W00T! Most of my ideas were implemented, although still Imperialistic isn't changed and there are a few other concerns I have (they might be there but I only read over it once or twice). I'm not going to go over the changes I like, because that would be too long of a list, so here are the problems I have. First off, Forts are still useless in general. Also, Gallic Warriors are still pretty gimpy considering the unique building gives them the same upgrade they already have. No interface change to view a city before chosing to capture it or raze it... strange, I thought you'd put that one in. Would be nice if Woodsman/Guerilla gave more than what they do now, seems too specialized. Organized gets cheap Factories... seems kindof strange, I'd like a different bonus besides just more cheap buildings for Creative and Organized; such as % bonus to Culture for Creative and reduced Upgrade cost for Organized. Expansive change is nice, but wouldn't it make more sense to have 50% Settler production, still a good change. I still think Jaguar should get 6 strength and maybe no bonus to city attacking, but it is better now. "Quarries give +1 shield with railroads," you mean +1 hammers, right? ;-) AI improvements are nice, but I would like to see more trade options available. Why is a unit no longer given a TXT_KEY name when joined with a Great General (can you explain this more)? Vassal changes are nice, but still seem lacking, although overall it is a nice change, now just improve capitulation. No change to Praetorians... why do you guys have a "thing" for them seriously? Some other Unique Units need fixes. Immortals got nerfed withdraw chance in Warlords, I'd like to see them have higher withdraw than Chariots slightly, same with a few other mobile UUs.
Can you clarify this statement: "Innocent units are no longer penalized when another unit moves near the end of the turn timer and stays selected."
All in all it seems good, a few minor tweaks would make the game relatively perfect. Now bring on the next expansion pack!