As part of the new patch, it seems a bunch of new Lua hooks were included as an undocumented addition. These are:
(TestAll) GameEvents.CanHaveAnyUpgrade(ownerId, unitId);
(TestAll) GameEvents.CanHavePromotion(ownerId, unitId, ePromotion);
(TestAll) GameEvents.CanHaveUpgrade(ownerId, unitId, eUpgradeUnitClass, eUpgradeUnitType);
(TestAll) GameEvents.CannotParadropFrom(ownerId, unitId, targetX, targetY)
(TestAny) GameEvents.CanLoadAt(ownerId, unitId, targetX, targetY)
(TestAny) GameEvents.CanParadropFrom(ownerId, unitId, targetX, targetY)
(TestAny) GameEvents.CanRebaseInCity(ownerId, unitId, cityX, cityY);
(TestAny) GameEvents.CanRebaseTo(ownerId, unitId, toX, toY);
(Hook) GameEvents.CircumnavigatedGlobe(teamId);
(Hook) GameEvents.CityBoughtPlot(ownerId, cityId, plotX, plotY, bGold, bFaithOrCulture);
(TestAll) GameEvents.CityCanAcquirePlot(ownerId, cityId, plotX, plotY);
(Hook) GameEvents.CityConstructed(ownerId, cityId, buildingType, bGold, bFaithOrCulture);
(Hook) GameEvents.CityCreated(ownerId, cityId, projectType, bGold, bFaithOrCulture);
(Hook) GameEvents.CitySoldBuilding(playerId, cityId, eBuilding);
(Hook) GameEvents.CityTrained(ownerId, cityId, unitId, bGold, bFaithOrCulture);
(Hook) GameEvents.DeclareWar(teamId, otherTeamId);
(AccumInt) GameEvents.GetReligionToFound(ePlayer, eCivDefaultReligion, bCivDefaultReligionFounded)
(Hook) GameEvents.GreatPersonExpended(playerId, eGreatPersonType);
(TestAll) GameEvents.GoodyHutCanResearch(playerId, eTech);
(Hook) GameEvents.GoodyHutTechResearched(playerId, eTech);
(TestAll) GameEvents.IsAbleToMakePeace(playerId, toTeamId);
(Hook) GameEvents.MakePeace(teamId, otherTeamId);
(Hook) GameEvents.MinorAlliesChanged(minorplayerId, playerId, bIsAllies, iOldFriendship, iNewFriendship);
(Hook) GameEvents.MinorFriendsChanged(minorPlayerId, playerId, bIsFriends, iOldFriendship, iNewFriendship);
(Hook) GameEvents.NaturalWonderDiscovered(eTeam, eFeatureType, plotX, plotY, bFirst);
(Hook) GameEvents.NuclearDetonation(AttackerPlayerId, PlotX, PlotY, bDeclareWar, bBystander)
(Hook) GameEvents.RebaseTo(ownerId, unitId, toX, toY);
(Hook) GameEvents.ReligionEnhanced(ePlayer, eReligion, eBelief1, eBelief2);
(Hook) GameEvents.ReligionFounded(ePlayer, holyCityId, eReligion, eBelief1, eBelief2, eBelief3, eBelief4, eBelief5);
(Hook) GameEvents.ParadropAt(ownerId, unitId, fromX, fromY, toX, toY);
(Hook) GameEvents.PantheonFounded(ePlayer, capitalCityId, eReligionPantheon, eBelief)
(TestAll) GameEvents.PlayerCanFoundPantheon(ePlayer);
(TestAll) GameEvents.PlayerCanFoundReligion(playerId, cityId);
(Hook) GameEvents.TeamSetEra(teamId, eEra);
(Hook) GameEvents.UiDiploEvent(eEvent, aiPlayerId, iArg1, iArg2);
(Hook) GameEvents.UnitPrekill(unitOwnerId, unitId, unitType, unitX, unitY, bDelay, eKillingPlayer)
(Hook) GameEvents.UnitPromoted(ownerId, unitId, ePromotion);
