domestic or foreign).
* Charitable Missions: Gold Gifts to City States earn 30% more influence. Note: This works even if the City State does not have your Religion.
* Church Property: +2 Gold per City.
* Defender of the Faith: +20% Combat Strength near friendly Cities that follow this Religion.
* Initiation Rites: +100 Gold (Quick Speed) per City the first time it converts.
* Messiah Great: Prophets earned with 30% less Faith.
* Missionary Zeal: Missionaries cost 50% less Faith and have 1 extra Spread Religion charge.
* Shepherd & Flock: Gain a Missionary, 2 Settlers, and 2 Workers.
* Tithe: +1 Gold per 4 Followers.

### v9

* Interfaith Dialogue: reverted back to vanilla BNW.

### v7

* Peace Loving: Changed name to "Baptisms" and now no longer has an "at peace" requirement.

### v6.1

* Interfaith Dialogue: Now provides double science (20 per citizen instead of 10 per citizen).

## Follower

### v12

* Liturgical Drama: Old effect removed. Now allows the purchase of Amphitheaters, Opera Houses, and Broadcast Towers with Faith.
* [Bug Fix] Madrassa: Tooltip now correctly shows extra science info in both building list and purchase queue.
* Religious Community: Max bonus reduced to +10% (down from +15%).
* Spiritual Dialogue: Bonus increased to +3 Science (up from +2).

### v11

Religious beliefs have received a massive update. Here are the new lists as they exist in V11:

* Basilicas: May use Faith to purchase Basilicas (+1 Faith, +2 Gold, 1 Merchant slot)
* Cathedrals: May use Faith to purchase Cathedrals (+1 Faith / +1 Culture, 1 Great Work of Art slot, +50% Tourism from Great Works)
* Divine Inspiration: +2 Faith from National and World Wonders
* Faith Healers: Units adjacent to the city heal 30 HP
* Feed The World: +1 Food from Shrines and +2 Food from Temples
* Gurdwaras: May use Faith to purchase Gurdwaras (+1 Happiness, each religion with 1 Follower provides +1 Faith / +1 Culture )
* Guruship: +2 Production from Holy Sites
* Holy Warriors: Use Faith to purchase land units
* Liturgical Drama: +2 Faith from Amphitheaters and Opera Houses
* Madrassas: May use Faith to purchase Madrassas (+1 Faith / +1 Science per 4 Population)
* Mosques: May use Faith to purchase Mosques (+1 Happiness / +3 Faith)
* Pagodas: May use Faith to purchase Pagodas (+1 Faith / +1 Culture / 10% of Food is retained on citizen growth)
* Religious Center: Temples provide +1 Happiness and +1 Production
* Religious Community: +1% Production for each follower (Max +15%)
* Sacred Waters: +1 Happiness from Cities on Rivers and +2 Faith from Gardens
* Spiritual Dialogue: +2 Science from City Connections
* Synagogues: May use Faith to purchase Synagogues (+1 Faith / +1 Culture / +10% Production towards Buildings)

### v10

* Swords Into Plowshares - Moved to Reformation Beliefs.
* Pagodas - Now provides +1 Food (down from +2), +2 Culture (up from +1), +2 Faith, and +1 Happiness.

### v9

* Feed the World: Food from Temples reduced to +2 (from +3). Shrine Food unchanged.

### v6.1

* Feed The World: Now provides +3 Food from Temples (up from +1).
* Liturgical Drama: Now provides +2 Faith and +1 Culture from both Amphitheaters and Opera Houses with no population requirement (instead of just +1 Faith from Amphitheaters at 3+ Population).
* Pagodas: Now provide +2 Food, +2 Faith, +1 Culture, and +1 Happiness (instead of +2 Faith, +2 Culture, and +2 Happiness).
* Religious Centers: Now provides +1 Happiness, +1 Production, and +1 Gold from Temples at 5+ followers (instead of +2 Happiness at 5+ followers).
* Swords Into Plowshares: Now provides +1 Food and +25% Growth per city, and it no longer has a requirement of being at peace (up from +15% Growth while at Peace).

## Enhancer

### v12

* Dalai Lama: Bonus reduced to +7 (down from +8).
* Deus Vult: The military units that appear are now 2 Mounted, 2 Ranged, and 2 Siege.
* Papal Primacy: +4 Faith per turn for each City State following your Religion and Religion spreads to friendly City States twice as fast.
* [Bug Fix] Pilgrimage: No longer gives +2 Faith for other players' foreign Trade Routes.
* [Tooltip Fix] Promised Land: Tooltip made clearer: "Religion spreads twice as fast to your Cities but 75% slower to other Cities."

### v11

Religious beliefs have received a massive update. Here are the new lists as they exist in V11:

* Dalai Lama: +8 Culture in the Empire
* Deus Vult: Gain a Missionary, 2 mounted units, and 4 melee units
* Dharma: Starts a Golden Age
* Just War: +20% Combat Strength near enemy cities that follow this Religion
* Papal Primacy: +5 Faith per turn for each City State following your Religion
* Pilgrimage: +1 Trade Route and foreign Trade Routes provide +2 Faith
* Promised Land: Religion spreads twice as fast to your cities but only 25% as fast to other cities
* Reliquary: Gain 50 Faith (on Quick Speed) whenever a Great Person is expended
* Unity of the Prophets: +4 Faith from Holy Sites, and Inquisitors and Prophets reduce this religion's presence by half (instead of eliminating it)

## Reformation

### v12

* Apostolic Palace: All yields (Food, Production, Gold, Culture, Science, Faith, and Happiness) reduced to +4 (down from +5).
* Religious Unity: You can gift Faith to City States for Influence (instead of Gold).
* Sacred Sites: Now also provides +2 Faith from religious buildings purchased with Faith.
* World Church: +1 Happiness and +1 Culture per 5 followers in Foreign Cities and Religion spreads 50% faster.

