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Multiplayer II: Caravel — Design Log[]

Other MP2 Resources:[]


Each item gives an Explanation and short summary of changes: the Effect on game play.

I. Technologies[]

Bulbs do not transfer[]

Bulbs in the game do not exist in a "bulb wallet" anymore. Every bulb in the game is permanently wedded to a specific technology: there are no "unmarried" bulbs.

Bulbs researched into a technology remain as permanent credit toward that tech. They do not transfer when you switch to a different technology to research. When switching research back to that tech, they will still be there. This change allows the game to use freeciv server's multiresearch features. A separate bulb account on every tech gives the ability to use the new blueprints setting, which is a major step toward balancing tech proliferation, tech leak, tech debt, and tech tax issues.


All tech transfers are now in the form of bulb credits called blueprints.

Explanation: The only way to learn a technology is to research it. Formerly, events such as city conquest and technology theft immediately awarded you a technology. This is no longer the case. Such events now give you blueprints. Blueprints give you a non-transferable bulb credit toward a specific tech.

The above eliminates awkward tech taxes, bulb debt, and techs lost from bulb debt. Use /help blueprints and /show blueprints to learn about the server setting and its configuration in a particular game.

Effects: 1. A blueprint for x% of a technology fills that technology's bulb account up to but not past x% of the bulbs needed for that technology. 2. Nations become more technologically self-reliant. They always discover their own technology. They accelerate their tech program through trading for blueprints or stealing them. 3. Complex management of "bulb debts" are wiped from the game. 4. Bulbs are no longer like dollars you move around into whatever you want. Bulbs are actual research into a specific tech! Therefore: it is a waste of research effort to acquire partial bulbs into the same tech for which you later get blueprints.

Tech costs[]

Explanation:  Goals: (1) Theocracy more competitive (replaces Fundamentalism.) (2) Improve "forcing effects" that encourage Frigates before Ironclads.

MP2C tech cost adjustments
Tech Previous




Monotheism 415 384
Theology 725 600
Theocracy n/a 725
Fundamentalism 1895 n/a
Magnetism 950 875

Effects: (1) Bulb cost to achieve Theocracy is now 3216 bulbs less than Fundamentalism. (1890 less bulbs by not requiring Conscription; 1326 less from other reqs). (2) Frigates gain more "priority" over Ironclad: 75 bulbs less, which also synergizes with changes to Colossus and Hanging Gardens.

Environmentalism reduces pollution from population[]

Explanation:  Environmentalism formerly reduced pollution from production by 50%. This was a lazy hack from original Multiplayer 1.0 that correctly assumed most players would ignore broken pollution mechanics like Recycling Center and Solar Plant. However, now there is a balanced layered system for reducing pollution from production that finally achieves the original Classic design intent. Therefore, Environmentalism is now changed to reduce pollution from population by 50%.

Effect:  The immediate "Environmentalism bonus" fits well into the layered system of other population-based and production-based pollution bonuses.

Recycling tech reduces unit upgrade costs[]

Unit upgrade costs reduced 20% by discovery of recycling.

Explanation:  Formerly, Recycling was the least popular technology in its tier. It could benefit from incentives. The massive multiplayer format has experienced "upgrade lag"—advanced nations still have obsolete units from centuries before. This change improves both situations. Strategic variety is slightly enhanced.

Effect:  All units cost 20% less to upgrade upon discovery of the Recycling technology.



Banking now changes upkeep on Infantry units to 1 gold instead of 1 shield. Globally expires the 4× bonus for trade routes coming from a capital.

  • The upkeep effect previously happened after discovery of Labor Union
  • Allows more realistic use of Foot soldier compositions and tactics to affect more of the game.
  • The expiration incentivizes nations to get at least one early trade route.

II. Trade[]

Enhanced and simplified Trade Routes[]


More revenue. Commerce units can always make Trade Routes. More Commerce units. Cheaper commerce units.

Explanation:  MP2 trade routes get boosted and simplified, to make Trade Routes a more important aspect of the game. This deepens economic strategy in the game and also spills over into creating more richness in diplomacy and military vs economic alliances.

  • Trade route cities now get +1 trade to the city center tile
    • Ensures a guaranteed minimum of +1 trade.
  • Trade routes can be established without restrictions.
    • Any Commerce unit can establish a trade route.
    • There is no requirement to have Trade tech.
    • Routes can be established during war.
      • Except for the guaranteed minimum (see above), revenue is still off during war.
      • Prevents being stuck outside a city, if first giving a trade route was the pre-condition for peace.
  • One-time Revenue for establishing Trade Routes increased.
    • Immediately pays back a substantial portion of the cost for the commerce unit.
  • New units Wagon and Goods.
    • Reduces cost/inflation pressure. A unit costing 25 is always available.
    • Reduces geographic obstacles to delivering a commerce unit.
  • Minimum distance increased to 15 to expand diplomatic/economic intrigue.
    • Begins to lessen "Gang Alliance Pack" phenomena.
  • Trade Revenue gives a substantial Return on Investment, highly competitive with other improvements

Base trade + Trade Revenue Bonus Chart

No route


Marco Polo


Marco Polo

+ Route

2 4 3 5
7 9 9 15
13 17 18 23
26 32 36 46

note: results depend on partner city. Shown here was small size 4 coastal city with Republic, as partner.

Effects:  Trade Routes are a significant economic improvement and a serious strategy, even in the early game. Eliminated are "complex timing windows" caused by tech requirements and rising costs of commerce units. Trade routes now alter and expand top tier strategic paths. (see: Colossus, Appian Way, Olympics.)

Trade Bonuses[]


The following bonuses help increase the importance of trade for a game that allows only one route per city

  • Traderoutes add a hard +1 trade to the city center.
  • One-time gold bonus for establishing a trade route is now the standard freeciv bonus. It's a lot more, but it's only once per city.
  • 4× one-time gold bonus for establishing a trade route from your capital, if it's before Banking is discovered by any player in the world.
  • For all these bonuses is a price to pay. Minimum distance for trade routes is now 15 tiles...

III. Government[]

Despotism adapted for Bronze Age viability[]

More options to make the Despotism stage of the game more engaging. Despotism gains Gulag effects.

Explanation: Formerly, there was a paradox. Bronze Age units and tactics were one of the best parts of the game, but the penalties on Despotism were so strong that it demanded to rush as fast as possible out of these nostalgic fun times to achieve new government, sacrificing military campaigns to leave the Bronze Age as fast as possible. MP2-C's Adjustments to wonders, units costs, tech requirements, and other effects are all minor and subtle, but come together to open a bigger window for Bronze Age play, This creates a greater variety of early game play-styles.

The changes which make this happen are listed elsewhere. Below is a short summary:

  • Cheap "Tribe Wonders" which increase the viability of early Despotic play and decrease the overwhelming race to leave it as soon as possible.
  • Cheaper Bronze Age military reduces the Military/Economic cost ratio. This relaxes the the "Forcing Effect" to sacrifice everything but economy in order to leave the Bronze Age as fast as possible.
  • The reduction of the pressure to rush out of Despotism leads to a more interesting Rochambeau of early Bronze Age strategies.
  • Despotism also gains the new Gulag effect.

It is encouraged to optionally try /set borders enabled to holistically work with other changes for a more exciting Bronze Age.

Constitutional Monarchy[]

As MP2 adopts the new Model C for governments, Monarchy is now given an optional extended life-span via the Magna Carta wonder, which activates the Constitutional Monarchy government.

Explanation: Monarchy can boost its empire base size and partake (to a lesser degree) in the advantages of representative government, while still keeping (to a lesser degree) many of the advantages of Monarchy. This provides the game with more strategic diversity and counter-strategies.

Constitutional Monarchy vs. Monarchy
Monarchy Constitutional


Units free upkeep per city 3 1 0
Martial law maximum units 3 1 0
Citizens unhappy by aggressive units 0 1 1
Free aggressive units 2 1
Capital Production Bonus 50% 50% 0%
Civil War Odds 70% 50% 40%
Trade Bonus +1 if celebrating +1 on all land tiles

or +1 if celebrating

+1 on all tiles
Rapture in cities... no originally founded


all cities
Cities before first discontent citizen 11 23 13
Migrant-type unit none Peasants none

Effects: More types of governments and playstyles compete and craft counter-strategies against each other. Less predictability in knowing what opponents will do, less repetition of the same meta strategy for every game.

Foreign Nationals[]

A progressive adjustment steps closer to the desired balance.

Explanation: The former value was deliberately cautious to avoid issues. The new formula is 45%+1 of foreign citizens are unhappy. (The +1 is added to better compensate for how rounding error made Foreign nationals have almost no effect in cities size 11 and under.)

Effects: The chart below illustrates the change to unhappiness from Foreign Nationals.

