Main Branch 1.0.76988 Release 2025-03-26
Headline Changes
- New National Ambition system introduced to allow earlier selection of your final ambition
 - Launch Offensive changes
 - Continent is now the default map script
 - AI and performance improvements
 
Design
National Ambitions:
- The final ambition is now called a National Ambition and may be offered early, after a player has completed 5 ambitions
 - The offer is triggered soon after the player reaches 70% progress towards one of the national ambitions
 - National Ambitions are not used for tier counting purposes i.e. they do not make regular ambition offers harder
 - All National Ambitions are listed in the Encyclopedia under their own category
 - Added new National Ambition '+250 Food, Iron, Stone, Wood and Money per turn'. This replaces the previous ambition to stockpile 2000 of each resource
 - Added new regular Ambition 'Control 4 Hamlet class improvements'
 - Adjusted ambition threshold calculations and ambition events to allow a greater variety of ambitions to be offered
 
Launch Offensive changes:
- Offensive effects do not apply to the leader unit
 - Cannot launch offensive when on cooldown
 - Leader unit goes on new launched offensive cooldown
 - For team games, bonus orders from the offensive go to the unit owners
 
Continent map script changes:
- Continent is now the default map script
 - Added new Extreme Terrain suboption 'None' and made this the default
 - Tribal Lands placement option removed
 
Other design changes:
- Critical hits on cities are no longer possible
 - Stun is now possible when attacking a unit in a city without any HP left
 - Panic and Fireship effects now cause units that cannot retreat to become Disarmed instead of Stunned
 - Enlisted units by a Zealot leader now return to full health
 - Hidden units now always ignore ZOC
 - Money Boost tech card moved to Coinage
 - Free Trireme and Free Dromon tech cards removed
 - National ambitions now offered at 70% completion instead of 75%
 - National Ambitions event enabled in no events mode
 - Fire shrines now have adjacent modifier to any improvement in the Mine class (now also affects Laurion Mines)
 - Commander leaders always grant +10XP per turn to all units (previously units had to be idle)
 - Free improvements are now allowed on resource tiles with a generic improvement ping. Placing a free urban improvement on a resource removes the resource without harvesting it
 - Adjusted ambition threshold calculations so a greater variety of ambitions gets offered
 - Events where the AI offers Truce on breaching a city now trigger when the city is captured instead
 - Can no longer build roads and improvements in territory of an ally
 - Water tiles no longer need to be adjacent to land in order to transfer them from one of your cities to another
 - Units that earn XP past the maximum level convert that XP to training
 - Ezana's Evangelist trait only gives new units Christianity/Adept in city where he is governor (Wrath of Gods)
 - 7 new events relating to Calamities happening to other players (Wrath of Gods)
 - Reduced other religion opinion penalty duration for Venerate mission (Wrath of Gods)
 - Increased chance of Scrub appearing on new Arid tiles on Ebbing Sea map from 2% to 10% (Wrath of Gods)
 - Eruption and Earthquake intensities tweaked (Wrath of Gods)
 - Made Calamities less common on the Rare and Very Rare settings (Wrath of Gods)
 - Wrath of Gods scenario now uses a customized map script with more Volcanoes (Wrath of Gods)
 
Programming
- Rendering API change: Linux / Steam Deck now default to Vulkan. Windows supports Vulkan with a command-line switch -force-vulkan
 - Epic Mac build now runs natively when run outside of the Epic launcher, i.e. using alternative launcher such as Heroic
 - Improved UI responsiveness when cycling through workers
 - Performance improvements
 - AI combat improvements
 - Improved AI use of Launch Offensive
 - Improved AI order predictions when planning moves
 - AI is more aggressive in moving towards enemy cities when at war
 - AI more likely to place ranged units in forest when defending its territory with a Tactician leader
 - AI fort building now less common
 - AI tries harder to delay using anchored units so that land units don't get stranded
 - AI now less eager to build some wonders that are not very useful (e.g. Jebel Barkal without world religion)
 - AI cares a little more about culture
 - Invading organized tribes are less timid
 - Added ALLOW_CITY_CRITICAL_HITS to globalsInt, for use by modders
 - Mod manager no longer fully loads installed maps when fetching subscription info
 - Unit XP overflow into training uses TRAINING_PER_XP for consistency
 - Buildable projects now use a ProductionType such as YIELD_CIVICS. Non-buildable projects do not require this
 - iCivics has been renamed to iCost in project.xml
 
