A.N.D's Ages of Mankind Mod
Information and Links
This guide may not be 100% up to date and accurate. Discrepancies between this guide and the actual mod may vary. (I will try my hardest to keep it up to date).
Global and Regional Abilities
Asia & Europe: +1 Science in all cities
Africa & S. America: +1 Culture in all cities
Oceania & N. America: +1 Food in all cities
*Note: As per update 3.7, only Asia and Europe have received their reworked regional ability.
Europe
Northern Europe:
Harbours gain double their adjacency bonus, yield +1 Great Merchant Point, and culture-bomb upon completion.Gain the Meadhall unique building and Longship unique unit.
Southern Europe:
+3 Housing in coastal cities. Theatre Squares and Holy Sites gain a +1 adjacency bonus from coast and lake tiles. Gain the Winery unique building and Liburnian unique unit.
Western Europe:
All cities yield +1 Production. Construct Industrial Zones in half the time and all Industrial Zones yield +1 Great General Point. Gain the East India Company unique building and Dragoon unique unit.
Eastern Europe:
City growth rate is increased by 10%. Construct Encampments and Financial Districts in half the time. Gain the Vodka Distillery unique building and Druzhina unique unit.
Central Europe:
Units suffer 50% less combat strength reduction when damaged. Construct Encampments and Industrial Zones in half the time. Gain the Schloss unique building and Landwehr unique unit.
Ibero-European Colony:
All trade routes yield +2 Gold. Financial districts culture bomb upon completion. Construct Financial Districts, Theatre Squares, and Holy Sites in half the time. Gain the Pioneer unique unit and the Hacienda unique improvement.
Western-European Colony:
All trade routes yield +2 Gold. Financial districts culture bomb upon completion. Construct Financial Districts, Industrial Zones, and Harbors in half the time. Gain the Pioneer unique unit and the Ranch unique building.
Asia
Middle East
Begin with the eurekas for the Pottery, Irrigation, and Astrology technologies. Gain the Foundry unique building and the Ghilman unique unit.
North West Asia
Begin with the eurekas for the Animal Domestication and Horse Riding technologies. All cavlary units gain +3 combat strength. Gain the Cavalry Field unique building and the Skirmish Cavalry unique unit.
South Asia
Melee and Heavy Cavalry units gain +3 combat strength. All strategic resources provide +2 Production. Gain the Qila unique building and the Sowar unique unit.
South East Asia
Your districts, units, and improvements are immune to river floods. Units ignore additional movement costs and combat penalties when moving or attacking over rivers. Gain the Stilt Housing unique improvement and the Tiger Militia unique unit.
East Asia
Gain +1 Culture, Science, Faith, and Gold for every suzerian you have. Gain the Rice Winery unique building and the Long Spearman unique unit.
Africa
North Africa
All international trade routes provide +1 Science and Culture.
South Africa
You and allied units share pillage rewards and combat experience if within 5 tiles of each other.
West Africa
Units suffer no movement and combat strength penalty when attacking over a river
East Africa
Land units do not use extra movement when moving on hill tiles
Central Africa
Units can see through, and have faster movement, in wood and jungle tiles
N. America
Great Plains
Trade Routes grant +1 Food in the sending city and +1 Gold in the receiving city per Camp or Pasture in the receiving city
S. America
Central Meso-America
Clearing a Barbarian encampment heals your unit for 100hp
Western South America
Land units do not use extra movement when moving on hill tiles
Southern South America
All cities yield +2 [ICON_Faith] Faith
Oceania
Australasia
All tiles in your Civilization gain +1 appeal
Civ Changes [A-E]
All leaders have been removed. All Civ abilities have been reworked to compensate.
America
UA: The American Dream: All Diplomatic policy slots in the current government are converted to Wildcard slots. +1 Diplomatic Favor per turn for each Wildcard slot in the current government. Units earn +5 Combat Strength when fighting on your capital continent. The Gold cost of purchasing tiles is 25% cheaper.
Arabia
UA: Lands of the Righteous: Automatically receives the final Great Prophet when the next-to-last one is claimed (unless one has already been earned). +1 Science per foreign city following Arabia's Religion. The Worship building for Arabia's Religion is 90% cheaper to purchase with Faith. Arabian cities with that building gain +10% Science, Faith, and Culture.
UB: Madrasa: +2 culture, 50% less Gold maintenance
Australia
UA: +3 Housing in coastal cities. Pastures, Outback Stations, and Mines trigger a Culture Bomb. Yields from Campuses, Commercial Hubs, Holy Sites and Theater Squares are +1 in tiles with Charming Appeal, +3 in Breathtaking. Districts, Improvements, and units are immune to sandstorms.
