--Medieval Civ 5 Mod Change Log
-- DateCreated: 3/29/2019 7:50:36 PM
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v2 released 31/03/2019:
added mysticism tech to freetechs, removed agriculture from pottery prereq
Added Well building
Tech cloth making cost reduction from 40 to 35
Improvement camp fires can be built on marsh, oasis and flood plains
added resource requirements for livestock pen building
water tank enhanced yield moved from irrigation to metal casting
amended resource bonuses and required resources for warehouse and apothecary buildings.  altered captureplundermods. +10 apothecary cost.
+1 maintenance for castle and circus
enlarged unit flag for coracle
new unit art for coracle
new building art for well, livestock pen, mill, apothecary

v3 released 31/03/2019:
corrected apothecary building as had >5 resource "or" requirements
altered resources for warehouse
added Jewelsmith building

v4 released 03/04/2019
+1 maintenance for Mint
Tailor +1 gold per 5 citizens (instead of 4), silk no longer +1 gold but is an alternative prerequisite resource
change ability to convert production to wealth to Currency tech (from standard Guilds), allow moving production to research with Paper (from standard Education)
add Paper to Education tech prerequisties
added bison to mill alternative prerequisites
remove +2 production from workshop
remove engineer specialist from windmill, reduce cost to 150
reduced unhappiness from slave market from 10% to 5%
reduced gold increase of Archives from 10% to 5%, and maintenance from 3 to 1
changed Salt house gold benefit from +10% to +1 per 10 citizens
increased Silk Road gold benefit from +25% to +50%
added 1 specialist merchant to Market
added 1 maintenance to town hall (from 0, allows selling of building)

v5 released 12/04/2019
Merchant Quarter +1 Gold
reduced School maintenance to 1 (from 2)
increased Museum maintenance to 2 (from 1)
reduced university by 1 science specialist and add 1 science specialist to archives
added theatre to required buildings for globe theatre
changed slave specialist icon from citizen to engineer
add +1 happiness for mill with Urbanization Policy
increase MinorFriendshipChange of Embassy from 15 to 20%, added PolicyCostModifier -5%
added 10% reduction in tile buying cost to Archives
corrected help text for Military Academy
change archives to civil archives with 1 specialist merchant, no science gain or specialist scientist extra yield, +5% gold becomes +10%
created library archives building, as civil archives but science gain not gold
removed specialist merchant extra yield from school, add 1 gold per 6 population
removed extra specialist from market (merchant specialist available with civil archives)

v6 released 18/04/2019
increased Slave Market building production modifier from +5% to +10%, wonder production modifier from +10% to +20%
added local horse resource requirement to Joust arena
added 1 gold to workshops with machinery
changed Silk Road wonder from Law prereq Tech to Guilds, reduced gold from +50% to +33%
added Tax Office and Bread Oven buildings 
changed school to add 1 gold per 10 population
corrected bug where Huns didn't get additional free starting tech
added Hanseatic League wonder (with City State influence change removed from Embassy)
corrected Apothecary building flavor from production to gold
added +5% gold to apothecary and warehouse
removed hills requirement for building nature shrine

v7 released 22/04/2019
added art for tax office, bread oven, jewelsmith, high wall, enhanced combat and enhanced naval combat
changed splash art for hanseatic league
changed school back to +1 gold per 6 population
changed bread oven from +1 gold per 8 population to +1 per 7
removed maintenance cost (1 gold) for bread oven and salt house
added 20% reduction to unhappiness from population (in game handicaps)
added mysticism into AI free techs

v8 released 28/04/2019
added prohibited snow terrain for bread oven and well buildings
in handicaps for AI free techs, removed addition of mysticism and added replacement of pottery with agriculture, archery with pottery
added faithcost and prereqtech, changed conquestprob to nevercapture for hidden buildings to fully hide in civilopedia.
removed additional +1 food for well on researching construction, and for water tank on metal casting
additional -1 production for tax office (-1 changed to -2)
changed (non-modded) unhappy growth penalty from 75% to 50%
added +1 gold maintenance for Tax Office (so can be demolished), +1 gold yield with Law tech.
increased cost of Paper tech from 300 to 400
increased GoldMaintenance of Military Academy from (non-modded) 1 to 2
changed requirement of Enhanced Combat from Military Academy to Armory
added ObsoleteTech of Machinery to Fletcher building (Crossbows come with machinery, no fletching required)
decreased reduction in unhappiness from population to 15%
corrected Holy War great general rate modifier from 2 to 20
changed conquest probability of shipyard from 0 to 25
removed obsolete tech from bread oven and merchant quarter
removed tourism modifier of 20% from Law, and added 10% to Festival
added +1 gold in Town Halls with Embassy national wonder
reduced slave market production flavor from 30 to 20 - was overbuilt by AI?

v9 released 03/09/2019
increased cost of feudalism by 20%, and paper by 25%

v10 released 12/09/2019
re-added Merchant Quarter obsoleteTech of Banking - left in banking help text after v8. (Markets get +1 gold with Paper)
reduced happiness from Alchemist from 5 to 2
changed Sewerage food from +1 per 5 citizens to +1 per 6
reduced extra congress votes of forbidden palace from 2 to 1, unhappinessmodifier from -10 to -5%.  Added 40% MinorFriendshipChange (as stated in current strategy text?)
reduce unit maintenance cost (in Defines.xml)
removed Piety requirement for Holy War wonder
increase Recruit strength from 6 to 7
removed local horse requirement from Joust Arena building
Undercover Scout replaced by new Saboteur unit
prevented barbarian Ram units
changed Prayer tech to +5 faith (from +3, compensating for Festival tourism bonus)
changed cost of Prayer to 1400 (from 1200) and Festival to 1400 (from 1500)
adjusted Young Pioneers, Academy of Sciences and Fortified Borders ideologies for medieval play

v11 released 03/10/2019
New unit Cog - stronger trireme, requires Steel & a Harbor (Harbor requires compass)
Galleass prereq tech of Physics (was Compass) & requires a Harbor to build
Trireme now upgrades to Cog (not Caravel as in previous version)
Joust arena now +2 happiness (from +1), and requires 1 horses
Theatre now +1 happiness (not +2), 175 cost (from 200), 1 maintenance (from 2)
New national wonder Teatro Olimpico
Reduced maintenance of Concertgebouw from 3 to 1
Corrected typo preventing Embassy adding +1 gold to Town Halls
Corrected typo preventing update of Policy_BuildingClassHappiness
Changed Shipyard to prereq of Physics, was Steel
Reduced Prayer faith bonus to 4 (increased to 5 in v10)

v12 released 09/10/2019
Sailing help text updated for Cloth and Net Making
Increased build time of Camp Fire improvement from 300 to 400
Corrected Fletcher promotion to work against targets in rough terrain as well as open
Removed Palace from initial buildings, adjusted GameSpeed_Turns to compensate
Downgraded Neuschwanstein
Added +1 culture per unimproved forest for Celts, downgraded ceilidh hall and pictish warrior
Ceilidh Hall replaces Town Hall instead of Opera House
Decreased strength of Cog by 25% vs cities

