Post-Renaissance update changes

Diverted has been renamed
Delayed, and has clearer but longer wording.

The card called
Advancing Village has completely changed, but the mechanic of the old version has been kept and put onto a new card, Trade Circle. This is a cantrip +Villager, dubious, but it gets away with it by changing into a terminal. Two modes of the card to get in good balance.

Barometer has been renamed
Timepiece, and now has +1 Action.

With there being a Project called Canal, the Bridge variant is now called
Mail Coach. It has clearer wording.
Colliery is now an Action doubling your $ when you take Exhausted. The main novelty of the former version was the Villager on gain, which thankfully Silk Merchant does. There was nothing else going for it. I'm aware of Neirai the Forgiven's attempt at doubling $, and I'm hoping Exhausted is a way to make it balanced.
Diversion has been changed as described before, soft Knight variant with Coffers.

+1 Buy did not belong on the empty-pile
Entrepreneur, so to be a slightly better Peddler it instead becomes draw to 6.
Furnace simply works on buy and play rather than take Exhausted to play, and no longer gives $ or +Buy (there were a few too many +Buy cards). But now it feels like it needs something more.
Innovator was too strong, and boring with it. Full discard then draw could easily and frequently get $8, so it was all you needed for a reasonably fast win. The new Colliery at least needs work.
Parade is down to just the Actions and Treasures gain condition. That bottom text is way too small to read every time, and the others weren't even that interesting. Going with Grand Market wording would make this text a bit bigger, and is the issue of buying it whilst not gaining it that major...?
Potteries for now has become this deck inflating variant. I reasoned that there doesn't need to be many two-Action cards with Exhausted, and those that do should be definite core engine pieces. A Remodel could fit this, but not as well as big draw or $.
Oh yeah, that
Purist. There was an interesting point in the secret history of Nocturne outtakes, that Donald found cards with a choice between Actions or $ were uninteresting. I felt what he meant with this.

All this time I was saying
Revolters can't hand out Exhausted. Uh, it can if other players 'may' take it... This is actually threatening now it's not a Duration.

I made this
Taskmaster before I saw Mountain Village. Here's a more simple, different and compelling Throne Room variant than the former version.

A boost to +3 Cards on Exhaust for
Textile Mill, to give it a little more over two Smithies than being one card. The addition of Coffers means the overpay achieves Coffers > Villagers translation, so this may be more reason to move it onto a cheaper card.

Two nerfs for
Wastelands to emphasise it as alt VP, the non-Victory cap is down to 8 and the on-gain trash is down to 2 cards.
Components may gain Silvers now.
Replica doesn't really need any limitation to its gaining another Machine. The Villagers (then Power) it needed I think was only there to show what I meant by needing to manage a number of tokens on the mat.

When will this
Steam Engine ever be right? This version is what I posted last time but with the added option of Exhausting at Clean-up to Scheme it, so it can be like a solo engine enabler. The Taskmaster change, though, seems to hold promise, and this doesn't stand out that differently.

A boost to
Spinning Mule that lets it draw more cards with non-Copper Treasures.
Patent now has its bonuses on the mat so you can't change what you choose. This is more realistic, though it makes more different Patents available and so weakens the uniqueness advantage.
And 4 new ones:
Dismiss, a cantrip $2 that lets you discard a card to change it for a different one of a matching type in the deck.

Clayfields, as made for kru5h's design challenges thread, under the name
Farm. A third Victory pile works because Renaissance doesn't have any. This $6 Hireling variant draws a card for your next hand for every Victory you gain this turn.
Local Art is back; at $4, it has a radical on-gain of drawing 4 cards then letting you play Treasures. The on-play is discard a card for $2.
Trade Circle, the new enter-hand-outside-Action-phase card. For a player to want to make this trigger, it needed to be payload and not a mere Village. So at $3, it has +Buy, +$2 if there's another Trade Circle in play, with the reaction being set aside, +1 Coffers, and play it next turn.











And the
Prospects. Override is now called Takeover, Innovate is now called Manufacture, Prediction works after discarding at Clean-up so your newest buys can be included. Shady Deal didn't work, nor did the empty pile for Coffers one, and the Estate and Gold one doesn't look so convincing.
And yes, an Artifact has crept in amongst them, attached to Exhibit. Because this is now a Renaissance extension and I have Artifacts at my disposal.
More updates likely as and when all of Renaissance is revealed.