Design
- Tech tree changes: [list]
 - Infantry Square is now cheaper, requires Battleline and leads to Cohorts.
 - Bodkin Arrow leads directly to Military Prestige
 - Windlass requires Architecture instead of Scholarship
 - Added Luxury bonus cards to the tech tree - on Forestry, Metaphysics, Coinage, Portcullis and Lateen Sail
 
[*] Baths class improvements give one extra Happiness per turn
[*] New map script Player islands. Each nation gets their own island, with optional empty islands.
[*] New map script Highlands. Inland map with lots of mountain ranges and elevated terrain.
[*] Inland Sea map script reworked. Now has more variation and should be more Mediterranean-like.
[*] Player start adjustment to try to avoid being placed in a small area surrounded by impassable terrain
[*] Free-for-all multiplayer game player start improvements:
- All map scripts now spread out the players as much as possible, at the expense of selecting the best terrain.
 - Added a different, experimental, player placement for highlands and coastal rain basin map scripts, which are relatively uniform land maps
 
[*] More resources between city sites, especially at low city site density
[*] New game option Random Tech Tree. Shuffles the position of each tech within its column.
[*] AI (nations and tribes) now have a chance to cancel an alliance when at cautious opinion or lower
[*] Split Away from Court event class into individual classes. This lowers the frequency of some events that were triggering too often (i.e. imprisoned events)
[*] Players without an online ID (e.g. not running through Steam, Epic Launcher or GoG Galaxy) are now able to play network multiplayer
[/list]
Programming
- Increased the minimum target unit number for the AI, to deal with military threats when it has few cities
 - AI technology value adjustments
 - AI no longer places value on bonus units if no such units are needed (e.g. free Settler with no vacant city sites)
 - AI now knows about effectPlayer YieldUpkeepModifier, TeamDiplomacyYields and TribeDiplomacyYields
 - When at war with a tribe with multiple known settlements, Settlers are planned for one site at a time, not all at once
 - Quick Infos XML validation optimization. Eliminates most memory allocations
 - Added support for having the same character in multiple dynasties
 
UI
- Temporary traits now display time remaining in parentheses
 - Added tooltip about the loss/gain of tribute yields by declaring war on a tribe
 - Added Tribal Strength game setup option help text for empty city sites
 - Added missing icons for some Wonders & Dynasty missions and effects
 - Added new icon for Zealot's Enlist Next effect
 - Added new icon for Explorer unit (Wonders and Dynasties)
 - Added Greek dynasty leader bios
 - Updated character suffix localization code and added support for Chinese numerals
 - Tech selection UI is now updated immediately when available techs change
 - Disabled history generator for multiplayer games
 - Custom Leader Archetype shown on Choose Leader screen when selected
 - In network games the client no longer exits to main menu immediately upon disconnection but instead tries to automatically reconnect
 
Bugs Fixed
- Fixed units on cooldown getting moved when units try to move into their tile
 - Heir births are entered into the game log only after they have a name
 - Fixed bug where cut trees could be cleared on Lumbermill tiles
 - Fixed Restart Game button in cases where a premade map was picked through Advanced Setup instead of going through the Scenarios screen
 - Fixed cycle military button tooltip text
 - Learn to Play fixes. Prevented some player actions that could cause LTP scenarios to break.
 - Fix for Event Browser UI
 - Likely fix for map element names sometimes not matching between client and server
 - Fixed some scenario load/save inconsistencies
 - Fixed Wonder and Dynasties content being missing from World Maps and Barbarian Horde scenarios
 - Fixed Caesar's dynasty description (Wonders and Dynasties)
 - Fixed null ref on leader select helptext for dynasties with free tech (Wonders and Dynasties)
 - Jerwan Aqueduct now has a history that prevents it from changing drastically when city layouts change (Wonders and Dynasties)
 - Fixed AI exploration bug
 - Fixed AI AdjacentSameModifier value
 - Fixed AI research selection actually following the AI evaluation instead of being random
 - Corrected some inconsistent use of the AI in-city yield evaluation
 - Fix for mod dependency bug
 - Text and event fixes
 
