Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Better Balanced Game (BBG) Full Change Log (v6.0.x)
By platypus and 1 collaborators
Full change log for Better Balanced Game (BBG). Changes listed are changes from the full base game version of Civilization 6 to BBG v6.0.x
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Information & Links
Updated for BBG v6.0.x

If you notice any inaccuracies the best way to report them is via a bug report on the BBG discord server linked below. Steam comments are only checked during each update. Note: updates may take a few days when a new BBG version is released.

Link to the BBG Mod:
https://steamproxy.net/sharedfiles/filedetails/?id=2865001760&searchtext=bbg

BBG Discord Server, for discussion regarding the BBG and BBM mods:
https://discord.gg/3kXhDRQah7


How to use this Change Log:
This Change Log is meant to reflect changes from the full Base Game Civilization 6 (including all DLC) to BBG. It is not meant to necessarily be patch notes from one version of BBG to another. For example if BBG made a change and then reverted that change back to Base Game, no change will be reflected in this Change Log since BBG now matches the Base Game.


What is BBG?
Better Balanced Game (BBG) is a Civilization 6 mod that is intended to balance and equalize power levels between civilizations and leaders to provide a better multiplayer experience. In addition to adjustments to specific civilizations and leaders there are also numerous general changes that help to provide more balanced game play, more choices and options, and a better play experience.


Can BBG be used in Single Player?
Yes, BBG works just as well for single player as multiplayer. Please note that BBG may be incompatible with some mods, especially those that affect civilizations and leaders. It will work with most UI and map script mods. Note that BBS, may be incompatible with most map script mods.


Civilization Player's League (CPL) is an international Civ6 multiplayer community with pick up games, league games, and special organized tournaments. Here is a link to the CPL Discord Community:
https://discord.gg/cpl



Game Mechanics
General
Fixed numerous typos and unclear descriptions in the base game.

Alliances
Economic: +1 production +6 gold for sender and receiver (from +4g)
Religious: :+1 food +4 faith for sender and receiver (from +2 faith)

Amenities / Happiness
All cities other than your capital start with +1 amenity bonus.
Happy cities receive +8% yields (from +10%)
Ecstatic cities receive +16% yields (from +20%)

Combat
  • +2 Combat Strength per turn of fortification up to a maximum of +4CS (from +3CS per turn up to a maximum of +6CS)
  • Land units no longer provide support bonus in water

Congress
  • Unit Production Congress modified to +50% cost in production / gold / faith (from +100%) or -25% cost in production / gold / faith (from -50%)

Dedications
  • Free Inquiry: Eureka bonus reduced to +5% (from +10%)
  • Monumentality: faith purchase discount reduced to 10% (from 30%)
  • Pen, Brush, and Voice: gives +2 Culture and +1 Gold per District
  • Exodus of the Evangelis: removed and replaced with "Drums of War"
  • Drums of War:
    - When in a Normal/Dark Age: +1 Era score when recruiting a great person.
    - When in a Golden Age: +2 Horses and Iron per turn. +15% Production toward military units, Military Unit maintenance reduced by 1 gold. Encampments and their Buildings receive +1 Production. Encampment buildings receive +1 Culture. Grants culture equal to 40% of the combat strength of units killed.
  • Hic Sunt Dracones: works on all new cities, not just on different continent
  • To Arms: get +10 vs cities

Diplomatic Favor
  • Conquering a Capital now gives +2 Diplomatic Favor instead of -2

Disasters
  • Droughts and Tornados removed entirely
  • Meteors removed on all disaster settings except for disaster 4
  • Reduced odds of completely pillaging a district and improvement on disasters
  • Natural disasters won’t kill civilian units other than rare circumstances with natural wonders
  • Production yields from floods reduced to compensate the [Watermill] change


Specialists
Working specialist slots are buffed in the following manner:

Campus: 3 science | 4 science w/ Research Labs (from 2s | 3s @ Labs)
Theater Square: 2 culture | 3 culture w/ Broadcast Center (from 2c | 3c @ Broadcast)
Commercial Hub: unchanged
Harbor: 1 food + 3 gold | 2 food + 3 gold w/ Seaport (from 1f+2g | 2f+2g @ Seaport)
Holy Site: 3 faith | 4 faith w/ Tier 3 building (from 2f | 3f @ Tier 3)
Industrial Zone: 4 production always (from 2p | 3p @ Powerplant)
Encampment: 2 production + 2 gold | 3 production + 2 gold w/ Military Academy (from 1p+2g | 2p+2g @ Academy)


Spies
  • When a spy is captured, you gain +1 spy capacity. This is because in multiplayer, especially team games, there is no way of getting your spy back unlike if it is killed.


Tribal Huts
  • Relic Reward: the possibility of relics are delayed until turn 15 (from start of game)
Civcs and Technology Trees
Civics
Civics Tree Changes
  • Nationalism inspiration changed to "Own a Level 3 Land Unit" (from Start a war using a Casus Belli)


Technologies

All technologies after the Classical Era cost 5% more science.

Era Gate for technologies is increased to 30% (from 20% base game). This is a mechanic when you are researching technologies of an era ahead of the current game era whereby the cost of those technologies is increased.

Tech Tree Changes
  • Advanced Ballistics moved to a Modern Era technology, no dependencies changed.
  • Steam Power now requires Scientific Theory
  • Steel eureka changed to "Own a Renaissance Wall" (from Build a Coal Mine and Ironclad)
Victory Conditions
The default "Legacy BBG" setting on game setup changes several victory conditions for viability in multiplayer. These settings may be adjusted by changing "Legacy BBG" to "Custom" or set to default Firaxis settings by changing this to "Standard"

Legacy BBG Settings
This is the default setting for online competitive multiplayer when using BBG. This setting changes the below victory conditions as described.

Cultural Victory
  • Base tourism from wonders adjusted to 5 (from 2).
  • Number of tourism needed to gain a tourist lowered to 150 per player (from 200).
  • Computer and Environmentalism boost tourism by 50% (from 25%).

Great Work Update:
Great works of Art are locked to their location for only 2 turns when moved or created. Art by the same artist no longer receives a penalty when in the same Art Museum.
  • Writing: 4 culture and 2 tourism each (from 2 culture / 2 tourism), additional +2 tourism at Opera and Ballet
  • Art: 4 culture and 4 tourism each (from 3 culture / 3 tourism), additional +50% tourism at Steam Power
  • Music: 12 culture and 8 tourism each (from 4 culture / 4 tourism)
  • Artifact: 6 culture and 8 tourism each (from 3 culture / 3 tourism)
  • Relic: 4 faith and 4 tourism (from 4 faith / 8 tourism)
  • Rock Bands: Potential album sales results reduced by 20% to be 80% of the default value

Diplomatic Victory
  • First world congress is in Medieval Era
  • First vote for Diplomatic Victory points is in Medieval Era
  • Trade Treaty congress vote option B changed to "-4 gold on Trade Routes sent to/from target player" (note: this can result in negative gpt trade routes)
  • Diplomatic point penalty from grievances is removed

Score Victory
Score is often used in determining placement in CPL Free for All (FFA) games. The following changes have been made to the scoring system:
  • Points for era score are removed
  • Each Civic = 4 points (from 3)
  • Each Technology = 3 points (from 2)
  • Each City = 2 points (from 5)
  • Each Population = 2 points (from 1)
  • Each World Wonder = 4 points (from 15)
  • Each Great Person = 3 points (from 5)
  • Each Foreign city following your religion = 1 point (from 2)
  • Each District = 2 points unchanged
  • Each Unique District = 4 points unchanged
  • Each Building = 1 point unchanged
  • Founding a Religion = 10 points unchanged


Custom Settings
Below are the options available when choosing "Custom" settings for each victory condition.

Culture Victory
Standard - default Firaxis settings
Early - great works and Artifacts provide more tourism
Earliest - default Legacy BBG setting - Great Works and Artifacts provide more tourism and tourism per tourist is reduced by 25%

Science Victory
Standard - default Firaxis settings, default Legacy BBG setting
Early - cheaper space projects and lowered cost for future era techs
Earliest - even cheaper space projects and even lowered cost for future era techs

Diplomatic Victory
Standard - default Firaxis settings
Early - first congress in Medieval Era, first vote for diplo points in Renaissance Era
Earliest - default Legacy BBG setting - first congress and first vote for diplo points in Medieval Era

Conquest / Domination Victory
Standard - default Firaxis settings, default Legacy BBG setting - can only be on or off, no option for early or earliest due to the nature of domination victories

Territorial Victory
This is a new victory type that may optionally be added to your game when playing with BBG. The game is won by having a certain percentage of the world's emerged land tiles, in your territory. This percentage varies based on the setting chosen below.
**Note** This victory type was bugged at one point by having Rome in the game and/or Torres del Paine. The bug results in Rome randomly winning the game. At the time of the writing of these patch notes, it is believed that this bug has been fixed. You may want to turn Rome off

Standard - 66% of emerged land tiles
Early - 60% of emerged land tiles
Earliest - 50% of emerged land tiles
Off - default Legacy BBG setting

Religious Victory
Standard - default Firaxis settings, default Legacy BBG setting, religious pressure extends 12 tiles (from 10)
Early - religious pressure extends 12 tiles
Earliest - religious pressure extends 13 tiles

Score Victory
Standard - default Firaxis settings, default Legacy BBG setting, 250 turns online speed / 500 standard speed
Early - 175 turns online speed / 350 standard speed
Earliest - 150 turns online speed / 300 standard speed



Civilizations (A to D)
America
[Founding Fathers]: no current changes
[Film Studio]: Tourism bonus decreased to 30% (from 100%)
[P-51 Mustang]: 95 Combat Strength (from 105)

Teddy (Bull Moose)
[Antiquities and Parks]:
Below bonus yields delayed until Code of Laws (from start of game)
+1 Science (from +2) on Breathtaking tiles adjacent to a Natural Wonder or Mountain, increasing to +2 After researching the Astronomy tech
+1 Culture (from +2) on Breathtaking tiles adjacent to a Natural Wonder or Woods, increasing to +2 after researching the Enlightenment civic
Can plant woods at Medieval Faires

Teddy (Rough Rider)
[Roosevelt Corollary]: +5 Combat Strength on home continent replaced with: +1 Combat Strength for each era reach by the player via technologies or civics. This starts in the Classical Era and goes up to the Modern Era for a maximum benefit of +5 Combat Strength.
[Rough Rider]: Combat Strength = 64 (from 67), unit Combat Strength bonus on hills +5 (from +10)

Abraham Lincoln
[Emancipation Proclamation]: +100% production toward Industrial Zone and Aqueduct districts. +2 amenities per Industrial Zone district.