Conquered Size 18 City . . . . . . . . . . . Conquered City Turn 1
Turn Foreign Unhappy City


Foreign Unhappy
1 12 6 18 12 6
2 11 5 17 11 5
3 10 5 15-16 10 5
4 9 5 14 9 5
5 8 4 12-13 8 4
6 7 4 11 7 4
7 6 3 9-10 6 3
8 5 3 8 5 3
9 4 2 6-7 4 2
10 3 2 5 3 2
11 2 1 3-4 2 1
12 1 1 2 1 1
13 0 0 1 0 0

Democracy re-balance[]


ReWonder 1.0 (every wonder is a Small Wonder) combined with other characteristics to make Democracy OP.

Democracy remains best in economics; but its disadvantages are no longer irrelevant.


  1. Base corruption level of 8%, (half of Republic/Monarchy) (was 0%).
  2. Corruption increase away from capital is 0.4% per tile distance (was 0%)
  3. Democracies can be bribed at 3× cost (was impossible).
  4. Democracy cities can be incited to revolt at 3× cost (was impossible).
  5. Democracy cities cannot rapture with >10% foreign citizens (was unlimited).
  6. Democracy is subtly scaled back by changes to: Women's Suffrage, Courthouse, Police Station, Statue of Zeus, Foreign Nationals, Starvation and Disorder, and WYSIWYG output sequence.


  1. Proletarians add +2 population to cities, giving a +1 surplus over their population_cost of -1.
    • Proletarians use one city-build-slot instead of all.
  2. 10 shield discount on Armor I.
  3. New Gulag Effect: can starve cities without disorder if (martial_law_count ≥ 3). (Each unit counts for 2, each police station for 2.)

Effects: Communism is more competitive with rapture. Proletarians cost shields unlike rapture, but they have other benefits which rapture does not. Making Proletarians does not take away all of a city's build slots to make the unit less beneficial.



Theocracy (formerly Fundamentalism) gets competitive advancements.


  1. Units cost to bribe.
  2. Pilgrims have zero population cost.
    • much more competitive vs. rapture governments
    • use one city-build-slot instead of all: allows producing other units on same turn
  3. Now gets Partisans in conquered cities.
  4. Available much earlier with the new tech Theocracy - available 3216 bulbs sooner!
    • Skipping Democracy is now viable, making it come 4091 bulbs sooner.
    • Theocracy-centric game strategies and tech strategies are completely viable alternatives.
  5. New unit Falconeers available immediately with Theocracy. Upgrades to Zealots.
  6. Zealots (formerly Fanatics) can now Skirmish Assault cities which have foreign populations (e.g., your recently conquered city)
  7. Science Penalty + Gold Bonus was changed:
    • -20% science (was -50%)
    • +20% total gold (was +0%)
    • Continues to receive extra gold for temples, cathedrals, etc.
  8. See Government.mp2c for more.



The characteristics of this new government are unique, and could be considered as a late game hybrid government with economic characteristics similar to Constitutional Monarchy and military characteristics similar to Communism.

See Government.mp2c for more.

Starvation and Disorder[]




Somehow, Starvation and Disorder became a parody of their intended effects. Representative governments were able to exploit advantage from Starvation and Disorder. Authoritarian governments were disadvantaged by mechanics which should favor them. This counterintuitive state of affairs is replaced with a simple intuitive system that obeys common sense.

Explanation: New server settings fulldisorder and hangry are set to ON by default:

  • fulldisorder - This server setting introduces a new city mood: LAWLESS. Like CELEBRATION and PEACE, this is now a "real recorded" city mood at Turn Change. The mood of DISORDER remains the same as before: a "non-real" mood or transitional warning that happens between two turn changes (where real moods get recorded.). Unlike before, DISORDER is warning you of the real LAWLESS mood to come, so you can prevent it. See further below.
  • hangry - After starving, citizens don't instantly re-arrange after population loss to "forget" they were discontent. Instead, the city enters a mood of FAMINE, which is LAWLESS.
  • Conquered Cities - Besides disorder and famine, a city also becomes LAWLESS on the turn it is conquered.
    • Governments without martial law may need extra measures to bring these cities to order, such as high luxury and/or extra happy wonders. Democracy should be especially mindful: 2 turns of lawlessness in a city causes national anarchy (unless you have the Statue of Liberty.)
    • Lawlessness does not result from the liberation of a city originally owned by you.

City Moods in MP2-Caravel:

  1. Celebration - no change. A real city mood recorded at turn change.
  2. Peace - no change. A real city mood recorded at turn change.
  3. Disorder - like before, a transitional warning state between turn changes. Unlike before, the warning is that the Lawless mood will come at turn change, if not prevented.
    • A city's current mood will be marked in red if a Lawless is upcoming at Turn Change. This can also be seen by hovering the mouse.
  4. Lawless - new. A real city mood recorded at turn change. Details:
    • Caused on the turn after Disorder, if it is not adjusted/prevented.
    • Caused by Starvation.
    • Caused by City Conquest.
    • Details:
      • Gold and Science income are immediately nullified in a city on all Turn Changes in which it newly enters the Lawless mood.
      • Shield income and Production are nullified on all Turn Changes that take place in a city which had Lawless as its most recently recorded mood.
        • If a city is in Disorder, it can try to make purchases during Disorder to prevent an upcoming Lawless mood.
        • A city in a Lawless mood cannot make purchases until the Turn Change in which it has exited the Lawless mood.

Effects: These fixes make Martial Law governments better at managing Disorder than Representative governments, which is how it's supposed to be. What you can't do anymore:

  • Produce maximum shields in a city threatening disorder while starving it, then watch the population change auto-rearrange to immediately celebrate again.
  • Starve a city and let the Governor or default governor auto-arrange the new population right back into contentedness.
  • Exploit the mechanic of "shields allowed during Disorder, purchases allowed after Disorder" in order to completely ignore disorder and every other turn, do maximum hyper-shield production which causes disorder, followed by purchasing buildings or re-arranging tiles on the next turn to "exit' disorder as if it never happened.
  • Conquer a city minutes before Turn Change, then buy City Walls, Airports, etc., which you can then exploit only seconds after your conquest.
  • Other similar exploits.

III. Unit Changes[]

Early Cost adjustments[]


Early game units reduced in price to make military/economy cost ratios equitable and more comparable to other phases of the game.

Explanation: Previously, early military units had a much higher proportional cost, causing a much greater economic penalty for ancient war and defense. (An Archer was ¾ the cost of a Riflemen, but was usually produced in a city with about ¼ of the shield output.) This created a strong "Forcing Effect" encouraging skilled players to sacrifice as much as possible to their economy and rush out of the early game as fast as possible. This was unfortunate because the early game is one of the most historically nostalgic and tactically rich phases of the game.

Early Foot units now cost 20% less, early mounted units cost 10% less. "Feudal Age" units like Pikemen, Knights, and Crusaders softly transition with half discounts, in order to preserve seamless balance in proportions as the game transitions through phases.

Cost changes:



-20% Feudal


-10% Ancient


-10% Feudal


-5% Ancient


Warriors 8 Horsemen 18 Explorer -20% 20
Phalanx 16 Pikemen 18 Chariot 27 Knights 38 Diplomat -15% 26
Archers 24 Elephants 36 Crusaders 38 Catapult -15% 34
Legion 32

Effects:  (1) Foots units get a slight buff relative to mounted units, in value/cost. This heals devaluation effects from 2x movement. (2) Those who sacrifice military development for economic development will always experience greater economic growth, but now will face more threats from neighbors whose military development is cheaper. Those threats can be met with their own cheaper military development. The net effect is an easing of "forcing effects" and a 10-20% balance shift toward the military aspect of Bronze Age game play.

Later Cost adjustments[]

Armor II.png

Partisans, Marines, and Paratroopers reduced in price by 5 shields to improve value/cost of Foot units. Armor II now costs 85 (was 80.)

Late game Foot units get slight cost discounts to help balance devaluation effects from 2x movement. (≤ 10% reduction). Armor II was the only upgrade that didn't also get a price increase. Playtesting proved why upgraded units in later economies should cost more. New cost is 85.

Effects: Improved balance to unit valuations will result in Foot units being used more often for establishing military front lines and engaging in other tactical operations. Armor II is subtly influenced to be used more for its main purpose and less for stack defense against missiles.

Free Upgrades[]


"Hand-me-down upgrade bonus" is given to convert older Foot units to Musketeers and Riflemen, once the upgrade beyond those units becomes available.

  • Early foot units can convert to Musketeers for free in domestic cities upon discovering Conscription.
  • Musketeers can convert to Riflemen for free in domestic cities upon discovering Labor Union.

Effect: Quantitative easing to "upgrade lag", keeps Foot units less than 150 years behind the current age and presumably allows the nation to focus on more quickly upgrading its other units.



Tribesmen are now primitive generalists who do a "half decent" job at many things. They are perfect start units for a primitive tribe to get started.