Aztec
UA: You may spend builder charges to complete 20% of the Production cost for districts. Improved Luxury resources provide an Amenity to 2 extra cities. +1 Combat Strength for all units for each different improved Luxury resource in Aztec territory. Units earn faith from kills equal to 50% of its Combat Strength. You may spend Faith to purchase Melee, Ranged, Recon, and Anti-Cavalry units.
UB: Tlachtli: +2 Faith, Culture, and Gold. No maintenance.
Brazil
UA: Rainforest tiles provide a +1 adjacency bonus for Campus, Financial, Holy Site, and Theater Square districts, and grant +1 Appeal to adjacent tiles, instead of the usual -1. Gain a second unique district, the Copacabana. Street Carnival or Copacabana districts culture bomb when built.
Babylon
UA:Science of the Stargazers: Eurekas provide 75% of a technology cost, instead of 50%. Earn +5% Science for each city-state you are the suzerian of. Holy Sites and Campus districts are constructed twice as fast. Shrines, Altars, Sanctuaries, and Temples provide +2 Science.
Byzantium
UA:Legacy of Eastern Rome: Units receive +3 Combat Strength or Religious Strength for each Holy City converted to Byzantium's Religion (including Byzantium's Holy City). Byzantium's Religion is spread to nearby cities when defeating a unit belonging to an enemy civilization or city-state. +1 Great Prophet point from cities with a Holy Site district. Shrines, Altars, Sanctuaries, and Temples provide +2 Science and Culture, Libraries provide +2 Faith
Canada
UA:The Great White North: Cannot declare Surprise Wars or war on city-states. Surprise Wars cannot be declared on Canada. For every 100 Tourism earned, gain 1 Diplomatic Favor. +100% Diplomatic Favor gained from succesfully completing Emergencies and Competitions. Farms can be built on Tundra tiles. On Snow and Tundra tiles Mines and Lumber mills gain +2 Production, Camps and Farms yield +2 Food, and resource extraction is doubled. Tundra, Snow, and Coast tiles can be purchased for 50% less Gold.
UB: Ice Hockey Rinks: +1 Housing. Can be built on Plains tiles. Food and production yields were removed. +3 Culture and Gold with Cultural Heritage civic.
China
UA:Founders of the Eastern World: Eurekas and Inspirations provide +10% of civics and technologies. When completing a wonder receive a random Eureka and Inspiration from the era of the wonder, if available. Begin the game with the Eureka for Masonry. Gain an additional economic policy slot in any government type. All builders gain an additional charge.
Cree
UA:+1 Trade Route capacity and a free Trader with the Pottery technology. Unclaimed tiles within 3 tiles of a Cree city come under Cree control when a Trader first moves into them. Gain double Alliance points from trade routes to allies. All alliance types provide shared visibility. 1 Diplomatic slot in your current government becomes a Wildcard slot.
Egypt
UA: Legacy of the Nile: +15% Production towards districts and wonders if placed next to a River. Districts, improvements, and units are immune to damage from floods. International trade routes provide +4 Gold. Gain a free builder whenever you found your first city, and whenever you construct an Encampment or Financial district.
UB: Sphinx: +1 Faith with Monumental Structures Civic. +1 Faith and Culture from adjacent wonders (instead of +2 faith)
England
UA: The British Empire: Iron and Coal Mines accumulate 2 more resources per turn. +100% Production towards Military Engineers. Military Engineers receive +2 charges. Buildings that provide additional yields when Powered receive +4 of that yield. +20% Production towards Industrial Zone buildings. Harbor buildings increase Strategic Resource Stockpiles by +10 (on Standard Speed). Royal Navy Dockyards culture bomb upon and provide a free naval unit when completed. The first city you settle on a foreign continent grants a free melee unit.
Ethiopia
UA: Your International Trade Routes grant +0.5 Faith per resource at the origin city. Improved resources provide +1 Faith for each copy the city owns. Can purchase Archaeological Museums and Archaeologists with Faith. Receive Science and Culture equal to 15% of your Faith generation in cities founded on Hills. Units receive +4 Combat Strength on Hills.
UB: Rock-Hewn Church: +2 Culture. +2 culture with Cultural Heritage civic.
Civ Changes [F-I]
France
UA: Liberte, Egalite, Fraternite: +20% Production towards Early Medieval to Imperial Age Wonders. Double Tourism from all Wonders. Art and archaeology museums are automatically themed. Earn Great Writers, Artists, Musicians, and Generals +25% faster. Your Palace has +4 Great Work slots that can hold any Great Work.
UB: Chateaus: +0.5 housing.+1 Culture with the Enlightenment civic. +1 Gold with Imperial Power civic.
