Hi everyone,
the first alpha version of 5.0 is finally here! Thank you to everyone who contributed to it, in particular to azum4roll for the compilation of the dll task list, the massive undertaking of implementing all the 4uc database changes and for the large-scale UI overhauls; Recursive for the implementation of 4uc changes and proposals from earlier sessions, for code cleanups and for writing the changelog; KungCheops for 4uc work, bugfixing and many AI improvements; Vaderkos for the CPK kit and other lua improvements; gwennog for working on the atlases; and Hokath and Alpakinator for their work on the text. Thanks also to L.Vern, JohnsterID, John Chen, balparmak, and all the others who contributed!
We did some testing before making the release, however, stability is not guaranteed. If you encounter any bugs (crashes, UI issues, components not working as expected, or other issues), please report them on github using the new issue template for 5.0-alpha. We will release hotfixes when critical bugs are fixed, however, they might not be savegame compatible with previous alpha versions.
We decided to release the alpha versions of 5.0 as a modpack. This is done to facilitate the debugging process for the devs. The mods IGE(*) and Quick Turns(**) are included, but note that is not possible to add any additional mods to the modpacks. Playing with additional mods will only be possible in the beta version. To install the modpacks, follow the installation instructions below.
Of course, the most noticeable change in 5.0 is the addition of two more components for every civ. There are also other significant changes in this version, include the following: Many new city-states have been added, implementing a proposal from an earlier session. The tooltips of buildings, units and technologies have been reworked and are now auto-generated based on the effects of the component. A large rework of the internal yield calculations has been made; in particular, faith, culture and border growth yields now support decimal values. Last but not least, many AI improvements have been made and bugs have been fixed. See the full changelog below for details.
(*) IGE (In-Game-Editor) allows you to modify buildings, units, and other components in the game. Useful for debugging, you can ignore it if you just want to play normally.
(**) Quick Turns can be accessed from the Top Panel (EUI) or the menu containing items like "Demographics" and "Victory Progress" (non-EUI) and allows you to set Quick Combat/Quick Movement for the player and for AI civs separately. This overrides the global "Quick Combat" and "Quick Movement" settings in the options menu.
Download link: https://github.com/LoneGazebo/Community-Patch-DLL/releases/tag/Release-5.0-alpha.03
- Delete the cache folder (usually located in Documents\My Games\Sid Meier's Civilization 5)
- Download one (and only one) of the "Mod_" folders, depending on the components you want to play with (see below)
- Unzip the folder and move it to your DLC folder (usually located in C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC)
- If playing Vox Populi, also download "VPUI" and put it into the DLC folder
- If playing the EUI version of Vox Populi, also download "UI_bc1" and put it into the DLC folder
- If you want to install the audio clips for the new City-States (see the changelog below), download the folder "MinorCivSounds" and follow the instructions there
- Start Civilization 5. The mods are already installed and activated, DO NOT use the MODS menu to load any mods, instead start/load a game directly from the SINGLE PLAYER menu
Example:
It's also possible to use custom map scripts. To install a map script, copy it into Meier's Civilization V\Assets\Maps
The differences between the mod folders:
CP = Community Patch only. These mods contain only bugfixes and AI improvements, but no gameplay/balance changes
VP = Vox Populi, containing the bugfixes and AI improvements from Community Patch, but also extensive gameplay changes.
-------
43Civ = The folders labeled "43Civ" allow playing with up to 43 Civilizations, but the number of possible City-States in the game is reduced to 20. The other folders use the default numbers: up to 22 civilizations and 41 city-states can be in the game.
-------
EUI / NonEUI = Two different user interfaces for Vox Populi, there are no gameplay differences between the two. Non-EUI provides a user interface close to the vanilla UI. In EUI, many parts of the UI have been reworked and a lot of additional information has been added.
Full Changelog:
Online as of October 14, 2025, 05:17 am CST
Version 5.0-alpha.02
Changelog:
Online as of October 18, 3:04 pm CST.
Not save game compatible with 5.0-alpha.01
Version 5.0-alpha.03
Changelog:
Online as of October 26, 1:19 pm CST.
Not save game compatible with 5.0-alpha.02
the first alpha version of 5.0 is finally here! Thank you to everyone who contributed to it, in particular to azum4roll for the compilation of the dll task list, the massive undertaking of implementing all the 4uc database changes and for the large-scale UI overhauls; Recursive for the implementation of 4uc changes and proposals from earlier sessions, for code cleanups and for writing the changelog; KungCheops for 4uc work, bugfixing and many AI improvements; Vaderkos for the CPK kit and other lua improvements; gwennog for working on the atlases; and Hokath and Alpakinator for their work on the text. Thanks also to L.Vern, JohnsterID, John Chen, balparmak, and all the others who contributed!
We did some testing before making the release, however, stability is not guaranteed. If you encounter any bugs (crashes, UI issues, components not working as expected, or other issues), please report them on github using the new issue template for 5.0-alpha. We will release hotfixes when critical bugs are fixed, however, they might not be savegame compatible with previous alpha versions.
We decided to release the alpha versions of 5.0 as a modpack. This is done to facilitate the debugging process for the devs. The mods IGE(*) and Quick Turns(**) are included, but note that is not possible to add any additional mods to the modpacks. Playing with additional mods will only be possible in the beta version. To install the modpacks, follow the installation instructions below.
Of course, the most noticeable change in 5.0 is the addition of two more components for every civ. There are also other significant changes in this version, include the following: Many new city-states have been added, implementing a proposal from an earlier session. The tooltips of buildings, units and technologies have been reworked and are now auto-generated based on the effects of the component. A large rework of the internal yield calculations has been made; in particular, faith, culture and border growth yields now support decimal values. Last but not least, many AI improvements have been made and bugs have been fixed. See the full changelog below for details.
(*) IGE (In-Game-Editor) allows you to modify buildings, units, and other components in the game. Useful for debugging, you can ignore it if you just want to play normally.
(**) Quick Turns can be accessed from the Top Panel (EUI) or the menu containing items like "Demographics" and "Victory Progress" (non-EUI) and allows you to set Quick Combat/Quick Movement for the player and for AI civs separately. This overrides the global "Quick Combat" and "Quick Movement" settings in the options menu.
Download link: https://github.com/LoneGazebo/Community-Patch-DLL/releases/tag/Release-5.0-alpha.03
Spoiler Installation Instructions :
- Delete the cache folder (usually located in Documents\My Games\Sid Meier's Civilization 5)
- Download one (and only one) of the "Mod_" folders, depending on the components you want to play with (see below)
- Unzip the folder and move it to your DLC folder (usually located in C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC)
- If playing Vox Populi, also download "VPUI" and put it into the DLC folder
- If playing the EUI version of Vox Populi, also download "UI_bc1" and put it into the DLC folder
- If you want to install the audio clips for the new City-States (see the changelog below), download the folder "MinorCivSounds" and follow the instructions there
- Start Civilization 5. The mods are already installed and activated, DO NOT use the MODS menu to load any mods, instead start/load a game directly from the SINGLE PLAYER menu
Example:
It's also possible to use custom map scripts. To install a map script, copy it into Meier's Civilization V\Assets\Maps
The differences between the mod folders:
CP = Community Patch only. These mods contain only bugfixes and AI improvements, but no gameplay/balance changes
VP = Vox Populi, containing the bugfixes and AI improvements from Community Patch, but also extensive gameplay changes.
-------
43Civ = The folders labeled "43Civ" allow playing with up to 43 Civilizations, but the number of possible City-States in the game is reduced to 20. The other folders use the default numbers: up to 22 civilizations and 41 city-states can be in the game.
-------
EUI / NonEUI = Two different user interfaces for Vox Populi, there are no gameplay differences between the two. Non-EUI provides a user interface close to the vanilla UI. In EUI, many parts of the UI have been reworked and a lot of additional information has been added.
Full Changelog:
Code:
This is the largest shift in game balance in the entire history of Vox Populi, and signals the beginning of the 5.0 era
- Added 42 new City-States, implementing proposal (6-70) at last
The full list of added and reactivated City-States can be found in the "Table of New and Restored City-States" spoiler below this changelog
The reason why it's 42 and not 43 is that Rio de Janeiro is actually a reactivated City-State, not a new one
10 modifications were made to the implementation of the proposal, which can be seen in the opening post of the (6-70) thread
All new City-States have audio clips on selection (based on an existing City-State of the same trait that is a close cultural match)
All new City-States have Civilopedia entries, prepared by hokath and fact-checked
- Reactivated the 14 disabled City-States that existed in older versions of Civilization V, pre-Brave New World, along with the 5 from the Scramble for Africa scenario
In 16 of these cases, the text, Civilopedia entries, audio, etc. for them still exist in the BNW game files but are unused. What a waste!
And in a further 2 cases, audio files still exist, only Civilopedia text had to be restored
The reactivated City-States that went on to become civilizations use the MajorBlocksMinor table to ensure they can't coexist with their associated civilization
It was very challenging for Recursive to implement MajorBlocksMinor, but it would have been very easy for Firaxis to do so, so he finds it rather annoying that they were lazy
- Assertions and preconditions are now re-enabled; when errors in the code occur, a message box will appear with details, and users will be prompted to submit a bug report on GitHub
If the error is gamebreaking, the game will also crash
- Improved the autoinstaller
The autoinstaller can now be used to uninstall Vox Populi
When the autoinstaller aborts installation because not all required DLC is installed, it will now list the missing DLC
The autoinstaller now correctly deletes some very old VP installations that had different folder names
- Multiplayer resync button now works on DX9 and Tablet
- Turned on GLOBAL_TRULY_FREE_GP (free Great People are actually free and don't increase counters for future Great People) by default in Community Patch Only
- Turned on persistent Defensive Pacts (they don't end when you declare war on someone other than your ally) by default in Community Patch Only
- Majorly reworked how yields are handled internally
All yields, including Culture, Tourism, GAP, and GG/GA points are now stored as ValueTimes100, allowing for 2 decimal places
All yield rate tooltips are now generated in the DLL
CvGlobals::getNUM_YIELD_TYPES(bool bOnlyBasic) is now a useful accessor to optimize many loops involving yields
YieldPerXTerrain and YieldPerFeature can now award bonuses based on decimal values for greater precision
- Completely rewrote the atrocious Firaxis code for placing Antiquity Sites on the map, probably squashing multiple bugs in the process
There are technically slight balance changes to site placement as a result, but most of them are either bugfixes or so minor that no difference should be noticeable
For example, Firaxis intended to reduce the score of possible Antiquity Site locations based on the number of already-placed Antiquity Sites within 3 tiles, but this was not implemented coherently; thus, it was rewritten so that it functions
There is one noticeable change: instead of doing a 30% random roll per site to see if it's hidden, the game will instead always make 30% of the total sites hidden
Likewise, instead of doing a 30% random roll per hidden site to see if it has an Archaeology-exclusive Great Work of Writing, 30% of the hidden sites will always be writing sites
These two changes ensure the Artistry (Exploration in BNW) finisher bonus is less RNG-based and more often useful, though of course there's no guarantee of where those sites will be on the map
The number of total sites placed is already random, ranging from [# of civs ever alive * 5] to [# of civs ever alive * 8], so having additional poorly implemented random rolls on top of that was excessive
Antiquity Sites now obey Plot:CanHaveResource() validations like other resources, so modders can exclude them on specific terrain/features if they want
The end result of these changes should be close to a working version of what Firaxis was trying to do
- Moved diplomacy game options and Randomized Victories to (1) Community Patch, made events options invisible in (1) but visible in (2)
- Massive code cleanup; deleted lots of unnecessary code, particularly CustomModOptions code
- Performance improvements
- Improvements to (4a) Squads for VP
Group movement destination tiles now have an accurate preview instead of a generic 2-tile radius ring
Improved group movement destination tile selection logic; units now select tiles that have a better grouping around the selected destination
During group movement, non-combat units will now be escorted by combat units on the same starting tile, linking their movement until the destination is reached or another move order is issued.
- This behavior is configurable in the squads options menu and enabled by default
Reduced logging verbosity
- Fixed the bug report template on GitHub and adjusted it for 5.0
AI
General
- When a unit capable of claiming Ancient Ruins spots one while doing a multi-tile move, they will halt their movement, like when a new enemy is spotted
- AI should now flag a city as "in danger" for various calculations if it took damage this turn or the previous turn, even if there's no visible threat
- Rebalanced building and unit flavors to account for new components
- Taught the AI to use the various components added by 4UC, at least to a basic level
More advanced AI reworks will hopefully follow in the future!
Archaeology
- AI chooses their reward from digging up an Antiquity Site more intelligently
City Production
- Blocked puppet cities from building Apollo Program and other MaxInstances > 0 projects
- AI will only run the "need diplomats critically" city strategy in the capital or Scrivener's Office city, not any city with 5+ population
- AI should no longer build units in small landlocked oceans (unless they are contested)
- Improved logic for building Work Boats
Will no longer build Work Boats in cities from which they would be unable to reach their sea resource tiles
AI cities should now actually be able to build Work Boats for other nearby cities, even if they don't need any Work Boats themselves
Can now build two Work Boats in direct succession if that is needed
Deal
- Nuclear Gandhi no longer sells Uranium to anyone
- AI no longer sells Uranium to civs that have nuked them, with whom hostilities are brewing, or (exempting masters) that are too close to Domination Victory
- AIs that are competing for victory no longer sell Aluminum to civs close to Science Victory
- Reworked AI's valuation of World Maps
Inca now values Mountains the same as Hill tiles when buying a World Map, and likewise when AI is selling to Inca
Cities, Resources, and Natural Wonders now increase the value of a tile substantially
Removed a line of code that reduced total map valuation (before multipliers) by 90%, which seemed odd considering values were already not high (1-5 Gold per tile, so at best 100 tiles = 50 Gold?)
