Central banks now redeem the national money foreign banks hold, sell reserves to defend a weak rate, and cover part of strategic imports from reserves. Five repeatable technologies raise each commodity's output per unit of energy. Hostile troops on a road or sea lane sever trade, power and unit supply. Middlemen buy food to resell to neighbours at a markup, and starving regions buy before those topping up their buffers, which clears the landlocked famines. The economic map's trade graph gains a colour legend.
- Five resources (energy, steel, food, luxury, high-tech) with per-city stores, a world market, delivery and material upkeep.
- Resource-producing tile works built outside cities; every nation opens with the works its economy needs.
- Real game-icons.net art replacing the dummy icons for the new resources and works, with the credits updated.
The catalogue had grown a barracks, wartime shelters, an air-defense
battery, a warm-water port and a shipyard, but only as data: infantry
still trained without a barracks, shelters did nothing, and an airport was
just an airbase. Each building now names the rule it grants with a
`mechanic` id, so the simulation and the city panel describe the same
thing without magic strings.
- Barracks and shipyards open one more production line each. A line sticks
to one entry at full rate, so two units build at once rather than the
head absorbing every line; the base behaviour (one queue, overflow
carrying into the next entry) is unchanged.
- Wartime shelters keep 10% of civilians per level safe from bombardment
and are very hard to knock down, and ranged fire can now destroy a
building level outright, with no refund. Each building rolls its own
chance per point of damage, from a generator seeded off the world so a
bombardment replays identically.
- Air defense fires one volley at a hostile aircraft the moment it enters
the city tile, scaled by its level; a plane shot down never drops its
bombs.
- A port adds 1000 GDP per capita per level, per adjacent sea tile, to
every tile in its region.
- An airport draws a daily trickle of people from every other airport city
in the world, scaled by the destination's level.
- Wired the new effects into the city panel and taught the repeatable
Industrial Automation to satisfy other technologies' prerequisites.
Added tests for each mechanic and for the parallel lines.
- Tile improvements (fortifications, radar towers, coastal cannons), trenches,
zone of control, support-unit capture and launch transports, with parabolic
barrage arcs drawn between attacker and target.
- Focused research that pours points straight into the chosen technology, with
per-technology progress kept when the focus changes, plus repeatable levels.
- Popularity reworked to integer points, war and pillage effects, minority
policies and month-over-month arrows on the nation summary.
- City progress bars, square improvement buttons, a technology tab of wide
short cards with progress bars, transport cargo readout and double-click to
open a city panel.