### v11

Religious beliefs have received a massive update. Here are the new lists as they exist in V11:

* Apostolic Palace: Grand Temple provides +5 Food, +5 Production, +5 Culture, +5 Science, +5 Gold, +5 Faith, and +5 Happiness.
* Houses of Worship: May purchase Churches (+1 Happiness & +1 Faith from Wheat/Cotton), Chantries (+1 Happiness & +1 Faith from Gold/Silver) and Monastaries (+1 Happiness & +1 Faith from Incense/Wine) with Faith.
* Jesuit Education: May purchase Universities, Public Schools, and Research Labs with Faith.

Religious Unity: +1 Happiness per 6 Followers in foreign cities and religion spreads twice as fast to friendly City States.

* Sacred Sites: +2 Tourism and +2 Gold from religious buildings purchased with Faith.
* Swords To Plowshares: +1 Food and +25% Growth (excess Food) in all cities.
* Underground Sect: +1 Science per 3 Followers in foreign cities and religion spreads 30% further away.
* World Church: +1 Culture per 5 followers in foreign cities and religion spreads 50% faster.

### v10

* Swords Into Plowshares - Moved from Follower Beliefs.
* To The Glory Of God - Old effect removed. Now provides +5 Food, +5 Production, +5 Science, +5 Culture, +5 Gold, +5 Faith, and +5 Happiness from Grand Temple.

### v8

* Jesuit Education: Cost to Faith purchase Universities, Public Schools, and Research Labs increased by ~30%.

### v7

* Underground Sect: Spy pressure amount doubled, and now also provides +1 Science per 3 followers in foreign cities.
* Unity of the Prophets: Now also provides +6 Faith from Holy Sites.

## Tradition

### v12.2

* Legalism: No longer provides +2 Culture from the Palace.

### v11

* Legalism: Now also provides +2 Culture from National Wonders.

### v6.1

* (link HERE)
* Legalism: No longer has a prerequisite policy.
* Oligarchy: No longer makes garrisoned units maintenance free. Instead it gives you Walls in your first 4 cities.
* Finisher: [Bug Fix] Fixed incorrect tooltip for Finisher (which is unchanged from BNW).

### v4

* Legalism now requires Aristocracy instead of Oligarchy

## Liberty

### v10

* Representation - Now gives +1 Gold from Monuments (instead of +1 Gold per city).

### v9

* Opener: No longer provides +1 Gold per city (moved to Representation).
* Representation: Now also provides +1 Gold per city (moved from Opener).
* Finisher: Production modifier to National Wonders reduced to +33% (down from +50%).

### v7

* Republic: [Bug Fix] Finisher now affects production for Constabularies instead of Police Stations.

### v6.1

* (link HERE)
* Republic: Changed back to +5% production to buildings (from +10%).
* Meritocracy: Now gives +15% income from city connections (down from +25%).
* Finisher: Now gives +50% production for National Wonders (down from +100%).

### v5

* Republic - Now provides +10% Production for buildings (up from +5%)
* Finisher - Now provides +100% Production towards all National Wonders, and +15% Production towards the buildings they require (Colosseum, Market, Temple, Opera House, Barracks, Workshop, Library, Monument, Police Station, Hotel, University).

### v1

* Opener: Now provides 1 Gold in each city (in addition to 1 Culture)
* Meritocracy: Gold bonus from city connections raised(?) to 25% (from ?)

## Honor

### v12

* Military Caste: Happiness from Courthouses reduced to +1 (down from +2).
* Military Tradition: Food, Production, and Gold from Courthouses reduced to +3 (down from +4).

### v11

* Finisher: No longer grants a free Great General.

### v10

* Opener - No longer gives notifications of barbarian camps that spawn in the fog of war (this is now a default ability for all civs from the beginning of the game).
* Finisher - No longer provides +2 movement for Great Generals (all Generals have this by default now).

### v8

* Warrior Code: [Bug Fix] No longer gives +15% production to Melee units.
* Discipline: [Bug Fix] Mounted Ranged units now correctly get this bonus.

### v7.1

* Military Caste: no longer gives -20% Unhappiness in Conquered Cities. Instead it gives +2 Happiness from Courthouses.

### v7

* (link HERE)
* Tree: Rearranged slightly.
* Professional Army: No longer provides +1 Happiness from XP buildings, but instead provides +1 Gold from XP buildings.
* Military Caste: No longer provides +1 Production from garrisoned units, but instead provides +2 Happiness from Courthouses.

### v6.1

* (link HERE)
* Kill Yields: All yields from kills capped to 30 max.
* Warrior Code: Gold from Barracks removed.
* Tree Arrangement: Military Caste & Professional Army swapped.
* Military Caste: Restored old policy (+1 Happiness / +2 Culture) but also added free maintenance and +1 Production to the garrison.
* Military Tradition: Upgrade discount reduced to 25% (down from 33%).
* Professional Army: Now gives +1 Production, +1 Culture, and +1 Happiness from all XP buildings (instead of +2 Production/+1 Culture from Barracks only).
* Finisher: No longer gives +100% GG points.

### v5

* Warrior Code - Also provides +1 Gold from Barracks.
* Professional Army - Also provides +1 Culture from Barracks.
* Military Caste - Changed to "+2 Happiness and +2 Culture from Walls. +1 Happiness and +2 Culture from Castles."
* Military Tradition - Courthouses now also provide +4 Gold.

### v4

* Revamped again. New NEW Honor has even more buffs! (link HERE).

