Main Branch 1.0.78527 Release 2025-06-25
[p][/p]Design
- [p]Cleric family now gets free Divine Rule law on founding. Removed free Monasticism and Found Religion Project from Clerics[/p][/*]
- [p]Cleric seats can build Christian and Manicheist Disciples after the religions have been founded without the religion being present[/p][/*]
- [p]Cleric seats have double speed Disciples only for State Religion[/p][/*]
- [p]Religion spread no longer has a distance limit from the Holy City [/p][/*]
- [p]Guilds law now allows building Elder Specialists directly, skipping any prerequisite specialists. Hamlet happiness bonus removed[/p][/*]
- [p]Tribe-owned units no longer get a strength modifier against other tribes at strong and raging tribe levels[/p][/*]
- [p]Regents now become Royal if they usurp the throne or continue ruling after the rightful heir's death[/p][/*]
- [p]Projects and specialists that are automatically removed from the build queue because they are no longer valid now add any progress to the player's yield stockpile [/p][/*]
- [p]AI governors now emphasize growth and build fewer growth units when city has no citizens [/p][/*]
- [p]Persia's Shapur dynasty gets the Found Religion project (Wonders and Dynasties)[/p][/*]
- [p]Rising Stars are now less common and ask to become a Grand Vizier less (Behind the Throne)[/p][/*]
- [p]Opulence project now requires a luxury in addition to estates (Behind the Throne)[/p][/*]
- [p]Reduced probability of Occurrence ready events (Wrath of Gods)[/p][p][/p][/*]
Multiplayer Turn Style changes
- [p]Loose turn style can be selected only with a turn timer[/p][/*]
- [p]Renamed normal turn style to adaptive[/p][/*]
- [p]Tight turn style is now the default[/p][/*]
- [p]Strict turn styles no longer allow players to perform any actions when not their turn (this also affects single player)[/p][/*]
Programming
- [p]Performance optimization[/p][/*]
- [p]Memory allocation optimization[/p][/*]
- [p]Bug reporting system improvements[/p][/*]
- [p]Improved AI valuation of Disciples and Religions[/p][/*]
- [p]AI now uses Cleric seat ability to build disciples of non-present religions[/p][/*]
- [p]Improved AI use of unit staging before an attack[/p][/*]
- [p]AI checks whether a city can have an effect from resources before building a project that gives that same effect (i.e. Riders Import Horses)[/p][/*]
- [p]AI knows to use units that do not require orders when it's out of orders [/p][/*]
- [p]Improved sprite loading thread safety [/p][/*]
- [p]Added safeguards against unexpected UI resets from a game restart [/p][/*]
- [p]Added 3 additional resource categories to the default map script for use by mods[/p][/*]
- [p]Added support for partial counterattack strength for use by mods (replaced InfoUnit.mbMeleeCounter with miMeleeCounterPercent)[/p][/*]
- [p]Added support for upgrading rural improvements for use by mods[/p][/*]
- [p]Generalized event subject picking so it no longer needs an event, just a list of subjects[/p][/*]
- [p]Various missions started by the leader now no longer block all events with a leader subject[/p][/*]
- [p]UI mod files (UI/includes and UI/styles) are excluded from game CRC[/p][/*]
- [p]Added UI/templates to UI modding paths[/p][/*]
UI
- [p]Free improvements and resources are now added to the event queue and placed by clicking a valid tile[/p][/*]
- [p]Tooltip in tech tree shows the date team mates have discovered each tech, as well as for observers in MP games, and all players when the game is completed[/p][/*]
- [p]Games with custom names (i.e. Game of the Week) now show their name in the parameters tooltip[/p][/*]
- [p]Improvement net yield now includes Patrons Precious Resource culture bonus[/p][/*]
- [p]Border expansion preview has the correct border colors for families[/p][/*]
- [p]Added Items to Encyclopedia in their own category, with unique events listed[/p][/*]
- [p]Encyclopedia now lists DLC source for traits where applicable[/p][/*]
