smartclick20
Chieftain
- Joined
- Jul 25, 2003
- Messages
- 89
It looks so cool! I love your ideas. When can we test the Tribes? 

- implement the Tribe mechanism, a pre-city game play loop for the human player
- add a new UI file for handling Tribe Settlement actions
- add various independent Tribes on the map
- add Culture Groups for Tribes, thanks to Boris Gudenuf, Gedemo
- add AI initialization framework, should be able to handle different AI for each computer players, using different Lua scripts in the mod or from modmods
- add minimal defensive AI for the Tribe mechanism
- add a "no movement" unit ability to set Garrison units for the AI
- add new simple AI operations (not used yet)
- add Caravan and Worker units for the Tribe mechanism
- add Title background
- add improvements for the Tribe game play ("Fortified Village", "Hunter Village", "Farmer Village")
- remove vanilla Barbarians and GoodyHuts generation, replaced by the Tribe mechanism
- add the Harbor as a Building in the City Center
- add Population requirement for Settlers and Builders
- add a "Renew Mercenary Contract" option to keep a mercenary under contract at a lower price for more turns
- mercenaries recruitment cost is relative to a Civilization treasury
- add Deer as a base resources for "dense" and "normal" forests
- add Shipyard, Lighthouse, Seaport to the visual representation of the Harbor adjacent to a coastal City when they are build
- rework placement of the Harbor representation (try to get a water plot with at least 2 consecutive adjacent land plots)
- show Harbors only on revealed plots
- remove "CAPABILITY_DIPLOMACY" from <GameCapabilities>, no contact are possible with other Civilizations at the moment, new Diplomacy will be implemented in steps (starting with Tribal diplomacy)
- allow Plantation on Forest
- allow Mines on Plains and Desert
- remove Food yield from Marsh and Jungle (to lower their high Pull values for Population Migration)
- tweak Migration values in relation with Tribal Villages
- handle Culture Group values in units, in relation with personnel/population exchange from cities, improvements, plots
- the mod player config should handle color changes for borders
- rework path finding for supply lines, with cost, trying to follow Rivers to the source of supply (Cities or improvements)
- add route placement path finding with limited spaghetti
- bug fix: can make Deal with a mercenary unit on the same plot of another of your units
- bug fix: some issues with the TSL table (Korea, Siam, Arabia, Babylon, Russia, China, Egypt
- bug fix: add leader fall back for England
- bug fix: remove all game modes from the setup screen
- bug fix: fix or add Civilizations.artdef for Kongo, Nubia, Ottoman, Rome, Siam, Sumeria
- bug fix: fix or add Civilization icons for Babylon, China, Egypt, England, Greece, Kongo, Japan, Norway, Nubia (use Ethiopia as placeholder), Ottoman, Rome, Siam, Sumeria
- bug fix: restore the <UnitAiInfos> table
- bug fix: unlock Governments from fake civics, instead of directly unlocking them with pPlayer:GetCulture() as the AI wasn't picking Governments unlocked this way
- balance: village "Pull" parameters for migration can't be lower than any of the adjacent plot (put the "Pull" value itself can be lower, as it's population-dependent), lack of Food still prioritize the "Push" value
- balance: remove "Sugar" from the "Food" resources list
- balance: all villages start with a minimal stock of Food
- balance: village get some Food from all adjacent plots, not just their own plot (but food may be to easy to get now, I may re-balance this)
- balance: allows Major Civilization AI players to use the "Tribe AI" when they don't have a City (they should spawn recon and defensive units now)
- balance: slower conversion of "Independent" culture in Village
- balance: "normalize" the initial population of Major Civilization villages (start with a population between 900 to 1100)
- add "Pillaged Turns Left" counter to tribe banners Tooltip
- bug fix: does not launch a turn on all Tribal villages for Major Civilizations players on each reload, only for the initialization turn
- bug fix: remove all villages ownership when starting a Migration
equally important, base number is 20 raw (stone/wood/clay) to produce 10 materiel, and population/slaves numbers affect the production factor (applied to the base number of raw resources used per turn)Thanks for the quick patch.