v13 released 14/10/2019
Corrected typo in update of Civilization_BuildingClassOverrides
Added Foundry building
Moved Ironworks to require Foundrys (from Workshop) and added local iron requirement
Changed Factory to Foundry in policies Worker's Faculties, and Young Pioneers (previously changed to Windmill)
Decreased happiness from Alchemist from 2 to 1 (+ possible 4 for gold resource), increased science from 1 to 2
Added +1 gold for Shipyard to Merchant Navy policy

v14 released 17/10/2019
Changed Ceilidh Hall to -10% gold tax rate (from -5%, now same as Town Hall)
Changed Compass help text to modify reference to Galleass
Added Cartographer building
Added Workshops to Workers Faculties policy, downgraded production bonus.
Changed Bread Oven gold bonus to +1 per 8 citizens (from 7)
Added Tailor +1 gold per sheep, cotton and silk, reduced per pop bonus to +1 per 20 citizens (from 5).
Changed Bread Oven prereq tech to Agriculture (from Pottery)
Increased Cog strength by 1 to 21
Reduced first adopter free policies for ideologies from 2 to 1, second adopter from 1 to 0
Changed Public School to School for Jesuit Education Belief
Changed Holy Warriors belief to purchase pre Medieval units (instead of pre Industrial)
Changed Religious Fervor belief to purchase Medieval units (instead of post Industrial)
Enabled new units to be faith purchased with belief
Added +1 culture per 25 citizens to Museum, +1 per 20 to Concertgebouw

v15 released 27/10/2019
Changed +2 happiness from Monuments with socialist realism policy to +1
Fixed bug resulting from { in TXT_KEY_TECH_CLOTH_MAKING_HELP
Changed English Ship of the Line to replace Caravel instead of Frigate
Changed Korean Turtleship to replace Cog instead of Caravel
Changed Austrian Hussar, Berber Cavalry, Russian Cossack and Shoshone Comanche Rider to replace Knight instead of Cavalry
Changed Polish Winged Hussar, Ottoman Sipahi and Swedish Hakkapeliitta to replace Knight instead of Lancer
Allowed Privateer unit by making prereqTech Acoustics instead of Navigation
Reduced Bank gold bonus to 1 (from 2) and removed trade route gold bonus (not including German Hanse for latter)

v16 released 27/10/2019
Added Class change for modified special units so can be built!
Added Seaport requirement for Privateer (and so requires Astronomy)
Reduced Privateer combat from 22 (in v15) to 18
Changed English Ship of the Line only defensive promotion to extra sight II, allowing melee attack and keeping true to help text re seeing further than Caravel
Adjusted above AI types and default ai, combat class
Added +5% production to Foundry
Changed Museum +1 culture to +10% culture, and removed +1 culture per 25 citizens.

v17 released 29/10/2019
Added Brazilian special unit Curare Archer 
Modified Norwegian Ski Infantry, Spanish Tercio and Ethiopian Mehal Sefari to base on Pikeman
Modified French Musketeer to be based on Knight
Modified Ottoman Janissary to be based on Swordsman
Modified Swedish Carolean to be based on Longswordsman
Changed prereqtech of Feitoria from Navigation to Law, and enhancing Tech of Chateau from Flight to Architecture
Changed placement of ai playability update to end of file to include previous modifications, and include special Improvements (as well as Units/Buildings)
Reduced Sistine Chapel global culture modifier from 25 to 20%
Added ObsoleteTech of Physics to new Ram unit
Removed or postponed obsoleteTech for various special units
Added Faith cost multiplier for Classical era

v18 released 30/10/2019
Added Tercio ranged combat limited to land
Added Recruit stopping city growth when building, increased cost from 15 to 25 and added double cost to hurry production
Modified Mercenary unit to allow improvement repair

v19 released 31/10/2019
Changed Recruit prereq from Feudalism to Monarchy
Changed Tailor building to +1 gold per 10 citizens (from 20)
Changed Livestock Pens building to work with Truffles (Pig) not Sheep
Changed Warehouse building to work with Marble instead of Truffles, Copper instead of Bison
Added Walls building requirement, 10% global espionage reduction, increased cost by 50 to 300 for Great Wall 
Removed faithcost update for english shipoftheline, austrian hussar, ethiopian mehal sefari, korean turtle ship (these cannot be faith purchased in unmodded game)

v20 released 09/11/2019
reduced Recruit combat from 7 to 6, increased cost from 25 to 40, added Barracks requirement, changed combat class from melee to recon
Altered some new tech and building flavors
Added 40 espionage flavor to Great Wall
Reduced Alchemist gold bonus from 10 to 8
Corrected Carolean combat strength from 34 to 21
Increased first plot buy amount from 50 to 75, additional cost per plot from 5 to 10
Allow faith purchasing of great people (through completing policies) very late game
Halved the combat bonus vs barbarians
Slightly raised research costs in Classical and Medieval eras
Added resource requirements for janissary, musketeer and carolean units

v21 released 16/11/2019
Modified Coffee House to override the Foundry (from Windmill, more in keeping with historic period)
Increased food use of Foundry from -1 to -2
Added spy rate increase of 10% with University
Remove Aesthetics prereq for Hermitage, added to Notre Dame
Changed Sewerage building prereq tech from Engineering to Irrigation
Reduced Secularism policy science bonus from +2 to +1 per specialist, added +1 production for civil or library archives
Increased cost of buying tiles with resources from -100 to +50
Reduced maintenance of Embassy from 4 to 3
Added Tax Office -1 production with Law
Reduce Temple gold bonus from 25% to 15% with Theocracy policy
Reduce University science bonus from 17% to 12% with Free Thought policy, decreased University science bonus of jungle tiles from 2 to 1
Reduce great person rate from +25% to +15% with humanism, open society (avant garde), hero of the people, aesthetics, entrepreneurship policies
Reduce great person rate from +50% to +30% with warrior code and navigation school policies
Replaced Civil Archives with Tax Office for mercantilism policy science bonus
Removed Library Archives from Sovereignty policy gold bonus
Increase Bazaar gold bonus for oasis from +2 to +3 (no oil in this mod)
Disabled faith purchasing for Recruit
Added +1 culture for Nature Shrines on finishing Piety policy branch
Added +1 gold for Nature Shrines with theocracy policy

v22 released 07/12/19
Change Ironworks from requiring Iron resource to requiring Forge (which requires Iron)
Added Cartographer +1 gold per incoming land trade route, +20% land trade route range. Removed +1 gold for originating sea trade routes (Balances better with Harbor. Kept +1 gold for originating land routes)
Removed Markets +1 gold with Paper
Changed Mughal Fort +2 Tourism with Flight to Architecture
Allow World Games resolution with Banking, add tech prereqs to others and hide unused in list
Change Musketeer unit flag and art to lancer, reflecting mounted rather than infantry unit
Add FreeStartEra for Shell Shrine, Merchant Quarter, Salt House and Palace. Update existing FreeStartEras
Try allowing diplomatic victory voting and city state ally voting at end game
Try preventing later era variations in art

