Git Update Log

New update:
- fixed display of second Holy Roman UHV goal
- clear Danish culture outside of Jutland at the Holy Roman spawn
- fixed a bug that prevented civilisations with only one threatened city remaining from surrendering
- allowed a master to cancel vassal agreements, in case the vassal meets the conditions for becoming independent
- fixed a bug that prevented a transport ship to spawn next to your trading company conquerors
- corrected a grammatical error in the first Portuguese UHV goal description
- fixed a bug that made settlers/conquerors of the American west spawn on invalid tiles (peaks, water)
- made sure Lighthouse, Wharf, Customs House, Container Terminal (and by extension, Trafalgar Square) cannot be built at the Caspian Sea
- fixed a bug that expired the first UHV goal of any player acquiring a Japanese city
- modern (respawned) Greece cannot be named Greek City States
- population yet to be lost by recently conquered cities is not taken into account for expansion stability
- added a default dynamic name for Uzbekistan
- fixed spelling for Nobel Prize effect notification
- added more Polynesian Great Statesman names
- other civilisations are a lot less likely to agree when European civs demand to reclaim a former American colony from a postcolonial civilisation (and they make those claims more rarely accordingly)
- William III has not as much of a negative opinion because of different religions
- the game considers Moors Middle Eastern instead of European now (affects a variety of game rules and victory goals)
- National Monument requires Nationalism
- Bandeirante can capture slaves regardless of civics, as long as you can use slaves
- added a Chinese vassal name for Byzantium
- AI will never initiate diplomacy at the first turn of a scenario
- switch state religion and switch civic espionage mission have a higher base cost and also scale with the number of cities of the target civilisation (number of cities without the state religion for switching religions)
- core/periphery population score (for expansion stability) are displayed in the main interface, the city screen, and the domestic advisor
- vassal freedom thresholds are coloured red in the diplomacy tooltip if exceeded
- Pistolier: now requires Combined Arms, -1 strength, -10% retreat chance, +5% open terrain strength
- Vikings start with fewer technologies
- slightly decreased the Viking tech modifier
- Huscarls now require Steel
- made Alp Arslan more hostile towards different religions
- removed the conditional spawn condition for Italy
- new Hwacha art
- new Galleass art
- new Kobukson art
- new Lanternas art

Stability mechanics:
- declarations of war triggered by defensive pacts do not cause negative relation modifiers
- AI is further discouraged from adopting civics with negative stability (because of era or state religion or known technology)
- after discovering Statecraft, you receive positive domestic stability when not running Authority, Citzenship, or Vassalage
- after discovering Nationalism, you receive positive domestic stability when running Nationalism or Multilateralism
- if you have no overexpansion at all, you suffer anarchy and unrest instead of collapse

New unit art (and some old art for size comparison):
Spoiler :
Civ4ScreenShot0228.JPG
 
Last edited:
New update: fixed two Python errors in the stability code.
 
New update: corrected and tightened conditions for domestic crisis

There was an error that made getting a domestic crisis instead of a collapse possible where it wasn't intended, and in general it was a little too forgiving towards civs that are supposed to collapse but do not necessarily overexpand. You should see more collapses now while still allowing for some domestic crises to save a civ from collapse when it's not overexpanded.
 
New update:
- corrected the Sejmik strategy text
- added Rum as name for Byzantium as a Turkic vassal
- fixed the years displayed along the x axis of the statistics screen
- applied size limits for bodies of water to all wonders to be consistent with buildings
- increased upgrade costs for workers and siege units
- added a rename for Athens to the Greek language (was previously unable to restore the Greek name)
- fixed the Sagrada Familia effect
- added the Sagrada Familia effect to the process tooltip
- added renames between Tanais, Azak, and Azov
- fixed a typo in a congress introduction text
- vassals of the same master cannot claim cities from each other during congresses
- increased the production cost of most late game buildings
- increased the production cost of some projects
- accounted for more lategame buildings for corporation spread
- made it harder for most instances of a corporation to be present in the same civilisation
 
New update:
- fixed a companies Python error
- prevented Turks from founding cities in the desert east of the Caspian
 
New update:
- added a Spanish name for Frankfurt
- fixed a bug in the immigration code
- fixed a bug in the stability code that prevented any expansion stability penalties

The latter bug is likely responsible for long term stable Mongolia and similar recent observations.
 
New update: adjusted Russian modifiers and starting situation to improve their performance and tech speed
 
New update:
- fixed a division by zero error
- units are safely deleted during a city flip
- fixed a congress error
- fixed updating modifiers and maps after a civ is reborn

Surprised that it took so long until the last one got reported. Turned out I meant to do this during the rewrite and forgot, so it was never fully implemented. It works now.
 
