Changes in this mod.

Team bonuses:
	Iber: 20% to 10%
	Rome: 20% to 10%
	Kush: 20% to 10%
Technologies:
	Loom: 50% to 100% and cost from 150F to 200F
	Armor plating: 500W, 250M to 300W, 150M
	Advanced Siege: 1000W, 500M to 700W, 300M
Citizen soldiers:
	Slingers: 9.5P, 1C and 3.0 accuracy to 9.2P, 0.9C and 3.5 accuracy(right between skirms and archers).
	Archers: 6P to 6.7P.
Citizen cavalry:
	Cavalry archers: Move speed from 17.5(same as javelin cavalry) to 16.0 and run speed from 29.2 to 26.6
Elephants:
	War Elephant: 250F, 250M to 300F, 200M
	Elephant Archer: 200F, 80W, 20M to 150F, 75W
Champions:
	Archer Cav: Move speed from 20.3 to 18.4 and run speed from 33.8 to 30.7
Buildings:
	Carthaginian temple: 400S to 300S
	Kushite small pyramid: 300F, 300S to 300S
	
INITIAL CHANGES

Team bonuses:
	Iber: 20% to 10%
	Rome: 20% to 10%
	Kush: 20% to 10%
Technologies:
	Loom: 50% to 100%
	Unlock champion units: 1000M and 90s to 300M and 120s.
	Armor plating: 500W, 250M to 300W, 150M
	Advanced Siege: 1000W, 500M to 600W, 300M
Citizen soldiers:
	Slingers: 9.5P, 1C and 3.0 accuracy to 9.2P, 0.9C and 3.5 accuracy(right between skirms and archers).
	Archers: 6P to 6.8P.
Elephants:
	War Elephant: 250M, 250F to 225M, 225F
	Elephant Archer: 200F, 80W, 20M to 150F, 75W
Champions:
	Infantry: 125F, 75W, 100M, 20s to 90F, 75W, 30M, 15s
	Cavalry: 250F, 100W, 100M, 30s to 150F, 90W, 45M 20s
		Sword Cav: 250F, 100W, 100M to 150F, 80W, 55M
Merc Champs: Black Cloaks and Fanas the same. So they're still strong P2, but mostly uncompetitive P3.
	Skirmishers: 100W, 150M to 75W, 90M
	Heavy Swords and Cardaces Hoplite: 75W, 150M to 75W, 90M

VERSION 3.0 CHANGES

Technologies:
	Loom: 50% to 100% and cost from 150F to 200F
	Advanced Siege: 1000W, 500M to 700W, 300M
Citizen cavalry:
	Cavalry archers: Move speed from 17.5(same as javelin cavalry) to 15.4 and run speed from 29.2 to 25.7
Champions:
	Archer Cav: Move speed from 20.3 to 17.8 and run speed from 33.8 to 29.7
	Crush based champion metal cost increased by 30M:
		Mauryan Yoddhas from 90F, 75W, 30M to 90F, 75W, 60M
		Iberian Fire Cav from 150F, 90W, 45M to 150F, 90W, 75M

VERSION 4.0 CHANGES

Champion cost increased:
	Champ cav from 150F 90W 45M to 175F 90W 50M
		Champ sword cav 150F 80W 55M to 175F 80W 60M
	Champ infantry swords 90F 75W 30M to 90F 75W 40M
		Mauryan Yoddhas 90F 75W 60M to 90F 75W 70M
	Champ infantry spear and pike 90F 75W 30M to 90F 85W 30M
	Champ infantry archers 90F 75W 30M to 90F 90W 30M
		
	Cavalry archer speed change: move from 15.4 to 16.0 and run from 25.7 to 26.6
	Champion cav archers speed change: from 17.8 to 18.4 and run from 29.7 to 30.7

	Merc Champs:
		Skirmishers 75W 150M to 100W 90M
		Heavy swords 75W 150M to 75W 105M
		Cardaces Hoplite 75W 150M to 85W 90M

VERSION 5.0 CHANGES

Reverted all champion changes, due to extra metal mine spawns being entirely random. This means that very often 1 team will have a considerable advantage, due to having access to extra metal. I've even played multiple matches just in this balancing mod where one team had only 1 or no extra metal mines at all, while the other team had safe access to all other metal spawns. Also removed the champion tech unlock change.

Citizen archers: 6.8P to 6.7P
War elephants: 225F and 225M to 300F and 200M
Catapults: Splash damage radius: 10m to 7m

VERSION 6.0 CHANGES

Actually changed archer damage to 6.7P from 6.8P
Fixed elephant archer speed, as I originally didn't realise they had cav archers as parent template.
Carthaginian temple cost from 400S to 300S
Kushite small pyramid cost reduced from 300F 300S to 300S