After giving the updated version a quick test, I can confirm that it works; it is now possible to set up Cairo in its default start position without population drain issues.
Quick question, how important are raw materials (stone/wood/clay/etc) for building materiel as a village (or is it just dependent on population)?
<TribalVillageResourcesConverted>
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_RICE" MaxConverted="20" ResourceCreated="RESOURCE_GRAIN" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_WHEAT" MaxConverted="20" ResourceCreated="RESOURCE_GRAIN" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_CATTLE" MaxConverted="20" ResourceCreated="RESOURCE_SMOKED_MEAT" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_DEER" MaxConverted="20" ResourceCreated="RESOURCE_SMOKED_MEAT" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_SHEEP" MaxConverted="20" ResourceCreated="RESOURCE_SMOKED_MEAT" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_BANANAS" MaxConverted="20" ResourceCreated="RESOURCE_FRUITS" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_FISH" MaxConverted="20" ResourceCreated="RESOURCE_SMOKED_MEAT" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_CRABS" MaxConverted="20" ResourceCreated="RESOURCE_SMOKED_MEAT" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_CLAY" MaxConverted="20" ResourceCreated="RESOURCE_MATERIEL" Ratio="0.5" ProductionType="PRODUCTION_MATERIEL" />
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_STONE" MaxConverted="20" ResourceCreated="EQUIPMENT_STONE_AXES" Ratio="4" Era="ERA_ANCIENT" ProductionType="PRODUCTION_EQUIPMENT" />
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_STONE" MaxConverted="20" ResourceCreated="EQUIPMENT_STONE_SPEARS" Ratio="4" Era="ERA_CLASSICAL" ProductionType="PRODUCTION_EQUIPMENT" />
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_STONE" MaxConverted="20" ResourceCreated="RESOURCE_MATERIEL" Ratio="0.5" ProductionType="PRODUCTION_MATERIEL" />
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_WOOD" MaxConverted="20" ResourceCreated="RESOURCE_MATERIEL" Ratio="0.5" ProductionType="PRODUCTION_MATERIEL" />
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_WOOD" MaxConverted="20" ResourceCreated="EQUIPMENT_WOODEN_CLUB" Ratio="4" Era="ERA_ANCIENT" ProductionType="PRODUCTION_EQUIPMENT" />
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_WOOD" MaxConverted="20" ResourceCreated="EQUIPMENT_WOODEN_SPEARS" Ratio="4" Era="ERA_CLASSICAL" ProductionType="PRODUCTION_EQUIPMENT" />
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_WOOD" MaxConverted="20" ResourceCreated="EQUIPMENT_WOODEN_BOWS" Ratio="2" Era="ERA_CLASSICAL" ProductionType="PRODUCTION_EQUIPMENT" />
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_COPPER" MaxConverted="20" ResourceCreated="EQUIPMENT_BRONZE_SPEARS" Ratio="4" RequiredTech="TECH_BRONZE_WORKING" ProductionType="PRODUCTION_EQUIPMENT" />
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_COPPER" MaxConverted="20" ResourceCreated="EQUIPMENT_BRONZE_SWORDS" Ratio="4" RequiredTech="TECH_BRONZE_WORKING" ProductionType="PRODUCTION_EQUIPMENT" />
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_COPPER" MaxConverted="20" ResourceCreated="EQUIPMENT_BRONZE_SPEARS" Ratio="4" Era="ERA_ANCIENT" ProductionType="PRODUCTION_EQUIPMENT" IsBarbarian="1"/>
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_COPPER" MaxConverted="20" ResourceCreated="EQUIPMENT_BRONZE_SWORDS" Ratio="4" Era="ERA_ANCIENT" ProductionType="PRODUCTION_EQUIPMENT" IsBarbarian="1"/>
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_COPPER" MaxConverted="20" ResourceCreated="RESOURCE_MATERIEL" Ratio="0.5" ProductionType="PRODUCTION_MATERIEL" />
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_IRON" MaxConverted="20" ResourceCreated="EQUIPMENT_IRON_SPEARS" Ratio="4" Era="ERA_CLASSICAL" ProductionType="PRODUCTION_EQUIPMENT" />
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_IRON" MaxConverted="20" ResourceCreated="EQUIPMENT_IRON_SWORDS" Ratio="4" Era="ERA_CLASSICAL" ProductionType="PRODUCTION_EQUIPMENT" IsBarbarian="1"/>
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_IRON" MaxConverted="20" ResourceCreated="RESOURCE_MATERIEL" Ratio="0.5" Era="ERA_CLASSICAL" ProductionType="PRODUCTION_MATERIEL"/>
