General
- Performance improvements
- Some fixes for desyncs in multiplayer
- Replaced std::sort usage with std::stable_sort for consistent outputs
- Improvements to database hashing algorithm, clang build queue
AI
- Massive improvements to road building AI, courtesy of KungCheops
AI is much better at building shortcuts and locating strategic defensive points
Iroquois and Songhai AIs are now better at exploiting their road trait bonuses
- Some improvements to general Worker AI as well, particularly when deciding where to build Forts
- Blocked automated Workers from building improvements in cities that are being razed
- Adjustments to Diplo & City-State AI determination of "potential military threats or targets"
Ties into road-building AI as well - AI will prioritize building roads near borders with threats or targets
- Diplo AI resets 'times agreed to coop war' bonus to 0 if any war declaration or city capture against them occurs, not just betrayals
- Diplo AI resets 'times refused to go on coop war' penalty to 0 if they make peace with the player
Or if the player capitulates to any civ (voluntary vassalage doesn't count)
- Diplo AI now notices direct betrayals against human teammates, not just AI teammates
- Removed an unintended slight reduction in diplomatic hostility towards neighbors in the early game
- Tactical AI now considers the ally of a City-State when calculating tactical dominance zones
- Tactical AI search depth reduced for performance reasons
Can be reverted in DifficultyMod.xml
- Tactical AI 'branching' reduced when the AI has large numbers of units to process, again for performance reasons
- Tactical AI less likely to abort melee units' killing attacks
UI
- City-States affected by Open Door / Sphere of Influence now have indicators on the Espionage Overview
- Faith purchase menu now shows twice as many options before it requires you to scroll down
- Numerous text fixes and additions, most of them from Enginseer, including clarifications to several UAs and improvements
Policy text rewritten in bullet point form
Balance
Barbarians
- Removed Coast Walkers promotion (Barbs that spawn on the coast can no longer embark prior to 80% of civs researching Sailing)
Buildings
General
- Cleaned up conquest probability entries
Conquest probability is 80% for most buildings
100% for World Wonders and religious buildings
0% for defense, military training, and policy-exclusive buildings (requires Civilizing Mission to capture)
National Wonders, Guilds, Refineries can never be captured
Courthouse, Corporation buildings, Spanish Mission, and instant yield buildings can never be captured
- Added "Flat Damage Reduction" to some buildings
You might be familiar with its cousin in the Promotion Tree which flatly reduces damage from all sources (minimum 1!)
For cities, attacks can deal 0 damage (and award no XP if they do)
This ability encourages the use of siege attacks over spamming ranged attacks to down an enemy city
- Reworked Defense Building line
Arsenal: Buffed city HP boost from 175 to 300
Bastion Fort: Loses 150 City HP, gains flat damage reduction of 2
Castle: Loses 150 City HP, gains flat damage reduction of 2
Harbor: Loses 150 City HP
Military Base: Moved from Rocketry to Radar, City CS boost increased to 24 (was 20)
Mine Field: Loses 10 City CS and 200 City HP
Strategic Defense System: Loses 200 City HP
- Reverted recent changes to lategame building maintenance
Industrial era buildings now cost 6 or 7 GPT
Modern era buildings now cost 8 GPT
Atomic era buildings now cost 10 GPT
Information era buildings now cost 10 GPT
- Removed 10% Production cost increase per city in empire, excluding the capital, from Guilds, Refineries, etc.