### v1

* Wonder: Statue of Zeus swapped out for Temple of Artemis as the policy wonder.
* Opener: Culture from units killed in combat now applies to all enemies, not just barbarians.
* Warrior Code: +15% Production when training Land units and a Great General appears outside the Capital. Great Generals are earned 50% faster.
* Professional Army: 4 units are maintenance free. Build Barracks, Armories, and Military Academies twice as fast.
* Military Caste: Walls, Castles, Arsenals, and Military Bases increase Local City Happiness by 1 and Culture by 2.
* Discipline: +10% combat strength for Land Units and build Courthouses twice as fast.
* Finisher: Finishing Honor tree now grants science (in addition to gold) for each unit killed in combat based on its strength.

(double-check prereq tree vs vanilla)

## Piety

### v12

* Religious Tolerance: Science from Grand Temple reduced to +20% (down from +25%).
* Theocracy: Gold from Grand Temple reduced to +33% (down from +50%).
* Finisher: Production from Grand Temple reduced to +2 (down from +4).

### v11

* Reformation - Science from Temples and Grand Temple removed (moved to Religious Tolerance).
* Religious Tolerance - Happiness from Temples removed (moved to Mandate of Heaven). Instead, now provides +2 Science from Temples and +25% Science from Grand Temple.
* Mandate of Heaven - Now also provides +1 Happiness from Temples.

### v8

* Mandate of Heaven: Bonus faith reduced to +1 (down from +3).

### v6.1

* (link HERE)

* Opener: Changed to +1 Faith / +1 Culture in Capital (from +2 Faith).
* Mandate of Heaven: Changed to +3 Faith from Palace (from +2 Faith / +2 Culture).
* Reformation: Now requires Organized Religion instead of Religious Tolerance.
* Finisher: Now also gives +1 Food from Holy Sites and +4 Production from Grand Temple.

### v5

* Mandate of Heaven - Now gives +2 Faith and +2 Culture in Capital.

### v3.1

* Opener: Changed from +2 Faith in the Capital to +1 Faith +1 Culture

### v3

* Theocracy: +1 Gold from each Shrine and Temple. Holy Sites provide +3 Gold. The Grand Temple boosts Gold output in its city by 50%.
	+ v1 +3 gold/holy site removal reversed, other v1 changes the same
* Finisher: v1 change (+3 gold/holy site) reverted
* Tree rearranged (check)

### v1

* Wonder: Great Mosque of Djenne swapped out for Stonehenge as the policy wonder.
* Opener: Now also provides +2 Faith in the Capital
* Organized Religion: +1 Faith and +1 Culture from Shrines and Temples.
* Mandate of Heaven: Moved (check this)
* Religious Tolerance: (new) +1 Happiness from each Temple. (old) Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion.
* Theocracy: +1 Gold from each Shrine and Temple, and +50% Gold from the Grand Temple.
	+ Holy Site Gold moved to Finisher
* Reformation: (new) +2 Science from each Temple, and +25% Science from the Grand Temple. (old) If you founded a religion, gain a bonus Reformation belief.
* Finisher: Holy Sites now provide +3 Gold (in addition to +3 Culture and a free Great Prophet)

## Patronage

### v6.1

* (link HERE)
* Consulates: Now gives +1 base vote (down from +2).
* Merchant Confederacy: Now gives +1 Influence per turn from Trade Routes with City States (down from +2).
* Scholasticism: Science boost per Friend/Ally reduced. Friend status now gives 1 less Science than before. Allied status now gives 1/3/6/10/15/21/28 Science based on Era (down from 3/6/10/15/21/28/36).
* Finisher: [Bug Fix] Now properly gives the +50% boost to City State Food/Culture/Faith (instead of Scholasticism giving that bonus along with its Science boost).

### v5

* Full Tree Update - Major buffs to improve tree! (link HERE)
* Known Bug: If you click diplomacy with a City-State and look at the tooltip, it will display the incorrect amount of Science. Hovering over your Science Summary (upper left) will show the correct total from all City-States, and it does work correctly based on the formula in the New Patronage sheet linked above.

## Aesthetics

### v12.2

* Fine Arts: Tourism modifier from buildings reduced to +10% each (down from +15%).

### v12

* Flourishing of the Arts: No longer provides +1 Tourism from Great Works or World Wonders. Now also provides double theming bonuses.
* Fine Arts: Bonus Tourism from buildings reduced to +15% (down from +25%).
* Finisher: No longer provides +100% Production towards Archaeologists. No longer doubles theming bonuses.

### v11

* Flourishing of the Arts: Now requires Cultural Exchange as a prerequisite.
* Cultural Centers: No longer gives +1 Culture from the buildings listed.

### v9

* Flourishing of the Arts: Now provides +1 Culture and +1 Tourism for each Great Work and World Wonder (instead of +2 Culture for each).

### v8

* Artistic Genius: Bonus Science from Great Works reduced to +3 (from +4). No longer has a free Great Writer (moved to Cultural Exchange).
* Cultural Exchange: Bonus Culture / Tourism from Great Works removed. Now has a free Great Writer (instead of Artistic Genius).
* Flourishing of the Arts: No longer gives +25% Culture in cities with a world wonder. Instead gives +2 Culture from all Great Works and World Wonders.

### v6.1

* (link HERE)
* Flourishing of the Arts: Culture reduced to 25% (down from 33%).
* Cultural Exchange: GP Improvements reduced to +1 culture (down from +2). Also, it now provides +1 Culture from Landmarks and +2 Culture / +2 Tourism from Great Works.
* Artistic Genius: Now provides +4 Science from Great Works.
* Finisher: Now reveals Hidden Antiquity Sites and doubles Production to Archaeologists.