  • They have 1⅓ moves and move over terrain like an Explorer, with no ZOC.
    • They get +⅓ move for the first 3 turns to help explore. This also stacks with the movement bonus before founding cities.
  • They can now fight (A1 D1 HP8) for 10 combat rounds.
    • At 80% the strength of v0 Warriors and usually not finishing a fight, this ability is very basic.
      • They cannot capture, expel, or conquer cities.
      • They cannot exert ZOC or block city tiles from being worked.
      • They are capturable and expellable.
  • Can Investigate City
  • Tribesmen can carry Goods in order to establish Trade Routes. (see new units, below.)
  • In games with wild animals, they have a 3× attack bonus and 2× defense bonus against wild animals.
  • For the first 20 turns (before 2000 BC), they can:
    • Work tiles like Workers, but only contribute a half-worker turn instead of a full worker-turn.
    • Recycle for 20 shields into any production target except units.
      • Changing the production target after recycling loses their "donation".
      • From 2000 BC onward, recycling gives 10 shields.
  • Besides losing the above bonuses at 2000 BC, Tribesmen lose -⅓ move point, due to old age and sedentary culture.

Effects: A realistic "jack of all trades" multipurpose start unit replaces the original use of the Explorer. The start-unit Explorer was only ever meant as a way to disband for shields, but turned out to not be used to fulfill that purpose. Now, Tribesmen can "fill in the gaps" for all the random and unexpected demands that come from different starting positions, while providing more diversity in starting strategy as well.


Camels move faster than foot units and can carry things.

  • Caravan move rate is now 2 ⁷⁄₉
  • Like all Commerce units, can now carry Goods and Freight
    • Cargo capacity = 2.


Knights do not raze size 1 cities but conquer them instead.

  • Since knights never reduce population, they do not raze a size 1 city when attempting to conquer it.



Marines gain new abilities:

  • Marines can now: build Forts and Airbases.
  • Gain +2 move fragments per vet level ( +2⁄₉ )
  • From veteran-2 ("hardened") and up, gain the Special Unit Attack of ranged Bazooka Attack for 3 rounds on up to 2 targets.



Now defends at 3.5 (was 3)

Escort Fighter[]


Now attacks at 3.5 (was 3)

Hitpoint adjustments[]

Tribesmen, Workers, Well-Digger, Diplomat, Spy, and Migrant* types adjusted from 10 hitpoints to 8 hitpoints.

This corrects the case where civilian units were equal in defensive strength to Warriors. It also makes Warriors stronger than Tribesmen.

Effect: This along with the price decrease for early military units will subtly adjust the realism of Stone Age and Bronze Age tribal competitions. Warriors are now more important both defensively and offensively. Workers are still able to run for defensive cover by going to tiles with higher terrain bonuses, but cannot defend equally to Warriors or act as a full substitute for Warriors.

* Migrant types are: Peasant, Pilgrims, Proletarians, and Migrants.

Civilian units can't pillage[]

Except for Spies and Worker-types..

Explanation:  Formerly, Freeciv server gave every Land unit to ability to pillage. Now rulesets can control it for realism and balance.

EffectCaravans, Explorers, Diplomats, Peasants, Pilgrims, Migrants, Tribesmen, Wagons, Trucks, Trains, Goods, Freight cannot pillage. Settlers, Workers, Engineers, Proletarians, and Spies can still Pillage.

Swapping Cargo at Sea[]

Swapping cargo at sea is now legal under special conditions.

Explanation: Formerly, double move exploits were possible by swapping cargo at sea. Later, these were prevented by making this operation illegal. However, this became overly restrictive of some legitimate logistical operations. A compromise middle ground was implemented.

Effect: The order Board (shift-B) when given at Sea, tells the selected Cargo to move to a new Transport. This is legal IF the current Transport has half or more of its moves left and has used no more than 4 moves. In the cases where this is illegal the Embark command is still legal, for boarding a transport on an adjacent tile (as long as cargo passengers have moves left.)

Stack Escape Odds[]

Stealth fighter.png

Default Stack Escape odds are 60% (was 50%.)

Explanation:  Formerly, Stack Escape was always 50%. New server features allow the game to set its own odds under diverse conditions.

  • Destroyer types gain +7% for a 67% chance of Stack Escape, representing their superior speed and historic ability to flee naval fights.
  • Stealth Aircraft gain +7% for a 67% chance of Stack Escape, representing their stealth abilities to avoid detection.
  • Submarines gain +15% for a 75% chance of Stack Escape, representing the fact they are submerged vessels not "really" in the same stack.
  • Satellites have 100% odds of Stack Escape.

Ballistic Class of Units[]


Except for raw attack strength, special tactical traits of Ballistic units were unrepresented in the game.

A new sub-class of units is introduced to the game. The BALLISTIC sub-class of Land units: Catapult, Cannon, Artillery, Howitzer..

  • Each upgrade to the Ballistic sub-class gains an increasing bonus when attacking cities with Fortifications or City Walls.
    • Catapult subtracts 0.25× from defense bonus: 2.75x City Walls, 1.25x Fortifications (but +0.17x lowlands terrain bonus is inviolable)
    • Cannon subtracts 0.50× from defense bonus: 2.5x City Walls, 1x Fortifications (but +0.17x lowlands terrain bonus is inviolable)
    • Artillery subtracts 0.75× from defense bonus: 2.25x City Walls, 1x Fortifications (but +0.17x lowlands terrain bonus is inviolable)
    • Howitzer eliminates the defense bonus: 1x City Walls, 1x Fortifications (but +0.17x lowlands terrain bonus is inviolable)
  • Ballistic units gain Special Unit Defense (SUD) against ranged attacks from units with Special Unit Attacks (SUA).
    • See below for more info on SUA and SUD upgrades to MP2C.

Effects: These units gain realistic advantages that historically made them useful. The result may be that these units are no longer tactically under-utilized in Freeciv, will gain in playability and balance, and be used for special tactical uses that are historically accurate. The units can now reasonably retaliate against ranged attacks. Their vulnerability and low defense strength is properly isolated to short-range combat where they are awkward defenders—but doing ranged attacks on them is obviously going to invite a ranged defense in response.

Airplanes can carry Goods and Freight[]


This gives the Airplane a more multi-purpose role. It allows the unit to express realistic logistic possibilities.

The new Goods and Freight units can be transported by Airplane, which now gains cargo capacity for 1 of these unit types.

  • Goods and Freight cannot move or exit onto blank tiles or cities. Use DO command ('D') in order to execute commerce functions.

Effect: Airplanes will improve logistic possibilities for establishing Trade Routes and airlifting economic provisions to allies.

Spy and Diplomat Mechanics[]


Five upgrades to game mechanics.

  1. When counting the number of units on a tile for whether Bribe or Sabotage is possible, diplomatic units do not count toward the total.
    • Instead, they are able to defend against such actions with diplomatic combat.
    • Spies and diplomats can engage other spies and diplomats in the open field, in diplomatic combat.
  2. Diplomatic promotion odds increased to compensate for the weaker strength of their veteran bonus levels
    • From v0 to v6, respectively, the new odds of promotion are 60%, 50%, 40%, 30%, 20%, 15%, 0%
  3. Changes to Investigate City:
    • Spies can now Investigate City from a Transport. (Other units may not.)
      • Requires using the "D" (Do) command to adjacent city tile.
    • Diplomats, Tribesmen, and Explorers can Investigate City without being spent.
    • Investigate City is no longer hard-coded in the server to be 100% success. New odds are 85%
    • There are separate "Discovery Odds" during Investigate City actions. These odds are 20%
      • Discovery informs the target player and gives them Casus Belli.
      • Only if discovered, diplomatic units inside the city may defend against the action with Diplomatic combat.
  4. Sabotage City:
    • Conquered cities with Foreigners have a +10% higher vulnerability to sabotage actions.
  5. No tech theft in cities with > 50% Foreign Nationals.
    • Cities with 50% or more foreign citizens are occupied warzones, and have not transferred scientists, science, or top secret techs to the area.
      • This fixed ridiculous cases where you couldn't conquer a city because you were withholding a specific tech from an enemy, but were forced to have your scientists bring top secret tech blueprints into the new city to get stolen. Now, a conqueror has a short time to assimilate their conquests.

Capture Mechanics[]


Commercial cargo doesn't count toward the number of units on the tile, for preventing capture. Instead, it is captured as loot or booty by the capturer and automatically transported back to the capturer's nearest city.

Effects: Caravans, Wagons and Trucks carrying Goods or Freight are not immune to capture just because their cargo makes for two or more units on the tile. The cargo inside them is captured along with the transporting unit. As trade becomes expanded in MP2-C, this increases the potential for bandit raids along shipping routes.

Special Unit Attacks[]


SUAs increase the variety of tactical engagements and reflect the real abilities of historical units.