- Production cost and population requirement increase for National Wonders is now 25% per city in empire, excluding the capital (was 10%)
Does not apply to American, Assyrian, English, Carthaginian, and Venetian unique NWs (stays at 10%)
- Base national population requirement decreased for all National Wonders
All Unique National Wonders: Removed entirely
Heroic Epic: 20 -> 12
Scrivener's Office: 20 -> 12
School of Philosophy: 25 -> 15
National Monument: 25 -> 15
Circus Maximus: 25 -> 15
Oxford University: 35 -> 19
Grand Temple: 30 -> 19
East India Company: 40 -> 22
Ironworks: 40 -> 22
Printing Press: 30 -> 25
Hermitage: 45 -> 30
Foreign Bureau: 45 -> 40
National Intelligence Agency: 70 -> 50
International Finance Center: 60 -> 40
Palace of Culture and Science: 60 -> 40
Hall of Honor: 60 -> 40
Airport
- Moved from Radar to Rocketry
Aqueduct / Harappan Reservoir
- Now requires a Granary in the city
Hydro Plant
- Added +3 Science per lake/river tile
- Removed +3 Gold per lake/river tile
Scrivener's Office
- No longer affected by Ceremony
Because it lacks building requirements
Wind Farm
- Added +1 Science per worked tile
- Removed +1 Gold per worked tile
City-States
- Pledges of Protection now require the median military power instead of 60% of the highest military power
If there are an even number of civs, thus the median is the average of two values, the lowest of the two is the requirement
Should allow for more pledges and reduce the impact of outliers
Fixed an issue with notifications when a pledge is at risk of being annulled for both distance AND weakening military
Civs
Assyria
- Removed Gold maintenance on Royal Library
Babylon
- Walls of Babylon reworked
+8 CS, +150 City HP
+4 Science
+3 Great Scientist points
No maintenance cost
Great Scientists provide 10% more instant Science when expended
- Bowman loses Indirect Fire, gains Marksmanship (+33% RCS when attacking wounded units)
Brazil
- Bandeirantes now has Defensive Embarkation, like the Explorer
China
- Nerfed Siheyuan improvement
No longer produces +1 Culture as its base yield (which means no more WLTED Culture yield as well)
Civil Service no longer provides +1 Gold
+1 Science at Electricity changed to +1 Gold at Electricity
India
- UA Reworked
Start with a Pantheon
Great Prophets cost 35% less Faith
Founding a religion converts all owned Cities
+1 Religious Pressure (was +0.6) and +1% Food (was +2% Growth) for each follower of your religion in a city
Pressure bonus is capped at 24 followers (was 36)
No Unhappiness from Religious Unrest (this ability was always there and is now documented)
Cannot build Missionaries
Maya
- Atlatlist loses Atlatl Strike (+33% RCS when attacking wounded units), gains Indirect Fire
Netherlands
- Polder can now be built on any water tile surrounded by 3 land tiles, including on Lakes
Korea
- UA now gives +20% Science during Golden Ages instead of +30% GPP
- Seowon reworked
Base yields are now 3 Science, 2 Culture (was 3 Science, 2 Faith)
Removed +15% Science during Golden Ages
Moved back to Education like the University (was Philosophy)
Added +1 Science, +1 Production to all Great Person Improvements near city (as well as Great Works)
Rome
- Removed ability to forcefully annex City-States
- Gains +30% CS vs. City-States
- Conquered City-States provide rewards as if they were Allies (was Friends)
- Fixed conquered Mercantile City-States not providing Gold
Shoshone
- Now claims 4 additional tiles when conquering a city
Espionage
- When a spy has completed a mission without being identified, the mission select screen appears and the next mission can be chosen
No need to leave the city to change mission selection anymore!
- The option "Defer mission selection for one turn" has been added, allowing the spy to choose a mission next turn instead
- Rigging an election in a City-State now increases coup chances by:
20% for a Level 1 spy (unchanged)
30% for a Level 2 spy (new)
40% for a Level 3 spy (new)
0% for a City-State under a Sphere of Influence (new)
- Moving a spy out of a City-State resets the increased coup success chance
This prevents using a high-level spy to rig elections and then replacing them with a low-level spy to avoid losing them
- Spies can now gain XP if they rig an election in a non-capital city of a City-State
- Fixed "Arm local populace" spy mission requiring the spy owner to be unhappy instead of the targeted civ
Ideologies
Freedom
Their Finest Hour
- Increased bonus Air Unit slots from 1 to 2
- Added +3 city CS for each Air Unit stationed in city
- Removed 33% CS increase to all cities
- Removed 25% Production bonus towards air units in all cities
Policies
Imperialism
- Structure of the tree revamped to be more flexible
Martial Law
- Now requires Colonialism
- Gains +1 Happiness and +4 Culture per garrisoned unit
- Loses +1 Happiness from Constabularies
Exploitation
- Now only requires Civilizing Mission
- No longer allows military upgrades in city-states or vassals (moved to Regimental System)
Regimental System
- No longer has prerequisites
- Allows military upgrades in city-states and vassals (moved from Exploitation)
- Great Admirals will grant 2 extra copies of Luxuries (moved from Rationalism's Free Thought)
Civilizing Mission
- No longer has prerequisites
