Old World November Update - 1.0.80908 release 2025-11-26
Main Branch 1.0.80908 release 2025-11-26
Headline changes
- Can no longer hire Barbarian units, upgrading hired Tribal units now costs Money as well as Training
- Civilian units defend cities instead of getting pushed out
- Units with Leader Generals are immune to control effects
Design
- Can no longer hire Barbarian units (affects Carthage and Orator leaders). Tribal units can still be hired.
- Added Tribal unit upgrade cost of money equal to its upgrade cost in training
- Units with Leader Generals are immune to Stun, Panic, Enlistment, Disarm and Immobilization (Grappler)
- Civilian units defend cities instead of getting pushed out
- Citrus is now a luxury resource
- Caravans can't spawn on a tile with a Caravan, although they can still occupy the same tile as one when moving
- 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
- Changing the Succession Law no longer results in characters becoming Bypassed and suffering opinion penalties
- The cost to change the Succession Law now starts at 400 civics and increases at 100 civics per switch
- Judge leaders can change the Succession Law for 100 civics as per other laws
- Stunned units no longer counterattack
- Characters are more likely to get a strength or weakness before reaching adulthood
- In 2 team MP games, leaders initial strength is now mirrored when set randomly
- Ocean depth tiles are safe from Tsunami's (Wrath of Gods)
Programming
- Memory management cleanup, fixed more memory leaks
- Better AI improvement selection, improvement unit movement decisions after founding a city
- Improved AI worker order efficiency and management
- Damaged workers heal more often
- Existing improvements get replaced less often
- AI places less emphasis on building Garrisons early
- AI anchoring improvements
- AI tries harder to have an up-to-date army
- Improved AI attack planning to reduce the effect of counterattacks
- 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
- 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
- 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
- Holding Alt with a selected unit displays the unit's movement path/range assuming water control in all water tiles
- 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)
- 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
- Unit attacked log now shows damage done instead of health left
- Notifications now appear when invisible units are soon to become visible
- Added a longer camera delay to AI attacks
- Relatives panel now shows dead characters
- Player tooltip reveals yields information when game is over, similar to observer mode
- Updated text for some law Encyclopedia entries
- Enabled Mirror Map option with Random map script selected in MP
- Cleaned up governor candidate text on city list screen
- Updated Clergy helptext
- 'Unlocks Project:' helptext no longer shown for hidden projects
- Renamed From Tribute to Cancelled Tribute in bonus help when relevant
- Removed "Each:..." helptext from Specialists if you don't have that effect
- De-cluttered EffectCity help text
- Added more specific turn summary text for when a regent or a rightful heir takes over the throne of a rival nation
- Removed scenario save import option from Carthage campaigns
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)
- Fixed Cathedral happiness adjacency not working
- Fixed question marks appearing in some event text
- Fixed memories for assassination getting applied to dead character instead of family
- Fixed tile improvement highlights being shown for non-team units
- Fixed appearance of fortify bar on unit banner for Testudo
- Fixed some AI and UI revealed terrain knowledge
- Fixed net yield help text for projects with effects with improvement modifiers
- Fixed imprisoned mission succeeding on dead characters
- Fixed null reference on shutdown
- Fixed observers getting achievements from the player they are observing
- Fixed religious dissent projects being valid without associated religion
- Fixed Tribal truce missions failing silently when tribe has an ally
- Fixed some issues with the leader customization settings feature
- Fixed history popup not always showing fog of war
- Fixed rebels and raiders pillaging tiles that don't belong to their target nations
- Fixed the definition of an open tile to include no vegetation
- Fixed Send Caravan ambitions auto-failing if you lose the ability to build Caravans
- Fixed trade values showing total trade for individual trades
- Fixed missing mask in bug reporting Description box
- Fixed redundant trait check
- Fixed Found Capital icon alignment in Pick Later
- Fixed tribal camp not being cleared when defender killed by an event following a ranged attack
- Fixed Regents taking the throne not being announced to other players
- Fixed repair tooltip with action queue
- Fixed AI repeated unit movement
- Fixed AI not considering danger from immobile units
- Fixed AI civilian unit retreat
- Fixed tooltips showing effects from disabled DLCs
- Fixed Minor Earthquake sometimes targeting water tile and not propagating (Wrath of Gods)
- Fixed tile reveal not being reset after an Occurrence changes visibility (Wrath of Gods)
- Fixed Event Browser errors when loading a mod that uses -change on an -add entry
- Minor Worker/Occurrence fix for better mod support
- More robust null handling from ModCache lookup
- Text and event fixes
80522 (2025-11-04)
Main Branch 1.0.80522 Release 2025-11-04
Hotfix release that fixes some game hang issues, particularly when using Road pings, issues with cloud game Host Controls, event text not always displaying correctly in some languages, changing terrain height in the game editor, tile visibility issues when in an alliance and borders not updating for Observers
80396 (2025-10-29)
Main Branch 1.0.80396 release 2025-10-29
Headline changes
- Leader archetype balancing for Heroes, Builders, Zealots and Diplomats
- Added Road Improvement Ping (Map pin)
- Rebel chance icon added to Cities Screen and City tooltip
- MP setup and observer mode improvements
Design
- Hero leaders can now Launch Offensive after attacking. This still puts the Hero unit on cooldown, so they cannot act after Launch Offensive
- Add Urban (Builder Leader ability) stone costs doubled (20 on flat and 40 on hill)
- Spending Civics to Enlist (Zealot Leader ability) no longer expires after 3 turns, but the effect is removed when the leader is removed from the unit
- AI now requires a Diplomat leader to start a National Alliance. Increased probability of an alliance offer
- Duplicate nations are now allowed even with preset leaders, as long as dynasties are not duplicated
- Mounted units no longer get attack bonus into Marsh. Renamed Flat to Open for Mounted Attack bonus
- Harbors give 100% bonus to adjacent nets, up from 60%
- AI now aims to have have a minimum of about a tenth of its units be its Unique Unit
- Eliminating the last unit of a tribe outside of a camp now also counts as eliminating the tribe and triggers elimination events
- Specialist builds are allowed to continue after their improvement has been pillaged
- Map options limiting the number of city sites now concentrate sites around player starts
- Consorts can now be Regents without needing to be Royal. Ill characters will not be picked to be Regents
- Added repair cost to Town and Village improvements
- Free-for-all player starts no longer try to separate human players
- Ambitions that require Wonders now consider Wonders owned by teammates to be impossible to acquire
- When a preset character joins a preferred family their children now join the same family
- Reduced the amount of Forest on the Desert map script. Removed option to specify starting inland or on the coast
- Tribe units can now heal after moving
- In No Events / No Characters, truce offers cost nothing if you're winning the war
- Unit position swaps clears temporarily hidden state of the swap initiating unit
- Characters with an active mission on them (like marriage) cannot be auto-married in the meantime
- Great Lighthouse now applies faster upgrade bonus to existing hamlet class improvements, not only newly constructed ones
- Added initial turn timer time stockpile. Slow adds 3 minutes, Medium 2 and Fast 1
Programming
- Fixed several memory leaks (more improvements here coming next update)
- Memory allocation optimization
- Minor MP performance optimization
- Improved AI for Zealot leader enlisting
- AI no longer attacks civilians if doing so puts their units in danger of being killed
- Unhardcoded some AI diplomacy parameters, made warState.xml more mod-friendly
- Updated AWS SDK to 3.7
- Modio version upgrade
- Unity package updates
- Added option for CRC tracing when loading mods
UI
- Added Road improvement ping
- Cities with effects that give Rebel chance are marked with a Rebels icon in the city list screen and city tooltip
- Default player name in MP and network server name are now taken from the online platform nickname
- MP Setup screen newly added players duplicate the parameters of the previous player
- Cloud game hosts can now rename the game using the host control popup
- In sequential turn network games, observer view automatically switches to the next player when the observed player's turn ends. This is disabled after manually switching to a different player
- Observers now use their set language rather than the language of the observed player
- Chat hotkey no longer works for non-host observers
- Population in the city list screen is now a link to city specialists
- Worker build action button yields no longer subtract unimproved tile yields
- Map Overlay Customizer now has seperate options for Urban and Rural Improvements
- Renamed the City Number options and City Site Density to City Site Spacing
- Show Foreign Family Colors option now also applies to city widget crests
- Clicking a General portrait on a selected unit now selects the character
- Law tooltips now show family opinion changes instead of family class opinion
- New Place Bonus decisions get sorted to the front of the event queue
- Improvement pings no longer removed after a terrain change if the improvement is still valid or after a resource is added if the improvement matches the resource
- Added foreign opinion helptext to specify the portion of the Ruthless AI opinion that is due to a player alliance
- Added character archetype crest to mission targets
- When a unit cannot complete a move, camera pans back to unit location and fatigued sound is played
- Right-clicks on UI widgets now work with a tooltip locked
- Moved some help text to the advanced help text option
- Temporarily hidden units show a timer
- Temporary hidden status is ignored for damage preview if unit has to move for previewed attack
- Last choices for customized leaders are remembered
- Succession list helptext (tooltip for the Inheritance button) shows archetype icons
- Removed Follower list when selecting families
- Remove the separate popups for dead/retiring governor, agent and general
- Improved goal instructions in Learn to Play scenarios
- City religious improvement tooltip now includes unfinished and pillaged improvements
- Added tribe elimination notification
Bugs Fixed
- Fixed AI development claiming more than the nation's share of city sites when using limited City Site Number options
- Fixed agent tab not properly updating after assigning agent character
- Fixed setup screen bug with number of players
- Fixed modified trade values not being calculated in trade bonus helptext
- Fixed city culture tooltip flicker
- Fixed overlay customizer not updating toggles when re-opening after making unsaved changes
- Fixed locked overlay highlight switching off of Custom when toggling customizer
- Fixed improvement filter issues, include unfinished improvements
- Fixed pillaging, burn and launch offensive not clearing hidden status
- Fixed some issues with temporarily hidden units
- Fixed retry cloud upload directing to succession UI
- Fixed map selection with character assignment UI active
- Fixed double state religion reference in happiness help text
- Fixed AI leaving Wonders unfinished if interrupted
- Fixed not being able to change language when it's not your turn
- Fixed popup and decision processing when not the active player's turn
- Fixed foreign characters showing on 1st turn of Hotseat game
- Fixed custom nickname bugs
- Fixed improvement net yield help text to include income from adjacent tiles that belong to a different city
- Fixed game reload inconsistent state
- Fixed pathfinder not being reset when a new tile is revealed
- Fixed implicit conversion with maiMinStats/maiMaxStats
- Fixed Recruit button not appearing with no orders
- Fixed assassinating heir mission not giving achievement when heir exploring
- Fixed AI not building most projects
- Fixed map scripts sometimes generating marsh on hills
- Fixed Regicide achievement not always triggering
- Fixed characters incorrectly showing under Court filter
- Fixed tile widgets not always updating after place bonus decision resolved
- Fixed not being able to retire when there are no opponents in SP
- Fixed possible null reference when a city is razed
- Fixed Mounted unit attack bonus incorrectly being listed in tooltips as a negative defensive modifier
- Fixed tribal unit movement bug
- Fixed extra divider in improvement tooltip for improvements with no yields
- Fixed event trigger text not always showing correctly
- Fixed camera hotkeys not working in map editor
- Fixed MP setup when playing scenarios where player order doesn't match scenario save
- Fixed new tribe leaders not following their tribe's religion in Wrath of Gods scenario
- Fixed mod infos initialization, source effects were not being properly set on new game. Fixes Rebel text in the Wrath of Gods scenario
- Text and event fixes
80048 (2025-10-07)
Main Branch 1.0.79872 release 2025-09-24
Main Hotfix 1.0.80048 release 2025-10-07
Hotfix updates Unity version to resolve a security vulnerability and fixes a potential AI hang
Design
- Temporarily hidden units (i.e. Scouts bounced out of Trees) now become visible after 5 turns (or after attacking or moving)
- Temporarily hidden units can no longer occupy territory that they would not be able to occupy if not hidden (i.e. foreign territory while at Truce)
- Scouts are no longer removed from the map after establishing an Agent Network and instead get a 5 turn cooldown and are hidden for 10 turns
- Veneration Theology gives +10% spread chance, up from 5%
- Revelation Theology gives +20% spread chance, down from 25%
- Enlightenment Theology now gives +3 Happiness only for Monks in Monasteries of Religions that have that Theology
- Tribe unit behavior is less predictable
- Barbarians cannot enter a nation's territory before raids are possible
- Increased Discontent per turn on Sufficient, Modest and Fragile Prosperity levels (Glorious, Magnificent and Great difficulty levels)
- Removed free Crossbowmen bonus tech
- Nomad effect now gives +25% strength in Arid as well as Sand tiles - affects Camel Archer, Libyan Cavalry and Elite Libyan Cavalry
- Highlands map script now has 27% more tiles to compensate for less useable area
- Bypassed events are less frequent and tied to event level
- Bypassed relationship penalty increased from 60 to 80
- Automatic (non-event) marriage will prefer candidates with a lower age difference
- Removed orders for refusing tribal truce in No Characters
- Tribes can only adopt world religions
- Poet trait gives positive opinion of other poets
- Further decreased likelihood of AI founding religions early based on AI Development and Aggression (applies for at most first 16 turns)
- Assault bonus to attack against forts no longer applies when forts give no defensive bonus
- Disabled some more ambitions in One City Challenge
- Rightful Heirs can no longer become Missing, Exiled, Imprisoned or Fugitive
- Games with two human players and AI no longer place the humans at opposite ends of the map and the AI in the middle. Instead, they are treated like a FFA.
