I should also note that this version is sufficiently final that it can be used in an RBMod PBEM, and I'm not planning on making any more changes for some time, UNLESS T-Hawk gets a chance before the RBMod PBEM starts to make Spies not see units, in which case I'll remove Secretive and swap in that fix instead.
RBMod v1.2:
This one includes a DLL fix, and is available here:
RB V1.2
Changelog, v1.1:
1) Tile Changes:
Watermills: +1 base hammers, no longer receives +1h at Rep Parts
Workshops: +1 base hammers, no longer receives +1h at Chemistry
Mines: +1h at Rep Parts
2) Civic Changes:
Vassalage now provides free support for military units as well (meaning Pacifism is cheaper), and is Medium Upkeep
Slavery: 30h for the 1st pop, 20h for the 2nd pop and subsequent pops. So, 30/50/70/90. On Quick speed, that's 20/33/46/60. *CHANGE from 0.3*
Serfdom: +75% Worker Speed, +1h for Watermills and Windmills
Free Market: No longer provides -25% Corporate Costs. Now provides +25% Trade Route Yield.
Environmentalism: No longer provides +25% Corporate Costs. Now provides +2 happiness for cities with a granary.
Free Speech: Now High Upkeep, and increases Corporate Costs by 50%
3) The Draft
Rifles now cost 2 pop to draft. A city must now end a draft at size 7 instead of size 5 (So size 9 to draft a rifle, size 8 to draft a musket).
4) War Weariness
Decays 10%/turn during Peacetime. *Change from 0.3/0.4: Wartime WW is now unchanged*
5) Espionage
Switch Civic and Switch Religion now require Future Tech
Spies now spawn with "Secretive", and cannot see tiles except the one they're standing on.
The No Espionage game option now works properly:
GSpy points are converted into Great Merchant points
Espionage no longer gets converted into culture
Cultural expansion now happens at normal values
Spies cannot be built
Graphs are always visible on contact
6) Wonder Changes
[strike]The Great Wall now provides Great Merchant points[/strike] This has been restored to GSpy points.
Red Cross: 200h
West Point: 550h, +5XP. Now requires a lvl 5 unit (17XP/13XP for Cha)
7) Unit Changes:
War Elephants are now 7 str, +50% vs. Mounted units, and +25% vs. Knights
8 ) UU and UB changes:
Terraces now give +1 culture
Praetorians have no Penalty
Cataphracts are 11 strength
Ballista Elephants are 8 str, +50% vs. Mounted units, +25% vs. Knights, and still target Mounteds outside of a city (this buff was to make them better than regular WE against their nemesis, Knights)
Vultures now get +30% vs. Melee.
The Fast Worker is now 2 moves, but starts with Mobility (-1 Terrain Movement Costs).
American Mall: Now replaces the Grocer. Provides +1 happy for Deer, Sugar, Hit Singles, Hit Movies, and Hit Musicals
American Minuteman: Replaces the Rifleman, starts with Gureilla I and Woodsman I
Japanese Pagoda: Replaces the Observatory. +10% hammers.
German Assembly Plant: Normal factory, but enabled at Steam Power
German Kanone: Replaces the Cannon, costs 80h instead of 120h
Russian Research Institute: Replaces the university, +1 free scientist
9) Trait changes:
Financial: Require 3 commerce on land to receive the bonus commerce. Water tiles still only require 2 commerce to receive the bonus, though. Remember: A Golden Age cannot trigger Financial's bonus yield (as in the base game).
Expansive: No longer gets double-speed granaries, but gets double-speed grocers. +35% Worker Production.
Creative: Restored to vanilla BtS version: Provides +2 culture, and still provides cheap libraries.
Charismatic: +2 happiness, but no longer gets +1 happy from Monuments
Protective: Double-speed granaries
Imperialistic: Double-speed Custom Houses (At least this gives Imp something on water maps. For flavor, Custom Houses are very mercantile, which is what 17th century Imperialism was). +67% Settler Production.
10) Corporations
You get a free executive when you complete the relevant corporation tech. The first free executive of that corporation triggers a Born In A Foreign Land message on the Events tab.
Executives require Corporation and that corporation tech to be built.
Executives never fail to spread a corporation.
Headquarters only provides +1 gold per corporate branch. Must be built in a city after the corporation has already been placed in the city.
Cereal Mills only provides +0.5f per resource, down from 0.75f per resource.
Corporate costs increased significantly:
Sid's costs 300% of the old costs (4.5g for 1 food and 4 culture with a courthouse in a size 10 city)
Cereal Mills costs increased to 267% (4g for 1 food)
Mining Inc costs increased to 267% (2g for 1 hammer)
Creative Constructions costs increased to 167% (2.5g for 1 hammer and 6 culture)
Standard Ethanol costs increased to 133% (1g for 2 beakers)
Aluminum Co. costs increased to 133% (1g for 3 beakers, but only per coal resource)
Civ Jewelers costs increased to 133% (1g for 1g and 4 culture)
11) Miscellaneous:
Coastal Blockade now has a range of 1 square around the blockader, instead of 3 squares