v23 released 03/01/2020
updated city state faith and culture bonuses in new renaissance era
corrected Cartographer help text, and added trade origin flavor
added TradeRouteTargetBonus to Harbor
removed trade route bonuses from Hanse (as Bank)
added No Resolution to World Congress Resolutions
changed +2 happiness to +1 for various buildings with Militarism policy
changed armor to mounted units for Lightning Warfare policy benefit
changed Media Culture policy tourism benefit from Broadcast Tower +34% to +10% for University, Pagoda, Cathedral and Mosque
remove theming bonus from museum (lua gives automatic theming bonus for 1 great work slot occupied after museum slots reduced from 2 to 1)
remove necessity for different eras and same number of art and artifact great works with Hermitage and Louvre theming bonuses - the number of great works makes this unlikely with reduced number of eras and no artifacts in play

v24 released 18/01/2020
increased media culture policy tourism bonus to +15% per building (from 10%)
remove cost modifier of *0.9 from Civil Service
change Borobudur prereqTech to Divine Right, Chichen Itza to Theology, Musicians Guild to Music and reduce great person rate change from 3 to 2
change School prereq from Paper to Civil Service
Change open borders prereqtech from Civil Service to Monarchy
Increase artist guild cost to same as musicians guild (was 150, now 200)
Increase great library cost by 20%
Changed AudioIntros for new techs from Agriculture to something more appropriate 
Prevent Camp Fires built on marsh and flood plain (just jungle, forest and oasis)
Change +1 happiness bonus for Urbanization policy from Hospital and Medical Lab to Sewerage and Garden

v25 released 14/02/2020
Attempt to stop extra spy granted for everyone when (new) renaissance era reached ? - not sure whats happening here, maybe I'm just confused
Change Mayan long count prereq from Theology to Philosophy
Add back free Palace on start
Add Tech yield change for Mine, Quarry, Academy, Customs House and Manufactory
Remove trade route recipient bonus from Cartographer, add +2 science per natural wonder
Change prereq tech for Artists Guild from Guilds to Paper
Change prereq tech for Great Mosque of Djenne from Theology to Divine Right
Change prereq tech for Notre Dame from Physics to Theology

v26 released 29/02/2020
removed some ArtDefineTags for new buildings
reduced cost of Concertgebouw from 300 to 250
reduced extra happiness from Protectionism, Militarism, Naval Tradition, Urbanization, Young Pioneers, Fortified Borders policies
removed the +3 happiness from Theatro Olimpico building and added +1 happiness per Theatre. Increased cost from 250 to 350
added -1 faith for Foundry, and requirement of Workshop. Changed +1 production from 6.7 citizens to 6.25
changed food bonus for Sewerage from +1 per 6.25 citizens to +1 per 5.6
removed requirement for Embassy to be built in Capital
changed requirement of Concert Hall to School for Museum
removed prereq of Education for Astronomy, added prereq of Scientific Method
removed prereq of Chivalry for Banking (has to go through Law anyway)
added -2 science per slave market for Secularism policy (to compensate for +1 science per slave specialist)
reduced production increase of cities from 2 to 1 with Five Year Plan policy
reduced cost of Silk Road from 500 to 400
increased ranged attack of Curare Archer from +10 to +20%, increased forest/jungle defense from +25 to +33%, add +1 move in jungle, changed obsolescence from Machinery to Metal Casting
reduced withdrawal chance for Slaver units from 60 to 50%
reduced science bonus from +2 to +1 for non scientist/engineer specialists with Sejong Jade Hall trait
reduced science bonus from +2 to +1 for Mayan Pyramid
added can move after attacking promotion to Mayan Atlatlist
--added +1 food for Royal Hunt with Goddess of the Hunt belief

v27 released 08/03/2020
added Slave Market obsolete with Law
removed +1 production with Party Leadership policy
changed prereq of Enhanced Naval Combat from Seaport to Shipyard
increase cost of Sistine Chapel by 100%
removed bonus for Market from Mercantilism policy
removed bonus for Shipyard from Merchant Navy policy
changed +3 happiness bonus for Courthouse to +1 for Constabulary with Police State policy (kept speedier building for Courthouse)
changed +3 culture for Festival tech to +2
added Feudalism prereq for Machinery
make coal visible with Machinery
change foundry to require 1 coal, get +10% production and workshop +5% production (was other way round)
change Ironworks to World Wonder, still requires foundry (and forge) but not in all cities. Add engineer specialist and increase cost to 300
Strategic Riches trait (Russia) doubles Coal resource instead of Uranium
add possibility of 2 coal as well as 6
reduce specialist musicians in Concertgebouw from 2 to 1
added specialist writer to Teatro Olimpico and specialist artist to Hermitage (to balance musician in Concertgebouw, now max 3 for each of writer/artist/musician)
removed specialist merchant from Hanseatic League - more merchant specialists than any other
added new wonders to Civilization_BuildingClassOverrides for Barbarian and Minor civs (not sure if necessary, but other wonders are in there)
reduced Apothecary cost from 90 to 80 (same as Warehouse)

v28 released 14/03/2020
changed +1 food in Plantations and Pastures from Fertilizer to Astronomy
changed +1 gold in Camps from Economics to Law
changed +1 gold for Moai from Flight to Architecture
changed Iron requirement for Alchemist to Coal
added obsolete tech of Paper for Bread Oven
changed prohibited terrain from snow to tundra for Well
added prohibited terrain of desert for Water Tank
changed cartographer +1 gold per 10 population to 12.5 population
changed tailor +1 gold per 10 population to 14.3 population
decreased gold from banks from +25% to +15%
add +1 culture per trade route for Enhanced Culture trait (Napoleon of France) - compensate for lack of museum theming 
reduce great general rate from +50% to +33% for art of war trait (Wu Zetian of China)
reduce great scientist rate from +50% to +33% for ingenious trait (Nebuchadnesser of Persia) - other great person bonuses reduced from +25 to +15%
remove extra gold bonus for Bazaar, double Horse resources rather than Oil for Land Trade Gold Trait (Harun al Rashid of Arabia)
removed Civil Service prereq for Education - research route goes through Paper
added Chivalry prereq for Education
added Physics and Steel prereqs for Warfare, removed Chivalry
changed foundry from +1 production per 6.25 citizens to +1 per 8.3
updated Coffee House for changes in Foundry - coffee house is overridden Foundry