### v5

* Tree Re-Organized - Fine Arts & Cultural Exchange swapped positions in the tree.
* Cultural Exchange - Now also provides +2 Culture from Great works, and +1 Culture from Moai, Chateaus, and Brazilwood Camps. Tourism bonuses for culture buildings removed.
* Fine Arts - Renamed free buildings to Scriptorium, Gallery, and Conservatory to help distinguish them from the Guilds and prevent confusion. Tourism bonuses for culture buildings added (+25% for Amphitheater, Opera House, Museum, and Broadcast Tower).
* Finisher - Now gives 1 Free Social Policy (down from 2).

### v4

* Significant buffs to culture buildings and tourism output (link HERE).

## Commerce

### v8

* Mercantilism: Gold purchasing discount reduced to -20% (from -25%).

### v7

* (link HERE)
* Tree: Rearranged.
* Opener: Reverted back to +50% Great Merchant points (up from +25%).
* Silk Road: Now gives +3 Gold to Internal Trade Routes as well (instead of just Foreign Trade Routes), and also provides +1 Culture from Harbors and Caravansaries.
* Mercenary Army: Reduced Road/Railroad maintenance moved to Entrepreneurship. Now allows purchase of Foreign Legions at Replaceable Parts.
* Entrepreneurship: Old bonuses moved to other policies. Now gives 50% discount on Road/Railroad maintenance, 25% discount on Building maintenance, and +2 Trade Routes.
* Mercantilism: Reverted back to base game Mercantilism, which is -25% purchasing discount and Science from gold buildings. Science from gold buildings increased to +2 (up from +1).
* Protectionism: Customs House bonuses (+1 Food / +4 Gold) moved to this policy. East India Trade Company bonuses (+4 Production / +4 Culture / +4 Happiness) moved to this policy as well.
* Finisher: Bonus Trade Routes moved to Entrepreneurship. Now has +1 Gold from Trading Posts and gives you 2 Great Merchants.

### v6.1

* (link HERE)
* Tree slightly rearranged.
* Opener: Now gives +25% Great Merchant points (down from +50%).
* Silk Road: Now gives +3 Gold per foreign Trade Route (down from +4). Road/Railroad maintenance discount moved to Mercenary Army.
* Entrepreneurship: Building maintenance discount reduced to -25% (down from -50%) and moved to Protectionism.
* Mercenary Army: -25% Gold purchasing discount moved to Entrepreneurship.
* Protectionism: Removed gold boost to Caravansaries/Harbors. East India Company bonus Happiness reduced to +4 (down from +5).

### v5

* Full Tree Update - Major buffs to improve tree! (link HERE)

## Exploration

### v10

* Colonialism - Now provides 2 extra population and +2 Happiness (down from +3 each).
* Finisher - Extra Happiness per Luxury reduced to +1 (from +2).

### v9

* Maritime Infrastructure: Now also provides +50% Production towards Lighthouse, Harbor, and Seaport.

### v7

* Opener:
	+ [Bug Fix] Conquistadors no longer obsolete at Military Science.
	+ [Bug Fix] Conquistadors are no longer eligible to be upgraded by Ancient Ruins.
	+ Conquistador production cost significantly reduced.
* Colonialism: [Bug Fix] Colonialism + Resettlement (Order) now correctly make 7 pop cities (instead of 10).

### v6.1

* (link HERE)
* Tree revamped and majorly buffed! Yay!

## Rationalism

### v11

* Humanism: Old effect removed (was +17% Science from Universities). Now provides +100% Production towards Libraries, Universities, Observatories, Public Schools, and Research Labs. Prerequisites removed (available immediately after opening Rationalism).
* Free Thought: Now also provides +1 Science from Brazilwood Camps.
* Finisher: No longer allows the purchase of Great Scientists with Faith.

### v4

* Nerfed via rearrangement of policies/bonuses in tree (link HERE)).

## General

### v12

* [Bug Fix]: When you switch Ideologies, you only lose 1 Tenet (instead of 2).

### v11

* [Bug Fix] Center of Progress: Cost no longer increases with number of cities.
* First adopter of an Ideology only gets 1 free tenet (down from 2 free tenets). This means both the first and the second adopters of an ideology get exactly 1 free Tenet, and all other adopters get nothing.

### v10

* Triggering Ideology - Now requires a Factory in every city (instead of exactly 3) and you must build the Center For Progress national wonder (new - does nothing except enable an Ideology).
	+ NOTE: You can still also get an Ideology by simply entering the Modern Era. Yes, this means OCC only needs 1 Factory. Yes, this means 9 cities needs 9 Factories.

## Autocracy

### v12.2

Autocracy T1
* Gunboat Diplomacy: Tributing City States no longer terminates quests.
* Futurism: Updated tooltip to shorten it to prevent overflow of screen without toolbar. Also creates the "global Tourism" keyphrase which means with all civilizations.

### v12

* Elite Forces: All Military Units have +10% increased Combat Strength and gain an extra 10 HP when healing.
* Gunboat Diplomacy: Gain 50 Influence when you tribute Gold from a City State (instead of losing Influence).
* Futurism: Gain 250 Tourism (on Quick Speed) with all known Civilizations whenever a Great Writer, Great Artist, or Great Musician is born.
* Universal Healthcare: +1 Happiness from each National Wonder and Guild.
* Industrial Espionage: +2 Spies and Spies steal technology twice as fast.
* Client States: Puppeted Cities do not increase Science costs and allow purchasing as if they were annexed.
* Jingoism: +15% Attack Strength in foreign territory during Golden Ages, and they last 25% longer.
* Third Alternative: Starts or extends a Golden Age for 8 turns (on Quick Speed).

AUTOCRACY (Tier 2)
* Mobilization: Gold cost to purchase, upgrade, and maintain Military Units reduced by 25%.
* United Front: +25% Combat Strength for Land and Naval Units near City States that are friendly, allied or can be liberated.
* War Hero: Gain a free Great Artist with every Great General, and a free Great General appears.
* Fascism: +15 Global Happiness in the Empire.
* Total War: +25% Production when building Military Units and new Military Units start with +15 Experience.