New update:
- fixed a Companies Python error
- increased National Monument cost
 
New update:
- fixed a C++ error caused by completeCityFlip
- turns at peace, war, etc. counters only increment while you can currently contact the civ (this impacts things like "turns at peace" trade modifiers and makes sure they do not start maxed out when you meet the civilisation)
- when naval units retreat, an appropriate sound is played (as opposed to the marching sounds played for land units)
- added a reminder when tribute (any one-sided deal) can be canceled
- in the diplomacy window, the tooltip for controlled resources shows how much health/happiness one resource currently effectively provides to your cities, and the tooltip for available resources of the other civilisation shows how much health/happiness gaining one resources would currently effectively provide to your cities. Cities that already are happy/healthy are not counted in this value.
- AI now only accounts for building effects in its resource evaluation for cities where the building has already been built (previously, the potential future gain had been partially accounted for)
- reduced AI value for each happiness/health provided by a resource
- improved Japan's tech, building and great people modifiers
- when a congress claim is refused, civs that approved the claim take their relationship with you into account when deciding whether to declare war
- fixed a bug that made declarations of war after a congress more instead of less likely when you have defensive pacts
- reduced the probability of all civilisations declaring war after a congress
- other civs are less likely to approve congress claims on recently lost cities
 
New update:
- reduced maximum latitude for Solar Plants to 40 degrees
- Fiber Network helps with Computer Industry spread
- Airport requires Oil
- fixed claims on cities after a collapse based on war targets: previously you could only get cities on another continent or far away from your cities, when the intent was to only get cities close to your own cities on the same continent
- fixed a bug where congresses did not continue after loading an autosave
- less of a claim on cities in congress for ever owning a city if the city was owned very long ago
- war targets still provide a minimal claim on cities even during outside of a post war congress
- fixed a congress bug where you could only claim to found on plots where you are not able to found a city
- cities from recently spawned civilisations cannot be claimed in congress, as intended
- you can claim to found a city during congress on at most one plot with the same name
- in the city tooltip, the remaining turns to the next culture level are not displayed if the culture level is already legendary
 
New update:
- AI refuses to trade away strategic resources for free
- congress city flips do not flip units but relocate them to core
- fixed calculation of foreign stability from attitude
- fixed belligerent selection after refusing a congress demand
- fixed a C++ error when deleting units
 
New update:
- increased tech diffusion from major civs to barbarians and independents
- made AIs more resistant against resurrection city flips
- fixed a bug in identifying other civilisations in the same tech group when a civilisation is resurrected, leading to subpar techs on resurrection
 
New update: made sure that the Congolese spawn does not fail because of the presence of Rainforest or Marsh
 
New update:
- fixed the third Jewish URV goal
- reduced the Polish core area to exclude Lithuania
- corrected the Reformation concept civilopedia entry
- fixed Protestant holy city selection
- added civilopedia concept entry for pagan religions
- fixed a bug that occurred when collecting cities during resurrection
- fixed notifications about cancelable tribute
- corrected civilopedia references to Astronomy to Exploration
- cleaned up civics utils in stability code
- fixed the third Thai UHV goal
 
New update:
- Tambo requires Law
- new third Inca UHV goal: control 90% of the population in South America in 1775 AD
- Inca core expands after reaching the Renaissance if never vassalised
 
New update:
- Inca UP remains effective even in the late Inca period (Renaissance onwards)
- Great Work tooltip displays actual amount of culture provided to the city (in case it is affected by culture conversion)
- fixed an error with the Silver Tree Fountain effect
 
New update:
- added Mexican Empire name
- fixed decay of temporary culture conversion
- culture conversion is reset on tile flip
- fixed a bug that prevented receiving free buildings in landlocked cities
- correct techs required to trigger trading company conquerors in civilopedia
 
New update: merged the new victory code branch.

This breaks savegame compatibility, so update carefully. You can always remain on the "before-victory" tag if you want to avoid the changes for now.
 
New update:
- simplified autoplay: removed unneeded code, removed catapult and unnecessary starting units, moved control to Python, better event handling integration
- fixed dawn of man screen: now always displayed during autoplay
- the current date is always displayed when autoplay is active
- an initial autosave is created when autoplay ends, not when the scenario starts
- added Observer Mode: press Ctrl + A to put the game into autoplay until a selected year, if your civilisation is still alive you will resume control afterwards (can be combined with Ctrl + Z to watch the game play itself)
- added Civilization Switch dialogue: press Ctrl + C and select another currently alive civilisation to play (this is a cheat/debug tool)
- fixed a bug where inactive victory goals would produce errors by trying to respond to game events
- removed logging and other debug code
 
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