Post by Canucksoldier on Jul 19, 2007 17:34:59 GMT -5
Since the game is officially released in parts of the World here is the changes from the 'pediia. Happy Reading
CS
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Beyond the Sword Rules Changes
Tech Changes
Selecting the "No Tech Brokering" Option makes it impossible for players to trade Technologies that they have not researched themselves
Fiber Optics requires Laser or Computers
Robotics no longer directly requires Plastics
Computers requires Plastics
Building Changes:
An airport provides +3 XP to all Air Units and allows four extra air units to be housed in a city (for a total of eight)
The Palace provides +4 Espionage Points per turn
The Courthouse provides +2 espionage points and 1 spy specialist
The Castle provides +25%% espionage points
The Jail provides +4 espionage points, +50%% espionage points and 2 spy specialists
The Laboratory requires Superconductor
The Factory now causes Unhealthiness with access to Coal or Oil
The Stable is made obsolete by Advanced Flight
Monuments are made obsolete by Astronomy
The Military Academy can only be built after researching Military Science
Unit Changes
Spies have been changed greatly. Visit Espionage for more information
Mounted and Helicopter Units now receive Flank Attacks against Siege Weapons. See individual entries for further details
The Japanese Samurai now starts with the Drill I promotion
The Greek Phalanx replaces the Axeman
Grenadier requires Military Science, not Chemistry
Cavalry requires Rifling in addition to Military Tradition
SAM Infantry receive a 75%% bonus against Helicopter Units
SAM units may receive the Interception promotions
Trireme require Metal Casting
Gunships and Jet Fighters require only Advanced Flight
Spain can build Knights, as the Conquistador replaces the Cuirassier
You may only house four air units in a city at a time. With an Airport building, you may house eight
The amount of experience needed to produce successive Great Generals has been increased
Bombarding now reduces city defences by a fixed amount, rather than a percentage
Wonder Changes
Scotland Yard may only be built by a Great Spy and provides +100%% espionage and +2 Great Spy points
The Pentagon provides +2 Great Spy points
The Forbidden Palace provides +1 Great Spy points
The Kremlin allows the creations of 2 spy specialists and provides +2 Great Spy points
West Point provides +2 Great Spy points
The Great Wall gives two Great People points (Great Spy)
The Sistine Chapel provides +5 culture for every state religion building in a city and can be built after researching Music
Notre Dame provides + 2 happiness to every city on its continent and can be built after researching Engineering
The Parthenon requires Aesthetics
The Hagia Sophia requires Theology
Stonehenge obsoletes with Astronomy
All National Wonders now provide +1 Great Person points instead of +2
Civics Changes
Slavery's upkeep has been changed to medium
Mercantilism causes Foreign Corporations to have no effect in your cities
Free Market reduces Corporation Maintenance by 25%
State Property causes all Corporations to have no effect in your cities and provides a +10% production bonus in all cities
Nationhood provides a +25%% bonus to Espionage Points
Caste System provides a production bonus from Workshops
Environmentalism provides a commerce bonus from Forest Preserves and Windmills, but at the cost of a 25% increase in Corporation Maintenance
Project Changes
You may view your Spaceship and its completed pieces on the Victory Screen. A Spaceship can now be launched without all its casing complete, but each missing piece greatly increases the risk of failure
SS Casing requires Composites in place of Rocketry
SS Docking Bay requires Satellites instead of Robotics
SDI requires Laser
The Internet requires Computers
SS Thrusters require Superconductor
Spaceships now have a delayed arrival and may be launched with redundant systems for an increased chance of success or faster arrival time. They may also be launched with certain systems missing, but this increases the risk of failure
Improvement Changes
Forts have changed significantly. Visit the Forts section for an in-depth explanation
Railroads can be built with Oil or Coal
Interface Changes
You may view your active Quests on the Log Screen [CTRL + TAB]
Foreign and Military Advisor screens have been expanded
The Dawn of Man Screen has been expanded
Elapsed Turns, Research per Turn and Espionage Points per Turn are displayed on the main interface
Units in the Civilopedia display any Unique Units that replace them
The Victory Condition Screen displays improved rival cultural information
The Demographics Screen now shows the correct economic ranking
Enemies entering your territory glow red
