JayBe's XML changes to Hephmod Beyond v.82
------UNITS (CIV4UnitInfos.xml, CIV4PromotionInfos.xml)------
My BtS 3.17 standards applied to naval unit movement (+1 movement @ techs Engineering & Railroad):
Galley 2; Trireme 2; Caravel & Carrack 3; Galleon & Ooostindievaarden 3; Privateer & Frigate 4; Ship of the Line 3; Ironclad 2;
Transport 4; Destroyer 7; Battleship & Carrier 5; Submarine 5; Attack Sub 6; Missile Cruiser 6; Stealth Destroyer 7
Galley: cost =25, not 50
Trireme: cost =25, not 50; strength =3, remove +50 vs. Galley
Caravel: strength =4, upgrades to frigate or galleon (only)
Carrier & Battleship: intercept probability =10 (iAirRange remains 0)
Battleship: cost =300, no upgrade to Missile Cruiser, iExtraCost =1
Missile Cruiser: intercept probability =30, iAirRange =1, iPower =30
Stealth Destroyer: intercept probability =30
Submarine: +60 vs. Transport
Trireme, Frigate, Ship of the Line, Destroyer, Battleship, Stealth Destroyer: carry one Special Person, add UnitAI_Missionary_Sea & UnitAI_Spy_Sea
Guided Missile: requires tech Robotics; iEvasionProbability =75, not 100; UnitCombatMods: UnitCombat_Air = -60
Conscription rates changed to 1 (from >1): Axeman, Phalanx, Vulture, Dog Soldier, Maceman, Samurai, Beserker, Spearman, Zulu Spearman, Holkan, Pikeman, Landsknecht, Musketman, Musketeer, Janissary, Oromo Warrior, Rifleman, Redcoat, Infantry
Crossbowman: iConscription =1 (from 0)
Praetorian: strength =8, first strikes =1
Musketman: cost =70
Rifleman, English Redcoat, Grenadier, Ironclad: bIgnoreBuildingDefense = 0
Machine Gun: no collateral damage immunity from siege
(A fix for the uniformity of air attack results) :
Infantry, Marine, US Navy Seal, Paratrooper, AT Infantry: intercept probability =10; (iAirRange =0)
SAM Infantry: iAirRange =0; upgrade to Mech Infantry (not Mobile SAM); iConscription = 0
AT Infantry: FreePromotions/Ambush removed (those free ambush promos to upgraded mech inf was just 'over the top')
Mobile SAM: intercept probability =70, iAirRange =2; Defensive Only; iConscription =0 (simulate highly capable missile installations)
Mech Infantry: iConscription = 2
Tank, Panzer, Modern Armor: collateral immunity from siege; interception =5
UnitCombatCollateralImmunes removed from all siege except Mobile Artillery
Great General: Remove from GreatPeoples, Specialist_Great_General (zeroed, not removed) ... I much prefer the randomness of HB's ExtraOrdinary .. Avatar system of promotions
promotions City_Raider_1 .. 3: given to GUN, removed from ARMOR
Intercept promotion 1 & 2: requires Combustion; granted to naval & armor units
Medic1 requires Combat1 OR Drill1 to match BtS 3.17
Navigation I = +1 move, not +2
------GlobalDefines.xml------
GLOBAL_WARMING_TERRAIN changed from TERRAIN_DESERT to TERRAIN_TUNDRA.
RECON_VISIBILITY_RANGE changed from 5 to 3.
PEAK_SEE_FROM_CHANGE, PEAK_SEE_THROUGH_CHANGE =1 (not 2)
COMMERCE_PERCENT_CHANGE_INCREMENTS changed from 10 to 5.
INITIAL_AI_CITY_PRODUCTION changed from 10 to 5.
AIR_COMBAT_DAMAGE changed from 50 to 30.
INITIAL_OUTSIDE_UNIT_GOLD_PERCENT changed from 50 to 100.
BARBARIAN_MAX_XP_VALUE changed from 10 to 17.
ROUTE_FEATURE_GROWTH_MODIFIER changed from -50 to 0.
WW_DECAY_PEACE_PERCENT changed from 99 to 98.
BARBARIAN_FREE_TECH_PERCENT changed from 3 to 4.
MAX_EXPERIENCE_AFTER_UPGRADE changed from 10 to 100.
EVENT_PROBABILITY_ROLL_SIDES changed from 100 to 80.
------CIV4TechInfos.xml------
Tech_Optics no longer extends sea visibility (bExtraWaterSeeFrom)
DomainExtraMoves for sea units moved from Tech_Refrigeration to Tech_Railroad, duplicated to Engineering
------CIV4ImprovementInfos.xml (not an XML affected by the mod)------
Fort: iDefenseModifier changed from 25 to 50, 
iAirBombDefense changed from 20 to 25
City Ruins, Mine, Windmill, Watermill, Quarry: iDefenseModifier =10
Workshop: iDefenseModifier =10, AirBombDefense =10
Cottage, Hamlet: iDefenseModifier =5
Village: iDefenseModifier =10
Town: iDefenseModifier =15, iAirBombDefense changed from 5 to 10