Patch 3 - list of balance changes and their potential impact
Here's the change list:
General fixes
Balance fix to Barks and Triremes
Transport ships no longer receive +2 speed bonus from military bonus
Scout line more likely to attack spies
Can't upgrade to Commandos until Industrial Age now
Helicopter bonus vs. tanks has been reduced
Mobile AA units have range increased
Siege and supply can now garrison in forts and cities. All other ground military units may garrison in any military producing building
Units more effective against units three or more ages below
Nation fixes:
Mongols now get two free Horse Archers when building stables with two military techs, and three at three military techs
Mayan reduced timber costs for buildings no longer applies to military buildings
Nubian rare resource bonus applies only in their own territory and not that of their allies
Romans now get +15 wealth per city instead of +10
Koreans no longer get free Taxation
Other balance changes:
Moderate difficulty now easier
Players now have the ability to declare war on nations that have resigned, and thereby take control of resigned nations' land
Fixed exploit of Supercollider allowing instant razing of buildings
Exploit fixed for Nubian buy/sell to gain wealth
Analysis:
Losers:
Spies - CI is now "automatic." However, since CI still reduces craft, one scout scout can only take out 2 spies. You would still need several scouts to prevent spy spam. Also, they need to be in range. Scouts in back won't use CI on bribing spies unless they come within range. Good use for spies now is to ambush flanking cavalry. Or to sneak around and bribe artillery. Sending a scout with spies so you can see invisible scouts might also be worthwile.