Gaul
UA: Mines provide a minor adjacency bonus for all districts, a Culture Bomb of unowned territory, and receive +1 Culture. Specialty districts do not receive a minor adjacency for being adjacent to another district and these districts cannot be built adjacent to the City Center. Your civilization gains Culture equal to 20% of the unit’s cost when a non-civilian is trained. Melee, Anti-Cavalry, and Ranged Units receive +2 Combat Strength for every adjacent unit.
Georgia
UA: When making Dedications at the beginning of a Golden Age or Heroic Age, receive the Normal Age bonus towards improving Era Score in addition to the other bonus. +50% Production towards defensive buildings. Combat victories provide Faith equal to 50% of the Combat Strength of the defeated unit (on Standard Speed). Each Envoy you send to a city-state of your majority Religion counts as two Envoys. (Must have a majority Religion).
UB: Tsikhe: +2 Culture.
Germany
UA: The Imperial Confederation: Your cities may build one additional district over the population limit. You gain +1 military policy slot in any government. +7 Combat Strength vs city-states. Steelworks provide +3 Production.
Grand Colombia
Name changed to just Colombia
UB: Hacienda: Removed, changed to Ibero-European Colony ability unique building.
UB: Coffee Exchange: Replaces the Stock Exchange. Provides more base Gold (8 vs 4) but no additional Gold when powered. +2 Food and +3 Culture, as well as +1 additional Great Merchant Point per turn. Also provides 1 free Coffee resource when built. Slightly less Production cost.
UA: Earn a Comandante General when the game enters a new Age, beginning in the Late Medieval Age. Encampment buildings provide +1 Culture per building level. All units gain +1 movement and promoting a unit does not end that units turn.
Greece
UA: Founder of the Western World: Gain an additional wildcard slot in any government. Gain +5% Culture and Science for each city-state of which you are the suzerian of. Gain a 20% refund whenever you purchase a Great Person with Gold or Faith.
Hungary
UA: Districts are built 50% faster when placed on the opposite side of a river from your city center. Industrial Zone, Campus, and Theature Square districts gain a major adjacency bonus (+2) when built adjacent to a river. Gain +2 envoys to city-states when you levy their units. Gain +5% Gold for each city-state of which you are the suzerian of.
India
UA: Indian cities receive the Follower Beliefs of all religions with at least one follower in them, not just the majority religion, and gain +1 Amenity for each religion with at least one follower in them. +2 Spread Religion charges for Missionaries. +100% Religious pressure from Indian Trade Routes. Holy Sites provide a standard adjacency bonus (+1) instead of a minor one (0.5).
Inca
UA: Citizens can work Mountain tiles. Mountain tiles provide +2 Production, increasing to +3 Production after reaching the Revolutionary Age, and +1 Food for each adjacent Terrace Farm. Domestic Trade Routes gain +1 Food for every Mountain tile in the origin city. Gains the Qhapaq Ñan unique improvement.
Indonesia
UA: Coast and Lake tiles provide a minor adjacency bonus for Holy Site, Campus, Industrial Zone, and Theater Square districts. +1 Amenity from entertainment to each Entertainment Complex adjacent to a Coast or Lake tile. Naval units can be purchased with Faith. Religious units pay no movement to embark or disembark. +2 Faith to City Centers that are adjacent to Coast or Lake tiles.
UB: Kampung: Removed, changed to South East Asian Regional Ability unique improvement
UB: Candi: Replaces the Temple. Provides Faith and Culture as well as extra Production to sea resource tiles.
Civ Changes [J - M]
Japan
UA: Land of the Rising Sun: Districts provide +1 adjacency bonus instead of +0.5. Land and naval units earn +5 Combat Strength on coastal or shallow water tiles. Encampment, Holy Site and Theater Square districts are built in half the time. Districts, improvements and units are immune to damage from Hurricanes. +100% damage from Hurricanes in Japanese territory to civilizations at war with Japan.
UB: Electronics Factory: Yields additional Science equal to the district adjacency bonus and great Merchant points.
Khmer
UA: Holy Mountains of the Naga : Cities with an Aqueduct receive +1 Amenity, and +1 Faith for every Citizen Population. Farms receive +2 Food when adjacent to an Aqueduct, and +1 Faith when adjacent to a Holy Site. Holy Sites grant Food equal to their adjacency bonus, receive a +2 adjacency bonus from Rivers, grant 2 Housing if built next to a River, and trigger a Culture Bomb when built, claiming surrounding tiles.
UB: Prasat: Culture from pop changed to 0.25 Culture instead of 0.5 Culture.
Kongo
UA: Great Artists are earned +25% faster. Relics, Sculptures, and Artifacts, provide +2 Food, +2 Production, +1 Faith, and +4 Gold. The Palace has +4 slots that can hold any Great Work. Receives all the beliefs of any religion that has established itself as Kongo's majority religion, not just the Follower beliefs. Gain +5 Faith per Civilization that you have met that has founded a religion and not at war with you.
