Main Branch 1.0.75065 Release 2024-11-20
Changes Overview
- More kids: Increased chances for leaders to have children
 - Permanent improvements: Shrines, Slums, and Estates are now permanent improvements
 - AI improvements
 
Design
- More kids: leaders with no children now have a higher chance to have kids
 - VP calculation: Points required to win are now increased when projects that grant VP are available (i.e. Opulence in Behind the Throne)
 - Permanent improvements: Shrines, Slums, and Estates are now permanent improvements that can be pillaged but do not get destroyed, and cannot be replaced
 - Tribal Divorces: Divorcing a tribal spouse now results in a negative opinion with that tribe
 - Distant raids: No longer include ships
 - AI unit building:
 - The traits of Grand Viziers and AI leaders now influence their decisions of how many units they build
 - Heroes, Commanders, Tacticians, and Warlike characters build more units and Builders, Scholars, Diplomats, and Timid characters build fewer units
 - AI is more likely to build units in cities that give unit promotions and experience
 - Alliance events: Most alliance and tribal alliance events now either require a diplomat leader or are disabled in competitive mode
 - City reveal: Cities are now revealed from a greater distance, like settlements
 - City capture: Cities now take 1 turn longer to capture
 - Unit spawn location: Rebels from Slums spawn on Slum tiles and Religious Dissent rebels spawn on religious buildings, if possible
 - Starting units no longer spawn on the same tile, even if they are allowed to do so
 
Programming
AI improvements:
- Less aggressive in saving yields for many turns when spending results in an immediate, albeit lesser, benefit
 - Better evaluation of laws to properly take into account the unlocking of unique units
 - Increased the value of growth for a city that is building Settlers/Workers
 - Decreased value of disciples, AI avoids building them if has no use for them
 - Revised AI build hurrying priorities
 - Improved AI danger assessment and retreating
 - Improved AI unit build selection
 
Headless autoplay:
- Added support for AI auto-runs in headless mode
 - Run OldWorldAutorun.bat in the same folder as the game executable
 - All players in the save are controlled by the AI for the specified number of turns, after which the game exits
 - Can examine runs by opening the autosaves that are placed in the Auto folder
 
Other programming changes:
- Performance optimizations: Improved performance of terrain rendering, tile ownership changes and event processing
 - Improvement and Project Legitimacy: now tied to effectCity and always converted to orders in no characters mode
 - Added triggers: EVENTTRIGGER_PLAYER_DIPLOMACY_CHANGED and EVENTTRIGGER_TRIBE_DIPLOMACY_CHANGED
 - Moving capital: Added support for moving the capital. Player's original capital is now remembered and exposed to the event system
 - Roads from improvements: Added support for improvements adding roads to the tile
 - ZOC changes from improvements: Added support for improvements allowing units to ignore enemy ZOC
 - Mission bonus rework: InfoMission.miXP replaced with SubjectCharacterBonus
 - Diplomacy methods: now take players as arguments instead of teams, to that events are triggered for the most relevant players
 
UI
- Family tab icons: removed player color
 - Marriage missions: now grouped together
 - Inheritance and Tech Tree screens: now scrollable with camera keys (WASD)
 - Religion Tooltips: Active Clergy and Current Followers no longer shown if there are none. Added +2 civics to Holy City line
 - City Tooltips: Added tile tooltip content to bottom of city tooltip
 - Royal characters: Changed 'your Relative' to 'A Royal'
 - Nation tooltips: Now always show number of cities on nation tooltips
 - Honey resource audio: Reduced volume of honey environmental audio
 - Custom campaign audio: Added custom sounds for priest attacks in Pharoahs of the Nile scenario 3
 - Tutorial events: Adjusted timing and added more to No Events mode
 - Button dragging: Disabled unnecessary button clone when dragging buttons
 - Laurion Mines: No longer show extra text on map
 
Bugs Fixed
- Fixed recruitment with legitimacy penalty not getting applied on loading a save
 - Fixed info loading bug that could cause new games to fail to start
 - Fixed undo/redo related to tribal invasions
 - Fixed bug with random seed for event story trigger test not matching the seed of the actual triggered event
 - Fixed silent event failures caused by type cast issue
 - Fixed units failing to spawn from improvements in Barbarian Horde games after the invasion had started
 - Fixed disable environment audio toggle not taking effect immediately
 - Fixed Fickle Band effects not triggering when divorce happened from an event
 - Fixed ships exiting Great Cothon not always getting their size updated
 - Fixed multiple selection highlights
 - Fixed title of MP setup screen when coming from Mod selection screen
 - Fixed improvement spawned units not respecting DLC checks
 - Fixed project ambitions not respecting DLC checks
 - Fixed border expansion preview not updating when selecting option in minimized event
 - Fixed issues with unit list scrolling and units becoming unselectable
 - Fixed AI value placed on Strongholds and Citadels (will now be built more often)
 - Fixed spurious assert triggering when a nation is eliminated
 - Fixed graphical display issue affecting Arid Hills
 - Fixed inconsistency with the number of capture turns of cities
 - Fixed eliminated tribes being eligible for forming an alliance
 - Fixed improvement max player count not working for improvements with no improvement class
 - Fixed exception when submenus scrolled off-screen
 - Fixed bug where goal subject weight could result in an ineligible subject being chosen
 - Fixed acquired techs cost in Encyclopedia and added cost to tooltips in tech tree
 - Fixed some rebel spawn issues
 - Fixed event cache bug
 - Fixed modified collection exception
 - Fixed sort exception
 - Fixed incorrect iTriggerExtra in EVENTTRIGGER_CITY_CAPTURED
 - Fixed bug with bSingle effectCity effects that spawn rebels possibly being counted multiple times (affects mods only)
 - Text and event fixes
 
