v4.0.1
 - Fixed a bug in the text for Colonization 
 

v4.0.0
 - Introduced secret agenda bonuses
 - Changed Colonization policy to +2 Culture in cities without Monuments, and +100% production towards Monuments (essentially, a policy that works itself out of a job)
 - The MyOptions setting QUO_OPTION_CONVERT_GP_POLICIES_TO_DIPLO now defaults to 1 instead of 0
 - Moved allyship much earlier on the civics tree
 
v 3.15.3
 - Pike units now convert their Combat value directly to their RangedCombat value (changed from +7 Combat -7 RangedCombat)
 - Fixed a bug with the Khmer Sangha Monk unit not receiving its +2 combat per Aqueduct

 
v3.15.2
 - Lowered base combat strength of Sangha Monks to 28 (down from 35)
 - Fixed a bug that could cause crashes for players who used the mod without Indonesia installed
 - Sumerian Ziggurats now add +1 Science to adjacent non-river tiles 
 - Brazilian Brazilwood camps now provide +1 Gold per point of Appeal of the tile (instead of flat +2 Gold)
 - Brazilwood camps now provide Tourism at Flight 
 - Added Brazil's ability to ignore negative appeal of Rainforest tiles to their description
 - Fixed a bug with the Brazilian Revolution project lacking an icon
 
 
 
v3.15.1
 - Increased bonus GPP / turn for Japanese districts from +1 to +2
 - Added +100% production toward Aqueducts for the Khmer 
 - Khmer are now more likely to start near Rice or Wheat, at least if the database is to be believed
 - The Khmer now generate a Sangha Monk, a unique unit similar to the Warrior Monk, when they construct or acquire an Aqueduct (changed from the generic Warrior Monk)
 
 
 
 
v3.15.0
 - Implementations for Khmer and Indonesia 


3.14.9
 - Increased bonus gold for foreign cities following Arabia's religion to 3 (up from 2)
 - Removed the radial fresh water bonus from Aqueducts for performance reasons. This is now an exclusive feature of Roman Baths.
 - Fixed a bug introduced in v3.14.6 that broke Russia's bonus to production for Industrial Zones adjacent to Tundra hills 
 - Changed Theocracy additional govt bonus to "Cities with a Holy Site receive +2 Food, Production, and Faith"
 - Slightly lowered AI bonus Culture in late eras when playing in Hardcore Science mode
 - Ghandi now receives a free Settler upon building a Holy Site in the capital and a free Builder everywhere else
 - Jadwiga may now purchase buildings for Commercial Hubs by expending Faith
 - Germany now receives a Gold bonus equal to 6 times their Gold per turn when they capture a foreign city
 
 
 
3.14.8
 - Removed Palaces as a possible prereq for Walls because this somehow breaks the ability to build Walls

 
 
3.14.6
 - Changed Colonization to '+1 Culture in cities without Monuments, +1 Food in cities with Monuments.'
 - Fixed a bug with Russia's bonus to Production from Tundra hills applying to all players instead of just Russia when Russia was in the game
 - Changed formula for converting Anti-Cavalry to Ranged units by increasing their Combat values but decreasing their Ranged attack capability
 - Increased bonus versus Cavalry of the Anti-Cavalry promotion 'Echelon' from +5 to +10
 - Increased bonus versus Anti Cavalry of the Melee promotion 'Zweihander' from +7 to +15
 - Barbarian Spearmen have -10 Combat Strength when ranged Anti-Calvary option is enabled
 - Germany now receives +1 production from each additional district beginning with the third district built (changed from fourth)
 - Germany now receives +2 moves for Heavy Cavalry beginning in the Modern era
 - Palaces are now considered among the possible pre-reqs for building Walls. This is so that City States are able to construct them.
 - Stonehenge now once again unlocks at Astrology. Justified by Astrology's increase in cost.
  - Early release of MyScratchpad
 
 
 