(Hook) GameEvents.UnitUpgraded(playerId, unitId, newUnitId, bGoodyHut);
(TestAll) GameEvents.CanHaveAnyUpgrade(ownerId, unitId);
(TestAll) GameEvents.CanHavePromotion(ownerId, unitId, ePromotion);
(TestAll) GameEvents.CanHaveUpgrade(ownerId, unitId, eUpgradeUnitClass, eUpgradeUnitType);
(TestAll) GameEvents.CannotParadropFrom(ownerId, unitId, targetX, targetY)
(TestAny) GameEvents.CanLoadAt(ownerId, unitId, targetX, targetY)
(TestAny) GameEvents.CanParadropFrom(ownerId, unitId, targetX, targetY)
(TestAny) GameEvents.CanRebaseInCity(ownerId, unitId, cityX, cityY);
(TestAny) GameEvents.CanRebaseTo(ownerId, unitId, toX, toY);
(Hook) GameEvents.CircumnavigatedGlobe(teamId);
(Hook) GameEvents.CityBoughtPlot(ownerId, cityId, plotX, plotY, bGold, bFaithOrCulture);
(TestAll) GameEvents.CityCanAcquirePlot(ownerId, cityId, plotX, plotY);
(Hook) GameEvents.CityConstructed(ownerId, cityId, buildingType, bGold, bFaithOrCulture);
(Hook) GameEvents.CityCreated(ownerId, cityId, projectType, bGold, bFaithOrCulture);
(Hook) GameEvents.CitySoldBuilding(playerId, cityId, eBuilding);
(Hook) GameEvents.CityTrained(ownerId, cityId, unitId, bGold, bFaithOrCulture);
(Hook) GameEvents.DeclareWar(teamId, otherTeamId);
(AccumInt) GameEvents.GetReligionToFound(ePlayer, eCivDefaultReligion, bCivDefaultReligionFounded)
(Hook) GameEvents.GreatPersonExpended(playerId, eGreatPersonType);
(TestAll) GameEvents.GoodyHutCanResearch(playerId, eTech);
(Hook) GameEvents.GoodyHutTechResearched(playerId, eTech);
(TestAll) GameEvents.IsAbleToMakePeace(playerId, toTeamId);
(Hook) GameEvents.MakePeace(teamId, otherTeamId);
(Hook) GameEvents.MinorAlliesChanged(minorplayerId, playerId, bIsAllies, iOldFriendship, iNewFriendship);
(Hook) GameEvents.MinorFriendsChanged(minorPlayerId, playerId, bIsFriends, iOldFriendship, iNewFriendship);
(Hook) GameEvents.NaturalWonderDiscovered(eTeam, eFeatureType, plotX, plotY, bFirst);
(Hook) GameEvents.NuclearDetonation(AttackerPlayerId, PlotX, PlotY, bDeclareWar, bBystander)
(Hook) GameEvents.RebaseTo(ownerId, unitId, toX, toY);
(Hook) GameEvents.ReligionEnhanced(ePlayer, eReligion, eBelief1, eBelief2);
(Hook) GameEvents.ReligionFounded(ePlayer, holyCityId, eReligion, eBelief1, eBelief2, eBelief3, eBelief4, eBelief5);
(Hook) GameEvents.ParadropAt(ownerId, unitId, fromX, fromY, toX, toY);
(Hook) GameEvents.PantheonFounded(ePlayer, capitalCityId, eReligionPantheon, eBelief)
(TestAll) GameEvents.PlayerCanFoundPantheon(ePlayer);
(TestAll) GameEvents.PlayerCanFoundReligion(playerId, cityId);
(Hook) GameEvents.TeamSetEra(teamId, eEra);
(Hook) GameEvents.UiDiploEvent(eEvent, aiPlayerId, iArg1, iArg2);
(Hook) GameEvents.UnitPrekill(unitOwnerId, unitId, unitType, unitX, unitY, bDelay, eKillingPlayer)
(Hook) GameEvents.UnitPromoted(ownerId, unitId, ePromotion);
(Hook) GameEvents.UnitUpgraded(playerId, unitId, newUnitId, bGoodyHut);