v29 released 17/03/2020
removed decrease in great person rate for Ingenious and Art of War traits
added prereq of Feudalism for Chivalry
changed prereq for building Kasbah and Chateau from Chivalry to Feudalism
doubled RELIGION_FAITH_DELTA_NEXT_PROPHET to decrease great prophet production 
introduce Late Medieval era (Renaissance behind scenes) for Education, Scientific Method, Law, Warfare, Astronomy, Acoustics and Banking
add Theatre prereq for Acoustics, Acoustics prereq for Festival and remove theatre prereq for Festival
add Warfare prereq for Prayer
add Divine Right prereq for Law
change Divine Right prereq for World Religion Resolution to Astronomy - Divine Right now always researched before Law allows congress
(move Theatre and Compass -1 on x axis in tech tree, Acoustics -1 y)
changed Workshop to Foundry for happiness bonus in Young Pioneers policy
added new national wonders to Universal Healthcare policy
another, successful I think, go limiting later era unit art
changed unique unit weapons from bullets to sword when needed

v30 released 19/03/2020
adjusted game speed turns for more historical realism in tech discovery
added forgotten Terrace Farm to Irrigation tech fresh water change
change Ironworks art to Factory (Foundry now uses Ironworks art)
Added back Market to Mercantilism policy science bonus
Added Town Halls to Cultural Centers build time bonus (and altered misleading Firaxis help text)
changed Lighthouse for Dock in Merchant Navy policy gold bonus
changed science bonus for Universities with Free Thought policy back to 17% (from 12%)
removed coal entry into Resource_QuantityModifiers - not used, resource quantities set by lua
try reducing coal quantity by changing tags in resources
add 1 coal and 1 iron requirement for Enhanced Combat, 1 coal for Enhanced Naval Combat
new Ice Cutter building
new icon art for Town Hall, Joust Arena, Concert Hall, Salt House and Shipyard
new icon art for Cloth Making, Irrigation, Monarchy, Divine right, Feudalism, Paper, Theatre, Festival
new icon art for Ram, Mounted Slaver and Saboteur

v31 released 21/03/2020
corrected help text for curare archer
corrected world congress bug after late medieval era introduced
removed +1 production for mining coal

v32 released 23/03/2020
changed obsolete tech to Machinery for Pictish Warrior, Greek Hoplite, Persian Immortal
changed American Minuteman to override Longswordsman
added Surveyor as American unique building - replaces Cartographer
added Goth Warrior as German unique unit - replaces Warrior
added Shinto Shrine as Japanese unique improvement
increased University cost by 25%
increased Oxford University cost by 10% and added 5% espionage modifier
add prereq of Paper for Law
changed science and gold modifier of School from +1 per 6.25 population to 7.1
added back 1 maintenance for Salt House
increased town hall maintenance by 1 to 2 gold
changed Temples to gain 1 culture with Divine Right instead of 1 gold
increased Theocracy policy gold bonus for Temples to 20% from 15% (25% unmodded)
small changes in building flavors, changed Jewelsmith from gems localresourceor to localresourceand
changed global bonuses of Ice Cutter to local
changed default AI building maintenance cost to 90%

v33 released 25/03/2020
Reduced Town Hall maintenance back to 1 from 2, increased Theatre from 1 to 2
Changed Astronomy enhanced yield for Pasture and Plantation to fresh water only
Changed Banking enhanced yield for Polder production to fresh water only (Gold remains same)
Added Late Medieval units to Religious Fervor beleif
Removed Iron requirement for English Ship of the Line
Added -1 yield to Nature and Shinto Shrines with Astronomy
Changed back to original +1 food per 5 citizens for Sewerage
Changed back Temple gold bonus for Theocracy policy to 15% from 20%
Add free scientist and engineer to Space Procurements policy (same as Space Pioneers)
Add reduction of religious strength to prophets in foreign territory (by 10, compared to missionary's 25)

v34 released 02/04/2020
changed Astronomy enhancement of fresh water pasture to no fresh water, plantation to no fresh water with Acoustics
added enhancement of fresh water pasture and plantation to Irrigation
removed requirement of different civ great works for Oxford Uni theming bonus
removed goody hut upgrades to higher tech than Medieval

v35 released 10/04/2020
enhanced warfare also gives +10% ranged strength for ranged and siege units
enhanced naval warfare also gives naval melee units +10% strength
add Great Prophet ability to stop the spread of religion (as Inquisitor)
remove prohibited terrain (plains) from stone works 
reinstate different era requirement for Oxford Uni, Louvre and Hermitage theming bonuses
reinstate 2 great work slots for museum and give theming bonus of 1 (was 0, 2 in unmodded game)
add Slave unit
Slave specialists generate -1 culture
changed Tax Office from -2 production to -1 and -5%
updated Longhouse to match Workshop changes
changed artist, musician and writer specialists from 3 to 2 culture per turn
changed Alchemist and Silk Road to add GPP rather than a Specialist
changed Library and Civil archives to house new Scribe specialist (was scientist and merchant specialist)
changed Gardens and great person boosting policies from 15% to 20% increase (25% unmodded), great general/admiral policies from 30% to 40% (unmodded 50%)
change back Religious Art belief bonus from Museum to Hermitage

v36 released 14/04/2020
add Oratory Tech
change Camp Fire prereq to Oratory from Mysticism
change Ingenious trait prereq to Oratory from Writing
change Shrine prereq to Mysticism from Pottery
delete Pottery prereq for Calendar
add Forum, Senate and Bardic School buildings
add Noble specialist
remove production bonus for Archives with Secularism policy
reduce Mysticism cost from 20 to 15
remove Mysticism from free techs at start, and modify AI tech handicaps
add Scribe to Jade Hall trait specialist bonus
add 2 GPP to Concertgebouw
add 2 GPP to Hermitage, and 10% global great people modifier
add 1 GPP to Teatro Olimpico
reduced Silk Road land trade route distance bonus to 50% from 100%
added prohibited Silk Road building with Dock, Lighthouse or Harbor - inland only
changed Dungeon production bonus for Slave specialists to Slave Market buildings (specialists can be assigned to obsolete buildings)
reduce 20% wonder production bonus of Slave Market to 15%
corrected Museum +10% culture (move from not working yieldmodifiers table to buildings.cultureratemodifier)
reduced Sistine Chapel global culture bonus from 20% to 15%
change Sistine Chapel prereq to Architecture (from Acoustics), and Teatro Olimpico to Acoustics (from Architecture)
reduced Opera House cost to 175 (from 200, now same as Theatre)
change Foundry -2 food to -1 and -10% food
allow Leaning Tower of Pisa with Scientific Method tech (but 15% rather than 25% gp bonus)