Added code to reduce map valuation if a modder makes map trading available earlier than the Industrial Era
Made AI consistently check world map valuation every 5 turns, staggered by player ID, instead of making it random
- Stealing AI's land or embassies during peacetime will now make them refuse to give you Open Borders while your diplomatic penalty with them remains in effect
Note: This penalty is indefinite, it lasts until war is declared and then peace is made with that AI
Diplomacy
- War/peace logic now respects GLOBAL_CS_OVERSEAS_TERRITORY option
- City-State approach logic is now compatible with BNW's (disabled) Kill City-State quest
- Slightly tweaked AI's scoring of Diplomatic Victory during default victory pursuit selection
Old: DiploBalance, MinorCivCompetitiveness, ½ Diplomacy flavor, ½ Gold flavor + other factors
New: MinorCivCompetitiveness, WorkWithWillingness, ½ DiploBalance, ½ Diplomacy flavor + other factors
- Military promises ("please move your troops from our borders") are now only possible if both sides can declare war
- Boldness flavor’s effect on settling near others is now more granular
Economic
- Limited max AI recon units to 1/4 of total unit supply
Great Work
- AI will now reevaluate their great work assignments whenever they create a Great Work during their turn instead of waiting until the next turn
- Great Work optimization/swapping functionality now works, for both humans and the AI (it was bugged)
It is no longer limited to one foreign work swap per turn/button click; this means that the AI should finally be able to theme buildings that require only foreign works
Swapping a Great Work with another civ now puts the Great Work you swapped away to them in their Great Work swap slot
Homeland
- AI-controlled recon units can now enter City-State territory if they really need to - they treat it as a last resort, like a Missionary moving through hostile territory
- AI will no longer treat defense/exploration units with settle ability as Settlers in advanced starts
- Recon units more aggressively pillage tiles and Trade Routes to harass enemies
- Non-Polynesian Scouts now return home for Explorer upgrades to enable ocean crossing (VP only)
- AI Portugal should now be able to use the Nau more effectively
- AI now uses recon units in combat if not needed for exploration
- Non-recon units now explore properly when recon units are lacking—early game exploration should be faster
- Naval units can now be assigned as explorers when needed
- AI now treats deep ocean plots as explorable once ocean-faring units are buildable, not when all units can cross (e.g., uses Caravels earlier in VP)
- Recon units now coordinate better and avoid clustering
- Recon units are less likely to skip nearby Ancient Ruins
- Recon units no longer freeze or suicide on spotting new enemies - they’ll retarget intelligently
- Naval explorers are less likely to get stuck trying to heal; they now seek safe harbors
- Increased unit willingness to stay put and heal
- AI can now use Conquistadors to found cities
Leaders
- The Barbarian leader's flavors are now set in Community Patch, not Vox Populi
- Gandhi's Nuke flavors are now 4 when the Nuclear Gandhi setting is disabled, and 12 when it's enabled, in both Community Patch Only and Vox Populi (was 12 and 4 regardless of setting)
- Increased a few leader flavors to make better use of their new kits
Boudicca: Great People flavor increased to 8 (was 5)
Elizabeth: Expansion flavor increased to 9 (was 7)
Gajah Mada: Naval flavor increased to 9 (was 5)
Gajah Mada: Naval Tile Improvement flavor increased to 8 (was 7)
Ramkhamhaeng: Defense flavor increased to 8 (was 7)
Suleiman: Naval flavor increased to 6 (was 5)
Theodora: Naval flavor increased to 6 (was 5)
Some leaders previously got a Mobile flavor boost due to having Skirmisher UUs, but this boost only actually applies to mounted melee, so any instance of this has been removed
Military
- AI no longer treats Slingers like other archers/skirmishers in formations, preventing idle behavior at 2-tile range
Tactical
- Increased unit willingness to stay put and heal
- Improved accuracy of predictions in instances where one or both units in a melee battle are killed
- Now takes into account flat damage reductions
Trade Route
- AI now prioritizes City-State Trade Routes if they have the Containment tenet
Worker
- Greatly raised priority for improving lategame Strategic Resources
- Now better at planning out no-two-adjacent improvements near unowned tiles
- Now better at avoiding hazardous tiles when healing
- No longer downprioritizes repairing GPTIs on tiles with existing or planned roads
- Added functionality to replace GPTIs and Landmarks in some cases
- Changed defensive improvement downprioritization in safe territory to only apply to Forts (because they're ugly when spammed even if the yields are sometimes good)
Previously it was applying to all defensive improvements, not just Forts
Balance
Cities
- Flat damage reduction is now applied before any damage is redirected to the city garrison
- When a city is founded or captured, it will now acquire any of the owner's tiles that aren't within the work range of the tile's owning city, and:
a. Are within the work range of the new city, or;
b. Are closer to the new city than any of the owner's other cities.
This affects Community Patch Only as well, and only occurs *after* choosing a captured city's fate
It affects resource ownership for things like Chartered Company, Stone Works, etc., but it's quite rare for a tile 4-5 tiles out to be a dealbreaker here
This ensures compatibility with the new "retain tiles after razing Cities" ability
City-States
- When a Militaristic City-State fails the random roll to give a free unit to a player that meets them, it will now give 50% more starting Influence as a consolation
- City-States will now attempt to select the actual player that meets them to give them enhanced bonuses compared to everyone else on that team (was always picking team leader)
Food and free military units are only possible for the meeting player
Influence is doubled for the meeting player (or tripled if a militaristic City-State fails the random roll, see above)
Sometimes it's infeasible or impossible to determine the meeting player (e.g., if the City-State is met because another City-State issues a "Kill City-State" quest)
In these cases, the default meeting player is still the team leader
- Adjusted the little-known mechanic where City-States will multiply their conversion resistance by -1 towards players they have a Spread Religion quest towards
Now checks that it's the religion they actually want
Now sets the resistance to 0 if negative instead of multiplying it by -1 (no reason more conversion resistance should result in a boost like this)
Is now tied to the BALANCE_QUEST_CHANGES CustomModOption
Civilizations
General
- In this changelog, new unique components have the same stats as the base component they replace, except where otherwise noted
Parentheses after an entry means the base component's value was modified (usually buffed), and the base component's value will be listed after (see Monitor/Ironclad just below)
"Does not require" or "does not have" means the unique component lacks something (usually a restriction), but the base component has it
If neither of the above apply, then the unique component has it, but the base component lacks it
Promotions are listed in "quotes" and new ones will have an explanation of what the promotion does
America
- New Unique Unit: Monitor
Replaces Ironclad
Combat Strength: 61 (Ironclad: 55)
"Hardened": reduces damage taken by 3
"Harbor Defense": +5% City Defense to owner's cities within 1 tile of this unit
- New Unique Building: Homestead
Replaces Stable
Does not require Cow, Horse, or Sheep to build
+2 Food, Production and Gold to Bison, Cow, Horse, and Sheep tiles (Stable: +2 Production to Cow, Horse, and Sheep tiles)
+25% Production towards Workers, Settlers, Pioneers and Colonists
Allows the construction of Pioneers in this city, even without the prerequisite tech
Claims all Horse, Sheep, Cattle and Bison resources within 3 tiles of the city
- Immediately grants +20 Production for each tile claimed in this way, scaling with era
- Steals tiles from other players, applying the "You stole their territory during peacetime!" penalty with major civs or reducing Influence with City-States
- Changed Unique World Wonders
Smithsonian Institution: buffed Culture to +3 (was +2)
West Point: added +1 Culture
Slater Mill: added +1 Culture
All World Wonders in the game need their +1 Culture, and two of them did not have it >:D
Because these three Wonders were balanced relative to each other, the Smithsonian Institution was also buffed
Relevant for lategame Tourism buildings, carrying on the tradition from BNW, and driving all nearby azum4rolls insane, reducing their Sanity by 100%
Arabia
- New Unique Unit: Hashemite Raider
Replaces Light Tank
Unlocked at Combustion (Light Tank: Ballistics)
Does not require Aluminum
"Garland Mine": no movement cost to pillage, deals 15 damage to adjacent enemies on pillage, ignoring flat damage reduction, except those in fortifications/cities
"Desert Raider": double movement and +25% Combat Strength in desert
- New Unique Building: Bimaristan
Replaces University
+3 Food
+1 Food from Specialists in this city
15% of Faith purchases in this city are converted into Science and Food
Assyria
- New Unique Unit: Iron Chariot
Does not replace anything - is a unique Mounted Melee unit class that upgrades into the Knight
Unlocked at Bronze Working
Requires 1 Horse and 1 Iron
Cost: 100 Production, 200 Faith, same as Swordsman
Combat Strength: 17
Moves: 4
Sight: 2 tiles
"No Defensive Terrain Bonuses"
"Can Move After Attacking"
"City Attack Penalty"
"Beam Axle"
"Shock Cavalry": +20% Combat Strength when attacking into or defending in Open Terrain
- New Unique Building: Lamassu Gate
Replaces Walls
+1 Faith
+10% City Ranged Strike Strength
+10% Unit Supply from Population in this city (Walls: +5%)
When you produce a unit in this city, gain Faith equal to 15% of the unit's Production cost
Austria
- Removed Unique Building: Coffee House
- Changed Unique Ability: Habsburg Diplomacy
Loses +15% bonus to Great People generation in the capital for each Marriage; this bonus is moved to the Ballhausplatz
Resting Influence bonus with Married City-States while at peace is now a flat 200 (was 75, scaling with era)
- New Unique Unit: Grenzer
Replaces Fusilier
"Frontiersman": +40% Combat Strength when standing on either side of any border
- New Unique Building: Schützenstand
Replaces Military Academy
+3 Production
+3 Culture
+2 Science (Military Academy: +1)
+15 additional XP for Gunpowder Units, on top of the base +25
+30% Production towards Gunpowder Units
All Units trained in this City gain "Schützenkönig": +2% Combat Strength for each Married City-State while at peace, max. +30%
- New Unique National Wonder: Ballhausplatz
Replaces Printing Press
Does not have a Population requirement
Production cost increases by 10% per city (Printing Press: 25% per city)
+5 Gold
+5 Culture (Printing Press: +1)
+3 Great Diplomat Points (Printing Press: +1)
2 Civil Servant slots (Printing Press: 1 slot)
+2 Gold and +2 Culture to all Chanceries
+15% Great Person generation in this city for each Marriage
Aztecs
- Removed Start Bias: Prefer Forest/Jungle
- Removed Unique Building: Floating Gardens
- New Unique Unit: Otomi
Replaces Warrior
Combat Strength: 10 (Warrior: 8)
Does not have "Brute Force"
"Woodsman"
"Survivalism I"
"Brute Strength": +40% Combat Strength VS Barbarians, kept on upgrade
- Once it upgrades into the Spearman it regains Brute Force and has +65% Combat Strength VS Barbarians, albeit without the +2 base Combat Strength relative to the base unit
- Since Brute Force is lost on upgrade, post-Spearman upgrades will only have the 40% bonus
- Any Bonus VS Barbarians from Difficulty Level is of course added onto this
- This makes early Aztec melee units extremely effective at killing Barbarians, allowing them to snowball early via their UA
- Changed Unique Unit: Jaguar, formerly a Warrior replacement
Replaces Longswordsman
Does not require Iron
Combat Strength: 23 (Longswordsman: 22)
"Discipline"
"Coup de Grace"
"Tenacity": heal 25 HP when killing an enemy unit
- New Unique Building: Telpochcalli
Replaces Library
+1 Science for every 4 Citizens in the city
Gains +1 Food, +1 Production, and +2 XP to newly-trained units in this city every time the empire enters a Golden Age
- Bonus stacks up to 10 times and is not retroactive; Golden Ages triggered before the Telpochcalli is built don't count
- New Unique National Wonder: Huey Teocalli
Replaces Grand Temple
Does not require Temple
Does not have a Population requirement
Production cost increases by 10% per city (Grand Temple: 25% per city)
On construction, the empire enters a Golden Age
+3 Food
+2 Faith, +2 Food and +1 Gold to all Temples and Barracks (Grand Temple: +2 Faith and +1 Gold to all Temples)
+2 Food to all Lakes in empire
Gain 1 Population in this city when a Golden Age begins
Gain 10 Faith and Gold whenever you kill an enemy unit during a Golden Age, scaling with Era
Babylon
- New Unique Unit: Sabum Kibitum
Replaces Spearman
Combat Strength: 13 (Spearman: 12)
"Quick Study"
"Legacy": +5% Combat Strength per level gained
- New Unique National Wonder: Etemenanki
Replaces National Monument
Does not have a Population requirement
Production cost increases by 10% per city (National Monument: 25% per city)
+4 Culture (National Monument: +1)
+4 Food
+2 Faith
+2 Food to all Shrines
+1 Science to all Monuments
Gain 25 Culture when a citizen is born in this city, scaling with era (National Monument: 15 Culture)
10% of Gold purchases in all cities are converted to Science and Food in this city
Brazil
- New Unique Unit: Amazonas
Replaces Ironclad
Combat Strength: 58 (Ironclad: 55)
"Breacher"
"Blitz"
"Riachuelo": immune to Boarded, and killed enemy units generate Golden Age Points equal to 100% of their Combat Strength
- New Unique Building: Embrapa
Replaces Research Lab
+2 Tourism
+2 Gold
+2 Science, Culture and Gold from Brazilwood Camps and Pastures
+2 Science, Culture and Gold from Bananas, Rice, Maize, and Wheat
+1 Science and Tourism from Forest and Jungle tiles
5% of Food in the City is converted into Tourism
Byzantium
- New Unique Unit: Dromon
Replaces Liburna
Combat Strength: 9 (Liburna: 7)
Ranged Combat Strength: 19 (Liburna: 16)
"Greek Fire": inflicts the On Fire plague on enemy units when attacking, increasing their damage taken from combat by 20% for 1 turn
- This plague works against both land and naval units
- Does not affect fixed damage sources like Splash I or Citadels
- New Unique Improvement: Aplekton
Replaces Fort
Must not be adjacent to another Aplekton; can be adjacent to a Fort
Can be built on resources, but does not connect them
