MP2D Design Log

* **Project** **Era Boundaries** - make the *various eras of warfare actually congeal together to occur more often:*
	+ Reduce certain economic and technological "forcing effects."
		- These effects strongly encouraged different "war eras" to simultaneously co-inhabit the same time period
	+ Many deterrents existed that prevented *World War II Era* techs to all occur together without non-WW2 era techs.
		- This made it so many such WW2 techs were never possessed simultaneously, robbing the game of the tactics of being played with these unit compositions.
			* "WW3 techs" were often acquired before other WW2 techs were achieved, due to the large incentives to race out of WW2 era and the tech requirements not only allowing it, but penalizing not doing so.
			* WW1 techs were frequently seen combined with WW2 techs and WW3 techs, and the tech tree and obsoleteness-schemes actually encouraged this.
	+ To a lesser degree, the same problem existed in all other eras.
	+ The tech tree, tech costs, and obsoleteness schemes should be changed for more balance, realism, and "era synchronicity".

## Nomadic Science

*Explanation*:  Goals: **(1)** Decrease the "forced-rush effect" for immediate settling, **(2)** decrease the luck factor between players who immediately find an excellent capital spot and those who do not, **(3)** assist toward eventual opening of a brief historical period for the nomadic period of pre-civilization, in future MP2 evolutions, **(4)** improve balance and realism

*Effect*: *During the first 5 turns, each Settler gets 1 bulb/turn*. This represents the fact that nomads can learn things too, and causes less penalty for players in a bad starting position who must migrate to decent starting position.

## Blueprints and Techleak

 File:Blueprints.png
* The default blueprint percentage is decreased from 70% to 65%.
* The default techleak is increased from 40% to 50%.
* Techleak no longer counts dead players, Barbarian players, NewAvailablePlayers, and players who are idle 5 or more turns, when calculating what percentage of the world's active nations have a tech. This makes the formula more accurate, notably and especially in games with fewer players.

*Explanation*: This slightly decreases the overpowering advantage of having better tech trade partners, while slightly increasing the phenomenon whereby civilizations learn from each other's advancements through leaked technology.

*Effect*: Bulbs awarded from tech trades are slightly less, while it becomes slightly easier for less developed nations to learn techs already known by most of the world.

## Specialty Techs

*Explanation*: Formerly, almost every tech was a requirement for some later tech. Every nation of comparable technological development had access to the exact same things as its peers. In reality and in strategic simulations alike, nations tend to enjoy the option to specialize on specific branches of a technology to distinguish themselves and open up unique options that differ from others. The introduction of "specialty techs" will begin to allow MP2-branch to better simulate these features.

*Effects*: In MP2D, *Combustion*, *Flight*, *Radio*, and *Space Flight* each get an optional specialization tech under them, which unlock more features.

## Philosophy

 Philosophy now gives a 70% blueprint instead of the full bulbs for a tech.

## Tech changes

*Explanation*: Many ongoing imbalances, poor timing, or awkward quirks were fixed by subtle overhaul of the tech tree, while still keeping it essentially familiar.

## Standard City Growth: Grain Ceilings

**The amount of grain needed to grow to the next city size has finally changed.** From Classic through MP2C, the amount of grain needed to grow a city to the next new size was always **10 × New Size.** Up to a max of 70. This was nice and simple. However, it was not ideally balanced. It created some little mathematical "holes" and other awkward phenomena.

Achieving a specific list of goals has resulted in a new re-balance. The goals were:

* Slightly "speed up" the early game via "food box" effects *without* proportionally unbalancing other relative costs, timing, and factors.
* Slightly decrease the proportional power of rapture over traditional grain growth.
* Tune down, smooth out, and flatten the magnitude of the "discrete gap effect", which strongly discouraged cities of size 3 or greater during Despotism and the early settlement phase of the game.
* Tune down, smooth out, and flatten the magnitude of the "negative ROI effect", where during the last 40% of the game, it's very difficult to found and invest in new cities and get a positive return on investment.
* Help better tune the relative power of governments which rapture slower or don't rapture at all.

**Please make a note of this table comparing the previous and new grain growth values:**

## City Radius

Cities Radius, as before, starts at 5x5 without corners. As a city grows, its radius of workable tiles will increase:

size
 21-29
 30+

*Explanation 1*: This allows larger coastal cities to better reach their potential by accessing more ocean tiles later. Previously, the +2 food for each ocean tile started becoming a disadvantage for coastal cities, which was not accurately reflect where most of the world's largest cities are located. In addition, it allows some more interesting dynamics with city size strategies and tile overlap strategies. This also helps non-rapturing cities access more food tiles, which is a goal of another project.

*Explanation 2*: This is part of an ongoing evolution in **Project Macromatic,** whose goal is to reduce the micromanagement load and number of cities controlled through such new features as city build slots, governors, intelligent advisors, hotkeys, build queues, improved empire tab, etc. Larger cities with more build slots can eventually be a large factor in reduced micromanagement.

## Variable Rapture

*Background Introduction*: Long ago, only 2 governments could rapture, and the food box went by +10 per city size. There was a great disparity in power between governments which could rapture and those which could not. At that time, a fix was attempted called "rapture rate". The game could slow rapture to once every x turns, such as once every 2 or 3 turns. The idea was good but had many unintended consequences such as slowing the game down, and *ironically*, increasing the urgency to get to rapture as fast as possible and never stop it. With MP2C, two more governments were allowed to rapture, though with some extra limitations. In addition, the menu of migrant-type units which add population was increased, along with their power, reduced upkeep, etc. Even after this, it was discovered that a clean unrestricted rapture once every turn with none of the extra restrictions, was still far too powerful compared to the other governments with limited rapture and migrant-type units.

***Variable Rapture*** (VRap) is a new dynamic. VRap can be thought of as a ***non-integer rapture rate***. For simplicity, VRap is measured on a scale from 0-100. For example:

* a city with a VRap of 0 can never rapture.
* a city with a VRap of 25 will rapture one out of every four turns.
* a city with a VRap of 50 will rapture one out of every two turns
* a city with a VRap of 90 will rapture nine out of every ten turns
* a city with a VRap of 100 will always rapture (if it meets the other necessary conditions.)

Variable Rapture **finally** allows governments to be tuned to grow only slightly faster or slower than each other, with more control over what conditions will slightly slow or slightly accelerate that rapture growth. No longer are governments to be considered as purely rapture or purely non-rapture. Instead, the human species, under civilization, is always rapture-capable. The characteristics of a government and its bonuses and policies will influence whether the people rapture, and at what rate. This finally allows great diversification of governments and playstyles without dividing them into black/white and yes/no categories for rapture.

Specifics for VRap are also listed under each government. Immediately below is a general overview of how VRap now works for each government type:

\*The VRap for a Theocratic city goes to **57.2%** for any city which has a cathedral.

## Quays

* Movement from Quay-to-Road and Road-to-Quay both use 2/3 move point. (was 1/3 and 3/3 respectively)
* Quay-to-Road when exiting a city remains 1/3 move point  (was 1/3)
* Time to build a Quay is now 1 worker-turn instead of 2: this speeds early game and enhances the importance of rivers for ancient civilizations.
* Exiting quay now being 2/3 instead of 1/3 or 1/9 (rail)...
	+ this results in somewhat reduced national security risks for making quays inside one's territory, since it will greater reduce movement points of invaders.