v37 released 24/04/2020
reduced Senate from 2 to 1 GPP
added replacement building class of School to Bardic School
added replacement building class of Town Hall to Forum
make Ice Cutter unbuildable with Water Tank or Well
remove extra sight II promotion from Ship of the Line
reduce Cloth Making cost from 35 to 30 and make prereq for Sailing
change prereq for Cloth Making from Pottery to Mysticism
increase Oratory cost from 25 to 30
add 1 iron to resources required for Enhanced Naval Warfare (now same as Enhanced Warfare)
reduce slave slots by 1 in Slave Market, +1 production per slave specialist
reduce noble slots by 1 in Forum, +1 culture per noble specialist
remove -1 from unit cost multiplier (divisor stays at +1)
added 3 for influence gained for unit gift to city state (5 to 8)
reduce gold from city connections (2/3 of capital size component)
remove vanilla +1 gold per sea trade route from harbor (compensating for hardcoded x2 sea trade multiplier)
change Goth Warrior upgrade from spearman to swordsman (as Warrior)
change Dock from +15XP to +10

v38 released 04/05/2020
increased 0.85 unhappiness per citizen to 0.9
decreased AI building cost from x0.9 to x0.8, AI unit cost to x0.9
increase Observatory maintenance from 0 to 1
reduce happiness for Alchemist from 1 to 0

v39 released 01/06/2020
decreased unit maintenance cost (exponent divisor now 2 rather than 1)
city state unit gift now +1 influence from +3, but 2 turns to arrive (3 vanilla)

v40 released 02/07/2020 
null out invalid (too high tech) unit goody hut upgrades  
reduce combat of foreign legion units to 20 from 42
reduce Palace science bonus by 1 and add 20 cost
remove area map from goody huts

v41 released 16/07/2020
reduced Slaver gold yield from kills from x3 to x2
allow science victory through building the Elixir of Life
add 10% global elixir production with Alchemist and locally 25% with Oxford University, 15% wih National College   
reduced gold from Alchemist from 8 to 5, science from 2 to 1
reduced gold from Hanseatic League from 6 to 5 
increase museum theming bonus back to 2
add 50% great works tourism bonus to teatro olimpico & concertgebouw, 25% to circus maximus
reduce different ideology tourism penalty to -25% from -34%
change Mayan (Pacal) great person bonus trait prereq from Philosophy to Calendar  
change prereq of Machinery to Metal Casting for Brazilwood Camp
change all base great person bonuses (garden, policies) back to 25% from 20%
change hermitage +50% culture to +50% tourism

v42 released 30/07/2020
change Piety policy prereq from none to Classical, Rationalism from Classical to Medieval
reduce science bonus to +25% from +50% for National College
change prereq tech for Great Library from Writing to Mathematics (stop free tech being big jump to classical era)
increase Bank gold bonus from +1 to +2 as in unmodded
add aitype of explore for Cog
Increase TradeRouteFoodBonusTimes100,TradeRouteProductionBonusTimes100 from 100 to 125 for new Renaissance era
Half amount of cultural influence needed for all levels (eg Exotic at 5% not 10%)
Reduced (roughly halved) AI opinion based on Ideology choices from 5
Added Dry Garden building
Increased costs of Elixir parts
Reduced cost of Festival and Prayer techs from 1400 to 1000

v43 released 22/08/2020
removed +2 culture for Festival tech, increased faith for Prayer from +4 to +5, increased cost for both to 1100 from 1000
implemented +25% tourism for Circus Maximus supposed to be in v41
allow Archaeology, assign as Neuschwanstein prereq (from Architecture)
added 33% Landmark Tourism bonus to Louvre and Uffizi, increase cost by 1/3
remove change to Louvre and Oxford University theming bonuses, now as unmodded
removed Dry Garden from Urbanization policy
removed free tech from Oxford University, added +10% science, removed cost increase of +10%
add +1 culture per landmark, and +1 for an adjacent city. 
added +1 science for noble specialists for Sejong of Korea
increased museum cost by 10%

v44 released 21/09/2020
change Piety policy from giving 1/2 time to build shrines and temples to 2/3 
change Sacred Sites belief from +2 tourism per faith building to +1
change Architecture prereq for archaeology to Astronomy, add Acoustics prereq
change archaeology cost to same as Architecture
put enhanced tech for Petra back to archaeology 
add Ghost Ship unit

v45 released 14/10/2020
remove change to Space Procurements Policy adding Great Persons
add prereq of Drama for Music

v46 released 26/11/2020
cancel -1 science for Palace (back to +3 rather than +2) 
add -10% espionage for city building great wall as intended
change prereq for Prayer tech from Chivalry to Banking (balances with Festival)
reduce Cog from 21 to 20 strength
reduce Caravel units by 2 strength (20 to 18), English Ship of the Line by 1 (22 to 21)
add withdraw before melee chance for English Ship of the Line (as Caravel)
increase Turtle Ship strength from 32 to 34 but reduce movement by 1 and add city attack penalty as Cog
=increase Privateer units combat from 18 to 20, but add -25%/-10% defense vs melee/ranged attacks
reduce Galleass units combat by 2 (not ranged combat)
reduce EmbarkedUnitDefense for (new) renaissance era from 8 to 7
adjust Medieval percents to between Classical and Late Medieval eras 
add Sight Penalty to new Ram unit (as other siege units)
increase Artist specialist slots from 1 to 2 for Hermitage
add -10% combat penalty for Archer/Bowman/Crossbowman units vs naval units
reduce cost of Prayer and Festival techs from 1100 to 950
reduce cost of Architecture and Archeology techs by 10%
reduce cost of 2 elixir parts from 1100 to 1000

v47 released 27/12/2020
change +1 culture for temple with Divine Right to +1 science
change -10% and -1 food, -1 faith for Foundry to -2 food, -2 faith
+1 Great Scientist point for National College 
Corrected mistake for Ingenious (Babylon) trait to actually give free great scientist on Oratory not Writing
add Optics prereq for Phoenician free Harbor
add +1 gold for each Slave Market for Dungeon
add -3 production, -3 culture with Law for Slave Market (can still be used after obsolete) 
change obsolete tech for Slave unit from Banking to Law (same as Slave Market)
remove Hurry Cost Modifier for Dungeon (was 25%). Decrease Cost from 120 to 100  
add prereq tech of Machinery for Scientific Method
add prereq tech of Theatre for Education
remove bonus vs mounted for German Landsknecht

v48 released 12/01/2021
remove additional 10% cost from Museum
increase additional cost for University from 25% to 50%, add 50% to Faith Cost
increase great people modifier from 15% to 20% for Leaning Tower of Pisa
Change Sewerage from +1 food per 5 population to +1 food and +1 per 9.1 population. Reduce Maintenance from 3 to 2
reduce Concertgebouw from +2 to +1 culture

v49 released 25/01/2021
remove extra +1 culture for 25 citizens for Concergebouw
remove Optics prereq for Phoenician free Harbor (doesn't work - no free harbours)
add 1 GPP towards Artist for Embassy
increase espionage modifier from -10% to -15% for Dungeon
decrease Late Medieval embarked unit strength from 7 to 6
remove Palace from Universal Healthcare policies
half Great General appearance increase from +20% to +10% for Holy War
remove no maintenance for Saboteur