Build Time of 500, or 6 turns on standard speed (Fort: 300)
+2 Food
+2 Production
+1 Science
Blocks the tile it is on from being stolen by Citadels and America's UA/Homestead UB; this ability is disabled when the Aplekton is pillaged
Military Science: +1 Food, +1 Production, +2 Border Growth Points (Fort: +2 Border Growth Points)
Electronics: +2 Food, +2 Production, +4 Border Growth Points (Fort: +4 Border Growth Points)
Base Gold when pillaged: 14, scaling with era (Fort: 11, scaling with era)
Carthage
- Changed Unique Ability: Phoenician Heritage
Gains "Starts with an Asamu instead of a Settler"
- New Unique Unit: Asamu
Does not replace anything - is a unique Civilian unit class that upgrades into the Pioneer
Production Cost - to determine Gold Cost - is 300, but can only be purchased, not produced
Moves: 2, can move immediately after purchase
Sight: 2 tiles
Can found cities; provides a free Lighthouse to coastal cities when founding
Does not require or cost Population from the origin city
Limit 1 per player at a time
"Elisha's Guile": Can always embark, +1 Sight on land and when embarked, withdraws before melee once per turn
- New Unique Unit: Atlas Elephant
Replaces Horseman
Unlocked at Trade (Horseman: Military Theory)
Does not require Horses
Production Cost: 120 (Horseman: 90)
Faith Cost: 200 (Horseman: 150)
Combat Strength: 16 (Horseman: 13)
Moves: 3 (Horseman: 4)
Does not have "Can Move After Attacking"
"Feared Elephant"
"At the Gates!": +20 max HP, can cross mountains
Celts
- Removed Start Bias: Prefer Hills
- New Unique Unit: Scythed Chariot
Replaces Skirmisher
Ranged Combat Strength: 13 (Skirmisher: 9)
"Beam Axle"
"Carnyx": +10% Ranged Combat Strength VS Archer and Melee units
"Rend": deals 5 damage to all adjacent enemy units when entering a tile - those adjacent to the new tile, not the old one
- New Unique Improvement: Oppidum
Does not replace anything
Must not be adjacent to another Oppidum
Can be built by expending a Great Merchant, Great Engineer, Great Scientist, or Great General
Can be built on all resources and connects them
Removes features (Forest, Jungle, Marsh)
+1 to All Yields, and an additional +1 Food
+100% Defense
Contains Fortifications
+1 Production and +1 Faith to all adjacent Grassland, Plains, Desert, Tundra, Snow, and Coast tiles
For each owned Oppidum that you created:
- Increase the Gold earned and We Love the King Day length from Great Merchant Trade Missions by 10%
- Increase the Production gained when hurrying Production with a Great Engineer by 5%
- Increase the Science gained when using a Great Scientist to discover Technology by 5%
Metal Casting: +1 Production, +1 Culture
Physics: +1 Gold, +1 Science
Chemistry: +1 Science, +1 Culture
Architecture: +1 Food, +1 Faith
Railroad: +1 Gold, +1 Culture
Fertilizer: +1 Food, +1 Science
Flight: +1 Gold, +1 Culture
Electronics: +1 Production, +1 Science
New Deal tenet: +2 Production, +2 Gold, +2 Science
Base Gold when pillaged: 20, scaling with era
China
- New Unique Unit: Treasure Ship
Replaces Frigate
Unlocked at Astronomy (Frigate: Navigation)
Production Cost: 500 (Frigate: 375)
Faith Cost: 550 (Frigate: 500)
Combat Strength: 28 (Frigate: 25)
Ranged Combat Strength: 37 (Frigate: 35)
"Hull III"
"Quick Study"
"Kowtow": gaining XP from combat also awards an identical amount of Influence with the nearest City-State; lost on upgrade
- New Unique Building: Examination Hall
Replaces Chancery
+2 Gold from Great Works in this city
When a new citizen is born, gain 15 GPP, scaling with era, towards the Great Person with the most points in this city
- Changed Unique Improvement: Siheyuan
Gains +1 Great General Point and +1 Great Admiral Point during Golden Ages
Denmark
- New Unique Unit: Longship
Replaces Caravel
Combat Strength: 30 (Caravel: 25)
"Can Move After Attacking", lost on upgrade
"Piracy"
- New Unique Building: Andelsbevægelse
Replaces Agribusiness
Does not require Horses
+3 Production
+3 Gold
+2 Food, +2 Production and +2 Gold to all Farms and Pastures (Agribusiness: +2 Production and +2 Gold to all Farms and Pastures)
+1 Food to all Grassland and Plains tiles
+10% Production when constructing Buildings
Egypt
- Removed Unique Building: Burial Tomb
- Changed Unique Ability: Monument Builders -> Great Ancestor
Loses +5 Science and Culture to Artifacts
Loses +5 Gold and Tourism to Landmarks
Gains "reveal a nearby Antiquity Site when you found a city"; these are added to the total number of Antiquity Sites in the world
Gains "reveal a nearby Antiquity Site when you construct a World Wonder prior to anyone discovering Archaeology"; these are subtracted from the total number of Antiquity Sites in the world
Gains "Antiquity Sites gain +1 Culture, Science, and Faith with each Golden Age (up to +5)"
- New Unique Unit: Mamluk
Replaces Lancer
Combat Strength: 38 (Lancer: 37)
-50% Religious Pressure from Missionaries and Prophets of foreign religions when garrisoned in a city, as if the Mamluk was an Inquisitor; lost on upgrade
"Vur Ha!": attacks do not cost movement, and +25% Combat Strength VS Units with more than 50 HP
- New Unique Building: Nilometer
Replaces Water Mill, and Egypt also cannot build Wells
Does not require the city to be built on a River
+3 Food (Water Mill: +2)
+2 Culture
+2 Production for every 5 Citizens in the city (Water Mill: +1 Production for every 4 Citizens in the city)
+10% Food in the city during Golden Ages
- New Unique Improvement: Obelisk
Unlocked at Mining
Can be built only on Antiquity Sites and Hidden Antiquity Sites; does not remove them upon construction
Removes features (Forest, Jungle, Marsh)
Build Time of 600, or 7 turns on standard speed
+1 Culture
+1 Science
+1 Faith
+2 Golden Age Points
Engineering: +3 Golden Age Points
Civil Service: +2 Faith
Architecture: +2 Culture
Archaeology: +2 Science
Base Gold when pillaged: 17, scaling with era
England
- Changed Unique Ability: Perfidious Albion -> Sun Never Sets
Loses extra Spy at game start, 25% Spy strength boost in and 1-turn travel time to foreign cities, and +15 City Security in all cities
Loses +1 movement for Embarked Units
Gains "Naval Units gain 1% Combat Strength for every Tile away from the Capital they are (up to 30%)"
All Diplomatic Units and Archaeologists gain "Can Enter Rival Territory", i.e., they don't need Open Borders/war to enter foreign lands
- New Unique Unit: Redcoat
Replaces Fusilier
"Sun Never Sets": grants the Redcoat the same +1 movement and distance combat bonus as naval units get from the UA; kept on upgrade
"Rule Britannia": ignores terrain cost in Hills; when embarked, gain +2 Sight and +100% Combat Strength when defending; lost on upgrade
Not recommended for use in ending the American Revolution if America has researched Stealth Bombers
- New Unique Building: Steam Mill
Replaces Factory
Unlocked at Steam Power (Factory: Industrialization)
Does not require Coal
Maintenance: 5 Gold per turn (Factory: 6 Gold per turn)
+1 Production for every 2 Citizens in the city (Factory: +1 Production for every 4 Citizens)
+4 Production to Manufactories in the city (Factory: +2 Production)
+3 Production and Science to Coal tiles in the city (Factory: +2 Production and Science)
2 Engineer Specialist slots (Factory: 1 slot)
2 Specialists in this city do not generate Unhappiness from Urbanization (Factory: 1 Specialist)
When completing any building from the Industrial Era or later, 10% of the Production cost is converted into Great Engineer Points
- Changed Unique National Wonder: White Tower
Added 100 Spy Points on construction
Added "Gain 40 Great Admiral Points when successfully identifying or killing an enemy spy, scaling with era"
Added "Gain 40 Great Admiral Points when successfully completing a Spy Mission, scaling with era"
Added "Gain 25 Great Admiral Points when successfully rigging a City-State Election, scaling with era"
Ethiopia
- Removed Unique Unit: Mehal Sefari
- New Unique Unit: Chewa
Replaces Longswordsman
Combat Strength: 24 (Longswordsman: 22)
"Maim": applies a plague when attacking, reducing the enemy unit's moves by 1 on their next turn
"Hooked Weapon": +25% Combat Strength VS Mounted Units, lost on upgrade
- New Unique Unit: Oromo Cavalry
Replaces Cuirassier
Combat Strength: 28 (Cuirassier: 27)
Ranged Combat Strength: 24 (Cuirassier: 22)
"Field I"
"Zemene Mesafint": +20% Combat Strength VS units from Unhappy empires
- New Unique Improvement: Monolithic Church
Unlocked at Theology
Can be built on Hills or Stone, improving the latter
Cannot be adjacent to another Monolithic Church
Removes features (Forest, Jungle)
Build Time of 900, or 10 turns on standard speed
+1 Production
+1 Faith
+1 Culture for every Ancient Era policy tree completed
+1 Faith for every Medieval Era policy tree completed
+1 Science for every Industrial Era policy tree completed
+2 Gold for adopting an Ideology
+1 Faith for every Pantheon belief
+1 Culture for every Founder belief
+1 Production for every Follower belief
+1 Culture for every Enhancer belief
+1 Gold for the Reformation belief
Base Gold when pillaged: 14, scaling with era
France
- New Unique Unit: SPAD S.VII
Replaces Triplane
Ranged Combat Strength: 46 (Triplane: 45)
Interception Range: 7 tiles (Triplane: 6 tiles)
"Air Logistics"
- More chances to attack are now available!
- New Unique Building: Salon
Replaces Gallery
+5 Culture (Gallery: +2)
+3 Tourism
+3 Science
+3 Science and +10% Great Person generation in this city for each active Theming Bonus in the city
2 Slots for Great Works of Art or Artifacts (Gallery: 1 Slot)
Possible Theming Bonuses:
- +2 Culture, +2 Tourism for two French Great Works of Art
- +4 Culture, +4 Tourism for two French Great Works of Art from the same era
- +4 Culture, +4 Tourism for two Great Works of Art from the same foreign civ
- +8 Culture, +8 Tourism for two Great Works of Art from the same foreign civ and from the same era
If any theming bonus is obtained: +5 Culture, on top of the theming bonus
Germany
- Changed Unique Ability: Blood and Iron
Gains "-15% Production Cost for all Military Units"
Loses Culture, Science, and Golden Age Points in the capital from City-State alliances and friendships
- New Unique Unit: Krupp Gun
Replaces Artillery
Unlocked at Replaceable Parts (Artillery: Dynamite)
Ranged Combat Strength: 55 (Artillery: 50)
"Minenwerfer": +50% VS Fortified Units; enemy Tile Improvements that provide Tile Defense are instantly pillaged when you kill a unit stationed on them
"Trommelfeuer": when a unit with this promotion attacks, all units with this promotion gain +3% Ranged Combat Strength on their next turn (max. +30%)
- New Unique Building: Brewhouse
Replaces Windmill
+3 Culture
+1 Food and +1 Culture to Wheat, Rice, and Maize tiles
+1 Happiness for every 9 Policies adopted
Gain 10 Culture when you gift a unit to a City-State, scaling with era
Gain 10 Gold when you adopt a Policy, scaling with era
- Changed Unique Building: Hanse
Nerfed city Production modifier to +4% per City-State Trade Route (was 5%)
Greece
- New Unique Unit: Klepht
Replaces Commando
Combat Strength: 34 (Commando: 32)
"Can Move After Attacking", lost on upgrade
"Philhellenism": +5% Combat Strength for every City-State ally, up to +25%
- Changed Unique Building: Acropolis
Renamed to Gymnasion
Removed +3 City Strength
Removed +3 Tourism
Added +2 Science
- New Unique National Wonder: Parthenon
Replaces Scrivener's Office
Does not have a Population requirement
Production cost increases by 10% per city (Scrivener's Office: 25% per city)
+3 Culture (Scrivener's Office: +1)
+2 Gold
+1 Faith
+3 City Strength
+3 Culture to all Markets
Provides 2 Paper (Scrivener's Office: 1 Paper)
2 free Emissaries appear near the city (Scrivener's Office: 1 free Emissary)
+25% Production towards Diplomatic Units in all cities (Scrivener's Office: +10% Production in this city)
Diplomatic Units trained in this city gain "Proxenos": permanently adds +2 Gold to the Parthenon when completing a Diplomatic Mission
Huns
- New Unique Unit: Tarkhan
Replaces Horseman
Does not require Horses
Combat Strength: 14 (Horseman: 13)
"Bellum Alet": heals adjacent friendly units by 15 HP when pillaging an improvement
- New Unique National Wonder: Ulticur
Replaces Circus Maximus
Does not have a Population requirement
Production cost increases by 10% per city (Circus Maximus: 25% per city)
+3 Culture (Circus Maximus: +1)
+3 Production
+2 Production and Gold to all Arenas and Stables (Circus Maximus: +2 Gold to all Arenas)
Provides 4 Horses (Circus Maximus: 2 Horses)
+2 global Happiness for each Major Civilization currently at war with you
+10% Production towards Military Units in all Cities for each Major Civilization currently at war with you
Inca
- Changed Unique Ability: Great Andean Road
Mountains produce +1 Production, Gold, and Science when worked, scaling with era (was +1 Food, Gold, and Science, scaling with era)
- New Unique Unit: Inti Maceman
Replaces Longswordsman
Combat Strength: 23 (Longswordsman: 22)
"Sentinel of the Sun": +25% Combat Strength in Hills and Mountains, +15 max HP
- Changed Unique Unit: Waraq'ak
Renamed to Warak'aq
This was simply a typo fix
- New Unique Building: Qullqa
Replaces Granary
+2 Production
+5% Gold from City Connections and +5% Production from Industrial City Connections
The city's total non-Specialist Food consumption cannot exceed its Food yield
- This means the city can never starve unless it is working Specialists
- Changed Unique Improvement: Pata-Pata
Base yields are now +2 Food, +2 Production (was +1 Food, +2 Production)
+1 Food per 2 adjacent Farms, Pata-Pata, or Mountains (was +1 Food per adjacent Pata-Pata or Mountain)
Farms get +1 Food per 2 adjacent Farms or Pata-Pata (was +1 Food per two adjacent Farms, +1 Food per adjacent Pata-Pata)
Changed boost at Civil Service to +1 Food, +1 Gold (was +1 Food)
Changed boost at Fertilizer to +1 Food, +1 Production (was +1 Food)
Added +1 Food and +1 Production at Chemistry
Added +1 Production and +1 Science at Ballistics
Removed +3 Food at Robotics
India
- Changed Start Bias: Prefer River -> Avoid Hills
- New Unique Unit: Dhanurdhara
Replaces Archer
Combat Strength: 7 (Archer: 6)
Ranged Combat Strength: 11 (Archer: 9)
"Epic": gain 5 XP when killing a unit, lost on upgrade
"Dhanurvidya": gain Culture and Faith equal to 50% of experience gained from combat, including any XP bonus on kill
- New Unique Building: Qila
Replaces Castle
+2 Culture
All damage taken by the city is reduced by 4 (Castle: by 2)
+1 City Strength for every 2 National or World Wonders in the City
+1 Culture for every 5 City Strength
Indonesia
- New Start Bias: Prefer Coast
- New Unique Unit: Djong
Replaces Galleass
Production Cost: 200 (Galleass: 175)
Combat Strength: 18 (Galleass: 14)
Ranged Combat Strength: 25 (Galleass: 24)
Range: 2 tiles (Galleass: 1 tile)
Does not have "Can Move After Attacking"
Does not have "Shallow Draft"
"Cetbang": deals 10 damage to all adjacent enemy units every turn