## Tile Claims

* Fixed a bug where tile claims were only cardinally adjacent.
* Requirement for Diplomat to be accompanied is only if **not** in domestic territory.
* Can be now be made on any tile adjacent to existing claim.
* Conflict where Tile Claim can't be made in a base, was fixed.

## Re-homed units

A new mechanic exists which regulates the percentage chance that a unit will disband or rehome, if its home city is conquered or destroyed.

***\* The chance a unit will disband is*** (100% - Rehome Percentage)

*Explanation*: In very ancient times, the concept of the city-state and nation-state were not what they became later. One could expect the loss of a home city to result in the loss of all army recruits from that locale. However, in modern times it becomes more and more ridiculous to assume that a soldier in a modern nation would abandon the army just because his hometown was destroyed. He might be even more inspired to fight on. As a result of this, the level of cultural and national unity and solidarity that each government type has, will affect the percentage chance of units to disband if they lose their home city. This now becomes another feature to differentiate governments and playstyles.

*Explanation 2*: In nuclear warfare there is the concept of mutually assured destruction (MAD) which deters nuclear escalation. A flaw previously existed in longturn games where the first nation to do a nuclear strike could cause the disbanding of all the nuclear weapons, of the unfortunate victim player who happened to be offline sleeping at the time. As a result, nuclear weapons have a lower chance of disbanding, relative to standard units.

## Hills Vision

Hills now give half the vision bonus of Mountains. This allows seeing 4 more tiles while on Hills (4 corners are expanded into sight.)

## Huts

* a Boat (if on a river)
* Goods (if discovered by a unit who can carry Goods)
* a Map of the surrounding area (14 tile diameter)

This is in addition to the other awards which can still be given, such as a small amount of gold, or a free Warriors unit.

## Corruption Calculations

Corruption reducing buildings and wonders will always be guaranteed to reduce at least 1 corruption (if there is any). This finally solves an age-old freeciv problem that came from "double-truncation-rounding" error, which made corruption reduction nearly worthless in small despotism cities or medium monarchy cities; yet these are the exact contexts when corruption loss as a percentage of GDP are at their worst and when the game can greatly benefit by an improvement to help with corruption.

*Effect*: Courthouse, Palace, Ecclesiastical Palace, Sphinx, Ziggurat, Supreme Court, and Mausoleum of Mausolos will all reduce a minimum of 1 corruption, if there is any corruption.

## Hostile Embassy Mechanics

* FORMERLY:
	+ Courthouse, Homeland Security, and Police Station blocked Diplomats from making a hostile embassy
		- Only Police Station and Theocracy blocked a Spy from making a hostile embassy.
		- (Theocracy had a special bonus that it needed ceasefire or peace first before an embassy was allowed.)
* NOW:
	+ Courthouse, Homeland Security, and Police Station block Emissary and Diplomat from making a hostile embassy
		- Only a Police Station can block a Diplomat who has Espionage tech, from making a hostile embassy.
		- Theocracy still needs ceasefire of peace before an embassy is allowed.

## Destroy City

**A new unit order, "Destroy City", allows you to massacre a city.** This means slaughtering every citizen and burning every building and wonder to the ground.

* This genocidal order gives global casus belli.
* Requires 2 units on tile, actor must be capturer-type.
* For foreign cities, this order is not available to Democracy or Theocracy
	+ Can only be done to cities size 2 to 8.
	+ Spawns up to 5 partisans and 5 migrant refugees, and no more than a total of 8 spawned units.
* For domestic cities, this order is only available to Despotism and Communism.
	+ Can only be done to cities size 1 to 8.
	+ Requires 15% foreign nationals in the city, or in other words, only conquered or reconquered domestic cities can be massacred.

*Explanation*: Besides providing a very realistic mechanic that was formerly absent, this new feature solves various possible game issues. For example, owning or conquering a city could actually give a penalty due to empire size, espionage security, unwanted settlements which waste land availability, diplomatic border issues, and so on.

## Ruins

* Ruins of former cities now act as a kind of base. They have no defense bonus, but they prevent stack death. Thus, they can have improvisational tactical value.
* A Hideout made inside ruins will never disappear if unoccupied.

*Explanation*: Gives the surrounding terrain more diversity for the tough and hard creative improvisations that warriors and generals must face.

## Hideouts

* Units in hideouts do not experience stack death.
* Temporary patch requirement for unit to be alone was fixed after a bug fix no longer requires this.
	+ A unit can make a hideout while other units are on its same tile.

## Bunkers

Units in a Bunker now have 90% resistance to nuclear detonation. That is, only a 10% chance of dying from a nuke.

## Micro-healing

If a unit ends its turn in a city and is ***not*** qualified for any other healing effect, a minimum +1 hp healing takes place. (That is, the unit gains +1 hp if it did not get healing from any of the following: barracks/port facility/airport, being fortified, +33%hp for staying 1 turn in city and not moving, or +10% for being on a tile and not moving for a whole turn.)

## Fishtraps

Fishtraps become available with Refrigeration technology. A Fishtrap provides +2 food to a sea tile. Any Fish adjacent to the tile will be raised to +6 food output and gain +1 trade. Fishtraps must be made adjacent to Fish, but cannot be made directly cardinally adjacent to each other. Nor can they be built directly on a tile with Fish, Whales, or a Buoy. Making a Fishtrap requires a Workers/Engineer unit in a ship, or a Trawler unit. The command to make a fishtrap is "i" -- the same as for making irrigation.

## Visible Cargo

New feature: cargo on some types of transports is openly visible to all players who can see the transporter. Currently, the two types of transporter who show their cargo are:

* Wagons
* Trawlers

## Boarding, Deboarding, Loading, Unloading

* Boarding any Transporter requires the unit to have moves left.
	+ This is not the case for Deboard/Unload (it lets a unit who spent its moves boarding, safely land at destination and transport to move on to other things.)
		- (doesn't apply to missiles)
* Except for Aircraft, Missiles, and Marines, the move cost to Deboard and Board is 1/3.
	+ Likewise, a Transport doing Load or Unload causes 1/3 move cost to all the units which that command causes to Deboard or Board.

*Explanation*: All the above is the current evolution of the "balanced compromise" to :

1. reduce "double move" exploit phenomena using muliple load/unload on multiple transport vehicles,
2. while at same time, not excessively slow the longturn pace and further aggravate cumbersome transport logistics.

## Missile Loading

New rules for loading Missiles on transporter units.

* Missiles must be loaded on transporters:
	+ in a city, or
	+ the so-called "parachute-catch-delivery", where a missile floating at TC will parachute into the nearest unit who can carry it

In other words, this means you can't do things like (for example), fly a missile out to a submarine which immediately loads it, and proceeds travelling on a mission with its new cargo

## Maximum Attacks Per Turn

The now-extinct OneAttack flag failed in its goal to limit an "abusive" number of attacks from strong high-movement units. (It achieved the limitation, but at the cost of ruining game mechanics and balance)

FCW proudly announces the new replacement mechanic: **Max. Attacks per Turn** (MAPT). Unlike OneAttack, a unit does not become paralyzed and unable to move after it has made an attack. Now, an exactly specific maximum can be set. After the maximum is reached, It simply can no longer attack anymore. Most importantly though, instead of being a "dead target", it can fly home or do any other legal move as a serviceable unit.

## Building Razing

**The chance of a building being razed by a city conquest now has dynamic adjustments.** (Formerly, the odds were always 20% in every case.)

