Within a matter of days or maybe hours, I will release the next version. I just need to fix a couple of things and then I can upload it. Here's a list of all the changes and additions, so you know what to expect

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Extra version 3.17i
Gameplay changes
* Several bug fixes (as usual).
* Buffed Capital Ship Doctrine and Squadron Doctrine by giving them each a +50% production bonus instead of 25%, to make them more appealing.
* Turned the High Walls into a national wonder again, since an issue appeared that kept the defense bonus from the original walls intact even after the high walls replaced them.. Resulting in cities with sky high defense.
* Changed the effects of the Leaning Tower to make it more unique: it now gives a one time 20% culture bonus instead of happiness (inspired by tsentom1's Golden Gate Bridge wonder).
* Changed the effect of the Flavian Amphitheatre to make it more unique and make it correspond with several other mods that have the same wonder, by giving a 50% chance upon building a unit to receive a UU instead.
Note: not done yet, since I'm having issues getting this work.
* Removed Yuknoom (the second leader for the mayans I added a few updates ago), because with Agueybana and Cunhambebe, there's no more shortage of meso-american leaders.
* Replaced the leaderhead graphics of some leaders with new, better-looking models.
* Gave the "Leadership" promotion the ability to make sure that garrisoned cities won't revolt as long as they're inside. This makes sense because a charismatic leader can inspire them or something. But more importantly; this will hopefully make leaders a little more useful.
- 4 new civilizations
Added on monkeyboobs' request, here are two more ancient/classical civs. I also added the remaining new civs from Civ4 - Colonization.
* Scythian Empire - from Greek World (Vanilla)
Leader:
Atheas (Agg/Exp)
Unique Unit:
Skuda (replaces Horseman)
Unique Building:
Scythian Stable (replaces Stable)
* Phoenician Empire - from Greek World (Vanilla)
Leader:
Hiram I (Exp/Org)
Unique Unit:
Bireme (replaces Galley)
Unique Building:
Seaport (replaces Harbor)
* Tupi Empire - from Civ4 - Colonization
Leader:
Cunhambebe (Pro/Imp)
Unique Unit:
Blackwood Archer (replaces Archer)
Unique Building:
Maloca (replaces Courthouse) - building from CivGold
* Arawak Empire - from Civ4 - Colonization
Leader:
Agueybana (Spi/Org)
Unique Unit:
Canoe (replaces Galley)
Unique Building:
Tobacconist's Shop (replaces Grocer) - building from Civ4Col, given a nice twist to it. The Arawak Empire sorts of represents present day Cuba, so I thought it to be more than fitting

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- 3 new leaders
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Tamerlane (Cre/Imp) - from Crossroads of the World (BtS). Added on Phrossack's request. I didn't consider the Timurids original enough to add as a seperate civ, so I added him as a third leader for the mongols (which is somewhat logical anyway). No idea who made the leaderhead.
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Taizong (Agg/Phi) - I did some research on the forums and found out that this leaderhead was added by Firaxis itself to the Chinese version of the game (making it official content). I must admit, it's an awesome leaderhead!
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Obama (Chm/Ind) - I added Barack Obama on request of my best friend. Normally I don't add content that doesn't exist in any mods, but his election was so ground breaking that I didn't mind making an exception. Devout republicans can easily disable him in CIV4CivilizationInfos.xml. Leaderhead by GarretSidzaka.
- New diplomacy music
Obviously, new leaders comes with new diplomacy music. For Agueybana and Cunhambebe, I used their pieces from Civ4 - Colonization. For Taizong, I used Kangxi's soundtrack from ripple01's CivFusion mod and for Atheas, I used his soundtrack from Amra's Amra Advanced mod. For Obama, I used John William's "Air and Simple Gifts" that was played at his inauguration and the song from the movie Remember the Titans that was played at one of his speeches during his campaign. Tamerlane and Hiram I don't have a unique soundtrack yet.
- 1 new improvement
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Lodge, from Civilization 4 - Colonization. I altered its effects so that it can only be built on tundras. What it does is give +1 commerce, and +1 additional commerce once you have the technology Printing Press. With the Animism civic, you get +1 production. It's basically a weaker version of the cottage/hamlet/village/town, but it still makes tundras a
little more useful.
- New promotions!
Next to the new civilizations/leaders, this is the most noteworthy addition of this update. I've added several new promotions, with great care not to unbalance anything. The promotions come from a number of sources: Civ 4 - Colonization, Final Frontier (BtS) and Genghis Khan (Warlords). To prevent overlap with existing promotions, I changed the effects of some of these. I also recently found out that there are more possibilities for promotions than currently in use.
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Looter - from Civilization 4 - Colonization. Yields +50% gold from pillaging.
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Encirclement Technique - from Genghis Khan (Warlords). Gives +1 first strike to mounted units (an ability which they lack thus far). You can only give this promotion after you've researched the technology "Improved Formations", plus your unit already needs to have Combat II or Flanking I.
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Feint Attack - from Genghis Khan (Warlords). Gives your unit +1 movement after a combat victory. (This feature comes from Tsentom1's python promotions mod components.) You can only give this promotion after you've researched the technology "Improved Formations", plus your unit already needs to have Combat II or Flanking I.
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Tracking Equipment - from Final Frontier (BtS). Gives +20% defense to armored units (an ability which they lack thus far). You can only give this promotion if your unit already has Combat II or Drill I.
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Assault Munitions - from Final Frontier (BtS). Gives +20% city attack. This promotion is automatically given to modern/future units if you have the "School of Zealots" building in your city.
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Kamikaze - this 'feature' was already in Warlords, but never used. I completed it so it's a normal promotion. Your unit gets a strength boost, at the cost of being sacrificed after you attack. Right now this promotion is only available to clone units since I fear it might be overpowered if accessible earlier in the game.
* Another feature for the promotions is the ability to make a city less likely to revolt. I would like to add this as a promotion that is automatically given to all your melee/gunpowder units as long as you have the "Authoritarian" civic on (but get removed if you change to another civics). After all, a civ under an authoritarian rule tries very hard to crush any signs of rebellion. I think this would be a great, fitting way to implement this 'hidden feature'.
Note: I'm having trouble adding this however, so please help me if you can.