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v1.16 Changelog.txt
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v1.16 Changelog.txt
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TABLE OF CONTENTS
* Major Features
* Game Rules
* Languages
* Technologies
* Buildings
* Unique Buildings
* National Wonders
* Wonders
* Projects
* Units
* Unique Units
* Civics
* Specialists
* Religion
* Corporations
* Civilizations
* Leaders
* Unique Powers
* Unique Historical Victories
* Improvements
* Events
* Stability
* Balance
* Artificial Intelligence
* Scenarios
* Historical Immersion
* Interface
* Bugfixes
* Codebase
MAJOR FEATURES
* Added the Turks as a new civilisation, see civilisations section for details
* Extensive wonder expansion, see wonders section for details:
* Added 72 new wonders
* Additional wonders concentrated on underrepresented regions, religions, and the Industrial and later periods
* New effects for twelve existing wonders
* Removed one existing wonder
* Additional late game content:
* More expensive digital era technologies
* Additional buildings from the digital era, see building section for details
* Many new wonders added for the late game, see wonders section for details
* Late game technologies increase improvement yields, see improvement section for details
* Additional late game projects, in particular space projects along with satellites, see projects section for details
* Recontexualised space victory, see projects section for details:
* Removed Alpha Centauri colony ship
* Space victory is achieved by completing a colony on Mars
* Mars colony modules replace spaceship modules
* More detailed series of prerequisite space race project, each providing additional benefits to the first to complete them
* Benefits from pursuing space besides the space victory, e.g. economic (satellites), cultural (Golden Record project) or military (SDI, satellites)
* Extensive unique unit expansion, see unique units section for details:
* Added 31 new unique units
* Many major civilisations received a second unique unit
* Changed eight existing unique units
* Removed five existing unique units
* Resources only provide happiness and health to a limited number of cities depending on the number of controlled resources, see game rules section for details
* Redesign and expansion of the rules around city conquest and its consequences, see game rules section for details
* Support for selecting different languages, extensive translation in French
GAME RULES
* Limited health and happiness from resources
* Each instance of a resource provides happiness or health to a limited number of cities (3 for most happiness resources, 1-3 for health resources)
* Cities with higher culture have priority when receiving happiness or health from resources
* Units or building effects that require resources are still available for all cities
* City resource screen shows if a resource is in effect and how many additional resources are needed based on the city's culture rank
* New rules around city conquest
* Culture conversion on city conquest is temporary and immediately reverted when a city is conquered again
* Culture conversion also applies to traded cities
* Culture conversion on city conquest does not affect core tiles of the previous owner
* Converted culture from city conquest does not affect destroyed buildings
* Restored culture garrison rules
* City conquest can result in the loss of more than one population
* Population loss and building damage is gradually applied while a city is in unrest
* Number of buildings destroyed affects amount of pillaged gold
* Building destruction is more deterministic
* Some buildings are more likely to be destroyed than others
* Defensive buildings are automatically destroyed unless city defenses have not been bombarded
* Cities can be sacked:
* Increased building damage
* Increased pillaged gold
* Increased unrest
* Some owner culture removed
* Non-state religion may be removed
* Negative opinion from the owner
* Cities can be spared:
* Costs gold
* Reduced building damage
* Reduced unrest
* Cities are not razed immediately, instead they lose population over time and are destroyed when the population reaches zero
* Updated spy experience rules: spy experience depends on espionage mission modified by success chance
* Failed religious persecution does not result in unrest
* Increased maximum trade routes per city to ten
* Minor players cannot be involved in events
