Major Changes:
- Several new terrains, terrain features and Bonus Resources
- Many new yields and manufacturing products
- Buildings and specialists for the new yields and manufacturing products
- Buildings require additional different resources (e.g. clay)
- Equipping units now requires additional different resources (bakery products, gunpowder)
- Artillery are now colonist units with equipment (cannons + gunpowder) and have specialists
- Diversified naval units and royal units - note that some ships now have limitations on what they can transport!
- Crime/Law System: Larger cities will cause crime which will need to be countered by judges (producing law)
- (default off) New Movement System: Moving through a tile can now require several turns, making slow units much slower in difficult terrain (no more 1 plot/turn)
- Barracks System and Harbour System, that limit the amount of troops and ships in a city
- Cargo Overhaul (ships may have now restrictions what they may carry)
- Ref Overhaul (e.g. Ref comes with more Ship Types, Generals, Admirals, ...)
- Artillery Units have been rebuilt into Professions that need to be equiped but also have experts
- Health Overhaul (Terrain, Terrain Features, Bonus Resources, ...) may impact Health
- Taverns allow Professions to employee Experts for Happiness and Culture
Other Gameplay Changes:
- Coastal tiles can now be "shallow coast", a terrain type which only small ships can enter
- Oceans now have "streams", increasing movement in the direction of the stream
- City growth now gives different types of colonists depending on the people that work in the city (free/forced laborers, ancestry)
- Slaves will sometimes not run away, but start an armed rebellion against their oppression in the colonies
- Several new units have been added (buccaneer, slave overseer, slave hunter)
- Brave Lieutenants and Capable Captains can be earned in battle (like a "small version" of generals/admirals)
- Your king will now allow you to buy a used ship from time to time
- Other kings will allow you to buy a random colonist from time to time
- Battle damage will now sometimes cause a "negative promotion" which can only be removed by fully healing the unit.
- Many new Founding Fathers have been added (especially covering the new yields)
- A huge amount of new events and improvements in Event System (e.g. Events may spawn hostile Units)
- Length of game (turns) increased, game speeds adapted. Length of turns in months is now constant throughout the game.
- Culture is more important now, it may also produce Political FF points (less than however Liberty Bells)
- Massive rebalancing of Traits, including changes that give completely new gameplay strategies
- Domestic Market Events that may heavily impact prices and demand in Cities.
- Many new DLL Diplo Events (e.g. related to Privateers, Wars with Natives or Royal Interventions)
- New Plot Improvements that add effects to a City (e.g. additional Storage, bonus on Production, ...)
- Other new Plot Improvements like Irrigation in Deserts, Salinas or Canals
- New Goody rewards both on Map Goodies but also when talking to Chieftain of villages
- Fishing Boats may also build Water Improvements on Bonus Resources (e.g. Fishing Nets and Hunting Stages)
- Domestic advisor now has new sections for education and happiness
- Domestic advisor is mostly rewritten to properly use the screen resolution instead of upscaling 1024x768
Maps:
- All maps have been revised for the new terrains
- Most of the new terrain is now generated by FaireWeatherTweakEx.py
- FaireWeatherTweakEx.py can now generate large rivers
Translations:
- English and German translation have been updated
- Russian translation is quickly progressing
- Other translations might not be completely updated to the current version
AI:
- Many AI improvements (including several critical issues that greatly impaired the AI)
- Logging of AI actions (to enable ensure that LoggingEnabled = 1 is set in CivilizationIV.ini, the log itself is found in Logs\BBAI.log
- AI won't get stuck so easily in early game because we start with a period of forced open borders
Graphics & Sound:
- Unit sizes harmonized
- Size of buildings on the map harmonized
- Enhanced the soundtrack by many royalty free titles
- WTP improved version of "Captured City Art Mod".
- Zooming allows now "Dynamic Scaling" (just try which Zoom / Scale level you like best)
Bugfixes:
- We fixed so many bugs we don't remember all of them ...

- Multiple OOS (multiplayer desync) bugs have been fixed
Internals:
- Added multi-thread support to certain tasks to use all CPU cores for better performance
- Improved performance unrelated to number of CPU cores
- Ported and adapted Karadoc's pathfinder (originally written for the Civ4 mod K-Mod)
- Brand new logging system intended to find network desync bugs
- Many hardcoded values in the source code now either rely on autogenerated code or reading xml to make the code maintainable
- More type strictness to the code (readability/bug avoidance), so far enum types and a new coordinate class
- Added an "engine" for domestic advisor, which results in one file for each ingame page, making it much easier to add more