* Each form of government has its own base chance for razing buildings during conquest.
* Liberating your own city reduces the risk of building razing by 50%

* Certain buildings subtract -50% from the base chance of razing. Combined with -50% odds for liberation by the founding nation, these buildings will not be razed during a liberation reconquest:
	+ Amphitheatre
	+ Aqueduct
	+ Cathedral
	+ Granary
	+ Harbor
	+ Marketplace
	+ Hydro Plant
	+ Sewer
	+ Supermarket
	+ Temple
	+ Totem pole

NOTE: *The chance of Wonders being razed remains as before: always 100%*

## Big Land units

A new unit class "Big Land" was created. This consists of large mechanised military vehicles: Light Armor, Armor, Armor II, Mechanized Infantry, Mobile SAM.

* These units can't go on Mountains unless they have a road
* These units can't use rivers as if they are roads.

*Explanation*: This provides a minor balance fix to several situations:

* Mech.Inf and so on blazing trails into enemy land and setting itself up on top of mountain ranges, with no road access to get there.
* Motorized armies moving 18 tiles down a river as if it's a road, to infiltrate enemy lines and wreak havoc in an nation's interior.
* Re-emphasize the importance and versatility of Foot units for certain tactical situations, such as the above two.

## Tax Rates

Starting in MP2-Dragoon, tax rates can be tuned in intervals of 5% (was: 10%).

## Vigil and Auto-attack Mechanics

* Finer tuning over vigil and auto-attack allow the ruleset to set more rules over which types of units will auto-attack (or not auto-attack) which other classes or types of units.
* Rulesets can now program vigil to attack based on odds of winning (as before), or program vigil for some types of units to ALWAYS auto-attack (currently implemented for the ABM unit.)
* Vigil can for certain types of units trigger an SUA instead of a standard attack.

*Explanation*: These three new possibilities will allow ruleset designers and the user community to more carefully think of a whole new range of vigil actions on different units, which can further reduce the pressure from "camping effects" and accessibility during certain times of day, during longturn games.

## Despotism

* **Founding a city during Despotism gives a "nomadic food bonus" of +2 food automatically put in the city's grain storage.**
* **Founding a capital city during Despotism gives a bonus of +4 food automatically in the city's grain storage.**
* Gains access to new wonder, Propaganda Ministry, +1 happy, +2 luxury.
* Despotism has no Variable Rapture.

*Explanation*: Scarcity and hard survivalism both under despotism and resourcefulness of nomadic ways, resulted in people hoarding preserved food sources. This reduces the early game "slow period" by about 1 turn. It furthers the project of quantitative easing against the forcing-effect of "leave Despotism for Monarchy ASAP". Gradually people will wake up into realizing a multiplicity of Bronze Age strategic diversity.

## Monarchy

* Now gets 1 free gold upkeep on all units
* Monarchy has no Variable Rapture.

## Constitutional Monarchy

* Variable rapture rate is 80 in original cities and 60 in conquered. Rate reduces with foreign nationals.
* Now gets 1 free gold upkeep on all units.

## Nationalism

1. Nationalism gets a +20% science bonus in original cities. (Was 15% all cities).
2. Gains access to new wonder, Propaganda Ministry, +1 happy, +2 luxury.
3. Variable Rapture rate is 100 in original cities and 67 in conquered. Rate reduces with foreign nationals.

## Theocracy

1. Variable rapture rate is 40 in all cities, and 57.2 in all cities with cathedrals.
2. Nations with an Ecclesiastical Palace can instantly switch to Theocracy with no revolutionary Anarchy period, nor waiting until the next turn for the switch to take place.
3. Theocracies can make the Patriarch unique unit, which is a diplomatic unit that bribes and incites at 1/3 the cost.
4. Theocracies can make the Patriarch unique unit, which is a diplomatic unit that bribes and incites at 1/3 the cost.
5. Zealots can change home city to a foreign ally who is Theocratic. This allows more fluid strategies of bringing all Zealots to fight together under the same command, and even for former Theocracies to re-home Zealots into allied Theocracies in order to avoid the double-unhappiness upkeep which Zealots suffer when not under Theocracy.
6. Theocracy can incite other cities at a 33% discount.
7. Theocracy corruption changed from 2% + 2% per tile to 0% + 1% per tile.
8. Theocracy gets a free +1 happy per city.
9. Theocracies now spawn Zealots instead of Partisans.
	* Fanatics will be spawned if their technology is known.

## Communism

1. Variable Rapture rate is 40 in all cities.
2. Communism: celebrating cities with granaries get +1 food to city center tile.
3. Communism gets +40% capital prod bonus.
4. New wonder: Commissariat of Agriculture: +5 starting food in each city. Work-rate for Farmland is 2 worker-turns, not 3. Gives +10% gross food output per city.
5. Gains access to new wonder, Propaganda Ministry, +1 happy, +2 luxury.
6. Communist cities get the effects of a free Supermarket.
7. Communism completely unaffected by empire size/# cities (was 12, then none)
8. Communism +1 trade on ***irrigated*** tiles that produce trade.
9. Now gets 3 free gold upkeep on all units

## SentryAlways Units

In MP2C, the Zeppelin and Balloon were given the ability to give "sentry reports" of nearby unit movements without going into sentry mode. This is because they are reconnaissance craft which can't sentry while out in the air.

In MP2D, more units were given the "SentryAlways" flag, which gives them the ability to report unit movements without being in sentry mode:

## Ballistic Units

Catapult, Ballista, Cannon, Artillery, Howitzer, Magnum Turret are the Ballistic sub-class of military Land units.

* **All Ballistic class units can now do Special Unit Attacks (SUA) if and only if they haven't moved.**
* **They are also able to do SUA against oceanic tiles** (if not transported.)
* **Ballistic class units can vigil if in a city or base of any type.**
	+ Balliistic units on vigil will auto-bombard instead of auto-attack. They only target non-civilian military units.

* *Explanation 1*: This relieves some issues vis-à-vis unfair camping advantages, by letting people who aren't online all the time to set up retaliatory defense structures in some areas. It also gives a balance adjustment for weaker city walls.
* *Explanation 2*: The multiple modes of the new combat system are carefully being expanded while carefully watching their effects on balance.

## Boat

**Hitpoints were changed from 10 to 8.** This continues the pattern of making civilian units slightly weaker than the weakest military units.

## Goods

 File:Knights.mp2c.png  **Cost: 20. Goods are now available with Pottery and cost 20. Recycle penalty is 3 shields.** (Was: *Currency*, *cost* 25, 6 *shields*.). **Goods can now help build Wonders.**

* This simplifies the Goods unit to make it immediately available and usable with less penalties.
* This helps early game growth during Despotism while also making it more viable and less penalized.
* This enables building more ancient Wonders to tap diverse strategies and effects.
* This better enables Bronze Age trade route strategies, for those who desire such a strategy.

## Caravan

The cargo capacity of a Caravan was increased from 2 to 3.

## Legion

**Legion cost was adjusted to 30 (was 32).**

*Explanation*: The discount percent cost adjustment in MP2C was done to a unit that was relatively overvalued. So it still remained comparatively overvalued relative to other foot units.

## Diplomat

**Cost: 30**.  The Diplomat is now the mid-game upgrade to the Emissary.

* It gains the ability to Establish Embassy without spending itself.
* The new tech requirement is economics.
* Emissaries can upgrade to Diplomats for free.

