Spoiler :

AI



* Never use ranged units to provide flanking bonuses. (Added 11/18)

* Improve AI use of protected bombard attacks (melee in front, ranged in the rear). (Added 11/18)

* Worker priority adjustments (prioritize pillaged tiles, etc.). (Added 11/18)

* Further pathfinder optimization. (Added 11/18)



* AI will be more aggressive about pursuing Diplo victory if they are wealthy. (Added 12/3)

* AI more effective with building, moving, and using aircraft and anti-aircraft more effectively. (Added 12/3)

* AI more likely to effectively use siege units in a city attack. (Added 12/3)

* Better nuke targeting by AI. (Added 12/3)

* Tactical AI Tuning: Reduce chance of AI civs making "suicide" attacks. (Added 12/3)

* Multiple tweaks and bug fixes. (Added 12/3)





GAMEPLAY



* Science building track adjustments (cost, specialist slots, GP Points, etc). (Added 11/18)

* Amount of damage caused during naval combat increased. (Added 11/18)

* Melee horse units combat value lowered, and now receive a penalty when attacking cities. (Added 11/18)

* Lowered bonuses received from Maritime city-states. (Added 11/18)

* Removed maintenance from defensive buildings. (Added 11/18)

* Multiple unit upgrade track adjustments. Most (but not all) units now have a full upgrade path from start to finish. (Added 11/18)

* Open terrain penalty lowered. (Added 11/18)

* Policies must be selected the turn they are earned. (Added 11/18)

* Promotions must be selected the turn they are earned. If its as a result of combat, then the beginning of the next turn. (Added 11/18)



* Increased city strength ramp-up based on technology. (Added 12/3)

* Catapults and Trebuchets now weaker against units but stronger VS cities, and reduced effectiveness of Archers & Crossbowmen (and their UUs) VS cities. (Added 12/3)

* Have culture cost for policies never go down (trading away cities to reduce culture cost exploit). (Added 12/3)

* Reduced effects of Forbidden Palace and Meritocracy (Happiness per city). (Added 12/3)

* Reduced points from Wonders & Cities, increased points for population. (Added 12/3)

* Reduced culture needed for first plot acquisition. (Added 12/3)

* New Building: Circus Maximus (National Wonder for happiness track). (Added 12/3)

* New Building: National Treasury (National Wonder for economic track). (Added 12/3)

* Unhappiness beyond a certain point breeds rebels within your empire, based on the number of cities a player has. (Added 12/3)

* Reduced amount of food needed for cities to grow at larger sizes. (Added 12/3)

* Tradition branch balance (Landed Elite and Monarchy improvements). (Added 12/3)

* Liberty branch balance (Settler training bonus now only applies to capital). (Added 12/3)

* Buildings can now no longer provide more Happiness than there is population in a city (wonders are excluded from this). (Added 12/3)

* 3 new additional Natural Wonders added to gameplay, with accompanying rarity code. (Added 12/3)

* Multiple Tech Tree tweaks to address slingshot tech exploits. (Added 12/3)

* Killing a barb inside a city-state's territory now gives a 5-turn buffer where there is no Influence intrusion penalty. (Added 12/3)

* Reduced and balanced combat bonuses. (Added 12/3)





UI



* Added game option to disable automated workers from removing features. (Added 11/18)



* Additional updates to the Global Politics screen. (Added 12/3)

* Added game option to disable turn-blocking promotions and policy choices. (Added 12/3)





DIPLO



*Additional AI attitude tool-tips for cases that were not already covered. (Added 12/3)





MODDING



* Support for mods that perform major restructuring of the tech tree including adding, deleting, and updating techs, buildings, and units. (Added 12/3)

* Added GameEvents system for overriding Gameplay DLL specific functionality. (Added 12/3)

* Fixed "Reload Landmark System" mod flag to now refresh landmarks defined in "ArtDefine_Landmarks". (Added 12/3)

* Multiple SDK Updates (details to come with full patch notes). (Added 12/3)