The G&K Enhanced Mod (Gem) remains close to the G&K base game while providing more challenging decisions, where everything has a useful and interesting purpose.
Summary[]
- Items
Armies[]
- (coming soon)
Barbarians[]
- (coming soon)
Cities[]
- (coming soon)
Diplomacy[]
- (coming soon)
Espionage[]
- (coming soon)
Faith[]
- (coming soon)
Great Works[]
- (coming soon)
Leaders[]
- (coming soon)
Opportunities[]
- (coming soon)
Policies[]
- (coming soon)
Research[]
- Greater cost reduction for techs researched by many other leaders (lagging players catch up).
- Rearranged several technologies.
- Trapping renamed to Trade.
- Colossus, Roads, Villages, and Embassies moved to Trade (was Bronze Working, Wheel, Trade, and Writing).
- Lumbermill moved to Iron Working (was Construction).
- Circus and Circus Maximus moved to Horseback Riding (was Trade, Mathematics).
- Stable moved to The Wheel (was Horseback Riding).
- Aqueducts moved to Construction (was Engineering).
Terrain[]
- More citystates on mainland for Continents-Plus and Pangaea-Plus maps.
- Strategic resources distributed by player territory (but with more randomness than VEM).
- Coal, Oil, and Aluminum revealed earlier.
- More valuable Great Person improvements.
- Early resources balanced in yield value.
- Mine, lumbermill, and village tech bonuses spread out across a longer time.
- Terrain balance:
- Rivers: +1 only when improved.
- Coastlines: more atolls (isles).
- Islands: more stone, atolls, and coal (but less than VEM).
- Deserts: 2 basic move cost, +1 on freshwater tiles, +1 on freshwater resources, Oasis value depends on surrounding desert.
- Snow: +2 on snow hills.
- Floodplains remain under newly-founded cities.
WWGD[]
- (coming soon)
All items (1)