AUTOCRACY (Tier 3)
* Lightning Warfare: Land Military Units gain +1 Movement and ignore Zone of Control.
* Partisans: +50% chance to succeed at City State coups. (Example: If coup chance is 24%, this tenet increases it to 74%)
* Cult of Personality: Gain up to +100% Tourism depending on your military strength (Soldiers) relative to other Civilizations.
* Police State: Barracks, Armories, Military Academies, and Courthouses each provide +2 Happiness.

AUTOCRACY (Ideology Wonder)
* Volkshalle: 1 free Social Policy. +1 Culture, +6 Happiness. Golden Ages last 25% longer.

### v11

* Fortified Borders: Removed.
* Fascism (new): +12 Happiness in the Empire.

### v9

* [T1] Elite Forces: Now grants a flat +10% combat strength to all units (regardless of being wounded) and all units get +10 HP when healing.
* [T3] Cult of Personality: Now provides up to +100% Tourism empire wide depending on your military strength (Soldiers stat in the demographics screen) relative to other players. Details: In a 6 player game, you'll get +0%/+20%/+40%/+60%/+80%/+100% based on if you are 6th/5th/4th/3rd/2nd/1st in demo military strength.

### v8

* Mobilization: Gold purchasing discount reduced to -25% (from -33%).

### v7

* Lightning Warfare: [Bug Fix] Khans now correctly receive the movement bonus from Lightning Warfare.

## Freedom

### v12.2

Freedom T1
* Consumerism: Tooltip updated to "global Tourism" (similar to Futurism).
* Liberalism: Science gain reduced to 250 per Great Person born (down from 300).
* Civil Society: No longer gives +1 Gold from Specialists.
* Free Trade: Gold per CS trading partner reduced to 8% (down from 10%).

Freedom T2
* Universal Suffrage: GP bonus reduced to +25% (down from +33%).
* New Deal: Moved to T2, all bonuses reduced to +1 (down from +2).

Freedom T3
* Media Culture: Tourism bonus per building reduced to 15% (down from 25%).
* Capitalism: Moved to T3. Effect unchanged: Specialists each provide +1 Production and produce half the normal Unhappiness.

Freedom Ideology Wonder
* Statue of Liberty: Happiness reduced to +5 (down from +10).

### v12

FREEDOM (Tier 1)
* Economic Union: Gold Gifts and Trade Missions with City States provide 30% more Influence.
* Liberalism: Gain 300 Science (on Quick Speed) whenever a Great Person is born.
* Consumerism: Trade Missions (Great Merchants) provide 50% of Gold gained as Tourism with all known Civilizations.
* Universal Healthcare: +1 Happiness from each National Wonder and Guild.
* Covert Action: +2 Spies and doubles both chance of rigging election in City-States and Influence change from doing so.
* Volunteer Army: Military Land Units in friendly territory gain +15 additional HP when healing and +15% Combat Strength.
* Free Trade: +10% Gold in all Cities for each City State trading partner in the Empire.
* Civil Society: Specialists provide +1 Gold and consume half the normal amount of Food.

FREEDOM (Tier 2)
* Voice of Democracy: Gain 12 Influence with every known City State whenever a Great Person is born.
* Free Market: 12% of the Empire's Gold income each turn is converted to bonus Science.
* Avante Garde: +2 Culture and +2 Tourism from each Great Work and World Wonder.
* Capitalism: Specialists provide +1 Production and produce half the normal amount of Unhappiness.
* Universal Suffrage: +33% Great People points in all Cities.

FREEDOM (Tier 3)
* Treaty Organization: City State Friends will no longer declare war on you in support of their Ally.
* Space Procurements: Allows the purchase of Spaceship Parts with Gold.
* Media Culture: Amphitheaters, Opera Houses, Museums, and Broadcast Towers each increase City Tourism output by 25%.
* New Deal: Great Person tile improvements each provide +2 Production, +2 Culture, +2 Gold, +2 Science, and +2 Happiness.

FREEDOM (Ideology Wonder)
* Statue of Liberty: 1 free Social Policy. +1 Culture, +5 Population and +10 Happiness.

### v9

* [T1] Creative Expression: Bonus increased to +2 Culture and +2 Tourism per Great Work (up from +1 Culture per Great Work).
* [T1] Economic Union: Now gives +5% Gold in all cities for each Trade Route with a City State in the empire (like a Hanse in every city but for Gold output). Note that this modifier does not apply to Trade Route income as that is received AFTER base gold + modifiers.
* [T1] Covert Action: Now also provides +1 Spy and doubles influence changes from successful election rigging (approximately +40 for you, -10 for others, will vary based on factors).
* [T2] Urbanization: Now also provides +1 Happiness from Granaries.

## Order

### v12.2

Order T1
* Commissariats: Removed from the game.
* Red Army: Moved from T3 to T1. Effect unchanged: +15% Combat Strength vs Civilizations with fewer Cities.
* Collectivization: (Remake) +1 Food from Farms and Terrace Farms. +1 Happiness from Granaries and Hospitals.

Order T2
* Patriotic War: Added back to the game and remade as T2. Now has the following effect: Training military Land Units in your Cities produces 2 units instead of 1.
* Party Leadership: Moved from T3 to T2. Effect unchanged: +3 Happiness in each City.

Order T3
* Spaceflight Pioneers: Reverted to vanilla effect: May finish Spaceship parts with Great Engineers. A Great Engineer and a Great Scientist appear outside the Capital.
* Satellite States: Moved from T2 to T3 and remade. Now has the following effect: +5% Food, Production, and Science in all Cities for each Courthouse in the Empire.
* Ministry of Railways: Moved from T2 to T3. Now provides +25% Production (up from +10%) and +3 Happiness (up from +1) from Railroad connections.

