When choosing random civs at game start, civs with multiple leaders have a slightly greater probability (except when playing with the Unrestricted Leaders option). Specifically, a civ with 2 leaders (e.g. Rome) is 1.2 times more likely to be chosen than a civ with 1 leader (e.g. Mali), and a civ with 3 leaders (e.g. America) is 1.4 times more likely to be chosen than a civ with 1 leader. This bias can be adjusted or disabled through
PER_EXTRA_LEADER_CIV_SELECTION_WEIGHT in
AdvCiv\XML\GlobalDefines_advc.xml. [change id advc.191]
The Settings tab (Victory screen) says whether civs and leaders were chosen at random. (However, that information is not available in games loaded from pre-0.98 saves.) [advc.190c]
The score graph of a civ (Info screen) is now visible if that civ's demographics have ever been visible, i.e. they don't need to be currently visible. New option "Partial Score Graphs" on the "Advisors" tab of the BUG menu (disabled by default): If a civ's demographics were never visible but the civ has been known for at least 5 turns, then the score graph shows the score history since the turn on which the civ was met. (When loading a pre-0.98 savegame, as far as the score graph is concerned, civs are assumed to have just met and not to have had espionage visibility on earlier turns.) [advc.091]
Idea (5th bullet from last)
Assigning multiple promotions at once; Stack Attack; and deals canceled upon declaring war
should no longer result in a loud sound. [advc.002l] (The loud war-horns sound was already addressed in some earlier update.)
Made sure that player colors can't clash when multiple players play the same civ. [advc.002i]
Related post
The tile defense hover text for Forest and Jungle no longer gives away foreign borders in the fog of war.
Bug report
Fixed a bug with lingering recon visibility (bug introduced in AdvCiv 0.97).
Fixed an old AdvCiv bug: The AI had been faster to forget diplo actions (e.g. "You gave us help") on slower game speed settings. It's supposed to do the opposite. [advc.130r]
Hover text for the Imperialistic trait again lists the settler discount.
Bug report
"Asoka" is spelled as "Ashoka".
Discussion (middle of the post)
Default camera distance setting moved from XML to the BUG menu ("Map" tab). [advc.004m]
The same music track can no longer get played twice in a row. [advc.002o]
Minor balance changes:
• Versailles generates Great Spy points instead of Great Merchant points; to make up, at least symbolically, for the Great Wall generating Great Merchant rather than Great Spy points. [advc.310]
• Civilized Jewelers no longer requires Mass Media, i.e. requires only Corporation as in K-Mod. [advc.200]
Discussion
• Reduced the tech cost of Metal Casting by 17% and increased the cost of Optics by 10% because I don't want Optics to become that much easier to reach. Also increased the cost of Machinery a tiny bit. [advc.306]
Discussion (I don't intend to move Trireme or Metal Casting in the foreseeable future; Slavery may yet move.)
• Barbarian Galleys have only 2 moves. More specifically, they get -1 move through the "Disorganized" promotion (introduced by K-Mod), which, so far, had already given Barbarian Galleys -10% strength. [advc.905a]
Only relevant for DLL-modders: Made the compiler more strict by increasing the warning level from
/W3 to
/W4. (Though with a few level-4 warnings explicitly disabled through pragmas.) [advc.make]