Arabia
Arabian Holy Sites receive standard adjacency from Campuses, and Campuses receive standard adjacency from Holy Sites.
Arabia earns +1 Great Prophet point per turn after researching Astrology.
[Madrasa]: production cost changed to 175 standard speed (from 250).
[Mamluk]: combat Strength buffed to 53 (from 50).

Saladin (Vizier)
[Righteousness of the Faith]: Bonus Science, Culture, and Faith from having a Worship building increased to 20% (from 10%).

Saladin (Sultan)
[The Victorious]: -1 Gold maintenance for all military units. 100% flanking and support bonus to all units does not apply to ranged or naval ranged per the general change on flanking and support in BBG for those unit types


Australia
[Land Down Under]: No changes (previous production on pastures removed)
[Outback Stations]: can be built on hills, and provide +1 appeal, additional production bonus unlocked at Industrialization (from Steam Power)
[Digger]: movement changed to 3 (from 2), since Infantry movement is changed from 2 to 3

John Curtain
[Citadel of Civilization]: Production bonus after being declared war upon removed.
Production bonus after liberating a city reduced to 50% (from 100%)


Aztec
[Legend of the Five Suns]: Can spend Builder charges to complete 30% of a district's production cost (from 20%). +50% Production towards land melee units
[Tlachtli]: provides +1 Amenity and +1 Culture to city centers in a 6 tile radius, this bonus only applies once to each city (from +2 faith, +1 culture, +2 amenity)

Montezuma
[Gifts for the Tlatoani]: no current changes


Babylon
[Enuma Anu Enlil]:Entirely replaced with - Receive a free eureka when completing any library.
[Palgum]: +1 production to all farms in the city. +1 food on improved tiles adjacent to freshwater (from +1 food on all tiles adjacent to freshwater). Can be built anywhere (from only cities next to river)

Hammurabi
[Ninu Ilu Sirum]: Free envoy removed from Government Plaza and non-specialty districts


Brazil
[Amazon]: +1 Production on unimproved rainforest tiles at Construction
[Street Carnival] and [Copacabana]: do not cost a district population slot.
[Minas Geraes]: 65 Melee Combat Strength (from 70). 75 Ranged Combat Strength (from 80)

Pedro II
[Magnanimous]: no current changes


Byzantium
[Taxis]: Combat/Religious Strength bonus from converting a Holy City reduced to +2 (from 3)
[Hippodrome]: +2 Amenities (from +3)
[Dromon]: +5 Combat Strength vs naval units (from +10 vs any unit)

Basil II
[Porphyrogénnētos]:
[Tagma]: Combat/Religious Strength buff to adjacent units reduced to +2 (from 4)

Theodora
[Metanoia]: Completely replaced with - Holy Sites receive +1 culture adjacency from adjacent districts.


Canada
[Four Faces of Peace]: no current changes
[Ice Hockey Rinks]: unlocked with Diplomatic Service (from Colonialism)
[Mounties]: Combat Strength increased to 70 (from 62), and Production cost increased to 360 standard speed (from 290)
Increased range of the Mountie Combat Strength buff near National Parks 4 tiles (from 2)

Wilfrid Laurier
[The Last Best West]: City Centers in Tundra receive +1 Food


China
[Dynastic Cycle]: Eureka/Inspiration boost reduced to 5% (from 10%). REMOVED bonus eureka/inspiration for finishing wonders.
[Great Walls]: gives +1 Production (2 base Gold removed). Culture and Gold from adjacent tiles reduced to 1 (from 2). +1 Culture at Military Science (from +0)
[Crouching Tiger]: now replaces Crossbowman, has 2 Range, 40 Ranged Strength, and has +7 Ranged Strength when attacking adjacent units. 170 production standard speed (from 140)

Kublai Khan
[Gerege]: +1 Science +1 Culture for each international trade route and an additional +1 Science and +1 Culture for every 20 tiles they travel.

Qin Shi Huang (Mandate of Heaven)
[The First Emperor]: +1 Food per wonder built in the city. Earn a free Eureka and Inspiration when completing a wonder.

Qin Shi Huang (Unifier)
[Thirty-Six Strategems]:
+50% production toward encampment buildings
Barracks grants +2 slots for great works of writing
+1 Great Writer point per encampment and books provide +1 Food
Earn a eureka/inspiration when recruiting a Great General or Great Writer.

Wu Zetian
[Manual of Entrapment]:
Traders and Spies have +2 sight.
Recon units gain an additional +1 sight with Machinery.
Land units within 3 tiles of a Recon Unit gain +3 Combat Strength.
Earn a eureka/inspiration when completing a building in your Govt Plaza or Diplo Quarter.

Yongle
[Lijia]:
+0.7 science per population (from +1)
+0.5 culture per population (from +1)
+1 gold per population (from +2)
Food and Faith Projects grant 70% of production (from 50%)
Gold project grants 150% (from 100%)
Earn a eureka when each city reaches 13 population and an inspiration when each city reaches 18 population for the first time.

Colombia
T5 plantation/banana bias added
[Ejército Patriota]: +1 movement on military units only starting at Political Philosophy (from all units at the start of the game). Promoting does not end a units turn for all cavalry, spies, and planes (from all military units)
[Haciendas]: unlocked with Medieval Faires (from Mercantilism), but can only be built on flat terrain. +1 Production per adjacent Hacienda moved to Mercantilism (from Rapid Deployment)

Simón Bolívar
[Campaña Admirable]: Can no longer earn Great Generals


Cree
[Nihithaw]: +1 Trade Route capacity with Pottery (from Trade Route capacity + Trader)
[Okihtcitaw]: 15 Combat Strength and +5CS vs stronger units (from 20CS)

Poundmaker
[Favorable Terms]: no current changes
Civilizations (E to G)
Egypt
[Iteru]: Production bonus to Wonders and Districts on Rivers increased to +20% (from +15%).
[Sphinx]:
Base Faith increased to +2 (from 1).
Receives +1 Faith and +1 Culture if adjacent to a wonder (from +2 Faith)
Receives +1 Food and Production on non-Floodplain Desert tiles (No longer receives Food and Production when placed on Floodplains)
+1 Culture moved to Diplomatic Service (from Natural History)

Cleopatra (Egyptian)
[Mediterranean's Bride]: +6 gold on international Trade Routes (from +4)

Cleopatra (Ptolemaic)
[Arrival of Happi]: +1 Food on resources with a city center or tile improvement on floodplains, +1 Culture on resources with a tile improvement on floodplains (from also including unimproved tiles).

Ramses II
[Abu Simbel]: Receive culture equal to 10% of the production cost after completing a building and 25% after completing a wonder (from 15%/30%)


England
[Workshop of the World]: Bonus production toward IZ buildings removed.
[Royal Navy Dockyard]: 1 Great Admiral point (from 2)
[Sea Dog]: Combat Strength reduced to 53 (from 55), unlocked with Exploration (from Mercantilism)

Eleanor of Aquitaine (England and France)
[Court of Love]: +100% Production towards Theater Square buildings.
Great works give yields based on their type and corresponding district. +1 for Writings and Relics. +2 for Art and Artifacts, +4 for Music. Yields are: science for Campus, culture for Theater Square, gold for Harbor or Commercial Hub, faith for Holy Site, production for Industrial Zone, food for Neighborhood.
/!\ Eleanor does not gain the suzerain bonus of Anshan (this is due to a bug preventing its implementation).

Elizabeth I
[Drake's Legacy]: +1 trade capacity when reaching Shipbuilding, Exploration, and Mercantilism (from +2 on recruiting the first standard ruleset admiral). Naval Raiders receive +1 movement and +1 sight and can attack and promote in the same turn.

Victoria (Age of Empire)
[Pax Britanica]: Cities settled on a new continent no longer grant a Trade Route capacity. Cities settled or conquered 10+ tiles from the capital get a free melee unit (from once per continent). Civilian Units escorted by naval melee units gain their movement.
[Royal Navy Dockyard]: Lighthouse grants +1 additional Great Admiral point (Victoria AoE)
[Redcoat]: Combat Strength bonus on foreign continents reduced to 5 (from 10)

Victoria (Age of Steam)
[Age of Steam]: Remove production to improved strategic resources (from +2 unimproved or improved). Cities with a lighthouse get +1 Great Engineer point per turn. +20% production toward IZ buildings (from being part of Workshop of the World). IZ's get standard adjacency from Dockyards. Remove +10% production to cities with a workshop.


Ethiopia
[Aksumite Legacy]: Faith from resources reworked to a simpler +1 Faith on each improved resource
[Rock-Hewn Church]: Base +1 Faith removed.
[Oromo Cavalry]: +1 movement when starting on a hill (from no movement penalty on hills)

Menelik II
[Council of Ministers]: Science and Culture from Faith reduced to 10% (from 20%) and applies to cities settled on hills or resources. All units no longer receive +4 Combat Strength on hills. This ability is now only on the [Oromo Cavalry] unit.


