- Further reduced the costs of late-game techs
- Randomizing scenario leaders should no longer cause OOS
- If both Unrestricted Leaders and Change Leader Every Era game options are on, civs can choose from all available playable civilization leaders
Hotfix to previous revision, safe to update to from 5518
- AI should no longer be willing to trade, nor ask the player to trade, resources that can be used in resource converters (the sole exception being if AI itself can't use the resource in converters yet, but the buyer can), and will clearly communicate that in a new trade denial type
- If a building is inactive without civic prerequisites, it is shown in pedia
A hotfix and additional tweaks to the previous revision
- Removed Hanseatic League wonder (it was basically a duplicate of a different wonder, had boring effects, and didn't synergise well with its own civic)
- Toned down Republic AI weighting a bit too
- AI on AI peace between Aztecs/Mayans and England/Celts in scenarios should now work properly and only for 500 turns and only in AI/AI case
- Fixed a major bug where AI would try indefinitely to save gold for upgrading irregular units to regulars; AI will now only upgrade irregulars to irregulars (and regulars to regulars)
More unit art updates
- Corrected tech transfer tooltips for techs and buildings
- Generic European civs (scenarios) now have noble families too
Hotfix for Deluge scenario
- Huge world map rebalancing: New World is more realistically reachable through Iceland; nerfed starting island locations (British Isles, Japan, Southeast Asia); removed Huns; added Philippines (playable); all non-tribal civilizations start with a settler rather than a city; tribal civilizations are even harder to vassalize than before
- Moved cultivation code to dll. Should improve performance significantly, better tooltips and Pedia text, and AI can now adequately evaluate the improvements without the need to resort to tricks like fake yields (including picking the right resource to cultivate if it doesn't have one)
- AI bugfix to previous revision
- Progressive trait now provides +10% research
- National units above the limit should now properly be unselectable for construction in the city interface (you wouldn't be able to build them anyway, but that was confusing to players)
- Fixed missing Hindi Warband art
- AI now knows if a tile is an isthmus (a land tile separating two different sea zones) and will place major emphasis on founding cities there, both in scenarios and on random maps (in scenarios, there are some tiles designated as isthmuses despite not formally being so, such as Suez, so that there's always an AI city there)
- All units capable of both ranged attack and collateral damage have the damage limits for both set to the same values, for consistency
- Magna Carta is gone; Himeji Castle elevated to a Monarchy-dependent World Wonder status. Removes upkeep for vassal cities (for those who - due to it not being documented anywhere - don't know the vanilla vassal mechanic, master's number of cities upkeep increases as if half of vassals' cities was theirs), doubles military production for vassals.
- Restored WHEOOH indicators in the UI (toggleable) - scoreboard and military advisor
- More fixes to gloss maps (hopefully almost done)
- Lithuania now has a less generic NU
More gloss fixes and texture updates
- Fixed AI vastly overestimating temporary separatism reduction and overcompensating as a result; should lead to AI less obsessed with separatism but still realistic about preventing it
- Implemented all unique noble families for civs (including one more special case with Mongols, who function similarly to Incas)
- Fixed Aztec Triple Alliance strategy entries
This is one of those that looked way easier in my head...
- Berber, Brazilian and Carthage flags upscaled and redone
- Fixed a CTD introduced in the previous revision
- Rework of Trading Company: instead of providing various resource bonuses, it cuts colonial maintenance by 50%
- New effect for the Great Library
- Cut base tech transfer rates by 50%
- Units can (if art is specified) change art every era, not just every second one
- Experimental change: AI will treat espionage from specialists and from %rate as temporary for the purpose of wanting more units and culture
- NUs can now be upgraded to other NUs where appropriate (America, Egypt etc.) even when NU limit has been reached, as it doesn't change their total number
- Continued upscaling flags; Austronesia and Aztecs done
- Leader change should now result in name change for human players too
Now that Tech Transfer is dependent on two factors (open borders and ability to trade), added a separate symbol for active tech transfer to the scoreboard (research icon for now, may make a specific icon later). Those using advanced scoreboard layout may need to insert "G" in their layout formula if they want to see it.
- Tech transfer now requires both Open Borders and actually being able to trade with the civ in question
- Fixed a bug that would always subtract logistics bonuses when switching leaders, instead of adding them
- Ahead of time maluses should now take effect at correct dates
- In hotseat, the game will no longer turn off resource bubbles each time the turn passes to the next player
- Buildings giving logistics bonuses are now properly able to go obsolete
- Moved a lot of turn-to-turn separatism calculations from python to game core, moved variables to XML (GlobalDefines). Should result in a much improved performance, as well as some minor improvements (such as separatism bonus visible in tooltips)
Fix for starting capitals being stuck building defensive units if revolutions are on
Minor art asset update
Hotfix for the incorrect maximum national unit counts from the last SVN update
A new batch of changes from Takofloppa, mostly separatism-related:
- Fixed a CTD on leader change if the civ in question somehow doesn't have a capital
- Randomly spawned barbarian cities will now be renamed into their own by civilizations that take them, same as when a barbarians settle into a new civilization (preplaced barbarian cities in scenarios still keep the old rules)
- Fixed "Random seed on reload" option not saving. NOT SAVEGAME COMPATIBLE EVEN IF IT SEEMS TO WORK! RE-CHECK YOUR GAME SETTINGS WHEN STARTING A NEW GAME, AS THEIR ORDER HAS CHANGED!
Another fix for setting the correct ahead of time tech era on game start/load.
- Ahead of time penalty will now correctly apply in the initial era
- AI war declaration evaluation will now place much greater emphasis on relative power if it's unfavourable, even if the target is tempting. Should have much fewer suicidal war declarations.
- Fixed misaligned Future Tech on the tech tree
Terrain changes to go with the previous commit
- Fixed a major bug that would mess up unit role costs and unit classes in pedia
- A new game option, off by default, to change leaders every era (AI leaders choose from the current leader - so a chance to stay with the same one - and all leaders that weren't used yet in that game, humans get to pick the one they want from the same list)
Terrain update to go with the previous commit
- Renamed scenarios to conform to a consistent naming scheme
- Rewrote code for Ahead of Time tech penalty to be much more compact, moved to a separate file for easier editing of variables
Terrain changes to go with the previous commit
Tentative 3.71 changes
Last pre-3.7 release changes
- Dravidian civ is now playable in Large World Map scenario
- New late-game building, Logistics Hub, that combines Railway Station and Retail Store, with some additional bonuses
Can now add derivative civs in Worldbuilder, not just the playable ones
Terrain update to go with the last commit
- Defensive combat messages now show attacker's odds (whether they won, lost or withdrew); can be toggled off in GlobalDefines
- Khmer leaders no longer get a tech penalty (a remnant of before the time separatism/barbarian civs were implemented)