Test Branch 1.0.80559 Test 2025-11-05
Design
Civilian units defend cities instead of getting pushed out
Units with Leader Generals are immune to stun, panic, enlistment
Can no longer hire Barbarian units (affects Carthage and Orator leaders)
Added tribal unit upgrade cost of money equal to its upgrade cost in training
Increased Prosperous trait money from 5/10 per culture level to 8/16
Halved Intelligent trait science output
Assassination attempts that fail have a chance to avoid negative consequences
Enlisting a unit replaces any existing cooldown by the enlisted cooldown
Capturing city timer no longer counts back up when city is left vacant
Cities in the capturing state no longer go to Anarchy if no capturing progress has been made
Units can pass through capturable cities without capturing them as long as they don't stop inside
Ocean depth tiles are safe from Tsunami's (Wrath of Gods)
Programming
Memory management cleanup, fixed more memory leaks
AI builds more strongholds, citadels and unique units
AI now uses units with disarm effect early, so that later attacks can take advantage of it
Tribe placement improvements on map generation
Automated workers now take into account road pings
ModManager improvements
UI
Added "Polearm" instead of "Rout" to combat preview, to make it clear when polearm units prevent a rout
Holding Ctrl with a worker selected adds the improvement on the worker's tile (if any) to the unit action buttons
Cloud games are now sorted by whether or not it's your turn first, time since last upload second, and alphabetically third
Added selection to dropdown list for customizable leader portrait, name, age, gender, and trait, so that these can be reset to random after being selected
Capitalized some game terms (Unit, City, Nation, Character, Tile, etc)
Tweaked adjacent terrain target help text
Improvement name is shown for bonus placements of improvements that produce no yields
Planned specific improvements/roads for players on your team now listed on the tile tooltip (but still not as tile widgets)
Camera no longer pans to failed unit movement if instant unit movement is turned on, or in Network games
City screen button tooltip now differentiates between increasing and decreasing happiness
Effect of free specialists now shown in improvement yield previews
Unit modifiers to improvement yields only shown if unit on the tile
Forced March button tooltip clarification
Blocked abandoning ambitions in Learn to Play scenarios
Changed High Vision icon effect color for Scouts
Changed capture progress bar appearance on city widget when paused
Bugs Fixed
Fixed attack preview not always updating
Fixed error logged on shutdown
Fixed unit repair recommendations
Fixed Resources sometimes being listed multiple times in Encyclopedia
Fixed never-buildable improvements appearing in map pin UI
Fixed null reference in overlay customizer map pins
Fixed mod manager UI when session is not already valid
Fixed Atalia wikipedia link
Fixed formatting of Zealot enlist tooltip
Fixed 'Consumes X Orders' line showing when order cost is already shown
Fixed enlisting a unit that had been capturing one of your cities not capturing it back for you
Fixed effectCity help sometimes not appearing
Fixed observer visibility update
Fixed observer not being able to cycle decisions
Fixed camera sometimes not panning to a unit that could not complete its movement
Fixed movement preview when moving into a capturable city
Fixed Tribe Elimination event and stat if eliminating a tribe through hiring a unit
Fixed null reference caused by blank note pings
Fixed yield panel not updating with changes to player trade network connections
Fixed timeline borders for final turn when game is over
Fixed Envoy trait tooltip
Fixed player luxuries not being correctly updated when a resource was removed from a tile with a specialist
Fixed city unit production buttons missing unit traits
Fixed caravans causing game crash in Pharaohs of the Nile scenario 2
Fixed unit action cost labels sometimes getting applied to mission buttons (affects mods)
