Since I couldn't find one in the documentation, I have compiled a list with changed things in Warlords as compared with v1.61 (for the NEW things you can go here)
Buildings
I am mentioning these because I have often saw references to 'changes in Warlords' that did not actually happen. Here are the ones:
Buildings
- Heroic Epic requires a level 5 unit (as oposed to 4 previously) and West Point level 6 (as oposed to 5)
- Barracks provide only +3XP (instead of +4XP) but are cheaper (50 hammers instead of 60)
- Castles provide +1 Trade route (the benefit expires with Economics)
- The Spiral Minaret gives +2gold per building (instead of +1)
- Obelisk is renamed a Monument (Obelisk is now a Unique Building for Egypt)
- Chariots get +100% attack vs. Axemen (only attack)
- Chariots have +10% retreat chance (instead of +20%)
- Pinch promotion (anti-gunpowder) is available only after researching Gunpowder
- Drill II-IV provide collateral damage reduction also (besides the original first strikes)
- Guerilla promotion line has III promotions now (Guerilla III adds +25 Attack (!!) to hills)
- Redcoats reduced to 14 strength (from 16)
- Cossacks reduced to 15 strength (from 18)
- Siege units are immune to collateral damage (except Machine Gun)
- Horse Archers have reduced (-10%) City Attack but get +20% retreat chance
- Forts act as a city for combat purposes
- Forts can be built over forests
- Selecting large stacks displays the units on more than one row
- The stack tooltip no longer shows all combat details for all units in a stack.. only the 'first' one in the stack is shown
- When capturing workers they cannot move in the same turn (therefore you have to be able to defend them in order to keep them)
- Marine & SAM Infantry no longer promote to Mech. Infantry (they are end-of-the-line unit).
- Machine Guns promote to Mech. Infantry instead of SAM Infantry
- Production->Science/Gold/Culture converts 100% of the production (instead of 50%) and the production bonuses are applied (like Forge, Factory etc) (they did not in vanilla civ which makes this the probably the Warlords change with the biggest effect... now the big production cities can become temporary big science/money/culture generators).
- Science/Gold/Culture and Maintenance are now computed with 2 decimal places at the city level (and rounded only at the civ level)
- F1 screen now allows the management of specialists.
- After capturing a city you are prompted to build something immediately (as opposed to the end of resistance)
- Goodie huts can be disabled (No Tribal Villages)
- New map options: World Wrap (Torroidal/Flat/Cylindrical), Resources (Balanced/Standard)
- Fascism gives a free Great General for the first civilization that discovers it
- The leader dialog box no longer displays the attitude on the top of the box
- The amount of hammers reported in the tooltips when chopping a forest is not dependent anymore on the production now but the bonuses (if any) still apply (inside the city... the chopping hammers appear in the production tooltip as a separate line).
- The hammers that result from chopping are not added immediately but in the next turn.
- Rivers give benefits to additional plots in some cases (eg.. river delta... give bonus to three plots instead of two)
- Several leaders have the traits changed (complete list)
- BUG?: City governor switches cities with negative food (even with as few as -1 food) to 'Fast Starvation Mode' (it creates the maximum number of specialists possible with the result that city population decreases much faster than 'it should')
I am mentioning these because I have often saw references to 'changes in Warlords' that did not actually happen. Here are the ones:
- Civics
- Praetorians