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Units

Ancient Era
*Warrior 3.1 15 +20 Melee +10 CD
*Archer 5.1 25 +25 Melee, +20 CD 1 FS
*Spearman 5.1 25 +50 Mounted, 
*Axeman 6.1 30 +35 Melee, +15 CA
*Chariot 6.2 35 +20 Archer, +20 Siege, 10% WD, FS Immune
*Horse Archer 7.2 40 50% WD 0-1 FS
*Galley 4.3 40/2

Ancient Era Unique Units
*Quechua 3.1 15 +20 Melee, +75 Archer, +10 City Defense, Guerilla1
*Immortal 6.2 25 +20 Archer, +20 Siege, 10% WD, Flanking1
*War Chariot 7.2 35 +20 Archer, +20 Siege, 10% WD, FS Immune, Combat1
*Keshik 7.3 40 50% WD 1 FS

Classic Era
*Catapult 9.1 50 +25 Melee, +25 CA 60.4 Collateral 15 BR {Mathematics}
*Swordsman 10.1 45 +40 Melee, +20 CA {Iron Working, Hunting}
*War Elephant 15.1 80 +30 Melee, +30 Mounted

Classic Era Unique Units
*Jaguar 10.1 45 +40 Melee +20 CA {Iron Working, Hunting} Doesn't Require resources, Woodsman1
*Praetorian 11.1 45 +40 Melee +20 CA {Iron Working, Hunting} City Raider1, Can builds roads and forts at half speed

Feudal Era
*Pikemen 12.1 45 +70 Mounted
*Crossbowmen 15.1 60 +30 Archer, +30 CD, 1-2 FS
*Macemen 16.1 65 +45 Melee, +25 CA
*Longbowman 18.1 75 +35 Melee, +25 CD, 1-2 FS
*Knight 20.2 90 +30 Archers, +25 Siege, 20% WD, FS immune
*Caravel 8.4 60/1 (Any unit and not just specials)

Gunpowder Era
*Musketman 24.1 80 +35 Mounted, +30 CD 1 FS
*Grenadier 28.1 90 +20 Gun, +60 CA
*Rifleman 32.1 100 +40 Mounted, +30 CD 2 FS
*Cavalry 35.2 120 +20 Gun, +35 Siege, 25% WD, FS Immune
*Cannon 34.1 120 +60 Gun, 40.5 Collateral {Gunpowder} 20 BR {iron or copper}
*Galleon 14.5 90/3 
*Frigate 25.6 100 10 BR
*Ironclad 38.6 120 20 BR

Industrial Era
*Machine Gun 58.1 140 +50 Gun, +20 Mounted, 4 FS
*Infantry 60.2 140 +20 Gun, +20 CA, +40 CD 2 FS
*Marine 74.2 180 +40 Gun, +25 Armor, +20 CA Amphibious, FS Immune
*Tank 80.3 200 +25 Gun, +50 Siege, -25 CA, 25% WD, Blitz, FS Immune
*Artillery 78.2 200 +60 Gun +20 Siege, 75.6 Collateral 25 BR
*Transport 26.7 130/5
*Destroyer 72.10 150 See Submarines, +100 Attack Submarines, 35% Intercept, 15 BR
*Battleship 120.8 250, 35.3 Collateral, 25 BR +1 upkeep
*Carrier 65.8 220/5 +1 upkeep
*Submarine 80.7 175 Invisible, +100 Attack Carriers, +100 Attack Transports, 65% WD
*Fighter 72.[8.2] 180 +75 Air, +20 Armor, 90% Intercept, 10 BR
*Bomber 82.[12.1] 210 75.4 Collateral, 25 BR

Modern Era
*SAM Infantry 95.2 180 +100 Helicopter, 40% Intercept
*Mech Infantry 120.3 240 +25 Gun, +25 CA, +50 CD, 15% WD, Blitz/March FS immune +1 upkeep {oil}
*Modern Armor 125.4 250 +35 Gun, +60 Siege, -20 CA, 30% WD, Blitz, FS Immune +1 upkeep
*Gunship 110.5 220 +100 Armor, 30% WD +1 upkeep
*Jet Fighter 115.[12.3] 225 +35 Armor, 90% Intercept, 10 BR +1 upkeep
*Stealth Bomber 145.[20.1] 300 75.6 Collateral, Evasion 80% 30 BR +1 upkeep
*ICBM (cost reduced to 300) +1 upkeep
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Global Changes

*Reduced upgrade cost. New formula is (10 + [2*hammer cost]) instead of (25 + [3*hammer cost]).
*Increased chance of fallout to 60% (it was 50%).
*Increased negative health modifer from fallout to -1 (it was -.5)
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Promotions

*Combat IV: +45%
*Combat V: +60%

*Cover I: +20% Archers
*CoverII: +15% Archers (35% total)
*Formation I: +20% Mounted {Combat I}
*Formation II: +15% Mounted (35% total)
*Shock I: +20% Melee
*Shock II: +15% Melee (35% total)
*Ambush I: +20% Armored
*Ambush II: +15% Armored (35% total)
*Charge I: +20% Siege
*Charge II: +15% Siege (35% total)
*Pinch I: +20% Gunpowder {Combat II}
*Pinch II: +15% Gunpowder (35% total)

*Artic Combat I: +25% Snow/Tundra
*Artic Combat II: +25% Snow/Tundra, Double Movement Snow/Tundra {Artic Combat I} (50% total)
*Desert Combat I: +25% Desert
*Desert Combat II: +25% Desert, Double Movement Desert {Desert Combat I}
*Guerilla I: +25% Hills
*Guerilla II: +25% Hills, Double Movement Hills
*Woodsman I: +25% Forest/Jungle
*Woodsman II: +25% Forest/Jungle, Double Movement Forests/Jungle

*Medic II: +5% Healing, (15% total) +5% Healing adjacent tile
*Medic III: +10% Healing adjacent tile (15% total)

City Raider I: +20% CA
City Raider II: +15% CA (35% total)
City Raider III: +15% CA (50% total)

City Garrison I: +20% CD
City Garrison II: +15% CD (35% total)
City Garrison III: +15% CD (50% total)

Barrage I: +20% Collateral
Barrage II: +15% Collateral (35% total)
Barrage III: +15% Collateral (50% total)

*Drill I: 1 First Strikes
*Drill II: 1 First Strikes (2 total)
*Drill III: 1 First Strikes (2 total)
*Drill IV: removed

*Flanking I 15% Withal Chance
*Flanking II 10% Withdrawl Chance (25% total)

*March: changed to require either Combat IV or Medic III
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Notes

*Unless otherwise noted unit resource requirements haven't changed.
*Air units can now damage units up to 75%.
*The change log should reflect all changes made to the Blitz mod with the exception of some undocumented modifications to unit class requirements for promotions. Please report any other undocumented changes because they are most likely bugs.
*I used the following abbreviations: FS-first strike, wd-withdrawal, br-bombard rate
*I used the following unit stat notation: strength.movement/transport capacity, cost, attack bonuses, withdrawl bonuses, special promotions, first strikes or first strike immunity,{changes to technology}, extra upkeep, {changes to resource requirements}
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