There isn't one, but I made one for you. I was curious about this myself.
RtR Changes from 2.0.7.1 to 3.0.0.5
Full changelog from BTS is here: http://realmsbeyond.net/forums/showthread.php?tid=7703
Traits:
Civs:
Civics:
Wonders, Projects:
Base Unit Changes:
Buildings:
Great People:
Promotions:
Technology:
Espionage:
Tile Changes:
Additional Bug Fixes
RtR Changes from 2.0.7.1 to 3.0.0.5
Full changelog from BTS is here: http://realmsbeyond.net/forums/showthread.php?tid=7703
Traits:
Financial: +1 commerce on tiles that produce 3 commerce. +100% production of Bank.
Charismatic: +2 happy in all cities. +1 happy from Broadcast Towers. -20% XP required for promotions. +100% production of Colosseum, Quay.
Creative: +1 culture per city. +100% production of Library, Theatre, Observatory.
Charismatic: +2 happy in all cities. +1 happy from Broadcast Towers. -20% XP required for promotions. +100% production of Colosseum, Quay.
Creative: +1 culture per city. +100% production of Library, Theatre, Observatory.
Civs:
(civs with Colosseum UB are unchanged, but those are included here since the Colosseum got a big buff)
America: UU is now Minuteman a Rifleman replacement with free Guerilla 1 and Woodsman 1. Armoury: American Unique Building: Barracks replacement. +2XP to mounted units, +3XP to land units. +1 culture. Cost 60 hammers. +100% production by Aggressive.
Arabia: Starts with Mysticism/Agriculture, instead of Mysticism/The Wheel. Madrassa cost decreased to 70 hammers from 90.
Babylon: Babylonian Garden: +2 health, +1XP to Melee, Archery, Mounted, Siege units, +2 happy, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.
Byzantium: Starts with Mysticism/Fishing, instead of Mysticism/The Wheel. Cataphracts are 11 strength instead of 12, and are first strike immune (like normal knights). Hippodrome: Byzantine Unique Building: Theatre. +2 artist slots. +1 happy from horse, dye. +2 happy faces per 10% culture slider. +3 culture. Cost 50 hammers, requires Drama.
Ethiopia: Stele: Ethiopian Unique Building: Monument replacement. Free Drill 2. +1 culture. Cost 30 hammers. Requires Mysticism. Obsoletes at Gunpowder. Oromo Warrior: Starts with D1, 2 free strikes. Cost 80 hammers. Requires Gunpowder
Eygpt: War chariot: Egyptian Unique Unit: chariot replacement: Strength 5. +100% attack against axemen, -25% attack against archers. Cost 30 hammers, require horse, Wheel.
Germany: UU is now the Kanone, a Cannon that costs 80 hammers instead of 100. Assembly Plant now available at Steam Power.
Greece: Greek Odeon: +1XP to land units, +2 happy, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.
India: Starts with Mysticism/Wheel instead of Mysticism/Mining. The Fast Worker now has Mobility (-1 Terrain Movement Costs), but does not get an extra movement point compared to normal workers.
Maya: Mayan Ball Court: +1XP to Melee, Archery, Mounted, Siege units, +3 happy, +1 happy from incense, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.
Mongolia: Ger: Mongolia Unique Building: Stable replacement. +2XP to Melee, Archery, Siege. +4XP to mounted units. Cost 60 hammers. Requires Horseback Riding. Obsoletes at Advanced Flight. +100% production with Aggressive.
Khmer: Baray: Khmer Unique Building: Aqueduct replacement. +2 health, +1 food. Requires Mathematics, Masonry, cost 80 hammers, +100% production with Expansive.
Korea: Starts with Agriculture/Minging, instead of Mysticism/Mining. Seowan: Korea Unique Building: University replacement: +40% research, 3 culture. Cost 150 hammers. Requires Library, Education. +100% production with Philosophical
Ottomans: Hammam: Ottoman Unique Building: Aqueduct replacement. +2 happy, +2 health. Requires Mathematics, Masonry, cost 80 hammers, +100% production with Expansive.
Rome: Praetorian changed to a Swordsman replacement with +1 strength. Forum increased to +35% GPP generation from +25%.
Russia: Research Institute: Russian Unique Building: Univeristy replacement :+25% research, 3 culture, 1 scientist. Cost 150 hammers. Requires Library, Education. +100% production with Philosophical
Vikings: Trading Post: Lighthouse replacement, +25% production of naval units, cost 60 hammers, requires Sailing.
Zulu: Impi: Zulu unique unit: spearman replacement: Strength 4, 2 movement points. +100% against mounted units, -40% against archers. Cost 35 hammers, requires Hunting, copper or iron.
America: UU is now Minuteman a Rifleman replacement with free Guerilla 1 and Woodsman 1. Armoury: American Unique Building: Barracks replacement. +2XP to mounted units, +3XP to land units. +1 culture. Cost 60 hammers. +100% production by Aggressive.
Arabia: Starts with Mysticism/Agriculture, instead of Mysticism/The Wheel. Madrassa cost decreased to 70 hammers from 90.