- New Unique Improvement: Kampong
Unlocked at Sailing
Build Time of 600, or 7 turns on standard speed
Can be built by Workers on Lake and Coast tiles with no resources or features
Cannot be adjacent to another Kampong
+1 Food, +1 Production, +1 Culture
Compass: +1 Production
Navigation: +1 Culture
Dynamite: +2 Food
Ecology: +2 Science
Base Gold when pillaged: 14, scaling with era
Iroquois
- Changed Unique Ability: The Great Warpath
Added "When you adopt a Policy, gain 15% progress towards a Tadodaho in your Capital"
- New Unique Unit: Prowler
Replaces Musketman
"Can Move After Attacking", lost on upgrade
"Infiltrators"
- New Unique Unit: Tadodaho
Replaces Great Diplomat
When expended for a Diplomatic Mission, increases resting Influence with the target City-State by 45 (Great Diplomat: 30)
When expended in any way, all yields from the tile the Tadodaho occupied are added to your capital
Japan
- New Unique Unit: Yamato
Replaces Battleship
Production Cost: 2000 (Battleship: 1800)
Faith Cost: 1350 (Battleship: 1200)
Combat Strength: 65 (Battleship: 60)
Ranged Combat Strength: 80 (Battleship: 70)
Range: 3 tiles (Battleship: 2 tiles)
Instantly gain 600 Golden Age Points on construction
Enemies receive 400 Culture and 400 Golden Age Points for sinking a Yamato
"Armor Plating I"
"Taikan Kyoho": killed enemy units generate Great Admiral Points equal to 400% of their Combat Strength
- New Unique Building: Kabuki Theater
Replaces Opera House
+5 Culture (Opera House: +3)
+1 Gold to all Musician, Artist, and Writer Guilds
Gain 50 Culture when an Internal Trade Route to or from this city is completed, scaling with era
When a Great Musician is born in this city, gain Faith equal to your Tourism per turn as an instant yield
When a Great Writer is born in this city, gain Gold equal to 5% of the Writer's potential Culture from Writing a Political Treatise
When a Great Artist is born in this city, gain Science equal to 2% of that Artist's potential Golden Age Points from triggering a Golden Age
Korea
- New Unique Unit: Turtle Ship
Replaces Caravel
Production Cost: 185 (Caravel: 160)
Combat Strength: 32 (Caravel: 25)
"Coastal Patrol": moves at half speed in Ocean tiles
"Deck Spikes": +25% Combat Strength VS Naval Melee Units
- New Unique Building: Chaebol
Replaces Stock Exchange
+5 Gold (Stock Exchange: +3)
+4 Production
+4 Production to Factory in this city
+2 Gold, +2 Science, and +2 Culture to all Chaebols
Cost of Gold purchasing in this city decreased by 25% (Stock Exchange: by 20%)
Maya
- New Unique Unit: Holkan
Replaces Pathfinder
Combat Strength: 8 (Pathfinder: 6)
"Trailblazer I"
"Lost Codex": when collecting Ancient Ruins, instantly earn 5 Science, 5 Culture, and +25% rewards
- Changed Unique Unit: Atlatlist
Now unlocked at Currency (was Mathematics)
Combat Strength: 13 (was 12, same as Composite Bowman)
- New Unique Building: Pitz Court
Replaces Arena
Gain 10 Faith and Science, scaling with era, at the beginning of every B'ak'tun
Receive the following bonuses if the respective Great Person has been picked by Long Count, the Mayan Unique Ability:
- Great Writer: +1 Culture
- Great Artist: +2 Golden Age Points
- Great Musician: +1 Happiness
- Great Prophet: +1 Faith
- Great Engineer: +2 Production
- Great Scientist: +1 Science
- Great Merchant: +1 Food and +1 Gold
- Great Diplomat: +5% Production towards Diplomatic Units in this city
- Great General: +5 XP to Land Units produced in this city
- Great Admiral: +5 XP to Naval Units produced in this city
- Changed Unique Improvement: Kuna
Gains +1 Science at Mathematics
Nerfed Science bonus at Theology to +1 (was +2)
Gains +1 Production at Archaeology, in addition to the existing +2 Science
Gains +1 Production at Flight, in addition to the existing +2 Culture
Mongolia
- New Unique Unit: Black Tug
Replaces Knight
Combat Strength: 25 (Knight: 24)
"Charge I"
"Mingghan": gain 3 XP when pillaging improvements, and +20% *base* Combat Strength in tiles with pillaged improvements
- New Unique Project: Adopt the Yassa
Does not replace anything
Unlocked at Philosophy
Limit 1 per player
Production Cost: 200
+20% Production towards Archery, Siege, Mounted, and Armored Units in all Cities
Makes each city increase Needs by 3% instead of 5%, for the Empire Size Modifier
Receive 10 Gold, 10 Science, and 10 Culture in all cities when you conquer a city, scaling with era
Morocco
- New Unique Unit: Corsair
Replaces Corvette
Combat Strength: 42 (Corvette: 40)
"Razzia":
- Killed enemy units give 2x their Combat Strength as Food and Production to this unit's origin city
- Gain 100 Food and Production in origin city when pillaging improvements
- Gain 200 Food and Production when plundering Trade Routes
- New Unique Building: Riad
Replaces Hotel
+1 Gold and +1 Culture, scaling with era
+1 Gold and +1 Culture for every 8 buildings in the city
10% of Gold purchases in this city are converted into Tourism
33% of Culture from World Wonders and Tiles is added to the Tourism output of the city (Hotel: 25%)
Netherlands
- Removed Start Bias: Prefer Coast
- Changed Unique Ability: Dutch East India Company
Buffed Gold from importing or exporting unique luxuries to +4, scaling with era (was +3, scaling with era)
Removed +3 Culture, scaling with era, from importing or exporting unique luxuries
Added "+1 Culture and Gold from luxury resource tiles"
- New Unique Unit: Goedendag
Replaces Pikeman
Production Cost: 100 (Pikeman: 160)
Faith Cost: 200 (Pikeman: 350)
Combat Strength: 20 (Pikeman: 17)
"Burgher": +33% Combat Strength if within 2 tiles of a friendly city
"Goedendag!": +10% Combat Strength for all adjacent friendly units
- New Unique Building: Doelen
Replaces Constabulary
+25 City Security (Constabulary: +20)
+5 City Strength
1 Artist Specialist Slot
Gain 50 Culture when you identify or kill a foreign Spy in this city, scaling with era
+1 Science, Culture, and Gold for each Global Monopoly you control
Ottomans
- New Start Bias: Prefer Coast
- New Unique Unit: Great Bombard
Does not replace anything - is a unique Siege unit class that upgrades into the Field Gun
Requires 1 Iron
Production Cost: 400
Limit 2 per player at a time
Combat Strength: 11
Ranged Combat Strength: 43
Moves: 2
Range: 2 tiles
Sight: 1 tile
"No Defensive Terrain Bonuses"
"Moves at half speed in enemy territory"
"Cover I"
"Skeleton Key": +150% Combat Strength when attacking Cities; lost on upgrade; not a newly-added promotion, the Battering Ram has it, but obscure enough to explain
"Unwieldy": cannot heal by any means, and -50% Combat Strength when attacking Land Units; lost on upgrade
Has a list of 5 unique names that can be given on creation
- New Unique Improvement: Tersane
Does not replace anything
Can be built on water tiles by expending Great Generals and Great Admirals
Must be adjacent to a city
Must not be adjacent to another Tersane
Can be built on all resources and connects them
Claims adjacent tiles on construction
+2 Production
+3 Gold
+2 Science
+50% Defense
Contains Fortifications
Enemy units that end their turn next to this tile take 30 damage
+25% Production towards Naval Units for the city owning this tile
+10 XP to Naval Units trained in the city owning this tile
- The Production and XP bonuses can stack if there are multiple Tersanes
Chemistry: +2 Science
Military Science: +2 Production, +2 Gold
Stealth: +4 Science
Electronics: +4 Production, +4 Gold
Colonialism policy: +2 Science, +1 Culture
Civil Society tenet: +4 Food
Five-Year Plan tenet: +3 Production
Military-Industrial Complex tenet: +3 Science
New Deal tenet: +6 Production
- These tech and policy boosts are the same as the Citadel, except for adding Gold at Military Science and Electronics
Base Gold when pillaged: 20, scaling with era
Persia
- New Unique Unit: Qizilbash
Replaces Lancer
Faith Cost: 450 (Lancer: 500)
Can be purchased using Faith without the Zealotry tenet
Combat Strength: 41 (Lancer: 37)
"Safavi Agitator": gain 10 Faith, 20 Gold, and 30 Golden Age Points when pillaging an improvement, scaling with era
- New Unique Improvement: Charbagh
Does not replace anything
Unlocked at Theology
Requires Fresh Water
Must not be adjacent to another Charbagh
Removes features (Forest, Jungle, Marsh)
Build time of 600, or 7 turns on standard speed
+2 Food
+1 Gold
+1 Culture
+1 Production
During Golden Ages, in addition to the +1 Gold, the Charbagh also gets +1 Culture and +1 Production
When worked, boosts city Great Person generation rate by 5%
Banking: +1 Culture, +1 Production
Electricity: +2 Gold
Base Gold when pillaged: 17, scaling with era
Poland
- New Unique Unit: Pancerny
Replaces Heavy Skirmisher
Combat Strength: 19 (Heavy Skirmisher: 17)
Ranged Combat Strength: 15 (Heavy Skirmisher: 14)
"Armor Plating I"
"Charge I"
- New Unique Building: Barbican
Replaces Armory
Production Cost: 450 (Armory: 300)
+3 Science (Armory: +2)
+1 Production
+1 Gold
+2 Unit Supply (Armory: +1 Unit Supply)
Provides a free Castle in this city
+10% City Ranged Strike Strength
+33% Ranged Combat Strength to the garrisoned unit in this city
Polynesia
- New Unique Unit: Vaka Nui
Replaces Galley
Combat Strength: 14 (Galley: 12)
Moves: 4 (Galley: 3)
"Supply"
- Changed Unique Unit: Maori Warrior, formerly a Scout replacement
Replaces Pikeman
Combat Strength: 22 (Pikeman: 17)
"Haka War Dance": -20% Combat Strength for adjacent enemy units; embarking and disembarking costs only 1 movement
- New Unique Building: Marae
Replaces Council
+1 Culture
Gain 3 Culture, Gold and Food whenever a building is constructed in the city, scaling with era
Portugal
- New Unique Unit: Caçador
Replaces Gatling Gun
"Scouting II"
"Fighting Cock": unit becomes stronger instead of weaker when damaged
- New Unique National Wonder: University of Coimbra
Replaces Imperial College
Does not require University
Does not have a Population requirement
Production cost increases by 10% per city (Imperial College: 25% per city)
+5 Science (Imperial College: +3)
+5 Culture (Imperial College: +3)
Provides a free University in the city
+3 Gold to all Universities
+200% Production towards Trade Units in all cities
Grants "Age of Discovery" to all owned units: gain 1 Gold and Experience when revealing a tile
Rome
- Removed Unique Building: Colosseum
- New Unique Unit: Ballista
Replaces Catapult
Combat Strength: 8 (Catapult: 5)
Ranged Combat Strength: 14 (Catapult: 13)
Does not have "Siege Inaccuracy"
Does not have "Limited Visibility"
"Legatus Legionis": +1 movement if a Great General is within 2 tiles
- Changed Unique Unit: Legion
Gains "Praefectus Castrorum": unit creates Improvements 60% faster if a Great General is within 2 tiles; lost on upgrade
- New Unique Building: Fornix
Replaces Heroic Epic, but is not exactly a Unique National Wonder
Does not have a Population requirement
Production cost increases by 10% per city (Heroic Epic: 25% per city)
Limit 1 per player, plus 1 for every enemy civ or City-State you have killed; killing the same player multiple times counts each time
+2 Culture (Heroic Epic: +1)
+2 Tourism
+1 Gold and Tourism to Aqueducts in this city
+1 Gold and Tourism to Aqueducts in all cities, stacking with the bonus for this city
"We Love the King Day" starts for 10 turns in the city when constructed
- New Unique Improvement: Villa
Does not replace anything
Unlocked at Engineering
Cannot be built adjacent to a city or another Villa
Removes features (Forest, Jungle, Marsh)
Build Time of 600, or 7 turns on standard speed
+3 Culture
+1 Food and Gold to adjacent Farms
+1 Culture and Gold to adjacent Plantations
Capital gains +2 Food, regardless of Villa's location or if it is being worked
Spawns the unique Figs bonus resource on a random adjacent resourceless tile on completion
If the Villa is removed, the adjacent Figs resource is removed with it
Civil Service: +1 Food and Gold
Economics: +1 Culture and Gold
Fertilizer: +1 Food and Culture
Base Gold when pillaged: 17, scaling with era
- New Unique Resource: Figs
Bonus Resource spawned by Villa
+1 Food
When improved by a Plantation: +1 Food and +1 Production
Russia
- New Unique Unit: Licorne
Replaces Field Gun
Ranged Combat Strength: 45 (Field Gun: 40)
"Can Move After Attacking", lost on upgrade
"Grapeshot": +33% Ranged Combat Strength when attacking Melee and Gunpowder Units
- New Unique Building: Pogost
Replaces Customs House
+2 Gold
+1 Gold and Production to Villages and Towns in this city
Trade routes to this city generate an additional 4 Gold for the city owner and 2 Gold for the trade route owner (Customs House: 2 Gold for each)
Banking: +2 Science
Economics: +2 Food
Railroad: +2 Faith, +2 Production
Industrialization: +1 All Yields
- Changed Unique Building: Ostrog
Buffed flat damage reduction to 4 (was 2)
Buffed Production and Gold bonus to local Strategic Resources to +2 (was +1)
Removed +1 Production and Gold to local Camps, Mines, and Lumber Mills
Shoshone
- New Unique Unit: Yellow Brow
Replaces Tercio
Combat Strength: 27 (Tercio: 25)
"Big Horse Dance": unit becomes stronger instead of weaker when damaged; gains an additional +20% Combat Strength when fortified
- New Unique Building: Buffalo Pound
Replaces Well, and Shoshone also cannot build Water Mills
Unlocks at Trapping
Can be built in any city
Has all normal Well stats
+1 Food and Production for every 6 tiles owned by the city
Siam
- Added Start Bias: Prefer Forest/Jungle
- New Unique Unit: Suea Mop
Replaces Field Gun
Combat Strength: 19 (Field Gun: 17)
Ranged Combat Strength: 45 (Field Gun: 40)
Does not have "Siege Engine"
"Coastal Artillery"
"Crouching Tiger": 15 bonus damage when attacking if the unit has not previously moved this turn; lost on upgrade
- New Unique Building: Elephant Camp
Replaces Workshop
+3 Production (Workshop: +2)
+2 Culture
+1 Faith
+1 Culture to all Lumber Mills
+1 Production and +1 Gold in city for every 2 Strategic Resources gifted by City-States, not counting those from Social Policy bonuses
- Changed Unique Building: Wat, formerly a Constabulary replacement
Now a unique building class
Now unlocked at Theology
Faith Cost: 300, must be purchased with Faith
Buffed Faith to +3 (was +1)
Loses 1 Scientist specialist slot
Loses +25 City Security
Gains "on construction, adds 1000 Religious Pressure towards Capital's majority religion in this city"
Gains -1 Religious Unrest
Keeps +2 Science, +1 Culture, +3 Science to Shrine and Temple in the city, +10 Influence to Diplomatic Missions from units originating from this city (unchanged)
Songhai
- New Unique Unit: Sofa
Replaces Crossbowman
Ranged Combat Strength: 20 (Crossbowman: 19)
"Medic I"
"Father of the Horse": +15% Combat Strength VS Mounted Units
- New Unique Building: Gumey
Replaces Caravansary
+2 Gold (Caravansary: +1)
+2 Production
+2 Culture
+1 Gold to local Luxury Resources
Land Trade Routes originating from this city gain +75% range (Caravansary: +50%)
If an active Trade Route is currently connected to or passing through the city: +2 Gold, +2 Production, +2 Culture