- Fixed a bug allowing this policy to retain the unique buildings of other civilizations
Finisher
- Ironsides promotion renamed to Banzai!, now given to Airplanes and Naval Units
- Removed +3 CS to cities for each stationed Air Unit
- Removed -3% Unhappiness from Needs in cities for each stationed Air Unit
Rationalism
Free Thought
- Moved Great Admiral Luxury bonus to Regimental System (Imperialism)
Promotions
Blockade
- Gains 50% chance to withdraw from melee combat
- Loses "steals gold equal to damage inflicted on a city"
Piracy
- Gains "steals gold equal to damage inflicted on a city" (capped at 10x City Strength)
- Loses 50% chance to withdraw from melee combat
Tank Hunter I and II
- Each grant a +50% bonus vs. Armored Units (up from +25%)
Religion
Units
- Inquisitors now have a base cost of 300 Faith (up from 200)
- Inquisitors no longer cause 1 turn of Resistance when Removing Heresy
Founders
Divine Inheritance
- Celestial Throne now gives +5 Golden Age Points to Holy Sites (was +5 Faith)
Holy Law
- Divine Court now gives +5 Culture to Holy Sites (was +5 Gold)
Theocratic Rule
- Grand Ossuary now gives +5 Gold to Holy Sites (was +5 Culture)
Followers
General
- Great Work Slots removed from all religious buildings
- Conversion Resistance removed from almost all religious buildings (2 exceptions, listed below)
Cooperation
- Reworked
+3 Food from Internal Food Trade Routes, scaling with Era
+3 Production from Internal Production Trade Routes, scaling with Era
+2 Production if city has a specialist
Gurdwaras
- New building belief
- +2 Faith, +3 Food
- +10% Food, +10% City Defense
- +25% Religious Majority Pressure
- -1 Unhappiness from Distress
Gurukalam
- New belief
- +1 Faith in city for every 5 Science per turn it produces (capped at half the number of followers in the city)
- Gain Culture and Food equal to 10% of Faith purchases
Indulgences
- New belief
- +1 Faith in city for every 10 GPT it produces (capped at half the number of followers in city)
- Gain Gold and Production equal to 10% of Faith purchases
Mandir
- Reworked
+3 Faith, +2 Food
Gain 5 Food, Production, Gold, Culture and Science on citizen birth, scaling with era
+15% Religious Majority pressure
+10% Conversion Resistance
-1 Unhappiness from Poverty
Orders
- Reworked
+3 Gold, +2 Faith
+3 City Defense
+25% Religious Majority pressure
Military Land Units gain the Morale promotion
Gain Faith equal to 10% Production cost of units built in this city
Gain Production equal to 10% of Faith purchases in this city
Synagogue
- Removed Religious Majority pressure
- Has +15% Conversion Resistance
Teocallis
- New building belief
- +2 Faith
- +1 Unit Supply
- +25% Religious Majority pressure
- +15 XP for Military Units in this city
- +3 Faith in this city when a unit created here kills a unit
- -1 Unhappiness from Distress
Veneration
- Removed
Enhancers
Abode of Peace
- Buffed Influence from quests with City-States following this religion to 25% (was 20%)
- Now +1 Gold and Faith per 2 City-State followers (was per 10 followers in foreign cities)
Mendicancy
- Removed +1 Faith for every 10 GPT in city
- Missionaries of this religion now erode existing pressure of other religions by 10%
Inquisition
- Buffed Inquisitor cost reduction to 33% (was 25%)
Zealotry
- Removed Missionary erosion of existing pressure
Reformation
Faith of the Masses
- Removed ability to purchase Stadiums with Faith
Global Commandments
- Removed +10 Culture, Science, Gold, Faith, GAP every turn while host of the World Congress
- Buffed bonus Culture, Science, Gold, Faith, GAP from passing a proposal to 350, scaling with era (was 150, scaling with era)
Inspired Works
- Nerfed Science and Faith bonus to Landmarks and GPTIs to +2 (was +4)
Technologies
General
- Reduced Atomic and Information era tech costs by about 10%
Computers
- Loses +15% Tourism modifier
Internet
- Nerfed Tourism modifier to +50% (was +100%)
Radio
- Loses +15% Tourism modifier
Units
Helicopter Gunship
- Can now hover on Ocean tiles, but can't attack from them
Pioneer / Colonist / Conquistador
- Founded cities now include a Herbalist, Lodge, and Arena
Spearman / Hoplite / Immortal / Pictish Warrior / Barbarian Spearman
- Gains Brute Force promotion (+33% CS vs. Barbarians)
World Wonders
Statue of Zeus
- Buffed CS increase when attacking cities to +25% (was +15%)
- Now grants a free Worker upon completion
Miscellaneous Bugfixes
- Fixed Venice not being able to invest in the building a puppet city is currently constructing
- Fixed a bug where units that could capture units did not follow up on a killed unit it could not capture
- Fixed spies being unable to move to owned cities
- Fixed AI spies being unable to move to major civ cities (Community Patch only)
- Fixed Germany's UA not triggering (Community Patch only)
- Fixed bugs with the Religion Overview screen
- Fixed a pathfinding issue
- Fixed Throne Room (Tradition Finisher) not giving +10% Culture to the capital as advertised
- Fixed Barbarian units abandoning encampments
- Fixed bug causing AI units to leave safe positions
- City-States will cancel/never give coup quests if a targeted City-State was recently couped, under a Sphere of Influence, or lost their ally
- Fixed a bug where the "turns to Golden Age" display wasn't factoring in GAP from other sources