Korea
UA: Governace of the Kingdom: Cities with a Governor yield +3% Science, Gold, Culture, and Faith. Units trained in cities with a Governor gain +10% more experience. Farms gain +1 Food and mines gain +1 Science when placed adjacent to a Seowon.
Macedon
UA: Classical Fusion: Conquering a city grants a free [ICON_TechBoosted] Eureka for each Encampment and Campus district in the conquered city and a free [ICON_CivicBoosted] Inspiration for each Holy Site and Theater Square district. Macedonian cities never incur war weariness. All military units heal completely when a city with a Wonder is captured. Gain the Hetairoi unit.
Mali
UA: One People, One Goal, One Faith: City Centers receive +1 Faith and +1 Food for every adjacent Desert and Desert Hills tile. Mines receive -1 Production and +4 Gold. May purchase Financial District buildings with Faith. -30% Production towards buildings and units. International Trade Routes gain +1 Gold for every flat Desert tile in the sending city. Entering a Golden Age permanently grants +1 Trade Route capacity.
Maori
UA: Of Islands and Sails: Starts with Sailing and Shipbuilding unlocked and the ability to enter Ocean tiles. +5 Combat Strength and +2 Movement for embarked units. Unimproved Woods and Rainforests grant +1 Production, increasing to +2 Production with Mercantilism and +3 Production with Conservation. +1 Food from Fishing Boats. Building a Fishing Boat triggers a Culture Bomb, claiming surrounding tiles. Resources cannot be harvested. Great Writers cannot be earned. Starts the game in the Ocean. +2 Science and Culture per turn before the first city is settled. Your first settled city receives a free Builder and +1 Population. The Palace grants +3 Housing and +1 Amenity.
UB: Pa: +1 Culture
Mapuche
UA: Lands of Patagonia: Cities with an Established Governor provide +5% Culture, +5% Production, and +10% experience in combat towards all units trained in this city. These numbers are tripled in cities not founded by the Mapuche. All cities within 9 tiles of a city with your Governor gain +4 Loyalty per turn towards your civilization. If a Mapuche Unit defeats an enemy unit within the borders of the enemy city, that city loses 5 Loyalty. +10 Combat Strength vs Civs in Golden Ages.
UB: Chemamull: +1 Faith
Maya
UA: Cities do not receive additional Housing from being adjacent to fresh water or coast. Cities gain +1 Amenity for each Luxury Resource adjacent to the City Center. Farms grant +1 Housing, +1 Production if adjacent to an Observatory, and +1 Gold. Non-Capital cities within 6 tiles of the Capital Capital gain +10% to all yields and receive a Builder when founded, while cities more than 6 tiles away receive -15% to all yields. +5 Combat Strength for all units within six tiles of the Mayan Capital.
Mongolia
UA: Roads from East to West: Sending a Trade Route immediately creates a Trading Post in the destination city, instead of when the Trade Route is completed. Gains an extra level of Diplomatic Visibility with civilizations that have a Mongolian Trading Post. +6 Combat Strength for all units for each level of Diplomatic Visibility Mongolia has over the other civilization, instead of the usual +3 Combat Strength. Begin the game with Horses visable on the map. All units can move after attacking, and cavalry units have a chance to capture defeated cavalry units.
Civ Changes [N - R]
Norway
UA: Settlers, Raiders, and Traders: Norwegian units gain the ability to enter Ocean tiles with Advanced Shipbuilding, instead of Compass and Cartography, and pay no additional Movement costs to embark or disembark. Naval melee units can heal in neutral territory. +50% Production toward naval melee units. All naval melee units gain the ability to perform Coastal Raids. The first city founded on each continent other than Norway's home continent grants a free melee unit in that city and +1 Trade Route capacity.
UU: Viking Longship removed as UU, but added as a unique unit to the Northern Europe regional ability.
Nubia
UA: +30% Production toward Ranged units. Ranged units gain +50% combat experience. +1 Production for Mines over strategic resources, and +2 Gold for Mines over bonus and luxury resources. +20% Production towards Districts, increasing to +40% Production if there is a Nubian Pyramid adjacent to the City Center.
Ottoman
UA: The Eternal State: +30% Production toward Siege units. Siege units gain +5 Combat Strength when attacking defensible districts. Conquering a city doesn't cause that city to lose Population. +1 Amenity and +4 Loyalty per turn for cities not founded, but controlled, by the Ottomans. +5 Combat Strength when fighting Civs following a different religion. Gain the Janissary unit, and Ibrahim a unique Governor.