Babylon: Babylonian Garden: +2 health, +1XP to Melee, Archery, Mounted, Siege units, +2 happy, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.
Byzantium: Starts with Mysticism/Fishing, instead of Mysticism/The Wheel. Cataphracts are 11 strength instead of 12, and are first strike immune (like normal knights). Hippodrome: Byzantine Unique Building: Theatre. +2 artist slots. +1 happy from horse, dye. +2 happy faces per 10% culture slider. +3 culture. Cost 50 hammers, requires Drama.
Ethiopia: Stele: Ethiopian Unique Building: Monument replacement. Free Drill 2. +1 culture. Cost 30 hammers. Requires Mysticism. Obsoletes at Gunpowder. Oromo Warrior: Starts with D1, 2 free strikes. Cost 80 hammers. Requires Gunpowder
Eygpt: War chariot: Egyptian Unique Unit: chariot replacement: Strength 5. +100% attack against axemen, -25% attack against archers. Cost 30 hammers, require horse, Wheel.
Germany: UU is now the Kanone, a Cannon that costs 80 hammers instead of 100. Assembly Plant now available at Steam Power.
Greece: Greek Odeon: +1XP to land units, +2 happy, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.
India: Starts with Mysticism/Wheel instead of Mysticism/Mining. The Fast Worker now has Mobility (-1 Terrain Movement Costs), but does not get an extra movement point compared to normal workers.
Maya: Mayan Ball Court: +1XP to Melee, Archery, Mounted, Siege units, +3 happy, +1 happy from incense, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.
Mongolia: Ger: Mongolia Unique Building: Stable replacement. +2XP to Melee, Archery, Siege. +4XP to mounted units. Cost 60 hammers. Requires Horseback Riding. Obsoletes at Advanced Flight. +100% production with Aggressive.
Khmer: Baray: Khmer Unique Building: Aqueduct replacement. +2 health, +1 food. Requires Mathematics, Masonry, cost 80 hammers, +100% production with Expansive.
Korea: Starts with Agriculture/Minging, instead of Mysticism/Mining. Seowan: Korea Unique Building: University replacement: +40% research, 3 culture. Cost 150 hammers. Requires Library, Education. +100% production with Philosophical
Ottomans: Hammam: Ottoman Unique Building: Aqueduct replacement. +2 happy, +2 health. Requires Mathematics, Masonry, cost 80 hammers, +100% production with Expansive.
Rome: Praetorian changed to a Swordsman replacement with +1 strength. Forum increased to +35% GPP generation from +25%.
Russia: Research Institute: Russian Unique Building: Univeristy replacement :+25% research, 3 culture, 1 scientist. Cost 150 hammers. Requires Library, Education. +100% production with Philosophical
Vikings: Trading Post: Lighthouse replacement, +25% production of naval units, cost 60 hammers, requires Sailing.
Zulu: Impi: Zulu unique unit: spearman replacement: Strength 4, 2 movement points. +100% against mounted units, -40% against archers. Cost 35 hammers, requires Hunting, copper or iron.
Civics:
Police State: Available at Military Science. Medium cost. +25% production of Military Units. -50% War Weariness.
Serfdom: +1 hammer from mines, +75% worker speed, +2 artist, scientist, merchant specialist slots. Medium cost, requires Feudalism
Emancipation: +1 commerce from cottage/hamlet/village, +1 hammer from windmill/watermill, +1 commerce from mines, +2 artist, scientist, merchant specialist slots. Medium cost, Banking.
Mercantilism: +2 free specialists, High cost, requires Liberalism.
Environmentalism: +3 health, +1 gold per specialist, +1c to farms and pastures, +2c to forest preserves. Legal Colum civic. Low cost, requires Economics
Free Speech: +1 commerce from village, +3 commerce from Town, +15% gold in all cities, +100% culture in all cities, +100% improvement growth rate. Can cash rush. Econmy column civic. Medium cost, requires Constitution.
Serfdom: +1 hammer from mines, +75% worker speed, +2 artist, scientist, merchant specialist slots. Medium cost, requires Feudalism
Emancipation: +1 commerce from cottage/hamlet/village, +1 hammer from windmill/watermill, +1 commerce from mines, +2 artist, scientist, merchant specialist slots. Medium cost, Banking.
Mercantilism: +2 free specialists, High cost, requires Liberalism.
Environmentalism: +3 health, +1 gold per specialist, +1c to farms and pastures, +2c to forest preserves. Legal Colum civic. Low cost, requires Economics
Free Speech: +1 commerce from village, +3 commerce from Town, +15% gold in all cities, +100% culture in all cities, +100% improvement growth rate. Can cash rush. Econmy column civic. Medium cost, requires Constitution.
Wonders, Projects:
Palace: +9 commerce
Red Cross: Units built in this city gain a free march promotion, cost 200 hammers, requires Medicine.
Oxford University: +100% research. +3 scientist slots. +4 culture. Cost 600 hammers, Education, requires University in city, map size dependent number of total Universities. +50% production with Stone.
