Design
- City damage is now affected by critical hits
 - Slander, High Synod, and Trade missions cost Money instead of Civics
 - Grand Vizier position disabled in Competitive mode (Behind the Throne)
 - Beja Archers no longer have the Pierce effect (Pharaohs of the Nile)
 - Reduced the chance of an event from the "Scheme Against a Rival" mission (Behind the Throne)
 
Programming
- AI prioritizes building roads, connecting cities, and exploring more
 - In Simultaneous MP games, the AI now waits for any human players to end their turn, or the turn timer to almost expire, before taking its turn
 - Removed unneeded terrain rebuild on application focus for Macs
 - minRating/maxRating subjects can now check for a value of 0
 - Relaxed version checking requirements on modded MP games. A warning only popup is displayed when joining games where mod versions do not match
 - MP players without identical mods will have a warning "Version Mismatch" in their player tooltip
 - Added mod support for adding new diplomacy types
 - Added mod support for dynamic improvement names
 - Yield price calculation values now moddable via XML
 - Map Editor max map size increased to 180x180. This is now moddable via XML
 - XML changes to units and event links. See the 'Notes for modders' section
 
UI
- Shift-Clicking on recommended improvements now adds them to the worker's queue
 - Any non-leader character can now be pinned (e.g. foreign leaders) and pins are no longer cleared on character death
 - Unit tooltip is now scrollable and unit effects are alphabetically ordered
 - Cloud game tooltips now show elapsed time since the last upload
 - Scenario screen category toggle arrows no longer select scenario class
 - Removed total yields display from most effectPlayer and effectCity help text, to simplify tooltips
 - Re-aligned game log graphics
 - Player luxury management context menu now scrollable
 - Clicking on the nation name in a foreign city widget now selects the nation
 - Improved accuracy of yields on out of territory improvement pings
 
Bugs Fixed
- Fixed missing damage preview for civilian units/ships if they are the only unit in a city
 - Fixed Passive AI attacking cities when it shouldn't
 - Fixed EffectCity terrain yields being counted twice
 - Fixed fog reveal animation not clearing tiles it has already animated
 - Fixed unit animations sometimes freezing
 - Fixed some bad player start placement asserts
 - Fixed hidden units not getting bounced when hostile borders expand to include their location
 - Fixed clicks not behaving as expected on city screen
 - Fixed replay for games where multiple players can take their turns simultaneously
 - Fixed toggling off "Use Mods" in the MP setup screen not unloading mods
 - Fixed mission results not appearing in target player's turn summary e.g. city damage from treachery
 - Fixed bug which sometimes allowed tribute while at war
 - Fixed issues with starting a multiplayer game from the mods screen
 - Fixed null check for notification helptext
 - Fixed exception if right-clicking the empty head of a not-yet-founded religion
 - Fixed missing trait in Hanno II's dynasty tooltip (Wonders and Dynasties)
 - Text and event fixes
 
Notes for modders:
If your mod adds units in unit.xml:
- Add a bRegular flag (after bGeneral in the order) to denote a "regular military" unit.
 - The flag makes the unit count as "regular military" in the stats, and the AI also assumes that non-regular units are worth less.
 
If your mod adds event links in eventLink.xml:
- aeSubjectClasses is no longer needed
 - The link will save all subjects in the triggering event, it will figure out the classes by itself
 - If you only want some subjects saved, put iNumSubjects on the link (in eventLink.xml) to save that many subjects
 - Put iNumSubjects = 0 if you don't care about any subjects and are only using the link as a shortcut to trigger something else
 - For any event links that are meant to be immediate, and are used with EventLinkStart:
 - Tag the link with bImmediate = 1 in eventLink.xml
 - Use EventLinkAdd in eventOption.xml, as with regular links. EventLinkStart will be removed in the future
 