v50 released 09/02/2021
reduce Crossbowman melee strength by 2 (13 to 11) - thanks to Zoltan's Crossbow mod
reduce espionage modifier for Dungeon back to -10% from -15%
remove unused great works from buildings
add Dynamic Culture Overview mod (make new great works accessible)
update AI city and economic strategies to reflect new tech tree
give secondary yields to great person improvements on a road
add yields for worked mountains (modified Workable Mountains mod)
modify new era popup to display appropriate splash screen
increase Hermitage from +2 GPP to +3 (help text already says this!)
reduce warmonger penalties
slow fortification combat bonus
change DiploEmphasisLatePolicies to 2 for new Renaissance era - same as Late Medieval
change DiploEmphasisReligion to 4 for Medieval and after eras (was 5,5,6)
add Icebreaker unit
remove MinAreaSize for Harbor and Seaport - allow building on small sea/lake mostly for Icebreaker unit which requires Seaport
include Lighthouse near Sea +Lake mod allowing lighthouses one hex away from water, and use same logic for Silk Road to be inland (remove locked building classes of Dock, Lighthouse and Harbor)
give Pikeman -15% combat in Forest/Jungle - rebalance needed as they have more combat than swordsman, mounted bonus and no iron required and is long time til longsword.

v51 released 18/02/2021
Change Shell Shrine +1 faith per resource to +1 faith for city
camp fires can't be built 2 adjacent
remove Celtic +1 culture per unimproved forest Faith from Nature trait. Ceilidh Hall (town hall replacement) now does not reduce gold by 10%
reduce maintenance multiplier by 1 (tried before)
remove reduction of unit gift to minor travel time
change Media Culture policy tourism bonus from +15% per University, Pagoda, Mosque and Cathedral to +11% per Museum, Concert Hall, Theatre
Sacred Sites belief now back to +2 tourism per religious building from +1 (in v44)
add High Wall to +1 happiness with Fortified Borders policy
remove Obsolete and PrereqTechs for Slaves unit - no difference in game, will register as civilian unit in pedia?
change Slave unit name to Slaves so now searchable in Civilopedia - previously just found Slave specialist
limit Slaves unit to 4 per Slave Market
add back MinAreaSize for Harbor and Seaport
MinAreaSize changed to 4 (from 10) for Lighthouse (undocumented in v50)
remove Seaport requirement for Icebreaker, add ocean impassable until astronomy
change +5% production to +10% (as unmodded) for Workshop. Change Longhouse cost to 130 (20 less than Workshop as unmodded)
remove -1 faith for Coffee House, increase Great Person rate modifier from +15% to +20%
replace free tech with Oxford University, remove +10% science
Fletcher and Curare Archer promotions now lost with upgrade
World Religion resolution now possible with Archaeology not Astronomy
decrease Observatory +50% science to +10%, add +1 science per worked mountain. Allow building near mountain not next to.
decrease +2 production per mountain for Foundry to +1
call Tourism "Status", more medieval sounding.
remove Hermitage GlobalGreatPeopleRateModifier of 10%
World Wonders get 2 Status (tourism)
remove +6 culture for Petra with Archaeology, add +1 culture straight away
increase Elixir part cost to 1200 or 1500 (from 900 or 1000)
double Prayer +5 faith to +10
prevent cities firing over obstacles, ie no indirect fire
reorganise mod files

v52 released 21/02/2021
Icebreaker unit buildable only within 2 tiles of ice or snow
allow Brandenburg Gate with Warfare tech
change display name of Warfare to Advanced Warfare
increase Cartographer & Surveyor cost from 100 to 120 (same as Harbor)
reduce Caravansary cost from 120 to 100
remove extra lake production with Lighthouse
change Aztec Floating Gardens from +2 food per lake tile to +1 food, +1 production
swap Engineering to be prereq of Feudalism not Machinery
change Indian Mughal Fort enhanced tourism tech from Architecture to Warfare
add Assyrian Royal Library +1 tourism with Education
reduce Status per world wonder to 1

v53 released 09/02/2021
remove +1 Status with Assyrian Royal Library on Education
reduce -2 Faith for Foundry to -1
rename Archaeology to Ancient Ways, Archaeologist to Mystic, Dig to Investigation
change Railroads to Improved Roads, buildable with Machinery and get the techs movement bonus, add +1 gold for trading posts, great person improvements. Connects as road, no production bonus
change city connection gold to a flat 1 per city population from 1.1 per pop minus 1
minus 1 from Mercenary unit flavors to discourage AI from building - they are expensive to maintain
add 1 to recruit unit flavor (defense only)
change Religious Texts spread enhancement from Paper to Divine Right

v54 released 26/03/2021
change Cargo Ship prereq and extra Trade Route from Sailing to Optics, Embarkation from Optics to Sailing
add extra Trade Route to Civil Service

v55 released 18/06/2021
change Workshop buildingclass cost mod from +30 to *1.25 - Workshop the same, Longhouse now -5
reduce Festival and Prayer cost by 50
reduce Architecture and Archaeology cost by another 10%
increase Theatre tech cost by 50
reduce Physics and Steel cost by 10%
increase Artist specialists from 2 to 3 for Artists Guild
Saboteur unit requires Military Academy to build
Bardic School no longer obsolete with Education
hide civ specific improvements in tech tree

v56 released 25/07/2021
change Urbanization policy +1 happiness from Sewerage to dry Garden (keeping fresh water Garden)
add small city penalty to Trireme and Caravel units (as Cog already has)
corrected (removed) Tercio RangedCombatOnlyInDomain
add Moat and Ditch buildings
add new art for Dry Garden & Forum buildings

v57 released 15/08/2021
Jesuit Education policy can additionally build Libraries with faith
Improved Roads now get no production bonus (25% was being applied due to oversight)
add limit of 3 Recruits per Barracks
-1 defense for Castle
increase spy defense from 20% to 25% for Constabulary (as unmodded)
increase spy defense from 10% to 15% for Dungeon

v58 released 20/09/2021
Observatories get +17% instead of +10% science
Windmills +2 production per worked mountain instead of +1, reduce maintenance from 2 to 1
reduce Slave Market maintenance from 2 to 1
remove -2 Science for Slave Markets with Secularism policy
increase maintenance from 1 to 2 for Musicians, Artists and Writers Guilds
increase maintenance from 1 to 2 for Museum
increase maintenance from 0 to 2 for Hermitage
increase maintenance from 0 to 1 for Circus Maximus, National College, Oxford University, Heroic Epic, Naval Epic
reduce cost for Sistine Chapel from *2 to *1.5
new art for Civil and Library Archives
reduce Universal Suffrage policy golden age duration increase from 50% to 20%
reduce New Deal policy improvement yield increase from 4 to 3
correct Holy War wonder to actually give foreign lands combat bonus, and restrict to land units
reduce Louvre cost from *1.33 to *1.1
reduce Uffizi cost from *1.33 to *1.2
reduce Newschwanstein cost to *0.85
increase Hermitage cost from 125 to 350 (+ 30 per city)