Now possible: (1) Hit-and-run tactics; (2) Multiple ranged attacks per turn; (3) Engagements with less than all units on the tile. See Special Unit Attacks.

  • Phalanx, Rumble Attack: 3 rounds, stays fortified, can hit 1 unit, can kill no units, uses 5/9 moves, requires 1 move, requires Phalanx hasn't moved.
  • Legion, Pilum Assault: 1 round, 2× attack, can hit 2 units, can kill 2 units, uses 1 move.
  • Archers, Volley Attack: 2 rounds (was 1), stays fortified, can hit up to 3 units*, can kill no units, uses 1 5/9 moves (was turn loss), can hit oceanic (but not while transported). (Cannot stay fortified during standard attack.)
  • Zealots, Skirmish assault: 3 rounds, can hit up to 4 units, can kill no units, uses 1 5/9 moves. Now, can also assault conquered foreign-occupied cities.
  • Marines, Bazooka attack: 3 rounds, stays fortified, can hit up to 4 units, can kill 1 unit, uses 1 5/9 moves, can hit oceanic (but not while transported), requires v2 veteran status.
  • Zeppelin, Bomb: 4 rounds, can hit 2 units, can kill 1, uses 2 moves. Note: A2 FP2
  • Battleship, Bombard: 3 rounds, can hit 4 units, can kill 1, uses 5 moves. Note: A12 FP2
  • Siege Ram, Destroy City Walls, Ram Fortress (new unit, see below.)

Tip: Hovering the mouse over the menu option for an SUA will give all the above statistics and characteristics of the SUA.

* Prior to March 2022, was 7 units; prior to MP2C, was unlimited units.

Special Unit Defense[]


Some units are able to retaliate symmetrically to defend against ranged SUAs.

  • Archers - Can do retaliatory Special Unit Defense (SUD) against any Special Unit Attack, for 2 combat rounds.
  • Catapult, Cannon, Artillery, Howitzer can defend against SUAs at 4,5,6,7 combat rounds, respectively.
  • Helicopter - Can retaliate for 3 combat rounds against any SUAs.
  • Battleship - Can retaliate for 3 combat rounds against any SUAs.

Requirements for Special Unit Defense are the same as for Special Unit Attack: a unit must have remaining moves left to do either.

Fortified Attack[]


Three units gain their real historic abilities to remain fortified during and after making an attack.

Attack and remain Fortified
Archers Phalanx Marines
Standard Attack ☑️ ☑️
Special Unit Attack ☑️ ☑️ ☑️


Jet bomber o.png

Instant Pillage is tactically significant. Formerly, bridges under rails took 2 whole turns to pillage. Scorched Earth, Blitz, Supply line degradation, and other tactics couldn't reasonably function in the game.

The following units can iPillage, each with different strength and odds of success: Dive Bomber, Ground Strike Fighter, Armor I, Armor II, Strategic Bomber, Jet Bomber, Stealth Bomber. +5% chance of success for each veteran level.

Explanation:  Scorched earth, Blitzkrieg, Carpet bombing, Surgical strikes on bridges, etc., could not open up and breathe in a game where Pillaging occurred on a time scale much slower than every other military action. Now, units which had historical and explosive destructiveness can iPillage in a time frame that's on equal footing with all other actions such as combat, movement, and diplomatic operations.

Effect:  Tactical Positioning, Breach of lines, Air superiority and vigil, and several other tactical elements expand in depth.

IV. New Units[]


Founders are Settlers that build a city of size 2. This speeds the early game up, and opens up depth and breadth of strategic openings. They have more hitpoints and slightly better vision.

  • A0 D1 HP:25 M2
  • Game Start unit. Cannot be built.
  • Cannot be bribed.



The Wagon improved two early game problems: (1) Lack of early Land commerce units frustrated Trade Routes and Wonders in the Bronze Age, and (2) Mobility of Foot units had been handicapped by the 2x movement rate adjustment.

  • A0 D0 HP:10 M3⅓ C:2 Cost:25 Upkeep:0
  • Tech req: The Wheel
  • Must use roads
  • Commerce unit
  • Can carry 2 Goods units, or 2 land units with < 3 moves.



Goods render a stable cost for establishing trade routes, instead of one that keeps increasing as the game progresses.

  • A0 D0 HP:1 M:1 Cost:25
  • Tech req: Currency.
  • Cannot build wonders.
  • Instead of taking a 50% loss, can recycle in a city's target production at 75% of value, or 19 shields.

Goods are a virtualized unit in order to allow for the geographic positioning and transport of items of value. Goods cannot move on their own except to complete a Commerce function. Goods must be carried as cargo. Goods are only able to move to tiles with loading infrastructure: Cities, Quays, Fortresses, Airbases, and Naval Bases. If adjacent to a foreign city, use the D key to do Commerce functions. Since Goods are a virtual unit, they do not count toward the total number of units on the tile, for preventing Capture of units. Indeed, if their transport is captured, the Goods will be captured as well.



The Truck does double duty to serve the functions of the old Freight unit and to also upgrade the Wagon for Foot unit transport.

  • A:0 D:1 HP:10 M:6 C:3 Cost:50
  • Obsoletes Caravan, Wagon
  • Must use roads

The Truck solves multiple issues with a single unit. It provides a Land transport upgrade to the Wagon; while, as a commerce unit, it helps reduce economic penalty for investing in the ability to transport Foot units. The inability to use rails is compensated by its new +2 gain in movement rate. This makes it move equal to other Motor units in the game, and helps issues with trade and transport on massive multiplayer maps.


Freight Container.png

Not to be confused with the old Freight unit (which is now the Truck), this unit is a virtualized Commerce unit which upgrades the Goods unit.

  • A:0 D:0 HP:1 M:1 Cost:25

Unlike other Commerce units, Freight can Disband to Recycle Production with no loss of shields. This has many creative industrial uses. Freight is only able to move to tiles with loading infrastructure: Cities, Quays, Fortresses, Airbases, and Naval Bases. To be transported, it must be carried by Train, Truck, Airplane, or ship. If adjacent to a foreign city, use the D key to do Commerce functions. Since Freight is a virtual unit, it does not count toward the total number of units on the tile, for preventing Capture of units. Indeed, if their transport is captured, the Freight will be captured as well.



Peasants can only be made once per turn in a Constitutional Monarchy, from the city that has the Magna Carta Wonder.

  • A0 D1 HP:8 M2 Cost:10 Upkeep: 0
  • Reqs: Monarchy tech, Constitutional Monarchy government, Magna Carta wonder
  • Pop. Cost: 1
  • Adds Pop.: 1

Peasants existed in all Monarchies. But in more advanced Constitutional Monarchies, these units represent the ability of the sovereign to direct colonization of new territories, and to help grow colonial cities up to size 3. Peasants cost 1 population to build, and add 1 population to any city they join. They can only be made in the city that has the Magna Carta wonder. This makes them more limited than other migrant-type units; but on the plus side, Peasants cost no food upkeep.



Migrants can only be made under the new government Nationalism. They are a migrant-type unit.

  • A0 D1 HP:8 M2 Cost:10 Upkeep: 2 food
  • Reqs: Nationalism tech, Nationalist government.
  • Pop. Cost: 1
  • Adds Pop.: 1

Siege Ram[]

  • A2 D1 HP:10 M2 C1 Cost:45
  • Tech req: Construction
  • Must use roads.
    • Attack City Walls. 50% chance to destroy City Walls (requires 1 full move point), odds are halved against capitals.
    • Ram Fortress: Attack emulates degrading the Fortress walls by doing up to 4hp damage on each occupant. This emulates reduction of the defense bonus of the Fortress walls, while unit healing emulates improvisational repairs and re-fortification which was historically done by occupants during a siege.
      • This emulates that Fortresses were dominant military presences until attackers took the time and wherewithal to engage in a protracted siege. Note that Catapults and Archers can provide SUD against this action.



Falconeers are a unit only available to Theocracies. They are comparable yet distinct from Musketeers. They upgrade later to Zealots.

Falconeers are holy warriors armed with Falconets. Falconets have terrible accuracy but absolutely deadly firepower:they either totally kill or totally miss. On paper, strength is similar to a Musketeer. Yet there is a high chance of losing when you expect to win, or winning when you expect to lose. Non-theocratic governments who inherit Falconeers will incur high upkeep, and each Falconeer who is not in a city at turn-change has a 15% chance to disband.



This unit upgrades the Balloon with a real historical unit, and supplies the Combustion tech with a production item.

  • A2 D1 HP:20 M:6 FP:2 Fuel:3 Cost:45
  • Tech Req: Combustion

Zeppelins are the first primitive aerial combat units. They can be used to gain tactical advantages in combat, but they are better for aerial intel. They can do limited SUA with primitive bombs, or 20 combat rounds of standard attack with medium caliber ordnance. They can stay out for two Turn Changes before landing in a City, Quay, Fortress, Naval Base, Airbase, or transport with 6+ capacity. Zeppelins have superb vision and are unreachable by units prior to Marines and Destroyers. Zeppelins do not block units under them from being attacked. Unlike Balloons, they can fly over Mountains.