### v12

ORDER (Tier 1)
* Academy of Sciences: Each City increases Science costs of Technologies by 3.75% (instead of 5%).
* Commissariats: Free Constabulary when you conquer a City, and +1 Production from Constabularies.
* Utopianism: +6 Tourism in each City.
* Universal Healthcare: +1 Happiness from each National Wonder and Guild.
* Double Agents: +2 Spies and Spies are twice as likely to kill enemy Spies when stationed in your Cities.
* Collectivization: +3 Food and +1 Happiness in each City.
* Iron Curtain: +5 Production from Internal Trade Routes.
* Five Year Plan: +25% Production towards Buildings in all Cities and +1 Production from each Mine, Quarry, and Manufactory.

ORDER (Tier 2)
* Workers' Faculties: +3 Science from Workshops, Windmills, Factories, Hydro Plants, Solar Plants, Nuclear Plants, and Spaceship Factories.
* Satellite States: Conquered Cities have no resistance time and gain a free Police Station.
* Socialist Realism: +50% Tourism to Civilizations with less Happiness.
* Communism: Reduces Unhappiness from Ideology pressure by 75%.
* Ministry of Railways: +10% increased Production boost from Railroads and +1 Happiness for each City connected to the Capital by Railroads.

ORDER (Tier 3)
* Spaceflight Pioneers: Free Research Lab (at Plastics) and Spaceship Factory (at Robotics) in every non-Occupied City.
* Red Army: +15% Combat Strength when fighting Units belonging to a Civilization with fewer Cities.
* Cultural Revolution: The Empire gains bonus % for Great Musician points equal to its Production output.
* Party Leadership: +3 Happiness per City.

ORDER (Ideology Wonder)
* Kremlin: 1 free Social Policy. +1 Culture, +1 Happiness from Workshops, Factories, Hydro Plants, Solar Plants, and Nuclear Plants.

### v10

* [T2] Party Leadership - +2 Food/Production/Science/Gold per City (Culture bonus removed, other bonuses dropped from +3 to +2).
* [T3] Communism - No longer reduces culture costs from number of cities (only Science costs).
	+ [Bug Fix] Science reduction from Communism actually works instead of just being cosmetic in the UI.

### v9

* [T2] Party Leadership: Food/Culture/Production/Gold/Science yield per city increased to +3 (up from +1).
* [T2] Cultural Revolution: Now gives +50% Tourism bonus vs civs with less happiness (instead of +34% bonus vs other Order civs) and also starts a Golden Age.
* [T3] Dictatorship of the Proletariat: Removed from the game.
* [T3] Communism: (new T3 tenet) Science and Culture costs for number of cities reduced by half.
* [T3] Iron Curtain: No longer provides a free Courthouse on conquest. Internal caravan routes now receive triple food/production yields (15-19.5 depending on era), and internal cargo ships now receive double yields (20-26 depending on era).

## NQ Mod Changes | Technology

### v12.2

* Mobile Tactics: Added back to the game, just like it was in vanilla (same prereqs, leads to same techs, etc).
	+ Mechanized Infantry: Moved back to Mobile Tactics.

### v12

* Sailing no longer requires Pottery and moved to column 1, cost reduced to match.
* Optics moved to Ancient technology, column 2, cost reduced to match.
	+ Trireme, Dromon, Longship, and Quinquereme moved to Optics (from Sailing).
* Mobile Tactics removed from the game.
	+ Particle Physics no longer requires Mobile Tactics as prerequisite.
	+ Mechanized Infantry moved to Advanced Ballistics (from Mobile Tactics).

### v10

* Archaeology - No longer requires Architecture.

### v9

* Iron: Revealed at Mining tech (instead of Bronze Working).

### v8

* Garden/Indonesian Candi: Now requires Drama & Poetry (instead of Theology).
* Angkor Wat: Moved to Theology.

### v6

* Infantry: Moved to Electronics (instead of Ballistics in V5).
* Great War Infantry: Now obsoletes at Electronics (instead of Ballistics).

### v5

* Compass - Now gives all units +1 movement while embarked.

### v2

* Great War Infantry: Now obsolete at Ballistics tech (to match v1 Infantry tech change)

## General

### v11

* Lake base yield increased to 3 Food (up from 2 Food).

### v8

* Lakes: Now defined as 5 tiles or less of contiguous Water. 6 tiles or more become an inland sea and are eligible for sea resources and coastal buildings/cargo ships from adjacent cities.

## Natural Wonders

### v11

* Mt. Fuji and Sri Pada can now appear on the main continent, not just islands (even on non-HB maps).

### v7

* Barringer Crater: Now also provides +2 Production (total yield +2 Production, +2 Gold, +3 Science).
* El Dorado: Now appears as often as Cerro de Potosi.
* Fountain of Youth: Happiness reduced to +6 (down from +10), and now appears as often as Cerro de Potosi.
* Grand Mesa: Now also provides +2 Food (total yield +2 Food, +2 Production, +3 Gold).
* Krakatoa: Now also provides +1 Food (total yield +1 Food, +5 Science). Unworkable spawn locations fixed.
* Old Faithful: Now provides +2 additional Science (total yield +4 Science, +3 Happiness)

### v1

* El Dorado: Bonus gold for the first player to discover El Dorado has been removed.

## Improvements

### v12.2

* Worker Speed: Changed so that having +25% Worker Improvement Speed (either Citizenship or Pyramids) now reduces build time of improvements that take 4 turns to 3 turns, and having +50% (both of them) now reduces chop time from 2 turns to 1 turn. Previously it was opposite.

