Mod update. For a more visual presentation check out the orignal post up top. Heres a little more detailed text version of the update:
Units with ranged weapons have ammo. Units with low ammo (jav) will have very high damage. Slingers will regain ammo slowly anywhere.
Most units have 2 attack types, ranged and melee. Weapon swapping will not be manual. The unit will swap to melee if
It has no ammo
A targetted unit is getting to close
The target is a wall / building
The target is a siege unit
New aura called "Re-arm". All military structures (Barracks, Stables, Arsenals, Fortresses, Armycamps, Colony's) and also the forge will have this aura. Units that require ammo, simply need to stay inside it for at least 3 seconds for a complete ammo refill. This aura will only work if you have at least 1 forge. Some of these military buildings will have a large aura, and most have a small aura. Armycamp has a limited ammo pool units can Re-Arm from, and the Armycamp consumes ammo from the pool while shooting arrows. Once the pool is empty, the armycamp can't shoot arrows, or Re-arm units.
Units are rebalanced according to their visuals. Check this balancing sheet for more info (also check the additional changes tab).
4th rank: Champion. If there is a champion counterpart of the soldier, it will be able to promote as one. For example, the athenian hoplite will promote into a city guard.
Promotion rework. Units will not get bonus armor on promotion. They will receive a small heal, and (originally) ranged units will get a 10% bonus attack damage for all weapons. Melee only units have their default attack bonus on promotion (20%).
Technology changes. Instead of 4 defensive upgrades for units there are now just 2. They give both a positive and a negative bonus. Example: Soldiers +3 crush, +1 hack and pierce resistance. 50ms attack and 0.25 movement speed penalty.
Healers. They now provide healing in any structure they are garrisoned in. They can also build tents in which they can treat the wounded.
Spy tech rework. All enemy unit and structure info is now hidden and cannot be inspected when clicked / hovered. When you buy the Espionage tech this information becomes available to you, showing you information like health and ammo when clicking or hovering over enemy / neutral soldiers.
Charge attacks. Units have energy and will use it to charge an enemy. Energy is consumed at a rate while charging the target. The first attack deals bonus damage but consumes all energy. Rams max energy / regeneration rate / bonus damage, is based on how many people are garrisoned inside.
And some more stuff. I guess you just have to find out by playing the mod!
Any feedback and bug reporting is greatly appreciated.