- Added ambitions for building Wonders added in Wonders and Dynasties
- Delvers have an opinion penalty towards Stewards of the Land. These traits are now mutually exclusive (Wrath of Gods)
Programming
AI improvements:
- AI water control improvements and bug fixes
- Tweaks to exploration and retreat
- Keep potential danger separate from actual danger
- Increased value of heir tutor mission
- No longer guards starting empty city sites unless there is another player nearby
- No longer imports horses until they can build horse units
- Hittite Scouts avoid chopping trees that will unhide them
- Further reduced AI emphasis on tile buying
- Tribe AI improvements
Other programming changes:
- Performance optimization
- AI performance improvements
- Missing shaders in asset bundles are now replaced with game versions where possible (affects mods)
- Updated Epic dev tools and SDK
UI
Turn timer changes (MP):
- There are now 2 warnings that turn time is running out
- First warning triggers at 30 seconds remaining, turns timer text red and plays audio warning
- Second warning triggers at 15 seconds remaining, increases timer text size and plays audio warning again
- These times are configurable using a mod in globalsInt.xml
Other UI changes:
- Renamed Rider projects from Import to Supply
- 'Only Show Map Tacks For Worker' option renamed to 'Contextual Map Tacks'. Now shows improvement pings whenever workers, settlers or disciples are selected
- Improvement helptext and unit build option prereqs take into account tile owner rather than unit owner
- Added helptext warning when trying to build Improvement for teammate who doesn't have required Tech
- Improved some luxury trade help text
- Yield production graphs also display the total accumulated up until the hovered point (after game is over and for observers)
- Learn to Play is removed from the main menu after completing all the LTP or LBP scenarios or on disabling the tutorial
- Added help text for event options that give archetypes in Roleplaying mode
- Imprisoned trait removed from characters on death
- Updated difficulty descriptions
Bugs Fixed
- Tribe AI fixes
- Fixed city and culture limits not showing on Encyclopedia entries for relevant improvements
- Fixed uneven distribution of tribal unit types
- Fixed some bugs with AI use of missions
- Fixed converting a game to play-by-cloud not working when not your turn in Strict turnstyle
- Fixed missions continuing for dead target character
- Fixed camera focus on tile bug
- Fixed changing capital clearing sent luxuries
- Fixed modded asset bundles not loading in some cases
- Fixed load/save error from adjacent unit effects
- Fixed bug with AI exploring units trying to harvest when they cannot
- Fixed AI peace offers sometimes using the no events popup when events are enabled
- Fixed yield stockpiling ambitions being offered when close to already being completed
- Fixed duplicate event option archetype help text
- Fixed tribal camp events not resetting with Reset Random Seed on Load option enabled
- Fixed bug preventing DLC related hints being shown in Encyclopedia
- Fixed potential null reference in Map Editor
- Fixed some temporary invisibility issues
- Fixed audio tracks not always being listed in Main Menu audio options
- Fixed tribal units with a raid target counting towards a tribal camp's defend threshold or raid start threshold
- Fixed AI not knowing how to repair improvements that cannot be built (e.g. Towns)
- Fixed edge case with Carthage3 African Invasion goal not completing
- Fixed iGovernorCostModifier applying to orders (affects Darius dynasty and mods)
- Fixed unbuildable units and tech cards showing on the tech tooltip (affects mods)
- Fixed mod version mismatch being displayed incorrectly, preventing modded saves from being loaded in some case
- Fixed foreign occurrence effects on units, movement and visibility not being applied immediately (Wrath of Gods)
- Fixed some occurrence load/save issues (Wrath of Gods)
- Fixed some non-global Occurrences showing as global in helptext (Wrath of Gods)
- Fixed Wrath of Gods scenario map size
- Fixed wrath from difficulty not being applied in the Wrath of Gods scenario
- Fixed displayed prosperity level not matching effect in the Wrath of Gods scenario
- Text and Event fixes
79872 (2025-09-24)
Main Branch 1.0.79872 release 2025-09-24
Design
- Temporarily hidden units (i.e. Scouts bounced out of Trees) now become visible after 5 turns (or after attacking or moving)
- Temporarily hidden units can no longer occupy territory that they would not be able to occupy if not hidden (i.e. foreign territory while at Truce)
- Scouts are no longer removed from the map after establishing an Agent Network and instead get a 5 turn cooldown and are hidden for 10 turns
- Veneration Theology gives +10% spread chance, up from 5%
- Revelation Theology gives +20% spread chance, down from 25%
- Enlightenment Theology now gives +3 Happiness only for Monks in Monasteries of Religions that have that Theology
- Tribe unit behavior is less predictable
- Barbarians cannot enter a nation's territory before raids are possible
- Increased Discontent per turn on Sufficient, Modest and Fragile Prosperity levels (Glorious, Magnificent and Great difficulty levels)
- Removed free Crossbowmen bonus tech
- Nomad effect now gives +25% strength in Arid as well as Sand tiles - affects Camel Archer, Libyan Cavalry and Elite Libyan Cavalry
- Highlands map script now has 27% more tiles to compensate for less useable area
- Bypassed events are less frequent and tied to event level
- Bypassed relationship penalty increased from 60 to 80
- Automatic (non-event) marriage will prefer candidates with a lower age difference
- Removed orders for refusing tribal truce in No Characters
- Tribes can only adopt world religions
- Poet trait gives positive opinion of other poets
- Further decreased likelihood of AI founding religions early based on AI Development and Aggression (applies for at most first 16 turns)
- Assault bonus to attack against forts no longer applies when forts give no defensive bonus
- Disabled some more ambitions in One City Challenge
- Rightful Heirs can no longer become Missing, Exiled, Imprisoned or Fugitive
- Games with two human players and AI no longer place the humans at opposite ends of the map and the AI in the middle. Instead, they are treated like a FFA.
- Added ambitions for building Wonders added in Wonders and Dynasties
- Delvers have an opinion penalty towards Stewards of the Land. These traits are now mutually exclusive (Wrath of Gods)
Programming
AI improvements:
- AI water control improvements and bug fixes
- Tweaks to exploration and retreat
- Keep potential danger separate from actual danger
- Increased value of heir tutor mission
- No longer guards starting empty city sites unless there is another player nearby
- No longer imports horses until they can build horse units
- Hittite Scouts avoid chopping trees that will unhide them
- Further reduced AI emphasis on tile buying
- Tribe AI improvements
Other programming changes:
- Performance optimization
- AI performance improvements
- Missing shaders in asset bundles are now replaced with game versions where possible (affects mods)
- Updated Epic dev tools and SDK
UI
Turn timer changes (MP):
- There are now 2 warnings that turn time is running out
- First warning triggers at 30 seconds remaining, turns timer text red and plays audio warning
- Second warning triggers at 15 seconds remaining, increases timer text size and plays audio warning again
- These times are configurable using a mod in globalsInt.xml
Other UI changes:
- Renamed Rider projects from Import to Supply
- 'Only Show Map Tacks For Worker' option renamed to 'Contextual Map Tacks'. Now shows improvement pings whenever workers, settlers or disciples are selected
- Improvement helptext and unit build option prereqs take into account tile owner rather than unit owner
- Added helptext warning when trying to build Improvement for teammate who doesn't have required Tech
- Improved some luxury trade help text
- Yield production graphs also display the total accumulated up until the hovered point (after game is over and for observers)
- Learn to Play is removed from the main menu after completing all the LTP or LBP scenarios or on disabling the tutorial
- Added help text for event options that give archetypes in Roleplaying mode
- Imprisoned trait removed from characters on death
- Updated difficulty descriptions
Bugs Fixed
- Tribe AI fixes
- Fixed city and culture limits not showing on Encyclopedia entries for relevant improvements
- Fixed uneven distribution of tribal unit types
- Fixed some bugs with AI use of missions
- Fixed converting a game to play-by-cloud not working when not your turn in Strict turnstyle
- Fixed missions continuing for dead target character
- Fixed camera focus on tile bug
- Fixed changing capital clearing sent luxuries
- Fixed modded asset bundles not loading in some cases
- Fixed load/save error from adjacent unit effects
- Fixed bug with AI exploring units trying to harvest when they cannot
- Fixed AI peace offers sometimes using the no events popup when events are enabled
- Fixed yield stockpiling ambitions being offered when close to already being completed
- Fixed duplicate event option archetype help text
- Fixed tribal camp events not resetting with Reset Random Seed on Load option enabled
- Fixed bug preventing DLC related hints being shown in Encyclopedia
- Fixed potential null reference in Map Editor
- Fixed some temporary invisibility issues
- Fixed audio tracks not always being listed in Main Menu audio options
- Fixed tribal units with a raid target counting towards a tribal camp's defend threshold or raid start threshold
- Fixed AI not knowing how to repair improvements that cannot be built (e.g. Towns)
- Fixed edge case with Carthage3 African Invasion goal not completing
- Fixed iGovernorCostModifier applying to orders (affects Darius dynasty and mods)
- Fixed unbuildable units and tech cards showing on the tech tooltip (affects mods)
- Fixed mod version mismatch being displayed incorrectly, preventing modded saves from being loaded in some case
- Fixed foreign occurrence effects on units, movement and visibility not being applied immediately (Wrath of Gods)
- Fixed some occurrence load/save issues (Wrath of Gods)
- Fixed some non-global Occurrences showing as global in helptext (Wrath of Gods)
- Fixed Wrath of Gods scenario map size
- Fixed wrath from difficulty not being applied in the Wrath of Gods scenario
- Fixed displayed prosperity level not matching effect in the Wrath of Gods scenario
- Text and Event fixes
79513 (2025-08-27)
Main Branch 1.0.79513 release 2025-08-27
Design
- Duel map size is now smaller (45x45) and defaults to 2 players
- Added new map size Tiny, which is the same size as the old Duel
- Maximum Number of Opponents allowed is now set per map size at twice the default number of players
- Random map size can no longer result in an actual map size that is too small to accommodate the chosen number of players
- Added new Ultra-wide aspect ratio option to MP setup (map width is 40% of map height)
- Each Victory condition is disabled for other players after first being achieved
- It is no longer possible to lose the game after being the first to complete a victory condition
- Tribes, Raiders, Rebels and Barbarians now more likely to pillage improvements and attack units rather than cities
- All members of a team with a nation allied to a tribe can found cities on that tribe's sites, for an extra cost
- The AI avoids founding a religion for a certain number of turns, depending on AI aggression and development levels
- The AI can no longer start with improvements that are required for founding a religion (Shrines and Pastures)
- Units that are no longer hidden because of an effect being removed remain hidden until they move or attack
- Hidden scouts no longer get bounced several tiles away just to remain hidden in Trees
- Make Peace/Alliance with a Tribe ambitions no longer require tribe contact and don't fail if the last contacted tribe is eliminated
- Adad-Guppi and Ramesses II cannot die for the first 50 years (Wonders and Dynasties)
- Slum improvements are now Urban (Behind the Throne)
- Added new map script Desolation, a fertile land with deserts that expand over time (Wrath of Gods)
- Occurrences no longer change terrain on a tile with an improvement (excluding roads) to a terrain type that is not supported by that improvement (Wrath of Gods)
- Occurrences no longer remove roads when changing terrain to a type that doesn't support roads, unless impassable (Wrath of Gods)
- Added new Sacrifice Courtier goal to the Wrath of Gods scenario
- Drought raid event in the Wrath of Gods scenario can no longer occur in the first 20 turns or at all on Weak Tribe Level
Programming
AI improvements:
- Pathfinder enhancements
- Improved movement plans on congested maps
- Combat tactics improvements
- Fixed AI being less aggressive against other players than intended
- Improved attacks out of staging areas
- Founds cities for protection instead of retreating
- Less likely to retreat healthy units after attacking in the same area
- Better accounting for enemy power when allocating units to city defense and attack staging
- Anchored ships are higher priority targets
- More urgent repair of pillaged improvements
- Revised specialist and improvement building priorities
Other programming changes:
- Minor performance improvements
- Occurrences are processed for each player separately during their turn
- New game loading screen no longer waits for the prehistory to finish, improving load times on fast machines
- Expanded and tweaked wording of warning of potential crashes on Raptor Lake CPUs
- Owned DLCs on GoG are now cached in memory after receiving ownership
- Better handling of modded XML paths on Windows
UI
- Victory screen is updated when a player has met one of the victory conditions
- Victory popup on game over mentions the last victory earned instead of the first
- Score threshold for victory no longer shown after double/points victory achieved
- Net yield tooltip now groups yields that subtract from each other (affects mods only)
- Added loading screen hint about Advanced Help Text
- Specialist help text without the advanced help text option now includes a simple yield total in the place of net modified yields
- Cleaned up culture help text
- Player and tribe tooltips no longer show relationship with unmet entities
- Replaced icons for Strength and Weakness
- Removed tile change notifications from game log
- Localization text updates
- More UI related actions allowed during another players turn (i.e. renaming cities, setting reminders)
- Cloud notification emails no longer show details in Summary section if they appear in another category
- Network games are now removed from the Current Games list for eliminated players
Bugs Fixed
- Fixed 11th ambition / 2nd National ambition sometimes getting offered
- Fixed null reference on exit to menu
- Fixed tooltips clearing unnecessarily between turns
- Fixed governor icon not updating after losing control of a city
- Fixed tile recommendation icon interactability when tile status is active
- Fixed possible crash if a mod eliminates a council position
- Fixed tile border expansion when using the Game Editor
- Fixed leader trait achievements not working when new leader already has trait
- Fixed AI behavior for congested battlefields
- Fixed pinned characters being shared between players
- Fixed some game editor actions not working when it's not the active player's turn
- Fixed AI building too many forts and in bad locations
- Fixed incorrect AI danger calculations
- Fixed Caravan animation being affected by "Follow AI moves" setting
- Fixes to Multiple Continents map script
- Fixed trigger text for some city culture events
- Fixed assign governor tooltip showing incorrect opinion change
- Fixed some duplicate titles in cloud email notifications
- Fixed caravan missions not being able to be completed through unrevealed territory
- Fixed governor project reminders not being dismissable
- Fixed toggle buttons closing reminders panel
- Fixed yield previews showing for improvement placement on invalid tiles with map tacks
- Fixed custom overlay not restoring properly after hovering to build a road
- Fixed a city site assignment bug that could result in AI cities on higher development levels not being grouped together
- Fixed null icon in eliminated player text on MP game tooltips
- Fixed cities not being able to be razed in no-character mode
- Fixed AI sometimes not clearing or claiming city sites
- Fixed net yield change tooltip for adjacent improvement modifiers
- Fixed events incorrectly showing origin of foreign occurrence
- Fixed display of family tab when large numbers of luxuries are sent to family
- Fixed helptext performance issue
- Fixed units sometimes not getting bounced from occurrence impassable tiles
- Fixed XP floating text sometimes not appearing
- Fixed map scripts allowing unreachable non-boundary tiles
- Fixed missing Tribal Truce and Peace missions in No Characters
- Fixed ethnicity helptext issue in Heroes of the Aegean 6
- Fixed Kingship god icon positioning (Wrath of Gods)
- Fixed global Occurrences (e.g. Drought, Plague) being more frequent than intended (Wrath of Gods)
- Text and event fixes
79004 (2025-07-31)
Main Branch 1.0.79004 Release 2025-07-31
Hotfix release that fixes a couple of potential game hangs. It also reverts the UI change requiring ctrl+click to load cloud games from previous versions on release builds.