UI
Setup screen changes:
- Removed Options Preset dropdown from Simple setup and added Event Level
 - Added Reset Options button to Advanced and MP setup screens
 - Added difficulty mode to Advanced setup screen
 - Simple setup settings are saved separately from advanced setup settings. Going back and forth between Advanced and Simple screens retains only nation and dynasty settings
 - Entering the setup screens with a premade map that restricts nation choices stored in the options file will no longer keep that map choice, to ensure all nations are shown
 - Enabled DLC no longer gets reset every time
 
Other UI changes:
- Selected characters now appear in the upper right side of the screen and Ambitions in the upper left
 - Added Net Yield Change to specialist build tooltip, which takes modifiers into account and subtracts yields for any replaced specialist
 - Popup text minimum scaling reduced
 - Removed background UI blur when events are active
 - EffectUnit links now also include the effect icon by default
 - Timeline screen slider is now disabled while advancing by season or by year
 - Clarified City Site Number help text
 - Wonder legitimacy bonuses now named per culture tier to differentiate them
 - Can now queue the same tile multiple times without the unit executing the queued moves
 - When the last tile in a move queue is right-clicked, the unit executes the queue
 - Flipped luxury panel buttons
 - Tweaked alignment for scenario-specific goal info
 - Archetypes now shown in line of succession panel
 - Strategic resource icons for unit production shown on city categories when available
 - Temporary unit effects now show the remaining turn count on their icons
 - Changed all happiness/discontent yield displays to use relevant icon instead of signed text
 - Added worker list to tile tooltip when multiple workers are stacked
 - Selecting a character centers the camera on job-relevant city or unit
 - Research UI is now always shown regardless of selection
 - Added reminder for pillaged tiles
 - Added ability to hide improvement tooltips by holding CTRL
 - Timeline now shows map terrain changes over time
 - Timeline now shows current revealed-not-visible state for borders when it is set to show the current turn
 - With a land unit selected, hovering over a water tile in anchor range will show "Must end move on land tile"
 - Network games are now paused automatically when the game is over
 - Cannot surrender a multiplayer game if you are the last player remaining
 - World tile text now shows over city UI
 - Unworked wonders show Requires Worker text with worker selected
 - Right-click toggles tab panel menus off if already open
 - Improved unit strength tooltip text
 - Updated premade map descriptions
 - Removed some of the yield breakdown from the specialist tooltip and added modified total yield
 - Removed line break from event option tooltips that start goals
 - Removed 'New Event in Wizard' button from Event Browser
 - City links that do not open the city screen now pan the camera to the city when clicked (i.e. tribal raid notifications)
 - Starting a game using a parameter string no longer updates the options file with the game's settings
 - Added custom savegame prefix to standalone scenarios
 - Added more promotion and effectUnit information to encyclopedia
 - Updated credits
 - Updated Shapur's dynasty description to clarify that Strike applies to melee and ship units (Wonders and Dynasties)
 - Plague flies are only shown on units with the Plagued effect. Plague fog effect is confined to city territory (Wrath of Gods)
 - Wildfire visual effect is less extreme (Wrath of Gods)
 - Improvement pings are no longer removed by an occurrence rendering a tile impassable (Wrath of Gods)
 - Boosted plague fog visibility (Wrath of Gods)
 - Boosted volcano animation speed (Wrath of Gods)
 