*Explanation*: The ability for a slower moving less aggressive unit to establish multiple embassies without being spent, becomes welcome in the mid-game.

## Knights

Knights' defense strength was somewhat simplified to a flat standard D2. A bonus of D3 is activated vs. mounted units.

## Crusaders

The defense strength of Crusaders was increased from 1 to 1.5

## Spy

**Cost: 35.**

* Spies can no longer establish embassy.

*Explanation*: The spy is now properly specialized to covert ops. (The diplomat can now establish embassy without being spent.) The net result is a slight nerf for a unit with 6 move points to unrealistically establish multiple hostile embassies in a single turn.

## Partisans

* **Partisans can investigate conquered cities not owned by the original owner.**
* Partisans join the **sentry always** class of units.
* **Partisans gain +2/9 moves per veteran level**.
* **Spawned partisans gain whatever veteran level effects are operative from their city** (i.e., Barracks and wonders).

## Zeppelin

Zeppelin move rate changed to 7 moves, 7 turns of fuel. (was 6m, 3f).

## Riflemen and Alpine Troops

Riflemen and Alpines upgrade to Ground Troops

* upgrade cost is only 4 gold.

## Freight

* Freight can now use multiple build slots, like Infantry.
* The new requirement for Freight is The Corporation (was Mass Production.)

## Truck

* The new tech requirement for Truck is Automobile (was The Corporation.)

*Explanation*: This unit is quite powerful and was available too early relative to Cavalry.

## Airplane

Fixed bug (also mp2c) where Airplane was not counted as non-military and couldn't do diplomatic missions to nations with whom you're at peace.

## Anti-Aircraft Artillery

* AAA are an integral partof ground infantry, so get gold upkeep instead of shield upkeep. This compensates some losses to this unit:
* AAA lose 2 Marines-like abilities:
	+ attacking while transported has been removed (exploit prevention)
	+ AAA no longer have moves left to attack when offloading to shore.
* AAA still retain the ability to attack non-native tiles.
* AAA need 9 turns of service + 2 turns to convert to Mobile SAM(was 10 + 4).
	+ No longer required in capital (decreases micro-management tasks)
* Can now upgrade to Mobile SAM like any other unit (simplicity)

## Armor

Cost: 75. (Was: 80).

* Attack strength increased from A:10 to A:11
* 40% odds of Stack-Escape when its stack is killed

## Armor II

Cost: 80. (Was: 85).

* +100% (2x) defense bonus against missiles reduced to +75% (1.75x)
* 40% odds of Stack-Escape when its stack is killed

## Aircraft Techs

The technologies required for certain aircraft have been changed:

**Tech requirements for WW2 aircraft:**
 Dive Bomber

## Medium Bomber

Now has cargo capacity of 1. Can carry the Bombs unit, but not nuclear weapons.

## Helicopter types

* Damaged helicopter types arriving in a city, begin healing at a 50% reduced rate immediately at TC, rather than having to wait a full turn to rest.
* The attack Helicopter cost was reduced to 90.

*Explanation*: There were complaints that these units aren't useful enough. On helicopters, hitpoints represent half a quasi-kind of fuel and half an actual kind of damage. Thus, helicopters can begin healing at half-speed immediately after landing in a city. Gradual small adjustments may have more impact that people suppose. This rightly sets healing to 1 turn for short sortie, 2 turns for damaged <50%, and 3 turns for badly damaged if there's no airport.

## Mobile SAM

* Mobile SAMs 3x defense against Missile units, now takes over the same defensive strength that Armor II had, which was nerfed to 1.75x but made more affordable.
* Can now carry 3 missiles (was 1), including new type ABM.
* like AEGIS, can attack Missiles
* After discovery of Laser, Mobile SAMs provide a 33% chance of defending all units on their tile from a nuclear blast.
* Mobile SAM convert from AAA in 2 turns after 9 turns of service and the order can be done in any domestic city (was: 10, 4 turns, capital city)
* After Space.2 tech, newly made Mobile SAMs get a free Anti-Ballistic Missile

## Jet Combat Aircraft

**All jet-powered air-to-air combat aircraft get increased combat strength.**

**Changes to Jet Combat Aircraft**

*Explanation*: Formerly, these aircraft did not perform as well vs. ground units of their era, as the air units of the previous era. Due to SAM Batteries and the late game being a time where offense should be stronger, these units were buffed.

## Armor II

**Armor II bonus vs. Missiles cut to +75% or 1.75x** (was +100% or 2x).

*Explanation*: Mobile SAM now has more usefulness in tactical operations and nerfs the Armor II which was getting too much use as an anti-cruise missile defender unit instead of its intended purpose.

## Scout

**Cost: 18.** Explorer changed to Scout. Available with Horseback Riding, moves 4 tiles (6 with Map Making, which makes it identical to the previous Explorer.) Cost reduced 2 shields to be the same as Horsemen. Gains +2/9 move per veteran level.

 Gains same vet bonuses as are given Horsemen, by buildings and wonders.

## Emissary

**Cost: 24**. This is now the earliest form of the Diplomat. It's slower and cannot sabotage cities.

* Emissaries can upgrade to Diplomats for free.

*Explanation*: In the early game, the ability to destroy city walls is now limited to the Siege Ram. The cost reduction on early diplomatic outreach gives less economic penalty on early civilizations.

## Ballista

**Cost: 45. Req: Engineering**

Ballistae don’t conventionally attack. Ranged Attack fires massive bolts through enemy formations for 5 rounds, targeting up to 2 units who can’t conventionally retaliate. This may also target Ocean tiles. They must have all their move points to do attack, and can't target Fortresses or Cities. Though they only have A1 accuracy, 5FP causes 5× damage. When conventionally defending against foot and mounted units, Ballistae defend at 20% defense strength (0.2). This roughly cancels the 5× damage, making them like a D1 defender. However, a lucky hit or strong defensive terrain can reveal the 5FP as very effective. Against other attackers, the 5× damage is a deadly deterrent.

Ballistae excel at degrading forts and well-fortified tiles. Defensively, they are capable of Special Unit Defense, reciprocating against ranged attacks with their own retaliatory attack.

VIGIL: the Vigil order lets Ballistae automatically Range-Attack adjacent military units if they have better attack odds. Can be done in cities or bases if it has used no moves.

## Pilgrims

Just like Zealots and Fanatics, Pilgrims can "establish home city" in allied theocratic cities, which transfers them to that nation.

## Patriarch

**Cost: 55**. A unique unit accessible only to Theocracies.

The Patriarch is unique—you can make only one, and only with Theocracy in a city with an Ecclesiastical Palace. He can do what Diplomats can do, with extra powers of persuasion. Under Theocracy, the Patriarch converts units to join your side at 1/3 the cost of a normal Bribe; and incites cities to become yours at one third the normal cost. Investigating, Converting, Establishing Embassy, and Inciting can be done multiple times if successful. Other actions spend the Patriarch, allowing no further use. A Patriarch may claim a tile for your nation if adjacent to a tile claim made inside your own national border.

Foreign tile claims require the Patriarch to be accompanied by another unit. Espionage tech allows the Patriarch to establish hostile embassies vs. Courthouse and Homeland Security (but not vs. Police Station or Theocracy.)

In diplomatic contests, the wiles, power, and influence of the Patriarch make him equal to a Spy in strength.

## Workers II

**Cost:30. Upgrades Workers. Req: Democracy**

*Until the discovery of Explosives, Workers will immediately upgrade for free to Workers II. No moves are spent, no city is needed, and the current job is not interrupted.* .