<Row ImprovementType="IMPROVEMENT_BARBARIAN_CAMP_GCO" ResourceType="RESOURCE_MATERIEL" MaxConverted="5" ResourceCreated="EQUIPMENT_SLINGS" Ratio="10" ProductionType="PRODUCTION_EQUIPMENT"/>
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_GCO" ResourceType="RESOURCE_RICE" MaxConverted="20" ResourceCreated="RESOURCE_GRAIN" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_GCO" ResourceType="RESOURCE_WHEAT" MaxConverted="20" ResourceCreated="RESOURCE_GRAIN" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_GCO" ResourceType="RESOURCE_CATTLE" MaxConverted="20" ResourceCreated="RESOURCE_SMOKED_MEAT" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_GCO" ResourceType="RESOURCE_DEER" MaxConverted="20" ResourceCreated="RESOURCE_SMOKED_MEAT" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_GCO" ResourceType="RESOURCE_SHEEP" MaxConverted="20" ResourceCreated="RESOURCE_SMOKED_MEAT" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_GCO" ResourceType="RESOURCE_BANANAS" MaxConverted="20" ResourceCreated="RESOURCE_FRUITS" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_GCO" ResourceType="RESOURCE_FISH" MaxConverted="20" ResourceCreated="RESOURCE_SMOKED_MEAT" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_GCO" ResourceType="RESOURCE_CRABS" MaxConverted="20" ResourceCreated="RESOURCE_SMOKED_MEAT" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_HUNT" ResourceType="RESOURCE_RICE" MaxConverted="20" ResourceCreated="RESOURCE_GRAIN" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_HUNT" ResourceType="RESOURCE_WHEAT" MaxConverted="20" ResourceCreated="RESOURCE_GRAIN" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_HUNT" ResourceType="RESOURCE_CATTLE" MaxConverted="20" ResourceCreated="RESOURCE_SMOKED_MEAT" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_HUNT" ResourceType="RESOURCE_DEER" MaxConverted="20" ResourceCreated="RESOURCE_SMOKED_MEAT" Ratio="0.75" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_HUNT" ResourceType="RESOURCE_SHEEP" MaxConverted="20" ResourceCreated="RESOURCE_SMOKED_MEAT" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_HUNT" ResourceType="RESOURCE_BANANAS" MaxConverted="20" ResourceCreated="RESOURCE_FRUITS" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_HUNT" ResourceType="RESOURCE_FISH" MaxConverted="20" ResourceCreated="RESOURCE_SMOKED_MEAT" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_HUNT" ResourceType="RESOURCE_CRABS" MaxConverted="20" ResourceCreated="RESOURCE_SMOKED_MEAT" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_FARM" ResourceType="RESOURCE_RICE" MaxConverted="20" ResourceCreated="RESOURCE_GRAIN" Ratio="0.75" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_FARM" ResourceType="RESOURCE_WHEAT" MaxConverted="20" ResourceCreated="RESOURCE_GRAIN" Ratio="0.75" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_FARM" ResourceType="RESOURCE_CATTLE" MaxConverted="20" ResourceCreated="RESOURCE_SMOKED_MEAT" Ratio="0.75" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_FARM" ResourceType="RESOURCE_DEER" MaxConverted="20" ResourceCreated="RESOURCE_SMOKED_MEAT" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_FARM" ResourceType="RESOURCE_SHEEP" MaxConverted="20" ResourceCreated="RESOURCE_SMOKED_MEAT" Ratio="0.75" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_FARM" ResourceType="RESOURCE_BANANAS" MaxConverted="20" ResourceCreated="RESOURCE_FRUITS" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_FARM" ResourceType="RESOURCE_FISH" MaxConverted="20" ResourceCreated="RESOURCE_SMOKED_MEAT" Ratio="0.25" />
<Row ImprovementType="IMPROVEMENT_GOODY_HUT_FARM" ResourceType="RESOURCE_CRABS" MaxConverted="20" ResourceCreated="RESOURCE_SMOKED_MEAT" Ratio="0.25" />
</TribalVillageResourcesConverted>
pPlayer:GetAi_Military():StartScriptedOperationWithTargetAndRally(sOperationType, opponentPlayerID, targetPlotID, rallyPlotID)
- add framework to handle AI operations for units
- add small offensive decision to Strategic AI: the AI may send a few units to try to capture a neutral or enemy Village close of the location of one of their Fortified village
- add "go home" decision to strategic AI, the AI may try to send back disbanding (or about to start disbanding) units to the closest Fortified Village (and get the resources that may have been collected by the unit)
- add "Create Garrison" action in "Fortified Villages". Garrisoned units can't move but do not disband.
