- The width of plot help (lower left, where the units on a plot are listed etc) can now be set via a GlobalDefine. I also set it to be much wider than vanilla (roughly same width as the left interface panel; I feel this is a comfortable width), but of course feel free to set it to whatever you want
- Buildings are now drawn below water level
- Religious communities now properly don't require tech
- Theocracy rework, now specifically focussed on religious gameplay. Provides +200% gold from shrine income, doubles positive religious diplomatic attitude from other civs. Lost war weariness bonus, tech malus. Requires an actual state religion to be adopted, forbids switching religion. Prevents adopting civics that disable state religion. Now very specifically focussed on spreading your religion for fun (better relations with everyone) and profit (much more gold from shrines); good fit for a...
- Religious civic category (and one Labor category civic) got an overhaul that's mostly, but not entirely cosmetic (new names and descriptions for many); rewrote and reformatted pedia entries for most civics
- A small bugfix to the previous revision (probably no noticeable gameplay effect in most cases, but tidier)
- Fixed indentation in Military Advisor broken by the previous commit
- NUs now provide Fear/Inspiration not intrinsically, but through a promotion they get; prevents the awkward situation when one would keep the museum piece units unupgraded just for their aid/detriment. Now that is a permanent part of the unit even when it's upgraded.
- Technology section of the pedia can now also toggle between generic and civ-specific technology view, and will display the active player by default when applicable (used to only apply to the tech tree in that section)
- New game option, "AI personality matters more". All non-victory-related AI personality-based decision-making, such as picking technologies to research, now resides here. As always with a new game option, double-check all your options when starting a new game!
Adjusted AI civic evaluations; main fix is that building happiness adjustments only get counted if possible to construct said building (should be notably more autocracies before printing press now)
- Medical projects are now exactly that, projects, rather than buildings (with the exception of CDC and Human Genome Project, both of which are still logically buildings).
- Bugfix: recon units no longer unable to get the last level of logistical problems
- Some logical tech prerequisites added to Medieval era
- Elite Swordsmen quest now also upgrades medieval swordsmen, and Roman legions
- Fixed some remaining rough edges for bigger lower left panel
- New UI option to increase the height of lower left panel to match the height of the minimap (off by default, but recommended to those playing on higher resolutions)
- Fixed one case of ahead of time tooltip giving wrong info (in modern era)
- QoL: icon size option is now a dropdown between smaller, normal and bigger icons. Bigger icons also increase the lower central panel a bit to accommodate two rows. BOY was this one a pain to get right
Hotfix for a persistent CTD
- Sorted city production icons now an option (can be toggled in interface options city screen tab), on by default
QoL: unit/building/etc production interface sorted into (smaller) categories in the city screen
- QoL feature: automate farm upgrades. Workers with this automation will build farms with better total yields (or at least equal yields if less dependent on currently run civics - so for instance, if running Slavery, slave farms will be replaced once regular farms provide the same amounts) only on tiles where farms are already present
3.81b RC1
3.81 RC3
3.81 RC2
3.81 release candidate
- Increased tech costs once more
Hotfix: can now safely save-load again; should work retroactively with the previous revision as well.
- Sneak attack AI has been told to never go against a stronger player; this previously caused AI to disregard its own war plans and estimates for relative strengths. Now they won't suicidally sneak up on someone stronger than themselves just because a worker happened to work near the border.
- A rather steep increase in overall tech costs (with earlier techs affected a bit less); all the conditional balancing stays in place and will be applied in addition to it
- Volcanos will no longer destroy other volcanoes if next to them
- Setting tech trading on will now modify tech costs upwards significantly
3.8 release version
3.8 RC4
3.8 RC3
3.8 RC2
- Implemented tech cost correction based on human player's difficulty level (for multiple humans, the first one's counts), as AI researches quicker the higher difficulty set
3.8 release candidate
- The nazi-fest in late game was a bit too much; changed AI civic evaluation to only regard separatism reduction when separatism is actually on, but to like military-related bonuses such as unit production bonus better if the leader has strong military flavour (makes sense from practical perspective too, as they usually have military-oriented traits as well)
- Resolved a nasty but seemingly exotic endless AI loop where a ranged-only unit was trying to kill a worker
- The +20% research rate for every "or" prerequisite to a tech now starts from the second one; this used to be a modifier that applied to almost all techs otherwise, as most techs had one "or" prerequisite
- Adjusted civic weights a bit
- Disabled vanilla mechanic that lowered the cost of tech if any civs you knew already had it (it was so poorly explained / shown in the UI in vanilla Civ 4 that you probably didn't know it existed at all), as it makes no sense to have both it and Tech Transfer
- Increased base tech transfer bonus for vassals to 30%
- Upscaled Philippines, Tatars, Texas and Transoxiana flags; all mentioned minor civs switched to per civic dynamic flags
- Unit mouseover info will now correctly list all the bonuses vs unitcombats (such as melee, archery etc.) from promotions and other sources
- Umlauts and diacritics return to German, Polish and Scandinavian city names
- Umlauts and diacritics return to German, Polish and Scandinavian city names
- Redid early water improvements so that painted buoys are, as historically, only a thing XIX-XX centuries (wicket baskets early on / in Asia, barrels in Medieval-Renaissance eras are used instead); added a more accurate medieval fishing vessel as the medieval variant
- Global research modifier is now written into the Worldbuilder file (still only set automatically at the game start, but can help scenario builders fine-tune the research speed in their scenarios); if set in the file, it will override any that would be otherwise assigned at the start (say, from game settings)
- Fixed first ahead of time threshold not being reported at 2500 BCE
- AI should now be less fond of espionage and slightly less fond of culture, unless separatism is on, in which case AI will value those more
- Tech transfer gets a bit more elaborate icon in the scoreboard, rather than just using research icon
- With barbarian civs on, the tech rate is sped up somewhat (from empirical testing, the setting results in slower overall progress)
- Forced peace between Maya/Aztec and Celts/England on World Maps should no longer apply to human players
- Due to fixed ahead of time bug, rebalanced tech cost progression. Again. Work in progress, will need more (ugh) testing.
- Fixed a critical error that broke ahead of time tech penalties recently
- Bugfix: some parameters weren't properly set for civs spawning mid-game (separatism or settling barbarians)
- Critical fix for a revolutions component bug that would break the saves if a city defected to its previous owner
- More tech speed rebalancing for various game speeds and map sizes
- Moved Moneylenders to Commerce Code
- Adjusted tech speeds across the map sizes to better match current balance (WIP, will need more testing in some cases, but definitely better than before)
Hotfix!
- Das Kapital is no longer a regular wonder. Instead, it is a part of a series of Great Works on Economy, which can be constructed by Great Merchants and require a specific economic civic (one for each economic civic except for the ancient ones)
- 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%