Git Update Log

New update:
- limited barbarian pressure in Tarim Basin if under Tibetan control
- fixed maximum number of corporation resources
- balanced espionage mission costs and success chances
- Frederick: favourite civic is Bureaucracy
- improved civic civilopedia text
- colony dynamic name only if master civilization is not also from colonial areas
- Rome is stabilized after the Byzantine spawn

I also balanced some civics based on recent feedback:
- Bureaucracy: removed production modifier for buildings in capital, removed hurrying buildings with gold
- Merchant Trade: +1 commerce from Merchant
- Central Planning: +25% production for buildings already in capital, removed building specific production modifiers
- Public Welfare: can hurry buildings with gold, removed production to commerce modifier
- Isolationism: +1 food only for Artist, Merchant, Statesman
 
New update:
- fixed using rebuild ability for buildings currently in construction
- clarified trading company requirements description
- removed world builder stored data screen
- Nature Reserve can be built on Savanna and Taiga
- Great Spies cannot infiltrate minor cities
- Russia starts with all goals failed in the 1700 AD scenario
- Buddhist holy city and shrine is in Pataliputra in the 600 AD scenario
- corrected misplaced mine in the Netherlands in the 1700 AD scenario
 
New update:
- fixed civ switching so that the switch always occurs before the first turn of the new civilization
- renamed Lanternas to Lanterna

Warning: this update breaks savegame compatibility. Avoid updating before you have finished your ongoing games. You can always return to the state before this update by using the before/switch tag.
 
New update:
- settled great people can generate more than +1 food
- made Philip more willing to open borders
 
New update:
- adjusted inflation start date
 
New update: balanced Arabian upkeep modifiers
 
New update:
- Mon barbarians spawn as Pendekars
- fixed Individualism effect
- corrected Millet civilopedia text
- Great Wall obsoletes with Combined Arms
 
New update:
- corrected city names to match course of the Nile
- added city names for previously unnamed tiles
- corrected city name map to match desired city locations
- moved Dravidian spawn 1W
- moved Mande spawn 1E
- moved Arabian spawn 1E
- fixed UHV tooltip to not display duplicate UHV area names
- fixed a bug that caused cities to work fewer tiles than they have population at scenario start
- fixed duplicate, invalid, and missing city names
 
New update:
- corrected the happiness from Oasis tooltip
- fixed a bug that caused civilizations to spawn a turn earlier if you decline the switch
- when a civilization spawns, the population and buildings of the capital are adjusted immediately
- civilizations cannot respawn before their initial birth
- fixed a Python error during autoplay
- improved Chinese stability
- reverted a previous change that introduced an earlier inflation start date
 
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New update:
- prevented excessive city assignments after collapse due to war claims
- fixed excessive great people rate due to the Shwedagon Paya effect (will not fix ongoing games)
- fixed a bug that caused minor cities to receive units with the wrong owner
- fixed fragmentation of independents
- added native units to the Toltec conqueror spawn
- ensured that bombards are preferred over ballistas as siege units
- AI only pillages roads to disconnect resources (or if barbarian)
- AI does not pillage improvements that provide access to tiles with features
- fixed Hittite tribute goal to also trigger on surrender
- removed Nubian spawn condition
- changed second Egyptian UHV goal deadline from BY to IN
- Malays start with Deification in the 3000 BC scenario
- Prambanan requires Islands in city radius
- consistently displayed modified culture rate in the main interface
 
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New update:
- Moorish UP: reduced to +1 food from Orchard
- rebalanced modifiers: China, Greece, Kushans, Mongols
- reduced great people base discover rate
- removed 600 AD Byzantine starting technologies
- Manufactory requires Printing
- increased number of cities upkeep
- reduced civic upkeep
- strengthened Spanish conquerors
- Spain starts with Fortification instead of Guilds
- extended Mongols birth area includes the Volga delta
- Mongols start with additional exploring units
- Mughals start with additional missionaries
- Russia starts with siege units
- weakened defenders in Kazan
- added 10 turns to the medieval era
- restored the Spanish core expansion

- Vassalage: removed unit food production, removed extra vassal trade yield, added free unit upkeep, added +1 production from Orchard
- Theocracy: removed missionaries do not require monasteries, reduced to +1 production from state religion buildings
- Manorialism: increased worker speed modifier to +50%
- Totalitarianism: removed free unit upkeep, added +2 production from Citizen
- Regulated Trade: requires Companies
- Syncretism: missionaries do not require monasteries