Due to their high altitude and panoramic view, Zeppelins are able to report unit movements that take place near them as if if they were on sentry. This is in spite of the fact that the sentry command is ordinarily not available to air units unless they're on a refueling tile.



Partially compensates the loss of full world vision that Apollo Program awarded under Classic rules.

The Satellite is the ultimate intel collection unit. They are unreachable to everything except Missile types. Their orbital velocity allows them to circumnavigate the planet in just a couple of turns. They never run out of fuel, and can Investigate City from high above the earth. Police Stations—which usually prevent such investigations—cannot stop high resolution cameras from gathering intel. However, Satellite technology is a rare achievement, as it requires the Apollo Program be built.

High altitude and panoramic view gives Satellites the ability to report unit movements that take place near them, as if if they were on sentry.

NOTE:Due to game mechanics, Satellites block terrestrial movement over a tile. This is solved by killing it with any Missile. To avoid this, end the Satellite's turn far away from developed or trafficked areas, or on a tile with any friendly unit: Satellites have a 100% chance of Stack Escape.

V. Wonders[]

ReWonder 2.1 - The ReWonder project continues its mission to provide more strategies and the ability to define unique cultural, tribal, and national characteristics. Wonder diversity is expanded to two new types of Wonder: Tribe Wonders and Civil Wonders

Tribe Wonders[]

Tribe Wonders are "Baby Wonders" or "Despotism Wonders." They are cheap wonders to enhance the dreary Stone Age and Bronze Age. These Wonders give high enough performance that they are a competitively balanced option to consider (but equally balanced to ignore.) Those who make "Baby Wonders" can experience a Bronze Age better than those who rush to later government, yet will likely arrive later to the better governments. In other words, the compelling dynamic to leave Despotism doesn't overpower all other early game strategy. This makes the early times have more viable strategies and variety.

The Sphinx[]

The Sphinx is one of 3 Tribe Wonders which enhance the viability and diversity of early Bronze Age play. Cost: 70. Requirement: None.

The Sphinx is said to watch over all citizens to ensure they are good. Tile corruption penalties on all worked tiles are eliminated in the city it is built. As a shared work of community art and culture, it adds +1 luxury. In addition, it reduces corruption in the city by half. Obsolete by:Philosophy.

Effect: Provides a gambit alternative to Monarchy-rushing, enhances Bronze Age resources, and may enable other contextual strategies.

Chand Baori[]

Chand baori.png

Chand Baori is a Tribe Wonder which enhances the viability and diversity of of early Bronze Age play. Cost: 80. Requires: Despotism.

Chand Baori is an early game-balancing Wonder that may help players who start with difficult irrigation circumstances, lots of Swamp terrain, and so on. It may have other strategic uses, or simply provide for a more prosperous Bronze Age. Chand Baori can only be built during your first Despotism governmental regime.

  • Turns all cities into irrigation sources.
  • Diagonally adjacent tiles also serve as irrigation sources (not just cardinally adjacent).
  • Tribesmen never lose the ability to irrigate.
  • In the city where it's built:
    • Despotism tile penalties for food output are eliminated.
    • A free well (river) is placed on the city center tile.
  • During Despotism:
    • Workers can irrigate Grassland or Plains in 2 turns instead of 3.
    • Workers can plant Forest on Plains or Grassland, in 4 or 5 turns, instead of 5 or 8; respectively.
    • Workers can cultivate or plant a Forest on a Swamp in 4 turns instead of 7.

Chand Baori is never obsolete, but its Despotism bonuses only work in Despotism.



The Ziggurat is a Tribe Wonder that allows a nation a way to pivot or relocate. If a nation has a bad starting location for the capital or is forced to migrate, the Ziggurat gives a fresh start. The Ziggurat has other strategic uses as well. Cost: 80. Requires: Despotism.

The Ziggurat transfers the production bonus from your Palace city to the Ziggurat city. (Original capital loses this bonus but not other capital bonuses.) The Ziggurat city also gains the corruption reduction and +1 happy effect of a Palace. The Ziggurat combines all ancient societal functions into a single wondrous building: it counts as a Granary, Temple, and Barracks. In cities without City Walls or Fortifications, it gives a 1.75× defense bonus against all attackers.

The above buildings are worth 130 by themselves, such that the Ziggurat can be considered a "bundle deal"--though the expiration after Despotism certainly diminishes that discounted value. Yet it has hidden value in giving all these functions sooner than they're normally available, as well as the ability to get some extra compensation for relocating the bonuses of one's major national city.

Effectively, the Ziggurat gives a not-too-penalizing way to get a new capital for players whose starting capital was poorly located, or for players who later discovered a superb location to relocate to.

NOTE: in the beta version of MP2-C, the Ziggurat must be built adjacent to a river. Later versions remove this requirement.

Civil Wonders[]

Civil Wonders are very powerful and relatively cheap wonders. There's a catch. You can make only one. You choose one of the 4 Civil Wonders, and it combines differently with other wonders to create national characteristics that are unique to your nation and tribe. The combinations make many more distinct strategic paths.

Hanging Gardens[]

Hanging gardens.png

Hanging Gardens is a "Civil Wonder". You can only make one Civil Wonder.


  • Costs 210 (was 200)
  • Obsolete by Steam Engine (was Railroad)

Angkor Wat[]

Angkor wat.png

Angkor Wat is a "Civil Wonder". You can only make one Civil Wonder. Cost: 200. Requires: Code of Laws.

  • +1 happy citizen in all cities.
  • All tiles in cities of size 3+ get celebration bonus even when the city is not celebrating.
  • All tile work on Jungle and Swamp terrain is done at double the work rate.
  • Elephants are 5 less shields.
  • Angkor Wat never expires but only works in Despotism, Monarchy, and Republic.
  • Cost 200. Obsolete by: switching to Democracy, Theocracy, Communism, or Nationalism.

Mausoleum of Mausolos[]

Mausoleum of halicarnassus.png

The Mausoleum of Mausolos is a "Civil Wonder". You can only make one Civil Wonder. Cost: 200. Requires: Ceremonial Burial.

  • Counts as "half a courthouse" in all cities without a Courthouse (or bonus from the Supreme Court.)
    • 30% corruption reduction.
    • Tile corruption penalty begins at 4 in Anarchy and Despotism (not 3).
    • 10% bonus vs diplomatic actions and combat (10%)
  • A Courthouse or City Walls * gives each city +1 content citizen (unless unhappy about military activity.)
  • Having both the above results in +1 content and +1 happy citizen.
  • Adds +35% to the cost of bribing your units.
  • Prevents cities from being incited to revolt.
  • Halves the odds of investigating your cities (85% / 2 = 42%).
  • Cost: 200.
  • Obsolete by: Radio.

* Supreme Court and The Great Wall count as Courthouse or City Walls.

Code of Hammurabi[]


The Code of Hammurabi is a "Civil Wonder". You can only make one Civil Wonder. This is the cheapest Civil Wonder with the earliest benefits. Cost: 130. Requires: Alphabet.

  • Cities with no Temple get +1 content citizen. However, a Temple is required for additional Temple bonuses (Mysticism, Oracle, Artemis, etc.)
  • Awards blueprints for Code of Laws. (If Code of Laws is already known, awards blueprints for Writing.)
  • If in Despotism, reduces the gap between Despotism and Monarchy by roughly half:
    • Base corruption in Despotism goes to 26% (from 37%). Exactly half between Despotism and Monarchy.
    • Distance corruption is 3% per tile distance (from 4%). Exactly half between Despotism and Monarchy.
    • Penalties eliminated on Lowland tiles but not other tiles. Exactly half between Despotism and Monarchy.

Effects: This wonder lessens the intense pressure of leaving Despotism and gives a significant advantage to early civilization, but at the price of losing the slot for a longer lasting and more powerful Civil Wonder.

Other Wonders[]



Pyramids become a lot more powerful, giving 25% food storage even to newly founded cities. Cost changed to: 200 (was 160).

Explanation: With the introduction of Tribe Wonders that help early growth, this more powerful wonder was moved to Mathematics and given a cost to match its new majestic power.

Effect:  The wonder moves from a semi-popular early Despotism gambit that is debatable on whether it breaks even, to a more powerful and interesting strategic path that requires more bulb and shield commitment.


Colossus becomes historically accurate and must be built in a coastal city. It gains new abilities for Trade-centric strategies.