Persia
UA: The Golden Roads of Persia: Gains +1 Trade Route capacity with Philosophy. Domestic Trade Routes provide +2 Gold and +1 Culture. Roads built inside Persian territory are one level more advanced than usual. Occupied cities yield +5 loyalty if garrisoned and have no penalties to their yields. Permanently gain +1 trade route capacity when you enter a Golden Age.
UB: Pairidaeza: +1 Faith. +1 science with Lands of Leisure civic.
Phoenicia
UA: Thalassocracy of the Mediterranean: Starts with the Eureka for Alphabetic Writing. Coastal cities founded by Phoenicia and in the same continent as their Capital always have full Loyalty. Settlers receive +2 Movement and Sight while embarked, and pay no Movement costs to embark or disembark. Naval trade routes gain +25% range. Fishing Boats culture bomb upon completion.
Poland
UA: For Faith, Law, and King: Building an Encampment or Fort triggers a Culture Bomb, claiming surrounding tiles. Taking territory from a foreign city with a Culture Bomb converts it to Poland's religion. Temples provide Great Merchant points and +2 Culture. One Military Policy slot in all governments is converted into a Wildcard Slot slot.
Portugal
UA: Mare Clausum: International Trade Routes can only be sent to cities on the coast or with a Harbor, but gain a +50% increase to all yields. Traders have +50% range over water, and can embark as soon as they are unlocked. +1 Sight for all units. Meeting another civilization grants +1 Trade Route capacity. Gains Open Borders with all city-states.
Rome
UA: S.P.Q.R: Founded or conquered cities start with a Trading Post and, if within Trade Route range of the Capital, a road to it. Trade Routes generate +1 additional Gold from Roman Trading Posts they pass through. All units gain +1 Combat Strength per Military Policy card in the current government. Your Palace, and all Palaces you conquer, yield +1 Gold, Production, and Culture.
UU: Legions: Can build Roads
UB: Roman Bath: Provides additional Great General and Great Engineer points
UB: Roman Fort: +1 Culture
Russia
UA: Mother Russia: Founded cities start with five additional tiles. Tundra tiles provide +1 Faith and +1 Production, in addition to their usual yields. Units are immune to damage from Blizzards. +100% damage from Blizzards inside Russian territory to civilizations at war with Russia. On Snow and Tundra tiles resource accumulation is doubled and the cost to purchase these tiles with Gold is reduced by 50%.
Civ Changes [S - Z]
Scotland
UA: Happy cities gain +5% Science and +5% Production, and generate +1 Great Scientist point in their Campuses and +1 Great Engineer point in their Industrial Zones. Ecstatic cities double these bonuses. Plains and Grassland hill tiles yield +1 Culture. Melee, Ranged, Recon, and Religious units move faster on hills.
UB: Golf Courses: +1 Housing. +2 culture and gold. +1 gold for each adjacent city center or entertainment complex.
Scythia
UA: Peoples of the Steppes: Building a light cavalry unit or Saka Horse Archer grants a free second copy of that unit. +5 Combat Strength for all units when attacking wounded units. Units heal up to 30 hit points after killing an enemy unit.
UB: Kurgan: +1 Culture, +1 Gold, and Faith. +1 Faith for every adjacent pasture, raising to +2 Faith and +1 Culture for every adjacent pasture with the Horsemanship tech. +1 Gold with the Blood and Iron and Mercenaries civics. Provides additional Tourism when you unlock the Flight tech
UU: Saka Horse Archer: Gold upkeep cost reduced
Spain
UA: Plus Ultra: May form Fleets and Armadas with Mercantilism, instead of Nationalism and Mobilization. Trade Routes receive 3 Gold, 2 Faith and 1 Production. Trade Routes between cities on different continents gain triple these yields. Cities not on your original Capital's continent receive 25% extra Production towards Districts and a Builder when founded. May purchase naval units with Faith.
UB: Mission: +0.5 housing. +1 Gold with Imperial Power civic. It cannot be built adjacent to another Mission.
Sumeria
UA: The First Civilization: Capturing a barbarian outpost grants a tribal village reward in addition to the usual gold. Gain +5 Combat Strength vs Barbarians. Whenever you construct a building gain Science, Culture, and Faith equal to 10% of the buildings production cost.
UB: Ziggurat: +1 Faith. +1 Faith with Divine Rule civic. +1 culture with Monumental Structures civic (instead of from Natural History).+1 science with Writing tech. Ziggurats cannot be placed adjacent to another Ziggurat.
Sweden
UA: För Sverige – i tiden: +1 Great Engineer point from factories and +1 Great Scientist point from universities. Gain +50 diplomatic favour whenever you earn a great person. All units gain +5 Combat Strength when on your Capitals continent. When in the game, gain the unique Nobel Prize competitions.
