Git Update Log

New update:
- adjust marsh location in South China
- fixed Catholicism spread in Congo
- adjusted American resources and city names
- adjusted Arabian modifiers
- reduced Theocracy + Fanaticism stability
 
New update:
- reduced Italian starting techs
- fixed Danibaan city name
 
New update:
- adjusted starting techs of lategame civilizations
- reduced tech costs from the Renaissance onwards
- added Nubian victory titles
- corrected Mande victory titles
- new Mande leader: Dinga
- increased Roman maintenance modifier
- first Dravidian UHV goal: increased amount of culture required
- second Dravidian UHV goal: included Burma in required territory
- Dravidian Gopuram requires Commune
- increased gold cost of hurried units
- completing two victory goals no longer causes a diplo relations penalty
- third Ethiopian UHV goal: liberate 12 cities in Africa from non-African civilizations
 
New update:
- Merchant Trade: removed +1 commerce from merchant
- adjusted baseline for tech divergence modifier
- reverted Portuguese starting tech change
- reduced Portuguese inclination to build Santa Maria del Fiore
- improved defenses of Buda
- adjusted favourite civics of Portuguese leaders
- adjusted Polish war map
- reduced Javanese core
- reduced Mughal core
- added Swedish starting techs
- adjusted Mughal tech preferences
- added Vienna spawn shortly before the Holy Roman birth
- adjusted Javanese, Mughal, and Swedish modifiers
 
New update:
- adjusted Mughal settler map
- adjusted Swedish advanced start points
- adjusted Aztec and Congolese starting units
- adjusted Polish modifiers
- reduced Swahili willingness to vassalize
 
New update:
- improved Rus settler map
- added Deer near Novgorod
- fixed a bug that caused additional units to be generated twice
- improved selection of city sites
- Saint Sophia's Cathedral: reduced cost, requires Guilds and Deer, grants free Skirmish promotion to Melee, Light Cavalry, and Heavy Cavalry units
- Gur-e-Amir: requires Compass
 
New update:
- adjusted Ottoman war map
- conqueror units cannot be upgraded, require no upkeep, and are disbanded on peace
- reduced Arabian core
- Nubian core and historical area shrink in the medieval era
- reduced Italian starting units
- adjusted Italian modifiers
- fixed a bug that caused AI civs to start with limited vision
- disabled some positive stability factors for civilizations past their spawn date
- reduced stability from some civic combinations
- increased instability from non-state religions with Fanaticism
- positive Theocracy stability requires a minimum state religion presence
- AI targets expansion area more aggressively, even while at war
- corrected Indian settler map
- expanded Ottoman historical area
- adjusted Persian war map
- reduced Mongol respawn area
- Phoenician city names fall back to Babylonian
- improved Persian starting resources, techs, and units
- adjusted Greek tech preferences
- Hittite cities and improvements decay on collapse
- fixed Persian dynamic names
- Tushpa starts at size 2
- adjusted Greek and Persian modifiers
- AI of expansion units changed to UNITAI_ATTACK_CITY
- Granary: +1 health
- Tannery: reduced cost
- added Dates in central Persia
- fixed 1700 AD scenario Congolese starting civics
- corrected Complete List of Features
- fixed silk route road spawn location
- fixed displayed owner of territory formerly owned by a collapsed civilization after its slot is reassigned
 
New update:
- fixed a crash
- fixed Merchant Trade and Thalassocracy stability
 
New update:
- fixed repeated setup of victory goals on reload
- added Reconnaissance promotion: can heal after moving, -1 terrain movement cost
- recon units have access to Disengage promotions (note that Disengage I enables Sentry)
- Reconnaissance promotion enables access to Morale
- Scout: can attack, starts with Reconnaissance and Disengage I
- Explorer: can attack, starts with Reconnaissance and Disengage I, extra forest, jungle, rainforest, taiga, and hills attack
- Bandeirante: increased cost, also starts with Disengage I, extra forest, jungle, rainforest, taiga, and hills attack
- Tannery: +2 experience for recon units
- recon units can enter independent territory
- aligned Norse starts between the 3000 BC and 600 AD scenarios
 
