-Citizen value in shields raised to 25.
-Fortify gives +50% defense.
-Raised the defense from bombardment of citizens and buildings from 8 to 12. (It was 4 before the patch. This is why bombarding devastated cities while leaving units relatively safe.)
-Walls now have a bombardment defense of 16.
-Cities grow to size 8 before needing an Aqueduct. Hopefully this will make Walls and Granaries worth building.
-Engineering enables irrigation without water.
-Hills can be irrigated.
-Mass Transit system now available with Combustion to allow you to combat population pollution earlier.
-Espionage missions except Sabotage reduced. Investigate city by 70%, all others by 50%.
-Clear Jungles takes 6 turns, clear Forest 10 turns, 15 shields harvested, build Fortress takes 8 turns instead of 16 on base terrain.
-All advances cost more.
-Writing requires Bronze Working, and Gunpowder requires Banking, for unit progression reasons.
-Espionage has taken The Republic's place in the advances chart. The Republic has been moved to Democracy's position, and Democracy to Espionage's. This allows you to conduct espionage missions earlier, and places all three advances closer to their actual historical spot.
-MPP and Trade Embargo enabled by Espionage.
-Cost of the Palace reduced to 30, make that 300, shields. Firaxis is worried about cheating. Well, if you want to palace bounce, that is a tactic. I do not do it personally, because I think it is not the best way to go. And if you are going to cheat, why play the game at all?
-Cost of Armies and Forbidden Palace reduced to 300 and 200, respectively.
-Merchants require Currency and Scientists require Philosophy, and give 3 of their respective specialty.
-Numerous errors with civilization build often/never settings corrected.

-Please see the civstats spreadsheet for all the changes to buildings, wonders, terrain, resources, governments, units, and more.

-Temporarily omitted: note that Marble is a bonus resource, and thus not tradable, though it is necessary for several buildings and wonders. I did this purposely to scramble the game some. Now you may have a decision to make if you do not have any marble in your territory.
-Temporarily omitted: Copper is necessary for most modern units, and usually accompanies Oil. It is also necessary for the Colossus and Statue of Liberty. The icon is that of a copper ale stein.
-Temporarily omitted: I saw a TV program which mentioned that it took a 40-acre forest to construct a ship like the HMS Victory, so this was one of the reasons for the new Oak strategic resource. It is necessary for offensive wooden warships. Transport types do not require it so that a civ will not be land-bound if they do not happen to have it.
-Since only two new resource icons can be presently added to the game, I have had some resources share icons. Aluminum and uranium share an icon, since they are the last two resources to appear in the game, and have been plentiful in my games. They retain their old values, availabilities and uses. Also, Apples, Fruits and Dates share an icon. Each adds two food to the terrain value.

The following are from the Balancer mod, which was the foundation from which I built the Medieval mod III.
-availablity of resources tweaked:
Iron available with bronze working
saltpeter available with invention
coal available with metallurgy
Oil available with industrialization
rubber available with electricty
aluminum with mass production
Uranium with atomic theory
-Fascism now enabled by Radio.
-Medpack: Horses- no preq. (It's not like they are minerals hidden underground.)
This should help relieve the "can't trade for a resource because the guy doesn't have the 
necessary tech" situation. 
-added to the list of great leaders for each civilization, each civ has at least 6 now
-Recycling Center now adds 2 culture and Mass-Transit 1 culture
-power plants tweaked
Coal: 50%, Hydro: 100%, Solar: 100%, Nuclear, 150%
Rather than coal, hydro and solar all having the same production value
-factories, manufacturing plants, offshore platforms, all add -1 culture per 
turn. Coal and Nuclear Plants add -2 culture per turn. 
-upgraded tax collectors and scientists to collecting three each of their respective commodity
-cheaper nuclear weapons
-Added new Government "Fascism," which is the best military government in this game
-Changed Wealth shields-to-gold ratio down to 4:1 from the default 8:1. 