- reduced costs of late medieval and early Renaissance technologies
- European tech preferences are less military focused
- reduced Japanese and Korean preferences for South East Asian wonders
- improved civic AI evaluation for various effects
- China is more inclined to build workers
- adjusted Spanish tech preference towards Trebuchets
- reduced AI evaluation of city danger at peace when enemy cities are two tiles away
- Spain is less inclined towards wars with other civilizations while there are still Moors in Iberia
- Moors are less inclined to build units
- strongly increased the inclination of colonial civilizations to build their first caravel
- prevented AI France from building early settlers
- East Asian barbarians are more focused on targeting East Asian cities
- holy cities are no longer considered when choosing the preferred state religion

- rebalanced and added barbarians near China
- reduced Magyar and Pecheneg barbarians

- removed Gold in Macedonia

- added tooling to break observer mode
- fixed a stability bug during observer mode
- fixed a bug that prevented AIs from declaring war on independents to conquer their cities
- fixed a bug that prevented Mongol conquerors from triggering
 
New update:
- fixed a bug that allowed resurrected civilizations to receive trading company conquerors
- Native unit spawns no longer receive pillage AI
- Republic: -1 food from Slave Plantation
- fixed a bug in the calculation of civics/religion stability
- fixed a bug that allowed Prussia to have another flip in the 1700 AD scenario
- fixed a bug that triggered an early plague for new world civilizations after "contacting" the independents
- Krak des Chevaliers effect only affects land units
- adjusted unit selection for spawned independent cities to avoid excessively advanced defenders
- adjusted Chinese barbarian spawns
- prevented AI from building Javanese victory wonders while they are still in autoplay
 
New update:
- fixed a bug that prevented native cities after the collapse of pre Columbian civilizations
- ensured that barbarian UNITAI_PILLAGE transitions to UNITAI_ATTACK to make use of barbarian specific AI
- fixed Nogai adjective
 
New update:
- fixed project Python constants
- fixed scenario starting civics
- fixed a bug that can cause players to move twice in the same turn
 
New update:
- fixed region specific unit art for barbarian and independent units
- barbarian units target cities near their home region more
- Pagan Toltec goal: build Pyramid of the Sun, Temple of Kukulcan, and Floating Gardens in your capital
- more consistent UP descriptions
- fixed some broken victory tests
- additional Iranian UU: Zamburak (Camel Gunner): +1 strength, causes collateral damage

Warning: this update breaks savegame compatibility
 
New update:
- improved implementation of formatting victory goal descriptions
- improved wording of certain victory goals
- corrected and adding some victory titles
 
New update:
- adjusted Zamburak art
- Iran starts with Zamburak in 1700 AD
- added second Celtic UU: Gallowglass (Heavy Swordsman): -1 strength, does not require copper or iron, +50% attack on flatlands, hills, and forests
- added second Celtic LH: Brian Boru
- added second Vietnamese UU: Viet Cong (Infantry): +2 first strikes, starts with Guerilla and Woodsman
- added second Vietnamese LH: Ho Chi Minh
- renamed Mughal Mausoleum to Durbar
- Phnom Penh starts with additional defenders in 1700 AD
 
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New update:
- third American UHV goal: clarified allies requirement
- combined second and third Persian UHV goal into a new second goal
- new third Persian UHV goal: build two Zoroastrian Royal Fires and have eight cities with Refined culture by 600 AD
 
New update:
- Caravel and Carrack also require Gunpowder
- added Capes in the Pacific Coast of Central America
- added Ice near Cape Hoorn
- conquistadors spawn closer to their target's core
- conquistadors focus more on targeting native cities after their target's collapse
- adjusted unit composition of conquistador armies
- improved AI routines for UNITAI_EXPLORE_SEA to explore coasts more thoroughly and attempt circumnavigation and finding new continents
- UNITAI_ATTACK_CITY units no longer get stuck in a city by trying and failing to find units to defend it
- improved AI threat evaluation from enemy units to account for the fact that they need to defend their own cities
- upgraded Caravels use UNITAI_EXPLORE_SEA
- moved Spanish starting location 1N
- helped Spain get its initial Caravel
- weakened Spanish conquerors against the Moors
- adjusted Spanish and Portuguese technology preferences
- Inca deprioritize building ships
- free AI colonist spawns only occur after an Amerindian civilization has been contacted
- selected settler location for peaceful trading company spawns are prioritized by settler map value
- updated the changelog
 
New update:
- updated credits
- you cannot demand to found a city in your own territory during a congress
- aligned requirements for slave trade and use
- Viet Cong can enter Jungle and Rainforest
- fixed button and displayed model for Zamburak
- Natives cannot receive techs that are not yet discovered by Amerindian civilizations
- removed recently added additional ice near Cape Hoorn again
- further improved sea exploration AI
- removed stability penalty between Manorialism and Merchant Trade
- corrected Conditional Spawns civilopedia section to reflect changed conditions for Aztecs and Thailand
- removed leftover fishing boats in the 1700 AD scenario
- replaced Portuguese Lagos with Portuguese Sao Tome and Native Edo in the 1700 AD scenario
 
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