19-Feb-18 - Restored corruption of governments later than Despotism to the levels used before 23-Oct-17 - Cheating AI combat bonuses (Attack_Bonus and Defend_Bonus) reduced to 15% - Distance based component of Despotism's corruption and waste reduced - Distance based component of waste removed from Fundamentalism and Democracy - Traderoutes produce some income even when with an enemy - Fundamentalism makes two citizens content in each city 25-Oct-17 - Military units now have four veterancy levels - All Barracks, Port Facility, and Airport give two veterancy levels 23-Oct-17 - "Random" map generator used by default - Diplomat cost reduced to 30 - By default, one Warrior is included to starting units - Increased corruption of all the government forms after Despotism 12-Jul-17 - Reverted the early ship stock replenish need - Reduced initial max number of trade routes to 1 - Discovery of Clock increases max number of trade routes by one - Cheating AI gets 35% bonus to traderoute income 02-Nov-16 - Barbarian Leader ransom lowered to 50 gold 01-Nov-16 - Cheating AI has 20% bonus to both attack and defense 27-Sep-16 - "Enter Marketplace" action not possible 01-Jul-16 - Fracture map generator used by default - Fortress and Airbase conflict with each other - Caravans and Freights are subject to Zones of Control - Early ships (upto Magnetism) must replenish their stock regularly 26-Feb-16 - Small Wonders Great Library and Satellite Networks can't be moved around by rebuilding them - Glaciers cannot be transformed - Mountains can be transformed only when Miniaturization is known 07-Jan-16 - Added knowledge about increased output to specialist help - Added ruleset description file 'README.variant2' - Effect of knowing Radar to city vision radius adjusts to map topology 21-Dec-15 - SDI Defense protects from allied nukes too 08-Dec-15 - Gave Cheating AI bonus of one automatic unit upgrade each turn - Each culture point counts only as 10 permilles of a migration point - Made Settlers and Sea Constructors unavailable on scenarios with cityfounding disabled - Added penalties for Handicapped AI level 23-Aug-15 - Enabled timer based autosaves once a hour 11-Aug-15 - Coastal Defense does not affect cities vision range - Size 15 and above cities have higher vision range - Once Radar is known, cities get higher vision range - There's only one barbarian nation that operates everywhere - Owner of the Hanging Gardens can't built Oracle, nor the other way around 03-Aug-15 - Disallowed building cities to Deep Ocean tiles 15-May-15 - Disabled animals by removing Animal Kingdom nation - Use Hex topology 27-Apr-15 - Naval Border Control gives only oceanic cities the power to claim more ocean tiles - Marco Polo cost 300, gives embassy only with those nations one already has contact with 26-Jan-15 - Gave Cheating AI 20% Incite Cost bonus 19-Jan-15 - Increased free upkeep under Fundamentalism from 5 to 6 shields 11-Jan-15 - Building Farmland costs 5 moves on any terrain - Corrected Road to have terrain specific build cost, Railroad and Maglev not - Dropped variant2 animals.ruleset in favor of default one 05-Jan-15 - Submarine attack increased to 12, Nuclear Sub's to 15 13-Dec-14 - Barbarians and Pirates never get Partisans granted - Enabled culture victory 06-Dec-14 - Buoys show owner's flag - There's no gold loss in diplomatic treaties - Revolution length is of type RANDQUICK and max length is 7 24-Oct-14 - Some buildings produce History style Culture - When traderoute is established, there's no one-time bonus to Science 03-Oct-14 - Fixed Fallout not to appear on Oceanic terrains 25-Sep-14 - Setting "huts" is locked - 6 AI players are created to use "threaded" ai module 12-Sep-14 - Workers and Engineers can fortify, Settlers cannot - Removed Minor Tribe Village extra 22-Aug-14 - Set ranges for AI traits for nations to get randomly selected value from 01-Aug-14 - Added Animal Kingdom nation of barbarian type animal - Plains and Grasslands have Lions 29-Jun-14 - No unit can help in building of wonders (except by normal disband bonus) 26-Jun-14 - 30% of the city citizens of the nationality whose home country we're in war with, is one point extra unhappy 24-Jun-14 - Explorers do not create Zones of Control around them 22-Jun-14 - Tripled veteran move bonus for Workers and Engineers, to match increase in move_fragments - Removed veteran move bonus from Spies and Cyborgs - Some units do not create Zones of Control around them: Settlers, Workers, Engineers, Caravan, Freight, Balloon 13-Jun-14 - Planes and Stealth Fighters get their defense doubled when being attacked by air units. 28-Apr-14 - Mechanized Infantry obsoletes Riflemen 13-Apr-14 - Increased diplchance from 40% to 55% 22-Mar-14 - Added tech "Naval Border Control" that has "Claim_Ocean" flag - Removed "Claim_Ocean" flag from "Ocean Adaptation" 17-Mar-14 - AI gets +1 trade bonus from city center tile 14-Mar-14 - As their existence breaks AI, removed recent oceanic changes - Removed Utility Boats and Engineering Ships - Removed Garbage Islands and Nets - Land units can build Buoys - Traderoutes with the enemy are inactive during the war - Halved production based pollution 25-Feb-14 - Added +15% Migration bonus for the Republic, +30% bonus for Democracy 22-Feb-14 - Added helptext for Canal - Pollution or Garbage Island never appear on city center tile 18-Feb-14 - Building a Canal requires Economics instead of Construction - Canal cannot be digged to Hills, Mountains, or Glacier tiles - Canal digging time constant 9 instead of terrain road time 12-Feb-14 - Fixed Garbage Island to reduce tile output 06-Feb-14 - Fixed Blacksmith helptext 31-Jan-14 - One can steal or gain from Great Library only such techs for which prerequisites are already known 22-Jan-14 - One cannot use Railroads or Maglevs on enemy territory. Roads are usable 04-Jan-14 - Only Utility Boats and Engineering Ships can clean Garbage Islands 31-Dec-13 - Added Garbage Island extra that may appear on Oceanic tiles as an result of pollution - Enabled foggedborders 30-Dec-13 - Given -30% production penalty for Barbarians and Pirates 28-Dec-13 - Added unit types "Utility Boat" and "Engineering Ship" that are the only units that can place Buoys. - Added Nets extra that Utility Boats and Engineering Ships can build 10-Oct-13 - Most wonder effects previously affecting player range now affect all allied players 02-Oct-13 - Palace is rebuilt to another city if capital is lost 29-Sep-13 - Added road type "Canal" - Buildable when Construction known - Trireme and Sea units can travel it - Must be cardinally adjacent to oceanic tile - so can go through two land tiles, both adjacent to their own oceans, but no longer 24-Sep-13 - Added unit vision bonuses for map knowledge achievements - 5% map known achievement increases Worker and Engineer vision sq +2 - 20% map known achievement increases Caravan and Freight vision sq +2 - 100% map known achievement increases vision sq of Sea units by +1 21-Sep-13 - Instead of having free-gold-upkeep effect separately for each government, shown in their help, have single always-active effect - Reduced free shield-upkeep under Monarchy and Communism from 3 to 2 17-Sep-13 - Maglev hides earlier road types from view 12-Sep-13 - Added achievements for map knowledge of 5%, 20%, and 100% 10-Sep-13 - Changed AI level to Cheating 01-Sep-13 - Trade output about 75% from what it used to be - Movement cost via Railroad 1/9 (was: 0) - Added Maglev 21-Aug-13 - Population based pollution doubled - Industrialization increases population based pollution 19-Aug-13 - Added "Freight Ship" unit