As civilization progresses, socioeconomic trends improve education, efficiency, and methods. From an underclass of serfs and peasants arise groups of skilled and experienced laborers.

For each turn of work completed, *Workers II* have a small chance of promotion. **Promotions increase the efficiency and work-rate of tile improvements:**

Workers II efficiency by veteran level:
Title
Level
working
output\*
 Journeymen
 Foremen
 Master Workmen

*\*Veteran work-rate bonuses stack with other work-rate bonuses.*

In other respects, this unit is identical to *Workers I*.

## Trawler

**Cost: 30. Req: Refrigeration.**

Trawlers are work-boats that can do Fishtraps, Buoys, Roads, Quays, Canals, Sea Bridges, & clean pollution/fallout. Trawlers can carry one Land unit, usually Engineers or Workers, to expedite their water work. Trawlers can tow ships who haven't moved, but at a reduced rate of -3 move points. Towing gets damaged ships back to port for repair and helps crew repair rates if the damaged is resting while towed. If a Trawler stops towing it recovers pro-rated move points.

## Light Armor

**Cost: 65. Req: Combustion 2.**

*Explanation*: In Civilization rulesets, longstanding issues existed with Armor either being OP or UnP -- that is, it was sensitive to even the slightest changes of tech timing or changes in obsoleteness dynamics. In a big step to solving this problem, the standard Armor unit gets a buff and triggers no penalties from expiring wonders or barracks. (The obsoleteness expirations now come sooner and apply to everyone who acquires Combustion.) Meanwhile, the Light Armor unit is available sooner, and is less powerful than standard Armor. The changes regarding Light Armor and Armor should result in a game where armored units are participating in late game unit compositions much more often.

Light Armor is an early mechanized replacement for Cavalry. It is good for mobile offensives, and also defends better than any unit of its era. The discovery of Automobile gives +1 move point. Units inside Forts get no defense bonus against Light Armor. Units inside Fortresses get a reduced bonus of 1.67× instead of 2×. Big Land units can’t enter Mountains without a road or native base, and do not receive a move bonus from Rivers.

Communists pay 5 less for this unit. Nationalists get a +1 move bonus.

## Bombs

**Cost: 25. Req: Radio 2.**

Bombers are considered to carry standard weaponry included. However, the Bombs unit represents a special payload of high numbers of different types of bombs. The Bombs unit lets bombers disrupt target defenses before coming in for a riskier fatal strike. Only bombers with high capacity can carry this unit. Bombs can only be moved by bombers or the airlift order. They can’t attack from inside a domestic city. Bombs are cheap, but they damage more often than kill, and even victory has a cost. Hidden expenses lie in logistics, delivery risk, and non-reusability.

Multi-slot: Under certain conditions, cities can make one (or more) multi-slot units per turn, plus one of any other type.

## Magnum Turret

Cost: 160. Req: Mass Production. Unique unit: only 1 per player.

On rare occasions in history, nations constructed monumental turret guns. Cost-benefit is debatable among military theorists due to scale, cost, and immobility. The Magnum Turret stays where it’s built. You may build only one.

Housed in armored defenses, the Magnum Turret deters attackers and nearby enemy encampments. It may attack or Bombard ocean tiles. If it has moves left, the Magnum Turret can do 7 rounds of Bombardment up to 2 tiles distant upon five units, with two possible fatalities. When special attacked from range, it can retaliate with the same type of Bombardment.

The Vigil order instructs the Magnum Turret to auto-Bombard adjacent military units if it has better attack odds.

## Fanatics

**Cost: 25. Req: Combined Arms.** Upgrades Zealots.

Fanatics are modern warriors devoted to a higher cause. They cannot be bribed. Theocratic nations can maintain Fanatics without paying their steep upkeep. (Fanatics are unhappy if not under Theocracy, requiring high upkeep to stay content.) Fanatics produced in a city with Ecclesiastical Palace are inspired by fervorous faith to +1 higher veteran level.

Fanatics fervently defend their homeland, and can do surprise skirmish assaults to snipe and injure foreign occupants: Up to 4 invaders on the tile will endure three combat rounds without defense. Skirmish assaults can also be done to foreign occupied cities if they have a remaining Foreign National population. **Like Zealots, Fanatics can Establish Home City in any allied city that is Theocracy, allowing control to pass between nations who share the same faith**.

*Explanation*: Similar to Riflemen and Alpine Troops, the Zealots line was a dead-end that could not re-arm and upgrade in the late game. The Fanatics unit fixes that issue.

## Ground Troops

**Cost: 40. Req: Combined Arms.**

**A:7 D:5**

Ground Troops upgrade earlier infantry with better weaponry. The upgrade cost for Riflemen and Alpine Troops is 4 gold. Ground Troops can stay fortified while attacking, and veterans enjoy a +⅓ move bonus.

*Explanation*: This new unit allows Riflemen and Alpine Troops to participate in a modern upgrade path, rather than remain stuck with more primitive weapons and abilities of an earlier era. Improved attack, defense, movement, and ability to attack while fortified give less disadvantage to earlier investing in the infantry line of units.

## Missile Submarine

**Cost: 55. Req: Nuclear Power**

**Attack: 12. Defense: 4. Firepower:2. Hitpoints: 30.**

A Missile Submarine is an upgraded Submarine. It gains 2hp, greater defense, and capacity for 4 Missiles. It can’t be seen except by an adjacent unit or city.

* The **DIVE DEEP** order makes Missile Submarines completely invisible *even to adjacent units*, **on the following turn**.
	+ Enemies only discover it if moving directly to its tile, at which point they may attack.
	+ It can only be done in Deep Ocean while the Missile Submarine stays quietly in place.

* Missile Submarines are unreachable by Air units, but don’t block air attacks on surface ships.
* Minimum speed is 5, when damaged.
* Stack-Escape：75% odds to evade stack-death if attacker doesn’t have more moves than it does.

## Anti-Ballistic Missile (ABM)

**Cost: 35**. **Req: Space Flight 2.**

ABMs intercept enemy missiles. Because there is seldom enough time to order a launch against incoming missiles, ABMs are usually set to Vigil, which makes them automatically intercept adjacent missiles. ABMs are useful for anti-missile defense outside of cities. They must be cargo on a Mobile SAM or similar missile-capable unit, and set to Vigil. ABMs aren't very effective against non-missiles. As a defensive unit, they cause no unhappiness; and their upkeep is 1 gold. After required tech is known, 1 ABM is delivered free to each new Mobile SAM and AEGIS Cruiser that is built.

Multi-slot: Under certain conditions, cities can make one (or more) multi-slot units per turn, plus one of any other type.

## Multi-Fighter

**Cost: 90**. The Escort Fighter now upgrades to the Multi-Fighter, which allows this type of aircraft to continue its role.

Attack:**6** Defense:**7** Hitpoints: **20** Moves:**22** Fuel:**2**

*Explanation*: Formerly, the Fighter and Escort Fighter both upgraded to the Jet Fighter, which eliminated any aircraft capable of continuing the support role of the Escort Fighter. This unit corrects that situation.

## Stealth Multi-Fighter

**Cost:95.** This continues the Escort Fighter line to its natural conclusion.

Attack:**7** Defense:**8** Hitpoints: **20** Moves:**26** Fuel:**2**

## **Project Neptune**

Project Neptune is an ongoing mission to boost the role and efficacy of sea-power in Freeciv rulesets.

