Git Update Log

New update:
- removed obsolete XML tag to enable AI UHVs
- improved selection of defenders from a stack
- limited UNITAI_ATTACK units from going off to explore
- prevented opportunistic attacks on independent cities outside of the player's war map
 
New update:
- improved AI evaluation of civic trade route effects
- Redistribution: changed to high upkeep, -50% trade yield

Note: this update breaks savegame compatibility.
 
New update:
- adjusted rivers in Siberia
- added semidesert in Dzungaria
- adjusted terrain in the American North Pacific
- improved Cyrenaica
- corrected region boundary between Maghreb and Egypt
- added Baltics and Swahili Coast to Protestant regions
- added Russia and Volga regions
 
New update:
- updated Dutch and Portuguese settler and war maps
- updated Holy Roman war map
- adjusted the American core
- adjusted North American resource locations
- added Celtic historical area in Nova Scotia and Newfoundland
- fixed Cyrenaica clams in 600 AD and 1700 AD scenario
 
New update:
- fixed 1700 AD scenario inconsistencies
- fixed crash caused by Mongols receiving conquerors immediately on spawn
- fixed a bug causing excessive refusal to talk after the initial city flip
- fixed incorrect Empire State Building and Oriental Pearl Tower yields after its city shrinks
- fixed Toltec conquistador spawn
- fixed a bug that caused cities to retain certain wonder effects after changing owner
- added a sound effect when a new resource appears
- Forts can be built on Steppe
- allowed deselecting the current civic to revert to the base civic
- fixed double road movement icon for Engineering in the tech tree
- corrected reformation preferences for new civilizations
- fixed Celtic and Insular Celtic settler maps
- improved spawn locations for free AI colonists
- corrected Mongol AI flip zone
 
New update:
- fixed Canadian UHV area
- fixed sorting of displayed cities for city culture level count goal
- fixed spawn location of Edo (Benin)
- adjusted initial cultural control in the 1700 AD scenario
- no slave trade notification if unable to buy slaves
- Great Statesman is invisible and starts with Commando
 
Also: I discussed a nuke AI change earlier that did not make it into this log because its content got squashed into another commit, but it's included in the previous update.
 
New update:
- adjusted Harappan core and settler map
- India starts with an additional settler
- added Indo-Aryan barbarians
- adjusted Harappan modifiers
- the current date is always displayed when in debug mode
- fixed a bug that caused a neverending expansion period
- corrected AI civic selection
 
New update:
- adjusted Japanese modifiers
- removed double production for Himeji Castle with copper
- adjusted city growth rate
- swapped first and second Swedish UHV goal
- exponential increase of tech costs starting from the Renaissance
- adjusted French modifiers
- adjusted Norse settler map
- adjusted Norse modifiers
- exclude African lakes and coast of Madagascar from third Phoenician UHV goal
- added a cape in Somalia
- changed second Phoenician UHV goal to IN
- Phoenician UP no longer halves hurry costs
- improved settler training AI
- improved settler unit AI
- adjusted American settler map
- fixed crusade event help text
- cows spawn in Arizona
- opened up terrain for paths to the American west coast
- disabled some North American natives
 
New update:
- resource spawns in Gaul are only triggered on city conquest
- gifted cities start with extra defenders
- alt+U shows all military units
- removed redundant code
- fixed a bug that caused cities to skip the first turn after spawn
- adjusted American and Mexican settler maps
- fixed minor Python issues
- immigration no longer spreads religions
- fixed minor DLL issues
- fixed East Asian continent boundaries
- fixed Python error during Mongol autoplay
 
New update:
- adjusted Arabian core, settler and war maps
- improved expansion effect to help targeting independent cities
- Arabia starts with sea units
- adjusted Arabian modifiers
- added Carthago to the 600 AD scenario
- removed Clam near Mecca
- English core expands in later eras
- extended AI English birth area only applies to independent cities
 
New update:
- Indian Varu replaces War Elephant
- swapped favourite civics of Asoka and Chandragupta
- adjusted Chinese and Persian modifiers
- fixed a Python error at the start of the 3000 BC scenario
- added a research cost modifier based on tech divergence
- fixed a crash
- human England does not flip Scotland
- fixed selection of expansion targets
- discouraged Spain from building Notre Dame and Old Synagogue
 
New update: reduced late game technology costs
 
New update:
- prevented American AI from disbanding Pioneers
- prevented France and Spain from settling the Americas after colonial independence
- adjusted American settler map
- tech divergence modifier only applies after meeting a third of the civilizations in the world
- improved sea transport AI to be better able to handle American Pioneers
 
New update:
- Madeireiro also generates production when removing Savanna
- Tai barbarians spawn as Patiyodhas
- added Lao barbarians
- weakened Bulgarian barbarians
- reduced threshold for tech divergence effect to contact with a fifth of all civilizations in the game
- Qanat also adds +1 food with Olives
- second Ethiopian UHV goal: requires Orthodox state religion and pleased relations with 8 Christian civilizations
- added Nubian wonder preferences
- improved Argentinian starting situation
- Argentinian Grenadier Cavalry also starts with the City Raider I promotion
- added Fish near Montevideo
- adjusted Russian settler map
- second Malayan UHV goal: reduced required happiness resources to 12
- added more pirates to the Strait of Malacca
 
New update:
- reduced impact of tech spread modifier
- adjusted Ottoman core and settler map
- improved nuke targeting AI
- Ottomans start with Syncretism
- no state religion spread effect no longer leads to automatic removal of non-state religions
- ensured that Arabian sea units spawn in the Mediterranean
- added Coal on Vancouver Island
- city capture gold scales with game speed
 
New update:
- improved tech trade AI
- added Horse spawn in Alberta
 
New update:
- missionaries no longer require monasteries after monasteries are obsolete
- Estate, Courthouse, Factory, and Railway Station are never granted as free buildings
- Republic: +1 Artist, Merchant, Scientist, Statesman slot
- Citizenship: no double production for Market, double production for Arena
- Merchant Trade: no happiness from Oasis, double production for Market and Lighthouse
- Central Planning: no additional production for buildings already in capital, no extra specialst production, double production for Factory, Coal Plant, Hydro Plant, Electrical Grid, +1 food from Engineer and Scientist
- Deification: +1 priest slot
- Secularism: +1 happiness from University, Observatory, Laboratory
- Thalassocracy: no double production for Lighthouse, double production for Drydock
- Isolationism: no extra specialist food, +1 production per specialist
- Nationhood: +25% production for buildings already in capital
- adjusted religion spread with Secularism
- The Kremlin: extra movement only takes effect the following turn
- Gardens by the Bay: only +1 happiness per building that provides health
- Eiffel Tower: reduces great people required for golden ages by 1
 
New update:
- improved conditions for city flips based on war success
- adjusted AI evaluation of Thalassocracy
 
New update:
- improved AI for settler transports
- adjusted Swahili settler map
- adjusted Javanese starting units
- fixed AI determining overseas settler sites
- improved debug display of AI settler sites
- fixed a bug that revealed overseas territory to AI civilizations and disrupting their settler AI
 
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