MAP
* making Ancient Temple, Geothermal Vent and Methane Ice unharvestable resources (though Methane can still be tile-improved with an Extractor) so they can be revealed later in the tech tree unlike features
* PeakMod improvements: allowing Ancient Temples to spawn on peaks; putting peak traversability into a Medieval tech (Mountaineering); creating new, weaker versions of Mine and Cottage-Village for use as peak improvements
* combining terrain and feature damage and healing stats with extra feature types, particularly including Oasis healing and Scrub neutrality vs the normal damage of Desert tiles
* idea to use the old FFH2 water texture with the newer FFH2 secondary water files
LEADERS
* Ferdinand Marcos as a modern Khmer leader, since he's a better LH model than the real modern-Khmer ones (Ho Chi Minh etc), and his empire, the Phillipines, is still close geographically, without having to actually add it as a whole new civ
TRAITS
* Prolific trait: +1 food on tiles with 4 food or more, and +10% city growth rate
* Financial trait: unit upgrade cost discount that doesn't apply when changing types, e.g. Longbow to Musketman
* production bonuses for all National Wonders and most normal buildings across the traits
* production bonuses for special types of units on Aggressive/Protective: missiles, civ-unique units like the Spartan, can-only-defend units like Machine Guns
CIVICS
* Theology moved to Government category (as was shown in the 6 March 2010 screenshot)
SPECIAL BUILDINGS
* pre-Palace "Cradle of Civilization" building with reduced effects vs a Palace
* each player's first Palace made free so it can immediately replace the Cradle when it obsoletes, and be placed where a player wishes his capital to be rather than be locked into his starting location city
* Palace no longer teleports and respawns when lost but must be rebuilt manually, however the Cradle does auto-respawn so a very early starting city loss isn't quite as fatal as it otherwise would be
* 50% extra culture-type city defense from the Palace and all Shrines, and 25% extra from the Forbidden Palace and all Headquarters
WONDERS
* new Jurassic Park wonder that unlocks Dragon units
* existing Dimensional Gate wonder, that now unlocks Jedi/Sith units in addition to its normal stats
* building and wonder stats too numerous to mention, but one clever one in particular: making the Pyramids unlock the Labor civic category instead of Government since it was the ultimate use of human labor in history (and giving Government unlock to the Sphinx instead)
UNITS
* using the existing model/skin from Army of Two for a Mercenary unit, but which displays two men in the unit, one noticeably larger than the other, to accurately represent Rios and Salem
* use of the EE2 Manta model as a submarine/warship hybrid that is limited to 4 per Civ, costs gold, and has privateer functionality ala Liquid's ship in MGS4 which it resembles
* use of the EE2 Light Mech model as a Scout Mech which RoM also did, but as a land-based detector of stealth units that is itself cloaked (thanks to RoM for the idea though with its EE2 Myrmidon "Stealth Tank", which I also used)
* Valkyrie name for the EE2 helicopter model
* Trench Infantry unit with stats same as Infantry (20 str, 1 mv) but with Can Only Defend, First Strike Immunity and Collateral Immunity
* a speed 3 Knight variant called the Marauder with a little less strength but Horse Archer type stats (very cool effect on gameplay)
* a Sandworm unit that cannot capture cities so it is not overly devastating, and is a barb rather than an animal, but can only spawn on desert and will generally stay on desert like an animal
* various sea monsters that spawn at certain points in the tech tree and wreak all sorts of global naval havoc, and that are immune to nukes and the normal AI barb bonus
* setting the rock-hurling Quinquereme ship to be, as one of its primary abilities, a counter to the first sea monster type (the Turtle)
PROMOTIONS
* special half-strength promotions used as event rewards, rather than having events hand out full-strength standard promotions (that you may also already have on your units which would suck)
* special Regeneration promotion for the Sandworm and Turtle, giving significant +heal rate
* special Forest/Jungle Familiarity promotions giving Double Forest/Jungle Movement rate to the Wolf and Panther animals, respectively, as part of their unit balance (being somewhat weaker than other animals)
SDK
* barbarian units behave suicidally in the field and when attacking cities now and will ignore the combat odds facing them in favor of always attacking, which makes the higher barb levels of the DarkMongoose difficulty setting, as well as the Raging Barbarians game option if you choose to use it, a lot more viable as the barbs will no longer mass up to unmanageable numbers first before coming in
* changed map trading to only reveal a player's currently-owned land and lake tiles, and changed Circumnavigation so that only non-lake water tiles count towards completion, so that Circumnav, and exploration in general, are no longer a simple game of map trading but must actually be earned
* added global alert message when techs are finished that give free special units when first discovered (in addition to ones that give free techs, eg Liberalism, which already had alert messages)
* continued refinements to the Mongoose DemolishOwnCitiesMod, including the free settler provided having the name of the demolished city + "Migration", and having only the city created by this specific settler be able to gain the stored stats and items, rather than providing them to the next city that player lays anywhere (which could easily be exploited, nevermind being less realistic); also added additional restriction that a player can only demolish cities that were originally founded by him, rather than any he currently owns, again to prevent exploits like using the system to move captured cities a few tiles into the exact desired tile location