## Lighthouse and Magellan's Expedition

* **Lighthouse**
	+ The Lighthouse is never obsolete, but must be built before Electricity.
	+ The Lighthouse movement bonus reduces from +2 to +1 when combined with Nuclear Power bonus.
	+ The city with the Lighthouse gets the Port Facility healing/repair effect.
* **Magellan's Expedition**
	+ Magellan's Expedition gives +1 move to nations who **do not** have the Lighthouse.
	+ The city with Magellan's Expedition gets the Port Facility healing/repair effect.

*Explanations*:

* Ship movement becomes too slow to simulate naval warfare, in the faster paced late game.
	+ Late game investments in naval transport and logistics can improve these issues.
* No way to heal ships exists prior to Amphibious Warfare. Therefore, earlier wonders are given this ability.

## Buoys

Buoys report nearby visible activity like a sentry unit, and are even able to see enemy submarines, if **cardinally** **adjacent**.

## Missile Payloads

Missile carrying ships have changes to their cargo capacity:

**Missile Capacity for Sea Units**

*Explanations*:

* The advent of the ABM necessitates an increase in missile capacity.
* The larger payloads of smaller submarines was neither accurate, nor useful to Project Neptune's goal of making surface ships more relevant.

## Crew Repair

* Crew Repair was simplified. **Every** type of ship gets 10% of its hitpoints repaired by its crew, each turn.
	+ effectively +1 hp more than previously
	+ now includes all wooden ships

*Explanation*: reduced complexity, uniformity.

## Minimum Speed

All ships now gain +1 to their minimum speed, when damaged

* Boat, Trireme, Riverships: 3 (was 2)
* Submarines: 5 (was 4)
* all other Sea Units: 4 (was 3)

## Move Rates

Most ships gain +1 move. Adjusts a discrepancy between their speed and that of corresponding land units using roads.

* Ships to not gain +1 = Trireme, Longboat, Ram Ship, Transport

* Frigate gets +2 (had received a +1 adjustment prior to all ships getting a general +1).

*Explanation*: This change lessens the "molasses effect" in island games, where all sea-based operations were excessively slower than land operations.

## Shore Attacks

Shore attacks for modern ships changed:

* Battle will last 20 combat rounds, which may or may not result in a victor.
* Chance of attacker promotion is half frequency: 2 battles required for same chance of promotion as 1 sea battle.
	+ necessary for balance and other reasons
* Combat Strength is adjusted during shore attacks:
	+ As before, Firepower is reduced to 1.
	+ Now, attack strength is increased +33%
	+ Overall effect is -33% reduction in attack strength for 2FP sea units, (was -50%)

*Explanation*: the viability of combined operations using naval forces is improved, yet the limited combat rounds limits the overpowering of the role of sea units upon coastal terrain and cities, and makes them more of a support unit for softening positions, as is realistic and historical. Instead of dying in a losing fight, a ship will damage and soften land units and still have enough hitpoints left to survive the support role operation.

## Submarine Class

* **The standard Submarine can no longer carry missiles.**
	+ This ability is reserved for the unit to which it later upgrades: the **Missile** **Submarine**.
* The Submarine Class loses 1 less move point than other units after a successful attack (that is, moves lost from incurring damage, etc.)
	+ This slightly improves its "Hit and Run" role and diminishes its role as a mere suicide unit or "guided torpedo" type of unit.
* Galleons and Frigates can no longer attack Submarines

Please see **Missile Submarine** under New Units, above.

## Battleship

* Now gets **same vision radius as a Cruiser**
* **Gets Bombard** (SUA) **range of 2** (was: 1)
* Gets new **STACK CHIEF** feature
	+ **Stack Chief** units never die in a Stack Death
	+ **Stack Chief** units "anchor" other units who successfully escape Stack Death, from fleeing to another tile. They remain alive on the same tile with the Stack Chief.

## Carrier

* Gets new **STACK CHIEF** feature
	+ **Stack Chief** units never die in a Stack Death
	+ **Stack Chief** units "anchor" other units who successfully escape Stack Death, from fleeing to another tile. They remain alive on the same tile with the Stack Chief.

 File:Zeppelin.png

## Citadel of Aleppo

**Cost:120. Req: Engineering**

The great Citadel of Aleppo turns an entire city into a formidable fortress. It must be built before Metallurgy is discovered. It provides 3× defense against all Land attacks: the thick walls are impervious to sabotage, Siege Rams, and any bonuses from Catapults, Cannons, Artillery, and Howitzers. The Citadel of Aleppo cannot be made in a city that has City Walls, but it is possible to sell those in order to allow for the Citadel.

* 3x defense
* impervious to ballistic units and siege ram.
* Allows each nation to make one special fortress city with the same strength as the old mp2c City Walls

## Commissariat of Agriculture

**Cost: 150.** The Commissariat of Agriculture submits all agricultural output to State methods and planning. Newly founded cities start with +5 food. Time to create Farmland is reduced to 2 worker-turns. Gross food output in every city receives a +10% multiplier. This Wonder is never obsolete, but only works in Communism.

## Propaganda Ministry

Cost: 200. The Propaganda Ministry manages news and public belief toward national solidarity. It also ensures entertainment and cultural gatherings are aligned on message for the populace to love its leadership. The Propagandra Ministry gives every city in authoritarian governments +1 happy and +2 luxury. This Wonder is never obsolete, but only has an effect in Despotism, Communism, and Nationalism.

## Chand Baori

**Cost: 65 (was 80).**

Fixed a bug where sometimes diagonal irrigation was not working.

## Ziggurat

**Cost: 80. The Ziggurat has been buffed with less restrictions and more bonuses. It no longer requires being built on a river.**

The Ziggurat gathers all ruling functions of early civilization into one wondrous building:

1. Shield output suffers no tile penalties.
2. The food capacity of the Ziggurat is legendary: it counts as a Granary, and receives an additional +1 food on the city center.
3. All Settlers in your nation have no food upkeep.
4. The Ziggurat acts as a Temple and a Barracks in its city.
5. The Ziggurat gives 1.75× defense vs. all attacks, regardless of terrain or attacker.
6. If your Palace is in another city:
	* The Ziggurat receives +1 happy citizen
	* Reduces corruption in nearby cities as if it too were a Palace,
	* RELOCATES the capital production bonus to its city.

The construction of a Granary, Temple, Barracks, Fortifications, or City Walls will replace the corresponding Ziggurat effects.

Obsolete by: Monarchy or switching from Despotism.

*Explanation*: The least popular Tribal Wonder has new flexibility and possibilities.

## Agōgē of Sparta

The Agoge receives several new bonuses:

* Reduces Phalanx price 3 shields.
* Counts as a Barracks in its home city.
* +1 move bonus for starting turn in a city: now applies to all cities, not just the city with the Agoge.
* Increases chance of veteran promotion 50% for phalanxes.
	+ (this is not +50% odds, it's +50% frequency), i.e:    {50%, 33%, 20%, 15%} becomes {75%, 50%, 30%, 22%}
* Agoge + Barracks in a city allows making hardened Phalanxes

*Explanation*: The wonder struggled to return its value except for only the most extremely militant Bronze Age strategies. The combination of the new and old bonuses working together should make it more useful to moderate militarism and moderate defensive strategies.

## Angkor Wat

Angkor Wat reduces city celebration size from 3 to 2. Angkor Wat now also works for Theocracy government.