  • must be built adjacent to Ocean.
  • -5 cost on Goods and maritime commerce units built in that city until Steam Engine is discovered. (Boat discount is -3)
  • 40% increase in one-time bonus for establishing trade route, for the city with Colossus
  • roughly +25% increase to ongoing Trade Route Revenue, for the city with Colossus
  • keeps original effect of +1 trade on all tiles producing trade.
  • +1 trade on city center stacks on top of +1 trade for all trade tiles.

Effect:  Colossus might better emulate an early game commitment to making a trade center on a coastal center, and a more tempting strategic option for expert players who avoided it.

Appian Way[]

Appian way.png

A Land-based alternative to Colossus. Cost 100. Req: The Wheel

The Appian Way was the first stone-paved highway that could drain rainwater. The Appian Way gives the following bonuses:

  • Trade Routes with 4 or more revenue get a slight increase in ongoing revenue.
  • Tile workers build Roads at twice the speed. (e.g. Forests, Hills, etc.)

In the city with Appian Way

  • Each trade-producing tile produces +1 extra trade, if there is a road on it.
  • Wagons cost 5 shields less.

If not in Foreign territory

  • Wagons, Chariots, and Foot soldiers gain +⅓ move when starting their turn on a Road.
  • Tile Workers gain +⅓ move.

Obsolete by:Railroad.

Statue of Zeus[]

Statue of zeus.png

The Statue of Zeus adds two new features to its existing bonuses:

  • The bonus that gives +1 content about aggressive military units is now given to non-representative governments as content citizens.
  • Increases by ⅓ the promotion odds for military units, for nations who have not discovered "The Republic."

Effects: This wonder is now changed from a rare "wild card" for representative governments to do war for a cost, into a special playstyle path useful before representative government and continuing through it. It is now a competitive choice among many other wonders to choose from.

Magna Carta[]

Magna carta.png

Creates a new government, Constitutional Monarchy, which is roughly half between a Monarchy and a Republic. Cost 300. Requires: Monarchy.

Women's Suffrage[]

Womens suffrage.png

ReWonder 1.0 had made combining this with JSB a way for Democracy to have superior economy with almost none of the counterbalance disadvantages it was supposed to have.

  • Now counts as +1 happy in every city. This still helps keep the city in order from military unhappiness but not necessarily help rapture. A happy citizen will balance out a citizen unhappy about military activity, but the unhappy citizen still prevents rapture. In other words, this wonder helps a peaceful democracy more then warlike democracy. Before, it had no bonus to peaceful democracy and was only useful to warlike democracy.
  • The first Women's Suffrage built counts as a Great Wonder.
    • This first Women's Suffrage has an intriguing twist: after the first WS is made, all Democracies and Republics who don't have it, get 1 discontent citizen until they also build Women's Suffrage.
  • Causes a nerf to unpeaceful Democracy and perhaps a break-even for Republic.
  • Increases intrigue and sociopolitical diplomacy dynamics in the game. Who will make it first and cause issues for other representative governments?

Ecclesiastical Palace[]

This wonder diminishes the strong penalty of two extra turns of anarchy for players who wish to enact a non-permanent theocratic phase in their nation's history.

  • Now, allows instantly switching to Theocracy government if Theocracy tech is known.
  • Makes Theocracy a more viable by reducing the 2 turns of extra anarchy, compared to players who don't use Theocracy for a phase of the game.
  • Switching to Theocracy for a period and then out of it, will now only incur one turn of Anarchy (when leaving it), if this wonder is owned.

United Nations[]

United nations.png

This wonder has new features which make it more globally interesting and strategic.

  • When someone violates a treaty with another player, United Nations will give the whole world casus belli against that player.
    • The new greater importance of non-war diplomatic states will make this more important: this is because of stronger trade route dynamics.
  • Now that casus belli is tuned to work better, this opens up a lot more diplomatic intrigue and strategies from this wonder.
  • Cost 500, was 600.

Gibraltar Fortress[]

Gibraltar fortress2.png

The wonder continues the plan to obsolete the model of wonders which "count as X in every city".

  • Makes existing coastal defenses slightly stronger (+25% or 2.25× instead of 2×.)
  • Reduces the cost for a nation that must build many coastal defense improvements, by 15 for each coastal defense.
  • Gives the one city it's built in a 3× defense against sea attacks
  • Cost: 330 (was 350).
  • This fixes the problem where players could stockpile caravans for Gibraltar Fortress to decide whether to instantly get strong nationwide protection only if they instantly needed it. The side effect was that navies who are already weak in attacking coastal cities became nearly obsolete as a tactical option.

Hoover Dam[]

B.hoover dam.png

Major changes to fit properly with the new model of Power Plants.

As a small wonder, Hoover Dam made FOUR different buildings useless. This was an acceptable hack since Power Plants were one of the few areas that were imbalanced in original Civ2. Now, all four Power Plants are well-balanced, uniquely useful, and create different Economic paths and choices for how a nation can choose to prioritize the competing areas of production, pollution, investment cost, tech priorities.

  • Hoover Dam is now a mega-production wonder in its one city. Counts as a Factory, Hydro Plant, and Mfg. Plant (even before Mfg. Plants are available.)
  • Increases productivity of all Hydro Plants from +20% to +27%: a raw +7%, or 35% greater than their +20% base level.
  • Reduces the cost of making new Hydro Plants by 5 shields.
  • Supports up to 15 gold in free Building upkeep in the city the wonder is built.
  • See also: Power Plants (below).

Fusion Reactor[]

The Fusion reactor.png

The model of "counts as X all cities" was moved from Hoover Dam to The Fusion Reactor, for a reason.

This "X in all cities" model is now frowned upon for Small Wonders... but, in this case it makes sense! In the very end game, no one wants to micro-manage Power Plant upgrades for 75 cities. Making the Fusion Reactor a single wonder for the whole nation helps playability, realism and balance: the major bonus of Fusion Power is selling off all the other Power Plants and reducing upkeep, getting a one-time windfall in economics from the sale, lower pollution, and of course, instant extra production capacity from Fusion Power in all newly acquired cities.

Marco Polo[]

Marco polos embassy2.png

This wonder was originally intended as a replacement for 4 trade routes in every city, though it approximated closer to 3 in every city.

  • Therefore, losing your Marco Polo city shouldn't lose this vital effect in the entire nation. This made Marco Polo into a "Game Loss" wonder.
  • Marco Polo now relocates to a random city when lost. Marco Polo can't be taken away after built.

Roman Colosseum[]

Roman Colosseum.png

Entertainers in every city will give +3 luxury instead of +2 luxury. All cities with Amphitheaters get +1 happy citizen and +1 luxury. Cost: 400. Requirement: Engineering

  • The Roman Colosseum makes Entertainers equal in Net Trade to Scientists or Taxmen.
    • Finally, all 3 types of trade specialists can each be a balanced focus point for different styles of play.

Medici Bank[]

Medici bank.png

Every city with a Bank gains 7% (1.07×) to gold revenue. Increases the shield-to-coinage exchange rate by 7% (1.07×) (See below on how Coinage now works.)

Medici Bank is like banking itself: it takes a while to break even and get your money back, and from there it continues to pay more than you put into it.

  • Obsolete by: Fusion Power.
  • Requires: Banking, non-communist government.
  • Cost: 300

Pax Dei[]

Pax dei.png

An intrigue or "wild card" wonder replaces the intrigue lost by the elimination of most Great Wonders, and a sense of transnational historical cultural forces can put unexpected external challenges on national leaders. Cost: 115. Requires: Philosophy.

Pax Dei is an historically inspired wonder that brings religious/diplomatic/political intrigue to the game. It is a "trump card" to capture some religious dynamics of the Middle Ages. It can be thought of as a very short-term kind of United Nations, but it can be used in devious ways as well. This specific Wonder has server settings allowing a GM to tune its effect or even disable it.

  • All nations with Philosophy:
    • Gain +2 unhappy about each aggressive military unit.
    • Get a Senate.
  • All nations with Monotheism are only allowed to attack with a unit located on a domestic tile.
  • Obsolete by: 13 turns after building or the discovery of Theocracy by any player in the world.

Cost Changes to Wonders[]

The following wonders have no changes except to their cost:

  • Adam Smith's Trading Co. 320. (Was 300.)
  • Eiffel Tower. 125. (Was 100.)
  • Isaac Newton's College. 420. (Was 400.)
  • Sun Tzu's War Academy. 310. (Was 300.)

VI. Buildings[]



New features for Courthouse:

  • Prevents Diplomats (not Spies) from doing hostile Embassy without first cease-fire or peace.
    • is a unique bonus of the Courthouse building. (Not Supreme Court, Homeland Security, etc.)
  • Gives +1 content to all governments, not just Democracy. (This effect also covered by Supreme Court.)


B.barracks i.png
B.barracks ii.png
B.barracks iii.png

Now requires Warrior Code, making that technology a more competitive early strategic choice.