France
[Grand Tour]: Receive a free [Spy] with Castles. All spies start as agents with a free promotion (from a Black Queen only ability). Wonder tourism bonus lowered to +50% (from +100%) to compensate for the general BBG tourism from Wonders increase.
[Chateau]:
Cannot be built adjacent to another Chateau.
+1 Housing (from 0 housing)
+1 Food (from 0 food)
+1 Culture (from +2 culture)
+1 Culture for each adjacent wonder, increasing to +2 with flight (same)
+1 Gold (same)
+1 Gold and +1 Culture per adjacent luxury resource
+1 Appeal (same)
[Garde Impériale]: Combat Strength bonus on home continent reduced to 5 (from 10). Now requires 5 Niter online speed

Catherine de Medici (Black Queen)
[Catherine's Flying Squadron]: Free [Spy] moved to France

Catherine de Medici (Magnificence)
[Catherine's Magnificences]: Court festival special project unlock at Medieval Faires instead of first Theater Square built. Court Festival provides +3% global tourism each time it is completed (from flat tourism based on excess luxuries)
All improved resources receive +1 culture after Craftsmanship. Resources adjacent to Chateaux receive +1 culture. Resources adjacent to a Theater Square receive +1 culture.

Eleanor of Aquitaine
See changes under English Eleanor
Also, +20% Production for Ancient and Classical Wonders (from +0%)

Gaul
[Hallstatt Culture]: Culture on Mines delayed until Bronze Working (from start of game). Culture bombs on mines removed.
[Oppidum]: No longer provides Apprenticeship tech for free. Culture bombs surrounding tiles once complete.

Ambiorix
[King of the Eburones]:
No longer receives culture for producing units.
Combat Strength bonus per adjacent unit reduced to +1 (from +2)
Combat Strength bonus per adjacent unit no longer applies to ranged units, only melee and anti-cavalry.

Georgia
[Strength in Unity]: no current changes
[Tsikhe]: Now replaces Ancient Walls instead of Renaissance Walls. Stats adjusted accordingly. +1 Culture. +4 Faith / +3 additional faith when in a Golden Age (from +4/+4).

Tamar
[Glory of the World, Kingdom and Faith]: Faith on kills increased to 100% of the combat strength of the defeated unit on standard speed (from 50%). +1 Faith per envoy in each City-state.


Germany
[Free Imperial Cities]: Extra district slot delayed to the Guilds civic. Commercial Hubs culture bomb adjacent tiles.

Frederick Barbarossa
[Holy Roman Emperor]: no current changes

Ludwig II
[Swan King]: Finished and unfinished wonders receive a +1 culture bonus from each adjacent district (from +2), increasing to +2 at Drama and Poetry.


Greece
[Plato's Republic]: Additional Wild Card policy slot delayed until Early Empire (from start of game)
[Acropolis]: Envoy is now obtained when you build an Amphitheater (from the Acropolis) AND now exclusive to Pericles.

Pericles
[Surrounded by Glory]: +5% tourism per city state suzerain

Gorgo
[Thermopylae]: Receives +1 Combat Strength per Red Card Slot (from per Red Card in use)
Civilizations (H to L)
Hungary
[Pearl of the Danube]: no current changes
[Huszar]: receives +2 Combat Strength per City-State you are the suzerain of (instead of Combat Strength per Alliance).

Matthias Corvinus
[Raven King]: Bonus Combat Strength for Levied units reduced to +3 (from +5), and bonus Movement reduced to +1 (from +2). Envoy from levying City-States reduced to 1 (from 2).
[Black Army]: Combat Strength per adjacent levied unit reduced to +2 (from +3)


Inca
[Mit'a]: Mountains now receive +1 Production after you reach the Industrial Era, instead of when the game reaches it.
[Warak'aq]: Ranged Strength decreased to 30 (from 40).

Pachacuti
[Qhapaq Ñan]: International trade routes gain +1 gold for every mountain tile in the origin city. Mountain tiles are 50% cheaper to purchase.


India
[Dharma]: no current changes
[Stepwell]: +1 Food per adjacent Farm, (instead of if it has an adjacent Farm).
+1 Faith and Food moved from Professional Sports to Feudalism.
[Varus]: Only lower the Combat Strength of adjacent units if they're on land. Require 5 Horses (from 0). Obsolete at Ballistics (from Combustion).

Chandragupta
[Arthashastra]: Entirely replaced with
+1 Combat strength and +1 movement for units trained in a city with a shrine
+1 Combat strength and +1 vision for units trained in a city with a temple
+1 Combat strength for units trained in a city with a worship building (tier3 building)
Cities with a worship building can directly train corps/armies at a discount once reaching the required civics.
Temples provide +1 Great General point per turn.

Gandhi
[Satyagraha]: Civilian Units produced in cities with a Holy Site receive +1 movement. War weariness malus reduced to 50% (from 100%)


Indonesia
[Great Nasantara]: No current changes
[Kampung]: +1 Faith (from +0) for each adjacent fishing boat
[Jong]: Now costs 5 Niter online speed (from 0 Niter)

Gitarja
[Exalted Goddess of the Three Worlds]: No current changes


Japan
[Meiji Restoration]: Japanese Commercial Hubs no longer receive adjacency from Rivers.

Hojo Tokimune
[Divine Wind]: Coastal combat bonus reduced to +3 (from +5)

Tokugawa
[Bakuhan]: +1 gold per district at the destination on domestic trade routes (from +2 gold per district at the destination)


Khmer
[Grand Barays]: Faith from population with Aqueduct removed
[Prasat]: Culture from Population reduced to 0.3 (from 0.5).

Jayavarman VII
[Monasteries of the King]: Holy Sites gain +1 faith when adjacent to rivers (from +2). Holy Sites provide +1 Food if adjacent to a River (instead of Food equal to Faith adjacency).


Kongo
Nkisi: +100% Production towards archaeologists. Receives +50% Great Writer points in addition to artists, musicians, and merchants. Yields for Relics removed and moved to a Mvemba ability. Faith for Sculptures and Artifacts increased to 4 (from 1).
[Ngao]: no change

Mvemba a Nzinga
[Religious Convert]: Military units do not receive a movement penalty on woods and rainforest. Receive a free Relic every time you build a Government Plaza building. Relics receive +2 food / +2 production / +1 faith / +4 gold (originally a Kongo ability). The shared beliefs ability is bugged in the vanilla game and so BBG entirely replaces that part with - +1 Gold and +0.2 Culture per citizen in a city following any religion.

Mbande Nzinga
[Queen of Ndongo and Mtamba]: Ability entirely replaced with: +10% culture and gold in cities with a Mbanza (more than 1 does not stack). Mbanza provides +2 adjacency to Commercial Hubs and Theater Squares. Archaeologists are 50% cheaper to purchase. Civilian units ignore forest and rainforest movement penalties.


Korea
[Three Kingdoms]: no current changes
[Seowon]: base adjacency decreased to +1 (from 4), minor adjacency bonus from mines, and culture bombs adjacent tiles when placed. Science Specialists grant +1 Food (from +0). Negative adjacency removed.

Sejong
[Hangul]: Upon completing the first technology from a new era, receives Culture equal to the current Science per turn (from double the Science per turn).
Seowans receive -1 adjacency from other districts. Seowan and Theater Squares grant major adjacency to each other. Cities with a Seowan and Theater Square receive +1 Culture and +2 Tourism per district. +15% production toward builders in cities without governors after Feudalism.

Seondeok
[Hwarang]: REMOVED +3% Science and Culture per Governor title.
+1 Amenity in cities with a Governor
+30% yields to Seowan buildings for each Governor promotion in the city
When you unlock Feudalism, cities you founded without a Governor get -10% to all yields.
+1 Governor title at Feudalism.
Civilizations (M to O)
Macedon
[Hellenistic Fusion]: Killing a unit provides Science equal to 25% of its Combat Strength.
Conquering a city grants +20% Production in all cities for 10 turns.

Alexander
[To the World's End]: no current changes
[Hetairoi]: no longer replaces Horsemen


Mali
[Songs of the Jeli]:
-15% Global Production (from -30% on buildings and units)
Cities receive +1 Faith if they own at least 2 desert tiles (from +1 per adjacent desert tile)

[Suguba]: -10% discount on gold and faith purchases in this city (from -20%). +1 adjacency from rivers, oasis, city center, government plaza, and every 2 districts.

Mansa Musa
[Sahel Merchants]:
+1 Trade Route capacity at Banking (from +1 each golden age)
Holy Sites grant standard adjacency to Sugubas
+15% production toward Holy Sites and their buildings

Sundiata Keita
[Sogolon]:
Patronage of Great People costs 30% less gold (from 20%)
Theater Squares grant standard adjacency to Sugubas.
Cities with a Suguba and Theater Square receive +1 Great Writer point.
Markets gain +2 slots for Great Works of Writing in cities founded by Mali.
Great Works of Writing grant +4 Gold and +2 Culture (from +4 Gold +2 Production).


Maori
[Mana]: Removed free Sailing and Shipbuilding. Removed ability to enter ocean tiles at the start of the game. Embarked units gain +2 movement at Shipbuilding (from start of game). Production bonus from forests and rainforests delayed to Early Empire (from start of game). +1 Food on Fishing Boats delayed until after Celestial Navigation.
[Toas]: only lowers the Combat Strength of adjacent units if they're on land.

Kupe
[Kupe's Voyage]: Kupe does not start in the ocean and the ability is entirely replaced with: Settlers may embark at Sailing


Mapuche
[Toqui]: no current changes
[Chemamulls]: +1 production at Civil Service, can now be placed on Volcanic Soil.
[Malon Raiders]: unlocked at Castles (from Gunpowder)
Now a Courser replacement and can be upgraded from Horseman (from unique unit that could not be upgraded into)
+1 Movement (from +4 Combat Strength near friendly territory)
+1 free promotion, but ability to pillage for 1 movement is removed

Lautaro
[Swift Hawk]: Combat Strength bonus against civilizations in a Golden Age reduced to +5 (from +10)


Maya
(Start bias majorly changed; no longer has a start bias towards Luxury resources other than those improved by Plantations and has an anti-coast start bias)
[Mayab]: Palace receives an additional Housing
[Observatory]: Reduce adjacency from plantation to 1 (from 2), Plantations receive +2 Science per adjacent Observatory at Education.