## Mausoleum of Mausolos

**The Mausoleum becomes more powerful.**

* ➤ Courthouses cost -33% in Despotism; 5 less in other governments.
* ➤ Cancels Courthouse upkeep with 1 free gold before Banking. After, 1 gold of unit upkeep is free.
* ➤ A Courthouse or City Walls gives each city +1 content citizen, unless unhappy about military.
	+ Having both also adds +1 happy citizen.
* ➤ Acts like half a Courthouse in cities with no Courthouse:
	+ 30% corruption reduction.
	+ If there is any corruption at all, it’s reduced by a minimum of 1.
	+ Tile output penalty lifted +1 in Anarchy, Despotism
	+ 10% bonus vs hostile diplomats.
* ➤ Your units cost 35% more to bribe.
* ➤ Prevents your cities from being incited.
* ➤ Halves the odds of investigating your cities.

The Mausoleum is a Civil Wonder. You can make only one Civil Wonder. Obsolete by:Radio

*Explanation*: The least popular Civil Wonder gets more power for more diverse strategies.

## Pyramids

**Cost: 180** (was 200). **With Pyramids, cities start with 33% or +5 food** for 5/15. (MP2C was: 25% or 5/20.). This compensates the later timing and higher science requirements recently given to the Pyramids. **The Pyramids also give their city a rapture rate of 100% (every turn), regardless of government type.**

## Ecclesiastical Palace

**Cost:70** (was 90). (same as Palace). **Now allows instant switching to Theocracy with no anarchy or revolution delay** (if you have Theocracy)

## Statue of Zeus

**Zeus promotion bonus changed: instead of The Republic tech turning it off, it's Monotheism or Communism that turns off the bonus. The two different "make content" bonuses were clarified.**

The powerful Zeus gives order and organization to both city and nation. In every city in your nation, this Wonder neutralizes one unhappy citizen caused by military units. In Monarchies and non-representative government, the Statue of Zeus makes one citizen content.

Before the discovery of Monotheism or Communism, the Statue of Zeus increases veteran promotion frequency by one third:

[50,33,20,15]% → [67,44,26,20]%

In the city the statue is located, it makes one citizen happy and provides free upkeep to 4 units. Except for one permanent happy citizen, the discovery of Tactics makes the Statue of Zeus obsolete.

## The Great Wall

**This wonder now enables a new game mechanic: the ability to create Terrain Walls.**

Terrain Walls - The Great Wall wonder allows one to build walls right on the map. The terrain properties are:

* Takes one turn to build, set Tile target with (D)o
* Takes four turns to pillage.
* Can't be built on a Base, River, or Canal
* Non-allied units lose all move points moving onto a wall, and lose all move points moving off of a wall
* Foreign units who are on a wall tile and have no moves left, are considered as 'attempting to scale the wall' and in a vulnerable state, and have a -50% defense while caught on the wall with no moves left.
* Domestic units on a wall are considered fortified for free, even if not in a fortified state. (NB:not allies, yours only)
* Can't be built on Mountains, Rivers, Bases.

## Sun Tzu's War Academy

**Cost: 300**. (Was: 310). Obsolete by: Combustion. (Was: Mobile Warfare).

*Explanations*: Sun Tzu expires with Combustion instead of Mobile Warfare. Combustion tech becomes the new "era chokepoint" rather than Mobile Warfare. This better divides the Napoleonic and WW1 eras from the WW2 era. It also rebalances some unit veterancy issues. Reduced cost reflects that the wonder no longer lasts quite as long.

## Leonardo's Workshop

The discovery of Robotics does not obsolete this wonder, but rather, reduces its upgrades from 2 per turn, to 1 per turn. The discovery of Rocketry also has this effect.

*Explanation*: more quantitative easing on upgrade retardation syndrome; eliminate the overly strong penalties for the discovery of Automobile, which undiversified different tech strategies during the WW2 era.

## Adam Smith's Trading Co.

Adam Smith wonder adjusted back to 300 cost

*Explanation*: the former cost increase had been implemented before the WYSIWYG upgrade, which now makes this wonder less OP and no longer justifying the cost increase.

## Isaac Newton's College

Isaac Newton's College is now obsolete by Computers.

*Explanations*:

1. This works with other changes to "put a lid" on the WW2 era and allow it to happen for a while, before exiting gradually into the arms race of the WW3 era.
2. This makes the Internet wonder and Research Labs less pointless.
3. Nerfs and reduces the ROI of what was one of the most OP wonders in the game.

## Hoover Dam

**Cost: 550. (Was: 600).**

* **In the city where it’s built:**
	+ Hoover Dam counts exactly as a Hydro Plant, Factory, and Manufacturing Plant.
		- If any of those buildings already exist in the city, they have no effect and can be sold.
		- The bonus as counting as a free Mfg. Plant makes this bonus available to the city with Hoover Dam, prior to discovering Robotics!
	+ The +20% output bonus from Mass Production is received without needing that tech.
	+ The total of all combined production bonuses is +160%, available immediately upon completion of the Wonder.
	+ The excess power from Hoover Dam is so great that in its home city, it supports up to 15 free upkeep for other buildings!
	+ Must be built adjacent to a river.
* **In all other cities:**
	+ Hoover Dam increases the bonus of all Hydro Plants by another +10%, so that they yield +40% output.
		- After Mass Production is discovered, then all Hydro Plants get +60% output—the same as a Nuclear Plant!
		- The output increase does NOT contribute to pollution.
			* This means Hydro Plants assisted by Hoover Dam produce less pollution than Nuclear Plants.
			* Hoover Dam reduces the cost of Hydro Plants by 5 shields.

*Explanation*: Formerly, Hoover Dam counted as a Hydro Plant in all cities. Since Hoover Dam has different functions now, its cost is reduced.

*Effects*: Compared to MP2C, Hoover's +10% boost to Hydro Plants is greater than the +7%.

## City Walls

File:Courthouse.png**City Walls are now 2x defense like all other defensive buildings. This finally creates a uniform simplicity where City Walls, Coastal Defense, SAM Battery, and SDI all provide the exact same 2x defense against their respective attacker types.**

*Explanation*: This also fixes an error in the porting from original Civ I and Civ II. 3x was wrongly attributed to City Walls because during gameplay calculations, it was customary to calculate City Walls as 3x by including the 1.5x "free fortify" bonus for land units in cities. In classic Freeciv, the "double inclusion" of free fortify bonus as part of City Walls, has resulted in land units inside cities getting 3x \* 1.5x = **4.5x**, whereas original Civilization had 2x \* 1.5x = **3x**.

This resulted in some dramatic changes to game balance:

* The 1.5x stronger City Walls combined with the cost reduction from Civ II (80) to Classic (60), to create other dramatic effects in the game...
* The ability to rapidly buy 4.5x walls for 60 instead of 3x walls for 80, meant the game became skewed to be more heavily economic until the post-gunpowder era.
* Strategic dynamics got narrowed more into "playing sim city while gunpowder rushing"
* Bronze age, Iron age, and Feudal Age warfare were greatly diminished.
* The game became heavily "aero-centric". Since SAM Batteries are only 2x defense while the Walls were 3x, this resulted in:
	+ "Flight rushing" being force-multiplied more than it should
	+ The beautiful "chess tactics" of ground warfare, ZOC, positional warfare, etc., being greatly reduced.
	+ Land conquest and control of non-city terrestrial positions and borders were replaced with a game of "city pounding" by aircraft and missiles.
	+ Tactical integrity of the game was somewhat disrupted.