Heroic Epic: +100% military production. Cost 150 hammers, +50% production with marble, requires Literature, Colosseum, Barracks in city.
Colossus: +2c to water tiles only in that city.
Moai: Due to a bug, now costs 100h and gives +4 culture.
Red Cross: Units built in this city gain a free march promotion, cost 200 hammers, requires Medicine.
Oxford University: +100% research. +3 scientist slots. +4 culture. Cost 600 hammers, Education, requires University in city, map size dependent number of total Universities. +50% production with Stone.
Heroic Epic: +100% military production. Cost 150 hammers, +50% production with marble, requires Literature, Colosseum, Barracks in city.
Colossus: +2c to water tiles only in that city.
Moai: Due to a bug, now costs 100h and gives +4 culture.
Base Unit Changes:
Barbarian Animals: Wolf: unchanged.
Lion: Strength 1, 1 move. +50% against Melee.
Panther: Strength 1, 2 move, starts with woodsman 2 promotion.
Bear: Strength 1, 1 move, +100% against Melee.
Scout: +200% against barbarian animals. Require no tech. Every player starts with a scout instead of a warrior.
Work boat: cost 25, food hammer unit. Creates fishing net. Suicide on use. Does not require tech.
Paratrooper: Starts with Blitz
Lion: Strength 1, 1 move. +50% against Melee.
Panther: Strength 1, 2 move, starts with woodsman 2 promotion.
Bear: Strength 1, 1 move, +100% against Melee.
Scout: +200% against barbarian animals. Require no tech. Every player starts with a scout instead of a warrior.
Work boat: cost 25, food hammer unit. Creates fishing net. Suicide on use. Does not require tech.
Paratrooper: Starts with Blitz
Buildings:
University: +25% research, 3 culture. Cost 150 hammers. Requires Library, Education. +100% production with Philosophical
Colosseum: +1XP to Melee, Archery, Mounted, Siege units, +2 happy, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.
New Building: Quay: +1 commerce on sea tiles. Cost 80 hammers. Requires Compass. +100% production with Charismatic.
Colosseum: +1XP to Melee, Archery, Mounted, Siege units, +2 happy, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.
New Building: Quay: +1 commerce on sea tiles. Cost 80 hammers. Requires Compass. +100% production with Charismatic.
Great People:
Settled Great Generals: now give +3 XP instead of +2.
Promotions:
Amphibious: requires D2 or C2
Blitz: requires D3 or C3
Charge: requires D1 or C1
March: requires D3 or C3 or M1
Commando: requires Combat 4 OR Drill 4. Available on Mounted, Gunpowder, Armoured units.
Great General: When settled produces 2XP (no change).
Military Academy: Free Drill 1 promotion, +1XP, +50% military production. Requires Military Science, Great General.
Blitz: requires D3 or C3
Charge: requires D1 or C1
March: requires D3 or C3 or M1
Commando: requires Combat 4 OR Drill 4. Available on Mounted, Gunpowder, Armoured units.
Great General: When settled produces 2XP (no change).
Military Academy: Free Drill 1 promotion, +1XP, +50% military production. Requires Military Science, Great General.
Technology:
The Wheel, Agriculture, Hunting, Fishing, Mining, Mysticism: cost reduced to 35 base beakers.
Archery: cost 60.
Divine Right: Cost lowered to 800
Fascism: Require [Military Science] AND [Assembly Line OR Communism]
Corporation: Requires [Constitution] AND [Liberalism OR Economics]
Electricity: Requires [Liberalism] AND [Physics]
Industrialism: Requires [Electricity AND Economics] And [Assembly Line]
Radio: Requires [Democracy] AND [Electricity]
Tech cost Scaling (like ToW) is implemented.
Archery: cost 60.
Divine Right: Cost lowered to 800
Fascism: Require [Military Science] AND [Assembly Line OR Communism]
Corporation: Requires [Constitution] AND [Liberalism OR Economics]
Electricity: Requires [Liberalism] AND [Physics]
Industrialism: Requires [Electricity AND Economics] And [Assembly Line]
Radio: Requires [Democracy] AND [Electricity]
Tech cost Scaling (like ToW) is implemented.
Espionage:
Active missions removed.
Tile Changes:
Lumber Mill: Available at Metal Casting. Requires forest. +1 hammer. +1 hammer with Chemistry. +1 hammer from rail road. +1 commerce from river tiles (not corner plots). Requires 5 worker turns.
Mines: +1h at Chemistry.
Quarry: +1h at Chemistry.
Villages, Towns, are permanent and cannot be pillaged or improved over. Also provide access to Oil, Coal, Aluminium and Uranium
Aluminium: Revealed by Scientific Method
Mines: +1h at Chemistry.
Quarry: +1h at Chemistry.
Villages, Towns, are permanent and cannot be pillaged or improved over. Also provide access to Oil, Coal, Aluminium and Uranium
Aluminium: Revealed by Scientific Method
Additional Bug Fixes
Diplomacy Pausing: Diplomacy windows do not occur on game login whilst the game is paused.