New update:
- first Norse UHV goal: control the core of two European civilizations
- third Norse UHV goal: end date changed to 1250 AD
- delayed Catholicism spread to Scandinavia
- reduced Roman inclination to settle Africa
- moved Algerian Olives to be out of reach of Morocco
- Citizenship: removed double Arena production, added double Bath production
- Totalitarianism: +1 production from Town
- Nationhood: removed +1 production from Town
- Nubia spawns in 2200 AD
- first Nubian UHV goal: requires 400 gold and 300 culture
- changed Medjay to +25% flatland attack and +2 first strikes
 
New update:
- adjusted late Nubian settler map
- fixed Byzantine name of Split
- adjusted Lorenzo AI
- adjusted position of Kiritimati and Marquesas
- adjusted Polynesian modifiers
- Moai Statues also require Construction
- increased Waka cost
- Polynesian UP: removed reduced culture cost for Ocean tiles
 
New update:
- third Rus UHV goal: have six Camp and three Quarry improvements and 20 trade routes by 1450 AD
- adjusted resources in Russia
- Rus Volok: removed +1 merchant slot, added +2 trade routes
- fixed war and settler maps
- Cook Islands route is required to reach New Zealand
- improved Polynesian city names in the Society Islands
- fixed Krak des Chevaliers effect and improved notifications
- corrected Scout and Explorer civilopedia sections
 
New update:
- set up resurrected civilizations for more stability
- war stability is less sensitive to early results or multiple wars
- excluded resurrections from decline stability effects
- Islam can only be founded in Arabia
- corrected Dutch settler map in Suriname
- added Dutch city name in the Caribbean
- fixed selection of fallback languages for city names in the Americas
- fixed tile tooltip city name to match founded city name
 
New update:
- additional Nubian flood plains disappear in 1200 AD
- improved Latin city names
- Egypt can respawn during the Ptolemaic period
- added Pashtun and Sikh barbarians
- temporary unhappiness adds to expansion instability
- ensured that immigration targets have sufficient food
- Native cities change to Independents after sufficient civilizations have discovered Nationalism
- Native slot can be freed for other civilizations if there are no Native cities and units anymore
- fixed implementation of Blue Mosque effect
- new Westminster Palace effect: +1 gold per colony
- changed Statue of Zeus: now requires Literature
- changed Aqua Appia: now requires Cement, +1 food per culture level
- added The Pantheon: requires Engineering and Pagan Religion, +1 gold per Pagan Temple, extra gold when a Pagan Temple is removed, no anarchy when converting from pagan to a major religion
- improved display of actual effects for wonders with custom effects
 
New update:
- improved selection of city targets for expansion units
- no automatic peace between AI and independents if their cities are among expansion targets
- fixed an error caused by the Aqua Appia effect
 
New update:
- added check if a minor city can be founded before preparing its spawn
- the spawn of minor cities does not expel units that are on their own territory
- corrected location of Kano
- adjusted Jungle and Rainforest in the Niger delta
- adjusted resources near Timbuktu
- improved resources in Sichuan
- adjusted resources and resource spawns in coastal South China
- added Lille city names
- added The Pantheon to Roman tech preferences
 
New update: prevented debug warnings from disrupting autoplay
 
New update:
- improved implementation of custom wonder effects
- adjusted scenarios to recent map changes
- added great people names for new civilizations
- added fallbacks in case there are no great people names for a specific civilization and type
- added Ashurbanipal leaderhead music
- adjusted volume of Taharqa leaderhead music
 
New update:
- renamed Katorga to Ostrog: reduced cost, reduced production, removed hurry production cost modifier
- first Russian UHV goal: control three Orthodox Cathedrals by 1500 AD and control three Orthodox wonders by 1600 AD
 
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