* Aircraft can only be stationed in cities of civilisations that are your vassal or you have a defensive pact with
* Obsolete wonders also give fail gold
* Removed cap on city unrest
* Great Prophets can spread religions in religious core regions
* Hidden nationality units cannot attack from foreign cities
* Settlers can be used to immediately construct buildings in cities that newly founded cities receive for free
* Masters can return their vassal's core cities to them
* Cities cannot be released when controlled by its founder, when in unrest or when recently acquired
* Cities that are in unrest cannot be traded
* If a game is won as one civilisation, it can be won a second time after switching to another civilisation
LANGUAGES
* Added French translations for most game elements, excluding civilopedia entries (credit to Steb)
TECHNOLOGIES
* Increased Digital Era technology research costs
BUILDINGS
* Added 8 new buildings:
* Warehouse (Measurement): +25% gold, +1 merchant slot
* Container Terminal (Radar, Customs House): +50% foreign trade route yield
* Supercomputer (Computers, Laboratory): +25% research with power, +1 scientist slot
* Stadium (Television, Arena): +1 happiness, +1 happiness with Hit Football Events, +25% culture with power
* Logistics Center (Telecommunications, Warehouse): +25% gold with power, +1 merchant slot
* Fiber Network (Superconductors, Electrical Grid): +10% commerce with power
* Vertical Farm (Biotechnology): +10% food with power
* Automated Factory (Automation, Factory): +25% production with power, +1 engineer slot, +1 unhealth
* Changed buildings:
* Pagan Temple: now +2 culture, removed Priest slot
* Renamed Amphitheatre to Arena: removed happiness from Hit Football Events
* Constabulary: reduced cost
* Customs House: reduced to +50% foreign trade route yield
* Sewer: now +3 health
* Levee: increased cost
* Distillery: +1 commerce on improved Rice, Wheat, +2 commerce on improved Wine, Sugar, +1 unhealth
* Park (Biology): +2 happiness, +2 health
* Public Transport: +1 health, +2 health with Oil
* Security Bureau: now requires Radar
* Recycling Center (Ecology): -50% corporation unhealth
* New building art:
* University
* Solar Plant
UNIQUE BUILDINGS
* Changed unique buildings:
* Persian Apothecary (Medicine): replaces Pharmacy
* Maya Ball Court (Calendar): reduced cost
* Iranian Caravanserai: replaces Post Office
NATIONAL WONDERS
* Added Spaceport (Spaceflight, maximum 30 degrees): +100% space production in all cities
* Triumphal Arch is no longer a National Wonder
* Improved art:
* Administrative Center
* Trading Company
* National College
WONDERS
* Changed twelve wonder effects:
* Temple of Kukulkan: +1 food on Rainforest
* Shwedagon Paya: +100% production for state religion buildings
* Hagia Sophia: +2 espionage from state religion buildings
* Notre Dame: only two temples required to build cathedrals
* University of Sankore: +1 commerce on desert tiles
* San Marco Basilica: +1 gold from specialists
* Porcelain Tower: +1 food from Statesman
* Blue Mosque: temporary unhappiness limited to 1
* Saint Basil's Cathedral: +2 production from state religion buildings
* Versailles: free Estate in every city, +2 free Statesmen
* Triumphal Arch (Ballistics): units heal +50% more when being promoted (no longer a National Wonder)
* Space Elevator: +100% space production, +1 commerce per constructed Satellite, +5 commerce per completed space project
* Renamed wonders:
* Mausoleum of Maussollos to Great Mausoleum
* The Colosseum to Flavian Amphitheatre
* Changed wonder requirements:
* Colossus requires Bloomery
* Great Mausoleum requires Cement
* Himeji Castle requires Feudalism
* Notre Dame requires Commune
* Blue Mosque requires Academia
* Taj Mahal requires Urban Planning
* Added 72 new wonders:
* Apadana Palace (Arithmetics, Zoroastrianism): free Monument in every city, +50% improvement construction rate
* Dujiangyan (Writing, Rice): +1 food on river tiles
* Jetavanaramaya (Aesthetics, Buddhism with Buddhist or Hindu state religion): +1 food from Artist
* Al Khazneh (Currency, Judaism, Oasis in city radius): +1 trade route in all cities
* Nalanda University (Philosophy, Buddishm with Hindu state religion): +2 research per state religion building
* Gondeshapur (Medicine, Zoroastrianism): free Medic improvement for units built in the city, +1 food from Scientist
* Prambanan (Politics, Hinduism with Buddhist or Hindu state religion): +25% food stored on growth in all cities
* Salsal Buddha (Artisanry, Buddhism, Camels): trade routes remain connected during war