78921 (2025-07-23)
Main Branch 1.0.78921 Release 2025-07-23
Headline Changes
- Added support for Multiple Victories and Succession Games
- Custom Map Overlay added, Overlay and Map Pin UI improvements
- AI improvements
Design
Multiple Victory support
- On achieving a Double, Points or Ambition victory, players will be prompted to either accept victory or try to pursue another victory condition
- While pursuing additional victories, defeat can still occur if another player satisfies a victory condition
- Multiple victories are tracked in the Hall of Fame
Succession game support
- Added 'Send to Player' option to in-game menu for Single Player games
- This is designed to support Succession games and can also be used generally for sharing saves
- Select a friend from the dropdown or enter their platform ID
- Games will appear on both the sender and recipients Current Games list on the main menu
- The Current Games entry will be deleted automatically after the recipient loads the game and can be manually deleted in Host Controls by both parties
Other design changes
- Religious improvements may now be adjacent to improvements of different religions
- Launch Offensive now gives the unit and leader 20 XP
- Events can no longer end a war with a tribe that has a player ally
- Resources added during the game (events or other bonuses) can now be placed adjacent to resources of different types
- Holy site legitimacy events are now guaranteed to trigger on improvement completion
- Distant raid probabilities are now based on each player's Prosperity rather than global Tribe Level
- Gadarat's Subjugator trait spawns worker at cleared site rather than capital (Wonders and Dynasties)
- Akhenaten can build Altar of the Aten improvements which spread Atenism, a new unique religion for this dynasty. Disciple bonuses removed. (Wonders and Dynasties)
- Nebuchadnezzar I's brother now recognized as Royal (Wonders and Dynasties)
- Occurrences no longer change or remove existing resources, or add resources to improved tiles unless the existing improvement matches the new resource (Wrath of Gods)
- Occurrences no longer add vegetation to tiles with resources that don't allow that vegetation (Wrath of Gods)
- Added goal Declare War on Tribes Three Times to the Wrath of Gods scenario
Programming
- Enabled cloud games on test builds
- AI attack and retreat tweaks
- Added some AI flexibility in still getting kills when an attack doesn't go as predicted
- AI is a little more careful with sacrificing its good units
- AI is less eager to buy tiles
- AI makes truce with other AI more easily when it detects a stalemate
- Adjusted the target number of units for the AI
- AI places more value on walls after reaching its unit target
- AI now tries to explore rival territory, if possible, to reveal cities
- Decoupled subject picking from events
- Missions now take an arbitrary list of subjects and relations
UI
- Custom Map Overlay added, giving a lot more flexibility in what is shown on a map overlay
- Map pins can now be added and removed using a grid of icons from the Overlay Customizer
- Map pin UI improvements
- Map Overlays can now be locked with right click
- Added option to set default map overlay
- Added option Advanced Help Text. Some tooltip information is removed when this option is not enabled
- Event triggers are now displayed at the top of events where relevant
- Added popup notifications for some bonuses (Diplomatic, Subjugator, King of Kings, Fickle Band)
- Landmark discovery popups no longer shown when starting an alliance
- Cloud games that were last played on a different version will be greyed out with a warning. Use Ctrl+click to load a game from an earlier version. Saves from later version cannot be loaded
- Added starting characters to SP setup stats screen
- Added support for cycling through occurrence tiles on click
- Added turns of/since conflict to player and tribe tooltips
- Mission subject info now shown in Encyclopedia
- Up/Down arrows cycle through encyclopedia entries
- Added yellow warning text to specialist "replaces" text
- Added visual flood effect for extreme Iteru flooding in Pharaohs of the Nile campaign
- Added Governor Project reminder category for religious dissent (Sacred and Profane)
- Added custom helptext for Ebbing Sea occurrence (Wrath of Gods)
Bugs Fixed
- Fixed yield previews getting stuck
- Fixed bug that could cause games to fail to start after selecting Learn to Play scenarios
- Fixed map generation for games with 2 human teams where the middle of the map is not suitable for player starts (e.g. Hardwood Forest)
- Fixed border expansions sometimes including urban tiles that belong to other city sites
- Fixed free improvement UI not triggering when completing Jebel Barkal
- Fixed free improvement UI not showing dynamic improvement text (i.e leader name on Stele)
- Fixed data issue with some tile status text
- Fixed succession list character links showing effects of being a leader instead of current character effects
- Fixed empty categories in cloud emails
- Fixed project net yield bug
- Fixed MP setup spacing and text wrapping issues
- Fixed rout preview sometimes being shown incorrectly
- Fixed Caravans consuming orders when they cannot move
- Fixed subject matching for characters in eventlinks
- Fixed Road To overlay not clearing after selecting tile
- Fixed some parts of the research UI sometimes being uninteractable
- Fixed note map pings
- Fixed AI build choices not respecting the Guilds law
- Fixed selected city widget not being interactable
- Fixed tribal units not getting allied territory water movement bonus
- Fixed toggle sizing on some resolutions
- Fixed Event Browser not using full screen
- Fixed Encyclopedia errors
- Fixed anarchy road building bug
- Fixed Lose a City goal not completing when losing a city due to an event
- Fixed ship harvest helptext showing xp is gained from harvesting
- Fixed player count not resetting when switching from premade to random map
- Fixed units counterattacking when they could not have targeted the attacking unit on their own turn
- Fixed AI trying to start a Caravan mission over and over when it's not possible
- Fixed heir sometimes getting auto-married instead of getting a marriage offer
- Fixed portrait loading error when toggling mods in SP setup
- Fixed custom nicknames for leaders not being applied from events
- Fixed chat and pings not working when not your turn in network MP games
- Fixed players not being able to act after ending their turn when still their their teams turn with Strict (Teams) turn style active
- Fixed AI behavior for congested battlefields
- Fixed issues when removing tile visual effects, which were causing problems in the Pharaohs of the Nile scenarios
- Fixed Pharaohs of the Niles scenario 1 undo back over army deployment
- Fixed minor victory broken link in Pharaohs of the Nile scenario 6
- Fixed bug that could cause turns to be skipped in the Wrath of Gods scenario
- Fixed Occurrence effects applying multiple times to cities (Wrath of Gods)
- Fixed Occurrence overlay sometimes not clearing (Wrath of Gods)
- Fixed Occurrence terrain change notifications appearing for out of bounds tiles (Wrath of Gods)
- Fixed mod upload error
- Mod browser and upload page fixes
- Text and event fixes
78527 (2025-06-25)
Main Branch 1.0.78527 Release 2025-06-25
Headline Changes
- Clerics family changes
- Guilds law now allows building Elder specialists directly, skipping prerequisite specialists
- New UI system for placing free improvements and resources
Design
- Cleric family now gets free Divine Rule law on founding. Removed free Monasticism and Found Religion Project from Clerics
- Cleric seats can build Christian and Manicheist Disciples after the religions have been founded without the religion being present
- Cleric seats have double speed Disciples only for State Religion
- Religion spread no longer has a distance limit from the Holy City
- Guilds law now allows building Elder Specialists directly, skipping any prerequisite specialists. Hamlet happiness bonus removed
- Tribe-owned units no longer get a strength modifier against other tribes at strong and raging tribe levels
- Regents now become Royal if they usurp the throne or continue ruling after the rightful heir's death
- Projects and specialists that are automatically removed from the build queue because they are no longer valid now refund any invested resources to the player's yield stockpile
- AI governors now emphasize growth and build fewer growth units when city has no citizens
- Persia's Shapur dynasty gets the Found Religion project (Wonders and Dynasties)
- Rising Stars are now less common and ask to become a Grand Vizier less (Behind the Throne)
- Opulence project now requires a luxury in addition to estates (Behind the Throne)
- Reduced probability of Occurrence ready events (Wrath of Gods)
Multiplayer Turn Style changes
- Loose turn style can be selected only with a turn timer
- Renamed normal turn style to adaptive
- Tight turn style is now the default
- Strict turn styles no longer allow players to perform any actions when not their turn (this also affects single player)
Programming
- Performance optimization
- Memory allocation optimization
- Bug reporting system improvements
- Improved AI valuation of Disciples and Religions
- AI now uses Cleric seat ability to build disciples of non-present religions
- Improved AI use of unit staging before an attack
- 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)
- AI knows to use units that do not require orders when it's out of orders
- Improved sprite loading thread safety
- Added safeguards against unexpected UI resets from a game restart
- Added 3 additional resource categories to the default map script for use by mods
- Added support for partial counterattack strength for use by mods (replaced InfoUnit.mbMeleeCounter with miMeleeCounterPercent)
- Added support for upgrading rural improvements for use by mods
- Generalized event subject picking so it no longer needs an event, just a list of subjects
- Various missions started by the leader now no longer block all events with a leader subject
- UI mod files (UI/includes and UI/styles) are excluded from game CRC
- Added UI/templates to UI modding paths
UI
- Free improvements and resources are now added to the event queue and placed by clicking a valid tile
- 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
- Games with custom names (i.e. Game of the Week) now show their name in the parameters tooltip
- Improvement net yield now includes Patrons Precious Resource culture bonus
- Border expansion preview has the correct border colors for families
- Added Items to Encyclopedia in their own category, with unique events listed
- Encyclopedia now lists DLC source for traits where applicable
- ESC clears luxury selection before opening menu
- City luxury tooltip improvements
- Valid unit types now listed for 'New units start with <promotion>' helptext
- Improved luxury tooltip positioning
- Removed tile raw yield from the city net yield tooltip
- Added min height for OK button on turn summary popup
- Scripted tutorial events blur the background UI, preventing events being bypassed
- Added strength/weakness icons to concept links
- Improved Riders 'Import Resource' project helptext
- Yield and unit strength previews when assigning jobs now take into account the opinion change caused by the job switch
- Mission requirements in tooltips are no longer shown in some situations where these requirements are all met
- Ratings shown on character tooltip when they are 0 if they produce a yield (i.e. Schemer Agents)
- Removed resource ping from improvements dropdown. This was made obsolete by the new UI to place free resources
- Improved tooltips and interactions between Behind the Throne traits and imprison/assassinate missions
Bugs Fixed
- Fixed event job forcing not always working
- Fixed trade breakdown tooltip
- Fixed governor marker showing in city widget for No Characters
- Fixes to the Old World premade map - re-added dynasty start positions and fixed empty tiles warning
- Fixes to the Punic Duel premade map - removed underwater trees and fixed missing city name
- Fixed border expansion preview not updating after changes in player decision queue
- Fixed Stele placement not being restricted to chosen city
- Fixed a bug with AI unit effect evaluation
- Fixed Game.canStartOccurrence modifying the game state
- Fixed players being unable to surrender in MP games when they are the last active human player
- Fixed events checking for mutual attraction selecting divorced spouses
- Fixed incorrect amount of orders when ending the turn without founding a city
- Fixed temporarily impassable tiles getting counted for minor city creation
- Fixed leader bio paragraph indentation inconsistencies
- Fixed farm model roof bug
- Fixed visibility load/save error from terrain height change
- Fixed an AI bug that made it misjudge large battle outcomes and attack when it should be retreating
- Fixed number of improvement ambitions becoming impossible after losing control of a city
- Fixed mini tech tree names not being accounted for in scroll area
- Fixed council character tooltip positioning with selection active
- Fixed reference to Stun in Retreat helptext
- Fixed Guilds help text inconsistency
- Fixed top bar yield arrows for selected character
- Fixed events giving characters jobs getting invalidated when character is general of a unit on cooldown
- Fixed yield preview showing incorrectly when replacing an improvement with a specialist
- Fixed duplicate characters getting generated from events
- Fixed AI bug that caused retreat from non hostile AI units
- Fixed critical hit chance not resetting on General wisdom change
- Fixed flicker when hovering over improvement recommendations
- Fixed border expansion algorithm
- Fixed family and religion crest color and opinion display
- Fixed potential infinite recursion in AI bonusValue calculations
- Fixed another case of Carthage scenario 4 Epic Victory achievement not being granted
- Fixed Pharoahs of the Nile scenario 4 being continuable after winning
- UI modding fixes
- Text and event fixes
78114 (2025-06-02)
Main Branch 1.0.78053 Release 2025-05-28
Hotfix 1.0.78114 Release 2025-06-02
Hotfix fixes bugs with some events and automated workers that could cause the game to get stuck
Design
Garrison and Governor changes:
- Governors no longer require a Garrison
- Capital no longer gets a free Garrison
- Garrison and Stronghold stone cost reduced by 20 (80/100 -> 60/80)
- Darius dynasty now gives 50% discount to appointing Governors (Wonders and Dynasties)
Law changes:
- Guilds now gives +10 money per specialist type per city instead of -10% Rebel chance
- Freedom now gives -5% Rebel chance instead of +1 happiness per city
- Calligraphy now gives +10 culture per city instead of +4 culture per library
- Swapped Calligraphy and Iconography upkeep costs
- Swapped Colonies and Serfdom upkeep costs
Other design changes:
- Library class improvements Science increase changed from 20%/30%/50% to 10%/20%/30%
- Courthouse class improvements Civics increase changed from 20%/30%/50% to 20%/30%/40%
- Market class improvements Money increase changed from 20%/30%/50% to 30%/40%/50%
- Rider family Import projects allow cities to build relevant units directly instead of adding resources to map. Added extra order to rider seat (1 -> 2)
- Increased AI penalties on The New difficulty (20% -> 25%)
- Ruthless AI declares war on a winning player even if that player is not directly reachable
- Ruthless AI gets more chances to conduct diplomacy when a player is close to winning
- Ruthless AI now takes alliances and national ambitions into account for determining if a player is close to winning
- The Old World premade map edits - boundaries slightly expanded, marshes added and resources redistributed
- When a unit move cannot be completed because a lack of orders, a partial 1-tile move results in a unit swap, if possible
- Damaged cities cannot be gifted to another team
- Added 'No city gifting' option to MP setup
- Disjunction mapscript with King of the Hill option balance improvements
- Minor cities can be created even if the site is occupied
- Borders with team-owned tiles on opposite sites are now claimed by the city with the most adjacent tiles
- Barbarian Horde will now spawn inside player territory if there are not enough tiles available otherwise
- In Rise of Carthage scenario 3, Orator-recruited mercenaries now count as hired and contribute to the optional merc hiring goal
- Drought effect tweaks (Wrath of Gods)
- Occurrences that result in small seas (18 tiles or less) convert that water to lakes. Mainly affects Ebbing Sea mapscript (Wrath of Gods)
- Occurrences can now cause terrain changes on improved tiles, as long as the improvement remains legal for that tile (Wrath of Gods)
New Events
14 new events added - 11 for base game and 3 for Behind the Throne DLC
- A City Like No Other
- Deadly Inheritance
- I Love It When A Plan Comes Together!
- New Front
- No War Declaration
- Not to Be Trusted
- Offensive Remarks
- Reaping the Whirlwind
- The God Queen
- Triple Cross!
