Update 0 "Change log"...
Since Update 0 came out within a day of the street date there didn't seem to be a need for a full change log (it's not as if anybody spent weeks learning workarounds for the original versions), but since this request has come up a few times here are the major changes from the release versions. Not sure it will help much with the heat, but anything to take your mind off it! (PS - I've never seen anyone in Wisconsin use Celsius before - it must the be the proximity to the Canadian border!

and yes, it's 36 C here right now... )
Update 0 (version 7.0.71) changes:
- Fixed Load Game crash bug from Retail (boxed copy) version
- Fixed Line-of-sight bug in Retail (boxed copy) version
- Garrison reductions improved for "low priority" theatres and battlezones
- Colonial Parents better respond to the assistance requests of their colonies
- AI improvements to defensive & offensive situations
- Game speed improvements, especially when large numbers of units are active
- Pathing and Path-finding AI improvements
- Better use of memory for certain situations
- Economic model improvements
- Improvements and fixes in strategic pool usage by AI
- Some minor GUI fixes
- Elimination of "lost" and stuck merchant transport missions
- Greater use of send-to reserve by AIs not in active combat
- Resolving traffic jam issues during rush hour in Suez Canal (the "Suez Traffic Crisis")
- Units will not usually attempt to go to inaccessible locations
- bases in same theatre/battlezone given priority during pathing/return to base
- Auto-sea transport code improved
- Resolved crash in the "Tech browser" (popup) when looking at certain space techs.
- Many minor tweaks & adjustments & data updates
- Added new scenarios into "Custom" scenario section.
There ya go... enjoy.