- England and the Dutch are Protestant (This intesifies the fight for the new world between european factions too)
- European factions can recruit assassins when the appropiate building is constructed.
- Prestige points was erased, this means that you can improve yours city and access to the late game on the beginning.
- Attack and defense points calibrated.
- Wrong Unit cards corrected.
- The new native factions have included scripts that make them able to recruit gunpowder, chivalry and artillery after some battles.
- All the european factions have arrive events in diverse places of the map, the faction who has them more is Spain, all of them are historicaly accurate in his names but not in his dates, the England, France and the Dutch was fast forwared to make the mod more funny, all the conquerors have historical retraits.
- Chichimecs can't modernize because historicaly wasn't like that way, by the way, their models are now a mix to make the historical culture mix distinct.
- Campaign texture models corrected.
- The (original) three european factions now have a balanced roster.
- Native mercenaries recruitable if europeans ally with them, the new native factions also give mercenaries to recruit.
- All the new factions have missions as the original who was in the game.
- Three resoruces was added; salt, meat and hemp. Replacing respectively camels, dogs and ivory.
- Native factions now have traders and are recruitable in the respectively building.
A lot more of minor changes that you will be founding while you're playing, that, honestly, I didn't remember after so'many years
- Maroon uprisings on Panama, Haiti and Puerto Rico, according as they happen the native factions will able to recruit maroon mercenaries on a limited measure.
- A Lot change settlement name scripts for diverse factions.