Vietnam
UA: Independance, Liberty, Happiness: Land specialty Districts can only be built on Woods, Rainforest or Marsh tiles. Buildings on these features receive additional yields: +1 Culture in Woods, +1 Science in Rainforest, and +1 Production in Marsh. All units gain +5 Combat Strength when fighting in Rainforest, Marsh, and Woods tiles, and +1 Movement if they start their turn there. Both of these bonuses are doubled in tiles inside Vietnamese territory.
Zulu
UA: May form Corps with Mercenaries, instead of Nationalism, and Armies with Nationalism, instead of Mobilization. Corps and Armies gain an additional +5 Combat Strength. Capturing a city will upgrade the conquering unit into a Corps or Army if the necessary civics are unlocked. +3 Loyalty per turn to cities with a garrisoned unit, increasing to +5 if the garrisoned unit is a Corps or Army.
New Civs
Bulgaria
UA: The Pen and the Sword: Encampment buildings and the Palace gain +1 Great Work of Writing Slot. Encampments provide Great Writer Points. Great Works of Writing provide +1 Science, Culture, and Production, as well as +2 Faith. Encampment buildings provide double their normal Production.
UU: Bulgars: Replaces Horseman
UB: Literary School: Replaces the Library
Serbia
UA: Nemanjic Legacy: Gain an additional economic policy card regardless of government type. Settlers gain +1 sight and movement. Purchasing city tiles costs 25% less gold. Cities with at least 3 specialty districts gain +3 housing and +1 amenity
UU: Sajkasi: Replaces Pike and Shot
UU: Pesadije: Replaces Rifleman.
UB: Manastir: Unique Improvement
Czechs
The Crownlands of Bohemia: You may purchase Financial District buildings with Faith. Financial Districts and Holy Sites culture bomb upon completion. Unit upgrades cost -25% less Gold. Financial District buildings yield Faith equal to their intrinsic Gold yields. All Economic policy slots in the current government become wildcard slots
UU: Zbrojnosh: Replaces the Courser
UB: Skoda Works: Unique Tier 2 Government Plaza Building
Latvia
Folklore of the Old Gods: Units earn Great writer points from kills. The Capital has +4 additional slots for Great works of writing. Great works of writing yield +2 Faith and +1 Culture. Whenever you construct a Holy Site or Theatre Square district gain a free Builder.
UU: Strelnieki: Replaces the Ranger
UU:Aizsargi: Replaces Infantry
UB: Gulbuve: Replaces the Sewer
Lithuania
Freedom, Unity Prosperity: Earn a random Eureka and Inspiration whenever you move into a new era. When in an alliance you gain +5% of your allies' Culture and Science. Constructing a fort or encampment in your borders culture bombs upon completion.
UU: Leiciai: Replaces the Courser
UB:Battlements: Replaces Medieval Walls
Estonia
Age of Awakening: Cities with a factory yield +5% Production and +5% Culture. Cities with a university yield +5% Science and +5% Culture. Factories and Universities yield +1 Great Musician point and have 1 slot for a Great Work of Music.
UU: Maavagi: Replaces Mechanized Infantry
UB:Trade Fort: Replaces the Financial District
Soviet Union
Russian Revolution: Founded cities start with five additional tiles. Tundra tiles provide +1 Production, in addition to their usual yields. Resource extraction on Snow and Tundra tiles are doubled. Units are immune to damage from Blizzards. +100% damage from Blizzards inside Soviet territory to civilizations at war with the Soviet Union. Factories, Steelworks, and Arms Factories provide Culture equal to their base Production yields. Industrial Zones are built in half the time. You cannot earn Great Prophets or build Holy sites.
UU: T-34: Replaces the Tank
UB: People's Commissariat: Replaces the Military Academy.
Al-Andalus
Beacon of Faithful Enlightenment: Your trade routes yield +1 Science and Faith for every 5 tiles they travel. +1% Faith for every Great Person ever earned. Every time you construct a building, earn Science and Faith equal to 7% of its original Production cost. Constructing a Holysite provides a free Trader unit once unlocked and if a free trade route slot is available.
UU: Farfanes: Replaces the Courser
UB: Alcazar: Unique Improvement
The Papal States
The Holy See: -30% Production towards units. Envoys sent to city-states of which you share your religion count as 2. +7 combat vs City-States. The Palace yield +2 Faith. Holysites culture bomb upon completion. +3 Culture, Faith and Gold for every city following your religion.