* Iron Pillar (Steel, Hinduism): free Forge in every city
* Cheomseongdae (Scholarship, Confucianism with Buddhist state religion): +1 happiness per 10% research rate
* Mount Athos (Ethics, Orthodoxy): double great people points from buildings
* Krak des Chevaliers (Fortification, Islam with Catholic state religion): free Castle in every city, defeated city defenders retreat to your capital
* Monolithic Church (Guilds, Incense, Orthodoxy): +2 commerce from Priest
* House of Wisdom (Alchemy, Islam): +200% research from great people discoveries
* Old Synagogue (Commune, Judaism): +2 gold from Jewish buildings
* Santa Maria del Fiore (Patronage, Catholicism): +100% great people birth rate
* Alamut Fortress (Compass, Islam): +10 experience for espionage units built in the city
* Silver Tree Fountain (Paper, Silk, Paganism): free great person is born when a great general emerges
* Saint Sophia's Cathedral (Doctrine, Orthodoxy): +1 food from Merchant
* Gur-E-Amir (Cartography, Islam): city receives additional culture equal to gold pillaged in conquered cities
* Kremlin (Gunpowder, Orthodoxy): +25% defense in all cities, +1 movement for civilian units
* Vijaya Stambha (Companies, Hinduism): free City Defender I promotion for units built in the city, +50% great general birth rate within own borders
* El Escorial (Exploration, Catholicism): additional gold for every acquired colony
* Torre de Belem (Optics, Catholicism): +100% foreign trade route yield
* Saint Thomas Church (Humanities, Protestantism): +2 happiness in every city
* Itsukushima Shrine (Logistics, Buddhism): +1 great people rate per water tile in city radius
* Oxford University (Academia, Protestantism): +1 research from specialists
* Potala Palace (Statecraft, Buddhism): +1 great people rate per hill in city radius
* The Bourse (Economics, Protestantism): +2 free Merchants
* Image of the World Square (Geography, Islam): +1 trade route per culture level
* Emerald Buddha Temple (Civil Liberties, Buddhism): no unhappiness in the city
* The Louvre (Civil Liberties): +2 free Artists, +2 culture per controlled wonder
* Shalimar Gardens (Horticulture, Islam): excess health counts as happiness
* Salt Cathedral (Geology, Catholicism): +2 commerce per state religion building
* Amber Room (Geology, Protestantism or Orthodoxy): other civilisations are more willing to enter into defensive pacts, shares golden ages of defensive pact partners
* Hermitage (Sociology): +10% research per culture level, technologies cost -25% less in trade and espionage
* Guadalupe Basilica (Sociology, Catholicism, different continent than the Catholic holy city): +1 gold per Catholic city on the continent
* Abbey Mills Pumping Station (Thermodynamics): free Sewer in every city
* Bell Rock Lighthouse (Metallurgy): +1 trade route in all coastal cities
* Chapultepec Castle (Nationalism): +1 unit experience per culture level
* Crystal Palace (Engine): +2 free Engineer
* Menlo Park (Electricity): +25% commerce with power
* Tsukiji Fish Market (Refrigeration, Rice): +1 food on water tiles
* Brooklyn Bridge (Labour Unions): free Levee in every city
* Neuschwanstein Castle (Journalism): settling a great person restores 25% of great people points
* Metropolitain (Pneumatics): +1 commerce per 2 culture on buildings in the city
* Mole Antonelliana (Assembly Line, Catholicism): +2 production per peak in city radius
* Nobel Prize (Refining): extra great people point when a great person is born in a pleased or friendly civilisation
* Chateau Frontenac (Refining): free Railway Station in every city, +50% Railway construction speed
* Las Lajas Sanctuary (Microbiology, Catholicism): +10% unit heal rate in all cities
* Palace of Nations (Civil Rights): congresses occur every four turns, cities cannot be demanded in congresses, other civilisations are more likely to approve your congress requests
* Golden Gate Bridge (Infrastructure): +1 commerce from Scientist and Engineer
* Bletchley Park (Radio): +50% chance to avoid spy detection, +50% chance to detect enemy spies
* Sagrada Familia (Macroeconomics): +1 production from Artist, +25% production converted to commerce
* Crystal Cathedral (Television, Protestantism): +1 happiness per 10% gold rate, +2 commerce from Priest
* The Motherland Calls (Power Projection, Central Planning): a free unit is draft every time a unit of level three or higher is lost
* World Trade Center (Globalism, Free Enterprise): +50% corporation commerce