Lady Six Sky
[Ix Mutal Ajaw]: No longer receives a free Builder when settling a city within 6 tiles of the capital. +5% to all yields for cities founded within 6 tiles of your capital (from +10%), while cities more than 6 tiles away receive -10% to all yields (from -15%). +3 Combat Strength within 6 tiles of the capital (from +5).


Mongolia
[Örtöö]: No longer receives +1 Diplomatic Visibility for having a Trading Post in a civilization.
[Ordu]: building production cost decreased to 60 (from 120).
[Keshig]: Ranged Strength decreased to 40 (from 45) and Production cost increased to 180 (from 160).

Genghis Khan
[Mongol Horde]: no current changes

Kublai Khan
[Gerege]: +1 science +1 culture for each international trade route


Netherlands
[Grote Rivieren]: no changes
[Polders]: Unlocked at Feudalism (from Guilds). Only requires 1 adjacent land tiles (from 3), +1 production per 2 adjacent polders prior to replaceable parts, +1 production per adjacent Harbor. Provides +3 defensive fortification for Dutch units. Polders no longer have a movement penalty (from 3 movement penalty).

Wilhelmina
[Radio Oranje]: +1 Culture for other players on Trade Routes to the Netherlands from (+0). Campuses grant +1 Admiral Point (from +0).


Norway
[Knarr]: Naval melee units can heal in neutral coastal territory (from all neutral territory). +50% Production towards Holy Sites, and receive a standard adjacency bonus from Coast tiles. Harbors receive a major adjacency bonus from Holy Sites.
[Stave Church]:
+1 Faith on every resource in the city (from provides a standard adjacency bonus to the Holy Site from Woods)
[Berserker]:
Unlocked at Feudalism instead of Military Tactics.
Can be purchased with Faith.
Combat Strength decreased from 48 to 40.
No longer receives decreased Combat Strength when defending.
Bonus Movement is also received in any Water tile.

Harald Hardrada, Konge
[Thunderbolt of the North]:+25% Production toward naval melee units (from +50%)

Harald Hardrada, Varangian
[Varangian Guard]: +25% production to Holy Site buildings. Stave Church generates +1 influence. +1 movement to levied units. +10 Science / +10 culture per population when converting a city to your religion for the first time using a religious unit (standard speed). +1 Combat Strength on attack for naval units per city-state that you are suzerain of.


Nubia
Ta-Seti: +30% production and extra XP on ranged units is extended to naval ranged units.
[Nubian Pyramid]: Unlocked at Craftsmanship (from Masonry)
Can be built on any flat grassland or plains tile in addition to any desert tile. Can not be built adjacent to each other.
Base Food increased to +3 (from +2)
Yields per adjacent district increased to +2 (from +1)

Amanitore
[Kandake of Meroë]: no current changes


Ottoman
Great Turkish Bombard: +3 Combat Strength to siege units in all situations (from +5 when attacking city centers)
[Grand Bazaar]:
Receives the same changes as regular banks (+ base yield, gpp and trade route yeilds).
Receive +1 Trade Route capacity
Receive +1 governor title when the first grand bazaar is built.
[Barbary Corsair]: may enter ocean tiles without the cartography technology

Suleiman (Kanuni)
[Grand Vizier]: No current changes

Suleiman (Muhteşem)
[The Magnificent]: +10% Science and culture when in a golden age (from +15%). +2CS for all military units while in a normal or dark age, doubled against civs that are also in a normal or dark age.
Civilizations (P to Z)
Persia
[Satrapies]: Domestic trade routes receive +2 gold, additional +2 gold at Banking, additional +2 gold at Economics (from a flat +2 gold +1 culture)
[Pairidaeza]: receives yields from more adjacent districts:
+1 Culture from adjacent City Centers and Campuses.
+1 Gold from adjacent Industrial Zones and Harbors.
+1 Housing
[Immortal]: does not receive support bonus

Cyrus
[Fall of Babylon]:+3 Combat Strength while attacking (replace Combat bonuses after declaring a Surprise War). Domestic trade routes receive +1 culture, additional +2 Culture at Medieval Faires, additional +2 Culture at Urbanization.

Nader Shah
[Sword of Persia]: Domestic trade routes receive +1 science, additional +2 science at Education, additional +2 science at Scientific Theory. +5 Combat Strength when attacking defensible districts and full health units.

Phoenecia
[Mediterranean Colonies]: no current changes
[Cothon]: No longer completely heals all boats in territory
Settler and naval unit production bonus lowered to +25% (from 50%)

Dido
[Founder of Carthage]: +1 Trade Route capacity from Government Plaza district removed (still on it's buildings)


Poland
[Golden Liberty]: no current changes
[Winged Hussar]: unlocked at Reformed Church (from Mercantilism)

Jadwiga
[Lithuanian Union]: Receive a relic when founding and when completing a religion


Portugal
[Casa da Índia]: On international trade routes +50% gold is delayed until Cartography, +50% science delayed until Education, +50% culture delayed until Medieval Faires (all from start of game).
[Feitoria]: gives +2 gold for trades routes (from +4 gold).

João III
[Porta do Cerco]: Gains 1 Trade Route capacity for each era, including the Ancient Era (from +1 Trade Route capacity for each Civilization that Portugal has met)


Rome
[All Roads Lead to Rome]: no current changes

Trajan
[Trajan's Column]: Free city center building delayed to Foreign Trade (from start of game)

Julius Caesar
[Veni, Vidi, Vici]:Caesar receives the most advanced melee unit researched when settling each city beyond your first. Receive a free warrior in your capital at Code of Laws. All units receive +100% XP. Gains 150 Gold after conquering a city for the first time or clearing a Barbarian Outpost, becoming 250 Gold after Metal Casting, and becoming 350 Gold after Steel.
Caesar gains an extra Wildcard Policy slot when capturing and retaining at least one city founded by a major civilization and owned by a major civilization at the time of capture (limit 1 wildcard slot, and does not apply to cities that started the game as a city state)


Russia
[Mother Russia]: Does not get extra production from their unique ability on city center.
Your Capital receives 1 faith per turn from start of the game (instead of faith on tundra tiles). +1 Production when settling your capital on Tundra (may only affect games with BCY).
[Lavra]: only gets 1 great prophet point per turn (from 2)
Does not yield writer/artist/musician point unless city has a Theater Square.
Great people points in Lavra delayed:
- Shrine no longer provides great writer points
- Temple provides 1 great writer point (from 1 great artist)
- Worship Building provides 1 great artist point (from 1 great musician)
[Cossack]: has same base strength as cavalry = 62 (from 67)

Peter
[The Grand Embassy]: no current changes


Scotland
[Scottish Enlightenment]: no current changes
[Golf Course]: Unlocked at Games and Recreation (from Reformed Church).
+1 Culture and +2 Gold (from +2 gold)
+1 Culture and +1 Gold if next to City Center (from +1 culture).
+1 Amenity, additional +1 amenity at Guilds (from +2 Amenity)
+1 Amenity and +1 Culture when adjacent to an Entertainment Complex (from +1 Culture).
+1 Housing at Urbanization (from Globalization).
[Highlander]: receives +10 combat strength on defense.

Robert the Bruce
[Banockburn] Entirely replaced with: Recon units receive +50%xp


Scythia
[People of the Steppe]: Entirely replaced with: Can purchase light and heavy cavalry units with faith
[Kurgan]: +1 production for each adjacent pasture (in addition to faith)
[Saka]: now cost 5 horses (online speed), has 2 Range and can be upgraded to crossbowman

Tomyris
[Killer of Cyrus]: no current changes


Spain
[Treasure Fleet]: May build Fleets at Mercenaries (from Mercantilism)
Removed free builder when settling a city on a new continent
Trade route bonus yield for continent split reduced to x2 on international routes only (from x3 on domestic and international)
+25% production toward districts in cities that are at least 8 tiles from your capital (from different continent)
[Missions]: Unlocked at Theology (from Education)
+1 housing when placed 7 tiles or less from your capital (from different continent)
+1 faith, +1 production if built at least 8 tiles from your capital (from +2 faith, +1 food, +1 production when built on a different continent)
+2 science at enlightenment (instead of cultural heritage).
Cannot be placed next to another mission.
[Conquistador]: has +5 combat strength when adjacent to any religious unit (from +10 and missionary only)

Phillip II
[El Escorial]: Missionaries are -30% to purchase (from no discount).


