Compatible with mods which don't make UI (User Interface) changes such as
Acken's Minimalistic Balance for singleplayer (and AI improvements) v8, but
incompatible with mods which modify the UI such as
Community Patch Project,
bnw quality of life modpack v5,
Info Addict v22,
NQMOD,
Lekmod or
Takmod.
This version reportedly crashes on Macs - Mac users please use v1.29i
Compared to the previous version (v1.29j), v1.29k fixes the base game bug that when declaring war using a ranged unit to capture an enemy unit, it would range strike rather than capture, or when using an aircraft, it would get no damage. It also fixes a few minor EUI bugs, and to improve performance, does not load the tutorial engine unless required.
Compared to the legacy v1.28g version, it has better performance, is more stable and reliable: "for the first time I played Civ5 on Linux without experiencing any crash, that has never happened before, with or without EUI", and features more functionality:
- ActionInfoPanel: enter key goes to next end blocking task
- ActionInfoPanel: the icon of players who are not yet done with their turn flashes in the civilization ribbon
- ActionInfoPanel: if option is enabled, after pressing next turn, focus on worker which has just completed an improvement, and delay next turn
- CityStatePopup: if option is enabled, automatically closes the popup after player action such as gift and pledge
- InGame: if option is enabled or ALT key is pressed, show predictive unit firing range from where the unit will end up after moving (red highlight), when moving ranged units while pressing right click or in move mode
- InGame: unit move range is displayed (blue highlight) as soon as unit is selected
- InGame: highlight city working limits for city settlement planning when pressing "x" key or while moving a settler
- InGame: if auto unit cycle and quick selection advance are both enabled, unit cycling is now really fast
- CityBanners: original capital tooltip, improved flag graphics
- CityView: add a production automation check button at the bottom left corner (hammer and cog)
- UnitFlagManager: display a movement pip on the map unit flags when a unit has partially used its moves or attacks
- UnitFlagManager: if option is enabled, display some of the unit's promotions to the left of its flag. Only the most relevant promotions are displayed to prevent clutter, and only for your units and the enemies's you are at war with
- UnitFlagManager: unit flag tooltip shows promotion details after extended mouse over tooltip delay set in the interface option panel
- UnitPanel: unit ribbon shows promotions from UnitFlagManager
- UnitPanel: reduced game lag, changed unit list sorting
- YieldIconManager: display of resources, natural wonders, and tile improvements along with the yields
- YieldIconManager: map display can be extensively customized in map option menu (next to minimap)
- YieldIconManager: left click on item to toggle display with yields on/off
- YieldIconManager: right click on item to cycle though plot containing corresponding feature, natural wonder, improvement or resource
- CityStatePopup: merge in City States Leaders by mihaifx (2010) and Nutty (2012)
- Options: enable / disable for City States Leaders, unit flag promotions, predictive firing range, and lots of other options
- FrontEnd: the MODS menu allows Hot Seat mode with MODS! Some mods with CUSTOM load screens do not work (e.g. Earth 2014), some do (e.g. Advanced Earth and Barbarians Evolved)
- FrontEnd: modded hotseat also works with scenario maps, but remember to select the scenario map in the drop down menu (I have not found a reliable way to automate that)
- FrontEnd: the MODS menu allows direct access to modded Civilopedia, to learn about the mod before playing it
- FrontEnd: the MODS menu directly launches scenario with custom load screens when only one exists, saving 2 more clicks
- FrontEnd: the SCENARIO menu includes user-created content with custom load screens (in addition to Firaxis')
- FrontEnd: easier main menu navigation (LOAD GAME reduced from 2 to 1 step, MOD launch reduced from 6 to 3 steps); some MODS still need to be activated via MODS menu when loading modded games
- FrontEnd: load menu allows to select game type (single player, hot seat, multiplayer), shows game data on mouse over, and launch game with a single click
- FrontEnd: to improve performance, do not load StagingRoom for single player games
- Core: add a popup dispatcher for improved performance
- Core: cache EUI settings (avoids noticeable lag when leaving the game)
- Demographics: new module to provide detailed history graphs and replay map in-game (works with existing game saves, does not touch future game saves, unlike Robb's InfoAddict mod). This is a departure from EUI's philosophy to remain within the information bounds of what the base UI provides. Unlike the end game graphs and replay map, you can only see information concerning civilizations you have met and map plots you have seen, but that's still loads of extra info compared to the base game. So if you do not want this extra info, simply delete this folder (or simply don't click the new demographics dropdown menu).
- Demographics: when using autoplay (with a mod such as Rhye's Catapult), the history graphs will automatically update as turns go by. While in game as an observer, you have access to all player's graphs.
- Improvements: re-coded CivilopediaScreen is much more efficient, is compatible with mods pre-game, and provides more data
- Victory: re-coded to improve game loading speed, provide culture details, and allow changing victory conditions ingame.