Observer Mode Improvements
- A built-in debug mode that has been reworked by axatin to be more accessible to both developers and non-developers
- Observer Mode can now be toggled on (in single player) by anyone without the use of FireTuner / the Civ 5 SDK
- Observer Mode is now split into two modes: Local Observer Mode and Global Observer Mode
- ilteroi readded functionality to allow the game to pause between players' turns using an external script (ask him for details)
Global Observer Mode
- Press Ctrl+Shift+O to enter Global Observer Mode
- The AI will take control over your civ (using the AI difficulty level), and the turns of all players are processed automatically
- The map is completely revealed and all cities' City Screens and current production become visible
- If Quick Movement is turned off, the camera will switch to the capital of each player at the start of their turn
If Quick Movement is turned on, the camera will remain stationary
- If Quick Combat is turned off, the combat animations for all units on the map are shown
- The top panel is shown for the player that's currently active (major civs only)
- Likewise, the active major's tech tree and policy panel can be accessed from the top panel
- Pressing Ctrl+Shift+O while in Global Observer Mode will give the human player control of the AI civilization whose turn is currently being processed
Local Observer Mode
- Press Ctrl+Shift+L to enter Local Observer Mode
- The AI will take control over your civ (using the AI difficulty level), and the turns of all players are processed automatically
- The world map, city banners, and top panel will continue to be shown from the perspective of the your original civ
- Pressing Ctrl+Shift+L while in Local Observer Mode will give you back control over your civ (after the other AI players' turns have been processed)
Player Swapping
- Press Ctrl+Shift+P to switch to the next AI player (only works in single player); no longer requires IGE or FireTuner
- Can only be used when not in observer mode and when it's the turn of the civ you're playing
- The AI will take control over your civ
- You will take control over the AI civ next in the turn order
Bugfixes
- Free Missionaries or Inquisitors from buildings or policies will now start with the state religion, not the city's religious majority
This fixes an issue where atheistic Missionaries could be created
If there isn't a state religion, the city's religious majority will be used
If there's also no city religious majority (which should never happen), the unit won't spawn
They also won't spawn anymore if religion is turned off by RAS / Advanced Start
- Fixed Great Cothon adding a Harbor to inland cities
Buildings that give a free building in all cities will now only do so in valid cities (checking terrain requirements)
- Fixed Hospital giving Food to Specialists in all cities instead of locally
- Fixed yields from Chanceries and such not being applied
- Fixed a crash in Global Observer Mode
- Fixed issues with new Great General citadel logic
- Fixed Influence incorrectly changing during City-State resurrection
- Fixed City-States giving default units of unused unit classes in modmods such as 4UC
Other
- Modified SpySecurityModifierPerXPop column implementation to be more versatile (base 360 instead of base 2)
- Very minor performance improvement