Sumeria
[Epic Quest]: Entirely replaced by - Capturing a barbarian outpost grants a tribal village reward. Starts the game with a [War Cart] instead of a Warrior. Farms receive +1 food if next to a river (from no farm bonus). Districts, improvements and units are immune to damage from floods.
[Ziggurat]:
Cannot be built next to another Ziggurat
+2 science, +1 culture when next to a river
+1 faith per district or per two farms after Early Empire
+1 culture at Cultural Heritage
+1 production granted to adjacent farms after Early Empire
[War Cart]:
20 combat strength (from 30)
40 production cost standard speed (from 55)
+4 strength against barbarians
Escorted units inherit the war carts movement speed while in formation

Gilgamesh
[Adventures of Enkidu]: Gets +1 combat strength for every level of the most advanced alliance (from flat +5 for being at war with common enemy)


Sweden
[Nobel Prize]:
+50% production towards libraries, universities, workshops, factories
+50% production towards government plaza buildings
After Political Philosophy, cities founded on desert, tundra, or snow tiles receive +1 Food and +1 Production base.
[Open air museum]: moved to Diplomatic Service (from Nationalism)

Kristina
[Minerva of the North]: no current changes
[Queen's Bibliotheque]: no longer mutually exclusive with other tier 2 government plaza buildings

Vietnam
[Nine Dragon River Delta]: no current changes
Voi Chien: reduced to 2 movement (from 3)
[Thành]: triggers a cultural bomb that captures unowned tiles within city center 3-tile range when completed

Bà Triệu
[Drive Out the Aggressors]: +2 Combat Strength on woods, rainforest and marsh tiles, doubled within your borders (from +5 on those features outside your borders and +10 within borders). Military units except Voi Chien no longer get +1 movement from features in neutral or enemy territory


Zulu
[Isibongo]: no current changes
[Ikanda]: +2 gold and +1 culture for each building in it

Shaka
[Amabutho]: +2 Combat Strength on corps and armies at Mobilization (from +5 Combat Strength on all corps/armies)
Governors Part 1/2
All Governors are majorly reworked.

Amani
Tier
Bonus
0
Can be assigned to a city-state, where she acts as 2 Envoys. When established in a City-state, your cities that have a trade route to this city gain +2 food and +2 production. Establishes in 5 turns.
1
City cannot be put under Siege and gains +5 City Defense Strength.
Provides an additional Strategic Resource per turn of each one you have revealed.
2
All cities within 9 tiles gain +4 Loyality per turn towards your civilization. Enemy Spies operate at 3 levels below normal in this city.
+1 Diplomatic Favor and +1 Influence per turn. Additional +1 Favor and Influence per turn for each tier of Government Plaza building constructed.
3
While established in a city-state, doubles the number of Envoys you have there.


Liang
Establishes in 4 turns (from 5 turns)
Tier
Bonus
0
All Builders trained in this city will get +1 build charge.
1
+1 Production for Floodplain and Volcanic Soil tiles in the city. The city's improvements, buildings and districts cannot be damaged by Environmental Effects.
+1 Food on the city's revealed resources.
2
Can construct the City Park improvement on flat land in the city once Games and Recreation is unlocked. One per city. +3 Science and +2 Culture, +2 Housing, +1 Amenity, +2 Appeal.
+1 Production on the city's revealed resources.
3
+1 Housing and Amenity for every district and wonder in the city.


Magnus
Tier
Bonus
0
+40% yields from feature and resource harvests in this city. Establishes in 5 turns
1
+20% growth in this city. Domestic trade routes to this city receive +1 Food and Production.
Settlers trained in the city do not consume Population. +25% Production toward IZ buildings in the city.
2
+20% Production toward units, buildings, and districts.
+2 Production for Workshop, +4 Production for Factory, and +7 Production and +4 Power provided by this city's Coal, Oil, or Nuclear Power Plant.
3
This city receives Production from all nearby Industrial Zone buildings with regional bonuses, not just the first.


Moksha
Tier
Bonus
0
+15% Culture in the city. Religious pressure to adjacent cities is 100% stronger from the city. +2 Faith for every specialty district in this city. Establishes in 4 turns (from 5).
1
+1 Culture per turn for each Citizen in the city.
+4 Great Prophet points per turn when this city has a Holy Site. Allows this city to purchase Holy Site buildings with Faith at a 20% discount.
2
Domestic Trade Routes to Moksha's city provide +2 Culture and +1 Food. Allows this city to purchase districts with Faith at a 10% discount.
Apostles, Warrior Monks, and Support units may be purchased with Faith at a 20% discount. Warrior Monks trained in this city receive a free promotion. Apostles trained in this city receive a second free promotion immediately after earning their first promotion.
3
+100% Tourism from Great Works of Art, Music and Writing in the city.


Pingala
Tier
Bonus
0
+15% Science in the city. Establishes in 4 turns (from 5).
1
+100% Great People points generated per turn in the city.
+1 Science per turn for each Citizen in the city.
2
+3 Science to Library, +5 Science to University, +7 Science to Research Lab in this city
Domestic Trade Routes to Pingala's city provide +1 Food and +3 Science.
3
30% Production increase to all space-program projects in the city.
Governors Part 2/2
Reyna
Tier
Bonus
0
Acquire new tiles in a city faster. +4 Gold per turn from each foreign Trade Route passing through the city. Establishes in 4 turns (from 5).
1
Double the adjacency bonuses from the Commercial Hub and Harbor in this city. +1 Trade Route capacity if this city has both a Market and a Lighthouse.
This city receives +2 Gold from each unimproved feature and each breathtaking tile. Tiles adjacent to unimproved features receive +1 Appeal in this city.
2
+2 Gold per turn for each Citizen in the city and +1 Trade Route capacity while established in any city.
3
Allows the city to purchase districts with Gold. 50% Gold discount on purchasing buildings and support units in the city.
+1 Science and +1 Culture for foreign traders going through this city. Increasing to +2 Science and +2 Culture with Banking.


Victor
Tier
Bonus
0
Increases city garrion Combat Strength by 5. Establishes in 3 turns.
1
Units within the city's territory get +3 Combat Strength. Your other cities within 9 tiles gain +4 Loyality per turn towards your civilization.
+25% Production toward military units in this city.
2
City gains an additional Ranged Strike per turn. City cannot be put under siege.
Military units trained in this city start with a promotion that do not already start with a free promotion. Units trained in this city do not cost Strategic Resources. +50% Production toward nuclear weapon projects.
3
+25 Combat Strength to anti-air support units within the city's territory when defending against aircraft and ICBMs.


Ibrahim
Tier
Bonus
0
When established in your city, +25% Production to all military units in this city. When established in an allied foreign capital, alliance leveling rate is increased with the owner.
1
Grants +1 Science per population in this city.
Your units within 10 tiles of the City center gain +10 Combat Strength when attacking defensible districts.
2
Grants +1 Culture per population in this city.
Your units within 10 tiles of the City Center gain +1 Movement. All friendly units fighting within the city's territory gain +3 Combat Strength.
3
This city gains +5 Housing and +5 Amenities.
Districts, Buildings, Improvements, & Resources
District Cost and Discount Mechanic
Unique District Cost: Production cost is set to 55% of a standard district cost (from 50%)
Discount District Costs: Production discount on specialty districts via the district discount mechanic is reduced to -35% (from -40%). Government Plaza and Diplomatic Quarter are reduced to -20% (from -25%).

City Center
[Watermill]: food on farm resources removed, farms in this city receive +1 production, can be built anywhere (from cities adjacent to a river)
[Sewer]: +1 amenity (from +0 amenity)
[Flood Barrier]: moved to Steam Power (from Computers)
[Ancient Walls]:+1CS (from +3) +75 outer defense (from +100)
[Medieval Walls]:+5CS (from +3) +75 outer defense (from +100)
[Renaissance Walls]: +75 outer defense (from +100)
[Steel Walls]: +300 outer defense (from +400)

Aerodrome
Aerodrome yields +1 production to incoming international trade route and +1 production to incoming domestic trade route (like encampment)
[Hanger]: Cost changed to 320 production (from 380, std speed). +1 Aluminum when it is revealed (from +0)
[Airport]: Cost changed to 400 production (from 480, std speed). +1 Aluminum and +1 Uranium when it is revealed (from +0).

Commercial Hub
+1 adjacency from city centers (from +0)
[Market]:
+2 gold (from +3 to balance the adjacency change on comm hub)
[Bank]:
+6 gold (from +5)
+2 Great Merchant point (from +1)
Trade routes from cities with bank yield +2 gold.
Trade routes to cities with bank yield +1 gold.
[Stock Exchange]:
+8 gold (from +4)
Powered yield : +12 gold (from +7)
+3 Great Merchant point (from +1)
Trade route from cities with Stock Exchange yield +4 gold.
Trade route to cities with Stock Exchange yield +2 gold.

Dam and Canal
Production cost is now the same as Aqueduct, 36 base. (from 81).
Canal moved to Buttress (from Steam Power)

Encampment
[Barracks, Stable, and Replacements]: +2 production (from +2 production for units)
[Armory]: +2 Great General points (from +1), and gives +1 niter
[Military Academy]: +2 Great General points (from +1), and +2 oil once revealed

Entertainment Complex
[Entertainment Complex]: +2 amenities (from +1)
[Arena]: +3 tourism and no longer requires conservation (from +1)
[Stadium]: +6 tourism / +15 when powered (from +2/+5)

Government Plaza
[Audience Chamber]: +3 food (from +0), +1 amenity (from +2), +3 housing (from +4) in all cities with a governor.
[Warlord's Throne]: completely replaced with - gives +25% production to naval and land military units, +2 of each unlocked strategic per turn, reduces unit maintenance by -1 gold and increases strategics stockpile by 30 (in normal speed)
[Foreign Ministry]: receive +2 influence per turn and 2 envoys
[Grand Master’s Chapel]: can buy units with faith, only in the player’s founded cities
[Intelligence Agency]: +2 spy capacity (from +1) and +50% production toward spies

Harbor
[Shipyard]: +1 coal once revealed (from +0)
[Seaport]: +3 great admiral points (from +1)

Holy Site
- Changes on worship buildings, see religions

Industrial Zone
[Workshop]: cost = 160 production (from 195) and +4 production (from +3)
[Factory]: cost = 290 production (from 330)
[Coal Power Plant]: cost = 330 production (from 300)
[Oil Power Plant]: +6 production (from +3), unlocked at Refining (from Electricity)
[Nuclear Power Plant]: +8 production (from +4) +6 science (from +3)

Neighborhood
Production cost reduced to 40 base. (from 54).
[Shopping Mall]: +20 tourism (from +4), +10 gold / +10 additional gold when powered (from +2/+2)

Preserve
Preserve yield +1 food to incoming domestic trade route and +1 faith to incoming international trade route.
Fixed a bug that prevented preserves from being discounted like other districts. They can now be discounted.
[Grove]: +1 Food and Faith on tiles with Charming or less appeal, +1 Culture on Tiles with Charming appeal, +2 Food/Faith/Culture on tiles with Breathtaking appeal
[Sanctuary]: +1 Science and Gold if the tile is Charming or less appeal, +1 production if the tile is Charming, +2 Science/Gold/Production if the tile is Breathtaking Appeal

Water Park
[Ferris Wheel]: +6 tourism (from +2)
[Aquatics Center]: +6 tourism from each wonder building in this city on or adjacent to the coast (from +2)


Improvements
All improvements correctly give tourism at flight equal to their culture value unless stated otherwise, this is a fix to a Firaxis bug.