Clicking your own score minimizes the list of leaders
Pressing [CTRL + H] will select all wounded units in a specific tile
Gameplay Changes
Games on normal speed now last 500 turns, but the passage of time has been adjusted so the game still ends in 2050
The United Nations has been greatly expanded. Visit the Apostolic Palace Section for more details
Golden Ages increase the Great People rate in your cities by +100% Your first Golden Age requires only one Great Person, rather than two
When starting a Custom Single or Multiplayer Game, you may select the "Unrestricted Leaders" option to play any leader with any Civilization
Selecting the "Choose Religions" option allows you to select which religion you will receive when you discover a religion-founding technology
Intercontinental Trade Routes, both foreign and domestic, yield one-hundred percent more profit
You must research the Sailing Technology before you can trade along rivers or coast
Religions no longer grant visibility within a city
Super Specialists (Great People added to cities as Specialists) now remain in a city even if that city is captured
You may only build 5 National Wonders in a One-City Challenge Match
You may trade for resources you already have
Anarchy no longer occurs during Golden Ages
Trait Changes
The Expansive Trait offers only +25%% faster production of Workers (previously 50%)
Augustus Caesar is an Imperialistic/Industrious leader rather than Organized/Creative
Promotion Changes
Air Units now have their own Promotions
New Promotion - Woodsman III - Heals Units in the Same Tile an Extra 15%/Turn, +50% Attack in Jungle, +50% Attack in Forest
Guerilla III now receives a +50%% chance of withdrawal
Military Science permits access to the Blitz and Commando Promotions
Gunpowder Units can access the Drill Promotion
Multiplayer Changes
Simultaneous Team Turns - Players in multiplayer team games on the same team take their turns simultaneously
Modding Changes
You may place cultural borders without the presence of a city on the Worldbuilder screen
Mods may now have their own GFC themes
A Modular XML system has been added
Graphics Changes
Individual art styles (Middle East, Greco-Roman, etc.) each have their own uniquely styled units. This means that Scouts created by Charlemagne and Scouts created by Suryavarman II will look different, while performing equally
New styles of roads have been implemented - Roman Roads and Modern Roads
CS
-----------------------------------------------------------------------------------------
Beyond the Sword Rules Changes
Tech Changes
Selecting the "No Tech Brokering" Option makes it impossible for players to trade Technologies that they have not researched themselves
Fiber Optics requires Laser or Computers
Robotics no longer directly requires Plastics
Computers requires Plastics
Building Changes:
An airport provides +3 XP to all Air Units and allows four extra air units to be housed in a city (for a total of eight)
The Palace provides +4 Espionage Points per turn
The Courthouse provides +2 espionage points and 1 spy specialist
The Castle provides +25%% espionage points
The Jail provides +4 espionage points, +50%% espionage points and 2 spy specialists
The Laboratory requires Superconductor
The Factory now causes Unhealthiness with access to Coal or Oil
The Stable is made obsolete by Advanced Flight
Monuments are made obsolete by Astronomy
The Military Academy can only be built after researching Military Science
Unit Changes
Spies have been changed greatly. Visit Espionage for more information
Mounted and Helicopter Units now receive Flank Attacks against Siege Weapons. See individual entries for further details
The Japanese Samurai now starts with the Drill I promotion
The Greek Phalanx replaces the Axeman
Grenadier requires Military Science, not Chemistry
Cavalry requires Rifling in addition to Military Tradition
SAM Infantry receive a 75%% bonus against Helicopter Units
SAM units may receive the Interception promotions
Trireme require Metal Casting
Gunships and Jet Fighters require only Advanced Flight
Spain can build Knights, as the Conquistador replaces the Cuirassier
You may only house four air units in a city at a time. With an Airport building, you may house eight
The amount of experience needed to produce successive Great Generals has been increased
Bombarding now reduces city defences by a fixed amount, rather than a percentage
Wonder Changes
Scotland Yard may only be built by a Great Spy and provides +100%% espionage and +2 Great Spy points
The Pentagon provides +2 Great Spy points
The Forbidden Palace provides +1 Great Spy points
The Kremlin allows the creations of 2 spy specialists and provides +2 Great Spy points
West Point provides +2 Great Spy points