  • Besides making sense and rewarding early discovery of that tech as a diverse strategy to pursue, this helps balance some Longturn side effects of giving starting gold and starting units to disband.

  1. Barracks II. Cost: 35. (Was 30.) Increases the premium paid for veteran units to keep up with the greater economies of the times.
  2. Barracks III. Cost: 40. (Was 30.)

Totem Pole[]

Totem pole.png

Cost: 30. Tech requirement: None.

  • +2 luxury in its city.
  • Req: None. Obsolete by: Temple, Ceremonial Burial.
  • The new Barracks requirement of Warrior Code left no building to "store shields" while researching a first tech.
  • In theory, Totem Pole gives a primitive improvement for tribes who delay Ceremonial Burial, to help with the difficulty of getting any Luxury under Despotism.

Police Station[]

Police station.png

Gives a 50% resistance against the action Investigate City for all governments except Democracy.

  • 85% base odds - 50% = ~42.5% base odds an enemy can successfully investigate city.
  • Foreign Nationals are "discontent about military", so now Police Station has a use for all governments
  • Under Nationalism, discontent citizens made content goes from 2 to 3. Also, costs 10 shields less under Nationalism.

City Walls[]

City walls.mp2c.png

City Walls were sometimes too cheap, sometimes too expensive, sometimes too OP.

  • This was very similar to the old issue with Fortresses, which were fixed by adding Forts and increasing work time on Fortress.
  • The new City Walls solution breaks into two types modeled on the fix that worked for Fort and Fortress.
  • City Walls now come with Construction and remain 3× defense. (Same for the Great Wall wonder.)
    • City Walls used to cost 80 in Civ2. A price reduction in all buildings was done long ago as a fix on the "smallpox epidemic" which Freeciv had in its early years. However, smallpox is long gone and the price/performance balance has to be re-evaluated.
    • City Walls now cost 65 in the early game, and 75 after discovery of Metallurgy.
    • If City Walls are sabotaged, you can have Fortifications for a weaker backup. However, this means an investment of 100 or 110 shields.
  • No longer gain a 3× defense bonus against Helicopters. SAM Batteries get defense bonus against Helicopters now.



Fortifications are a new improvement available with Masonry. They provide 1.50× defense vs Land attacks, and add +0.17 to the terrain bonus of Lowlands tiles. Cost: 35.

  • Allows more realistic use of ancient city defenses in a time period where City Walls are far too expensive to justify.
  • Brings balance, playability, and realism to ancient times.
  • Just as with Fort/Fortress, City Fortifications are cheaper/easier to build but not as strong.
  • Also the same: they don't stack.
  • Also the same: Masonry is required for the first, Construction for the second.
  • Not the same: they aren't a pre-requirement to make City Walls.
  • Fortifications for cities that get City Walls later are not a lost investment. Selling Fortifications in a city with City Walls recoups 100% of the full gold price of the Fortifications. Be sure to have the City Walls built first.
  • On Lowlands terrain, Fortifications integrate and become part of the terrain itself.
    • The terrain defense bonus of Flatlands, Swamp, Forest, and Jungle rises to 1.17×, 1.5×, 1.5×, and 1.67× respectively (+17%). The terrain bonus is inviolable by any land, sea, air, or other attacker, including Howitzers.
    • This corrects an issue where the original 1.5× bonus of these terrain types was nerfed to 1.33× to balance several other issues, but left cities built on Swamp or Forest too heavily penalized for the sacrifice of taking an economically lower performing location in exchange for trying to gain some kind of acceptable defense bonus.

SAM Battery[]

Sam battery.png

Now costs 80 (was 70 in MP-1 and 100 in Civ2)

Now has 2× defense against Helicopters (was: City Walls had the bonus, which they no longer do.)

Coastal Defense[]

B.coastal defense.png

Now costs 65, upkeep 2. (was: 60, upkeep:1 in MP-1, and 80, upkeep:1 in Civ2).

  • This micro-balances economic "power creep" inflation effects.
  • This helps mitigate some complaints that Coastal Defense is too cheap, easy, common, and too strong against ships.
  • See also: Gibraltar Fortress.

Coal Plant[]

B.power plant.png

(renamed from Power Plant)

This is the first of the changes to a new and logically layered Power Plant system that was brought back to life by changing Hoover Dam and recalibrating the costs, effects, and layered effects of Power Plants and other Wonders and improvements which affect them.

  • Adds +20% to Factories making them +70% shield production. (Was +25% yielding +75%)
  • Adds +20% to Mfg. Plant making it +70% shield production. (Was +25% yielding +75%)
  • Cost: 120. (Was 130.)
  • Upkeep: 4 (same.)
  • The sale price of a Coal Plant becomes 85% original value instead of 50% original value, after a city has built a Hydro Plant or Nuclear Plant.
    • Fix completely unviable mathematical economics in ever wanting to upgrade to a better type of Plant.
    • Still leaves enough upgrade penalty to make cheaper/more polluting Coal Plants an interesting balance incentive rather than upgrading.

Hydro Plant[]

B.hydro plant.png

Significant changes, layers effects with the new Hoover Dam.

  • Adds +20% to Factories making them +70% shield production. (Was +25% yielding +75%)
  • Adds +20% to Mfg. Plant making it +70% shield production. (Was +25% yielding +75%)
  • Cost: 175 without Hoover Dam, 170 with Hoover Dam. (Was 180.)
  • Upkeep: 3 (was 4.)
    • incentivizes the extra cost over a Coal Plant, and is realistic.
  • Reduces pollution from production -25% for each Factory or Mfg.Plant (same)
    • Different: the -25% pollution reduction is more than the +20% shield production.
  • Hoover Dam increases the +20% to +27%, yielding +77% production in each Factory or Mfg. Plant. See: Hoover Dam.
  • If built and present, makes Coal Plants recover 85% of their gold cost when sold, rather than 50%

Nuclear Plant[]

Nuclear plant.png

Provides an upgrade in production over previous power plants. An upgrade in pollution over Coal Plants that is equal to Hydro Plants.

  • Adds +30% to Factories making them +80% shield production. (Was +25% yielding +75%)
  • Adds +30% to Mfg. Plant making it +80% shield production. (Was +25% yielding +75%)
  • Cost: 185.
  • Upkeep: 4.
  • Reduces pollution from production -25% for each Factory or Mfg.Plant (same)
    • Different: the -25% pollution reduction is less than the +30% shield production.
  • Allows power plant strategies that don't include an "obligatory" Hoover Dam.

Solar Plant[] plant.png

Formerly, this was probably the most uselessly overpriced building in the whole game. Completely re-designed.

Formerly, Solar Plants...

  • Cost was 320, about double of other Plant types.
  • Provided no extra production bonus.
  • Eliminated pollution from production, but its tech req Environmentalism effectively did that anyway.
  • Offered no upkeep bonus or any other incentive.

Complete re-design:

  • Cost: 150.
  • This building/improvement can now co-exist with other Plant types.
  • Adds a flat +20% to base production in its city.
  • Has negative upkeep of -3:
    • Reduces infrastructural cost of other buildings in the city by -3.
  • Supports 2 shield upkeep for units for free, in its city.
  • Replaces bonuses from pollution from production by other Plant types with a flat -75% pollution from production.
    • Since Environmentalism now gets a bonus on pollution from population instead of pollution from production, this is now a meaningful bonus.
    • (See Environmentalism below.)
  • Is the only Plant type whose pollution bonus can combine with a Recycling Center. Together, they result in -90% pollution from production.
  • Reqs: Environmentalism, Factory in city (same.)

Wind Plant[]

Wind farm.png

(new "baby" Plant type)

  • Cost: 60. Req: Environmentalism.
  • Can co-exist with any other Plant type, and unlike other Plant types, has no other building reqs.
  • Boosts base production in a city by +5%.
  • Reduces pollution from production by -10%.
    • Together with a Solar Plant and Recycling Center, completely eliminates all pollution from production.
  • Has negative upkeep of -3:
    • Reduces infrastructural cost of other buildings in the city by -3.
  • Supports 2 shield upkeep for units for free, in its city.



Now yields 3 gold per 2 shields: that is, 1.5 gold per shield. (Was: 1 gold for 1 shield.)

  • Coinage is no longer a "useless" feature adding useless complexity to the game space.
  • Bonuses to the exchange rate come from Marketplaces, Banks, the Medici Bank wonder, and Stock Exchange + The Corporation.
  • See section immediately below.

Marketplace, Bank, Stock Exchange[]


Each of these improvements increases the shield-to-coinage exchange rate by 0.25. Stock Exchanges do not do so until The Corporation is researched. These work together to make more economic strategies viable, and transform the Coinage improvement from something almost completely useless, into something that can allow some interesting economic maneuvers.

