Description:
A mod that is designed to make the Sponsors  more interesting and distinctive. 

[b]IMPORTANT: This mod edit promotions and thus is affected by a bug the game has - unit commands will not show correctly. To prevent this you have to save the game, go back to the main menu, activate mods again and then load your game - it will then work for the rest of the session. Unfortunately there's nothing I can do about that - it's a bug that Firaxis has to fix. [/b]

If you find errors, bugs or typos, please report them in the comments!

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Additional bonuses have been added, existing bonuses have been changed and, in some cases, swapped to make all sponsors feel and play different from each other. Every Sponsor now has a unique Building that has higher yields and, in most cases, a unque effect. To be clear: The main focus is not perfect balance - I try to get them somewhat on a level, but especially with all the combinations possible when also using Awesome Loadout etc. it's impossible to achieve perfect balance and still keep options interesting. Also, these bonuses will make the game easier - but, at least that's my opinion, also more fun. 

All unique Buildings have basic yields, but I'll only list their unique effects below.

[h1]ARC[/h1] 
[b]Unique Trait[/b]
Covert Operations are 40% faster. Maximum Intrigue for cities is decreased by 2. Gain a free Soldier whenever  you found or conquer a City.

[b]Unique Building: Central Intelligence Agency[/b]
Yields +1 Science from External and Station Trade Routes
Grants a Free Spy once the first Building of this type is built

[h1]Pan-Asian Cooperative[/h1]
[b]Unique Trait[/b]
+25% Wonder Production. Unhealth: -33% from Pop., +100% from Cities. +10% Food, +50% Culture and Science in Capital. Can build a unique Wonder.

[b]Unique Wonder: Bio Sphere[/b]
10% Food kept after City Growth
Strong overall yields

[h1]Franco-Iberia[/h1]
[b]Unique Trait[/b]
Gain a free Virtue for every 8 Virtues gained through Culture. Gain 50% of defeated opponents Combat Strength as Culture.

[b]Unique Building: Museum[/b]
Gain small %-Modifiers for Science and Culture

[h1]Slavic Federation[/h1]
[b]Unique Trait[/b]
+100% Petroleum. +2 Titanium per City. +2 Orbital Coverage in Cities. +20% Production towards Orbital Units.

[b]Unique Building: Space Agency[/b]
+2 Orbital Coverage

[h1]Polystralia[/h1]
[b]Unique Trait[/b]
+2 Trade Routes available for the Capital. Cities start with 6 extra tiles. +2 Energy and +10% Energy in every City.

[b]Unique Building: Trade Estate[/b]
Yields +2 Energy from External and Station Trade Routes

[h1]Kavithan Protectorate[/h1]
[b]Unique Trait[/b]
Cities and Outposts acquire new tiles 50% faster. +50% Affinity Resources. Settlers are not affected by terrain and have +2 [ICON_MOVES] Movement.

[b]Unique Building: Spiritual Site[/b]
Additional Yields to Affinity Resources 

[h1]Brasilia[/h1]
[b]Unique Trait[/b]
Units have +10% Strength in melee combat. +20% Production towards land Units. Pay 50% less Maintenance for Land Units.

[b]Unique Building: Military-Industrial Complex[/b]
Bonus Production towards Units

[h1]African Union[/h1]
[b]Unique Trait[/b]
+10% Food in growing Cities when Healthy. Cities start with +2 Food and +2 Health. Cities keep 10% Food after growing.

[b]Unique Building: The People's Library[/b]
Yields additional Science based on Population Size

v2
- Overhauled the Pan Asian Cooperative. Removed the Per-City-Bonuses, now focuses even more on going Tall and on their Capital. Added a Unique Wonder.
- Tuned down the Kavithan Protectorate quite a bit. Not happy with that Sponsor at the moment, I'll probably change them in a later Version.
- Some Texts have been changed to better describe what is going on or to match similar effects that are used in the game.
- Renamed the Mod because of... reasons!

v3
Only some minor changes.

- Tuned down Polystralias Energy Bonus: 10% Energy per City (down from 15%), +2 flat Energy is still the same
Simply for balance reasons, it felt just a 'tiny bit' too strong to me.

- Changed Kavithan Protectorates Bonus: 15% Worker Speed have been removed, Settlers now have +2 Movement and ignore Terrain
This change was mainly made to push the sponsor in a more specialized direction, just as the other sponsors are. "Expand fast and take up land".

I also adjusted the texts that are shown when choosing sponsors so they no longer clip when mods that add more sponsors are active (Was caused by the scrollbar reducing space available inside the textbox).

v4
All Civilizations now have a Unique Building (with the exception of Pan-Asia, they still have a unique Wonder)!
These Buildings don't have Building quests (for now, but unique Buildings generally have higher yields than the normal versions.

Some also have unique Effects:

ARC:
CentralIntelligence Agency - Replaces the Spy Agency - gain 4 Spies instead of 3.

Pan-Asia:
Bio Sphere - still a unique WONDER, is now stronger to make up for the fact that other factions got unique buildings (further information below)

Franco-Iberia:
Museum - Replaces the Alien Preserve - no unique Effect, but has small %-Modifiers for Culture and Science.

Slavic Federation:
Space Agency - Replaces the Launch Facility - +4 Orbital Coverage instead of 3, and has some base yields that should make it strong enough to be worth building in most cases

Polystralia:
Trade Estate - Replaces the Thorium Reactor - Yields +2 Energy from External and Station Trade Routes.

Kavithan Protectorate:
Spiritual Site - Replaces the Pharma Lab - Gives some additional Yields to Affinity Resources 

Brasilia:
Military-Industrial Complex - Replaces the Repair Facility - Yields Production on top of the %-Modifier for Unit-Production.

African Union:
The Peoples Library - Replaces the Laboratory - yields additional Science based on Population Size

I changed the way new Texts are implemented. Changes should now show up in all languages (but they're still English-Only).

Some balance changes:
The new Buildings have some Impact on the overall balance and I will probably make some adjustments once I've played a lot more with them.

But for now only a few minor adjustments:
- Pan Asia only receives 10% Growth in Capital (down from 25%). 
This is mainly a balance-change for other food bonuses, not a general "nerf". By adding other Growth-Bonuses, Pan-Asia could almost grow infinitely, which was not intended. Normal Strategies should still have about the same amount of food and the Bio Sphere now yields additional Food to make up for that. Only lategame-growth should really be slower.

- Franco-Iberia now only receives 50% of defeated opponents as Culture
This is a direct nerf. Not much else to say. :p The overall Culture when played aggressively was just too strong. I'm planning to give them a new trait once Rising Tide is released to focus more on their peaceful nature and shift the "Aggressive Culture"-Sponsor to someone else.

v5
- The unique building system has been overhauled. Unique Buildings no longer override basic Buildings, but instead create a new building for each Civ. 
- All unique Buildings are now located on (Affinity-Neutral) Ring 2 Techs, their strength has been adjusted accordingly. 
- If a unique Building of another Civilization is captured, it is replaced by your unique building (or destroyed).