- Tutorial: Upgrade Mercenaries
- No Longer of Use (x2) (Behind the Throne)
- Support or Scheme (Behind the Throne)
Programming
- The AI claims cleared city sites more urgently (with force march, if necessary)
- Performance optimization
- Replaced valid terrain fields by TerrainTargetType to make improvement requirements more flexible
- Family bonuses now check whether the bonus player has that family
- Improved AI chokepoint management and attacks with high unit density
- Memory allocation improvements
- Occurrence terrain change refactor, now more mod friendly
- Changed opinion-calculating functions to return a tuple
- Event triggers can now have an arbitrary number of subjects
- Added EffectUnits miAdjacentDifferentModifier, maeBuyTile, mbPillage, mabHideTerrainTarget and miMarchCostModifier
- Added EffectCity aiYieldRateSpecialistRural
- Allow the road pathfinder to accept TeamType.NONE, returning a road path which ignores visibility or diplomacy
- Promoted Infos validator from ModPath to GameFactory so mods can supply custom validators
- Added support for Religions to have a law opinion directly, not just through theologies
UI
- Ship unit icons replaced to make the differences between them clearer
- Added improvement net yields in tooltip
- Foreign city citizen and specialist numbers now shown if the city tile is visible
- Foreign city tooltips no longer show defense and damaged state unless the city is visible
- Jobs are no longer shown on foreign character tooltips, unless their unit is visible (for Generals) or player has an agent in the relevant city (for Governors)
- Added missing improvement warning text to unique unit production buttons
- Added opinion gain line to Make Agent tooltip
- Improved German grammar for character relationships
- Stacked worker count shown on tooltip even when not actively building an improvement
- Added "Improvements (Special)" section to the Encyclopedia, to include non-buildable Improvements
- Added dynamic helptext for Attribute effects and tweaked Attribute helptext
- Added Prosperity to Wrath of Gods setup
- Ambitions display no longer gets minimized when clicking on listed ambitions
- Pin Character icon has higher saturation when character is pinned
- General traits which only affect some unit types now display affected unit types
- Character relatives display now left-aligned
- Improved border expansion predictions
- Leader now shown on Court tab
- Leader concept added to Encyclopedia
- Horse trait now shown in Encyclopedia
- Improved Encyclopedia entry for Citizen concept
- Religions now always show founding requirements in the Encyclopedia
- Characters entries in Encyclopedia now list unique events and missions
- Encyclopedia, when viewed in-game, show entries based on currently enabled DLC instead of owned DLC
Bugs Fixed
- Fixed tribal diplomacy cooldown not being enforced
- Fixed minor cities not always being created when they should be
- Fixed Send Goods icon display
- Fixed load/save error from border expansion
- Fixed null reference when tribe sites sit outside map boundaries
- Fixed incorrect default value for resource hill height offset
- Fixed improvement culture prereqs not working with modded culture
- Fixed family opinion penalty from the Imprison mission getting applied to the character instead
- Fixed net yields for projects to include secondary effects
- Fixed sign error in specialist net yield help text
- Fixed occurrence notification localization when playing MP with players using different languages
- Fixed tech names not showing up on cards in some languages
- Fixed changing a tile improvement affecting city build queue specialists on other tiles
- Fixed character card not selecting tribe leader
- Fixed occurrence overlay getting stuck in some cases
- Fixed temporary overlays not getting cleared when blocking popups are active
- Fixed units being bounced by an Occurrence before taking damage from it
- Fixed bug with Player.canEverHaveEffectCity
- Fixed tile territory assignment in game editor
- Fixed Grand Vizier interfering with automated unit management
- Fixed camera zooming to fog when clicking foreign character with job
- Fixed Towers giving extra height instead of extra range
- Fixed movement bug that resulted in allied units not getting bounced out of your territory
- Fixed some AI retreat confusion
- Fixed promotion button icons not aligning to right of button
- Fixed nation crest color issues
- Fixed tooltip positioning issues with HUD scaling
- Fixed missing source traits on some effectCity entries
- Fixed Opulence project not granting family opinion bonus
- Fixed tooltip for event options that marry away characters
- Fixed city production text not updating after builds finish
- Fixed founded city territory bug
- Fixed extra mission buttons appearing in some cases
- Fixed missing at sea bonus description
- Fixed production text sometimes not appearing in some languages when city healthbar is visible
- Fixed Chancellors with negative discipline not reducing money income
- Fixed Learn to Play ambitions not displaying correctly in Hall of Fame
- Fixed mods not showing in Upload tab in some cases
- Fixed map mod attributes not being checked in setup screen
- Fixed scenario victory achievements sometimes not completing
- Fixed Heroes of the Aegean scenario 4 tech tree completion achievement triggering too early
- Fixed Heroes of the Aegean scenario 4 state religion adoption
- Fixed Pharaohs of the Nile scenario 2 Tribal peace/truce/war missions
- Fixed Pharaohs of the Nile scenario issues with Urusalim not being a city site
- Fixed Pharaohs of the Nile overlapping goals UI
- Fixed unwanted VPs in The Hill scenario
- Fixed "Wrath of Gods" map script showing with "show hidden map scripts" enabled and content not owned
- Fixed occurrences causing rivers with deltas flowing into land tiles (Wrath of Gods)
- XML ordering fixes
- Text and event fixes
78070 (2025-05-29)
Main Branch 1.0.78053 Release 2025-05-28
Main Branch 1.0.78070 Release 2025-05-29
78070 update is a hotfix release that fixes a bug with some events that could cause the game to get stuck
Design
Garrison and Governor changes:
- Governors no longer require a Garrison
- Capital no longer gets a free Garrison
- Garrison and Stronghold stone cost reduced by 20 (80/100 -> 60/80)
- Darius dynasty now gives 50% discount to appointing Governors (Wonders and Dynasties)
Law changes:
- Guilds now gives +10 money per specialist type per city instead of -10% Rebel chance
- Freedom now gives -5% Rebel chance instead of +1 happiness per city
- Calligraphy now gives +10 culture per city instead of +4 culture per library
- Swapped Calligraphy and Iconography upkeep costs
- Swapped Colonies and Serfdom upkeep costs
Other design changes:
- Library class improvements Science increase changed from 20%/30%/50% to 10%/20%/30%
- Courthouse class improvements Civics increase changed from 20%/30%/50% to 20%/30%/40%
- Market class improvements Money increase changed from 20%/30%/50% to 30%/40%/50%
- Rider family Import projects allow cities to build relevant units directly instead of adding resources to map. Added extra order to rider seat (1 -> 2)
- Increased AI penalties on The New difficulty (20% -> 25%)
- Ruthless AI declares war on a winning player even if that player is not directly reachable
- Ruthless AI gets more chances to conduct diplomacy when a player is close to winning
- Ruthless AI now takes alliances and national ambitions into account for determining if a player is close to winning
- The Old World premade map edits - boundaries slightly expanded, marshes added and resources redistributed
- When a unit move cannot be completed because a lack of orders, a partial 1-tile move results in a unit swap, if possible
- Damaged cities cannot be gifted to another team
- Added 'No city gifting' option to MP setup
- Disjunction mapscript with King of the Hill option balance improvements
- Minor cities can be created even if the site is occupied
- Borders with team-owned tiles on opposite sites are now claimed by the city with the most adjacent tiles
- Barbarian Horde will now spawn inside player territory if there are not enough tiles available otherwise
- In Rise of Carthage scenario 3, Orator-recruited mercenaries now count as hired and contribute to the optional merc hiring goal
- Drought effect tweaks (Wrath of Gods)
- Occurrences that result in small seas (18 tiles or less) convert that water to lakes. Mainly affects Ebbing Sea mapscript (Wrath of Gods)
- Occurrences can now cause terrain changes on improved tiles, as long as the improvement remains legal for that tile (Wrath of Gods)
New Events
14 new events added - 11 for base game and 3 for Behind the Throne DLC
- A City Like No Other
- Deadly Inheritance
- I Love It When A Plan Comes Together!
- New Front
- No War Declaration
- Not to Be Trusted
- Offensive Remarks
- Reaping the Whirlwind
- The God Queen
- Triple Cross!
- Tutorial: Upgrade Mercenaries
- No Longer of Use (x2) (Behind the Throne)
- Support or Scheme (Behind the Throne)
Programming
- The AI claims cleared city sites more urgently (with force march, if necessary)
- Performance optimization
- Replaced valid terrain fields by TerrainTargetType to make improvement requirements more flexible
- Family bonuses now check whether the bonus player has that family
- Improved AI chokepoint management and attacks with high unit density
- Memory allocation improvements
- Occurrence terrain change refactor, now more mod friendly
- Changed opinion-calculating functions to return a tuple
- Event triggers can now have an arbitrary number of subjects
- Added EffectUnits miAdjacentDifferentModifier, maeBuyTile, mbPillage, mabHideTerrainTarget and miMarchCostModifier
- Added EffectCity aiYieldRateSpecialistRural
- Allow the road pathfinder to accept TeamType.NONE, returning a road path which ignores visibility or diplomacy
- Promoted Infos validator from ModPath to GameFactory so mods can supply custom validators
- Added support for Religions to have a law opinion directly, not just through theologies
UI
- Ship unit icons replaced to make the differences between them clearer
- Added improvement net yields in tooltip
- Foreign city citizen and specialist numbers now shown if the city tile is visible
- Foreign city tooltips no longer show defense and damaged state unless the city is visible
- Jobs are no longer shown on foreign character tooltips, unless their unit is visible (for Generals) or player has an agent in the relevant city (for Governors)
- Added missing improvement warning text to unique unit production buttons
- Added opinion gain line to Make Agent tooltip
- Improved German grammar for character relationships
- Stacked worker count shown on tooltip even when not actively building an improvement
- Added "Improvements (Special)" section to the Encyclopedia, to include non-buildable Improvements
- Added dynamic helptext for Attribute effects and tweaked Attribute helptext
- Added Prosperity to Wrath of Gods setup
- Ambitions display no longer gets minimized when clicking on listed ambitions
- Pin Character icon has higher saturation when character is pinned
- General traits which only affect some unit types now display affected unit types
- Character relatives display now left-aligned
- Improved border expansion predictions
- Leader now shown on Court tab
- Leader concept added to Encyclopedia
- Horse trait now shown in Encyclopedia
- Improved Encyclopedia entry for Citizen concept
- Religions now always show founding requirements in the Encyclopedia
- Characters entries in Encyclopedia now list unique events and missions
- Encyclopedia, when viewed in-game, show entries based on currently enabled DLC instead of owned DLC
Bugs Fixed
- Fixed tribal diplomacy cooldown not being enforced
- Fixed minor cities not always being created when they should be
- Fixed Send Goods icon display
- Fixed load/save error from border expansion
- Fixed null reference when tribe sites sit outside map boundaries
- Fixed incorrect default value for resource hill height offset
- Fixed improvement culture prereqs not working with modded culture
- Fixed family opinion penalty from the Imprison mission getting applied to the character instead
- Fixed net yields for projects to include secondary effects
- Fixed sign error in specialist net yield help text
- Fixed occurrence notification localization when playing MP with players using different languages
- Fixed tech names not showing up on cards in some languages
- Fixed changing a tile improvement affecting city build queue specialists on other tiles
- Fixed character card not selecting tribe leader
- Fixed occurrence overlay getting stuck in some cases
- Fixed temporary overlays not getting cleared when blocking popups are active
- Fixed units being bounced by an Occurrence before taking damage from it
- Fixed bug with Player.canEverHaveEffectCity
- Fixed tile territory assignment in game editor
- Fixed Grand Vizier interfering with automated unit management
- Fixed camera zooming to fog when clicking foreign character with job
- Fixed Towers giving extra height instead of extra range
- Fixed movement bug that resulted in allied units not getting bounced out of your territory
- Fixed some AI retreat confusion
- Fixed promotion button icons not aligning to right of button
- Fixed nation crest color issues
- Fixed tooltip positioning issues with HUD scaling
- Fixed missing source traits on some effectCity entries
- Fixed Opulence project not granting family opinion bonus
- Fixed tooltip for event options that marry away characters
- Fixed city production text not updating after builds finish
- Fixed founded city territory bug
- Fixed extra mission buttons appearing in some cases
- Fixed missing at sea bonus description
- Fixed production text sometimes not appearing in some languages when city healthbar is visible
- Fixed Chancellors with negative discipline not reducing money income
- Fixed Learn to Play ambitions not displaying correctly in Hall of Fame
- Fixed mods not showing in Upload tab in some cases
- Fixed map mod attributes not being checked in setup screen
- Fixed scenario victory achievements sometimes not completing
- Fixed Heroes of the Aegean scenario 4 tech tree completion achievement triggering too early
- Fixed Heroes of the Aegean scenario 4 state religion adoption
- Fixed Pharaohs of the Nile scenario 2 Tribal peace/truce/war missions
- Fixed Pharaohs of the Nile scenario issues with Urusalim not being a city site
- Fixed Pharaohs of the Nile overlapping goals UI
- Fixed unwanted VPs in The Hill scenario
- Fixed "Wrath of Gods" map script showing with "show hidden map scripts" enabled and content not owned
- Fixed occurrences causing rivers with deltas flowing into land tiles (Wrath of Gods)
- XML ordering fixes
- Text and event fixes
78053 (2025-05-28)
Main Branch 1.0.78053 Release 2025-05-28
Design
Garrison and Governor changes:
- Governors no longer require a Garrison
- Garrison and Stronghold stone cost reduced by 20 (80/100 -> 60/80)
- Darius dynasty now gives 50% discount to appointing Governors (Wonders and Dynasties)
Law changes:
- Guilds now gives +10 money per specialist type per city instead of -10% Rebel chance
- Freedom now gives -5% Rebel chance instead of +1 happiness per city
- Calligraphy now gives +10 culture per city instead of +4 culture per library
- Swapped Calligraphy and Iconography upkeep costs
- Swapped Colonies and Serfdom upkeep costs
Other design changes:
- Library class improvements Science increase changed from 20%/30%/50% to 10%/20%/30%
- Courthouse class improvements Civics increase changed from 20%/30%/50% to 20%/30%/40%
- Market class improvements Money increase changed from 20%/30%/50% to 30%/40%/50%
- Rider family Import projects allow cities to build relevant units directly instead of adding resources to map. Added extra order to rider seat (1 -> 2)
- Increased AI penalties on The New difficulty (20% -> 25%)
- Ruthless AI declares war on a winning player even if that player is not directly reachable
- Ruthless AI gets more chances to conduct diplomacy when a player is close to winning
- Ruthless AI now takes alliances and national ambitions into account for determining if a player is close to winning
- The Old World premade map edits - boundaries slightly expanded, marshes added and resources redistributed
- When a unit move cannot be completed because a lack of orders, a partial 1-tile move results in a unit swap, if possible
- Damaged cities cannot be gifted to another team
- Added 'No city gifting' option to MP setup
- Disjunction mapscript with King of the Hill option balance improvements
- Minor cities can be created even if the site is occupied
- Borders with team-owned tiles on opposite sites are now claimed by the city with the most adjacent tiles
- Barbarian Horde will now spawn inside player territory if there are not enough tiles available otherwise
- In Rise of Carthage scenario 3, Orator-recruited mercenaries now count as hired and contribute to the optional merc hiring goal
- Drought effect tweaks (Wrath of Gods)
- Occurrences that result in small seas (18 tiles or less) convert that water to lakes. Mainly affects Ebbing Sea mapscript (Wrath of Gods)
- Occurrences can now cause terrain changes on improved tiles, as long as the improvement remains legal for that tile (Wrath of Gods)
New Events
14 new events added - 11 for base game and 3 for Behind the Throne DLC
- A City Like No Other
- Deadly Inheritance
- I Love It When A Plan Comes Together!