* Berlaymont (Globalism, Multilateralism): +2 possible defensive pacts, +1 free specialist per defensive pact
* Atomium (Nuclear Power): +1 research per nuclear weapon in the world
* Iron Dome (Laser): +50% intercept chance in own territory
* Harbour Opera (Tourism): +1 food per two excess happiness
* Lotus Temple (Tourism, four religions in city): +1 food per non-state religion in all cities
* Gardens by the Bay (Ecology): +2 commerce per excess health
* Burj Khalifa (Aerodynamics, desert): +2 food, +2 commerce on desert tiles
* Hubble Space Telescope (Satellites): +3 research from satellites
* Large Hadron Collider (Superconductors): +100% research
* Channel Tunnel (Robotics): +100% trade route yield with friendly relations
* Oriental Pearl Tower (Telecommunications): +2 research per city population
* Skytree (Telecommunications): +1 production from Scientist, +1 food from Engineer
* Delta Works (Renewable Energy, only flat land in city radius): +1 food, production, commerce on water tiles
* Global Seed Vault (Genetics, tundra in city radius): +1 research per Farm, Paddy Field, Orchard and Plantation resource
* ITER (Fusion): provides power for all cities on the continent, +1 commerce per power consumed in all cities
* Improved wonder art:
* Parthenon
* Wat Preah Pisnulok
* Hagia Sophia only has minarets when controlled by a Middle Eastern civilisation
* Taj Mahal
* Removed the Leaning Tower
PROJECTS
* Added projects:
* Ballistic Missile (Rocketry): can build ICBMs, first to complete receives a Great Engineer
* First Satellite (Spaceflight, Ballistic Missile): can build Satellites, first to complete causes anarchy for all others working on the project
* Man in Space (Spaceflight, First Satellite): reveals world map, first to complete receives +4 experience for Air units
* Lunar Landing (Spaceflight, Man in Space): starts a Golden Age
* Golden Record (Spaceflight, Lunar Landing, Man in Space): +3 culture from satellites, 50% of space production modifier increases culture output
* International Space Station (Satellites, Man in Space): +2 great people rate from Satellites
* Mission to Mars (Satellites, Lunar Landing, Man in Space): enables Mars Colony modules
* The Human Genome Project (Genetics): +1 food from Town
* Global Positioning System (Telecommunications, Man in Space): +4 experience for Air
* Lunar Colony (Fusion, Lunar Colony, Man in Space): +100% space production in all cities, +2 production from satellites
* Interstellar Probe (Unified Theory, International Space Station, Mission to Mars): starts a Golden Age
* Changed projects:
* The Internet (Computers): +1 commerce per specialist
* Strategic Defense Initiative (Laser, Man in Space): Satellites can intercept ICBMs, Satellites can attack other Satellites
* Removed the Alpha Centauri colony ship, instead the Space Victory is accomplished by building a colony on Mars:
* Mars Control Center (Artificial Intelligence): 1 required
* Mars Extractor (Nanotechnology): 1 required
* Mars Framing (Supermaterials): 1-5 required
* Mars Habitat (Automation): 1-5 required
* Mars Hydroponics (Biotechnology): 1-3 required
* Mars Laboratory (Unified Theory): 3 required
* Mars Power Source (Fusion): 1-2 required
* Removed Apollo Program
UNITS
* Added units:
* Camel Rider (Riding, Camels, Copper or Iron): strength 5, 2 moves, -25% city strength, +25% desert strength, +25% against heavy cavalry, starts with Desert Adaptation
* Camel Archer (Nobility, Camels): strength 5, 2 moves, 30% retreat chance, +50% open terrain strength, +25% desert strength, +25% against heavy cavalry, starts with Desert Adaptation
* Camel Gunner (Firearms, Camels): strength 7, 2 moves, 40% retreat chance, +25% open terrain strength, +25% desert strength, +25% against heavy cavalry, starts with Desert Adaptation
* Steamship (Thermodynamics, Coal): strength 12, 7 moves, 25% retreat chance, 3 cargo
* Drone (Automation): invisible to all units, can explore enemy territory, can bombard improvements and city defenses, 50% chance to evade enemy detection, can execute some espionage missions
* Satellite (Satellites, First Satellite project): invisible to most units, can see Satellites, can explore rival territory, starts with Sentry, can join city as Research Satellite, Commercial Satellite, Military Satellite
* Changed units:
* Skirmisher: reduced retreat chance to 30%, reduced collateral damage by 50%
