All right, the 3.71 installer has been uploaded; I'm not "releasing" it officially yet, as I would appreciate people telling me it works ok for them first (you never know what might blow up

)
The 3.71 changelog:
Major changes:
- Map scenarios (as opposed to historical: Deluge and Crusades) now offer an option to choose your leader and randomize AI leaders (you still have to choose the fixed leader first when starting, you get a popup after the scenario has loaded)
- A new game option, off by default, to change leaders every era (AI leaders choose from the current leader - so a chance to stay with the same one - and all leaders that weren't used yet in that game, humans get to pick the one they want from the same list)
Balance changes:
- Upped the epidemic rate from trade routes, seemed almost irrelevant most of the time
- Distributed some of the Salt Pit bonuses across the tech tree to reduce its overwhelming utility in early game (1 production to Mining, 1 commerce to Currency, further 1 commerce to Commerce Code)
- Megalomaniac trait only affects World Wonders (but is a bit more severe at -25%)
- 5 Year Plans now have a civ-wide effect as intended, rather than just affecting the city where built
- Made Ancient and early Classical techs somewhat cheaper (first three tech columns substantially cheaper), while late Classical more expensive
- If a civ is a vassal, instead of joining it, a culturally-appropriate separatist city will spawn a separate "Free ..." civ
- Players that share a civilization (such as a hypothetical vassal and free civ above) instantly assimilate 80% of the other civ's culture on conquest
Bugfixes:
- If a city revolts to barbarians, they don't get a palace (as it breaks barbarian functionality); thanks Deder for this one!
- Fixed a major bug that would mess up unit role costs and unit classes in pedia
- Fixed a major error in AI evaluations that resulted in CTDs for team sizes over 1
- Fixed "smaller fonts" setting in Installer to actually work
Cosmetic and technical changes:
- Renamed scenarios to conform to a consistent naming scheme
- If a city has trade routes as an epidemic source, the epidemic message will be different from the standard one
- Rewrote code for Ahead of Time tech penalty to be much more compact, moved to a separate file for easier editing of variables
- Main interface should now better accommodate lower resolutions
- Swapped the art for Bomb Shelters (now Fallout Shelters to better reflect their effects) and Bunkers
- Fallout Shelters can now only be constructed if nukes are enabled
- Reformatted most tech pedia entries and updated some
- New terrain detail maps that should look detailed up close and not noisy when zoomed out. Other small terrain tweaks
- Tweaks and additions to some game texts
Further nuclear code changes by Takofloppa:
- Added new definitions in GlobalDefinesAlt for nuclear winter mechanic, making it easy to customize or disable entirely
- Readjusted nuclear winter parameters to make them a bit more aggressive
- Increased interception chance of SDI projects to compensate for AI making more nukes
- AI should no longer fear a former nuclear aggressor if the nukes are banned and they have none left