- bug fix: the AI only weight enemy strength in their village area from their visible plots
- bug fix: do not add population from pillaged Villages on "Start Migration" action
- bug fix: try to prevent spawning of new units over a Garrisoned AI unit as GameCore will want to move the garrisoned unit to respect 1UPT, won't be able to (as it's immobile) and will then destroy it without bothering to try to move the spawned unit instead... Surely Firaxis way to tell modders that they really, really like 1UPT and would prefer us to not try to mod it.
- less spam in Lua.log, for easier debugging of the AI decisions there
If it happens again, I'd like to see the lua log from that turn.Looks like that when playing as Germany, if I have garrisoned unit in the Village, I can keep creating new melee units, but they do not appear anywhere but population goes down.
When I played as different nation (Egypt) I didn't have the problem.
disbanded units send back population/resource to the "Fortified village", not "satellite villages"Just noticed that disbanding worker unit does not increase slave population in Village (disbanded inside the village).
Also noticed that in this game as Germany I can now create melee units. Very odd and not sure what's causing it to fail in some games.
[1303296.853] [Localization] ERROR: UNIQUE constraint failed: LocalizedText.Language, LocalizedText.Tag
[1303296.853] [Localization]: While executing - 'insert into LocalizedText('Tag', 'Language', 'Text') values (?, ?, ?);'
[1303296.853] [Localization]: In XMLSerializer while inserting row into table insert into LocalizedText('Tag', 'Language', 'Text') with values (LOC_UNIT_LINE_INFANTRY_NAME, en_US, Line Infantry, ).
[1303296.853] [Localization]: In XMLSerializer while updating table LocalizedText from file ExternalText.xml.
[1303296.853] [Localization] ERROR: UNIQUE constraint failed: LocalizedText.Language, LocalizedText.Tag
[1303304.636] [Gameplay]: Validating Foreign Key Constraints...
[1303304.706] [Gameplay]: Passed Validation.
[1303315.242] [Database] ERROR: UNIQUE constraint failed: IconTextureAtlases.Name, IconTextureAtlases.IconSize
[1303315.242] [Database]: While executing - 'insert into IconTextureAtlases('Name', 'IconSize', 'IconsPerRow', 'IconsPerColumn', 'Filename') values (?, ?, ?, ?, ?);'
[1303315.242] [Database]: In XMLSerializer while inserting row into table insert into IconTextureAtlases('Name', 'IconSize', 'IconsPerRow', 'IconsPerColumn', 'Filename') with values (ICON_ATLAS_MISSING_UNITS_PORTRAITS, 256, 10, 10, MissingUnitsPortraits_256, ).
[1303315.242] [Database]: In XMLSerializer while updating table IconTextureAtlases from file C:/Users/1/Documents/My Games/Sid Meier's Civilization VI/Mods/GCOAssets-master/Data/WarfareExpanded_Icons_UnitPortraits.xml.