* Longbowman: reduced retreat chance to 30%, collateral damage only affects two units, reduced collateral damage by 50%, reduced collateral damage limit to 30%, reduced hills, forest and rainforest attack to +25%, added +25% hill defense
* Persecutor: now requires Doctrine
* Musketman renamed to Musketeer
* Galleon: reduced movement to 5
* Dragoon: immune to first strikes
* Infantry: +20% against Marine and Paratrooper
* Torpedo Boat: increased movement to 7
* Transport: increased movement to 9
* Marine: increased cost, starts with Woodsman and Guerilla
* Paratrooper: increased cost
UNIQUE UNITS
* Added 31 new unique units, giving a second unique unit to many major civilisations:
* China: Firelancer (Arquebusier): required Gunpowder, -1 strength, causes collateral damage
* Greece: Companion (Horseman): no reduced city strength, starts with March, Blitz
* India: Varu (Lancer): requires Ivory instead of Horse, +2 strength, can enter Rainforest and Jungle
* Phoenicia: Sacred Band (Spearman): +25% city strength, starts with Amphibious
* Phoenicia: Numidian Cavalry (Horseman): no reduced city strength, +50% against Melee units, starts with Disengage and Desert Adaptation
* Persia: Savaran (Lancer): requires Generalship, -2 strength, no reduced city strength
* Rome: Ballista (Catapult): +2 strength, no city attack modifier
* Ethiopia: Shotelai (Swordsman): does not require Iron, starts with Guerilla
* Ethiopia: Mehal Sefari (Rifleman): starts with Drill I and II
* Tamils: Rocketeer (Grenadier): +2 strength, +25% against Musketman, Rifleman, collateral damage affects two more units
* Korea: Kobukson (Galleass): +2 strength
* Byzantium: Dromon (Heavy Galley): +1 strength, causes collateral damage
* Japan: Zero (Fighter): halved cost, +50% against water units, +25% evade chance
* Vikings: Longship (Heavy Galley): +2 moves, 2 cargo, can bombard cities, starts with Disengage
* Arabia: Ghazi (Heavy Swordsman): strength 8, 2 moves, +20% city attack
* Arabia: Mobile Guard (Lancer): does not require Iron, no reduced city strength
* Indonesia: Djong (Galleass): +50% coast defense, +50% against Privateer
* Spain: Tercio (Arquebusier): starts with Pinch, Formation
* France: Gendarme (Cuirassier): starts with Pinch, Leadership
* France: Guard (Dragoon): starts with Pinch, Leadership
* England: Man-of-War (Ship of the Line): +3 strength, +1 move, collateral damage affects one more unit
* Russia: Strelets (Arquebusier): +1 move, starts with City Garrison
* Holy Rome: Grenzer (Grenadier): -2 strength, +25% retreat chance, starts with Guerilla, Disengage
* Italy: Balestriere (Crossbow): +1 first strike, +25% city attack, starts with Amphibious
* Italy: Lanternas (Galleass): +2 strength
* Portugal: Bandeirante (Explorer): +4 strength, can attack, 30% retreat chance, guaranteed to capture slaves
* Mongols: Mangudai (Horse Archer): +2 strength, +1 move
* Ottomans: Great Bombard (Bombard): +50% city attack
* Germany: Fusilier (Musketeer): starts with Drill I and II
* America: Pioneer (Settler): can fight, strength 10, +50% open terrain strength, cities founded in North America receive a free worker and defender
* Colombia: Llanero (Hussar): +50% attack against Musketeer, Rifleman, starts with Mobility
* Changed eight unique units:
* Chinese Cho-Ko-Nu: reduced number of units affected by collateral damage
* Roman Legion: removed bonus against Axeman
* Ethiopian Askari renamed to Oromo Warrior, now a barbarian unique unit
* Korean Hwacha (replaces Bombard): +3 strength, -75% city attack
* Russian Cossack (replaces Hussar): requires Measurement, +25% against light and heavy cavalry
* Mughal Siege Elephant: +1 strength and +25% against Archers and Gunpowder units
* Mounted Brave (replaces Pistolier): +20% retreat chance
* Mexican Rurales renamed to Rural
* Removed five unique units:
* Arabian Camel Archer
* Indonesian Orang Laut
* French Heavy Cannon
* Italian Bersagliere
* Seljuk Ghulam Warrior
* Improved unique unit art:
* Mongol Keshik
* Iranian Qizilbash
* Mexican Rural
* Argentine Horse Grenadier
CIVICS
* Changed civics:
* Despotism: removed happiness from Palace and Monument
* Monarchy: double production for Jail
* Republic: allows at least one Artist, Merchant, Scientist or Statesman slot, removed hurrying units with gold
* Democracy: removed free specialist, added +100% great people rate
* Citizenship: increased maintenance to high, removed happiness in largest cities, removed double production for Jail and Forge, added double production of Theatre, added hurrying units with gold
* Vassalage: +2 happiness in largest cities, removed happiness from Castle
