The most important changes:
-) Wild horses
-) Wild camels
-) New scenario: Keinpferd's Peloponnesian War (based on Thukydides)
-) Limes buildable in all constellations for Roman workers, auxiliars and legions
-) Huts only at rivers and on plane terrain buildable
-) Town added: Cottage->Hamlet->Village->Town
-) Global: XP per attack: 0-3 instead 1-3
-) hire/commission mercenaries: Ships now available
-) Pirate feature only for certain CIVs (only HI). Kilikian pirat stays the same.
-) Hill cottage, Hill hamlet, Hill village (similar to BTS windmill)
-) Refactoring of Techtree
-) Slave feature Update (for HI):
-- Field slaves can only be settled in cities with at least one farm, pasture or latifundium
-- Mine slaves can only be settled in cities with at least one mine or quarry
-- If the last farm/mine... is looted, the former employed slaves are distributed around the plot as fleeing barbarian slaves.
-) no movement points after looting
-) Ranged attack update: costs money (HI only), the better unit the more expensive
-) no movement points after regular attack (except with blitz promo)
- prohibits flight to the city
-) new feature for units: salary and dezimation
-) movement update:
-- Light infantery now has 2 movement points
-- Heavy infantery like before 1 movement point
-- Light cavalery 3, heavy cavalery 2
-- no movement bonus on roads with Civic Soldiers anymore
-) Chariot Archer: 2 move and no cargo
-) Game Option: former Permanent Alliances -> now turns catastrophes off
-) New territorial resource: Thrakian mercenaries (2 units: peltast, romphaia)
-) Settled specialists use up food (like slaves)
-) New victory condition: The Seven World Wonders (own all 7 classic world wonders)
Improvements/extensions:
-) AI: fortress promotion removed when unit is not on a defensive improvement
-) Update of ranged combat of enemy stacks
-) Olives provide +1 food again
-) Trait maritime: Promo maritime for ships: +1 movement point; +1 health per city, water plots +1 commerce
-) Traits revised (Boggy)
-) Safety request, whether a unit should be sold at the merc post (for Thorgal)
-) Spy: new skin (more authentic)
-) Trade post once again only buildable on resource plots in no-mans-land
-) Refactored szenario map: Small (JohnDay and JohnStockton)
-) Max. 1 rank promotion per turn, regardless of number of how often the unit is attacked and only if it didn't already receive another promotion that turn.
-) Religion founding always in the capital: Greek, Roman, Celtic, Germanic, Phoenician mythology and Judaism
-) Christianity is found in the Jewish Holy City if it is owned by the founder of Christianity > else in his largest Jewish community > else regular (BTS)
-) Hurry with gold cheaper for units: cost = prod (former: cost = prod*2+50%)
-) Commissioning mercs: overhauled
-- no more spawning on islands
-- large armies and elites spawn at the border
-- number of elite units corrected
-- naval attack added
-- camera zoom to the spawning plot
-) Scout can now mount and unmount
-) Greek and Athenian unique unit scout (Hemerodromos): no terrain malus
-) New skin for swamp
-) Formation interface: multiple selected units can be ordered to take on formation simultaniously
-) Every mercenary commission includes one treasure carriage
-) Scoreboard modified
-) Refactored StartingPoints by BoggyB included
-) From level monarch onwards: the higher the level, the more experienced the units of your KI opponents will be (Combat 1-4)
-) Large ships are built with food (no more -1 Pop)
-) New list of general's names (Markus1978)
-) authentic Kilikian pirate skin (HUNK)
-) Terrain texture updates from BASE (Thanks to Cybah and Thorgal)
-) Platys WorldBuilder included
-) Revision of governor features
-- You can only once per turn and city hire mercenaries or demand tribute
-) New PopUp images when a new age begins
-) Leaderheads changed (Thorgal)
-) New feature: Stranded goods (coastal flotsam can get to stranded goods on nearby land)
General changes:
-) No culture for religions. Only with temples.