- New Front
- No War Declaration
- Not to Be Trusted
- Offensive Remarks
- Reaping the Whirlwind
- The God Queen
- Triple Cross!
- Tutorial: Upgrade Mercenaries
- No Longer of Use (x2) (Behind the Throne)
- Support or Scheme (Behind the Throne)
Programming
- The AI claims cleared city sites more urgently (with force march, if necessary)
- Performance optimization
- Replaced valid terrain fields by TerrainTargetType to make improvement requirements more flexible
- Family bonuses now check whether the bonus player has that family
- Improved AI chokepoint management and attacks with high unit density
- Memory allocation improvements
- Occurrence terrain change refactor, now more mod friendly
- Changed opinion-calculating functions to return a tuple
- Event triggers can now have an arbitrary number of subjects
- Added EffectUnits miAdjacentDifferentModifier, maeBuyTile, mbPillage, mabHideTerrainTarget and miMarchCostModifier
- Added EffectCity aiYieldRateSpecialistRural
- Allow the road pathfinder to accept TeamType.NONE, returning a road path which ignores visibility or diplomacy
- Promoted Infos validator from ModPath to GameFactory so mods can supply custom validators
- Added support for Religions to have a law opinion directly, not just through theologies
UI
- Ship unit icons replaced to make the differences between them clearer
- Added improvement net yields in tooltip
- Foreign city citizen and specialist numbers now shown if the city tile is visible
- Foreign city tooltips no longer show defense and damaged state unless the city is visible
- Jobs are no longer shown on foreign character tooltips, unless their unit is visible (for Generals) or player has an agent in the relevant city (for Governors)
- Added missing improvement warning text to unique unit production buttons
- Added opinion gain line to Make Agent tooltip
- Improved German grammar for character relationships
- Stacked worker count shown on tooltip even when not actively building an improvement
- Added "Improvements (Special)" section to the Encyclopedia, to include non-buildable Improvements
- Added dynamic helptext for Attribute effects and tweaked Attribute helptext
- Added Prosperity to Wrath of Gods setup
- Ambitions display no longer gets minimized when clicking on listed ambitions
- Pin Character icon has higher saturation when character is pinned
- General traits which only affect some unit types now display affected unit types
- Character relatives display now left-aligned
- Improved border expansion predictions
- Leader now shown on Court tab
- Leader concept added to Encyclopedia
- Horse trait now shown in Encyclopedia
- Improved Encyclopedia entry for Citizen concept
- Religions now always show founding requirements in the Encyclopedia
- Characters entries in Encyclopedia now list unique events and missions
- Encyclopedia, when viewed in-game, show entries based on currently enabled DLC instead of owned DLC
Bugs Fixed
- Fixed tribal diplomacy cooldown not being enforced
- Fixed minor cities not always being created when they should be
- Fixed Send Goods icon display
- Fixed load/save error from border expansion
- Fixed null reference when tribe sites sit outside map boundaries
- Fixed incorrect default value for resource hill height offset
- Fixed improvement culture prereqs not working with modded culture
- Fixed family opinion penalty from the Imprison mission getting applied to the character instead
- Fixed net yields for projects to include secondary effects
- Fixed sign error in specialist net yield help text
- Fixed occurrence notification localization when playing MP with players using different languages
- Fixed tech names not showing up on cards in some languages
- Fixed changing a tile improvement affecting city build queue specialists on other tiles
- Fixed character card not selecting tribe leader
- Fixed occurrence overlay getting stuck in some cases
- Fixed temporary overlays not getting cleared when blocking popups are active
- Fixed units being bounced by an Occurrence before taking damage from it
- Fixed bug with Player.canEverHaveEffectCity
- Fixed tile territory assignment in game editor
- Fixed Grand Vizier interfering with automated unit management
- Fixed camera zooming to fog when clicking foreign character with job
- Fixed Towers giving extra height instead of extra range
- Fixed movement bug that resulted in allied units not getting bounced out of your territory
- Fixed some AI retreat confusion
- Fixed promotion button icons not aligning to right of button
- Fixed nation crest color issues
- Fixed tooltip positioning issues with HUD scaling
- Fixed missing source traits on some effectCity entries
- Fixed Opulence project not granting family opinion bonus
- Fixed tooltip for event options that marry away characters
- Fixed city production text not updating after builds finish
- Fixed founded city territory bug
- Fixed extra mission buttons appearing in some cases
- Fixed missing at sea bonus description
- Fixed production text sometimes not appearing in some languages when city healthbar is visible
- Fixed Chancellors with negative discipline not reducing money income
- Fixed Learn to Play ambitions not displaying correctly in Hall of Fame
- Fixed mods not showing in Upload tab in some cases
- Fixed map mod attributes not being checked in setup screen
- Fixed scenario victory achievements sometimes not completing
- Fixed Heroes of the Aegean scenario 4 tech tree completion achievement triggering too early
- Fixed Heroes of the Aegean scenario 4 state religion adoption
- Fixed Pharaohs of the Nile scenario 2 Tribal peace/truce/war missions
- Fixed Pharaohs of the Nile scenario issues with Urusalim not being a city site
- Fixed Pharaohs of the Nile overlapping goals UI
- Fixed unwanted VPs in The Hill scenario
- Fixed "Wrath of Gods" map script showing with "show hidden map scripts" enabled and content not owned
- Fixed occurrences causing rivers with deltas flowing into land tiles (Wrath of Gods)
- XML ordering fixes
- Text and event fixes
77503 (2025-04-30)
Main Branch 1.0.77503 release 2025-04-30
Headline Changes
- New map script Rejuvenation added to the Wrath of Gods DLC. A barren desert that becomes more temperate and acquires resources over time
- Ships can now enter defensive formation, which works in the same way as Fortify for melee infantry. Ship promotion balance tweaked
- Added upgrade icon to city production buttons for specialists that replace an existing specialist
Design
- Ships can enter defensive formation, giving +10% defence against Ships per turn, up to a max of 30%. A counterattack is gained at maximum level and each attack against the ship removes one level.
- Grappler promotion immobilizes ships instead of stunning them and no longer has an attack penalty
- Fireship promotion no longer gives +10% attack
- Cockswain promotion gives +20% strength in National Territory instead of Rout
- AI more likely to break alliances with poor opinion
- Ruthless AI declares war on a winning player even if it's not completely ready to do so
- When a tribal alliance ends and there are tribal units in the same tile as player units, the tribal units are bounced, not the player units
- When a national alliance ends, a unit in its own territory never gets bounced
- Expose Agent mission takes 1 turn to complete (was 2)
- Rise of Carthage campaign tweaks and rebalancing
- Heroes of the Aegean scenario 2 rebalanced
- Slums worker discount removed and militia discount increased (Behind the Throne)
- New map script Rejuvenation added (Wrath of Gods)
- Occurrences that affect water movement (eg Hurricane) affect player-controlled water as well, both for water units and land units using anchored tiles (Wrath of Gods)
- Hurricanes remove Anchored status from ships (Wrath of Gods)
Programming
- Restart Game and New Map now generate a new game ID so that a new entry can be recorded in the Hall of Fame
- AI less averse to building Militia and Conscripts when it cannot build a latest upgrade regular military unit
- Pathfinder performance optimization
- Moved project spread to the Player class
- Memory refactor
- Testudo is now a unit effect
- Added delete functionality to Manage Mods tab for mapfiles with no ModioID/WorkshopID
- Added support for showing images of workshop maps in Manage Mods tab
- Added support for council positions that don't require any traits
- Added support in the game class for adding visual effects to tiles independently from the occurrence system
- Added support for yields with negative demand
- Added backwards compatibility for mods with zero-cost projects (notably fixes freezes in Projects+ mod)
UI
- Added upgrade icon to city production buttons for specialists that replace an existing specialist
- Added year of discovery to each acquired tech on the Tech Tree
- Can no longer see citizens, specialists, and happiness level of foreign cities without an agent
- Selection panel tooltips appear on the left
- Score/ambitions panel hidden with attack preview active
- Ambition display tweaks
- Added Net Yield Change to project build tooltips
- Improvement and specialist tooltip tweaks
- Added reminder count on tooltip for pillage reminders
- Decreased size of religion icons on city widgets and archetype/family icons near leader portrait
- Discord/Steam rich presence now updated after loading a save
- Added Save button to cloud host controls screen
- Notification URL icon shown in cloud game list
- Observer hosts of MP games can send messages only to everyone
- Added notification icon for City Damaged
- Added Increase Unit Movement Radius Visibility button to accessibility options to allow players to boost unit movement radius contrast
- Added spacing between archetype/ratings/items on character cards
- Source of counterattack damage in the combat preview is more specific
- Improved tooltip alignment and positioning
- Law tooltips now show F1 Encyclopedia links
- Encyclopedia updates
- Localization text updates
- Added explanation popup to target player when a mission has resulted in an AI or a tribe agreeing to declare war on that player
- Shrines are listed in city pagan religion help text, just as monasteries, temples, etc are listed for world religions
- Agent networks with agents now shown in Spymasters Agent Networks submenu
- Improved helptext for traits that can replace other traits
- Removed the Text tab from the Event Browser
Bugs Fixed
- Fixed DLC that is not owned being marked as disabled
- Fixed bug that forced some map scripts to put all players on the same continent
- Fixed increasing player count disabling Allow Duplicate Nations option
- Fixed Governor gendered helptext issue
- Fixed event browser not using selected language for event preview
- Fixed a bug that sometimes prevented the AI from declaring war to expand
- Fixed broken river segments in mirror maps
- Fixed missing available luxury highlights
- Fixed enlisted unit of eliminated nation becoming a rebel
- Fixed bug with AI understanding of how city attacks work
- Fixed character mission tooltip positioning inconsistency
- Fixed left unit healthbar always showing 0 damage in attack preview
- Fixed specialist tooltip net yield change to correctly account for the loss of a citizen
- Fixed tile tooltips revealing yields for foreign improvements when at Peace
- Fixed restarting a hotseat game losing player information
- Fixed map selection clickthrough issues
- Fixed F7 city list not sorting when agent tab is selected
- Fixed incorrect default number of opponents set in single player setup screen
- Fixed configuration of female scout and female worker combat portrait prefabs
- Fixed city recommendation icons appear for non-visible production buttons
- Fixed agent networks submenu player colors
- Fixed issues with city widget capture text
- Fixed data issue for culture on city tab
- Fixed data issues for specialist widgets and pings
- Fixed improvements placed in the map editor always getting raised to the hill height offset
- Fixed irrelevant tribes appearing in the tooltip of some character bonuses
- Fixed team/tribe diplomacy icon not updating in score area when diplomacy changes
- Fixed event text/goal mismatch
- Fixed incorrect number of players stored in the options file for multiplayer settings
- Fixed hotseat games restarting with the wrong active player
- Fixed modio maps not showing in mod browser
- Fixed modio maps not updating properly
- Fixed a couple of issues with maps on Workshop
- Fixed Modio API errors on uploading mods
- Fixed modio uploading all files in Maps folder
- Fixed modio maps reporting version issues if modVersion is blank
- Fixed modio maps sometimes not getting metadata embedded in the mapfile
- Fixed modio maps images not showing on manage mods tab
- Fixed possible null reference when map filename isn't the same as map display name
- Fixed mods with file information showing private full path filename
- Fixed mod uninstall button not working on Install tab immediately after an installation
- Fixed issues with loading mod units from asset bundles
- Fixed UI exception for non-civics projects when AI build recommendations are enabled (affects mods only)
- Fixed non-civics projects displaying the incorrect yield above the build queue (affects mods only)
- Fixed Enlist killing enlisted units if the enlist-on-heal amount was too low (affects mods only)
- Fixed Rise of Carthage scenario 3 not taking into account the final turn's yields for determining goal completion
- Fixed Rise of Carthage scenario 3 issue with rebels capturing cities
- Fixed Civil War affecting all players (Behind the Throne)
- Fixed missing Clergy in Wrath of Gods scenario
- Fixed Stele appearing in improvements list when it cannot be built manually (Wrath of Gods)
- Fixed crash caused by Inferno (Wrath of Gods)
- Fixed Occurrences sometimes occurring more often than they should for a given player (Wrath of Gods)
- Fixed map Occurrences not being added to mirror maps (Wrath of Gods)
Notes for Modders
- Five separate memory types (MemoryCharacter, MemoryTribe, MemorReligion, MemoryFamily, MemoryPlayer) are now one type, Memory. The base file name is memory.xml
- Mods that add memories need to rename files, e.g. memoryCharacter-add.xml should be memory-character-add or just memory-add. The dash after memory is the important part
- Event bonuses are now just Memory / Forget, for all memory types. Events should take care to apply the bonus to the right subject. For example, a Memory bonus applied to a SUBJECTCLASS_CHARACTER subject is the equivalent of the earlier MemoryCharacter bonus
- It is recommended to upload new versions of map mods in order to take advantage of fixes and new features
76988 (2025-03-26)
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
76679 (2025-03-04)
Main Branch 1.0.76679 Release 2025-03-04
Hotfix release that fixes a bug preventing mountains from being removed on the Tumbling Mountain map script. This fix applies to new games only.