UU: Crusader: Replaces the Knight
UB: Holy Cloister: Replaces the Keep
Britons
Druids of Britannia: Units can see through forests and can move through them for no additional costs. Mines over strategic resources yield +1 Production. Woods tiles yield +1 adjacency bonus to Campus, Industrial, and Financial districts, as well as +2 adjacency bonus to Holy Site and Theater Square districts.
UU: Woad Warrior: Replaces the Swordsman
UB: Standing Stone Circle: Replaces the Court of Law
Italy
Rebirth of Europe: Earn +1 Era Score whenever you construct a building with a Great Work Slot or complete a trade route. All Banks have a great work slot that can hold any great work type. Earn a Trader unit whenever you build a Commercial Hub. Theater Squares and Financial Districts are built +50% faster.
UU: Condottieri: Replaces the Sellsword
UB: Teatro: Replaces the Opera House
Belgium
Heart of Industry: Industrial and Financial Districts, as well as Factories, yield +1 Great Merchant and Engineer point. Trade routes provide you +2 Gold per luxury resource in the destination city. Workshops and Factories yield Culture and Markets and Banks yield Production, equal to their intrinsic base yields. Plantations, Industrial Districts, and Financial Districts culture bomb upon completion.
UU: Chasseurs: Standalone Cavlary-like Recon Unit
UB: Chocolate Maker: Replaces the Printing House
Austria
House of the Hapsburgs: Whenever you would construct a Wonder, gain an Envoy. Every Envoy sent to a city-state provides you with +1 Culture. Great Works of Writing yield +1 Science and Culture and Great Works of Music provide you with +2 Culture and +3 Gold. Levying units from city-states provide +2 Envoys to that city-state. All levied units gain +2 movement and +5 combat strength, and can be upgraded at 75% the Gold and resource cost.
UU: Grenz Infantry: Replaces Line Infantry
UB: Coffee House: Replaces the Salon
New Buildings, Units, and Resources
Air Academy: Mutually exclusive with Naval Academy or Military Academy. Provides bonuses to Air units.
Naval Academy: Mutually exclusive with Air Academy or Military Academy. Provides bonuses to Naval units.
Industrial Zone
Steelworks: Provides you with the Steel Resource
Synthetic Refinery: Provides you with the Oil Resource
Military Factory: Provides you with the Army Equipment Resource
Printing House: Provide Production and Culture
City Center
National Monument: Mutually exclusive with other monuments. Provides Culture
Religious Monument: Mutually exclusive with other monuments. Provides Faith
Heroic Monument: Mutually exclusive with other monuments. Provides Production
Blacksmith: Provides you with the Army Equipment Resource
Keep: Provides additional City Strength
Hospital: Provides Food
Police Station: Reduces foreign Spy effectiveness
Meeting Hall, Town Hall, and City Hall: Upgradeable buildings that provide yields based on city population.
Brewery: Provides food and the Beer luxury Resource.
Financial District
Guildhall: Bridges the gap between the Tax Office and Bank
Tax Office: Bridges the gap between the Market and Guildhall.
Holy Site
Altar: Mutually exclusive with the Shrine and the Sanctuary. Provides Faith and Gold
Sanctuary: Mutually exclusive with the Shrine and the Altar. Provides Faith and Food
Graveyard: Provides Faith and Culture.
Theatre Square
Court of Law: Bridges the gap between the Amphitheatre and Museums
Opera House: Bridges the gap between Museums and the Broadcast Center
Campus District
Arts School: Mutually exclusive with University and Trade School. Less Science more Culture.
Trade School: Mutually exclusive with University and Arts School. Less Science more Production.
Academy: provides science and bridges the gap between the Library and Universities
Salon: Bridges the gap between Universities and the Research Lab
Rifleman: Between Line Infantry and Infantry
Mercenaries, Sellswords, Hired Guns, and PMCs: New unit class of units that must be bought with gold but have no upkeep.
Ranged
Bowman: Between Slinger and Archer
Freedom Fighter: Atomic Age standalone ranged/recon unit
Naval Melee
Cog: Between Galley and Caravel
Barbarian Unit
Pirate: Unique Frigate for barbarians that can capture defeated ships
Steel, Workable Lumber, Army Equipment
Luxury Resources
Rice Wine, Mead, Vodka, Beer, Belgian Chocolates,
Bonus Resources
Papyrus, Clay, Herbs
List of Techs
Neolithic Age
Sedentary Agriculture
Stone Age
Fishing, Astrology, Pottery, Mining, Hunting and Trapping, Proto-Writing, Irrigation, Masonry, Animal Domestication, Sailing, Hydrology, The Wheel, Lunisolar Calendar, Mathematics, Metal Smelting, Horse Riding
Bronze Age
Bronze Working, Chariots, Docks, Horsemanship, Paper Making, Seafaring, Weights and Measurements, Writing.