-) Civic Tribal Council to Tech Leadership
-) Building settles only possible in cities with (at least) state of a Village
-) Settled Great General: no commerce bonus, +3 culture, +3 espionage, +4 XP
-) Great Library: no free Tech but +25% science. Fortified (Great) harbour necessary
-) Apoikia, Phoen. colony: +1 commerce on water plots instead of +10% commerce
-) Spartans and hoplites outdated with Skirmisher (still to be improved)
-) Religions: spread factor reduced
-) Rel. missionaries only with Astrology (around the time of Temple Economy)
-) Religion founding techs moved (Python adapted)
-) Techtree therefore modified
-) Grain Wagon cheaper
-) Civics: High Priests requires state religion
-) Tech costs +10% from Client States onwards (including Heresy and The Dark Ages)
-) Apostolic Palace: Centre of Christianity is moved to this city, +1 gold per christian city (like BtS)
-) Temple of Salomon: +1 Gold per jewish city (like BtS)
-) Inflation included
-) Chance of storms matched to size of map
-) New icons for new techs and buildings
-) Pop requires once again 2 food instead of 3. Modified terrains, features, improvements and slave-yields
-) EVENTTRIGGER_DESPOT_REVOLT and EVENTTRIGGER_BARBAR_REVOLT removed
-) Ship formation bonus from 25% -> 10%
-) Better KI: KI always receives a rank promotion for a victorious fight when it didn't receive a terrain/unit-promo
-) Defection chances slightly reduced: 30% -> 20%, single factors 10% each (concept adjusted)
-) PROMOTION_FORM_FORTRESS for units with 1 movement point
-) PROMOTION_FORM_FORTRESS2 for units with 2 movement points
-) TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER adjusted (TechDiffusion)
-) Promo: morale changed (no additional movement point anymore)
-) Castra: only buildable by legionaries
-) Formation Pincer Movement: no more for Mounted Units
-) Formation Wedge: only for infanterie and armored Mounted Units
-) Bonus resource Slaves: removed
-) Handicap infos changed
-) Civics: all 50% Boni reduced to 25%
-) KI commissioning of mercenaries when under siege changed
-- ratio city defenders:enemies= 1:3
-- commissioning of max. 2-4 units per turn
-) Promo: Using Roads not selectable. Only for spies and Hun Marauders.
-) Defected pirate ships become regular ships
-) Comissioned mercenary ships carry one unit each (axe, spear or sword)
-) Update for Black Fog: coast stays visible (Cartograms), mountains and rivers stay visible (Map Making), normal FogOfWar (Road Maps)
-) Civic Codex: No bonus for farms
-) Freed slaves have now a specific unitclass (maybe better comprehensible by KI?)
-) No formations for work boats
-) Trade post only for HI. Same effect with Fortresses (also for KI) possible
-) Bonus resource Dramas removed
-) Some buildings use up 1 food (forts, arena, colosseum, stables, castra)
-) Some buildings give a bonus on commerce (saline, brewery, tavern)
-) KI-research adjusted (Formation of States requires Pottery)
-) All Mounted Units, Chariots and Elephants -25% in Forest, -50% in Dense Forest, Jungle, Swamp; armored Mounted Units -50% in Forest instead of -25%.
-) UNIT_GERMAN_DOUBLEFIGHTER -> UNITCOMBAT_AXEMAN
-) Jungle and Swamp: iMovement=3 (like Dense Forest)
-) City upkeep increased: 2 -> 4
-) Horses, camels and elephants spawning inside the cultural borders stay barbarian without the corresponding domestication tech
-) Trade post: requires Trade In Goods (before Colonization)
-) Emigrant: max 1 at a time (like settler)
-) Python: Buildings-Pedia: Info for negative food storage added
-) Tech: Coastal Improvements moved to after Hellenism (ca. 2nd century BC)
-) Texts imported (Online Text Tool)
Bugfixes:
-) Fixed capturing of horses, camels and elephants
-) Culture from emigrants fixed (Boggy)
-) Loading of Supply Wagons fixed (correct distribution of plot yield)
-) No automatic renaming of barbarian cities in scenarios
-) Trader and Trade Caravan: bRivalTerritory=0 (OOS fix)
-) Legionary animation fixed (thanks for finding out, Thorgal!)
-) Small Fix with resource spreading regarding the extension: as with village also no spread of resources on towns
-) City build menu update (Ramk)