The Great Wall gives two Great People points (Great Spy)
The Sistine Chapel provides +5 culture for every state religion building in a city and can be built after researching Music
Notre Dame provides + 2 happiness to every city on its continent and can be built after researching Engineering
The Parthenon requires Aesthetics
The Hagia Sophia requires Theology
Stonehenge obsoletes with Astronomy
All National Wonders now provide +1 Great Person points instead of +2
Civics Changes
Slavery's upkeep has been changed to medium
Mercantilism causes Foreign Corporations to have no effect in your cities
Free Market reduces Corporation Maintenance by 25%
State Property causes all Corporations to have no effect in your cities and provides a +10% production bonus in all cities
Nationhood provides a +25%% bonus to Espionage Points
Caste System provides a production bonus from Workshops
Environmentalism provides a commerce bonus from Forest Preserves and Windmills, but at the cost of a 25% increase in Corporation Maintenance
Project Changes
You may view your Spaceship and its completed pieces on the Victory Screen. A Spaceship can now be launched without all its casing complete, but each missing piece greatly increases the risk of failure
SS Casing requires Composites in place of Rocketry
SS Docking Bay requires Satellites instead of Robotics
SDI requires Laser
The Internet requires Computers
SS Thrusters require Superconductor
Spaceships now have a delayed arrival and may be launched with redundant systems for an increased chance of success or faster arrival time. They may also be launched with certain systems missing, but this increases the risk of failure
Improvement Changes
Forts have changed significantly. Visit the Forts section for an in-depth explanation
Railroads can be built with Oil or Coal
Interface Changes
You may view your active Quests on the Log Screen [CTRL + TAB]
Foreign and Military Advisor screens have been expanded
The Dawn of Man Screen has been expanded
Elapsed Turns, Research per Turn and Espionage Points per Turn are displayed on the main interface
Units in the Civilopedia display any Unique Units that replace them
The Victory Condition Screen displays improved rival cultural information
The Demographics Screen now shows the correct economic ranking
Enemies entering your territory glow red
Clicking your own score minimizes the list of leaders
Pressing [CTRL + H] will select all wounded units in a specific tile
Gameplay Changes
Games on normal speed now last 500 turns, but the passage of time has been adjusted so the game still ends in 2050
The United Nations has been greatly expanded. Visit the Apostolic Palace Section for more details
Golden Ages increase the Great People rate in your cities by +100% Your first Golden Age requires only one Great Person, rather than two
When starting a Custom Single or Multiplayer Game, you may select the "Unrestricted Leaders" option to play any leader with any Civilization
Selecting the "Choose Religions" option allows you to select which religion you will receive when you discover a religion-founding technology
Intercontinental Trade Routes, both foreign and domestic, yield one-hundred percent more profit
You must research the Sailing Technology before you can trade along rivers or coast
Religions no longer grant visibility within a city
Super Specialists (Great People added to cities as Specialists) now remain in a city even if that city is captured
You may only build 5 National Wonders in a One-City Challenge Match
You may trade for resources you already have
Anarchy no longer occurs during Golden Ages
Trait Changes
The Expansive Trait offers only +25%% faster production of Workers (previously 50%)
Augustus Caesar is an Imperialistic/Industrious leader rather than Organized/Creative
Promotion Changes
Air Units now have their own Promotions
New Promotion - Woodsman III - Heals Units in the Same Tile an Extra 15%/Turn, +50% Attack in Jungle, +50% Attack in Forest
Guerilla III now receives a +50%% chance of withdrawal
Military Science permits access to the Blitz and Commando Promotions
Gunpowder Units can access the Drill Promotion
Multiplayer Changes
Simultaneous Team Turns - Players in multiplayer team games on the same team take their turns simultaneously
Modding Changes
You may place cultural borders without the presence of a city on the Worldbuilder screen
Mods may now have their own GFC themes
A Modular XML system has been added
Graphics Changes
Individual art styles (Middle East, Greco-Roman, etc.) each have their own uniquely styled units. This means that Scouts created by Charlemagne and Scouts created by Suryavarman II will look different, while performing equally
New styles of roads have been implemented - Roman Roads and Modern Roads