Hey all,
New STABLE version inbound for a change! (Let's hope, but it should crash far less than the beta, if at all.)
We're still going to be using the new assertion and precondition error messages in future releases - they've caught several major bugs so far - and many issues reported on GitHub are fixed in this release, but I've temporarily set all of them to only appear when debugging for this release. I will undo this for the next beta version, 4.20, which I will release if no major issues are reported with 4.19 for a few days.
This is because it's been a while since the latest stable release and a lot of fixes were introduced, so it's only fair to let the rest of the community experience them.
Special thanks to @axatin and @azum4roll for a lot of bugfixing and continuing 4UC integration work, and to @balparmak for fixing the art icons (they were broken as part of an attempted compression in 4.18.4, but now that they're fixed it should reduce art asset size considerably, and therefore the number of lategame CTDs).
Changelog:
Link: https://github.com/LoneGazebo/Commu...download/Release-4.19.1/Vox.Populi.4.19.1.exe
Online as of 8:05 PM CDT. Not savegame compatible.
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Version 4.19.1 has been released. Link above has been updated.
Changelog:
Online as of 4:33 PM CDT on February 8. Savegame compatible with 4.19 releases.
New STABLE version inbound for a change! (Let's hope, but it should crash far less than the beta, if at all.)
We're still going to be using the new assertion and precondition error messages in future releases - they've caught several major bugs so far - and many issues reported on GitHub are fixed in this release, but I've temporarily set all of them to only appear when debugging for this release. I will undo this for the next beta version, 4.20, which I will release if no major issues are reported with 4.19 for a few days.
This is because it's been a while since the latest stable release and a lot of fixes were introduced, so it's only fair to let the rest of the community experience them.

Special thanks to @axatin and @azum4roll for a lot of bugfixing and continuing 4UC integration work, and to @balparmak for fixing the art icons (they were broken as part of an attempted compression in 4.18.4, but now that they're fixed it should reduce art asset size considerably, and therefore the number of lategame CTDs).
Changelog:
Code:
General
- Temporarily disabled almost all assertions and preconditions in the DLL for game stability
- Changed the new database remapper so that it includes only the tables that are actually referenced in the DLL, for maximum compatibility with modmods
- Improved pathfinder to avoid leaving units in dangerous places
- Set instant yields to only be logged when logging is enabled
AI
Diplomacy
- Voluntary Vassals no longer count as "conquests" for several Diplomacy AI functions, notably the warmongering threat override when a certain % of players have been conquered by you
- Razing cities no longer awards "We fought together against a common foe."
- Raised opinion penalty multiplier when the AI has accepted a demand from a player and is also bankrupt, or going bankrupt soon, to 3x (was 2x)
- Significantly improved AI handling of the Sanctions proposal
Should help a bit with the balance issues with this proposal
AI will not adopt the FRIENDLY approach towards you if you've currently proposed sanctions against them or vice versa
AI will end friendships if sanctions are currently proposed in either direction
There are a few exceptions to these rules if the AI proposed the sanctions (if you've recently liberated them or are a vassal), and none if the other player proposed the sanctions
Proposing or voting to sanction a player will now add a recent diplomatic actions penalty with that player and their friends and allies, and a bonus with that player's enemies
This also applies in reverse when proposing/voting to unsanction them
Bonus/penalty does not apply if AI wanted or contributed to the opposite outcome
If AI has proposed sanctions against you, they're a little bit less likely to declare war immediately
If AI has recently passed sanctions against you, they're more likely to declare war (to benefit from the lower warmonger penalties)
AI considers proposing/voting to sanction them a provocation, which greatly increases their hostility towards you
AI is more likely to denounce anyone they've proposed to sanction or vice versa
AI will not apply extra DECEPTIVE weight in certain situations where it can transition from DECEPTIVE to WAR if you've ever succeeded in sanctioning them
AI will not try to make trade demands of anyone except their vassals if sanctions have been proposed against them
AI will not try to make trade demands of a target who has sanctions proposed against them (unless the AI is that player's master)
AI alliance-making logic in approach selection now considers a current sanctions proposal as equivalent to being at war with an ally/enemy
AI alliance-making logic for key players now uses WorkWithWillingness and WorkAgainstWillingness flavors where applicable
AI can no longer be bribed to vote Yes on sanctioning a genuine friend/ally
AI can no longer be bribed to vote No on unsanctioning a genuine friend/ally
AI will not attempt to bribe others in this way either