 
3.14.5
 - The Facism government now also supplies Anti Cavalry with +2 range if the ranged anti-cav option is selected in the settings files
 - Holy Wars now unlock at Theology
 - Protectorate Wars now unlock at Political Philosophy
 - Spain now receives +4 GPP toward prophets with each kill (up from 2 in previous patches) 
 - Quadrimeme naval units bumped forward 1 tech, to Celestial navigation

3.14.3


Code for Steam edition: dfb06c74-086c-4a94-9618-3d96183a2d55


v3.14.1
 - Increased points toward Great Prophet Spain gets per kill to 4 (up from 2)


v3.13.2
 - Gorgo ability changed
 - Removed Perciles free points toward diplo tokens when at peace
 - Pericles now receives +20% toward districts when at peace with all major civs, and -10% toward districts when at war
 - Russia now receives 2 free copies of Uranium starting in the Atomic era
 - Spain now receives +1 movement for Siege units that start their turn within when in vicinity of a religious city
 - Removed Norwegian Berzerker movement debuff. This unit can now move after attacking. 
 - Fixed a bug with Settler production applying to all units
 - Spain no longer receives +50% toward Holy Sites. Instead receives 3 points toward a Great Prophet for each kill.
 - Swapper locations of Urban Planning and Colonization on the civic tree
 
 

v3.13.1
- Removed code that halved cost of Sewers since Firaxis already made this change
- Each building built in a city center (Granary, Walls, Water Mill, Palace, Sewers etc) now increases that city's production toward Settlers by 10%
- Fixed a bug in Goddess of the Hunt that caused the XP bonus to apply to all units and to be much higher than intended
- Fixed a bug with Nubia's friendship bonus that allowed the XP bonus to apply to all units instead of only Ranged units
- The Steel technology no longer provides Urban Defenses. Urban Defenses can still be acquired from the Communism government
- Arabia now also receives +1 Science +2 gold per foreign city following religion (changed from +2 Science +0 Gold)
- The ability that allows Pikemen to drain movement points from Calvary has been removed. 
- Norway's Berzerkers now drain movement from adjacent units. Units reduced to 0 movement lose their turn.
- Removed all changes to the Stave Church. This building is now identical to the new version Firaxis released in the Summer patch.


v3.12.4
 - Spain adjacency bonus for commercial hubs next to natural wonders is now 7 (up from 5)
 - Nubia friendship bonus: +50% XP bonus for archery units
 - Monument of the Gods provides +30% hammers toward wonders (down from +40%)
 - Confirmation box for MyOptions settings
 - Added generic friendship bonuses for mod civs, and a MyOption to disable 
 - Changed Goddess of the Hunt from +1 Food from Camps and +15% Production toward Ranged units to +1 Food from Camps and +25% XP for Ranged Units

v3.11.9

- Added some safety code in case a player tries to load the mod without having installed the Aztec DLC. 
- Fixed a bug with Egyptian sphinxes not properly applying the culture and faith bonus to desert hills again, and this time it actually works.


v3.11.8 

- The Shipbuilding tech now requires Celestial Navigation as a prereq. This is to limit an insane beeline into Cartography that can send AIs into the Rennaissance era with just 3 techs
- Cartography now requires Military Tactics, for reason stated above.
- Fixed a bug with Catherine's new ability to unveil foreign captitals that would cause the reveal not to work if you met the civ through normal methods prior to the unveil occuring.
- Added a MyOption for Settlers escaping.
- Rebalanced a number of technology prereqs in order to create a much more standard number of prereq techs prior to entering each era. This is to reduce beelining and make it more likely for Great People of the earlier eras to appear
- Moved Tier 2 governments back to their original locations. Instead of this arrangement, Reformed Church no longer requires Divine Right
- Fixed a bug in the description of Colonial Offices policy that listed the bonus to Population in foreign cities as 50%. In fact this policy was changed long ago to provide a 30% bonus but the text never updated.
- Moved the Chateau back to its original location on the civics tree. This improvement has greatly improved since the addition of the culture bomb and no longer needs to unlock early.
- Catherines extra spy is back to unlocking at Castles instead of Astrology. The very early Spy proved impossible to defend against in multiplayer.
- The Mission unique improvement is back to unlocking at Exploration
- The Colonization policy now provides +1 Culture to cities without Monuments. This replaces the original +50% to Production of Settlers ability, which I have had the goal of revising for a long time.
- Changed the effect of the Brazilian Street Carnival to immediately provide +1 Population instead of a global population boost
- Tweaked Sumeria's bonuses


