Changelog (v1.21):
- Fixed bug where culture/espionage would not display for building popups
- Fixed bug where spies would be ejected from a square when declaring war
- Fixed bug that caused the AI to trade for resources it already had (appears as grossly uneven trades)
- Refixed trade bug
- Refixed culture/espionage display bug
- Fixed bug with Warlords attaching to units when the Great General is part
- of a selection group
- Prevented new Colonies from overwriting previously existing Civs
- No longer displays new Colony message if player hasn't met Master Civ
- Workers on Transports no longer perform capture of cities (thereby displacing all other units) when city is captured
- Units considered "unsuitable" for city defense will no longer be prevented from healing in cities
- No longer able to base an unlimited number of air units in vassal's cities
- Can found Corporations under Mercantilism
- Vassal's spies will no longer be "caught" in your territory
- Amount of time worked taken into consideration by city plot selection (thanks SevenSpirits)
- The Vassal of a Capitulating Civ is freed before peace treaty
- Mouse-over for Worker actively working a plot no longer counts Worker twice
- Automated Workers will no longer idle when railroading is possible
- Mouse-over for Join City now displays extra bonuses for Great People
- Vassals freed by Capitulating Master no longer refuse to talk
- Privateers can only enter team members' or vassals' cities
- Automated Workers will no longer idle in cities within 2 squares of a hostile border
- Refixed Vassal/capitulation
- AIs less likely to build Executives if they can't afford to use them or already have sufficient
- Buildings that grant both heathiness and unhealthiness will display both instead of neither in building popups
- Vassals can no longer be their Master's worst enemy
- Espionage ratio for humans now displayed in score tooltip (thanks morbus)
- Improved worker threat assessment from units able to move multiple squares
- Spies no longer interrupt their mission by moving next to an enemy unit
- Fixed AI turn slowdown caused by change to worker threat assessment
- Relationship penalty for declaring war on a friend checks if Civs are at war
- Altered previous worker threat assessment check so it's less useful, but more efficient
- Fixed bug (introduced) causing endless loop at "waiting for players"
- Fixed bug (introduced) causing the Great Persons civilopedia entries to be blank
- Stolen techs can no longer be traded with No Tech Brokering enabled
- New Colonies mirror their Master's tech status with No Tech Brokering enabled
- New Colonies mirror their Master's exploration (map) status
- Healthy/Unhealthy bonuses will display properly under more circumstances (events, etc)
- Extended spy ejection protection to Great Spies (and any other unit considered "always invisible")
- AI Civs under Theocracy will no longer accept gifted Missionaries
- Units withdrawing from combat will be removed from selection group (thanks Moctezuma)
- When bumping naval units from cities, preference will be given to water tiles
- Tweaks/bugfixes to improve starting city locations (thanks SevenSpirits)
- Cities no longer require a Monument to allow Spies to sabotage buildings
- Rivers added for starting locations will generate flood plains if they pass through desert tiles
- Spy unit help popup will display the percentage espionage cost decrease from fortification