Military

* Town centers will be dramatically altered.
They will now be "horrible on offence", while still
keeping their defensive capabilities. The town center
has undergone changes in cost, build time, combat ability,
and civ bonuses for the Brits and Teutons. It no longer
benefits from the range upgrades, although they still
give it more damage. It takes as long to build as a castle.
It now costs 100 stone and 275 wood.
Most people will only find themselves building
three or four for the whole game.

* The cav archer will move faster,
fire faster, have twice the accuracy and be built faster.
There is also new upgrades for cav archers,
one of which will give them more armor.

* Spearmen do LESS damage to camels.

* Monk healing "works better".

* Naval units now sail about in formation,
but you can’t pick from a menu of formations
like you do with land units.

* Demoships will be set at the "defencive" attack
stance by default.

* Handcannoners are being improved. They do more damage now,
and they are available as soon as you research chemistry.
You no longer need to research the "hand cannoner"
upgrade to get them.

* Bombard cannons are being improved. They will
have more hit points and have bonus vs enemy siege.
They also will be available as soon as you get chemistry,
you no longer have to research the "bombard cannon" upgrade.

* Rams will be able to garrison foot soldiers. Garrisoned
rams will move faster and do more damage. Upgraded rams will
be able to garrison more units.

* When dealing with monks; there will be a
reduced “wait time” before conversion takes place.

* “smart onagers” that won’t auto-target an enemy
if a friendly would also get hit.

* Improved scorpions, they are no longer helped by
the Archer attack upgrades, but their bolts always penetrate a tile
or two past the initial strike point (so you don’t have to
micromanage their shots to hit the back rank). Heavy Scorpions
will have a longer range. The scorpion ai will also be improved.

New Units:

* There will be 11 new units (including the new unique units).

* 4 new units available starting in the castle age.
Three of which will be upgrades to existing units.
One will be of a new line and won't be widely available.

* Every civ will get at least one of the new units.

Halberdiers

* Imperial age upgrade to pikemen.

* They have more hit points and deal more damage.
Their bonus vrs. mounted units is also improved but
only by a small amount.

Hussars

* Imperial age upgrade to light cav.

* They have more hit points and do more damage then light cav.
but will still have the same speed.

* Ten civs will have access to them.

Stats:

Upgrade Cost: 500 food, 600 gold
HP: 100
Attack: 10
Armor: Unknown

Petards.

* They will function like demo ships for land.

* Most civs will have access to them.

* Will be made at the castle.

* Petards are not very good vs units, except for siege,
but are excellent vs. walls and some buildings.
They are not an effective substitute for all other siege weapons,
but in certain situations they are very handy.

* They are "very effective" vs. town centers.

* They are "reasonably fast" and have some piercing armor.

* When they die they blow up, damaging all near by units.

Eagle Warrior

* Only Aztecs and Mayans can get them.

* They are weak against knights.

* They have better line of sight then scout cavalry
in dark age, equal in feudal, and inferior in imperial.

* Infantry have a small bonus vrs them. Man at arms
does +1 damage, a champion does +3.

* They are almost as fast as a scout, but have more
hit points and damage.

* They can only be built in castle and imperial age.

* They have an attack of 4 in dark age. As soon as you
hit feudal it is increased to 7.

* You can upgrade them to "Elite" status in imperial age.

* They have a small bonus vrs siege.

* They have a small bonus vrs cavalry.

* They have a bonus against monks.

Stats (Elite Version):

HP: 60
Attack: Unknown
Armor: 0/2