76630 (2025-02-28)
Main Branch 1.0.76330 Release 2025-02-28
Hotfix release that fixes a couple of bugs and includes content needed for upcoming DLC
Bugs Fixed
- Fixed Game of the Week
- Fixed bug that could cause the game to get stuck on AIs turn
76453 (2025-02-19)
Main Branch 1.0.76453 Release 2025-02-19
Headline changes
- Premade map updates including major expansion of The Old World map
- New game setup options, UI and accessibility features
- AI improvements and performance optimizations
Design
- Major expansion of The Old World premade map to accommodate Aksum (upcoming DLC nation)
- Minor adjustments to The Middle East premade map, Aksum starting position added
- Updated resources on The Imperium Romanum premade map, all luxury resources are now present
- Added tribes to The Mediterranean premade map
- New game option added 'Allow Negative Cognomens'. Disabled by default
- High Event Level now allows more events to occur per turn
- Repeatable technologies increase by 50% of the original cost each time they are researched (+1000, up from +500)
- All religious buildings (Temples, Monasteries, Cathedrals) are now permanent
- Crossbowmen bonus against melee now only applies to attack instead of strength
- New advanced setup option 'Balanced starting resources' for single player (previously MP only)
- If the AI reaches a victory condition on its turn and the player also does at the start of their next turn, the player will now be given the victory instead of the AI
- Reduced the effect of Grand Vizier and AI leader traits on the number of units they tend to build
- Reduced cost of Burning improvements to 50 Training (down from 100)
- Purging a religion from a city now prevents it spreading to the city again without use of a Disciple
- Can no longer gift Family Seats
- Ambition victory now disabled in multiplayer by default (will remain on for ongoing games where it is enabled)
- Better matchmaking for auto-marrying characters. More likely for characters that are attracted to each other to get married and less likely for characters that hate each other
- Ambition-picking events will try to avoid giving a second crowning ambition, a lower tier fallback will be offered if possible
- Seizing the throne no longer adds bypassed relationships to former leader's succession
- A non-fatal attack that triggers an event that immediately kills the unit is now treated as a unit kill (for kill unit ambitions, routing etc)
- Competitive Mode no longer disables Grand Viziers but does now disable some Rising Star events related to seizing the throne
- Laurion Mines now cost 10 wood to repair (previously had no cost)
- New tutorial event added when Warriors can be upgraded to Spearmen (previously only occured for Axemen upgrades)
- In Heroes of the Aegean scenario 2, Themistocles now retires after the battle of Salamis
- Tweaks to invasions in Pharaohs of the Nile scenario 5
- Heroes of the Aegean scenario 5 tweaks - easier difficulties are now easier and initial landing goal made clearer
- In Rise of Carthage scenario 4, tribal allies will automatically declare war on Rome
- When using the Caesar Dynasty, Princess Julia will now take up family Julius if picked (Wonders and Dynasties)
- Rising Stars now demand the throne less and to be Grand Viziers more (Behind the Throne)
Programming
- Optimization and performance improvements
- Tactical AI improvements
- Improved AI use of anchoring
- Improved AI Scout movement under Exploration law
- Improved AI unit movement
- Improved AI family selection when founding a city
- Moved default improvement repair cost to XML
- Better scenario difficulty mode support
- Added command line argument -loadgame
- Refactored opinion levels to be independent of XML order
UI
- New feature: Generating a parameter string, which players can use in the setup screen to restart the same game from the beginning
- The SP setup screen now has a third tab (Simple/Advanced/Parameter String), where players enter the parameter string
- Parameter Strings can be found on the in game menu
- Added Accessibility option for one-click map centering
- A preview of potential water control is now shown when holding CTRL with ship selected
- Notification display order reversed, now shows oldest notifications at the top
- Character tooltips now show trait effects that are relevant to the current position (leader, general, governor) of the character
- In MP the turn timer warning sound now plays with 15 seconds remaining (up from 5) and increases the size of the timer text. Paused text is now shown when the timer is paused.
- In Observer mode, decision popups no longer get removed by clicking on an option
- Character selection for job assignment popups now defaults to an idle character
- Tweaks to job assignment highlighting behavior, selection clearing on the city screen
- Opening the reminders list closes the job assignment menu
- Unit filter for Infantry changed to Melee Infantry
- Rearranged city queue display to avoid overlap. Queue can now display 9 items (up from 4)
- Known visibility button now shows visibility for all rivals if no unit or player is selected
- Buy Orders shortcut key now defaults to SHIFT+O (instead of O)
- Added Leader Archetype dropdown to Basic Setup options for Barbarian Horde scenario
- Added icons for strength and weakness to character tooltips
- MP player UI (team research and gifting options) is now shown in SP when player has AI teammates
- Stats for all players are now shown to observers in MP games
- Removed the 'Edit in Wizard' button from existing events in the Event Browser
- Fixed confusing color of unit fatigue pips when already force marched and there is no movement limit. Force marched units now display flashing "marched" text
- MP scenario tooltips now show scenario subtitle
- Renamed Units Killed stat on stats screen to Military Units Killed
- Removed Raiders and Rebels from game history
- Improved "Slow AI" tooltip
- Bonus tech cards now indicate that they are bonus cards
- Added cause of death field to the character tooltip. Traits with a probability of death are removed after death
- Riders icon now shown on city widget instead of Connected icon for Riders cities
- Rising Star trait no longer removed upon death
- Simplified and cleaned up some Family help issues
- Removed some yield clutter from specialist tooltips
- Encyclopedia and tutorial corrections and improvements
- Standalone scenarios are now shown on the top level of the scenario screen instead of under their own category
Bugs Fixed
- Fixed memory leaks
- Fixed improvements being buildable in territory of non-allied foreign nations
- Fixed AI sometimes being unable to declare war on a nation while at peace
- Fixed queued unit moves not happening when destination blocked
- Fixed automated units sometimes not moving
- Fixed ships sometimes being built on the city center instead of the intended water area
- Fixed event syntax bug
- Fixed nested link in generated diplomacy links
- Fixed hover issue on team research display
- Fixed UI issue with Create Game button being disabled after unloading a server game
- Fixed some AI confusion about who benefits when performing a mission on a character of a different nation
- Fix for initial city naming - only relevant in mods
- Fixed tribe link in city widget not selecting tribe
- Fixed some UI issues with tile highlighting
- Fixed AI exception with tribal cities
- Fixed missing seat founding bonus in the family class Encyclopedia entries
- Fixed add urban recommendation not showing border preview on hover
- Fixed regenerating Hall of Fame entries leading to points wins becoming defeats after opulence VP changes
- Fixed player placement bug for 2-team MP games that also have independent AI nations
- Fixed portrait interpolation errors for portraits that do not have interpolation settings when interpolation is disabled
- Fixed boat projectiles causing rendering artifacts on macs
- Fixed breaking peace with a tribe in no characters mode
- Fixed name display issue in some languages for royal characters with jobs
- Fixed goals not completing when new units created
- Fixed marauder prefabs being slightly offset
- Fixed portraits not updating when age interpolation is enabled for the first time in-game
- Fixed portrait editor breaking when interpolation is disabled in graphics options
- Fixed portrait editor portraits not updating correctly when a source portrait
- Fixed portrait editor opinion tab displays
- Fixed incorrect tile highlighting for event options that affect tiles
- Fixed ambitions that should only come from specific events (i.e. Destroy the Rival Nation) appearing randomly
- Fixed AI complaining about the same stolen city site repeatedly
- Fixed Stun preview text incorrectly showing for units in splash radius
- Fixed years reigned text issue that could occur with regency
- Fixed empty series warning for opinion graphs
- Fixed some cases of dropdowns getting cut off
- Fixed units with no family sometimes showing incorrect family icon
- Fixed attack preview issues
- Fixed river movement in captured territory
- Fixed religion icons sometimes showing on tribal camps when city site did not have religion
- Fixed implicit subject conversion issue
- Fixed save game version not being updated
- Fixed game editor unit placement in water
- Fixed city production yield costs sometimes disappearing
- Fixed some succession issues related to usurpers
- Fixed non-active city site on Middle East map
- Fixed unit effect formatting issues
- Fixed bug that allowed the player to choose invalid nations on premade maps
- Fixed some Map Editor errors
- Fixed Pharaohs of the Nile scenario 5 unit AI
- Fixed Learn to Play 2 choose tech goal not completing immediately
- Fixed potential issues with retake islands events in Rise of Carthage scenario 4
- Fixed bugs with rebellion event triggering twice and Aristotle event not triggering in Heroes of the Aegean scenario 4
- Fixed some broken links in Rise of Carthage campaign
- Text and event fixes
75717 (2025-01-15)
Main Branch 1.0.75717 Release 2025-01-15
Headline Changes
- Difficulty settings renamed, to make the difference between presets and indivdual settings clearer. Settings outside the presets are now shown as 'Custom' difficulty in game with a breakdown of the individual settings.
- Increased variety of crowning ambitions. This should make winning an ambition victory easier and more varied.
- Grand Vizier rework (Behind the Throne). A big change to Grand Viziers based on player feedback, they now act as governors in all cities without a named governor and only control production in these cities.
Design
Difficulty rename:
- The Advanced Setup Difficulty setting is now called Prosperity
- The Simple Setup Difficulty presets remain as they were
- Difficulty components are grouped together and indented under difficulty mode in the game parameters tooltip
- Difficulty will be listed as Custom for combinations outside of the simple difficulty presets
- Distant raids are now tied to Tribe Level instead of Difficulty
- Achievements related to difficulty are now tied to Difficulty instead of Prosperity
Changes to Ask to Declare War mission:
- Ask to Declare War mission now requires a Leader with the Schemer archetype. Removed mission tech requirement and lowered opinion needed to Cautious. Disabled mission for allies
- Ask to Join War mission added, where you must already be at war with the target. This requires Pleased opinion
- With Ruthless AI enabled, war requests will be denied if the player is close to victory
Other design changes:
- Removed family preferences from crowning ambitions. Most crowning ambition events now allow three choices of ambition instead of two. Along with some bug fixes this should give a much higher variety of crowning ambitions offered
- Alliance victory is now an setup option, default is off
- Upgrading a unit now keeps its fortification state
- Gifting, converting, hiring, or recruiting a unit can no longer result in it being in territory where it should not be
- Can now upgrade units inside your team's cities, even if they are not your own cities
- Achievement 'Alexander the Great' no longer requires the Great cognomen, just have to destroy Persia as Alexander
- Removed restriction on marrying Libyans in Rise of Carthage scenario 1
- The Random Improvements option now allows any combination of shrine effects instead of picking a set from a random nation
- Launch Offensive can now be used from a unit with a rout cooldown and it removes rout cooldowns from adjacent units
- Pathfinder trait now gives 50% bonus to Camps and Nets as Governor and 20% as Leader instead of 100/50%
- Swapped maintenance costs of Philosophy/Engineering and Professional Army/Volunteers
- Neutral territory is now defined as either unclaimed, anarchy (city being captured), or owned by a nation or tribe you are not at war with
- Fort defensive bonus, road and exploration river movement, Hero and Fort healing, Scout tree invisibility, all require neutral or friendly territory
- Road and Fort construction requires friendly, unclaimed, or Anarchy territory
- Added regular reminder to complete Influence goal in Learn to Play 3
- Characters with a religion trait (Clergy, Mani etc.) can no longer be targeted by conversion missions
- Conquered cities can no longer be given to a family that has not yet been founded
- Grand Vizier now acts as a governor in cities without a governor and controls production only in those cities. Removed all other Grand Vizier yields (Behind the Throne)
- Grand Vizier managed cities can no longer rush buy (Behind the Throne)
- Grand Vizier courtiers are no longer giftable in MP (Behind the Throne)
- Unpopular trait now gives nationwide 5% rebel spawn chance (Behind the Throne)
Programming
- AI performance optimization
- AI builds fewer duplicate roads
- Improved AI retreat vs attack decision making
- Added more logging for AI unit priority comparison failure
- Hall of Fame games now store the active player so that when you load them the player stays the same
- Improved replay so that it still works if there is data only from the current turn
- Removed improvement dynamic text object from each tile to save some memory
- Bonuses and EffectCities give only EffectUnits, not Promotions. Promotions are only for units that can gain XP
- Unit effects that come from disabled promotions can now be assigned by bonuses and city effects
- Disabled implicit subject conversion for DiplomacySubjects bonuses
- Turn Lock function removed
UI
- Character tooltips no longer show trait effects
- All attacks now listed under Units Attacked notifications (previously kills were not shown)
- Free promotions are now indicated in the city production list and unit type tooltip
- "Death of governor" decision now auto-invalidates if the city can no longer have a governor
- Defeat status now shown when the active player is eliminated in MP even if the game is still ongoing
- Event browser story preview improvements
- Law strategy notes updated
- Added minimize toggle to player goals/ambitions display
- Inverted red/green warning text in some cases for negative yields
- User assigned hotkeys now have more flexibility. Assignments can use previously reserved keys and conflict with non-assignable hotkeys
- Crowning ambitions are now indicated with the legitimacy crown icon
- Added some missing keyboard shortcuts to button help
- Improved Choose Governor tooltip
- Pillaged permanent improvements now show a pillaged icon
- Encyclopedia improvements
Bugs Fixed
- Fixed invalid moves adding undo points
- Fixed some events failing to appear with the Ruthless AI setting enabled
- Fixed player connection state UI for single-player network games
- Fixed Thracians in Learn to Play 4 being visible before they should be
- Fixed server games preventing eliminated players from joining one last time to see what happened, and for the game to be saved locally as a loss
- Fixed bug where client could be in a different language to the active player
- Fixed Hall of Fame bug where regenerating was replacing Scenario specific text with Generic game text for Nation, Leader names, and Difficulty
- Fixed Hall of Fame difficulty sorting
- Fixed network messages being sent out of order
- Fixed achievement text that referred to Kushite Cavalry instead of Mounted Lancers
- Fixed Ten Crowns achievement incorrectly counting regents twice
- Fixed improvement pings not appearing when law requirements are not met
- Fixed vegetation help text to correctly state a ranged attack penalty
- Fixed possible array out of range for bad event links
- Fixed bug preventing some Crowning Ambitions from appearing
- Fixed bug allowing ambitions to appear in events with random ambition selections that should only appear in specific events
- Fixed cycle button position not updating shortcut keys and not getting saved
- Fixed some road pathfinding issues
- Fixed player start location bug in the desert map script and made start location picking more robust in general
- Fixed illegal urban tiles placed in mirror maps
- Fixed character ratings appearing with a divider in some cases
- Fixed research popup closing after using Redraw
- Fixed null ref in encyclopedia
- Fixed duplicate Hall of Fame entries when reloading a completed cloud game
- Fixed character suffix bug where a ruler would get the II suffix if a parent had the same name but never was a ruler
