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". The previous effect was considered too weak
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)"