[Fishing Boats]: give +1 production.
[Fisheries]: moved to Celestial Navigation (from Liang promote). +1 Housing (from +0.5)
[Fort]: Now gives +1 vision and unlocked at Military Engineering (from Siege Tactics). Vision also includes unique forts (Pa, Great Wall, Alcazar)
[Lumber Mill]: +1 production at Ballistics and Synthetic Materials (from Steel and Cybernetics).
[Plantations]: gives +1 production if built on a flat tile.
[Geothermal Plant]: moved to Chemistry (from Synthetic Materials; +3 power (from +4), additional +3 power and +1 science at Synthetic Materials
[Quarry]: +1 production at Military Engineering (from Gunpowder), +2 production at Rocketry (from +1 Rocketry and +1 Predictive Systems)
[Railroads]: cost 1 iron (from 1 iron 1 coal), unlocked at Scientific Theory (from Steam Power)
[Seaside Resorts]: minimum appeal of charming (from breathtaking), can be built on hills, tourism and gold equal to 200% of appeal (from 100%)


Resources
[Jade]: +1 production, but can no longer spawn on plains (from +0, plains and grassland)
[Mercury]: +1 food / +1 science (from +0/+1)
[Pearls]: +1 production / +1 faith (from +0/+1)
[Spices]: +1 food / +1 gold (from +2/+0)
[Tea]: +1 food / +1 science (from +0/+1)
Non Unique Units
Military Units

Prebuild System Nerf
Units now become obsolete when the unit +2 is unlocked. (ex: heavy chariot is obsolete at cuirassiers, warriors obsolete at men at arms, swords obsolete at musketmen, quadriremes obsolete at battleships)

Unique Unit (UU) Prebuild Nerf
To stay consistent with the above change, UU's also obsolete when you unlock unit+2 (for example it was previously possible to build/buy Mandekalu Cavalry even after unlocking tanks)


Anti-Cavalry
Thrust promotion is +10 Combat Strength vs Melee (from +5)
[Pikemen]: cost adjusted to 200 standard speed (from 180)
[Pike and Shot]: cost adjusted to 290 standard speed (from 250)
[AT Crew]: 80 combat strength (from 75)
[Modern AT]: 90 combat strength (from 85)


Light Cavalry
[Courser]: cost adjusted to 180 standard speed (from 200)
[Cavalry]: cost adjusted to 310 standard speed (from 330)
[Helicopter]: require 1 oil to maintain (from 1 aluminum), 5 movement (from 4)


Heavy Cavalry
[Knight]: cost adjusted to 200 standard speed (from 220)


Melee
Melee Units receive +10 Combat Strength vs Anti-Cavalry (from +5)
[Swordsmen]: require 7 iron online speed (from 10), Sword replacement UUs require 5 iron.
[Man at Arms]: require 7 iron online speed (from 10)
[Musketmen]: require 7 niter online speed (from 10), production reduced to 220 (from 240)
[Line Infantry]: require 7 niter online speed (from 10), production reduced to 330, same as cuirassier (from 360)
[Infantry]: 80 combat strength (from 75), 3 movement (from 2), require 1 niter to maintain (from 1 oil).
[Mechanized Infantry]: 90 combat strength (from 85)


Ranged
Ranged units no longer receive support bonus.
[Machine Gun]: 3 movement (from 2), now considered a Modern Era unit due to change in Advanced Ballistics location on the Technology Tree.


Recon
[Skirmisher]: Combat Strength adjusted to 25/35 (from 20/30), 3 base vision (Warakaq 25/40)
[Rangers]: Combat Strength adjusted to 55/65 (from 45/60), 3 base vision (Highlander 65/70)
[Spec Ops]: Combat Strength adjusted to 65/75 (from 55/65), 3 base vision

Promotion Changes:
Tier 2 (left, Sentry): see through woods/jungle and +1 sight
Tier 3 (left, spyglass): now called "Endurance", +2 PM
Tier 3 (right, ambush): +15 strength (from +20)


Siege
Siege units no longer receive support bonus.
All siege units get +10 in defense against ranged units.


Giant Death Robot
Uranium maintenance reduced to 2 (from 3).
Melee 140 strength (from 130)
Anti-Air 120 strength, +20 with future tech (from 100 + 30)
Receives bonus from Fascism


Air Units
Priority target removed for fighter class air units
All Air Units reduced by -5 combat strength


Naval Melee
Embolon promotion reduced to +5CS (from +7)
[Destroyer]: 90 combat strength (from 85), 6 movement (from 4).


Naval Ranged
Naval Ranged units no longer receive support bonus.
Line of Battle promotion reduced to +5CS (from +7)
[Battleship]: 75 ranged combat strength (from 70)
[Missile Cruiser]: 4 range (from 3)


Naval Raider
Naval Raider units no longer receive support bonus.
[Privateer]: moved to Exploration (from Mercantilism)
[Submarine]: no resource maintenance (from 1 oil), 4 movement (from 3)


Naval Carrier
[Aircraft Carrier]:
- 5 movement (from 3)
- 80 combat strength (from 65)


Nuclear Devices
[Manhattan Project]: cost increased to 750 online speed (from 500), 1500 standard speed (from 1000)
[Operation Ivy]: cost increased to 750 online speed (from 500), 1500 standard speed (from 1000)
[Nuclear Device]: 600 production online speed (from 400), uranium cost = 7 (from 5)
[Thermonuclear Device]: 750 production online speed (from 500), uranium cost = 20 (from 10)


Support Units

[Battering Ram / Siege Tower]: Obsolete at Military Science (from Civil Engineering)

[Military Engineer]
- 3 movement (from 2)
- 3 charges (from 2)
- Can build roads without using a charge
- Railroads moved to Scientific Theory (from Steam Power)
- Tunnels moved to Military Science (from Chemistry)

[Medic]: Moved to Military Science (from Sanitation), grants +1 movement to melee, anti-cav, and ranged units (from +0)

[Anti-Air Gun]: Unlocked at Steel (from Advanced Ballistics)

[Mobile SAM]: +115 Anti-air combat strength (from +100) and -5 Anti-air combat strength vs all planes (total = +110 from +100)
Pantheons & Religions
Pantheons
  • City Patron: Increases production towards the first district in the city by +40% (from +25%)
  • Dance of the Aurora: Works only with flat tundra tiles
  • Divine Spark: +1 of the respective great people point for Campus, Holy Site, Amphitheater (writer) and Industrial Zone
  • Earth Goddess: +1 Faith for each charming tile (from +1 for breathtaking)
  • Fertility Rites: Free builder is removed. +1 food for rice, wheat, maize and cattle
  • Fire Goddess: +3 Faith on Geothermals and Volcanic Soil (from +2)
  • God of the Forge: 30% production toward ancient and classical units (from 25%)
  • God of War and Plunder (Replaces God of War): +1 great people point for Encampment, Harbor, and Commercial Hub
  • Goddess of the Hunt: +1 food and +2 gold on improved camp tiles (from 1f/1p)
  • Goddess of Tides (replaces Healing Goddess): +1 culture to improved sea resources
  • Healing Goddess: Pantheon removed
  • Initiation Rites: Receive 1 Warrior in your capital. When producing military units receive 25% of the production value in Faith (completely replaces base game ability).
  • Lady of the Reeds and Marshes: Applies on Pantanal and floodplains but gives only +1 production
  • Monument to the Gods: 20% production toward wonders (from 15% ancient and classical)
  • Religious Idols: +3 gold and +3 faith on luxury and bonus resources (from +2 faith)
  • Religious Settlement: Does not give a settler. Increases border growth by 50% and awards 2 free tiles when settling a city. +20% production towards settlers
  • River Goddess: +1 Holy Site adjacency for rivers, +1 housing +1 amenity (from +2/+2)
  • Sacred Path: Applies to both woods and rainforests
  • Stone Circles: +1 production and +1 faith on quarries (from +2 faith only)


Religions
Religious pressure from trade route are doubled (2.0 for destination and 1.0 for origin)
Condemning units no longer reduces religious spread

Follower Beliefs
  • Divine Inspiration: +6 Faith per wonder (from +4)
  • Feed the World: Shrines grant +2 Food (from +3) and +1 Housing (from +2). Temples grant +4 Food (from +3) and +1 Housing (from +2).
  • Jesuit Education: Additionally gives a 15% discount on Campus and Theater Square buildings.
  • Warrior Monk: see warrior monk rework below
  • Work Ethic: Shrines and Temples provide production equal to their intrinsic faith output (from Holy Sites provide production equal to their adjacency)
  • Zen Meditation: +1 Amenity in cities with 1 at least specialty district (from 2 districts)

Founder Beliefs
  • Cross-Cultural Dialogue: +1 Science for every 3 foreign followers (from +1 for every 4 followers in any city)
  • Lay Ministry: +2 Culture and +2 Faith per Theater and Holy Site (from +1/+1)
  • Pilgrimage: +2 Faith and +1 Faith at Theology (from +0 at Theology)
  • Stewardship: +2 Gold and +2 Science per Commercial or Campus (from +1/+1).
  • Tithe: +2 Gold and +1 Gold at Theology (from +0 at Theology)
  • World Church: +1 Culture for every 3 foreign followers (from +1 for every 4 followers in any city)

