[quote][h1][b]Reworked Exploration[/b] - The Age of Discovery as a colony-founding tree.[/h1]
[h2]Requires [url=steamcommunity.com/sharedfiles/filedetails/?id=2309504487]Sapiens[/url].[/h2]
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[quote]Every policy of the branch, in tree order. Changes read: base game, Sapiens until now, and what this mod does. Unchanged policies are in italics.
[h2]Unlock[/h2]
Base game: Medieval Era. Sapiens until now: Renaissance. [b]Now: Medieval Era[/b] again, so Exploration no longer competes with Rationalism.
[h2]Opening Exploration[/h2]
[i]Unchanged: +1 Movement for Naval units and embarked Land units, +1 Sight for Naval combat units, Recon units (except Scouts) can found cities on other continents, unlocks the Louvre.[/i]
[h2]Maritime Infrastructure[/h2]
[i]Unchanged (as in Sapiens): +3 Production in coastal Cities; Lighthouses, Harbors and Seaports are built 30% faster.[/i]
[h2]Naval Tradition[/h2]
[i]Unchanged (as in Sapiens): +2 Culture and +2 Happiness from each Harbor, +1 Science from Fishing Boats.[/i]
[h2]Navigation School[/h2]
[i]Unchanged (as in Sapiens): a free Great Admiral; Great Admirals have +2 Movement and are earned 50% faster; Naval units stationed in a City gain +1 XP per turn.[/i]
[h2]Merchant Navy[/h2]
Base game and Sapiens until now: +1 Gold from Lighthouses, Harbors and Seaports, +4 Production and +4 Culture from the National Trade Company. [b]Now:[/b] the same, plus [b]+50% range[/b] for Sea Trade Routes.
[h2]Colonial Fleets (was Treasure Fleets) - New Policy[/h2]
Base game: +4 Gold from sea trade routes. Sapiens until now: new cities start with +2 Population and a free Worker. [b]Now: +3 Gold[/b] from international Sea Trade Routes, and [b]cities founded on another continent start with +1 Population, a free Worker and a free Brothel[/b].
[h2]Completing Exploration[/h2]
Base game: reveals Hidden Antiquity Sites. Sapiens until now: +5% Food, Gold and Production from Lighthouses, Harbors and Seaports. [b]Now:[/b] a free [b]Chartered Colonist[/b], and a Chartered Colonist founding on another continent that has no City-State founds a [b]new City-State allied to you[/b] instead of a Puppet City. The alliance lasts only while you tend it. The continent needs at least 12 tiles and a free City-State slot, otherwise the Colonist founds a Puppet City as before. The new City-State keeps the religion the Colonist carried and gets a defender and a worker, like any City-State at game start.
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[quote][h3]LANGUAGE SUPPORT[/h3]
Fully localized in: [b]English[/b], [b]French[/b], [b]German[/b], [b]Spanish[/b], [b]Korean[/b], [b]Russian[/b], [b]Polish[/b], [b]Italian[/b], [b]Brazilian Portuguese[/b] (requires the [url=https://steamcommunity.com/groups/Civ5Brasil/discussions/0/366298942109075969/]Civ5-PTBR language patch[/url]), and [b]Simplified Chinese[/b] (requires the [url=https://steamcommunity.com/groups/tianmiao/discussions/0/684839199122032875/]CivClub/Tianmiao language patch[/url]).
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[img=https://imgur.com/rwYP22S.gif[/img]

[quote][h3]CREDITS AND THANKS[/h3]
Concept, coding, research, and overall design by [b]Gaia[/b].

Special thanks to everyone who contributed translations, feedback, suggestions, testing, or bug reports. Your support has been invaluable.
[/quote]
[quote][h3]DISCLAIMER[/h3]
Sid Meier's Civilization V, Civilization, Civ, Firaxis Games, 2K Games, and Take-Two Interactive Software are trademarks of Take-Two Interactive Software, Inc. This mod is not affiliated with, endorsed by, or sponsored by Take-Two, Firaxis, or any of their subsidiaries.

This is a fan-made project. It is provided "as is" with no warranties, express or implied, including but not limited to warranties of merchantability or fitness for a particular purpose. Use at your own risk.

Redistribution, re-hosting, or inclusion of this mod or any of its components in other works is prohibited without written permission from the authors. All rights to third-party content remain with their respective owners.
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