[1303315.242] [Database] ERROR: UNIQUE constraint failed: IconTextureAtlases.Name, IconTextureAtlases.IconSize
[1303315.321] [Database] ERROR: UNIQUE constraint failed: IconTextureAtlases.Name, IconTextureAtlases.IconSize
[1303315.322] [Database]: While executing - 'insert into IconTextureAtlases('Name', 'IconSize', 'IconsPerRow', 'IconsPerColumn', 'Filename') values (?, ?, ?, ?, ?);'
[1303315.322] [Database]: In XMLSerializer while inserting row into table insert into IconTextureAtlases('Name', 'IconSize', 'IconsPerRow', 'IconsPerColumn', 'Filename') with values (ICON_ATLAS_MISSING_UNITS, 32, 10, 5, MissingUnitsFlags_32, ).
[1303315.322] [Database]: In XMLSerializer while updating table IconTextureAtlases from file C:/Users/1/Documents/My Games/Sid Meier's Civilization VI/Mods/GCOAssets-master/Data/WarfareExpanded_Icons_Units.xml.
[1303315.322] [Database] ERROR: UNIQUE constraint failed: IconTextureAtlases.Name, IconTextureAtlases.IconSize
[1303283.511] LocalizedText - Loading Gameplay/GamePlayText_it_IT.xml
[1303283.527] Warning: Unable to load C:/Users/1/Documents/My Games/Sid Meier's Civilization VI/Mods/871861883_yet_not_another_maps_pack/Gameplay/GamePlayText_it_IT.xml
[1303283.527] Warning: LocalizedText - Failed loading XML.
[1303283.527] LocalizedText - Loading Gameplay/GamePlayText_ja_JP.xml
[1303291.956] Applying Component - YNAMP_USER_CUSTOMIZATION (UpdateDatabase)
[1303291.970] UpdateDatabase - Loading custom.sql
[1303291.971] Warning: UpdateDatabase - Error Loading SQL.
[1303291.983] UpdateDatabase - Loading custom.xml
[1303291.983] Warning: UpdateDatabase - Error Loading XML.
[1303291.984] Applying Component - GCO_DEFAULT_COMPONENT (UpdateDatabase)
[1303296.310] UpdateDatabase - Loading Data/CityNames.xml
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[1303296.626] Warning: UpdateDatabase - Error Loading SQL.
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[1303296.645] Applying Component - GCO_DEFAULT_LOC (UpdateText)
[1303296.646] Creating database save point.
[1303296.646] LocalizedText - Loading Data/CivilizationTable.sql
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[1303296.853] Error parsing C:/Users/1/Documents/My Games/Sid Meier's Civilization VI/Mods/Civ6-GCO-master/Text/ExternalText.xml
[1303296.853] Warning: LocalizedText - Failed loading XML.
[1303296.853] LocalizedText - Loading Text/CityNamesText.xml
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[1303297.547] Warning: Unable to load C:/Users/1/Documents/My Games/Sid Meier's Civilization VI/Mods/Civ6-GCO-master/customText.xml
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[1303297.547] LocalizedText - Loading Text/CivilizationsText.sql
[1303313.802] Reloading icons.
[1303315.392] Reloading colors.
[1303320.751] Successfully reconfigured game.
- bug fix : always show Settlement action screen when selecting a Caravan unit during a Migration
- bug fix : update info on the settlement action screen when moving the Caravan to another plot
- bug fix : the Caravan need a movement point to create a settlement
- bug fix : always show Diplomacy action screen when selecting a Mercenary unit
- bug fix : some issues when updating Village ownership
- bug fix : reset migration values each turn, to try to prevent possible cases where the Food Pull value was still >1 without starvation, resulting in high migration without motivation
- bug fix : prevent an error with garrisoned units when the AI tribe was iterating its units to check which ones to sent back home
- bug fix : Caravan and Worker can be captured
- balance : other players can now capture the Villages abandoned by a player on Migration
- AI : Create Ranged units if possible for small offensive operations
- AI : Calculate Ranged strength when checking for threats and try to create Ranged units if needed for defense