Enhancer Beliefs
  • Crusader: +5 Combat Strength in foreign cities following this religion (from +10)
  • Defender of the Faith: +3 Combat Strength (from +5)
  • Holy Order: Missionaries and Apostles are 25% cheaper to purchase (from 30%).
  • Holy Water: Increase unit healing by +20 when in the borders of a city that follows this religion

Worship Beliefs
  • [Cathedral]: +1 great work slot of any type (from +1 religious)
  • [Dar-e Mehr]: +3 culture (from +1 faith for each era)
  • [Gurdwara]: +3 food (from +2)
  • [Meeting House]: +3 production (from +2)
  • [Mosque]: grants 1 missionary upon completion and +1 charge
  • [Pagoda]: +1 influence points (from +1 diplomatic favor)
  • [Synagogue]: +9 faith (from +5)
  • [Wat]: +3 science (from +2)

Warrior Monk Rework
Consistency Fixes
  • Warrior Monks now act as a melee Unit, except for the bonus vs Anti Cavalry and the Melee unit congress. This means they should consistently be affected by bonuses to melee units such as Oligarchy, Fascism, Wars of Religion, Twilight Valor, Giants Causeway, Matterhorn, etc
  • Warrior Monks now can receive bonus experience from Barracks, Armories, Military Academies and Great General Retire Abilities as well as the Kabul City State Suzerain bonus.
  • Warrior Monks work correctly with Ram/Siege Tower and Akkad City State Suzerain bonus.
Rework
  • Warrior Monks can be purchased with Shrines (from Temples)
  • Warrior Monks base Combat Strength reduced to 28 (from 40)
  • Warrior Monks receive a Unique Ability: Battle Meditation. - Gain +1 Combat Strength per Civic researched up to and including Industrial Era Civics (For a maximum of 34). Faith cost also scales with progression through the Civic Tree.
  • Warrior Monk's Receive +5 Combat Strength and +1 movement from a Great General of any era and not just the Gran Colombian Comandante General.
  • Warrior Monk's no longer receive +10 Combat Strength from the world congress that affects religious units. They are also not affected by the Melee unit world congress.
Promotions
  • Exploding Palm (T2 promo): +5 CS in all situations (from +10)
  • Disciples (T2 promo): Adjusted to only work in a 5 tile radius and be 5x the strength of the defeated unit
  • Cobra Strike (T4 promo): +7 CS in all situations (from +15)
Governments & Policies
Governments
Autocracy: Additionally, Monuments give +1 Production and +1 Food if the city has a specialty district

Merchant Republic: 1 Military, 2 Economic, 1 Diplomatic, and 2 Wild slots (from 1/2/2/1)

Monarchy: removed +2 Diplo Favor from Renaissance Walls. Add +2 Culture for each Renaissance Walls.

Theocracy: No change

Communism:
  • 2 Military, 4 Economic, 1 Diplomatic, 1 Wild Slots (from 3/3/1/1)
  • +1 Production per citizen (from 0.6)
  • Collectivization:+4 production (from +2) and +4 Gold (from +0) per domestic
    trade route

Fascism: combat bonus works on defense

Corporate Libertarianism: remove -10% science malus, add +5 Aluminum/Oil/Uranium per turn

Digital Democracy: remove -3 combat strength malus, add +2 tourism per specialty district

Synthetic Technocracy: remove -10% tourism malus, add +50% production toward Spaceports, Industrial Zones, Campuses, Harbors, and also buildings inside those districts.


Policies
  • Bastions: +0 city ranged strength (from +5)
  • Communications Office: +2 loyalty per governor promotion (from +1)
  • Discipline: Combat bonus against barbarian buffed to +10 (from +5)
  • Limes: never gets obsolete, +50% production toward walls (from 100%)
  • Medina Quarter: +1 Housing per District (from +2 Housing in cities with 3 specialty districts)
  • Military First: Unlocked at Mobilization (from Rapid Deployment)
  • Praetorium: +4 loyalty for governors (from +2)
  • Rationalism, Grand Opera, Simultaneum and Free Market: Require 13 pop (from 15), and adjacency bonus of +3 (from +4)
  • Retinues and Force Modernization: - 50% of resource cost to both produce and upgrade units (from upgrade only)

All Strategic Resource policy cards now give a base +2 of the resource, in addition to the normal +1 by worked resource.

All Melee and Ranged unit production policy cards now also include Recon units.

3 new cards to boost Siege Unit production:
  • Siegecraft: Available at Military Tradition, +50% production towards ancient, classical and medieval era siege units.
  • Hard-shell Explosives: Available at Medieval Faires, +50% production towards siege units from renaissance era and before.
  • Trench Warfare: Available at Scorched Earth, +50% production towards all siege units



Wonders
World Wonders
  • Amundsen-Scott Research Station: Can be built on and works in tundra
  • Apadana: +1 Envoy per wonder built (from +2)
  • Biosphere: Production cost reduced to 1620 std speed (from 1740)
  • Coloseum: +1 Culture to cities in 6 tile range (from +2)
  • Chichen Itza: +1 Culture / +1 Production on all rainforest tiles in your empire (from +2 culture and in this city only)
  • Cristo Redentor: Bonus tourism for Seaside Resorts reduced to 75% (from 100%) Additionally provides 1 relic. Production cost reduced to 1220 std speed (from 1620)
  • Etemenanki: +1 Science (from +2) and +1 Production on all Marsh tiles in your empire. +1 Production on all Floodplains in this city. +1 Science on all Floodplains improved by Farms in this city (from on all Floodplains).
  • Great Library: Unlocks at Drama & Poetry (from Recorded History)
  • Great Zimbabwe: Grants +2 Trade Route capacity (from +1) and +2 Traders (from +0).
  • Hagia Sophia: Missionaries / Apostles receive +2 movement and missionaries are 25% cheaper to produce. Missionaries and Apostles receive +1 charge.
  • Hanging Gardens: Additionally grants +1 housing to cities within 6 tiles
  • Hermitage: Wonder auto themes great works once full
  • Huey Teocalli: Additionally adds +2 culture to lake tiles
  • Jebel Barkal: +4 Iron per turn (from +6)
  • Kotoku-in: Allows the purchase of Warrior Monks even if you do not have a religion or the Warrior Monk belief
  • Meenakshi Temple: Grants 2 Apostles (from 2 Guru). Apostles and Gurus are 25% cheaper to purchase. (+5CS and +1 movement for units adjacent to Guru is unchanged)
  • Mont St. Michel: Additionally, grants +1 Food / +1 Culture on all flood plains within your empire.
  • Országház: +300% diplomatic favor for each turn starting as suz of a city state (from +100%)
  • Oxford University: Moved to Urbanization (from scientific Theory)
  • St. Basil: Additionally provides 1 relic
  • Statue of Liberty: Grants 3 Diplomatic Victory points (from 4), one point was moved to Alfred Nobel
  • Statue of Zeus: +35% production boost to all anti-cav units in all cities (from +50%)
  • Taj Mahal: Additionally grants +10% Gold for all cities when in a golden age.
  • Temple of Artemis: +3 Food (from +4), +2 Housing (from +3)
  • Torre de Belém: International trade routes from any city receive +2 gold for every luxury at the destination (from this city only)
  • University of Sankore: Entirely replace current ability with: +1 trader capacity. +1 Science / +2 Gold on all domestic or international trade routes
  • Venetian Arsenal: +75% production boost to all naval units in all cities (instead of duplicating naval units)


Natural Wonders
BBG supports Terra Mirabilis Wonders via incorporation to BBS (Better Balanced Starts). These wonders are referred to as BBS Wonders below.

Terrain Types
BBG has assigned wonders the various corresponding terrain types. This means that mountain wonders for example will give campus adjacency.

**NOTE: due to remaining coding issues aqueducts are not currently working on Oasis or Volcano wonders**

Mountain:
Base Game - Eyjafjallajokull, Matterhorn, Mount Everest, Mount Kilimanjaro, Mount Roraima, Mount Vesuvius, Torres del Paine, Zhangye Danxia
BBS - Cerro de Potosi, Grand Mesa, Krakatoa, Mount Kailash, Mount Sinai, Rock of Gibraltar, Sri Pada

Hill:
Base Game - Chocolate Hills
BBS - Namib Sand Sea

Lake:
Base Game - Crater Lake, Dead Sea, Lake Retba
BBS - Lake Victoria, Mosi-oa-Tunya

Oasis:
Base Game - Fountain of Youth
BBS - Lakes of Ounianga, Lencois Maranhenses

Marsh:
Base Game - Pantanal, Ubsunur Hollow
BBS - none

Reef:
Base Game - Great Barrier Reef
BBS - Bioluminescent Bay

Geothermal Fissure:
Base Game - none
BBS - Old Faithful

Firaxis Wonder Changes
  • Bermuda Triangle: Science yield removed
  • Chocolate Hills: +3 Food / +3 Production / +1 Science (from 1/2/1)
  • Cliffs Dover: Can settle on wonder tiles
  • Crater Lake: +2 Food / +2 Science / +5 Faith (from 0/1/5)
  • Dead sea: +2 Food / +2 Faith / +2 Culture (from 0/2/2)
  • Delicate Arch: +2 Faith / +3 Gold (from 1/2)
  • Eye of the Sahara: +2 Food / 2 Production / 2 Science (from 0/2/1 + scaling)
  • Galapagos: Adjacent tiles receive +1 Food / +2 Science (from 0/2)
  • Giant's Causeway: +3 Combat Strength on attack only (from +5 atk/def)
  • Gobustan: +4 Production / +4 Culture (from 1/3)
  • Great Barrier Reef: +3 Food / +1 Production / +2 Science (from 3/0/2)
  • Lake Retba: +2 Food / +1 Production / +2 Culture, +2 Gold (from 0/1/2/2)
  • Lysefjord: Replaces unit promotion ability with the following: Grants "Njord's Blessing", units moving onto an adjacent tile gain +2 movement. Does not stack after upgrading a unit.
  • Mato Tipila: +1 Production / +2 Faith (from 1/1)
  • Matterhorn: Removed Combat Strength bonus
  • Mount Everest: +3 Faith (from +1)
  • Paititi: +1 Culture / +1 Gold on adjacent tiles (from 2/3)
  • Pantanal: +2 Food / +1 Production / +2 Culture / +2 Science (from 2/0/2/0)
  • Sahara el Beyda: +2 Culture / +2 Science / +6 Gold (from 1/1/4)
  • Tsingy de Bemaraha: +1 Food / +1 Science / +1 Culture (from 0/1/1)