Bugs Fixed
- Fixed Korean text sometimes not displaying
 - Fixed text autosizing issues
 - Fixed popup text not updating immediately after changing scaling
 - Fixed assert when removing player ownership from a tile with a religion attached
 - Fixed forest on lake tile in Middle East map
 - Fixed bad city border preview on Old World Map by removing an urban tile to the west of Pella
 - Fixed a threading issue that could cause server-side exceptions
 - Fixed unit queuing bugs
 - Fixed units not being selectable through overlays
 - Fixed some UI elements not updating properly after undoing initial found
 - Fixed occasional opinion arrow misalignment in event popup
 - Fixed city recommendation assert
 - Fixed workers and ships in cities with no defenses not taking damage from attacks
 - Fixed clicks on parts of the UI selecting map elements behind them
 - Fixed Continents map script bug
 - Fixed Caravans being unable to travel through anarchy territory
 - Fixed improvements being repairable inside hostile territory
 - Fixed unit health bars appearing incorrectly for some attack previews
 - Fixed the Ignore Map Nation Starts option not working on some maps
 - Fixed Family Seat founding bonus not showing in the setup screens and in game before player has founded their capital
 - Fixed Road To overlay not updating when changing mouseover tile
 - Fixed flickering issue when hovering over build recommendations on some parts of the screen
 - Fixed bug where AI could still win in some cases when player achieves victory on the same turn
 - Fixed goal threshold bug incorrectly making ambitions invalid
 - Fixed Barbarian Horde MP achievement not working in hotseat
 - Fixed Greek and Assyrian capitol buildings not being shown when adjacent to rivers
 - Fixed Allow Negative Cognomens option appearing when no characters option selected
 - Fixed Free Court Minister encyclopedia entry with null icon
 - Fixed encyclopedia prompt showing on traits with no encyclopedia page
 - Fixed encyclopedia null references
 - Fixed succession law preview tooltip showing wrong law
 - Fixed Courtiers Added stat not increasing when recruiting an existing foreign courtier
 - Fixed Organized tribes not healing
 - Fixed some AI bugs
 - Fixed research UI not updating immediately when yield rates change
 - Fixed Carthage scenarios giving a lower-tier victory than earned if one of the goals was completed indirectly
 - Fixed Portrait Editor loading issue
 - Fixed portrait models potentially obscuring each other
 - Fixed unit cycle tooltip sometimes not locking
 - Fixed ship building on a tile that has turned to land
 - Fixed nested link issue in governor candidate tooltip
 - Fixed team color intensity slider
 - Fixed map timeline GIF palette not representing border colors correctly
 - Fixed citrus grove configuration
 - Fixed ZOC display exception
 - Fixed pillage notification links selecting units
 - Fixed some dropdown appearance issues
 - Fixed autobuild cities not repairing upon being founded with a damaged settler
 - Fixed bug in effectCity help text yield breakdown
 - Fixed occurrence effects after a new city has been founded
 - Fixed sporadic disconnections in network and server games when one or more player slots are open
 - Fixed pathfinding for hidden units
 - Fixed AI bug that caused it to sometimes move units back and forth between the same tiles
 - Fixed null pointer if an init phase EffectPlayer, i.e. from difficulty mode, uses miReligionOpinionChange (only affects mods)
 - Fixed aiUnitTraitConsumptionModifier help text bug (only affects mods)
 - Fixed repair yield purchase for Stateira (Wonders and Dynasties)
 - Fixed Flood not displaying correctly in some cases (Wrath of Gods)
 - Fixed Calamity level showing on in-game difficulty mode and game parameters tooltips, if the content is disabled in the current game (Wrath of Gods)
 - Fixed calamity postprocessing profiles overriding postprocessing settings from graphics settings i.e. Motion Blur (Wrath of Gods)
 - Fixed some rendering issues when terrain changes height (Wrath of Gods)
 - Fixed calamity effects being removed from rivers too early in some cases (Wrath of Gods)
 - Fixed eruptions displaying on volcanos obscured by fog of war (Wrath of Gods)
 - Fixed double legitimacy penalty when abandoning a Demand (Wrath of Gods)
 - Fixed trees removed from building improvements not being counted for demands (Wrath of Gods)
 - Fixed issue where some global calamities that target tiles were instead targeting all tiles (Wrath of Gods)
 - Fixed Wrath of Gods scenario victory event not triggering when next victory becomes impossible (Wrath of Gods)
 - Fixed Wrath of Gods scenario duplicate victory threshold events in some cases (Wrath of Gods)
 - Fixed Hurricanes not displaying correctly in some cases (Wrath of Gods)
 - Fixed wrath generation issues casued by Undo / Restart Map (Wrath of Gods)
 - Fixed mid and major raid Occurrences being invalidated (Wrath of Gods)
 - Fixed Calamities causing city sites to become impassable (Wrath of Gods)
 - Global Occurrence fixes (Wrath of Gods)
 - Text and event fixes
 