Trade routes to this city generate an additional 2 Gold for the city owner and 2 Gold for the trade route owner
Spain
- Removed Start Bias: Prefer Coast
- New Unique Unit: Armada
Replaces Corvette
Combat Strength: 42 (Corvette: 40)
"Santa Maria": killed enemy units generate Great Admiral Points equal to 100% of their Combat Strength
"Invincible": increases base Combat Strength by 6 if the unit starts its turn at full health
- New Unique Building: Bullring
Replaces Zoo
Does not require Circus
+4 Culture (Zoo: +2)
+4 Tourism
+4 Faith
+2 Culture and +2 Tourism to Pastures
+2 Culture and +2 Tourism to Forests and Jungles
Gain 100 Faith, Gold, and Culture when "We Love the King Day" starts in the city, scaling with era
City enters "We Love the King Day" for 10 turns whenever it completes a Public Works Project, scaling with gamespeed
Sweden
- Removed Unique Building: Skola
- Added Start Bias: Prefer Tundra
- Changed Unique Ability: Lion of the North
Loses "+15 XP and Military Land Units fully heal when a Great General is born"
Gains "Military Land Units earn 2 XP and heal 10 HP whenever a Great Person is born"
- New Unique Unit: Hakkapeliitta
Replaces Cuirassier
Combat Strength: 28 (Cuirassier: 27)
Ranged Combat Strength: 24 (Cuirassier: 22)
"Sentry"
"Hakkaa Päälle!": +25% Combat Strength VS units at full health
- New Unique Building: Bastu
Replaces Baths
Does not require Fresh Water
+3 Culture (Baths: +2)
+3 Food
+1 Science for every 2 worked Tundra tiles
Gain 8 Culture in this city when expending a Great Person, scaling with era
- New Unique National Wonder: Nobel Committee
Replaces Foreign Bureau
Unlocked at Dynamite (Foreign Bureau: Radio)
Does not require Wire Service
+5 Culture (Foreign Bureau: +1)
+5 Science
+2 Science and +3 Culture to all Public Schools
+3 Culture to all Academies in Empire
+2 Science to all Great Works in Empire
Gain 50 Gold when expending a Great Person, scaling with era, and 10 Influence with all City-States you have met
Venice
- New Unique Unit: Great Galleass
Replaces Galleass
Unlocked at Gunpowder (Galleass: Guilds)
Obsoletes at Dynamite, upgrading into the Cruiser
Production Cost: 250 (Galleass: 175)
Combat Strength: 20 (Galleass: 14)
Ranged Combat Strength: 30 (Galleass: 24)
"Bombardment I"
Has a list of 25 unique names that can be given on creation
- New Unique Unit: Fusta
Does not replace anything, is a unique Naval Ranged unit class that upgrades into the Frigate
Production Cost: 125
Faith Cost: 250
Combat Strength: 14
Ranged Combat Strength: 21
Moves: 5
Range: 1 tile
Sight: 2 tiles
Does not consume Unit Supply
"Can Move After Attacking"
"Cannot Melee Attack"
"Shallow Draft"
"Naval Inaccuracy"
- Changed Unique National Wonders
Rialto District: now gains +3 Food and +3 Gold for each Bank in Empire
Arsenale di Venezia: now gains +2 Production and +2 Science for each Bank in Empire
Murano Glassworks: now gains +2 Culture and +2 Tourism for each Bank in Empire
Zulu
- New Unique Unit: InDuna
Replaces Great General
Moves: 3 (Great General: 2)
When expended, gives +30 XP to nearest unit
Has a list of 17 unique names that can be given on creation
- New Unique Improvement: Isibaya
Replaces Citadel, can only be built by InDunas
+1 Food
+2 Production
+1 Science
+1 Culture
+1 Food, +1 Production and +1 Culture to adjacent Pastures
Spawns Cattle bonus resource on a random adjacent resourceless tile on completion
If the Isibaya is removed, the adjacent Cattle resource is removed with it
- New Unique Building: Iziko
Replaces Amphitheater
+3 Culture (Amphitheater: +2)
+2 Faith
Gain Culture when units level up, scaling with level (1 Culture at level 2, 2 Culture at level 3, etc.)
Ideologies
Autocracy
Lebensraum
- Loses 2x Citadel tile acquisition radius
- Gains the ability to build Citadels (with 1 radius) in foreign lands that are adjacent to your own lands
- Gains "retain tiles after razing Cities"
After razing the city, ownership of each tile is transferred to the closest city
Intentionally does not work when instantly destroying a city in One City Challenge
Policies
Imperialism
Regimental System
- Greece can now upgrade their units in the territory of City-States they are not at war with, if they have this policy
- Rationale: The policy specifies it grants the ability to upgrade units in the territory of friendly City-States, and Greece treats neutral City-State territory as friendly
Promotions
Altitude Training / Highlander / Desert Warrior
- Now use UnitPromotions_TerrainModifiers, which gives the combat modifiers to all tiles with the specified terrain(s), even if they have a city or feature
- Also only applies to the source tile instead of the target tile for ranged attacks
Thus, your archers no longer get stronger when shooting from flatland into enemies standing on hills
- This change is applied to the Community Patch Only versions of Altitude Training and Desert Warrior as well, but not Highlander because the wording specifically excludes tiles with Features
Resources
Ivory
- Cities with improved Ivory can no longer produce War Elephants
- Instead, they get a 15% discount to the Production cost of pre-Industrial Siege units
Score
- Halved score boost from nuclear weapons
Units
General
- Units which require Strategic Resources can no longer heal from pillaging, Repair Fleet, etc. if a major civ is using more of the Strategic Resource than they currently have
Pillaging a farm should not magically repair your weapons and armor, and it also made the "unable to heal" notification misleading
Technically this is a bugfix, but given how long it's been in the game it's de facto a balance change
Cargo Ship
- Now requires an adjacent body of water with 3 tiles to be built in a city (same as Community Patch Only); was 10
Colonist
- Loses +1 movement, gains +1 embarked movement
Now has 4 moves on land and 5 moves in the water
Renamed "Naval Movement" to Colonization (note: this promotion was also previously part of England's UA)
Longbowman (City-State Gift)
- Loses Range
- Gains "Agincourt": +1 range while at max HP, lost on upgrade
Mehal Sefari
- Now exclusively gifted by City-States
- Near Capital Bonus now falls off by 1% per tile (the inverse of Sun Never Sets) instead of 3% per tile
Effect would otherwise be too weak on an Industrial City-State-exclusive unit
War Elephant
- Removed
World Wonders
Great Firewall
- Now adds a -50% tourism modifier to all players who have researched the Internet technology
Previous effect (negating Tourism bonus from techs) was bugged and wasn't displayable in the UI
Parthenon
- Renamed to Nalanda
- Replaced Great Work of Art or Artifact slot with Great Work of Writing slot
- Free Great Work of Art (Phidias Showing the Frieze of the Parthenon to his Friends) replaced with free Great Work of Writing (Way of the Bodhisattva, by Shantideva)
UI
- Redesigned the Civilization select screen to show each civ's four unique components in a more symmetrical way
Looks sleeker than the original 4UC mod and increases the space for UA descriptions
Unique projects (which are now possible) are now displayed as components here as well
- Tooltips generated for units, buildings, and techs should now be more useful
Huge UI rewrite for InfoTooltipInclude.lua and TechButtonInclude.lua
Most (95%+) applicable columns and tables have been accounted for when generating them
Due to these more useful tooltips, many components don't require Help text anymore and have had it removed
Important caveat here: while these new tooltips are more optimized and comprehensive, they are also significantly slower
Any UI code which attempts to load large numbers at once (10+) is going to cause noticeable lag
Thus, UI mods should be modified to load tooltips on demand rather than loading them all ahead of time (use SetToolTipCallback)
Loading one tooltip is still relatively fast so caching the tooltips may not be necessary
- In place of Help text, the Game Info panel on Civilopedia building (including wonder) and unit pages is replaced by a generic version of the new tooltip
It shows the same content regardless of active player
- Huge optimizations to TechHelpInclude.lua (aka the tech tree)
Massively improved performance and memory usage, which should hopefully cut down on lategame crashes
Added a separate section for Specialist yields
Civ-specific uniques unlocked by a technology now show which civ the component belongs to
Techs now specify what other techs they lead to in the trade screen, which can be useful to know
Improvements to visual layout and sorting
Merged the files in (2) and (1) into a single file
- UI now consistently formats decimal places when showing yield numbers
Don't show decimal places in the top panel and other main panels
Always show two decimal places in tooltips
Use comma as thousands separator
- Improved the (1) and (2) mods' City Screen
Merged the (1) and (2) mods' versions of CityView.lua and ProductionPopup.lua, for easier modification
Moved CityView.xml and CityView_small.xml to the (1) mod
This adds some extra features to the Community Patch, like showing City Ranged Strength and yields from events/monopolies/corporations, as well as some new tables/columns
Rather than pre-calculating all tooltips before loading the UI, time-consuming ones are only loaded on mouseover, for a significant performance boost
Likewise, when a section is collapsed or expanded, only the relevant part is reloaded
Other optimizations made to reduce update frequency
The Science and Faith yield labels now display "OFF" instead of 0 / unhandled when the No Science / No Religion game options are active
- Improved the Monopoly Overview - made it clearer & added color coding for monopolies
- Implemented the Field Gun and Cannon model/icon changes from the (6-08a) proposal
- Spy names for each civ should now appear in a random order again
This was a feature in BNW, but the Community Patch disabled it a long time ago for better multiplayer compatibility (reducing randomness)
However, as we did a full overhaul of the game's pseudo-RNG a while back, it's now easy to generate random numbers without affecting multiplayer compatibility, and this feature is now restored
- City-States that don't appear if their associated major civilization does (MajorBlocksMinor table) now have unique colors
This is to subtly signify that they are special City-States and add a touch of flavor
In most cases, the associated civ's background color is used as the secondary color
Oviedo and Veligrad are exceptions which get a custom blue and green, respectively (see proposal thread for explanation)
For 15 out of the 43 civs, their background color doesn't contrast well enough with black
In 11 of those cases, this problem was solved by simply brightening the background color to a value of 80 or 90%
Austria, England, Morocco, Persia and the Mongols had the additional problem that their reds were too similar to Barbarians' red
These five along with Sweden (whose background color is so dark normal brightening was ineffective) have replacement colors instead for their blocked City-States
Austria gets lavender rose, England gets dusty rose, Morocco gets saffron gold, Persia gets copper rose, Sweden gets pure yellow, and the Mongols get an orange-yellow color
Warsaw (Poland) and Okilis (Spain) are allowed to keep their reds because they are visually distinct from Barbarians' red
Note: Recursive considered making Kabul and Ecbatana pure magenta to advance the homosexual agenda, but decided it would be unprofessional to subject everyone's eyes to that "missing asset" shade
But at least they get a color with "rose" in the name, even if it's an earthy brown shade with a little pink
- Added new colors for diplomatic opinion modifiers displayed in the list when you mouse over a leader/their current approach
The faded green/red text now applies between 1 to 14 positive or negative opinion (was 1 to 15)
A new midpoint color now applies between 16 to 29 opinion
The current "full positive" and "full negative" colors now apply between 30 to 79 opinion (was 16+)
Pure green/red now applies for modifiers of 80+ opinion
The threshold values are configurable in DiploOpinionWeights.sql
- Renamed the "Empire Size" penalty in the Unit Supply panel and Military Overview to the "City Count" penalty, to avoid confusion with the Unhappiness version of that modifier
- When a project cannot be created, a tooltip is now shown explaining the reason(s)
- Removed confirmation popup for replacing improvements in cases where the old improvement doesn't connect the resource on the tile and the new improvement does
Exception applies if the old improvement was created by a Great Person which was manually set by a modder to not connect resources
- The notification when buildings are consuming more Strategic Resources than you have now tells you the quantity that individual city is consuming above the limit
- The 'select a promotion' panel now sorts promotion choices using the OrderPriority column
This stops icons from annoyingly jumping around the panel when units gain multiple levels at once, reducing misclick risk
- Made various improvements to the Civilopedia structure
Added unit and building tooltips to Game Info panels
Extended info panels for units and buildings are now hidden unless debug mode is active (CTRL+Z)
Improved search functionality in the Civilopedia (CTRL+F now works as a keybind)
The Civilopedia now mentions if a promotion is only for Mounted Units
- Corrected outdated information in Hong Kong, Singapore, and India's Civilopedia entries
China has increased its grip on Hong Kong's affairs
Singapore is now the fourth country ranked by GDP per capita, not the fifth
American soldiers are no longer present in Afghanistan
- Documented "Treat neutral City-State territory as friendly territory" - the (in BNW) hidden component of Greece's UA - on the civ selection screen in Community Patch Only
- Replaced the Spy Points icon; old icon is used for City Security instead
- Added Ea-nasir as an Ancient Era Great Merchant ("80% history, 20% meme")
- Added new Great Artist (Lawrence Alma-Tadema) who draws the Great Work of Art that previously came free with the Parthenon
- Removed a duplicate Great General and a duplicate Great Admiral, each of whom were listed under two names
- Miscellaneous text fixes
Modding Tools
- Renamed many internal types and text keys, as well as some units, buildings and promotions
All units, buildings, and promotions added by VP should now have type and text key labels that match the ingame name
The full list is included in the "Renamed Text Keys and Component Names for Angry Modders" spoiler below the changelog
This will break compatibility with modmods, but now's the best time to rip off this band-aid
- Reorganized (2) Assets folder
Rearranged icons into atlases according to type
Moved all new font icons to the (1) Community Patch mod, all in one atlas
Thanks to gwennog and hokath for this!
