Release Notes Great Game Overhaul

This big mod includes several changes to the Game.

General: 

The god powers Restoration, Pestilence, Ceasefire, Curse, Underworld Passage, Bronze, Rain, Prosperity, Vision, Citadel, Locust Swarm, Ancestors, Undermine, Forest Fire,
Healing Spring, Walking Woods, Flaming Weapons and Frost can now be used twice during a game. Recharge time depends on the strength of the power.

All civilizations can now trade with Transport Ships! In order to do that, you can now build a naval shipyard as second waypoint for your trading route.
Your Transport ships start from your regular dock and travel to the Naval Shipyard, where they collect gold and return to the dock. Effective way of trading
on water maps.
Special thanks to d-boehm for editing proto and techtree.
Credits also go to XLightningStormL, who created textures, models, animations and soundfiles for the Naval Shipyard. He did not update his own mod,
so I used the files for my own. 

The myth units "Medusa", "Wadjet", "Petsuchos" and "Lampades" are now amphibious! They can now travel on both land and water.

All civilizations can now build 1 Command Ship at the Naval Shipyard, upon advancing to the Heroic Age. This command ship is expensive, but strong in attack 
and armored very well. I used the model and animations of the "Pirate Ship", often seen in the Campaign "Trident Fall". When I have the time to learn proper
modelling, I will create an unique model. The command ship can also carry 20 units, and even 40, if "Enclosed Decks" has been researched.
Keep in mind, that this ship does not function as a hero (yet! might add that later...) and is therefore vulnerable to myth units, especially those with an instant kill attack.

All civilizations can now build 1 "Temple of the Gods". It functions just like a regular temple, but you can store a lot more relics in it.
Furthermore it will protect you from god powers just like a monument does. For obvious reasons you can build only one such temple.
Keep in mind, that, in order to advance to the Classical Age, you still need to build a regular temple.

All civilizations can now transform a short wall connector to a tower, for the cost of a regular tower.
This idea came from [503] A. Soldier, who created the mod "Tower Wall". 

Greek civilizations:

The Scout has a slightly stronger attack and can now be trained in the stable. I had to set a limit of 5, because the AI produced it in masses and wasted all resources on it.
The Scout now also takes advantage from technologies, benefiting cavalry. 

A new technology has been implemented in the Mythic Age. For the cost of 1000 Food, Wood and Gold, as well as 50 Favor, you can now produce 5 Physicists instead of just 1. 
Those Physicists also have a better healing rate. Greek Heroes now regenerate health at a rate of 1.5 hp/s. Upon completing the research you also get 1 Circe Hero
spawned at your Town Center. This powerful witch has great attack power and strong armor. 
Unlike the other Greek Heroes, she does not regenerate health, and cannot be healed, so treat her carefully! (Bolt does not kill her instantly)

Egyptian civilizations:

A new technology has been implemented in the Mythic Age, provided the player chose Osiris as minor god. For the cost of 1000 Food, Wood and Gold, as well as 50
Favor, this technology doubles the damage of Spearmen, Axemen, Slingers and Khopesh warriors. With this upgrade, the rather disappointing infantry of the Egyptians
is now finally competitive.

Norse civilizations:

A new technology has been implemented in the Mythic Age, provided the player chose Tyr as minor god. For the cost of 1000 Food, Wood and Gold, as well as 50 Favor, this 
technology allows the player to train Hersirs and Jarls almost instantaneously.

Atlantean civilizations:

A new technology has been implemented in the Mythic Age. For the cost of 1000 Food, Wood and Gold, as well as 50 Favor, your manors will provide 15 more population each.

This mod is not finished for sure, I will read every comment that gives me feedback and will adjust things in the future, if needed. If that happens, I have to republish this
mod, because I do not know if mods update automatically if I alter something.