v3.11.7

- Moved some code files that are no longer used in the mod to the Legacy folder so they will not confuse other programmers seeking to follow the intent of this mod.
- AI Montezuma will now prioritize building the Templo Mayor national wonder. 
- Arabia can no longer recruit Great Merchants by expending Gold or Faith. Changed because they have no Commercial Hubs to expend them in.
- All of the existing "wild card only" purple cards have been converted to "diplomatic" green cards, so they can now be played in a diplo slot or a wildcard slot. I figured this would be controversial, so there is a  MyOption to disable this.
- Split Oligarchy, Classical Republic, and Drama and Poetry up among various civic branches so all 3 no longer unlock at the same time.
- Moved the Diplomatic League policy to State Workforce to ensure all governments with a green policy slot had alteast one green card to play
- Classical Republic now also gives Settlers Stealth
- Added a MyOption for the Multiplier amount for buildings like Factories that have a radial effect to cities within X tiles
- Fixed a bug in Oligarchy government that gave troops +2 movement instead of +1
- Fixed a bug that caused Egyptian sphinxes not to provide their radial bonus to desert hills
- Fixed a bug where building a Stepwell as a civ other than India (because of a friendship gift or via American film studios) did not provide the water bonus
- Updated the mechanism that trigger's Catherine de Medici discovery of other civilizations when they research Astrology. When this mechanism triggers, now a full introduction will be provided, and she will have visibility of the capital's location




v3.11.6
- Nerfed the range of Monarchy from 2 to 3
- Implemented rising technology bonus for AI as it enters later eras
- In hardcore mode, AIs now receive ramping bonuses in the Rennaisance and Modern eras to boost their tech rate and make them more competitive
- In hardcore mode, science from tech and population are no longer 0. They are now set to 0.2 and 0.1 (still about 70% lower than the core game)
- Removed the +1 science to all science buildings that originally existed in hardcore in favor of restoring part of the population bonus.
- Fixed a bug with Egypt's ability description that accidentally listed the original description of the Iteru ability (involving faster construction along rivers) alongside the new ability
- Increased the cost of Great People in later eras of the game. 
- Added a MyOption to bypass the Great People increase
- Added a MyOption for whether players can free-place wonders
- Added a MyOption for whether wonders culture bomb when completed
- Added a MyOption for the number of free tokens players receive for completing a wonder
- Fixed a potential game crashing bug in the civ-only ruleset
- Added backend support for sending MyOptions settings to the Localization database, so that changes made can be reflected in text strings
- Updated friendship text to indicate what tech or civic you need to be able to build unique improvements that have a prereq
- Removed Catherine de Medici's introductory animation. It was causing the screen to black out when activated by a human player


v3.11.5

- Added a description to Settlers explaining that they escape to the nearest city if captured.
- Egypt now receives its free relics upon researching Humanism instead of right away
- Egypt now unlocks its free relic slots at Medieval Faires instead of receiving them right away
- Changed Oligarchy government bonus to "Melee units have +1 moves in unclaimed territory."
- Restored Battering Ram tech unlock to unmodded values (i.e. unlocks at Masonry)





-- COMMON SELECTS

-- PROMOTIONS TO MODIFIERS

select * from unitpromotions
left join unitpromotionmodifiers on unitpromotionmodifiers.UnitPromotionType = unitpromotions.UnitPromotionType
left join modifiers on modifiers.ModifierId = unitpromotionmodifiers.ModifierId
left join modifierarguments on modifierarguments.ModifierId = modifiers.ModifierId
where unitpromotions.UnitPromotionType like '%eche%'