- The autoinstaller now replaces the Expansion2.Civ5Pkg file from Brave New World to add a MinorCivSounds_VoxPopuli.xml file which is loaded as part of Brave New World
Because of Firaxis idiocy and hardcoding, it is required to either do this or modify MinorCivSounds_Expansion2.xml in order to choose the audio clip on City-State selection
Since adan_eslavo's mod changes MinorCivSounds_Expansion2.xml and other mods might as well, this is the least intrusive way to go about it
The autoinstaller will handle this automatically, but anyone who installs VP manually will have to do this extra step if they want the chosen audio clips
Entries added in MinorCivSounds_VoxPopuli.xml have no effect on gameplay when VP is not loaded (unless a mod adds City-States and audio clips with the same ID as the ones added by VP; highly unlikely)
The file will still be modified in Community Patch Only, to fix the bug where Cape Town plays Almaty's sound clip instead of its own, but no other entries are added
The base Expansion2.Civ5Pkg file will be restored if the autoinstaller is used to uninstall VP
- Reworked the horrible internal implementation of Arts/Sciences Funding
- Integrated vaderkos's Community Patch Kit (CPK), a reusable Lua toolkit with an automatic, lazy-loading file loader for Civ V mods
It only loads what you actually use, loads each file once, and keeps scripts clean, fast, and memory-efficient
- Enabled LuaCATS automatically if LSP is installed
Now if VP is opened in VSCode, all Lua files should have proper auto-completion
- Added CvContinent class, dividing the map into continents internally
- Increased retention period for test builds to 90 days (was 1 day) and made some other improvements to automated test builds
Test builds are no longer created for draft pull requests
Updated cppcheck to version 2.18, but turned it off by default as most issues nowadays are false positives
- Added Buildings.Unhappiness
In Community Patch Only: adds flat Unhappiness to the city
In Vox Populi: this adds to a new source of Local Unhappiness in the city ("Unhappiness from Buildings"), capped by Population like the other sources
- Added GameSpeeds.ExperiencePercent: scales unit XP gains and promotion thresholds with gamespeed
Also affects the duration of the "temporary attack bonus for X turns" policy modifier
100 on all gamespeeds in Community Patch Only, uses standard gamespeed scaling values in VP
- Added MinorCivilizations.Playable: Default value of 1 (true); if set to 0 (false), the City-State won't appear ingame
This was added so that adan_eslavo wouldn't have an aneurysm due to the sudden addition of 61 City-States :D
- Added Policies.CultureBombForeignTerritory: If set to 1, allows a player to plant Citadels in other teams' lands, provided other requirements are met (including adjacency to own territory)
- Added Policies.RetainRazedTerritory: If set to 1, the player retains tiles (formerly) owned by cities that they raze
Intentionally does not work when instantly destroying a city in One City Challenge
- Added Projects.CivilizationType: Only the specified civilization may build this project
- Added Projects.EmpireSizeModifierPerCityMod: Multiplier to the Needs increase per non-capital city in the empire (-10 = +4.5% Needs per city instead of +5%)
- Added Projects.MaxPlayerInstances: Limits a player to constructing the project MaxPlayerInstances times throughout their empire
- Added Traits.UnitHealFromGreatPersonBirth: All Land Units are healed by the specified amount when a Great Person is born
- Added Traits.XPBonusFromGreatPersonBirth: XP bonus to all Land Units when a Great Person is born (replaces XPBonusFromGGBirth column)
- Added UnitPromotions.AoEHealOnPillage: Heals HP to all adjacent owned units when pillaging improvements that do not block healing
- Added UnitPromotions.AttackModPerSamePromotionAttack and UnitPromotions.AttackModPerSamePromotionAttackCap:
Combat strength modifier when attacking per attack done by units with this promotion on the same turn
Capped at AttackModPerSamePromotionAttackCap
- Added UnitPromotions.CannotHeal: Prevents the unit's HP from increasing by any means
- Added UnitPromotions.CombatChange: Increases the base Combat Strength of the unit
- Added UnitPromotions.CombatModPerCSAlliance: Combat modifier for each City-State alliance, capped at BALANCE_MAX_CS_ALLY_STRENGTH allies
- Added UnitPromotions.CombatModPerLevel: Combat modifier for each level that this unit gains above Level 1
- Added UnitPromotions.DamageTakenMod: % modifier to total damage taken from combat; doesn't apply to fixed damage from other sources
Can be positive (bad) or negative (good)
- Added UnitPromotions.ExtraXPOnKill: Provides extra XP when killing a unit
- Added UnitPromotions.FortifiedModifier: Increases CS modifier from fortification additively
- Added UnitPromotions.FreeAttackMoves: When set to 1, this unit's attacks don't cost any moves
- Added UnitPromotions.InfluenceFromCombatXpTimes100: whenever XP is gained from combat, an identical amount of Influence is gained with the nearest City-State
- Added UnitPromotions.MinEffectiveHealth: This promotion is only effective if the unit starts its turn at or above this percentage of health
- Added UnitPromotions.PillageFortificationsOnKill: Unit pillages the target tile's fortifications when attacking and defeating a unit
On pillage effects (e.g. heal, gold steal, instant yields) are not triggered by this
- Added UnitPromotions.RequiresLeadership: This promotion is only effective if the unit starts its turn within the radius of a Great General/Admiral leadership aura
- Added UnitPromotions.TileDamageIfNotMoved: Extra damage on all units on target tile when unit attacks without having moved this turn.
This damage is not affected by any damage modifying effects on the target(s), and sets off all on-kill triggers.
- Added UnitPromotions_UnitCombatMods.Attack and UnitPromotions_UnitCombatMods.Defense: Allows attack- and defense-specific combat modifiers VS units of a specified combat type
- Added UnitPromotions.VsUnhappyMod: Combat strength modifier against units from unhappy empire
- Added UnitPromotions.XPFromPillaging: Provides XP when pillaging an improvement
- Added Units.CopyYieldsFromExpendTile: When a Great Person with this ability is expended, it permanently adds the yields of the tile the GP was expended on to the owner's capital
- Added Units.TileXPOnExpend: When a Great Person with this ability is expended, it awards the specified number of XP to the nearest unit
- Added Building_BonusFromAccomplishments: Grants other bonuses to the city per specified accomplishment that the player has achieved
Can currently be used to grant Happiness, extra XP (for units of a specified domain), and/or a production modifier (for units of a specified domain)
As a reminder, accomplishments are a new internal mechanic we added to track when the player achieves certain things
Accomplishments are permanent and irreversible even if the player's circumstances change
Example accomplishments could be selecting a belief or eliminating a player
This is a very flexible system since basically anything can be made into an accomplishment internally
- Added Building_ExtraPlayerInstancesFromAccomplishments: Each time the player completes the specified accomplishment(s), this building can be built ExtraInstances more times
- Added Building_InstantYieldFromWLTKDStart: Instant yields to the city when it gains WLTKD turns, scaling with era
- Added Building_LuxuryYieldChanges: Yield boost to luxury resources
- Added Building_WLTKDFromProject: Gain WLTKD turns when the specified project is completed
- Added Building_YieldChangesEraScalingTimes100: Yield boost to the building, scaling with era
- Added Building_YieldChangesFromAccomplishments: Yield boost to the building per specified accomplishment that the player has achieved
- Added Building_YieldChangesFromPassingTR: Yield boost to the building per trade route passing through the city
- Added Building_YieldChangesFromXCityStateStrategicResource: Yield boost to the building per NumRequired strategic resources given by City-State allies
Not counting ones gained from Policies
- Added Building_YieldChangesPerMonopoly: Yield boost to the building per global monopoly owned by the player
- Added Building_YieldChangesPerXBuilding: Yield boost to the building for each NumRequired (non-dummy) buildings in the city
- Added Building_YieldChangesPerXTiles: Yield boost to the building per NumRequired tiles owned by the city
- Added Building_YieldFromUnitLevelUpGlobal: Instant yields to the city when any unit is promoted, scaling with (new level - 1)
- Added Building_YieldPerXImprovementLocal: Yield boost for every X instances of an improvement inside the borders of this city
- Added Building_YieldPerXImprovementGlobal: Same but for entire empire
- Added Project_UnitCombatProductionModifiersGlobal: Production modifier for units of specified combat classes in all cities
- Added Project_YieldFromConquestAllCities: Instant yields to all cities when the player conquers a city, scaling with era
- Added Trait_FreeResourceOnWorldWonderCompletion
Spawns the specified resources with ResourceQuantity on random tiles within owned territory on World Wonder completion
If the resource is strategic, ResourceQuantity will be placed on a single tile
If the spawned resource is RESOURCE_ARTIFACTS or RESOURCE_HIDDEN_ARTIFACTS, prioritizes a tile with an existing archaeological record if possible
If not possible, also populates the spawned site with artifact class ARTIFACT_ANCIENT_RUIN
Antiquity Sites will no longer be spawned through this table once any player has researched Archaeology
Antiquity Sites spawned in this way during the Ancient or Classical Era will be dated to the Ancient Era; if spawned in Medieval or later, a random earlier era will be chosen, favoring earlier ones
This obeys CvPlot::canHaveResource() validations, and the extra validations for Antiquity Sites if placing one of those
- Added Trait_LuxuryYieldChanges: Adds yields to all luxury resource tiles in empire
- Added Trait_ResourceYieldChangesFromGoldenAge: Permanent yield change on specified resources when empire enters a Golden Age
Optional YieldCap parameter limiting the increase
- Added UnitPromotions_BlockedPromotions: Unit immediately loses the specified blocked promotions, and cannot gain them by any means
- Added UnitPromotions_Plagues: Unit inflicts PlaguePromotionType on enemy units of DomainType (all domains if NULL)
With ApplyChance% chance on attack or defense depending on ApplyOnAttack and ApplyOnDefense
ApplyOnDefense only works when defending against melee
Both PlaguePriority of the plague promotion and the UnitPromotions_BlockedPromotions table may block plagues from being inflicted
These two tables replace all previous plague-related code in the database and DLL
- Added UnitPromotions_TerrainModifiers: Unit gains the specified combat modifiers when fighting in the specified terrain (see Altitude Training / Highlander above for explanation)
- Added UnitPromotions_YieldFromAncientRuins: Instant yields to the origin city of the unit when it picks up an ancient ruin
- Added UnitPromotions_YieldFromCombatExperienceTimes100: Instant yields to the origin city of the unit when it gains XP from combat, scaling with amount of XP gained
- Added UnitPromotions_YieldFromTRPlunder: Instant yields to the origin city of the unit when it plunders a trade route
- Reworked the UnitPromotions.CapitalDefenseModifier columns
As things are now, the three columns are CapitalDefenseModifier, CapitalDefenseFalloff, and CapitalDefenseLimit
All 3 can be any integer, but the unit won't have any near capital modifier if CapitalDefenseFalloff is 0 regardless of the other two values (use the generic AttackMod and DefenseMod instead)
Near Capital modifier is no longer always positive and bottoms at 0
Instead, the modifier is set to CapitalDefenseLimit if this number is between CapitalDefenseModifier + (distance - 1) * CapitalDefenseFalloff and CapitalDefenseModifier + distance * CapitalDefenseFalloff
This can be used to facilitate a bonus for being *away* from the capital, such as in the "Sun Never Sets" promotion above
- UnitPromotions_Terrains now supports DoubleMove and ExtraMove for TERRAIN_HILL and TERRAIN_MOUNTAIN
Removed UnitPromotions.MountainsDoubleMove column
Removed UnitPromotions.HillsDoubleMove column from the DLL, but kept it backwards compatible as it's a vanilla column
- Repurposed the unused Trait_FreeResourcesXCities table from BNW
Now places the specified ResourceType around the city instead of on the city tile
If the resource is strategic, ResourceQuantity will be placed on a single tile
For non-strategic resources, the resource will be placed on ResourceQuantity number of tiles
If the spawned resource is RESOURCE_ARTIFACTS or RESOURCE_HIDDEN_ARTIFACTS, also populates the site with artifact class ARTIFACT_SARCOPHAGUS
ARTIFACT_SARCOPHAGUS sites don't count against the number of Antiquity Sites that will be placed once Archaeology is unlocked
Antiquity Sites spawned in this way during the Ancient or Classical Era will be dated to the Ancient Era; if spawned in Medieval or later, a random earlier era will be chosen, favoring earlier ones
This obeys CvPlot::canHaveResource() validations, and the extra validations for Antiquity Sites if placing one of those
The placement priority (random within each priority bracket):
1. Owned or neutral tiles within new city's working range, no resource (including unrevealed)
2. Owned tiles outside working range (including tiles owned by other cities), no resource (including unrevealed)
3. Don't place it
Antiquity Sites have an additional priority rule *within* each priority bracket: they will avoid being placed on top of a tile with an existing archaeological record
- Edited Leader_MajorCivApproachBiases, Leader_MinorCivApproachBiases, and Leader_Flavors
The default value for a flavor in Leader_Flavors (when a custom civ's leader doesn't have a flavor specified) is now 5, not -1, which is much more modmodder-friendly
Note: The other two tables already have appropriate default flavor values added by the Community Patch
All three tables now have NOT NULL checks added for database validation
- Removed Leaders.Personality and associated trigger
This was a shortcut VP added a long time ago with the idea being that modmodders could choose one of four standard arrays of leader flavors
Part of the intention was presumably also to make sure none of the flavors ended up as -1, the Firaxis default value for a flavor
However, neither the column nor the trigger were functioning as intended, and the default value has been changed to 5, so they are now obsolete
- Added code for a VP_BlanketPlagueImmunityCompatibility trigger and a related helper table in PromotionChanges.sql
Makes it easy to design a promotion that grants blanket immunity to all Plagues
This includes those added by modmods, if the trigger is enabled and modified
- Added Units_GlobalSeparateGreatAdmiral trigger: tries to set CanRepairFleet and CanChangePort to 1 for unique Great Admirals (triggers on matching UnitClass)
This was added because GLOBAL_SEPARATE_GREAT_ADMIRAL was perma-enabled
- Added some new global Defines
DIPLO_VICTORY_CIV_DELEGATES_ALIVE: the base amount by which each living civilization contributes to the # of delegates required to win Diplo Victory, before modifiers
DIPLO_VICTORY_CIV_DELEGATES_ELIMINATED: the base amount by which each eliminated civilization contributes to the # of delegates required to win Diplo Victory, before modifiers
DIPLO_VICTORY_CS_DELEGATES_ALIVE: the base amount by which each living City-State contributes to the # of delegates required to win Diplo Victory, before modifiers
DIPLO_VICTORY_CS_DELEGATES_ELIMINATED: the base amount by which each eliminated City-State contributes to the # of delegates required to win Diplo Victory, before modifiers
IDEOLOGY_UNLOCK_BASE_FREE_TENETS define: specifies the amount of free Tenets given to everyone when adopting an Ideology, regardless of how many people adopted it beforehand
UPGRADE_EXTRA_TURNS_UNIT_SPAWN define: specifies the amount of turns added to an allied militaristic City-State's free unit spawn timer (scales with game speed)
- Only applies when upgrading a unit in their territory (GLOBAL_CS_UPGRADES = 1), and does not apply if the player has the Regimental System policy
- Edited the INQUISITOR_CONVERSION_REDUCTION_FACTOR define: now a x100 multiplier with a default value of 50 (more granular than dividing by 2)
- Edited the GLOBAL_CS_GIFTS defines
Modified all the multipliers to be percentage-based and removed all the divisors
Added MINOR_CIV_FIRST_CONTACT_NO_UNIT_CONSOLATION_MULTIPLIER: default 100; multiplier for extra Influence if a militaristic CS doesn't give a unit to the meeting player
Piggybacked on a few of the defines to un-hardcode the amount of Faith given when meeting religious City-States in Community Patch Only
- MINOR_CIV_FIRST_CONTACT_BONUS_FAITH now also serves as the base value: default is 8, updated to 5 if GLOBAL_CS_GIFTS = 1
- MINOR_CIV_FIRST_CONTACT_SUBSEQUENT_TEAM_MULTIPLIER: default 50; multiplier to bonuses if you didn't reach the CS first
- The following replaced (but previously used in BNW) columns in HandicapInfos now have backwards compatibility:
HandicapInfos.Gold
HandicapInfos.GoldFreeUnits
HandicapInfos.ProductionFreeUnits
HandicapInfos.ProductionFreeUnitsPerCity
HandicapInfos.ProductionFreeUnitsPopulationPercent
HandicapInfos.AIUnitSupplyPercent (technically not actually used, but they specified values for it, so...)