VII. Miscellaneous[]

Casus Belli[]

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Casus Belli Triggers

The complete list of casus belli events is now a full list of reasons giving cause for war. The following are newly added:

  1. In a foreign territory, casus belli is given by:
    1. Transforming Terrain
    2. Building a Base
    3. Doing a Tile Claim or occupying a foreign Tile Claim.
    4. Making road-types (road, rail, quay, canal, etc.)
  2. Bribing enemy unit.
  3. Found City on foreign territory (i.e., in a Fort.)
  4. Capture Units (fixed a server bug that allows this to work now.)
  5. Investigate City, if discovered when doing it.
  6. Invading - Moving military units inside foreign territory with whom you have Cease-fire, Peace, Armistice:
    • NOTE, if you accept cease-fire while inside someone's territory, moving the units will give casus belli. Get out before accepting the treaty, or re-affirm the cease-fire after leaving, in order to excuse the casus belli. Don't be tricked.
  7. Nuclear Detonation - only generates international outrage if detonated in foreign sovereign territory. (Formerly, was anywhere at all)

'NOTE: Formerly, casus belli lasted 2 turns: the turn of the incident and one after. MP2-c now uses the new server setting 'casusbelliturns and defaults to 12.

  • Additional incidents will add +1 turn to an existing casus belli duration.

Map, Terrain, Map Generation[]

Map Generation[]

  1. Improved tuning of terrain dispersion; less domination in some areas by a single terrain type.
  2. Balance Alignment of Resource Distribution (BARD) - is new resource distribution scripting exclusive to MP2-C.
    • On the first TC, BARD allocates a SMALL amount of Berries, Spice, Peat, Oasis, Rubber, Gems, Elk, Furs, Ivory, and Iron, in order to enhance statistical balance in each climate region. Typically this is less than a 4% chance per tile, with exact value tuned to regional geographic balance. (Swamp and Arctic get somewhat more.)
    • BARD overcomes the generator's forced uniformity in the odds a tile gets resources
      • Terrain type, resource type, and scarcity of nearby resources on other tiles now alter the probability of resource allotment.
    • BARD subtly discourages settling on the first turn, encouraging one turn for all players to look around before settling.
      • This has a slight fairness/balance effect for players who may need an extra turn of movement to arrive at good starting positions.


Can now exist on Arctic terrain. This provides more balance to the worst terrain type in the game.


Ocean Transformation[]

Previously, 3 adjacent Land tiles were required to transform Ocean to Swamp. The requirement is now reduced to 2 adjacent tiles. This fixes some geometry problems that too often made reclamation projects infeasible.

Blood for Oil[]


After Refining, Oil Wells built on Oil get +1 shield.

  • Previously, it was arguably better to put Farmland and rails over Oil for 2 6 2, rather than an Oil Well for 0 7 2.
  • Oil tiles with more value are now worth fighting for.


  • Formerly, Coastal Canals could be made Adjacent to Ocean. Inland Canals could be made Adjacent to River.
    • results: canal length artificially limited, some glitch cases where diagonal canal doesn't really connect to Ocean.
  • Now:
    • Coastal Canals can be made CAdjacent to Ocean (was, Adjacent)
    • Inland Canals can be made CAdjacent to River OR Coastal Canal (was, Adjacent to River.)
    • results: max canal length across an isthmus goes from 2 to 3, all canals properly and visibly exit into Oceans, CAdjacent connectivity fixed
    • Canals can serve as an irrigation source
    • Quays can be put on Canals



  • Built on top of Fortress
    • Units inside can't be seen.
    • Moat prevents Siege Rams.
    • Claims more surrounding tiles than a Fortress
    • Sees farther.
    • Same defense bonus as a Fortress.
    • Takes 5½ worker-turns to complete.
  • reqs: Construction, Feudalism. Obsolete by: Gunpowder (Old castles remain, can no longer build new Castles.)



  • Built on top of Fortress.
    • Units inside can't be seen.
    • Prevents Air and Missile attacks (except Nukes.)
    • Same defense bonus as a Fortress.
    • Doesn't see as far. Claims less land.
    • Prevents tile pillage (e.g., Jet Bomber can't iPillage it.
    • Same defense bonus as Fortress.
    • Takes 18 worker-turns to complete.
  • reqs: Steel

Tile Claims[]

Tile claim.png

Tile Claim is a new Action. It claims a tile as the sovereign territory of your nation.

  • Can be done to any tile in your own national territory by a single Diplomatic unit.
    • Prevents a growing foreign border city from claiming the tile.
  • Can be done to a non-domestic tile if:
    • it is adjacent to another Tile Claim
    • your Diplomatic unit is supported by the presence of another unit on the tile
  • An unoccupied Tile Claim will be claimed by any foreign Land unit that enters the tile.
    • Casus Belli is triggered by 1) Making a Tile Claim on a Foreign tile, or 2) seizing a foreign Tile Claim through occupation.
  • To do a Tile Claim:
    • Select a diplomatic unit on a tile that can be legally claimed (see above).
    • Do ('D') >> (select tile) >> Build Tile Claim

Miscellaneous and Minor[]

  1. Commerce units simplified. All commerce units can build Wonders and establish Trade Routes at all times.
  2. Ships cost 2× to bribe -- injured ships far from home were far too cheap to bribe.
  3. Damaged Submarine min_speed=4 (was 3); makes hit-and-run and escape somewhat more viable
    • Further fixing to make this less of a "suicide unit".
  4. Nuclear Winter used to make random arctic everywhere. Now it is more like a "reversed global warming" -- each terrain type downgrades to a type that is considered "one level colder" than its current type.
  5. Coastal Defense is visible without middle-clicking for city info:
    • Can be distinguished by cannon towers in the corners, and cannon placements along the perimeter.
  6. Masonry is not needed for Palace (simplification).
  7. Worker-turns to irrigate swamp or plant forest on swamp go from 8 to . In almost all cases, that means it rounds up to 7.
  8. Conscription bonus for city build slots applies to infantry only. (Foot units and Mechanized Infantry.)
  9. Galleon can enter Peace Waters but may not attack unless war declared: this ensures there is always some type of ship to bring Commerce units to Coastal cities. This also reflects the historic use of real Galleons.
  10. Worker-types can't make road-types while transported in foreign lands (road / quay / rail / maglev / canal)
    • Must first deboard/disembark.
  11. +⅑ move bonus for v4+ aircraft was changed to +1.
    • Too frequently, these units accidentally died, thinking they had a full move left but really had -88% tired attack.
  12. Ram Ship can now see 1 tile around it and travel on rivers
  13. The chance that Fallout disappears naturally on its own, changed from 20% to 15%.
  14. Establish Embassy / Investigate City recalibrated to original move cost (had been forced to after moves were fragmented to ninths.)
  15. Expelling a unit costs ⅔ move point (was 1 move point.)
  16. Poison City can be done to size 1 cities to eliminate them.
  17. Odds for city to lose 1 population when its defender is killed by a land unit is 50% (was 60%).
  18. Hideouts, clarifications and changes:
    1. A temporary rules patch in an older version of MP2C is no longer in effect:
      • Hideouts can only be built with 1 unit on the tile. 2 or more units on a tile prevent building a Hideout. This requirement was caused by technical limitations that will be removed in the future.
    2. Hideouts made on Ruins (where a city was destroyed) are permanent - they do not have have a chance to disappear when unoccupied.
  19. No Commerce unit causes unhappiness: simplifies all the rules and balances issues where representative governments were discouraged from trade by commercial shipping.
    • Since the Galleon is a stand-in for commercial transport at a certain phase of the game, it also does not cause unhappiness.
  20. Units killed on a tile with Ruins do not experience stack death, in all MP2C games starting in March 2022 and after.
    1. This fixes an exploit where a city poisoned multiple times to destruction, left all defenders as an exposed stack to kill, as if the defensive infrastructure of the city were no longer there.
    2. This makes the Ruins feature have real game interest, instead of having no effect in the game except for graphically marking the historic spot of a former city.
    3. Note also: hideouts made on Ruins will never disappear when unoccupied.
  21. Sea Bridge can be built over Lakes and Oceans after researching Steel. Workers or Engineers must be in a ship on a tile cardinally adjacent to a Land tile. Build-time: 6 worker-turns. A Sea Bridge acts as a Road and connects to Roads on the mainland. It allows land traffic and sea traffic to occupy the same tile. Sea Bridges contain a basic Road, and can be upgraded with Railroads and MagLevs.

Cure for Cancer renamed as Pasteur's Institute. A fictional wonder not yet achieved in real history was available before the discovery of the Automobile. Realism is a priority in the ruleset only when it does not sacrifice balance or playability, but this is exactly such a case. The tech Genetic Engineering was renamed to Microbiology, to match.


Wild Animals[]

A new server setting can be accessed via /set animals <0-1000> This is still in early experimental stages and does not impart enough value or interest to the game yet, to be used in rated games. Tribesmen enjoy combat bonuses against wild animals.