BBS Wonder Changes
  • Barringer Crater: +2 Food / +3 Science / +3 Gold (from 0/3/3)
  • Dallol: +2 Food / +2 Production / +2 Science / +1 Gold (from 0/2/2/1)
  • Lake Victoria: +2 Food / +1 Production / +1 Culture / +1 Gold (from 2/0/1/1)
  • Lake of Ounianga: +2 Food / +2 Culture / +2 Gold (from 2/2/1)
  • Lencois Maranhenses: +2 Food / +2 Culture / +2 Gold (from 2/3/0)
  • Motlatse Canyon: remove fresh water, block center tile with a mountain to avoid the 3 culture / 3 faith tile.
  • Namib Sand Sea: +2 Production / +2 Culture / +2 Gold (from 0/3/2/0
  • Old Faithful: +2 Food / +3 Science / +1 Faith / +1 Gold (from 0/3/1/1)
  • Salar de Uyuni: +2 Production / +2 Science / +4 Gold (from 1/2/2)
  • Vredefort Dome: +2 Food / +1 Production / +2 Science / +1 Culture (from 2/0/2/1
  • Wulingyuan: to +1 Food / +1 Culture per adjacent tile (from 2 culture)


City States
Cultural
Ayutthaya: Gain culture equal to 20% of the construction cost when completing a building (from 10%).
Caguana: Batey receives +1 Production per adjacent Strategic Resource, +1 Gold per adjacent Luxury Resource, and are now buildable on hills.
Nan Madol: No longer gives culture to city-centers and wonders. Culture per district adjacent to the coast or to a lake is +1 (from +2), additional +1 Culture after Exploration is unlocked.
Rapa Nui: Moai can now be placed next to woods and rainforest

Industrial
Aukland: +1 production is only on improved tiles (from all water tiles)
Cardiff: Additionally adds +1 Production and +1 Gold to Harbor buildings
Mexico City: Additionally each Aqueduct grants +1 Amenity
Singapore: Entirely replaced with - +2 Production per external Trade Route

Militaristic
Akkad: Nihang and Warrior Monk units now receive suzerain bonus from Akkad
Granada: Alcazars receive +1 Production base and +1 Culture per adjacent Encampment
Lahore: Nihang base combat strength now 28 (from 25)
Ngazargamu: 10% gold cost reduction per building in encampment (from 20%)
Preslav: +40 loyalty to all cities (from +2 loyalty per encampment building)

Scientific
Fez: Receive 10 Science per population when converting a city (from 20)
Geneva: Entirely replaced with - Eurekas provide an additional +5% of the science cost for researching technologies
Hattusa: +2 of each discovered Strategic Resource (from only unimproved ones)
Nalanda: [Mahavihara] now properly receives faith adjacency from Lavra

Trade
Bandar Brunei: Additionally adds +2 Gold on international Trade Routes
Mogadishu: All Trade-routes cannot be plundered (from only naval trade routes). Additionally adds +2 Gold on international Trade Routes
Samarkand: Trading Domes now give +2 Gold and +1 Faith on Trade Routes per Trading Dome (from +1 Gold)
Venice: +2 Gold per Luxury in the destination city (from +1)
Zanzibar: Cinnamon and Cloves provide +4 amenities each (from +6)

Religious
Armagh: [Monasteries] +1 Food (from +0), +3 Faith (from +2), and +1 Faith per adjacent district at Reformed Church (from no scaling). Tourism equal to faith at Flight
Jerusalem: Additionally each city with a Holy Site receives +1 Gold
La Venta: Colossal Heads receive +1 Food (from +0) and +1 Housing (from +0)
Great People
Admirals
  • Francis Drake: Creates a Privateer with a promotion level. Military units get +50% rewards from plundering sea routes. +25% production toward naval raider and naval ranges units.
  • Ferdinand Magellan: +3 Combat Strength to all naval units (from grants a luxury on the activated tile)
  • Rajendra Chola: Grants 1 copy of a luxury when activated on a tile (from +3 Combat Strength to all naval units)

GENERALS
  • Boudica: Creates a Military Engineer on use (from convert adjacent Barbarians)
  • Æthelflæd: Creates a Trebuchet with a promotion (from grants +2 Loyalty per turn for this city)
  • Ana Nzinga: Grants 2 free Envoys (from 1)
  • Jeanne d'Arc: Form an army (from Grant a Relic)
  • Dandara: Creates the most advanced support unit you have researched (from granted a Warrior Monk with 1 promotion)
  • José de San Martín: Creates a Tank unit with 1 promotion and grants +2 Oil per turn (from grants +4 loyalty per turn in this city)
  • Napoleon Bonaparte: Grant 1 Observation Balloon (from form an army)
  • Rani Lakshmibai: Creates a Helicopter unit with 1 promotion (from grants a Cavalry unit)
  • Tupac Amaru: Creates an Infantry in each of the target city's indefensible and undefended districts. (from grants a Musketman in each of the target city's indefensible and undefended districts)
  • Douglas MacArthur: Creates a Tank unit with one promotion level and grants +2 Uranium per turn (from creates a Tank unit with one promotion level)
  • Dwight Eisenhower: +15% Production toward military units (from +5%)
  • Sudirman: Creates a Fighter unit with one promotion in the nearest city center and grants +2 Aluminium per turn. (from +6 Loyalty per turn in this city)

ENGINEERS
  • Mimar Sinan: +1 Housing and +1 Amenity for this city, 2 charges (from Culture Bomb adjacent tiles when completing an Industrial Zone in any city)
  • Alvar Aalto: This city provides +1 appeal to any tile it owns and +2 gold per breath-taking tile in this city (from this city provides +1 appeal to any tile it owns)

MERCHANTS
  • Jamsetji Tata: Campus Districts now provide +50 Tourism (from +10)
  • Masaru Ibuka: Industrial Zones now provide +50 Tourism (from 10)
  • Raja Todar Mal: Gain an Envoy. Domestic Trade Routes gain +1 Gold per district at the destination (from 0.5 gold per district)
  • John Spilsbury: Creates 2 copies of Toys, which provide +4 Amenities (from 1 copy)
  • Stamford Raffles: Absorbs this City State into your Empire and grants +10 Loyalty per turn in this city, can be used on enemy City State. (from could not be used on enemy City State)
  • Sarah Breedlove: +25% Tourism rate towards other civilizations you have a Trade Route to. Increases trade route capacity by 1 (from +25% tourism, but not trade route capacity)
  • Zhou Daguan: Can be activated in any city state (from only if not at war)

SCIENTISTS
  • Dmitri Mendeleev: In addition to previous bonuses, grants +50% production toward research labs
  • Margaret Mead: Gain 2000 Science and Culture on Standard speed. (from gain 1000 Science and Culture on Standard Speed)
  • Alfred Nobel: In addition to previous bonuses, now grants +1 diplomatic point
  • Alan Turing: Added the line "if you already have the eureka for Computers, grants you the technology for free



29 Comments
DesertRose92 16 Apr @ 1:23am 
Amani's bonus does not show in the GUI but does work.
determinyx7 29 Mar @ 7:45am 
Whenever I play, Imhotep is lowered by one base charge. Add his Engineer charges change to the list, please.
Skalozubio 24 Mar @ 12:07pm 
Why Amani's +2 food and +2 production doesn't work?
alexthelegend233 2 Mar @ 12:44am 
I see that in the Arabia.sql file, the update to the prod cost is commented out? I'm assuming that this change got reverted at some point?
alexthelegend233 2 Mar @ 12:40am 
Is Arabia's unique university still 175 prod in the current version? I see that it's 250 prod, same as regular university in game?
snydeman69 19 Dec, 2024 @ 4:42am 
I don't understand the rework on warrior monks tbh. it's nice they work w/ siege and generals, but they still have no upgrades. So, now their promotions are worse, their combat strength is worse, you can purchase them a little earlier. It's great they work as melee, but then you basically nerfed them. And for what, a unit that eventually has no value because it has no upgrades.

My whole problem w/ all of this and why I won't play multiplayer games with this is because you completely changed the game...wonders, entire civs, leaders, entire religions and pantheons. It's way too steep of a learning curve.

All of this is in the name of balance. I've watched the balancing act a million times in different games. It basically never works. And basically, you have a small community determining what is balanced.
flyoldschoolblue2 14 Oct, 2024 @ 6:48pm 
If thus meant to balance the game why are rock bands worse?
CptMoobs 4 Sep, 2024 @ 5:27am 
Not sure why, but for some reason, the game is adding new names to any Lake Wonders I discover. So it will say 'Crater Lake' or 'Lake Victoria' but then there will also be a second label applied to the body of water, based on what CIV found it first.
luist49 2 Jul, 2024 @ 3:08am 
I don't know if it is a bug but Zhangye Danxia did not work with Incan terrace farms.
platypus  [author] 25 Jun, 2024 @ 6:11am 
Amani works. Due to coding limitations it does not appear on the trade route. It appears under the city as "additional yields"