### v12.1

* Worker Speed: Fixed a bug where worker speeds were not as intended, in particular for removing roads, chopping, and building improvements on forests/jungles/marshes. For more detailed information on worker speeds, view This Spreadsheet. If you are on quick speed, the Quick, Q+25, and Q+50 columns show you # of turns with nothing, citizenship OR pyramids (+25), and citizenship

### v12

* Fishing Boats: Now also provide +1 Production from Fish, Crab, Whales, and Pearls by default.
* Marsh Chop: Now takes 2 turns (on Quick Speed) and provides the same as a Forest Chop except as Food instead of Production.
* Jungle Chop: Now takes 2 turns (on Quick Speed) provides the same as a Forest Chop except ½ as Food and ½ as Production.
* Worker Speed: All improvements now take a maximum of 4 turns to build (on Quick Speed). If chopping is required it adds 2 turns max (which is how much full chop costs). The following improvements have been affected: Farm, Mine, Trading Post, Camp, Pasture, Quarry, Lumber Mill, Fort, Oil Well, Brazilwood Camp, Polder, Terrace Farm, Moai, Kasbah, Feitoria, Chateau.AND pyramids (+50), respectively.

### v11

* Feitoria (Portugal UI): Now available at Compass (instead of Navigation).

General
* [Bug Fix]: Replacing a pillaged improvement on a tile now correctly gives yields for that tile. It previously was bugged and gave no yields and could no longer be repaired (players did this a lot with pillaged Citadels after a war).

Plantations
* Citrus, Cocoa, Sugar, Spices, Wine: Now provides +1 Food (in addition to +1 Gold).
* Cotton: Now provides +1 Production (in addition to +1 Gold).
* Dyes, Silk: Now provides +1 Culture (in addition to +1 Gold).
* Incense: Now provides +1 Faith (in addition to +1 Gold).
* Bananas: Now provides +3 Food (up from +2 Food). No longer removes 1 Production from the resulting plains when the jungle is chopped.

Camps
* Furs, Truffles, Ivory: Now provides +1 Food (in addition to +1 Gold).

Fishing Boats
* Pearls: Now provides +1 Culture (in addition to +1 Gold).

Great People Tiles
* Manufactory: Now provides +5 Production (up from +4 Production).

### v9

* Brazilwood Camp (Brazil UI): Now available at Bronze Working and provides +1 Production (instead of +2 Gold). Gains +2 Gold at Machinery, and still also gains +2 Culture at Acoustics.

### v5

* Customs House - Customs House now receives +4 Gold at Economics (up from +1).

## Resources

### v9

* Iron: Revealed at Mining tech (instead of Bronze Working).

### v12

City States
* Cultural City States: Now provide +2/4 in Ancient, +5/8 in Medieval, and +10/15 in Industrial (down from +3/6, +6/12, +13/26) based on Friends/Allies status.
* Maritime City States: If Friends, provides +2 Food in Capital. If Allies provides +4 Food in Capital and +2 Food in every other City.

World Congress
* World's Fair now scales with game speed and duration reduced by 10%. It now lasts for 12 turns (on Quick Speed).

### v11

World Congress
* World Congress / United Nations will now meet more frequently (~2/3 of normal time required, which means you will have +50% more voting sessions in a game).

Diplomacy
* Embassy - Now available to trade from the start of the game.
* Open Borders - Now available to trade from the start of the game.

### v10

City States
* Caravels - City States will no longer build Caravels and send them on global exploration missions where they annoyingly pillage your cargo ships out of the blue when someone war buys them.

### v9

World Congress
* Scholars In Residence: Removed from the game.
* World Ideology: Ideological pressure applied to other civs reduced to 1 (down from 2).

Ancient Ruins
* Map Ruin: [Bug Fix] Will now appear regularly (they previously almost never appeared).

### v6.1

* Removed Unit Supply Limit: This means no Production penalty regardless of number of units.

Ancient Ruins
* Culture Ruins: Now can only appear on turn 12 or later.

### v4

* Theming Bonuses - waived civ requirement for all Wonder Theming Bonuses that required civs other than the owner or different civs (they can now be fulfilled by the owning civ alone).

Ancient Ruins
* Barb Camp Ruins - removed from the game.
* Map Ruins - now reveal ALL terrain and barbarian camps within 5 tiles of the ruin.

## General

### v12.2

* City State Coups: Fixed a bug whereby when a coup was successful in a City State, ALL other players' Influence would be reduced to 0. Now 3rd party influence will only be reduced by 20.
* Spaceship Parts: Reverted the change that allows all civs to use Great Engineers on Spaceship Parts. This is now an Order-only ability once more.

* Worker Speed: Changed so that having +25% Worker Improvement Speed (either Citizenship or Pyramids) now reduces build time of improvements that take 4 turns to 3 turns, and having +50% (both of them) now reduces chop time from 2 turns to 1 turn. Previously it was opposite.

### v12.1

* Worker Speed: Fixed a bug where worker speeds were not as intended, in particular for removing roads, chopping, and building improvements on forests/jungles/marshes. For more detailed information on worker speeds, view This Spreadsheet. If you are on quick speed, the Quick, Q+25, and Q+50 columns show you # of turns with nothing, citizenship OR pyramids (+25), and citizenship AND pyramids (+50), respectively.

### v12

* Unemployed Citizens renamed to "Laborers" and now provide +2 Production (up from +1). They still do not count as Specialists for any purposes.
* Spaceship Parts: All Civilizations may now use Great Engineers to rush Spaceship Parts regardless of Ideology policies.
* [Bug Fix]: Keeping a spy in an allied City State will now properly decrease the chances of enemy coup success.
* Coups now use actual behind-the-scenes influence with city state for formulas, not current influence. This means declaring war doesn't lock someone's coup chance down to 0%.
* After a Coup, opponent's Influence is reduced to 0.
* When a city state is liberated, units are no longer pushed out of its borders.