v59 released 06/10/2021
increase ranged damage to non combat units from 40 to 50
correct -10% attack for archers on naval units so does not affect their defence vs Galleass. Changed to -15% for ocean tiles
make Brazilian Jungle Archer abilities not lost on promotion, but change obsolete tech from Metal Casting to Construction
reduce Joust Arena happiness from +2 to +1
remove Holy War great general appearance increase (was +10%)
reduce maintenance from 3 to 2 for Embassy National Wonder
correct oversight and allow Brazilian Curare Archer

v60 released 20/10/2021
Improved Roads add +1 Culture for Kasbah and Shinto Shrine, +1 Production for Chateau, +1 Faith for Moai, +1 Gold for Polder and Brazilwood Camp
remove +1 gold for Town Halls with Embassy
limit Coracles to 2 per coastal or lake city (empire wide)
allow Silk Road for cities on 1 or 2 tiles of water
displayed name change from Shinto Shrine to Jinja

v61 released 08/11/2021
reduce Recruit strength from 6 to 5, change to melee rather than recon type and reduce limit per barracks to 2 from 3
reduce Machu Pichu bonus for city connection gold from +25% to +20%
give sight penalty to Ghost Ship, double sight penalty to Saboteur units
give ignore terrain cost to Saboteur
increase Saboteur combat from 2 to 3, and city bonus to x15 from x12
change Saboteur unit flag to Mohawk Warrior
reduce National College science bonus from +25% to +20%, increase Elixir production from +15% to +20%
increase Elixir production of Oxford University from +25% to +33%
remove Cartographer population gold bonus. Keep for American Surveyor and reduce cost but remove production bonus.
replace trade route target bonus with owner bonus for Harbor (as unmodded game)
add trade route target bonus of 1 to Seaport
move 15% naval production bonus from Seaport to Shipyard
reduce Forge land production bonus from 15% to 10% (balance domain bonuses)
rename Ancient Ways to Ancient Lore
reduce Flourishing of the Arts policy Wonder culture bonus from 33% to 25%

v62 released 18/11/2021
change Polder build tech from Guilds to Construction, production bonus tech from Banking to Irrigation
add +5% gold for Tax Office, decrease production with Law from -1 to -2
remove Improved Road route changes for Shinto Shrine, Chateau, Polder and Brazilwood Camp
increase Philosophers Stone cost from 750 to 850
increase Elixir parts cost from 1200 to 1350 and 1500 to 1650

v63 released 08/02/2022
change obsolete tech for 'UNIT_ASSYRIAN_SIEGE_TOWER',
'UNIT_ROMAN_BALLISTA',
'UNIT_GREEK_COMPANIONCAVALRY',
'UNIT_HUN_HORSE_ARCHER',
'UNIT_BYZANTINE_CATAPHRACT',
'UNIT_CARTHAGINIAN_FOREST_ELEPHANT',
'UNIT_KRIS_SWORDSMAN',
'UNIT_HUN_BATTERING_RAM' from NULL to Architecture

change obsolete tech for 'UNIT_BABYLONIAN_BOWMAN',
'UNIT_INCAN_SLINGER',
'UNIT_MAYAN_ATLATLIST' from Machinery to Metal Casting

Indian War Elephant obsolete with Architecture (was Chivalry)

Galleass -1 ranged combat
Prayer faith bonus increased from +10 to +24
add Museums to Jesuit Education faith building

corrected limits for Coracle, Barracks and Recruit unit building

v64 released 28/03/2022
require Barracks not Castle for Military Academy
give +10 hit points for Military Academy
give -5% espionage for High Walls
remove Brandenburg Gate from play, replace with Red Fort (with Global Defense reduced from 25% to 20%)
add +1 science to Assyrian Royal Library
add Mysticism to Huns starting tech - Agriculture and Mysticism together nearer cost of unmodded Animal Husbandry

v65 released 08/09/2022
increase EspionageModifier from 5 to 10, decrease SpaceProductionModifier from 33 to 25 for Oxford University
decrease SpaceProductionModifier from 20 to 10 for National College
increase faith change for Foundry from -1 to -2
remove Neuschwanstein, Red Fort and Taj Mahal wonders - too many in game
add small city penalty for English Ship of the Line
No unwieldy pikeman combat penalty for Spanish Tercio in foliage
add unwieldy pikeman combat penalty for Danish Ski Infantry and Ethiopian Mehal Sefari (missed previously)
remove changes to food and production trade route bonuses

v66 released 17/10/2022
removing Jungle gains production (10, 50% of forest gain)
remove Forest/Jungle removal with Feitoria
change production from 0 to 20 for Plantation built in Forest
reduce Happiness from Fountain of Youth from 10 to 5, add 2 faith
reduce naval bombardment promotions from +33% against land units to +25%
remove withdraw before melee promotion from English ship of the line

v67 released 05/09/2023
Reduce Academy improvement science bonus from 8 to 6
Reduce Prophet strength loss in rival territory from 10 to 5%
Add +1 movement in forest to Curare Archer, restrict +20% attack to land. Change obsolete tech from Construction to Iron Working
Change Slave Market enhanced tech from Law to Education, increase Culture from -3 to -6
Reduce Slaves per Slave Market limit from 4 to 3
Corrected Slave, Recruit and Coracle number limits

v68 released 29/01/2024
increase prophet moves from 2 to 3
increase great general moves from 2 to 3
give barbarian camps +33% defense
double barbarian roaming distance
decrease barbarian bonus from 50 to 25%, 50 to 35% for AI
decrease barbarian combat bonus from 33 to 25% for Honor policy
reduce Medieval and Renaissance Era embarked unit defense by 1
reduce Windmill +2 production to +1, add +5% production for buildings
remove +1 happiness for Stone Works
reduce city connection gold for capital city size from 2/3 to 1/2 of unmodded
remove +1 gold per city connection (back to city population-1)

v69 released 02/04/2024
reduce culture per Noble specialist from 2 to 1
reduce production per Slave specialist from 3 to 2
reduce production penalty for Slave Market with Education from -3 to -2
change Huns free tech from Mysticism to Agriculture
remove +1 gold for fishing boats with Compass
remove +1 gold for trading post with Law
remove +1 gold per incoming trade route for Seaport
reduce +2 gold for Bank and Market to +1

