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@github-actions github-actions released this 23 Sep 01:41
· 1 commit to main since this release
08b80dc

Single-player fixes and more dangerous barbarians.

Added

  • A research queue. Shift+click a technology to add it (and whatever it still needs) to the end of
    the queue, or Shift+click a queued one to take it off, along with anything queued that depends on it.
    The tech tree numbers the queue on the technologies themselves and lists it along the top with the turn
    each will finish. A plain click still replaces the queue. The set_research tool takes append, and a
    new dequeue_research tool removes a queued technology.
  • Returning recaptured civilians. Freeing a worker or settler that barbarians took from another
    civilization asks whether to return it (a better opinion with a major civilization, +45 influence with
    a city-state) or keep it, as in Civilization V; left unanswered, you keep it at the end of the turn.
    New return_civilian tool; a civilian that was yours simply comes back.
  • Barbarian aggression, a 0-100 slider next to the barbarian setting in the new-game form (Normal
    defaults to 50, Raging to 85; the barbarian_aggression config key). It sets how far barbarians look
    for targets, what odds they accept, how many gather before storming a city, how fast camps spawn, and
    how hard a sack hits.

Changed

  • Barbarians are a threat. Barbarian units could not plan a path across their own unexplored map, so
    they only ever attacked what was already next to them. They now hunt cities, units, workers and
    settlers, and the most valuable improvements (luxury and strategic resources first). As in
    Civilization V they never capture or raze a city: one they bring down is sacked instead, losing
    gold, possibly a citizen and a building (never a wonder or the palace), and is then left alone for 5 to
    10 turns. Over 100 turns of a four-bot Quick Small game, units killed went from about 50 to about 240
    on Normal and from about 90 to about 650 on Raging.
  • Events no longer name civilizations you have not met. Every player, human or AI, reads "Unknown
    Civilization has built The Pyramids in an unknown city." until the two civilizations meet; unmet
    city-states are "Unknown City-State", and such events drop their location. Spectators and replays
    still see everything.
  • End Turn waits for decisions. The button is greyed out while research, a policy, a free
    technology or great person, a pantheon, a promotion, a city with nothing to build, a unit without
    orders, a negotiation or a UN vote is waiting; clicking it lists them and goes to the first.
    Ctrl+click (or Ctrl+Shift+Enter) ends the turn anyway.
  • Player colours are unique. A new 24-colour palette, picked for contrast on the map and against
    the city-state and barbarian colours. The seat editor offers it as swatches, greys out colours other
    seats hold and accepts a custom hex value that is not too close to one of them; the server enforces
    the same rule, first come first served.
  • The tech tree is easier to read. More room between technologies, right-angled links that never
    share a vertical run, and hovering a technology highlights everything it needs and what it leads to.
    The tree reopens where it was left, or at the current era.
  • More luxury variety on big maps. Huge and gargantuan maps now carry every luxury type, large at
    least 90%, standard 75% and small maps half; every map has every strategic resource.
  • The wonder-built event names the civilization first ("Rome has built The Pyramids in Rome.").
  • Bot seats in live games are seeded from the game's seed, as lab games already were, so the same seed
    and seats play the same game. Before, each live bot seeded itself from the clock.

Fixed

  • The Bombard button stayed after a city had fired, because the city's own view never said whether it
    still could.
  • Accepting or rejecting a proposal left the diplomacy window open while play went on; it now closes.
  • The interface was close to unusable while AIs played fast: every update rebuilt the top bar, the End
    Turn box, the side panel and the unit and city panels, so clicks landed on buttons that had just been
    replaced and dropdowns closed as soon as they opened (pausing a fast bot game could take a dozen
    tries). Each of them now waits to redraw while the pointer is over it or one of its dropdowns is open,
    and redraws with the first update after a click. Pause/Resume shows the new state at once.
  • Notifications covered the diplomacy window when a proposal arrived. Negotiation notices are no longer
    toasted while the window shows them, and any toast moves to the bottom of the screen while a window is
    open.
  • A rating test passed its message as assertAlmostEqual's places argument, so it raised a TypeError
    on Python 3.11 whenever the weighted pair count was not exactly 2.0. Tests only; the shipped code is
    unaffected.

Known issues

Model scores are not comparable across 0.1.4 and 0.1.5: barbarians fight far harder, and agents no
longer learn about civilizations they have not met from the event feed. See
KNOWN_ISSUES.md.


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