Changes/Implementation of missing things so far:     CARTHAGE      Exploration civ bonus: It now gives by default +20% line of sight to cavalry, traders and ships making them better at scouting and monitoring trade routes and waters.     Colonisation civ bonus:. It now gives by default -20% build time to Civic Centers, Houses and Temples, making them better at expanding and working well with their champion units trained at the temple.     Reduced Temple cost to 300, 400 seemed too high.     Ship Armor and Construction Speed upgrades now available at both docks, to remove their inexcusable naval handicap.     Fortified Barracks tech available at the fortress for 1000 stone, increasing Fortress and Barracks hp by 30%. Inspired by their construction of strong fortifications housing barracks, stables and even war elephants.     Mass Production tech available at the fortress for 500 food, 500 wood, 250 metal, reducing siege weapon construction speed by 25%. Inspired by their tendency to construct large numbers of siege weapons (was actually more common for defensive purposes, could be charged if ballista towers are implemented).     Naval Trademasters team bonus: Trade Ships move 33% faster (currently not shared).     Barcid Armies Reform: Mercenaries cost 20% less metal and gain +1 pierce and hack armor levels.     CELTS      Rural Lifestyle civ bonus: All infantry citizen soldiers farm, hunt and herd 50% faster. Their farming rate is still lower that the one of females, but now farming with celtic men is considerable for extra defense.     Deas Celtica civ bonus: Druids increase attack damage of soldiers near them by 0.5 (low placeholder until non-stacked auras are available).     Celtic Valour civ bonus: +10% melee infantry walk and run speed. Inspired by their tendency to charge in melee and their tendency for mass migrations.     Wooden Construction civ bonus: Structures construct 20% faster but are also 20% weaker.  Gaul only      Foreign Service team bonus: 10% decreased train time for Champion and Mercenary units (currently not shared). Inspired by their tendency to serve abroad as mercenaries, settler troops or even royal guards.     Trimarchisia barracks tech: Cavalry units regenerate health rapidly over time when idle. Inspired by a special tactic used by Gallic horsemen involving extra horses and servants allowing them to rest while maintaining constant pressure on the enemy     Late Reform: +2 hack and +1 pierce armor for melee infantry and cavalry units. Inspired by the increase introduction of chainmail in late Gallic armies.  Briton Only      Atlantic Trade team bonus: +50% Trade Ship hit points (currently not shared). Inspired by their trade with Carth and Greek merchants reaching western Britain and the need for sturdy ships to do so.     Sevili Dusios temple tech: +20% melee infantry attack (placeholder for woad caused fear aura).     Turos Maros tower tech: Increases tower hit points by 50% and adds an extra default arrow.     Levy Reform: All citizen soldiers train 20% faster. Inspired by the large number of Britons that joined Boudicca against the Romans.     Experimental:      Low Armor Use civ bonus: Celtic/Iberian Citizen Soldiers cost 20% less wood/metal but also have 10% less hit points and 1 less hack/pierce armor.     Very Low Armor Use civ bonus: Persian/Mauryan Citizen Soldiers cost 30% less wood/metal but also have 20% less hit points and 1 less hack/pierce armor.     High Armor Use civ bonus: Greek/Roman Citizen Soldiers cost 20% more wood/metal but also have 10% more hit points and 1 more hack/pierce armor.     This is a quick workaround with autoresearched techs for checking the effects of differentiating citizen soldiers on economy and combat. Not sure if it will stay.     At some point I'll go further on that by making archers/slingers cheaper but train longer (cheap equipment, needed expertise) and other similar changes all with autoresearched techs so that they are easily reversible/rebalanced.