Added a sanity check to block AI from proposing sanctions against themselves or genuine friends
Added extra scoring as well so the AI factors in current alliances and enemies when deciding to propose sanctions
Other
- Fixed minor AI scoring issues
Balance
Barbarians
- Slightly nerfed spawns by limiting the halving of the cooldown until the next Barbarian spawn (which occurs each time the camp is attacked) to once per game turn
Civs
Venice
- City governor will now update tile assignments in Venetian puppets as frequently as in non-puppet cities
Bugfixes
- Fixed broken/missing art icons in UI
- Fixed a bad bug in the tactical simulator
- Fixed some false positive assertions
- Fixed an error where the AI would try to attack with a unit that doesn't exist anymore
- Fixed a bug where AI would try to get the other player's World Map whenever it added its own World Map to a trade deal
- Fixed Self-Determination tenet XP boost not affecting air units
- Fixed major bug in AI evaluation of projects that might cause the AI not to build them at all
- Fixed a bug where, when a City-State researches a technology, newly revealed resources are not given to its ally
- Fixed a bug where, when a City-State's ally changes, and the City-State owns a resource that the old ally can see but the new one cannot, the City-State does not stop exporting the resource to the old ally
- Fixed a bug in City-State ally status change when using a Great Diplomat
- Fixed another bug in City-State ally change code
- Fixed an oversight that allowed "Find City" and "Find City-State" quests to be active for the same target City-State in Community Patch Only, if they were both enabled by editing the game files
- Fixed AI not considering air units and nukes in several city danger evaluations
- Fixed a bug where resurrected players would not receive the resources within the city that was liberated
- Fixed a bug preventing multiple cities from being given away at once in a peace deal
- Fixed a multiplayer desync issue with the Squads mod
- Fixed Air Repair promotion not working
- Fixed Ekis built in neutral land not incrementing the player's counter for that type of improvement
- Fixed a bug where the Espionage AI would consider dead players as competitors for City-State alliances
- Fixed a rare issue where an AI with victory competition off would be inappropriately passive during approach selection when a player who had recently liberated their city was approaching Domination Victory
- Fixed a bug where City-States would call Diplomacy AI functions as if they were a major civ
- Fixed UI mismatch with VICTORY_DOMINATION_CONTROL_PERCENT define
- Fixed UnitPromotions_FortificationYield table not working properly
Modding Tools
- Added Buildings.DefensePerXWonder: Adds City Defense for each World Wonder in the city
- Added Buildings.GarrisonRangedAttackModifier: % RCS bonus to any ranged unit garrisoned in the city
- Added Building_TechEnhancedYieldChanges: boosts the yields of a building after a certain technology is researched
Backwards compatible with Buildings.EnhancedYieldTech and Buildings.TechEnhancedTourism, which are used in vanilla
- Buildings.ExtraHappinessPerXPolicy column (used on Prora) can now stack
- Added Building_GreatPersonPointFromConstruction: The building gives GPP to the specified GreatPersonType whenever a building unlocked in EraType or later is constructed. The number of GPP is (BuildingCost) * Value / 100
- Added Building_YieldChangesPerLocalTheme: boosts city yields for each themed building in city
- Added Building_YieldFromUnitGiftGlobal: gives instant yields in city whenever a unit is gifted to a City-State
- Added Building_YieldChangesPerCityStrengthTimes100: boosts city yields based on the city's Defense
- Added Building_YieldFromLongCount: gives instant yields when the player obtains the Mayan Long Count bonus
- Added Building_YieldFromInternationalTREnd: gives instant yields when the player completes an international Trade Route
- Added Building_YieldFromGPBirthScaledWithWriterBulb: gives instant yields to the city when a Great Writer spawns there, equal to Yield% of the writer bulb Culture
- Added Building_YieldFromGPBirthScaledWithArtistBulb: gives instant yields to this city when a Great Artist spawns there, equal to Yield% of the artist bulb Golden Age Points
- Added Building_YieldFromGPBirthScaledWithPerTurnYield: gives instant yields (of YieldOut) to the city when a specified Great Person spawns there, equal to Value% of YieldIn per turn
- Added Unit_YieldOnCompletion: gives instant yields when a unit is created
Link: https://github.com/LoneGazebo/Commu...download/Release-4.19.1/Vox.Populi.4.19.1.exe
Online as of 8:05 PM CDT. Not savegame compatible.
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Version 4.19.1 has been released. Link above has been updated.
Changelog:
Code:
- Fixed massive war score changes when two or more major civs are at war with the same major civ at the same time
- Fixed another City-State influence bug
- Fixed vassal military levy (on era change) spawning ships in small lakes
- Fixed the Liburna texture so it's no longer invisible when moving
- Fixed an error during map generation
- Compressed the largest promotion atlas files, saving about 60 MB of space (thank you, balparmak!)
Online as of 4:33 PM CDT on February 8. Savegame compatible with 4.19 releases.
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