Getting pretty close to ready. Here's the new stuff, assuming nobody sees anything objectionable:
Smelter (Metallurgy)
4 labor, 3 materials
Doubles production speed of ingots
City Watch (Law Enforcement)
5 labor, 2 materials, 5 money
+1 prosperity
Academy (Academics)
6 labor, 3 materials
+25% research
Sewer (Sanitation)
5 labor, 4 materials
+1 prosperity
Watchwards (Divination)
4 labor, 6 money
Provides warning of attackers within 3 squares
Can be built multiple times
Can be transfered to colonies
Cog (Vehicle, -1 defense, 3 movement, quadruple supply range, shallow water, transport 4 units)
Naval Engineering, dockyard
5 labor (no military workshop bonus)
4 wood, 1 wool -> 1 cog
Caravel (Vehicle, 4 movement, quintuple supply range, all water)
Naval Engineering, dockyard
5 labor (no military workshop bonus)
3 wood, 1 wool -> 1 caravel
Warhorses (Mount, +1 attack, +1 defense, 2 movement)
Warhorses, stables
3 labor (no military workshop bonus)
3 food -> 1 warhorses
Heavy metal armor (Armor, +16 health)
Armorcraft
4 labor
1 bronze or iron ingots, 1 leather -> 1 heavy bronze or iron armor
Light metal armor (Armor, +8 health)
Armorcraft
4 labor for 2
1 bronze or iron ingots, 2 leather -> 2 light bronze or iron armor
Longbows (Primary weapon, 2-handed, 5-3 ranged attack)
Longbows
4 labor
2 wood -> 1 longbows
Ballistae (Siege weapon, 10-5 ranged attack, .5 speed, half supply range)
Siege Engineering
4 labor (No military workshop bonus)
2 wood, 1 iron or bronze -> 1 ballistae
Naval Catapult (Ship modification, 4-3 ranged attack, siege .5)
Naval artillery
3 labor (No military workshop bonus)
2 wood -> 1 naval catapult
Naval Ballista (Ship modification, 8-4 ranged attack)
Naval artillery
3 labor (No military workshop bonus)
2 wood, 1 iron or bronze -> 1 naval ballista)
Phantom-calling censers (Primary weapon, summons phantoms)
Spirit-calling
3 labor (Enchanter's workshop)
1 silver or gold -> 1 phantom-calling censers
Blasting Staves (Primary weapon, 2-handed, 2-3 magic ranged attack)
Evocation
3 labor (Enchanter's workshop)
1 fire rubies or sun amber -> 1 blasting staves
Stone Shamblers (Primary weapon, support Stone Shamblers)
Animation
4 labor (Enchanter's workshop)
1 stone, 3 money -> 1 stone shamblers
Windcaller sails (Ship modification, +1 movement, Requires wind-powered ship)
Wind magic
3 labor (Enchanter's workshop)
1 sky diamonds, 2 money -> 1 windcaller sails
Power Gauntlets (Accessory, +2 attack, +1 defense)
Body Enhancement
4 labor (Enchanter's workshop)
1 ingots, 3 money -> 1 power gauntlets
Exhaustion Orbs (Primary weapon, one enemy gets -3 attack)
Enfeebling
4 labor (Enchanter's workshop)
1 stone, 3 money -> 1 exhaustion orbs
Flaming Weapons (Melee weapon modification, +2 attack)
Infusion
2 labor (Enchanter's workshop)
1 magic weapons, 1 ember rubies -> 1 flaming weapons
Windbound Shields (Shield modification, +2 defense)
Infusion
2 labor (Enchanter's workshop)
1 magic shields, 1 sky diamonts -> 1 windbound shields
Water-kissed Armor (Armor modification, magic resistance 2)
Infusion
3 labor (Enchanter's workshop)
1 magic armor, 1 springwater pearls -> 1 water-kissed armor
Advanced Farm (Plains or hills)
Requires Crop Rotation
Replaces existing improved farm
4 labor, 2 materials
+3 food
Windmill (Any land)
Requires Mechanics
Requires no adjacent windmill
Mill - stacks with normal improvements
4 labor, 2 materials, 1 wool
+1 of any resource the tile already produces
Sidamaru
New trait: Diversity
Units choose +1 attack or +1 defense
Desert Cultivation
Ljus Faller only
Allows farms and improved farms in desert