Code:

General - Substantial improvements to AI city production logic, including bugfixes for AI skipping airplanes and many buildings in certain conditions - Improvements to tactical AI, specifically siege and naval AI - Pantsloads of minor bug fixes and text improvements Balance AI - Slightly increased handicap bonuses for Deity for AI - New: Immortal and Deity AI get a bit more sight naturally on all units (+1 emperor, +2 deity). They'll use this to be a little better at war Buildings - Reverted Heroic Epic/SoZ location swap (but keeping GG on HE) - Stonehenge moved to Wheel - Temple of Artemis moved to Calendar - Pyramids moved to Mining Units - Catapult moves to Iron Working - Comp. Bowman moves to Mathematics, RCS down to 12 - Swordsman/Longswordsman lose Shock I, gain Cover I (Legion gets Cover II) - Bumped naval RCS/CS up quite a bit for late-game naval units, a little bit for mid-game units (compensate for SRs as well as to make naval-only sieges/captures more viable) - All naval melee units post-ironclad get city attack bonus +33% Techs - Construction and Military Theory will swap spots - Refactored tech costs down a bit (necessary after recent yield deflation); halved reduced 'known tech' bonus (causing issues with small games) - Currency and Engineering swap spots - Stone resource moved to Wheel - Bananas moved to Pottery Other - City strength and HP scaling from tech and pop reduced slightly - Adjusted happiness model down again slightly (slightly easier to expand) - Trade Route base gold now scales with Era - Trade Route resource diversity model no longer punitive - gold on a route now increases by 10% for every resource unique to either the destination or the origin city (double bonus if its a monopoly resource) i.e.if origin city has 3 unique resources, one of which is a monopoly, and the destination city has 5 unique resources, that would be 4(3+1) + 5 * 10 = 90%. However, if both cities have pefume, the bonus would go down by 20% 3 (2+1) + 4 * 10 = 70%