* Meritocracy: removed increased experience within own borders, added -25% experience required for unit promotions, added +1 commerce per specialist
* Ideology renamed to Revolutionism: added faster expiration of temporary unhappiness effects
* Constitution: removed great people rate modifier, added +1 free specialist, added double production for Courthouse
* Totalitarianism: no resistance on city conquest
* Central Planning: added double production for Hydro Plant, Electrical Grid and Automated Factory
* Secularism: added double production for Observatory and Supercomputer
* Isolationism: added +50% espionage in capital
SPECIALISTS
* Removed specialist yield, commerce and great people rate changes from culture level
* Slaves and Satellites are not affected by specialist yield and commerce increases
CIVILIZATIONS
* New civilisation: the Turks
* Spawn: 552 AD at Orduqent
* Leaders: Bumin, Alp Arslan, Tamerlane
* Colour: Blue / White
* Coat of Arms: Bow and Arrow
* Unique Unit: Oghuz (Horse Archer): three moves, hidden nationality, starts with March
* Unique Building: Divan (Jail): -50% city upkeep, +1 statesman slot
* Unique Power: The Power of Orda: Barbarians cannot enter your territory during peace time, and mounted barbarians join your forces if attacked during war time
* Unique Historical Victory:
* Control 6% of the world and pillage 20 improvements by 900 AD
* Create an overland trade route from any city in China to one of your Mediterranean ports and spread the Silk Route to 10 of your cities by 1100 AD
* Have a capital with developing culture by 900 AD, a different capital with refined culture by 1100 AD, and another capital with influential culture by 1400 AD
* Changed spawn dates:
* The Chinese spawn in 2070 BC
* The Maya spawn in 400 BC
* The Harappans are now also enabled for the AI
* Reduced the Ethiopian historical areas
* Moved the Ethiopian spawn one tile north
* Reduced the Holy Roman core
* Turkey is now generally referred to as Ottomans
* The Seljuks have been removed
LEADERS
* added leaders:
* Persia: Khosrow (thanks to Steb for the inclusion)
* Ethiopia: Ezana
* changed leaders:
* Ethiopia: Haile Selassie replaced with Menelik
RELIGION
* Judaism also spreads to North America
CORPORATIONS
* Silk Route now requires Currency
* Silk Route also consumes Camels
UNIQUE POWERS
* changed the Babylonian unique power: increased the number of free technologies to five
* new Chinese unique power: The Power of Myriads: +25% food stored on city growth
* changed the Phoenician unique power: also always allows to hurry units with gold
* new Maya unique power: The Power of the Long Count: additional food when discovering technologies
* new Ethiopian unique power: The Power of Communion: automatic trade connection with cities that share your state religion
* new Korean unique power: The Power of Education: double specialist slots in capital
* changed the Viking unique power: gold from city conquest is only affected when the city is sacked
* the Inca unique power does not apply after respawn
UNIQUE HISTORICAL VICTORIES
* changed the Maya UHV:
* first goal now requires discovering Calendar by 200 AD
* changed the French UHV:
* first goal now requires legendary culture in Paris
* second goal now requires the Louvre and Metropolitain instead of the Statue of Liberty
* new Holy Roman UHV:
* first goal: Control Saint Peter's Basilica in 1000 AD, the Church of the Anastasis in 1200 AD and All Saint's Church in 1550 AD
* second goal: Have three Catholic vassals in Europe by 1650 AD
* third goal: Settle a total of ten great artists and great statesmen in Vienna and have at least pleased relations with eight independent European civilisations by 1850 AD
* changed the Incan UHV:
* third goal now requires allowing no foreign cities in South America in 1700 AD
* changed the Mughal UHV:
* second goal now requires Shalimar Gardens instead of Harmandir Sahib
* changed the American UHV:
* second goal now also requires Brooklyn Bridge and Golden Gate Bridge
* new third goal: control 75% of the world's commerce and military power between you, your vassals and defensive pact partners
* changed the Argentine UHV:
* second goal now requires legendary culture in Buenos Aires
* third goal now requires six golden ages
* changed the Brazilian UHV:
* first goal now requires only eight Slave Plantations
IMPROVEMENTS
* New improvement: Solar Collector (Renewable Energy, desert): +3 commerce, +1 food on coast