v70 released 05/08/2024
captured Workers become Slaves. Slaves stay Slaves on capture (rather than being destroyed)
allow Gunpowder tech to build Musketman and additionally Cannon units. 
move production bonus for Mine and Quarry improvements from Steel and Physics to Gunpowder
increase cost of Musketman units by 50, reduce combat by 1
re-modify Minuteman, Musketeer (combat extra -1), Tercio (combat extra -1), Janissary units as special forms of Musketman.
re-modify Carolean to be special Musketman
move Privateer from Acoustics to Gunpowder prereqTech
update Longswordsman unit ObsoleteTech to Null
change some special unit ObsoleteTechs from Architecture to Gunpowder
remove upgrade of Trebuchet units to Cannon and Longswordsmen units to Musketman
reduce cost of Physics, Steel from *.9 to *.8, Architecture from *.8 to .7
reduce cost of Astronomy & Agriculture by *.8
Cannon unit now requires Foundry building, cost increased from 185 to 200
reduce cost of Oratory and Cloth Making techs from 60 to 50
reduce cost of Compass by *.9
increase combat of Hussar, Winged Hussar, Sipahi, Berber Cavalry, Hakkapeliitta, Cossack, Comanche Rider (special Knight) units by 2
reduce cost of Bread Oven building from 55 to 40
reduce cost of Archaeologist unit from 200 to 150
remove +1 happiness for Senate, move -5% policy cost from Embassy to Senate buildings
change Theology as prereq for Theatre not Education techs 
increase research agreement cost for Late Medieval era from 220 to 250, for Renaissance era from 250 to 300
increase train percent from 80 to 85, 70 to 80, 67 to 75 for Classical, Medieval, later eras respectively
increase research percent from 75 to 85, 65 to 70 for Classical and Medieval eras respectively
decrease cost of Chivalry, Trapping and Animal Husbandry techs by 0.9
decrease cost of Divine Right tech from 275 to 250
decrease cost of Mysticism tech from 15 to 12
increase espionage modifier for Walls of Babylon building from -15 to -20
decrease cost of workboat from 50 to 40
change Maya long count trait to start at Mathematics not Calendar 

v71 released 30/11/24
remove +33% jungle and forest defense from Brazilian Curare Archer
change Foundry -2 food and faith to -2 & -5% food, -1 & -10% faith
make Bardic School obsolete with Scientific Method
allow map reveal with goodyhut exploration with +50% range, +10% MapProb
reduce Universities required for Ideology choice from 6 to 4
add Civil Service requirement for Theatre
change Alchemist wonder from Scientific Method prereq to Theatre
add build improved road to Roman Legion unit
add Shinto Shrine +1 culture, +1 gold per improved road, +1 gold with adjacent city, only buildable on Hills.
allow Camp Fire improvement on marshland
allow Camp Fires and Nature Shrines to be buildable on resources
disallow Nature Shrines to be built on Tundra or Desert
Add +2 combat to Songhai Cavalry and Spanish Conquistador (as other unique knight units)
remove -1 production for Mill building when Machinery is researched
remove Camp Fire improvement culture with Feudalism not Scientific Method
change Prophet generation rate to 50% slower instead of 100%
-1 sight for Coracles & Recruits
remove extra sight for Slaver (retain for Mounted Slaver)

v72 released 20/03/2025
Make Trapping prereq for Mathematics, Bronze Working for Construction, Optics for Philosophy, Horseback Riding for Drama & Poetry
add +1 faith for Camp Fires for Boudicca (Celts)
Nature Shrine now only buildable on Hills, allow Tundra and Desert.
Swap additional trade route with Civil Service for convert production to research with Paper.
Add +1 Gold for nearby Bison with American Surveyor, change +1 gold per 12.5 citizens to +1 production per 10.
remove +1 gold per 10 population for Salt House, add +1 food, change +1 production per salt resource to +1 gold.
Increase some Conquest Probabilities for new buildings.
Add +1 food for Oasis with Gardens and Dry Garden.
Change Merchant Quarter prereq tech from Wheel to Writing
Change additional trade route from Animal Husbandry to the Wheel
Increase Ice Store (& give new name) from +1 to +2 gold with Compass

v73 released 19/05/2025
Musketmen require Forge building to build.
Change Caravan prereq from Animal Husbandry to The Wheel
Change trade route from The Wheel to Writing
Add Carpenter building
Change production trade route from Workshop to Carpenter
Increase Coppersmith cost from 80 to 100
Increase moves of Mongolian Khan from 5 to 6 (same as earlier increase for great general)
Reduce Mysticism cost from 12 to 9
Reduce Survivalism Promotion defense bonus from 25 to 15%
Reduce Lightning Warfare Promotion Great General movement from +3 to +2 
Increase Elixir and Philosopher's Stone costs
reduce Goth Warrior strength from 9 to 8, add drill 1 and quick healing promotions.

v74 released 18/07/2025
change Tax Office +1 gold per 5 population to +1 per 10. Add +1 faith & +1 faith per 10 population, remove +5% gold. Change Market requirement to Temple. Remove tech enhancement with Law of +1 gold, -2 prod. Rename to Tithe Office
increase incan slinger combat by 1, reduce cost by 10
reduce production bonus for Ironworks from 8 to 6
reduce Mountain Yields from 2 to 1 for Windmill, Jewelsmith and Mint

v75 released 16/10/2025
corrected Help text for yield reduction in v74
increase time to remove Marsh from 600 to 900, Jungle from 700 to 900, Forest from 400 to 600
increase time for all builds (except roads/repairs) by 100 (1 turn)
change prereq tech from Feudalism to Music for Chateau, Kasbah
change prereq tech from Feudalism to Divine Right for Tax (Tithe) Office
half caravansary buildings trade routes bonus,and the East India Company target and recipient bonus.
increase School gold maintenance from 1 to 2
increase Bread Oven maintenance from 0 to 1
change Dry Garden prereq from Irrigation to Metal Casting
change prereq for Military Academy from Barracks to Castle
increase Bread Oven food from +1 to +2, remove +1 gold per 8.3 pop.
reduce Palace Production & Gold from +3 to +2

v76 released 12/12/2025
increase spanish seven cities trait on finding natural wonder (not first discovery) from 100 to 250 gold
add Barracks requirement back for Military Academy (keep Castle too)
add +1 food for Camp Fires in Marsh (by creating separate camp fire marsh improvement)
increase Slave build speed from 50 to 60
reduce Mercenary cost from 55 to 40
change revealing tech for Copper to Mining, Pearls to Cloth Making, Sugar Cocoa Wine to Pottery, Spices Whales to Sailing, Silk Cotton to Archery, 
Gold Silver to Agriculture, Gems to Mysticism (all were none before)
change revealing Bison Truffles to Animal Husbandry (was just Horses)

v77 released 22/1/2026
reduce Recruit combat strength from 5 to 4
add chop forest and jungle to Mercenary
remove spices revealed by sailing
remove sugar from revealed by pottery
remove bison from revealed by animal husbandry
change wine from revealed by pottery to oratory
change cocoa from revealed by pottery to mysticism
change gems from revealed by mysticism to pottery

v78 released 21/3/2026
remove 50% increase in great prophet generation time
remove slower unit fortification
slightly improve handicaps for Prince level, all handicaps reduce unhappiness from number of cities and double barbarian camp gold
reduce unhappiness from occupied cities and population