A sixth age between Steam and Neon: diesel engines, camouflage and radios, with its own base, mine, top bar and battlefield
Commando: a fast knife fighter with face paint
Rifleman: fires bursts of three rounds from an assault rifle, with a radio on his back
Riot Trooper: a clear riot shield, padded armour and a baton
Gun Truck, the age's unique unit: a light truck with a shielded machine gun on its roof; its bursts slow the attacks of whatever they hit
Battle Tank, the age's champion: tracks, a long gun and shells that burst
Three turrets: a twin Rocket Launcher, a Howitzer that lobs heavy shells and a Machine Gun Nest behind sandbags
The Airstrike: two jets scream over the battlefield while a line of bombs walks across the enemy
Fully animated vehicles: wheels and tracks roll, guns recoil, crews look about and cheer, and a destroyed vehicle blows up or burns out
Recorded sounds for the age's guns: a rifle crack for the riflemen and a heavy machine gun for the Gun Truck and the Machine Gun Nest
The Modern Age in every mode: start versus battles in it, and meet it in the campaign, on the Warpath and in the daily challenge
Melee units have a job now: the front row takes 40% less damage from shots, melee units charge in when enemies are close, and their blows also hit the enemies beside their target
Shooters in the back row deal half damage at point blank, so keep a front line ahead of them
Counters hit harder: a unit deals 50% more to the role it beats and 30% less to the one that beats it
Unit tooltips explain their row's strengths and weaknesses
Soldiers walk past a truck or tank that has stopped to fire, to reach the enemy
Bigger armies: you start with 12 population (was 8) and each Barracks tier adds 3 (was 2), up to 27; enemies field bigger armies too
The Wider Barracks relic and the Conscription, Legion and Recruiting Drive boons give more population
Shooters' ranges are a little shorter and Long Range adds 8% a tier (was 12%), so a line of shooters can't pick off everything walking in
The Neon Age is the sixth age now: its units, turrets, special and mine are stronger and cost more, a step above the Modern Age
Evolving into the Modern Age takes the 15,000 XP the Neon Age used to, and the Neon Age now takes 45,000
The Warpath has nine steps: it marches through the Modern Age before the Neon Warlord's keep
The Warlord's keep starts with one turret instead of three, and still builds up to three as the battle goes on
Campaign stages 7 to 10 were rebalanced for the new age and the bigger armies
The Endless Siege's first wave comes at 1:00 (was 0:45), with 38 seconds between waves (was 35)
Versus battles that start in a later age keep their pace with six ages
A shot from a long gun at a close target no longer flies backwards out of the barrel