Added recruit engineer and worker. Same cost as recruit spy. Triggers at tech for mfg capital
Bumped aid economy/research to 100 each, just felt original was too puny and not really relevant by mid game
Also chanGed recruit scientist to need DeeperKnowledge tech vs. having to build a DiscoverySphere and RecruitEntrepreneur to need FinancialSectorsTech vs having to build RestaurantEternity, and TrainDiplomat to need CulturalOutreach tech vs having to build CulturalBeacon
Reduced Durantium costs on most upgrades + some other changes
Only included the xml file as you may have other mods that changed improvements.xml. recruit engineer and worker are at the very end so you can cut and paste if so. Else place the file in a correctly structured mod directory for crusade
https://www.dropbox.com/s/xhu7rbfw5lbhz6o/ImprovementDefs.xml?dl=0