Hey all,
Thank you for your patience and bug reports. I've found the bug, and it is savegame compatible. I'll have more robust safeguards in place for the next version later. For now, this bugfix tweaks a few smaller things, but mainly deals with broken dig sites. I'm going to a series of tests tomorrow (4/10) to confirm savegame safety (and that the fix accounts for all scenarios), so be a little more patient with me.
Notable changes:
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Thank you for your patience and bug reports. I've found the bug, and it is savegame compatible. I'll have more robust safeguards in place for the next version later. For now, this bugfix tweaks a few smaller things, but mainly deals with broken dig sites. I'm going to a series of tests tomorrow (4/10) to confirm savegame safety (and that the fix accounts for all scenarios), so be a little more patient with me.

Notable changes:
- GP improvements placed on visible artifacts now immediately trigger the artifact's collection - this can be a useful way to quickly get an artifact (maybe considered a tiny buff to late-game GP planting?). This tweak exists because planting GPs on artifacts clears artifacts now, and it feels unfair to have that happen when you know there's an artifact already. Only works for valid placement of GP improvements.
- Tweaks to city citizen AI logic to reduced over-concern with growth.
- Fix for Evangelism not working in 99% of cases.
- Late game hang fixes.
- Assorted other github fixes (including a fix for MP that causes all deals to cancel when you open one).
- City revolts: the response has been popular, but many people noted that the sudden reception of cities is alarming and (ultimately) somewhat odd. So, I've tweaked the game a bit to make it so that, when a city flips, it will attempt to create a free city in lieu of giving the city to another player. This does, in fact, create new city-states. It can only do this for empty 'slots' in your game up to the max number of civs in a game, so if your map is full to the brim it'll work like it always did. Cities that flip will always flip to that same city-state if they flip again. (Example: so if Geneva rises up and takes over Lyon it will become Geneva immediately. If conquered, it remains a conquered Geneva, but still counts as being founded by France. Furthermore, if it flips again...you guessed it...Genevans will rise back up!) Otherwise, cities that flip will become free (until you crush them). It's not perfect, and if it becomes an irritant I'll either scrap it or make it optional.
- Modders: I'm exposing this to LUA so - yes - you can now simulate overseas colonies becoming independent. It ONLY works for creating minor civs, though, so nothing too fancy. Unless I scrap this. Then this won't stay.
- Modders: I'm exposing this to LUA so - yes - you can now simulate overseas colonies becoming independent. It ONLY works for creating minor civs, though, so nothing too fancy. Unless I scrap this. Then this won't stay.
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