- [p]ESC clears luxury selection before opening menu [/p][/*]
- [p]City luxury tooltip improvements[/p][/*]
- [p]Valid unit types now listed for 'New units start with
' helptext [/p][/*] - [p]Improved luxury tooltip positioning [/p][/*]
- [p]Removed tile raw yield from the city net yield tooltip[/p][/*]
- [p]Added min height for OK button on turn summary popup [/p][/*]
- [p]Scripted tutorial events blur the background UI, preventing events being bypassed[/p][/*]
- [p]Added strength/weakness icons to concept links[/p][/*]
- [p]Improved Riders 'Import Resource' project helptext [/p][/*]
- [p]Yield and unit strength previews when assigning jobs now take into account the opinion change caused by the job switch[/p][/*]
- [p]Mission requirements in tooltips are no longer shown in some situations where these requirements are all met[/p][/*]
- [p]Ratings shown on character tooltip when they are 0 if they produce a yield (i.e. Schemer Agents)[/p][/*]
- [p]Removed resource ping from improvements dropdown. This was made obsolete by the new UI to place free resources [/p][/*]
- [p]Improved tooltips and interactions between Behind the Throne traits and imprison/assassinate missions[/p][/*]
Bugs Fixed
- [p]Fixed event job forcing not always working [/p][/*]
- [p]Fixed trade breakdown tooltip[/p][/*]
- [p]Fixed governor marker showing in city widget for No Characters [/p][/*]
- [p]Fixes to the Old World premade map - re-added dynasty start positions and fixed empty tiles warning[/p][/*]
- [p]Fixes to the Punic Duel premade map - removed underwater trees and fixed missing city name[/p][/*]
- [p]Fixed border expansion preview not updating after changes in player decision queue [/p][/*]
- [p]Fixed Stele placement not being restricted to chosen city [/p][/*]
- [p]Fixed a bug with AI unit effect evaluation[/p][/*]
- [p]Fixed Game.canStartOccurrence modifying the game state[/p][/*]
- [p]Fixed players being unable to surrender in MP games when they are the last active human player[/p][/*]
- [p]Fixed events checking for mutual attraction selecting divorced spouses [/p][/*]
- [p]Fixed incorrect amount of orders when ending the turn without founding a city[/p][/*]
- [p]Fixed temporarily impassable tiles getting counted for minor city creation[/p][/*]
- [p]Fixed leader bio paragraph indentation inconsistencies [/p][/*]
- [p]Fixed farm model roof bug[/p][/*]
- [p]Fixed visibility load/save error from terrain height change[/p][/*]
- [p]Fixed an AI bug that made it misjudge large battle outcomes and attack when it should be retreating [/p][/*]
- [p]Fixed number of improvement ambitions becoming impossible after losing control of a city[/p][/*]
- [p]Fixed mini tech tree names not being accounted for in scroll area [/p][/*]
- [p]Fixed council character tooltip positioning with selection active[/p][/*]
- [p]Fixed reference to Stun in Retreat helptext[/p][/*]
- [p]Fixed Guilds help text inconsistency [/p][/*]
- [p]Fixed top bar yield arrows for selected character[/p][/*]
- [p]Fixed events giving characters jobs getting invalidated when character is general of a unit on cooldown[/p][/*]
- [p]Fixed yield preview showing incorrectly when replacing an improvement with a specialist[/p][/*]
- [p]Fixed duplicate characters getting generated from events[/p][/*]
- [p]Fixed AI bug that caused retreat from non hostile AI units[/p][/*]
- [p]Fixed critical hit chance not resetting on General wisdom change [/p][/*]
- [p]Fixed flicker when hovering over improvement recommendations[/p][/*]
- [p]Fixed border expansion algorithm [/p][/*]
- [p]Fixed family and religion crest color and opinion display[/p][/*]
- [p]Fixed potential infinite recursion in AI bonusValue calculations[/p][/*]
- [p]Fixed another case of Carthage scenario 4 Epic Victory achievement not being granted[/p][/*]
- [p]Fixed Pharoahs of the Nile scenario 4 being continuable after winning[/p][/*]
- [p]UI modding fixes[/p][/*]
- [p]Text and event fixes[/p][/*]