In spite of the above, there were some good effects that came from the 4.5x mistake. Economic strategies were enhanced. Massive multiplayer became more capable of sustaining game integrity in spite of Vlad-type and Metree-type players. MP2D believes it can sustain some of the good effects of the "4.5x mistake". This is because:

* The cost of City Walls is still less than the original 80, for a better defensive value proposition.
* The game now has the new Fortifications improvement, which provides decent defense for cheap.
* The build-path from Fortifications into City Walls now has a nice analogue symmetry to the Fort➡Fortress line of terrain improvements. A stronger defense is still obtainable with a greater degree of time, effort, and cost, for those who will do do extra preparations and efforts for it.

*Note that each player may build one of the new wonder, "Citadel of Aleppo", which has 3x defense similar to the old City Walls.*

To understand how the change to City Walls was sculpted to balance and fit with the new **Fortifications** improvement, please see immediately below:

## Fortifications

Fortifications were cleaned up and simplified. Now, Fortifications simply add +0.33 to the terrain defense bonus (+0.50 for Flatland\*). Upon the discovery of Metallurgy, Fortifications get the same +10 cost increase as City Walls. Because of the steep and tough terrain of Mountains, this improvement can't be constructed in cities built on Mountains.

Previously there were complex restrictions, rules, and layering to balance this improvement's defense bonus structure. It is believed that the current solution is both simpler and has better balance.

*Effect*: +0.33 to the terrain defense, except flatlands (+0.50). This is regardless of other defense improvements in the city. Fortifications simply increase the terrain defense of their tile.

*Table: MP2D is now balanced right in the middle of other rulesets, while offering more options: weaker defense is available for cheap, and very strong is available, but requires investment and time.*

\* **Flatland** = all terrain with zero defense bonus: i.e., **Plains, Grassland, Desert, Tundra, Arctic**.

## Police Station

Under authoritarian governments (Despotism, Nationalism, Communism.), Police Station gives +2 forced content citizens in its city, This means it also handles citizens upset by nationality.

## Homeland Security

Now prevents "Poison City" from taking place in its city.

## Barracks II

Expires as obsolete upon discovering Combustion. (Was: Mobile Warfare).

*Explanation*: As described elsewhere in this summary, reconfiguration of tech costs, reqs, timing, and obsolescences, were required to fix several imbalances and unrealistic phenomena in the game. This is germaine to unifying the WW2 era and making Light Armor and Armor units appear more often in tactics and unit compositions.

## Coal Plant

 File:B.power plant.png  **Coal Plants were simplified to give +30% to output immediately, and another +20% after discovering Mass Production.**

*In MP2C, a Coal Plant increases the effect of Factory & Mfg. Plant by +20% each. This meant high cost for only half benefits, until Manufacturing Plants were available.*

In MP2D,

* For 120 shields, a coal plant immediately provides +30% to production.
	+ This is more reasonably aligned with the +50% for 140 shields, for a Factory investment.
* Upon discovering Mass Production, Coal Plant productivity is increased +20% to +50%.

## Hydro Plant

 File:B.hydro plant.png  **Hydro Plants were simplified to give +30% to output immediately, and +20% extra after Mass Production.**

*In MP2C, a Hydro Plant increases the effect of Factory & Mfg. Plant by +20% (+27% with Hoover Dam.)*

In MP2D,

* For 175 shields, a Hydro Plant immediately provides +30% to production.
	+ Immediately provides -30% matching pollution reduction.
* **Hydro Plants' chance of being razed during a conquest is 50% less.**
* Upon discovering Mass Production, Hydro Plant productivity is increased +20% to +50%
	+ Results in -50% matching pollution reduction.
* Upkeep is 2 (was 3). This is less than the 4 upkeep from a Coal Plant or Nuclear Plant.
* The output bonus from owning Hoover Dam is an immediate flat +10%. *(was +7% immediate, +7% for Mfg. Plant)*
	+ A matching -10% pollution reduction accompanies this bonus.
	+ The total output for a Hydro Plant with Hoover Dam, Factory, and Mfg. Plant is now +160% (was +154%)
* Pollution reduction remains the same: all output bonuses have an equal production pollution reduction bonus.
* After a Hydro Plant is built, Coal Plants recover 85% of their gold cost when sold, rather than 50%. (unchanged).

## Nuclear Plant

 File:Nuclear plant.png  **Nuclear Plants give +60% to output immediately.** (Was: +30% for Factory, +30% for Mfg. Plant).

* For 185 shields, a Nuclear Plant immediately provides +60% to production.
* Immediately provides -50% to pollution reduction.
* Allows power plant strategies that don't include an "obligatory" Hoover Dam.
* After a Nuclear Plant is built, Coal Plants recover 85% of their gold cost when sold, rather than 50%. (unchanged)

## New Animal Resources

In addition to deer and wild boar, two new animals were added. **Mountain goats** (3 1 0) and **Hippopotami** (3 1 0).

*Explanation*: Certain terrain types did not partake evenly in the early-game acceleration effect provided by deer and wild boar, because those animals only appear on grassland and forest. Some statistical tuning was done for mountains, hills, and desert, to allow these terrain types to also participate in early game acceleration. NOTE however, that it is not as much as the wild boar and deer *because* it is not intended for mountains, hills, or desert to provide as much food as other terrain types.

* Mountain Goats only appear on mountains OR hills adjacent to mountains.
* Hippopotami only appear on desert rivers.

## Sea Commerce units never cause unhappiness

Previously, some types of sea commerce units with military capacities would cause unhappiness for representative governments, while others wouldn't. For universal uniformity, no unit capable of doing commerce will ever cause unhappiness.

* The units to which these units upgrade, also do not cause unhappiness:
	+ This also includes the Galleon, which in its era is the only transport ship that can deliver Goods for establishing commercial trade routes.
	+ This also includes the Transport, which has 0 attack and therefore is not in itself an aggressive unit.

*Explanation*: a Caravel getting a free Leonardo upgrade to Galleon in a city that had one turn of disorder, should not cause a second turn of disorder which then throws the Democracy into civil war and causes it to lose the game. Nor should many other ridiculous possibilities be allowed to happen.

## Capture and Expel, movement cost

Each of these actions now uses 2/3 of a move. This makes them uniform. Previously they were 1 and 2/3, respectively. It was often hard to remember which was which.

## Railroads

Railroads take 1.5 worker-turns to complete, not 2; this may assist economic pace in cases with veteran Workers II units, or with governments and wonders which give work-rate bonuses.

## MagLevs

* MagLevs can only be built wherever railroads may be built, (i.e. Road and SeaBridge).
	+ A railroad is not required: *only the possibility of building a railroad is required.*
* They can no longer be built on ocean (unless SeaBridge.)

## Advisor now gives real advice

The "advisor" is who suggests what building to make next in each city. Previously, he did it based only on alphabetical order. The advisor now suggests an order closer to what an experienced player might use. This makes it a real advisor. More importantly, it will hopefully decrease the "work" of changing production targets in every city, by some reasonable fraction.

## Hunting Wild Animals

Wild Animal hunting now gives the home city of the unit who kills it, a food award bonus (for edible types).

* To enable wild animal units in the game, do:
	+ `/set animals x`
		- where x is a number from 1-1000 for animal frequency per each 1000 tiles.