HandicapInfos.BarbarianBonus
HandicapInfos.AIBarbarianBonus
HandicapInfos.BarbCampGold
HandicapInfos.BarbSpawnMod
HandicapInfos.AIPerEraModifier (mostly)
HandicapInfos.NumCitiesUnhappinessMod
HandicapInfos.RouteCostPercent (mostly)
HandicapInfos.AIUnhappinessPercent
If a modmod specifies any of these, their effects will stack with their replacement columns
See CvInfos.cpp in the code for more information
- Added new Lua functions Player:GetCompetitiveUnitSpawnType() and City:GetCompetitiveSpawnUnitType() - which pick a competitive unit - with documentation
- Added new Lua functions relating to Great People
Player:GetNextGreatPersonCost() - the player-level version of City:GetSpecialistUpgradeThreshold()
Player:GetGreatPersonRateModifier(GreatPersonType) - replaces all individual Great Person functions, which are now deprecated but backwards compatible
Player:GetGoldenAgeGreatPersonRateModifierFromTrait(GreatPersonType) - replaces all individual Golden Age exclusive Great Person functions, which are now deprecated but backwards compatible
City:GetSpecialistRate() - now accepts an optional boolean parameter; if true, returns both the rate and the tooltip
- The City Screen now uses this instead of building the tooltips in Lua
- Added new Lua functions Player:GetPersona() and Player:SetPersona()
These return and accept a table (respectively) and can be used to retrieve or edit the Diplomacy AI's personality flavors
- Added new Lua functions Player:GetGrandStrategy() and Player:SetGrandStrategy()
These can be used to retrieve and edit the Grand Strategy AI's current victory pursuit
SetGrandStrategy() also updates the Diplomacy AI's current victory pursuit to match
- Added new Lua functions Player:GetEconomicStrategies() and Player:GetMilitaryStrategies()
Returns two arrays, one with all active strategies and a second one with the number of turns they've been active for
- Added new Lua functions Player:SetEconomicStrategies() and Player:SetMilitaryStrategies()
Accepts an array of strategies to be activated; all others will be deactivated
- Added new Lua functions Plot:IsEligibleForNormalDigSite() and Plot:IsEligibleForHiddenDigSite() - which validate whether a dig site can spawn on a given tile
Additionally, calling Plot:CanHaveResource() with Antiquity Sites as the resource will now return the same result as these functions
- The Lua function Player:GetOpinionTable() now has an optional bForceDebugMode parameter, making it return the detailed diplo info visible with Global Observer or Diplo Debug mode
- The Lua function Plot:CanHaveImprovement() no longer has an unused parameter bOnlyTestVisible that has to be set to false in order to use the bCheckAdjacency and bTestXAdjacent parameters
Because bOnlyTestVisible is unused entirely in BNW and no parameters come after it, both on the DLL and the Lua sides, it was simply removed; bCheckAdjacency is now in its position
Modmodders should update any calls to Plot:CanHaveResource() within their modmods accordingly
- The Lua functions Plot:AddArchaeologicalRecord() and Plot:SetArchaeologicalRecord() now have an optional bIgnoreNormalRestrictions parameter
If true, the artifact priority system and being unable to spawn new dig sites after Archaeology are both ignored
By default, AddArchaeologicalRecord() has this set to false, and SetArchaeologicalRecord() has this set to true
- Converted the Diplomacy AI Options (DiploAIOptions.sql) into CustomModOptions
- Added experimental new CustomModOptions to allow the AI to selectively control portions of human players' civilizations (disabled by default)
AI_CONTROL_CITY_MANAGEMENT
AI_CONTROL_CITY_PRODUCTION
AI_CONTROL_DIPLOMACY
AI_CONTROL_ECONOMY
AI_CONTROL_ESPIONAGE
AI_CONTROL_EVENT_CHOICE
AI_CONTROL_FAITH_SPENDING
AI_CONTROL_GREAT_PERSON_CHOICE
AI_CONTROL_POLICY_CHOICE
AI_CONTROL_RELIGION_CHOICE
AI_CONTROL_TECH_CHOICE
AI_CONTROL_TOURISM
AI_CONTROL_UNIT_PROMOTIONS
AI_CONTROL_UNITS
AI_CONTROL_WORLD_CONGRESS
Some combinations of mod options may not work perfectly since the AI systems are interconnected in some places
A lot of it is compartmentalized though, and works quite well without the others
Also added a few support options
- HUMAN_USES_AI_HANDICAP: human players use the AI_HANDICAP_DEFAULT personal difficulty level, and benefit from all AI handicap bonuses from the game difficulty level
- HUMAN_USES_AI_MECHANICS: human players are treated as AIs for One City Challenge or some mechanics where AIs treat humans differently (e.g., avoiding spreading religion to human teammates)
- Added other new CustomModOptions which are enabled by default, with the CORE_ options also being enabled in Community Patch Only
CORE_GARRISON_DAMAGE_ABSORPTION: garrisons absorb some damage from non-aerial attacks against the city
CORE_PUPPET_BUILDING_LIMITATIONS: non-Venetian puppets can only build previous era buildings + won't build non-defense buildings during deficits
CORE_NO_NAVAL_RANGED_ATTACKS_FROM_CANALS: naval units cannot do ranged attacks from cities or passable improvements
BALANCE_AIR_UNIT_CHANGES: enables VP's changes to aerial combat, such as land units having air defense
BALANCE_RAZING_CREATES_PARTISANS: razing cities spawns partisans if still at war (or Barbarians if not)
BALANCE_TRADE_ROUTE_DESTINATION_RESTRICTION: prevents sending more than one Trade Route to the same destination city, except to/from Venice
BALANCE_NO_WARTIME_CONCERT_TOURS: prevents using Great Musicians' Concert Tour ability while at war with the target
BALANCE_PRISONERS_OF_WAR: enables Prisoners of War plague
- This was previously tied to the Barbarian Theft option for some reason
RELIGIOUS_SETTLERS_WEIGHTED: if GLOBAL_RELIGIOUS_SETTLERS is enabled, use weighted randomization to choose Settlers' religion
- Each religion has a weight equal to its number of followers in the city the Settler spawned in
- If this is set to 0, the city's religious majority will be used instead, like with Missionaries and Inquisitors
ISKA_PANTHEONS, ISKA_GOLDENAGEPOINTS_TO_PRESTIGE, CIV6_EUREKAS
- These are modmod options that were in the DLL but not the database
- They have been moved into the database, so whoever maintains these modmods should ensure they are setting to 1 rather than adding the CustomModOption entirely
- Edited BALANCE_QUEST_CHANGES to fully encompass the changes to the Faith Contest and Kill City-State quests
- Edited GLOBAL_PASSABLE_FORTS, GLOBAL_GRATEFUL_SETTLERS, and BALANCE_RESOURCE_SHORTAGE_UNIT_HEALING
They can now be enabled in Community Patch Only without any extra steps
- Edited BALANCE_PURCHASE_COST_ADJUSTMENTS to decouple it from the cost reduction to buildings if investing in them instead of purchasing them outright
This is now tied to BALANCE_BUILDING_INVESTMENTS, which is a more logical choice
- Disabled CARGO_SHIPS, GLOBAL_QUICK_ROUTES and GLOBAL_STACKING_RULES pending either their removal or verification that they actually work
- Removed various CustomModOptions
COMMUNITY_PATCH: was already perma-enabled
BALANCE_CORE: was already perma-enabled
GLOBAL_NO_FOLLOWUP_FROM_CITIES: already defunct, could only be toggled off for Improvements and you can simply set NoFollowUp to 0 instead
GLOBAL_CAPTURE_AFTER_ATTACKING: is a bugfix so no reason to disable it
GLOBAL_ANYTIME_GOODY_GOLD: obsolete, addresses an issue that was fixed
GLOBAL_PROMOTION_CLASSES: perma-enabled it
GLOBAL_CITY_AUTOMATON_WORKERS: was already perma-enabled
GLOBAL_RELOCATION: was already perma-enabled
GLOBAL_CITY_WORKING: was already perma-enabled
GLOBAL_ALPINE_PASSES: perma-enabled it
GLOBAL_GREATWORK_YIELDTYPES: perma-enabled it
GLOBAL_EXCLUDE_FROM_GIFTS: was already perma-enabled
GLOBAL_SEPARATE_GREAT_ADMIRAL: perma-enabled it
GLOBAL_MOVE_AFTER_UPGRADE: perma-enabled it
GLOBAL_CANNOT_EMBARK: perma-enabled it
BALANCE_CORE_PUPPET_PURCHASE: perma-enabled it
BALANCE_CORE_MINOR_PROTECTION: was already perma-enabled; however, BALANCE_CORE_PTP_MINIMUM_REQUIREMENTS is now renamed to BALANCE_MINOR_PROTECTION_REQUIREMENTS
BALANCE_CORE_IDEOLOGY_START: perma-enabled it, now enabled via modifying Defines
BALANCE_YIELD_SCALE_ERA: presumably this was once supposed to turn on all "scales with Era" code; it does not do this + this is too expansive to be modular; merged into BALANCE_VP
BALANCE_CORE_PANTHEON_RESET_FOUND: was never implemented
BALANCE_CORE_MINORS: merged into BALANCE_VP
BALANCE_CORE_POP_REQ_BUILDINGS: perma-enabled it
BALANCE_CORE_FOLLOWER_POP_WONDER: perma-enabled it
BALANCE_CORE_BELIEFS_RESOURCE: perma-enabled it
BALANCE_CORE_BUILDING_INSTANT_YIELD: perma-enabled it
BALANCE_CORE_BELIEFS: perma-enabled most parts, merged one part into BALANCE_VP
BALANCE_CORE_POLICIES: perma-enabled most parts, merged one part into BALANCE_VP
BALANCE_CORE_EMBARK_CITY_NO_COST: was already perma-enabled
TRAITS_CITY_WORKING: was already perma-enabled
TRAITS_CITY_AUTOMATON_WORKERS: was already perma-enabled
BUILDINGS_CITY_WORKING: was already perma-enabled
BUILDINGS_CITY_AUTOMATON_WORKERS: was already perma-enabled
POLICIES_CITY_WORKING: was already perma-enabled
POLICIES_CITY_AUTOMATON_WORKERS: was already perma-enabled
TECHS_CITY_WORKING: was already perma-enabled
TECHS_CITY_AUTOMATON_WORKERS: was already perma-enabled
BALANCE_CORE_MILITARY_PROMOTION_ADVANCED: split off into BALANCE_AIR_UNIT_CHANGES and BALANCE_RAZING_CREATES_PARTISANS, plus some other changes merged into BALANCE_VP
BALANCE_CORE_SPIES_ADVANCED: was already perma-enabled
BALANCE_CORE_SCALING_XP: replaced with GameSpeeds.ExperiencePercent
POLICIES_UNIT_CLASS_REPLACEMENTS: perma-enabled it
CIVILIZATIONS_UNIQUE_PROCESSES: perma-enabled it
BALANCE_CORE_RESOURCE_FLAVORS: perma-enabled it
BALANCE_CORE_AFRAID_ANNEX: perma-enabled it
BALANCE_CORE_PORTUGAL_CHANGE: perma-enabled it
TRADE_ROUTE_SCALING: perma-enabled most parts, split off one part into BALANCE_TRADE_ROUTE_DESTINATION_RESTRICTION
BALANCE_CORE_TOURISM_HUNDREDS: the UI files have been updated to make this option obsolete
BALANCE_CORE_MILITARY_RESISTANCE: was already perma-enabled
DIPLOMACY_NO_LEADERHEADS: no longer functions
CORE_PER_TURN_DAMAGE: was already perma-enabled
SHIPS_FIRE_IN_CITIES_IMPROVEMENTS: redundant with CORE_NO_NAVAL_RANGED_ATTACKS_FROM_CANALS
ISKA_GAMEOPTIONS: was already perma-enabled
BALANCE_CORE_EVENTS: was already perma-enabled
RELIGION_CONVERSION_MODIFIERS: was already perma-enabled
RELIGION_POLICY_BRANCH_FAITH_GP: was already perma-enabled
BALANCE_CORE_MILITARY_LOGGING: removed it
BALANCE_CORE_MILITARY: was already perma-enabled
BALANCE_CORE_YIELDS: was already perma-enabled
BARBARIAN_GG_GA_POINTS: was already perma-enabled
BATTLE_ROYALE: obsolete when observer mode exists
PSEUDO_NATURAL_WONDER: was already perma-enabled
USE_TRADE_FEATURES: was already perma-enabled
TRAITS_CROSSES_ICE: perma-enabled it
TRAITS_OTHER_PREREQS: perma-enabled it
TRAITS_TRADE_ROUTE_BONUSES: perma-enabled it
TRAITS_ANY_BELIEF: perma-enabled it
PROMOTIONS_GG_FROM_BARBARIANS: perma-enabled it
PROMOTIONS_VARIABLE_RECON: perma-enabled it
PROMOTIONS_CROSS_MOUNTAINS: perma-enabled it
PROMOTIONS_CROSS_OCEANS: perma-enabled it
PROMOTIONS_CROSS_ICE: perma-enabled it
PROMOTIONS_HALF_MOVE: perma-enabled it
PROMOTIONS_UNIT_NAMING: perma-enabled it
UI_CITY_PRODUCTION: removed it
NEW_GOODIES: perma-enabled it
BALANCE_CORE_ARCHAEOLOGY_FROM_GP: removed it due to being buggy, marginal, and undocumented
- Reorganized the CustomModOptions files and created a standardized naming format for the options
- The AI check for the Timurids modmod to make it always raze cities now checks for Leaders.Type == LEADER_TIMUR_MOD instead of BALANCE_CORE_SETTLER_ADVANCED and Traits.RazeSpeedModifier > 0
Bugfixes
- Fixed several issues causing the game to hang
- Fixed undefined behavior that caused massive Gold fluctuations due to an array out-of-bounds error
- Fixed theming bonuses for Great Works being set to 0 in almost every case
- Fixed Glass not appearing as a City-State-exclusive resource
- Fixed possible multiplayer desync issues with automatic Great Work swapping
- Fixed a longstanding bug where trained units in damaged cities will start out damaged; this is only supposed to be the case for purchased units
- Fixed Chill Barbarians not correctly changing spawn rates (also longstanding)
- Fixed a vanilla bug where Cape Town would play Almaty's sound clip on selection instead of its own
- Fixed militaristic City-States being able to pick Unique Units that can found cities
- Fixed militaristic City-States being able to spawn a naval unit on first contact if they're not coastal or when GLOBAL_CS_GIFT_SHIPS is disabled
- Fixed a crash when the MINOR_CIV_FIRST_CONTACT_XP_RANDOM define is set to 0
- Fixed a quest duration mismatch bug when assigning the City-State quest to construct a World Wonder
- Fixed truncation & tall-wide imbalance when calculating extra building maintenance from resource shortage (now an additive 2% per resource over limit rather than being multiplicative per city)
- Fixed incorrect resource quantity calculation when settling a city on a resource
- Fixed error in resource shortage calculation when buildings consume more of a Strategic Resource than the player actually has
- Fixed improper implementations of Plot:CanHaveResource() and Plot:CanHaveImprovement()
- Fixed Buildings.FreeArtifacts column not functioning after any civ researches Archaeology
- Fixed Antiquity Sites created through artificial means (e.g., IGE, new Egypt UA) after the discovery of Archaeology being generated without valid artifact data
- Fixed multiple bugs with Great Work bookkeeping, optimization and swapping
- Fixed a crash when exiting Strategic View in Community Patch Only
- Fixed rough terrain not being considered rough in Community Patch Only
- Fixed Spy Points being enabled in Community Patch Only, which made the number of spies scale with map size
- Fixed Treaty Organization policy not applying the Influence boost in Community Patch Only
- Fixed Legalism policy's free Monument not working in Community Patch Only, and related issues
- Fixed Religion Overview not displaying the list of active Beliefs in Community Patch Only, and related issues
- Fixed missing icon for automating City Production in Community Patch Only
- Fixed a rare bug with Korea's unique ability in Community Patch Only when selling buildings