* Increased improvement yields from technologies:
* Renewable Energy: +1 commerce for Watermill, Windmill
* Genetics: +1 food for Farm, Paddy Field, Pasture
* Robotics: +1 production for Mine, Quarry
* Biotechnology: +1 commerce for Orchard, Plantation
* Automation: +2 commerce for Well, Offshore Platform
* Nanotechnology: +1 production, +1 commerce for Workshop
* Removed unhealth from cottage improvements
* Reverted Workshop to +1 production, -1 food
* Scrub Fallout requires Nuclear Power and takes longer
* Farms can be built without irrigation with Biology
* Improvements can be built on Rainforest with Alloys
* When resources disappear, improvements disappear with them
EVENTS
* Royal Wedding event cannot be triggered when running State Party or Democracy
* Halberd event affects Heavy Spearman instead of Pikeman
STABILITY
* Improvements need to be worked to count toward expansion stability
* Core cities do not revert to previous owner on collapse
* Cities that flipped on spawn do not revert to the original owner on collapse
* Only slightly negative or positive diplomatic opinions are weighted less in relations stability
* Instability from razing cities depends on the highest population the city has ever had
BALANCE
* Inflation rate is the same between scenarios
* Balanced the research modifiers for China and some other civilisations
* Adjusted Korean starting technologies
* Prussia receives appropriate units when a war is declared on spawn
* Relocating the Phoenician core now requires a city in their original core
* Prevented the AI from founding Orthodoxy before the Ethiopian spawn if the player controls Ethiopia
* It is easier for the AI to receive the Japanese UP effect
* Increased the Portuguese technology cost modifier
* Balanced the Japanese techology cost modifier
* Reduced the German technology cost modifier
* Increased the German maintenance cost modifier
* Increased the Dutch maintenance cost modifier
* Increased the Russian maintenance cost modifier
* Removed some starting technologies for Latin American civilisations
ARTIFICIAL INTELLIGENCE
* AI regards Denmark and the Scandinavian peninsula as separate continents
* AI now regards the Maghreb as part of Africa as opposed to the Eurasian continent
* AI now considers enabled wonders for civic value
* AI will not pillage independent improvements
* AI will reject trading ahistorical cities
* AI does not build wonders that would have no effect
* AI of vassals civilisations is discouraged from conquering ahistorical cities
* Improved AI for selecting cities to found during congresses
* AI Legions will abort building roads when they or nearby cities are threatened
* Mostly reverted resource trade AI changes, besides allowing to trade corporation resources and multiple instances of resources to account for resource health/happiness rule changes
SCENARIOS
* Improved consistency between scenarios
* Moved Pontic Horses to Western Anatolia
* Moved fish near Lisbon 1W
* Rearranged Coffee resources in Ethiopia
* Horses spawn in Venezuela
* Removed Tea spawn in western India
* Independent Mogadishu and Berbera spawn in Somalia
* Opened up another pass through the Andes when the Inca are contacted
* Reduced 1700 AD scenario starting technologies, units and improvements
* Removed Pagan Temple from Athens in the 600 AD scenario
* Brazil starts with Colonialism
* Removed Islam from Mysore
* Canada receives a navy on start
* Corrected Mughal starting units
* Corrected Dutch starting units
HISTORICAL IMMERSION
* Peace vassals do not have vassal names
* The Turks receive conquerors in Persia and Anatolia
* The Ottomans never spawn if the Turks never conquer a Middle Eastern city
* Some AI civilizations will invest more commerce into culture
* Added many dynamic great people names (credit to Steb)
* Arabian starting core includes Mesopotamia, moved core includes Lower Egypt and Hejaz
INTERFACE
* When viewing the city screen of another player (e.g. via espionage), the currently trained unit is displayed using the owner's unit art style
* The year (and turn if enabled) when a UHV goal was achieved is displayed in the victory screen
* Worker actions take up less space in the tech tree
* Undiscovered cities are not shown in the diplomacy screen
* A notification is shown when cities secede from another civilisation
* Building stability effects are displayed in their tooltip
* Culture stability effects are indicated in the city culture bar tooltip
* The population impact on stability of a city is displayed in the city bar tooltip
