- New "Player Guide" with over 100 pages covering everything from installation to faction reforms
- Extensive revisions for BAI and CAI, including a "war weariness" mechanic which switches AI behaviour between two potential states - diplomacy (peace-seeking) or warlike (standard TW aggressive)
- 1000+ changes to unit recruitment locations and pools, including including several new "crossover" regions, plugging the "post-Marian gap" in Italy, reduction in overall size and proportion of cavalry in polis pools, removal of doubled Greek recruitment for Hellenistic factions in Hellas, and regionalisation of all government and colony pools
- A working finance script now in place. The AI no longer gets +5000 mnai whenever their debts are levelled, along with something that takes money away if they're stockpiling cash, and a bonus in spring
- Faction Re-emergence added and extensively tweaked
- Selective Garrison Script added for factional capitals and a handful of "Rebel capitals" - half a garrison of levy-grade units spawned for the AI when they're besieged
- Rebel hotspots made harder to hold with a "Troublesome Regions" script, which keeps resistance spawning
- "Failsafes" for date-based reforms, should the script be interrupted. This means they'll trigger a few turns later if for some reason they didn't the first time
- New "war triggers" script which causes war when certain Rebel provinces are threatened by specific factions
- Adds AI "opening moves" - starting actions consistent with the historical goals of those factions in 272 BC
- Implements "Pastoral Settlement" system which combines Camp & City elements into a new structure that restricts certain city-type buildings while enabling camp-type buildings (deployed in provinces that had city-type growth but maintained a strong pastoral element
- New Province descriptions for Illyria, Elymais, Histria
- Adds 27 Strabo/Periplus-based province descriptions
- New province descriptions for 4 regions in the Balkans
- Reduced assassin cap to 2, and diplomat cap to 3 and spy cap to 5
- Updates faction selection screen maps for Boii, Carthage, Makedonia & Epeiros
- Adjusts the farming maluses for a range of buildings to be more consistent
- Greater variety of starting ancillaries for many factions, in particular Lugia (they had none), Aedui, Arverni, Getai, Pontos, Hayasdan, Leusitane, Saka, Bosporans, & KH
- Update to major/minor city unrest - guaranteed the first time, 25% chance of occurring on every subsequent attempt
- Adds descriptive text for the hidden Trade Level bonus
- Adds text for hidden Construction Time reduction bonuses
- Adds text for hidden Trade Goods quantity bonus
- Reduced unrest from major/minor city script to 25%/10%
- Created 8 groups, each with 3 similar, mutually exclusive ancillaries
- Revised unit cards for "swordsman" units so they are depicted with swords instead of spears
- Changed orientation of client/BG cards & adds several new cards to replace duplicates
- Adds several new unit cards (elephants/lithobolos)
- Added strategy sections for all Uniques
- New nomadic enclaves building to represent movement of nomadic groups into unused pastoral lands (text & icons)
- Updated descriptions for second and third tier of eastcol
- Removed italics from all text files
- Rebels recruit light fleets instead of pirate fleets
- Jewish Garrisons now only work for the faction who actually controls Ioudaia or Babylonia
- Portrait improvements (new Pritanoi & Iberian campaign leaders, updated Captain portraits)
- Adds impassable forest to restrict tran-Caucasus travel to the Caspian side
- New and revised grass textures
- Rhodos earthquake event (with graphics)
- New Tributary State pre-req for Allied gov (with all-new icons)
- Adjusts map (changed climate and tiletypes in Zagros region)
- Adjusts map (shifted Brenner Pass to the east) & closed several smaller Alpine passes
- Albabagenna moved to the other side of the Alps
- Removes most land bridges: Gibraltar, Aegean, the one in Scandinavia, & the Bosporos land bridge (between Byzantion and Naissos)
- Activates 90+ Gallic/Greek/Roman/Punic voice files by adding text file links
- Activates 100+ Gallic & Greek voice files by changing previous links to (english) M2TW files (Celebrate, Charge, Confirm, & Retreat)
- Trait update to tweak warmonger/supervisor/lenient/brutal triggers, along with a host of other antagonistic pairings of traits
- Adds 4 new traits: Calm/Jealous and Duty/Distracted
- Adds Obese trait and triggers
- Adds fertility/infertility triggers and traits
- Adds GoodMiner/BadMiner triggers and traits
- "Races" frequency is now cost of associated festivities
- Adds the "Genius General" ancillary
- Revised Camp Port economics and icons (now completely different from City ports)
- Changes Farm level sequence to Farm5-->Reform1-->Farm6-->Reform2-->Farm7 (where Reforms are optional and can each be upgraded)
- New devastation/raiding script
- Adds 22 new YIH events (now reaches 200 BC and the end of the 2nd Punic War)
- Adds Horde Stipend and revised horde settings
- Cannabis plant added
- Various tree models added/fixed
- Restored "Hanging Gardens" visible wonder as "Ziggurat of Marduk" (text and pix revised accordingly)
- Adds a different "Asp-Assassin" video for East/Semitic cultures
- Adds a host of northern and central european "strategy" recommendations into the associated province buildings
- Adds free upkeep to steppe precursor governments
- Forced Diplomacy and perfect_spy are moved to the campaign_script, so no longer need activating with "show me how". Just click on the "?" button to achieve the same effect
- Script optimisation - large-scale consolidation in the number of monitors, and all now have termination conditions (over 200 monitors removed)
- Revision of fleet recruitment, only a few specific centres now able to raise "heavy" fleets.
- Ability to hire defeated hoplites and phalangites as mercenaries for settled factions
- Rebel govs get more "free upkeep" slots
- Rebels cannot hire mercs
- Tweaks to EBII.cfg to add settings recommendations (for log files, windowed mode, & autosave)
- Script to periodically add elephant and chariot units to AI factions which historically recruited them (but don't)
- New "Reactive Rovers" script which moves several starting Rover stacks into a script which spawns them when their region is under threat (prevents "wandering")
- Complete rework of Illyrian/Thrikian recruitment
- Removes a large number of unused M2TW animations and sound files