Git Update Log

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New update: second Spanish UHV goal includes resources controlled by vassals
 
New update:
- added Japanese names for Bangkok and Palembang
- changed message when the AI refuses to accept technologies in trade
- fixed issue with base buildings in the building goal progress display
- fixed incorrect separatism score for cities during unrest
 
New update:
- AI rejects offers that have zero value and refuses to make a counter offer
- Iran cannot respawn with Persia still alive, Mexico cannot respawn with Aztecs still alive
 
New update:
- goal titles are only shown if they are actually defined
- goal tile tooltip text is capitalized
 
New update:
- fixed Moorish conquer cities goal
- removed "DoC Maps" and "Stored Data" buttons in world builder
- correctly updated yields from the Incan UP on period change
 
New update:
- fixed a bug that can lead to peace with barbarians
- fixed third Mugyo URV goal
- fixed third Pesedjet URV goal
 
New update:
- culture can cover islands in the third ring of a city
- Turkish name for Dobruja: Dobruca
- Chinese name for Pagan: Pugan
- more dynamic name for Phoenician cities
- Mughal Empire dynamic name requires Firearms
- added civilopedia concepts entry explaining the city conquest rules
- Meritocracy is incompatible with Caste System
 
New update:
- changed Mughal vassal name from Kewab to Subah
- added Byzantine dynamic city names
 
New update:
- added 1.17 changelog
- updated complete list of features
- updated loading screen hints
 
New update:
- opened conditions to free occupied slots
- revealed owner of tiles is reset when a civilization collapses or is assigned to a slot
- fixed canEverRespawn
- corrected conditions for outdated civilizations

In combination these commits address some issues with certain civilizations not spawning. As you know, there is a limited number of available slots and it's possible that all of them are occupied when a new civilization is about to spawn. The most critical period of the game for this is around 1000-1200 where a lot of civilizations spawn within short sequence of each other while older civilizations are potentially still alive. Normally, what was supposed to happen is that in such a situation the game makes a collapsing or outdated civilization collapse to make room for a new one.

There were several issues with this. The most important aspect where the displayed owner of a tile that had been revealed in the past but it not currently under vision. I had originally prevented the slots of any such players from being reused because it would change the colour of these formerly revealed territories. This "wasted" a lot of otherwise usable slots already. Furthermore, when a civilization is collapsed to make room for a new one, their former territory is likely to have been within their vision so their colour is still on the map, and the slot could not be reused.

To solve this, instead I made the revealed culture of collapsed civilizations reset to Independents. This opened more slots to be assigned and made the process of opening more slots if needed function as intended.

I also made the rules about which civs can be collapsed to open a slot a bit more permissible. In the process, I also fixed two bugs. The condition for whether a civilization can ever respawn was flipped, and some civilizations where considered outdated when they weren't actually. Both of these conditions figured into whether a civilization was eligible to be collapsed to open a slot.

All of these changes taken together should make it a lot less likely that a civilization cannot be spawned because of a lack of slots.
 
New update:
- fixed great person discovery predictions in the tech tree advisor
- added more tech flavours
- fixed collapse when no independent civilizations are alive
- Chinese cities in the 600 AD scenario start with Taixue instead of Library
- fixed expiration of goals that require a specific number of subgoals (e.g. first Polynesian goal)
- fixed civilizations being able to spawn despite their spawn conditions
 
New update:
- Golden Record takes the global space production modifier into account
- Controlled resources goal correctly takes traded resources into account
- Fixed a bug that allowed Theodosian Walls to be destroyed when sacking a city
- Fixed scripted creation of starting units for civilizations that start from autoplay
 
Last edited:
New update:
- fixed handling of non ASCII characters in birth announcements
- converting to Protestantism starts with the tech goal failed if it is unwinnable
- collapse to core also force releases all vassals
- corrected the Colombian UHV area
- fixed the Colombian stability map
- added more dynamic city names
- added Asturias dynamic name for Spain
- fixed relocation of minor units before birth
- flipped cities start with minimal population that is equal to that of founded cities
 
Merged a pull request by Steb: improved great people names.
 
New update:
- fixed Burj Khalifa building requirement
- fixed collapse to core
- fixed spelling of Kaap Hoorn
 
New update: fixed a bug that made starting city culture in scenarios not scale with game speed
 
New update:
- Sher Shah Suri is a great general
- vassals of Islamic Egypt use Emirate title
- corrected Persian name of Jerusalem
 
New update:
- fixed a bug that allowed some AI players to take an additional turn after a civilization has respawned
- fixed a bug that ignored respawn conditions that required a certain civilizations to be dead (i.e. Mexico cannot respawn while the Aztecs are alive)
 
New update:
- added dynamic city name changes
- Polish vassal title is Voivodeship
 
New update: display espionage rate change buttons when espionage rate becomes flexible after establishing contact
 
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