New features:
Drag and drop!
Just drag your units, buildings and 'builds' around
between techs, or to and from the 'unassigned' side panel!
... which is where all the things with no prerequisite tech set are to be found!
Conflict finder finds any conflicts in your mod
Will find any reference to non existent types in your entire mod database. Whether you've imported units that have prerequisite technologies from the mod you pilfered them from, or deleted every civilization in the game, it will tell you about it and provide you with options on how you'd like to deal with the conflict.
More info here:
http://forums.civfanatics.com/showthread.php?t=396304
Full era support!
Add and delete eras, and drag their start / end handles to make them encompass more or less techs.
Right click to edit the database row directly.
the row editor, whilst a bit ugly at the moment, will allow you to poke about at anything on the tech tree in detail. It also has auto completion for all the fields that reference other database objects making it easy to reassign things:
In the future this will be expanded to allow you to edit the entire database as you wish, and it will always generate you modular XML with update statements.
Duplicate rows.
Any row, from a tech to a building or unit, can be duplicated with the right click menu.
Then you can open the database row and edit your copy, changing its name, appearance, icon and stats.
Import mods!
Import a mod from a .modinfo file and have it integrate that mod's xml into the editor using that mod's proper OnModActivated ordering.
Non-destructive loading / saving (bugs aside)
When you load in XML data those changes are stored in the editor database, regardless of what data it is or whether the editor uses it itself, so will be there when it's saved out. So you can edit the XML of the editor output directly, without worrying about messing it up if you need to reload in the editor again later.
Note: The XML generation still needs some work, in cases where you do an XML line to delete, say, all American city names, load that XML in and then export, the resulting XML will have each of those cities as separate delete nodes instead of one catch all delete. I will work on making this generate more compact XML as I go.
Auto generates modular export XML files
All changes categorized in their relevant files. It also autogenerates you an anti crash ID fixinator (FinalIDReordering.sql) to put last in your action list. Unlike the general ID fix, this SQL only has tables that have been found by the editor to have non sequential IDs.