- Fixed some Diplomacy AI issues with the Exploration and Aesthetics trees in Community Patch Only
- Fixed division by zero in damage calculation
- Fixed a bug where captured enemy combat units (French UA) wouldn't capture/kill civilians they were previously escorting
- Fixed incorrect combat panel predictions in cases where one or both units of a melee battle are killed
- Fixed combat panel not accounting for fixed damage reductions
- Fixed unseen interceptors being displayed in the combat panel
- Fixed healing text being shown for invisible enemy units
- Fixed the cargo of invisible enemy units being shown in the tile tooltips (including aircraft icon in EUI)
- Fixed being able to trade a damaged city during peacetime if the city isn't technically in danger but still took damage this turn
- Fixed Prisoners of War promotion not being removed when the original owner recaptures their own civilian
- Fixed Prisoners of War timer not resetting when an already-captured civilian is captured again by someone who also isn't the original owner
- Fixed Tactical AI assigning naval units as dedicated city garrison units
- Fixed an overflow error in the Tactical AI combat simulator when simulating attacks on a tile
- Fixed serialization errors in the Military AI
- Fixed some issues with Military AI's desired army/navy/explorer ratio
- Fixed emergency units bought by Military AI not getting promoted on the same turn as they are bought
- Fixed non-Venetian puppet cities being able to purchase tiles due to lack of backend validation
- Fixed the AI check intended to prevent non-founders from building certain religious Wonders (e.g., Borobudur) not functioning correctly
- Fixed a typo causing AI to not build air carriers when needed, and to build them when not needed
- Fixed a typo causing AI to basically never adopt the "settle other continents" strategy
- Fixed a bug causing some AIs to build few Settlers (in-progress Settlers were being counted as if they already existed, so a reevaluation could cancel them)
- Fixed some incorrect tech triggers for military strategies in VP
- Fixed non-recon exploration units attempting to collect Ancient Ruins when they are unable to
- Fixed a bug causing AI recon units to think barbarian camps are undefended (and try to snipe them) when they are in fog of war
- Fixed a bug where AI recon units would evaluate 1- and 2-turn paths identically
- Fixed several possible bugs in Homeland AI when evaluating improvements on the same turn as another improvement was finished
- Fixed outdated code in German Homeland AI causing it to prefer to gift UUs because the "Influence per turn bonus remains on upgrade" balance change wasn't considered
- Fixed a bug where if a human player got their first Worker from a policy, it wouldn't be able to start automated work in the same turn
- Fixed City Strategy AI double counting the Great Scientist rate modifier from Babylon's UA
- Fixed an issue where 'zombie' units (units who are currently playing their death animations) would still be registered in the AI's city danger assessment
- Fixed an uncommon issue where Military/Diplomacy AI would not recognize that air units or nukes posed a threat to their city
- Fixed a bug causing AI to bully City-States much less than they should be
- Fixed acquiring a vassal not immediately triggering a warmongering penalty update, causing confusion in some cases
- Fixed a bug where voting to repeal sanctions that the AI wanted to leave in place would give a diplo bonus
- Fixed a related bug where voting to keep them in place (if the AI also wanted that) would give a diplo penalty
- Fixed a bug where AI would apply twice the intended diplo penalty if you proposed something they only weakly dislike
- Fixed poor handling of the "You excavated their artifacts!" penalty
- Fixed a very rare bug in Diplomacy AI's selection of victory pursuits
- Fixed Diplomacy AI counting the cargo of invisible enemy units in certain calculations
- Fixed a bug in Diplomacy AI's "please move your troops" request decision-making
- Fixed a small bug in AI-to-AI diplomacy interactions over protected City-States
- Fixed the Deal AI function intended to add Liberation to the AI's side of the deal table actually adding it to the other player's side
- Fixed incorrect values being used for Hill and Mountain tiles in Deal AI's valuation of World Maps
- Fixed a bug in World Congress AI's scoring of the Treasure Fleet project
- Fixed GLOBAL_CITY_JUNGLE_BONUS CustomModOption to work as intended by whoward
- Fixed GLOBAL_CS_OVERSEAS_TERRITORY CustomModOption to work as intended by whoward
- Fixed GLOBAL_CS_UPGRADES CustomModOption to work as intended by whoward
- Fixed GLOBAL_GRATEFUL_SETTLERS CustomModOption to work as intended by whoward
- Fixed BALANCE_SANE_UNIT_MOVEMENT_COST CustomModOption to work as intended by ilteroi
- Fixed an EVENTS_REBASE event being called without the CustomModOption being enabled
- Fixed UnitPanel UI not correctly accounting for the ability to upgrade a unit in City-State or Vassal territory
- Fixed City-State UI still displaying that an Embassy can be established after a unique Embassy is placed down
- Fixed missing tooltip when a unit can't be trained due to resource requirements
- Fixed a tooltip error when examining Great Works
- Fixed a tooltip error when displaying floating point numbers in the City Screen
- Fixed a visual bug in non-EUI observer mode
- Fixed a vanilla bug where advisor recommendations were not updated when stealing a Technology (they could be from another player)
- Fixed numerous minor UI issues
- Fixed some issues that caused log spam
- Fixed a Squads issue where embarked units were not routed to the same tiles as naval units when available and such tiles would be closer to the target destination
- Fixed a Squads issue where non-combat units were sometimes routed to the destination tile while no combat units in the squad were
- Fixed a Squads issue where box select did not work correctly around the map world wrap
- Fixed UnitPromotions.WorkRateMod and reward scaling for instant Culture ruins requiring Barbarian Theft to be enabled in order to function
- Fixed CvContractEntry::GetObsoleteEra() returning the prereq era instead
- Fixed a compiler bug preventing commit_id.inc from being written if the solution folder's file path contains whitespaces
Online as of October 14, 2025, 05:17 am CST
Version 5.0-alpha.02
Changelog:
Code:
AI improvements:
- AI now better at distributing its workers across parts of its empire that are not connected to each other.
- AI now better at protecting GPs and workers building improvements.
- Homeland AI should now be better at standing still in forts.
- AI will now use their redundant admirals to get luxury resources instead of doing nothing with them, even when they are not unhappy.
- Improved AI GP improvement placement when they don't have any workers.
- AI should now be better at building units up to their supply limit.
- AI will now plan their desired army size based on their current income and other expenses.
- AI will no longer upgrade supply free units when that will put them over their supply limit.
Icons:
- New icons for the following the following buildings/units, because of either low quality and/or anachronism of the originals (thanks to Putmalk!)
All Tradition Policy buildings
Garden
Holkan
Suea Mop
Prowler
Arsenale di Venezia
Also includes a saturation+contrast filter on the Assyria UB, which was quite dull.
Bugfixes:
- Fix numerical trait modifiers temporarily being applied multiple times
- Fix crash when restarting a game, or when starting a game after exiting another one
- Fix buildings having BNW help texts in VP
- Fix Egypt's antiquity sites disappearing when researching Archaeology
- Fix India having two Qila unique buildings
- Fix Carthage not getting free lighthouses when founding coastal cities
- Fix Prowlers upgrading to themselves
- Fix Licornes not having unique promotions
- Fix Gumey not being shown in Civilopedia
- Fix missing assets in Community Patch only
- Fix inaccurate text for attack bonus from distance to capital
- Fix a bug related to AI road planning
- Fix global yields from purchases not being stored in save game files
- Fix XP from previous golden ages not being stored in save game files
- Fix AI explorers not taking ancient ruins in a niche case
- Fix AI purchasing work boats in cities where they are currently building a work boat (unless they need more than one).
- Fix some issues with AI unit purchase logic
- Fix errors in resource count calculations
- Fix a bug in vassal tax calculations
- Fix many assert hits
- Fix EUI city screen showing purchase costs as non-integer values
- Fix Policies.GarrisonFreeMaintenance not taking into account that units can have extra maintenance (Units.ExtraMaintenanceCosts; used in modmods)
- Fix city tile notification not getting dismissed on turn end.
- Fix Iroquois not getting city connections with combined rivers and forests/jungles in some cases
- Text fixes
Online as of October 18, 3:04 pm CST.
Not save game compatible with 5.0-alpha.01
Version 5.0-alpha.03
Changelog:
Code:
Balance changes:
- Changed the effect of the "Hakkaa Päälle!" promotion of the Hakkapeliitta from "+25% CS attacking units at full health" to "30% when attacking units above 50% HP"
Improvements to Tactical AI and Homeland AI:
- Tactical AI evaluations incorrectly included intermediate unit position scores, meaning most of the evaluation space was being taken up by nonsense moves. This has now been fixed with the evaluation only including final unit positions + the value of all attacks/pillaging/etc.
- One effect of this is that Tactical AI will no longer try to maximize the amount of moves for all units. This means, among other things, that it is now properly able to fortify melee units on the front lines and letting ranged units attack from behind. In general it should now be acting much more sensibly.
- Improved tactical AI distance to target estimation, AI should no longer get stuck on mountain chains or on the wrong side of islands.
- Added support in tactical AI evaluation for AoE damage on move.
- Added support in tactical AI evaluation for restore moves from improvement.
- Tactical AI evaluation for AoE damage from fortification is now consistent with similar evaluations.
- Tactical AI now takes into account current heal rate when deciding whether to stay and heal
- Fixed a bug in Tactical AI evaluations causing units to be swapped too often
- Tactical AI should now be better at not letting ranged units die, e.g. when sieging cities.
- Tactical AI should now position fast ranged naval units further back in formations, meaning that they can now bombard cities with very fast ranged naval units without taking damage.
- Tactical AI should be a bit better overall at positioning ranged units.
- Tactical AI should now be a bit better at taking barbarian camps with skirmishers.
- Tactical AI should now be a bit better at using recon units to scout but keeping them out of danger.
- Tactical AI should now be better at using relevant units as garrisons.
- Tactical AI will now try harder to put ranged units in positions where they can fire at enemies.
- Tactical AI will now pillage more aggressively with units without free pillage moves.
- Improved AI garrison handling
- AI is now able to pull garrisoned units out of cities if the city isn't threatened.
- AI will no longer treat naval units as if they gave garrison bonuses.
- Skirmishers can now perform opportunity attacks from cities even if the target is not adjacent to the city (if the skirmisher can make it back to the city afterwards).
- AI should be significantly better at using ranged naval units.
- AI will no longer send workers across the world while at war.
- AI exploring ships will no longer go home to heal as soon as they take damage.
- AI will no longer use ranged ships as explorers.
- AI explorers will now accept taking a bit more damage before healing.
- Fix cases where exploring units would not take nearby ancient ruins if another explorer further away was moving there.
- Sentry units will now heal even when not heavily damaged.
Other AI improvements:
- AI settler operations should now be a bit better at sticking together.
- Unit AI Production mod tweak, will now not build any bad units when unit balance is bad.
- Small fix for unit production AI regarding evaluation of garrisoned units.
- AI will now purchase work boats in the cities that need the work boats.
- AI will no longer build work boats for unworkeable bonus resources.
- Improved AI victory type selection
- Reduced City Governor valuation of food, increase valuation of science, culture and faith
Bugfixes:
- Fixed WLTKD never decreasing
- Fixed Wat not being buildable
- Fix Klepht not being able to attack units
- Fixed landmarks not giving culture
- Fixed yields from features (Goddess of Renewal etc.) being calculated incorrectly
- Fixed Venice not being able to make purchases in puppet cities (non-EUI)
- Fixed Egypt's UA no longer applying when loading save games
- Fixed several crashes
- Fixed Ordo graphics bug
- Fixed automatic purchases for religious units not working
- Fixed keypresses being processed by the game when the Civilopedia was opened (could lead to unintended game actions)
- Fixed Religion UI not displaying beliefs
- Fixed incorrect build time in the UI when constructing a Tersane
- Fixed City View showing incorrect building yields (yields from policies were counted twice)
- Fixed unique projects being shown for all Civs in the Tech Tree
- Fixed tiles disconnected from the city center being purchaseable
- Fixed tooltips showing vanilla text
- Fixed some issues with buildings tooltips
- Added text description for Aplekton and Obelisk
- Rename Venice City-State to Venezia (so searching for "Venice" in the Civilopedia will lead to the Civ, not to the City-State)
- Text fixes
Other:
- Added mod option BALANCE_NO_RESOURCE_YIELDS_FROM_GP_IMPROVEMENT: "GP and similar improvements remove the yields from resources (but still connect them)"
Online as of October 26, 1:19 pm CST.
Not save game compatible with 5.0-alpha.02
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