Iron Age
Alphabet, Celestial Mapping, Currency, Iron Working
Early Antiquity Age
Advanced Mathematics, Advanced Tools, Archery, Horse Saddles, Improved Construction, Lighthouses, Sanitation and Aqueducts, Siege Weapons, Surgical Tools
Late Antiquity Age
Advanced Shipbuilding, Codex, Concrete, Mathematical Calendar, The Zero
Early Medieval Age
Alchemy, Apprenticeship, Buttress, Castles, Crop Rotation, Horseshoes and Stirrups, Lenses, Metal Casting, Quilted Armour, Scholasticism, Stained Glass.
Late Medieval Age
Astronomy, Clockworks, Compass and Cartography, Machinery, Military Experiments, Plate Armour
Renaissance Age
Banking, Books and Newspapers, Calculus, Global Economics, Gunpowder Weaponry, Mass Production, Printing, Siege Tactics, Square Rigging, Wheels and Rudders
Revolutionary Age
Ballistics, Biology, Electrical Generation, Explosive Shells, Gunsmithing, Industrial Fertilizer, Industrialization, Military Sciences, Modern Sanitation, Scientific theory, Simple Rifling, Steam Engine, Steam Propeller, Steel, The Telegraph, Trains and Railroads
Imperial Age
Advanced Rifling, Automatic Weaponry, Cameras, Chemical Compounds, Combustion, Dynamite, Electrical Machines, Flight, Food Preservation, Modern Medicine, Refining, Refrigeration, The Automobile, Warships
Modern Age
Advanced Ballistics, Advanced Flight, Combined Arms, Early Rocketry, Nuclear Research, Radio
Atomic Age
Cosmonauts, Modern Computing, Nuclear Energy, Plastics, Space Rocketry, Synthetic Materials, Television
Information Age
Advanced Materials, Green Energy, Guidance Systems, Laser Tech, Robotics, Stealth Materials, The Internet, Video Games.
Future Age
A.I, Cyber-Enhancements, Future Power Cells, Off-World Mission, Predictive Systems, Smart Materials, Future Tech
List of Civics
Neolithic Age
Tribal Law, Tribal Roles
Stone Age
Ancient Warfare, Communal Workforce, Cultural Artistry, Dynasties, Foreign Trade, Gods and Spirits, Monumental Structures, Mysticism, Proto-Cities, Social Hierarchy
Bronze Age
Administration, Board Games and Recreation, City Planning, Divine Rule, Material Wealth, National Identity, Religion, Temples
Iron Age
Organized Warfare, Political Thought, Scribes and Scripture
Early Antiquity Age
Blood and Iron, Drama and Poetry, National Games, Philosophies, Political Philosophy, Public Works, Recorded Histories, Youth Education
Late Antiquity Age
Acta Publica, Citizenship, Defensive Architecture, Judicial Systems, Rights of Man
Early Medieval Age
Divine Right, Feudalism, Jurisprudence, Lands of Leisure, Monasticism, Noble Courts, Regalia, Religious Fervour
Late Medieval Age
Civil Service, Heraldry, Manorialism, Medieval Faires, Mercenaries, Trade Guilds, Trade Schooling
Renaissance Age
Centralized Government, Constitutionalism, Crown Corporations, Diplomatic Service, Humanism, Imperial Power, Mercantilism, The Enlightenment, Opera, Trade Empire
Revolutionary Age
Archives, Bureaucracy, Civil Engineering, Intellectual Societies, Labour Unions, Nationalism, Natural History, Police Force, Realism, Romanticism, Standards of Living, The Peoples Rule, Urbanization
Imperial Age
Feminism, Ideology, Mass Mobilization, Media, New Imperialism, Professional Sports, Scorched Earth, Skyscrapers and Elevators, Social Darwinism, Sociology and Psychology, Welfare State
Modern Age
Capitalism, Class Suffrage, Cultural Heritage, Mass Media, Nuclear Programs, Ultra-Nationalism
Atomic Age
Atomic Cultures, Cold War, Nationalist Insurgencies, Rapid Deployment, Space Race, Suburbs
Information Age
Centrist Thought, Environmentalism, Far-Left Ideology, Far-Right Ideology, Globalization, Left Leaning Ideology, Modern Ideologies, Right Leaning Ideology, Social Media
Future Age
Beyond Earth, Cultural Hegemony, Future Civic, Green Societies, Information Warfare, Smart Power Doctrines
Misc Gameplay Changes
Stables: provide the Horses Strategic Resource
Workshops: provide the Iron Strategic Resource
Unit combat strengths and production costs have been altered for balance
Gold generation from trade lowered
Gold upkeep costs of buildings increased
All Wonder now yield Culture. Wonders that already yielded Culture now yield more.
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