- Fixed incorrect suffix on Ptolemy II
- Fixed event system bug that can very rarely lead to valid subjects being deemed invalid
- Fixed tooltip expansion when hotkey changed
- Fixed order yield rates not updating when starting/finishing construction
- Fixed broken Civ Fanatics forum link on main menu
- Fixed AI movement null reference
- Fixed several Portrait Editor bugs
- Fixed load/save bug for mods that give bonus effectUnits
- Fixed duplicated Hittite portrait
- Fixed errors when loading saves with deprecated promotions
- Fixed wrong memory display when giving a conquered city to a family
- Fixed opinion and legitimacy bonus from founding a family seat getting applied more than once in some cases
- Fixed enlist effect not getting cleared after use
- Fixed cases when opinion and legitimacy for founding a family seat could get applied more than once for the same family
- Fixed spymaster context menus sometimes not appearing
- Fixed agent missions and networks menus appearing on foreign spymasters
- Fixed formatting of tile and city tooltips
- Fixed improvements from inactive DLC showing up in build menus
- Fixed invalid improvements sometimes appearing under Valid Improvements filter
- Fixed goals display spacing
- Fixed AI modified collection exception
- Event audio fix
- Fixed trait loss causing unrelated events
- Fixed Rise of Carthage scenario 2 goals sometimes not getting offered
- Fixed Rise of Carthage scenario 2 and 3 olive-counting goals
- Fixed Rise of Carthage starting heirs not being Royal and therefore not tutorable
- Fixed Macedonia not getting family promotions on their starting units in Heroes of the Aegean scenario 6
- Fixed bug in Heroes of the Aegean scenario 6
- Fixed Pharaohs of the Nile scenario 2 event triggering multiple times
- Fixed Grand Vizier traits not affecting the cities where they are acting governor (Behind the Throne)
- Fixed some UI instances where the acting governor was being treated as the actual governor (Behind the Throne)
- Fixed unit widgets failing to display icon and shapes not included in their respective default sprite atlases (affects mods)
- Fixed General not getting removed when upgrading a unit to a type that cannot have one (affects mods)
- Text and Event fixes
Notes for Modders
- EffectCity.aeFreePromotion becomes EffectCity.aeFreeEffectUnit
- Promotion.aeGrantsEffectUnit is replaced by EffectUnit.aeKillGrantsEffectUnit
- Bonus.aePromotions no longer exists, bonuses should grant EffectUnits instead
75065 (2024-11-20)
Main Branch 1.0.75065 Release 2024-11-20
Changes Overview
- More kids: Increased chances for leaders to have children
- Permanent improvements: Shrines, Slums, and Estates are now permanent improvements
- AI improvements
Design
- More kids: leaders with no children now have a higher chance to have kids
- VP calculation: Points required to win are now increased when projects that grant VP are available (i.e. Opulence in Behind the Throne)
- Permanent improvements: Shrines, Slums, and Estates are now permanent improvements that can be pillaged but do not get destroyed, and cannot be replaced
- Tribal Divorces: Divorcing a tribal spouse now results in a negative opinion with that tribe
- Distant raids: No longer include ships
- AI unit building:
- The traits of Grand Viziers and AI leaders now influence their decisions of how many units they build
- Heroes, Commanders, Tacticians, and Warlike characters build more units and Builders, Scholars, Diplomats, and Timid characters build fewer units
- AI is more likely to build units in cities that give unit promotions and experience
- Alliance events: Most alliance and tribal alliance events now either require a diplomat leader or are disabled in competitive mode
- City reveal: Cities are now revealed from a greater distance, like settlements
- City capture: Cities now take 1 turn longer to capture
- Unit spawn location: Rebels from Slums spawn on Slum tiles and Religious Dissent rebels spawn on religious buildings, if possible
- Starting units no longer spawn on the same tile, even if they are allowed to do so
Programming
AI improvements:
- Less aggressive in saving yields for many turns when spending results in an immediate, albeit lesser, benefit
- Better evaluation of laws to properly take into account the unlocking of unique units
- Increased the value of growth for a city that is building Settlers/Workers
- Decreased value of disciples, AI avoids building them if has no use for them
- Revised AI build hurrying priorities
- Improved AI danger assessment and retreating
- Improved AI unit build selection
Headless autoplay: Added support for AI auto-runs in headless mode
- Run OldWorldAutorun.bat in the same folder as the game executable
- All players in the save are controlled by the AI for the specified number of turns, after which the game exits
- Can examine runs by opening the autosaves that are placed in the Auto folder
Other programming changes:
- Performance optimizations: Improved performance of terrain rendering, tile ownership changes and event processing
- Improvement and Project Legitimacy: now tied to effectCity and always converted to orders in no characters mode
- Added triggers: EVENTTRIGGER_PLAYER_DIPLOMACY_CHANGED and EVENTTRIGGER_TRIBE_DIPLOMACY_CHANGED
- Moving capital: Added support for moving the capital. Player's original capital is now remembered and exposed to the event system
- Roads from improvements: Added support for improvements adding roads to the tile
- ZOC changes from improvements: Added support for improvements allowing units to ignore enemy ZOC
- Mission bonus rework: InfoMission.miXP replaced with SubjectCharacterBonus
- Diplomacy methods: now take players as arguments instead of teams, to that events are triggered for the most relevant players
UI
- Family tab icons: removed player color
- Marriage missions: now grouped together
- Inheritance and Tech Tree screens: now scrollable with camera keys (WASD)
- Religion Tooltips: Active Clergy and Current Followers no longer shown if there are none. Added +2 civics to Holy City line
- City Tooltips: Added tile tooltip content to bottom of city tooltip
- Royal characters: Changed 'your Relative' to 'A Royal'
- Nation tooltips: Now always show number of cities on nation tooltips
- Honey resource audio: Reduced volume of honey environmental audio
- Custom campaign audio: Added custom sounds for priest attacks in Pharoahs of the Nile scenario 3
- Tutorial events: Adjusted timing and added more to No Events mode
- Button dragging: Disabled unnecessary button clone when dragging buttons
- Laurion Mines: No longer show extra text on map
Bugs Fixed
- Fixed recruitment with legitimacy penalty not getting applied on loading a save
- Fixed info loading bug that could cause new games to fail to start
- Fixed undo/redo related to tribal invasions
- Fixed bug with random seed for event story trigger test not matching the seed of the actual triggered event
- Fixed silent event failures caused by type cast issue
- Fixed units failing to spawn from improvements in Barbarian Horde games after the invasion had started
- Fixed disable environment audio toggle not taking effect immediately
- Fixed Fickle Band effects not triggering when divorce happened from an event
- Fixed ships exiting Great Cothon not always getting their size updated
- Fixed multiple selection highlights
- Fixed title of MP setup screen when coming from Mod selection screen
- Fixed improvement spawned units not respecting DLC checks
- Fixed project ambitions not respecting DLC checks
- Fixed border expansion preview not updating when selecting option in minimized event
- Fixed issues with unit list scrolling and units becoming unselectable
- Fixed AI value placed on Strongholds and Citadels (will now be built more often)
- Fixed a spurious assert triggering when a nation is eliminated
- Fixed graphical display issue affecting Arid Hills
- Fixed inconsistency with the number of capture turns of cities
- Fixed eliminated tribes being eligible for forming an alliance
- Fixed improvement max player count not working for improvements with no improvement class
- Fixed exception when submenus scrolled off-screen
- Fixed bug where goal subject weight could result in an ineligible subject being chosen
- Fixed acquired techs cost in Encyclopedia and added cost to tooltips in tech tree
- Fixed some rebel spawn issues
- Fixed event cache bug
- Fixed modified collection exception
- Fixed sort exception
- Fixed incorrect iTriggerExtra in EVENTTRIGGER_CITY_CAPTURED
- Fixed bug with bSingle effectCity effects that spawn rebels possibly being counted multiple times (affects mods only)
- Text and event fixes
75012 (2024-11-15)
Main Branch Hotfix 1.0.75012 Release 2024-11-15
Bugs Fixed
Fixed crash issue affecting players using Chinese language
74722 (2024-10-29)
Main Branch Hotfix 1.0.74722 Release 2024-10-29
UI
- Improved resolution of icons on family list
- Added stability warning popup for i9-13900K CPUs
Bugs Fixed
- Fixed Timeline map display after game is completed
- Fixed Offer Tribute for Truce and Demand Tribute for Truce missions silently failing
- Fixed Map Editor cursor position
- Fixed issue with load dialog not working in some cases
74622 (2024-10-24)
Main Branch 1.0.74622 Release 2024-10-24
Changes Overview
- Shrine Rebalancing: Adjustments to shrine effects.
- City Damage: Now affected by critical hits.
- Modded MP Games: Easier to start thanks to relaxed version checking.
- UI Improvements: Various interface updates.
Design
- Shrines of Water: (Melqart, Poseidon, Anahita) now give 2 money per water tile in the city, in addition to previous effects.
- Shrines of Healing: (Eshmun, Isis) now give a free Healer promotion to units built in the city instead of the previous healing ability.
- City Damage: Now affected by critical hits.
- Improvement Build Times: Now take 1 extra turn to build per 5 points of Worker damage (+1 turn at 15-19 HP to +4 turns at 1-4 HP).
- Undo Functionality: Re-enabled for strict(teams) turnstyle cloud games. After starting to play a turn, it must be completed before other players on the team can take their turn.
- Law Switch Costs: First switch costs 200 Civics, with each subsequent change costing 100 extra.
- Power Comparison: Now solely calculated on military unit strength, with ships counting for less based on the amount of water on the map.
- Unit Upgrade Restrictions: Can no longer upgrade a unit if the upgraded unit is not allowed to be in that tile.
- Fort Building: Can no longer build forts on non-urban tribe settlement ruins (affects non-default City Site Number options).
- Rally Defense: Now only activates on killing promotable military units (i.e., not Militia).
- Unit Spawning from Improvements: Improvements that spawn units (Colosseum, Cothon, Holy Sites, etc.) now try to spawn them on the tile of the improvement.
- Punic Duel Balance Pass: Adjustments made to the premade map.
- Drunk Trait: Now gives -20 opinion to religious and family heads, down from -40.
- Event Options Delay: Added turn delay to most event options with random traits or relationships.
- Mission Costs: Slander, High Synod, and Trade missions now cost Money instead of Civics.
- Competitive Mode (Behind the Throne): Grand Vizier position disabled.
- Beja Archers: No longer have the Pierce effect (Pharaohs of the Nile).
- Scheme Against a Rival Mission: Reduced chance of an event from this mission (Behind the Throne).
Programming
- Relaxed Version Checking: Modded MP games now show a warning popup when versions do not match but allow the game to proceed.
- Version Mismatch Warning: MP players without identical mods will see a "Version Mismatch" warning in their tooltip.
- Simultaneous MP AI Turns: AI now waits for all human players to end their turn, or for the turn timer to nearly expire, before taking its turn.
- Event Processing Optimization: Performance improvements.
- Raider AI Improvements: AI now prioritizes building roads, connecting cities, and exploring more.
- AI Code Cleanup: General improvements and optimization.
- Ctrl-Shift-X Functionality: No effect when it’s not your turn in cloud games.
- Modio Errors Suppressed: Suppressed "Invalid Token" errors on game start.
- Mac Terrain Rebuild: Removed unneeded terrain rebuild on application focus for Macs.
- Mod Support Updates: Added support for new diplomacy types and dynamic improvement names.
- Yield Price Calculation: Now moddable via XML.
- Map Editor: Max map size increased to 180x180 (modifiable via XML).
- XML Changes: Updates to units and event links (see Notes for Modders section).
- New Event Triggers: Added EVENTTRIGGER_PLAYER_ALLIANCE_OFFER and EVENTTRIGGER_PLAYER_ALLY_DECLARED_WAR.
- New Statistics: Added STAT_CHILDREN_COUNT.
- City Luxuries Info: Added InfoGoal.miCityLuxuries.
- Script Support: Old World no longer supports runtime compiled scripts; standalone compiler removed.
UI
- Mission Target List Sorting: Characters now sorted by importance in mission target lists.
- Shift-Click Improvements: Shift-clicking on recommended improvements now adds them to the worker’s queue.
- Shrine Pings: Shrine improvement pings can now be placed even if the shrine already exists.
- Improvement Pings: Improved accuracy of yields for out-of-territory improvements.
- Luxury Management Menu: Now scrollable for easier management.
- Unit Tooltips: Now scrollable, with unit effects ordered alphabetically.
- Cloud Game Tooltips: Now show the elapsed time since the last upload.
- Yield Icons: Recently added yield name and sign removed from help text (now shows yield icon only, as previously).
- Legitimacy Graph: Added to the Records screen.
- Family Unit Banners: Family unit banner shape now shown on the family tab panel.
- Specialists on Pillaged Tiles: Existing specialists now shown on pillaged tiles.
- Replay for Team Games: Improved functionality.
- Resource Removal Warning: Added for Add Urban action.
- Project Help Text: Now includes information about other projects that add the same project (e.g., Inquiry shows different levels).
- Opinion Yield Rate Help Text: Moved from potential to main effects.
- Contact Event Truce Flags: Made more consistent in event options.
- Religion Icon on Unit Production: Now shown on unit production buttons when applicable.
- Religion Tooltips: Simplified for clarity.
- Character Pinning: Any non-leader character can now be pinned (e.g., foreign leaders), and pins are no longer cleared on character death.
- Trait Display Order: Reordered for clarity.
- Scenario Screen Arrows: Category toggle arrows no longer select scenario class.
- EffectPlayer and EffectCity Help Text: Total yields display removed from most entries to simplify tooltips.
- Foreign City Widget: Clicking on the nation name now selects the nation.
- Game Log Graphics: Re-aligned for improved presentation.
- Mod Folder Display: Mod folders that begin with "." are no longer displayed.
Bugs Fixed
- Fixed religious improvements being affected by other religions’ theologies.
- Fixed workers stopping rout of African and Turreted Elephants.
- Fixed double religion indicators on tribe widgets.
- Fixed raycasting issues on tribe widget and character list religion icons.
- Fixed former regents affecting succession in some cases.
- Fixed yield rates not updating when units move to/from improvements.
- Fixed minimized decision UI not working for diplomacy decisions.
- Fixed effectCity improvement yield help text.
- Fixed unit yield consumption estimate for effectPlayer to show yields saved instead of new yields consumed.
- Fixed yield preview overlays getting stuck.
- Fixed ally declared war event trigger.
- Fixed monitor option setting.
- Timeline screen map now only shows city borders that the player currently has visibility of (fixes bug showing unrevealed borders).
- 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 freezing.
- Fixed bad player start placement asserts.
- Fixed hidden units not getting bounced when hostile borders expand to include their location.
- Fixed unexpected click behavior on city screen.
- Fixed multiplayer replay for games where multiple players can take their turns simultaneously.
- Fixed mission results not appearing in target player's turn summary (e.g., city damage from treachery).
- Fixed tribute bug which sometimes allowed tribute while at war.
- Fixed issues starting multiplayer games from the mods screen.
- Fixed unloading mods when toggling off "Use Mods" in the MP setup screen.
- Fixed null check for notification help text.
- Fixed exception when right-clicking the empty head of a not-yet-founded religion.
- Fixed AI unit protection calculation and possible divide-by-zero errors when attackers can't do any damage (affects mods).
- Fixed missing trait in Hanno II's dynasty tooltip (Wonders and Dynasties).
- Text and Event fixes.
Notes for modders
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 assumes that non-regular units are worth less.
Event Links in eventLink.xml:
- aeSubjectClasses is no longer needed. The link will save all subjects in the triggering event and 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.
- Use iNumSubjects = 0 if you don’t care about any subjects and are only using the link as a shortcut to trigger something else.
- For immediate event links, tag the link with bImmediate = 1 in eventLink.xml. Use EventLinkAdd in eventOption.xml. EventLinkStart will be removed in the future.
