Git Update Log

New update: fixed immigration Python error.
 
New update:
- fixed barbarian war plans and associated unit AI
- added checks to Brazilian UHV goals every time an improvement is built
 
New update:
- fixed assignment of free AI techs to not occur before the switch
- made AI less inclined to convert to religions because of ahistorical cities
- pagan civs have a base reluctance to adopt a religion based on their population without a religion
- regardless of owner, only populations of old world cities can emigrate and only populations of new world cities can immigrate
- fixed release civilizations UN resolution popup text
- prevented cities with wonders from being razed on collapse
- ensured that minor civilizations always occupy the last slots in the turn order to prevent native double moves
 
New update:
- corrected Cement civilopedia description
- fixed Charlemagne diplomacy text
- fixed the Atomium effect
- fixed a bug that allowed air unit stationing in civilizations that are vassals, even if there is no defensive pact with their master
- disabled removing items during advanced start
- less religion disappearance when running Secularism
- Mobility promotion does not affect the Great Wall effect
 
New update:
- foreign forts are accessible to naval units with open borders
- immigration timer scales more linearly with game speed
- fixed city population impact on emigration selection
 
New update:
- disabled capital flip on stable during resurrections
- changed last Viking victory leader to Dómaldi
 
New update:
- tile yields are updated after changing unimproved tile yield modifier
- corrected display of required/excess health/happiness resources in the city screen
- fixed display of stability effects in city culture bar tooltip
- fixed a bug that prevented granting cities to vassals
- asking the AI for resource gifts is less abusable
 
New update:
- fixed early Celtic spawn
- enabled commit versioning again
- cleaned up changelog
 
New update:
- fixed region map and Portuguese UHV area tooltip
- Insular Celt period triggered when losing all cities in France
- fixed victory tests
- Hittite production goal accounts for production from chopped features
 
New update:
- fixed Swedish resurrection probability
- fixed Hittite UHV
- fixed 600 AD scenario starting units and periods
 
Last edited:
New update: fixed saving and loading
 
New update:
- added Malay resurrection probability
- fixed AI specialist value calculation
- fixed Norse settler and war maps
- fixed incorrect AI assignment of worked city tiles
 
New update:
- fixed religion conversion AI
- fixed scripted Celtic collapse
 
New update:
- defined Burmese respawn probability
- improved specialist selection AI
- fixed Norse starting civics
- redirected Sea Peoples and reduced barbarian pressure on Greece
- fixed Fishing Boats on Arctic Coast
- correct Cocoa graphics with Plantations
 
New update:
- fixed starting civics
- added civic strategy texts
 
New update:
- fixed stability overlay button
- fixed Ontario region constant
- removed Barcelona from Moorish birth area
- added medieval Central Asian barbarians
 
New update:
- fixed improvement upgrade time display (including the Individualism effect)
- allowed building improvements on riverside steppe with feature
- changed Manorialism effect: +25% improvement construction speed, +1 production from Pasture, +1 commerce from Farm, Paddy Field
- changed Caste System effect: +2 health in all cities, +1 food from Plantation, double production for Weaver, Jeweller, Grocer, Pharmacy
 
New update:
- connected Mecca to the Middle East
- road spawns along the Silk Route
- allowed Pasture to be built on Rainforest
- Toltec and Aztec conquerors are mutually exclusive
- improved Great Schism event to prevent it from triggering too early
- improved selection of trading company conqueror targets
 
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