Update: WARNING: This revision breaks savegame compatibility.
Japan changes:
* Samurai now starts with Leadership instead of Drill promotions
* New UB: Zaibatsu (Factory): halved cost, +1 commerce on water tiles, +1 free engineer
* New UP: Modernization: After all Medieval techs have been discovered, techs that three civs are willing to trade cost -50% research
* Reduced base tech speed
* Starts with Calendar in the 3000 BC and 600 AD scenarios
* New first UHV goal: Have an average city culture of 6000 by 1600 AD without ever losing a city
* New third UHV goal: Be the first civilization to discover five Modern techs
Civics changes:
* Dynasticism: limit for happiness from military units increased to 6
* City States: moved tech requirement to Alphabet
* Theocracy: reduced state religion happiness to +1
* Autocracy: removed drafts per turn to 2, removed espionage modifier
* Republic: reduced upkeep to medium
* Vassalage: reduced happiness from Castle to +1, added +2 commerce from Forts
* Representation: now gives +2 happiness for largest cities, +1 happiness from Courthouse, double statesman slots
* Egalitarianism: now gives double scientist, artist, merchant slots, +1 production from Towns, unhappiness for everyone without Egalitarianism
* Slavery: removed extra commerce for Plantations and Slave Plantations
* Industrialism: reduced upkeep to low, added +1 production from Watermill
* Public Welfare: replaced extra specialist slots with -50% corporation unhappiness
* Mercantilism: now gives no extra trade yield for foreign trade routes, +50% yield from trade through capital, +1 commerce from Plantations, double production for Customs House
* Central Planning: added -1 commerce from Town
* Environmentalism: added +2 commerce from Watermill
* Scholasticism: increased great people birth modifier to +40%
* Militia: removed all effects
* Mercenaries: added double production for Walls
* Warrior Code: removed and replaced with Multilateralism
* Levy Armies: increased number of free units, added double production for Castles
* Standing Army: removed land production modifier, added double production for Barracks and Stables, added +1 production from Forts
* Naval Dominance: renamed to Naval Supremacy, added +1 production for Fishing Boats, removed double production for Harbors, Customs House
* Multilateralism: new civic (low upkeep, requires Radio) with +100% war weariness, +1 upkeep per military unit, +1 free specialist, +25% trade yield with Defensive Pact
Further changes:
* Dharanis cannot cross Capes before Optics
* Removed free techs based on game era for respawned civilizations
* Reduced production to gold conversion after failed wonder construction to 50%
* Production to commerce conversion processes do not benefit from production modifiers
* New Himeji Castle effect: +1 culture per level of every fully fortified unit in the city, defense modifiers count as culture modifiers in all cities
* Fixed Himeji Castle wonder movie
* During AI trades, human players always have at least as much gold per turn available as they would with 50% gold rate
* added the Guadalquivir river in Iberia
* Fixed a bug that gave Arabia a higher tech score in the 600 AD scenario
* Fixed a bug where espionage missions erroneously were regarded as very cheap, which lead to them giving no spy experience
* Fixed a bug that disabled fractional trade routes (two decimal points for trade route commerce)
* Fixed a bug where small empires received a tech penalty instead of a tech bonus as intended (civ modifiers adjusted to this where necessary)
* Fixed unit art for units with different art for its members
* Added historical areas in Polynesia for France, England, Germany and America