* Marsh Chop: Now takes 2 turns (on Quick Speed) and provides the same as a Forest Chop except as Food instead of Production.
* Jungle Chop: Now takes 2 turns (on Quick Speed) provides the same as a Forest Chop except ½ as Food and ½ as Production.
* Worker Speed: All improvements now take a maximum of 4 turns to build (on Quick Speed). If chopping is required it adds 2 turns max (which is how much full chop costs). The following improvements have been affected: Farm, Mine, Trading Post, Camp, Pasture, Quarry, Lumber Mill, Fort, Oil Well, Brazilwood Camp, Polder, Terrace Farm, Moai, Kasbah, Feitoria, Chateau.

### v11.1

* Reverted the fix that prevented turn timer from resetting when a unit was automated. You can now use that "feature" again. :P

### v11

* Recapturing Cities: When a player recaptures a city originally settled by that player or that player's teammates, there is no longer population loss or razed buildings.
* Counter-Blockades: When your naval unit is as close or closer to a tile that would normally be blockaded by an enemy unit, the tile is not blockaded. Note: The naval unit cannot be docked in a city, it must be in the water too.
* Spoils of War: All civilizations now have the ability to gain tech from conquest identical to the old Assyrian UA (When a city is conquered, gain a free Technology already discovered by its owner. Gaining a city through a trade deal does not count, and it can only happen once per enemy city.). \*\*Exception: This never triggers on cities that were originally City States, regardless of who currently owns the city.
* [Bug Fix] Radaring: Finally, once again, it is no longer in the game. Phew!
* Flatland cities now have minimum Food increased to 3 (up from 2). This means if the tile would produce less than 3 Food, it still produces 3 Food anyway. Flatland Settle minimum yield = 3 Food + 1 Production / Hill Settle minimum yield = 2 Food + 2 Production
* Players will no longer receive City State quests or We Love The King Day luxury requests for Indonesian unique luxuries (Nutmeg, Cloves, and Pepper)

Game Setup
* Added an option you can toggle in game setup screen that allow all players to found Religions (capped when required Beliefs for Founding run out - usually 8 religions). Note: This may mean in rare cases some \*Religions founded particularly late cannot be Enhanced, especially if Byzantium is in the game.
* No AI Settlers Option: Added an optional AI gimp that stops the AI from building settlers and adjusts their economy strategies accordingly.

### v10

* Barbarian Camps - Notifications of barbarian camps that spawn in the fog of war are now delivered to all civs from the beginning of the game by default (instead of needing to open Honor).

Game Setup
Added 3 new game options in game set up screen you can toggle on if you want to:

* Disable AI spreading religion to human player's cities.
* Disable AI from building wonders.
* [Multiplayer Lobby only] Enable relative turn timers: The way this works is that the number you choose for Turn Timer length becomes a % multiplier for the "extra time" each turn is allotted (there is a base turn time that is never affected). So for example, picking "50" would make the extra time be half (50%) of its normal, and picking "100" would make it be unmodified (100%), and picking "150" would make turn timers have 50% extra time (150% total).

### v8

* [Bug Fix] Tooltips for Hidden Antiquity Sites now correctly reference Aesthetics tree (instead of Exploration).

### v5

* Radaring - Removed from the game. You can no longer use civilian unit pathing to scout for red circles where enemy units are unless the unit is visible to you.

UI
--

### v12

* While at war with a City State, the influence tooltip now shows you what your Influence would be if you were at peace.
* Added new Streamer Panel UI element which can be toggled on and off via a new button next to the Minimap. This panel displays your current Policies and Religious Beliefs on a solid bar at the bottom of the screen.
* Fixed multiple bugs with the UI showing the wrong amount of turns it would take for an improvement to be built, both total and remaining turns.

### v11

* National Wonders: Now labeled as such in the tooltip (to prevent confusion with World Wonders).
* Ancient Ruins: Culture and Faith ruins will now also show/log a message, just like Gold ruins.
* The UI will now properly display a city's ranged strength when attacking instead of its melee strength.

### v10

* Reverted alphabetical sorting in Single Player -> Set Up Game -> Select Civilization (was causing a weird bug where the list was invisible, could only access it via the Advanced Setup).
* Also fixed a bug where "Random Leader" was somehow displaying "Ottomans" instead.
* The old version naming was confusing. Now instead whenever you are in Advanced Setup (single or multiplayer) it will say at the top of the screen "NQMod v10" or whatever version YOU are on. You will not be able to see what others are running, just make sure you label your games appropriately so people will notice discrepancies.

### v9

* Lobby: Text "Random Leader" prefaced with YOUR current mod version (ex: "(NQMod9.0) Random Leader") so that you know for sure which version you are running. This will help solve version mismatch problems easier.
	+ Please note that each player sees the number for their version on ALL players, so you still have to communicate to make sure everyone is the same. Simply naming your game with current version (ex: "NQ MapV11 ModV9.0") should help a lot.
* Single Player Advanced Setup: Sorted alphabetically by civ instead of leader (ex: "America - Washington" instead of "Washington - America").

Civilopedia
* Colonialism: Help text in Civilopedia fixed.

## Localization

### v6.1

* You can now use the mod in German, Polish, and Russian. The actual text still needs to be translated, but each instance is marked in red text so you'll have a mixture of that language and English.
	+ For example, if you hover over Organized Religion social policy, the tooltip will say "(PL\_PL text) Organized Religion: +1 Faith and +1 Culture for each Shrine and Temple" instead of "TXT\_KEY\_POLICY\_ORGANIZED\_RELIGION\_HELP".
* This is not a final solution obviously, but we'll get there eventually! :D