* Added civilopedia category for great people buildings
* Longitude and latitude displayed in tile tooltip much better approximate real world locations
* Reenabled the settings tab in the victory screen
* Display state religion requirements in the building civilopedia section
* Minor civilisations are excluded from the demographics screen
* Improved display for the second Orthodox URV goal
* Civilisation culture modifiers are displayed in the city screen
* A notification is shown when slave trades are available
* Current and maximum possible wonders for a city are displayed in the city screen
* Better display of terrain attack and defense modifiers
* Improved display of which terrains, river and coast combinations allow founding cities
* A notification is shown when the stability of civilisation drops to collapsing
* Experience from Harmandir Sahib and Chapultepec Castle is displayed in the unit training tooltip
* Next production is selected when a city comes out of unrest instead of when being captured
* Separate sections for naval combat and naval transport units in civilopedia
* When a city has enough culture to advance to the next culture level on the next turn, do not display a negative number of turns required until the next level
* Notifications for spawning resources are only displayed when the resource is visible (credit to merijn_v1)
* Improved congress message when a civilisation requests to found a new city on their own territory
* Updated advanced domestic advisor to building and wonder changes
GRAPHICS
* Included generic African unit art style for African civilisations (thanks to merijn_v1 for the inclusion)
BUGFIXES
* Fixed game accessibility for languages other than English (still no translations provided besides partially French)
* Fixed Harbourmaster event texts
* Fixed culture percent display in the city screen
* Building a Hamlet requires food on the tile
* Diplomatic Missions cancel all negative opinion modifiers as intended
* The Golden Age from meeting two UHV goals occurs even when also meeting the third goal at the same time
* Female Great Prophets can conduct Great Missions
* Fixed calculation of yields from happiness/unhappiness
* Civilisations that have never spawned cannot respawn
* Fixed protection against barbarians on spawn
* Fixed the respawn civilisation switch popup
* Culture coverage costs scale correctly with game speed
* Congresses do not establish peace between dead civilisations
* Fixed incorrectly pushed out units when an independent city is founded
* Argentine Great Generals build the Armoury instead of the Military Academy
* Corrected building and trade commerce in the financial advisor
* Fixed congress intervals
* Fixed Pagan Temple requirements
* Civilizations cannot convert to Judaism on respawn
* Religions spread by a Great Mission are not immediately removed again
* Corrected description of the second Brazilian UHV goal
* Turn when a city was lost by a particular civilisation is no longer forgotten when a city is conquered
* Fixed a graphical aqueduct glitch common for the Calcutta tile
* On the Ottoman spawn, cities around their spawn tile are not erased
* Fixed an exploit for using the Babylonian UP multiple times
* Fixed unit relocation after a partial collapse
* Fixed an exploit that allowed winning the Maya UHV by meeting European explorers at sea
* Wars with minor civilisations do not trigger defensive pacts
* Units present at the start of the scenario start at level one instead of zero
* Fixed city selection in the espionage advisor
* Fixed continent areas for the English and Portuguese UHVs
* Fixed a bug leading to negative tile culture
* Fixed a bug that made the Persian UP apply to Iran as well
* Fixed UHV goals that require to be the first to found a colony in the Americas
* Fixed a bug that prevented civilisations from founding Protestantism on spawn
* Fixed a bug that made Trading Company conqueror target less cities than intended
* Fixed some city income inconsistencies
* Fixed a bug that prevented the Trading Company corporation from disappearing after it obsoletes
* Fixed a bug where wrong buildings are assigned to reborn civilisations if they start without a state religion
* Fixed a bug that prevented New World civilisations running Slavery from trading slaves
* Male and female Great Generals are represented as the same unit in the military advisor (credit to merijn_v1)
CODEBASE
* Moved wonder production preferences to Python