74111 (2024-09-18)
Main Branch 1.0.74111 Release 2024-09-18
Headline Changes
- 24 new events and 11 new items
- Two new premade maps designed for 1v1 duels
- Tech tree and Law rebalancing
- Performance and AI improvements
- Hall of Fame improvements
- Polishing updates to the Rise of Carthage and Heroes of the Aegean campaigns
Design
- Added 19 base game events, 5 Behind the Throne events and 11 new items
- Base game events have a focus on Exploring characters and acquiring items that give unique benefits
- Behind the Throne events relate to Rising Star leaders. The Rising Star trait is no longer automatically removed on becoming leader
- Base game events:
- [CHARACTER]’s Travels
- The Streets of [CITY]
- Ransom
- [CITY] Within Reach
- A Gift
- A Gift (alt)
- A Crown from [NATION]
- Towering Stones
- Under Attack
- A Dream in the Forest
- Taking Root
- The Ground
- Stitched Together
- [CHARACTER]’s Gift
- From the Dead
- Unwavering
- Something to Remember Them By
- Another Sunrise
- The New Face of [NATION]
- Behind the Throne events:
- To Rule is to Disappoint
- A Waning Star
- A Towering Reputation
- [NATION] Rules [NATION], for Now
- [NATION] Rules [NATION], for Now (alt)
- Tech tree changes:
- Moved Free Akkadian Archer card to Forestry
- Moved Free Battering Ram and Exotic Fur cards to Spoked Wheel
- Free Battering Ram, Akkadian Archer and Hoplite card costs brought in line with other nations free level 1 unique unit cards (200 -> 100)
- Moved Free Scholar tech card from Forestry to Metaphysics
- Moved Architecture and Vaulting back a tier in the tech tree
- Increased the cost of all 7th tier techs to compensate for the reduction in cost of Architecture and Vaulting (1500 -> 1600)
- Architecture requires Drama instead of Portcullis
- Portcullis no longer requires Drama
- Stirrups requires Portcullis instead of Citizenship
- Martial Code now requires Citizenship
- Windlass requires Manor instead of Architecture
- Siege Tower bonus card requires Windlass
- Free Perfume card requires Architecture instead of Portcullis
- Money Boost bonus card increased from 2000 to 4000 money
- Law changes:
- Slavery now gives +4 Iron and +4 Stone per city instead of increasing Mine and Quarry output. No longer gives +1 Discontent
- Freedom now gives +1 Happiness and +20% Growth in all cities instead of Money per Specialist
- Tyranny now gives +20% Training in all cities instead of a global Training boost. Money per unit in territory increased from 8 to 10
- Divine Rule now gives +1 Order per Pagan Religion in all cities instead of Happiness per Shrine
- Pilgrimage now gives +25% State Religion spread. Holy City Money per Religion boost increased from +5 to +10. No longer affects Science from Groves
- Grove improvements now always give +2 Science in addition to previous effects
- Two new 1v1 premade maps added.
- Punic wars: Rome against Carthage
- Median wars: Greece against Persia
- These are accessible using the Premade Map option on the setup screen and from the Scenario menu under World Maps
- Other design changes
- Most map scripts in multiplayer now place all human players on the same landmass.
- Exceptions are Archipelago, Continents, Player Islands and Disjunction
- This is optional on Mediterranean and Lakes and Gulfs maps using 'Connected Player Starts' as this can significantly affect player starting positions
- In MP games using the Player Development setting, extra cities have to obey the connection requirements of starting locations. If they can't the player will not get them
- Significantly increased the effect of Ruthless AI on player opinion and war declaration modifier
- Laurion Mines now enable a Miner specialist on the tile
- Undo is no longer available in cloud games using the Strict (Teams) turn style. This does not affect cloud games using Strict (Players) which still have undo.
- Slums and Estates are now permanent and cannot be built over or pillaged (Behind the Throne)
Programming
- Performance improvements relating to unit movement and reminders
- Tribal unit movement AI is now somewhat more sophisticated
- AI no longer declares war on tribes to expand when it's already actively fighting other players
- AI is now more likely to build farms around the Jerwan Aqueduct and less likely to build the Cothon in small seas
- Improved player start selection on premade maps that do not dictate specific starting locations
- Added randomization of player start selection on premade maps
- Achievement code cleanup
- Add virtual function for sorting of city site candidates, better for mods
- Improved AI unit danger estimate
- AI now helps their allies count down the capture timer for cities
UI
- Added sorting and filtering dropdowns and a regenerate button to Hall of Fame
- Hall of Fame now has a SP/MP (Singleplayer / Multiplayer) column and this is shown on the game tooltip
- Hall of Fame now shows icons instead of text for Load and Delete
- Added audio option for continuing audio track when switching fullscreen tabs
- Added obsoleting information to unit encyclopedia entries
- Added Religion Opinion tracking to stats screen
- Goals/Ambitions with time limits now show limit in bonus text
- Removed some details of unlocked missions from tech tooltips
- Tiles are now highlighted when hovering over event options that affect specific tiles
- In Rise of Carthage scenario 4 the anchor command will now show an explanatory tooltip if ships can't anchor due to scenario rules
- Added notification for units that you kill during your turn
- City borders now pulse when hovering over the city center
- Pin Character mission removed. Pinning is now performed with a new star icon found under character actions
- Leader icon changed to a crown and non-succession royals to an asterisk to differentiate them from the pin icon
- Notable characters filter now only shows manually pinned characters and is ordered by turn pinned
- Harvested resource tooltip now shows regrow chance as a percentage instead of a die roll
- Family tree toggles now remember their previous state
- Yields are now shown for all agent network cities regardless of agent status when sorting by base yields
- Added support for a more complete set of stats in No Characters mode
- Refactored ignore reminders code. Now supports ignoring reminder types separately for characters with multiple roles
- Smaller tech status icons to reduce overlap on mini tech tree
- All laws and theologies now show yield previews where relevant
- Moved the generic improvement pings to the top of the dropdown list
- Ambitions and goals with multiple requirements now show progress for each requirement on separate lines
- Added yield name and sign in some bonus helptext
- Improved text selection in ping and bug reporting popups
- Heroes of the Aegean scenario 6 now highlights goal cities on the map
- Updated Credits
Bugs Fixed
- Rise of Carthage and Heroes of the Aegean campaign polishing pass, many bugs fixed
- Fixed damaged unit healthbar not always showing
- Fixed resources staying faded when a unit exits a tile
- Fixed fatigue increasing effects (Swift, Zealot leader) not always affecting hired tribal units
- Fixed raiding units not raiding after making peace with their original tribe
- Fixed pinned characters getting removed on leaders death
- Fixed tribe widgets being occluded by terrain in some cases
- Fixed the effect of multiple holy cities in the same city not stacking
- Fixed abdication sometimes leaving permanently exploring leaders
- Fixed mirror maps sometimes not having symmetric vegetation on resource tiles
- Fixed events not popping up on start of turn in hotseat
- Fixed clicks on locked tooltip links not registering actions (e.g. selecting a character)
- Fixed hover effect not showing on tech cards
- Fixed nation/tribe opinion not updating immediately after diplomacy changes
- Fixed city camera state not resetting at start of turn when selecting a city between turns
- Fixed Royal characters sometimes not appearing in family tree
- Fixed Assyrian capital combat preview being blocked by buildings on adjacent tile
- Fixed invalid index exception from rebels spawning from a city without a family
- Fixed raiders disappearing while inside city territory or adjacent to Kemet/Aten units in Pharaohs of the Nile scenario 3
- Fixed Pharaohs of the Nile scenario 4 not completing when playing in Hotseat against the AI
- Fixed errors with portrait interpolation enabled when portraits are not setup for it
- Fixed portraits of characters without a tribe or nation
- Fixed AI hang
- Fixed inheritance preview showing wrong character when there will be no heir
- Fixed AI danger calculation for units that need to be unlimbered
- Fixed AI unit protection bug
- Fixed grammar on Unit Killed notification
- Fixed nested link issue in unit type link with promotions
- Fixed assert from using waypoints to move units
- Fixed critical hit icon sometimes briefly appearing before a unit goes on cooldown
- Fixed undo crash
- Fixed AI building ships where it should not be building any i.e. in small seas
- Fixed Inheritance screen not updating
- Fixed some reminders starting dismissed
- Fixed "No Team Movement" game option
- Fixed autonomous rule cities not repairing
- Fixed units not fully resetting their animation queue when an undo or redo occurs
- Fixed loading of lost games from the Hall of Fame
- Fixed bug preventing the hire of allied tribal units when in a player city
- Fixed loss of existing border expansion preview after selecting an event option
- Fixed credits popup null reference on application close
- Fixed dynastic mechanics of Ptolemy, Ashur-Uballit, Khufu and Mursili in No Events mode (Wonders and Dynasties)
- Text and Event fixes
73676 (2024-08-20)
Hotfix 1.0.73676 Release 2024-08-20
Bugs Fixed
- Fixed issue with game getting stuck due to looping attack animation
- Fixed hidden units being visible on minimap and selectable.
- Added popup to GOG Mac builds run natively offline regarding issues with DLC access.
73566 (2024-08-14)
Main Branch 1.0.73566 Release 2024-08-13
Design
- Game of the Week Event Level now has a 4% chance to be each of the non-default settings
- Growth required for next citizen now increases quadratically after 20 growths. This makes very large population cities harder to achieve
- Revelry and Seek Political Allies missions more likely to succeed (Behind the Throne)
- Lowered Growth bonus for Rising Star governors from 50% to 25% (Behind the Throne)
Programming
- Major Unity version upgrade (2021.3.34f1 to 2022.3.39f1)
- AI performance and behavior improvements
- Improved the rare case of the AI defending a city when the city's territory is divided in multiple parts by a mountain range
- Exposed minimum turn for 1 city ambitions to XML for use by modders
- Moved some hardcoded AI parameters to globalsAI.xml for use by modders
UI
- Added Notable Characters filter. All characters now have a mission to allow manually pinning and unpinning them to/from the notable characters list
- Added player notification when their previously hidden units become visible
- Converting a cloud game into a network game now removes it from the cloud so that there is only one active instance
- No longer possible to convert a network game to cloud if there are any unclaimed player slots
- MP setup screen now has an Advanced Settings header instead of hiding them behind a toggle
- Improved tooltip for specialist luxuries
- Per-specialist and per-religion yields are no longer considered "potential" bonuses in effectCity help text
- Added Game of the Week icon to Hall of Fame games
- Game credits updates
- Ambitions with multiple yield types now show yield progress in the same order as defined in the ambition
- Improvements to culture tooltips
- Context menus are no longer closed when clicking on a locked tooltip
Bugs Fixed
- Fixed diplomatic missions in No Events mode
- Fixed GIF export path on Mac and Linux
- Fixed date completed not populating Hall of Fame entry when game completed
- Fixed some scenario leader names not displaying correctly in Hall of Fame
- Fixed some completed games being excluded from Hall of Fame
- Fixed Alliance Victory display in Hall of Fame
- Fixed AI assert
- Fixed AI thinking it cannot occupy a city tile with both land and water units
- Fixed opinion rates appearing over multiple lines in tab panels
- Fixed client assert on load
- Fixed invalid player index
- Fixed hotseat turn state button refresh
- Fixed hotseat selection issue on player switch
- Fixed MP join screen for teams with many players
- Fixed turn button label text in MP
- Fixed incorrect religion/city colors in turn summary
- Fixed general character tooltip not locking from unit widget archetype icon
- Fixed inconsistent ESC key behavior on scenario screen
- Fixed AI saying they refuse to declare war when they are already at war
- Fixed possible resources on urban terrain with mirror maps
- Fixed unit selection causing flickering on adjacent objects
- Fixed clicking on city widget selecting units first
- Fixed click issues with family seat icon and city healthbar
- Fixed display of units in stacks
- Fixed popups not always closing when the active player changes in hotseat
- Fixed improvement recommendations showing on tiles with recommended improvement already started
- Fixed issue with religion founding game log
- Fixed warrior built event not popping automatically in Learn to Play 2
- Fixed character filter lists not updating immediately
- Fixed errors occuring when rapidly scrolling lists
- Fixed double-submit in file browser when input field is focused
- Fixed nested link in tutor mission links
- Fixed Pharaohs of the Nile scenario 2 bug where Libyan raid could spawn directly at player city (Pharaohs of the Nile)
- Fixed rare Jerwan Aqueduct bug (Wonders and Dynasties)
- Text and event fixes
73323 (2024-07-24)
Main Branch 1.0.73323 Release 2024-07-24
Headline Changes
- Performance and memory optimizations
- Civilian units can no longer defend cities
- Game of the Week uses all DLC nations and dynasties and will randomise enabled DLC regardless of DLC ownership
Design
- Civilian units (Workers, Caravans, etc) can no longer defend when in a city center and will get bounced out if attacked when the city has no HP
- Game of the Week uses all DLC nations and dynasties and will randomise enabled DLC regardless of DLC ownership
- Temporarily set Game of the Week to use the No Events setting
- Only Diplomat leaders can control the units of their national ally. All leaders can still control tribal allies units
- Cohorts now requires Manor instead of Land Consolidation
- Land units can no longer stun units on water tiles
- Stunned units now keep their Zone of Control
- Removed attack penalty for Tactician leader general
- Inland Sea map script no longer has desert and mountains at the top and bottom of the map
- Tweaks to eligible events for Minimal Event Level and No Events
- Kush Scouts with a Schemer leader are no longer invisible when building Forts
- Starting leaders now have more protection against dying in the first 20 turns (up from 10)
- Caravans no longer exist in 1v1 duels or games with one nation
- Truce with a tribe no longer costs legitimacy in some cases
- Caravans can enter Anarchy-owned tiles
- Impious characters are no longer restricted from becoming Clergy (Sacred and Profane)
- Colosseum now creates a Swordsman every 10 turns instead of 5 (Wonders and Dynasties)
Programming
- AI no longer builds other projects in border cities if it can build walls
- AI now buys resources for unit upgrades
- AI no longer plans to expand against a player or tribe if it would otherwise have a zero percent chance to declare war against them
- AI improvements to handle worker blockades
- AI performance optimizations
- Many memory optimizations
- Mods can now have custom event art
UI
- Updated localization text
- No Events toggle moved to Event Level dropdown
- Improved road visibility on minimum terrain detail
- Added new hotkey (Ctrl+L) to toggle between the two most recently used languages
- General name is a now a link on the unit selection panel
- Adjusted spacing in unit tooltip bonus table
- Rural specialists on non-resource tiles are now shown on the resources/improvements overlay
- Improvement help reorganization. Added Potential Bonuses / Other Bonuses links to some improvement tooltips to help readability
- Added organized tribal unit concept and indication on unit tooltip
- Added notification icon for Occurrences (Era of Peace, Civil War etc)
- Laws screen now potentially scrollable (affects mods that add laws)
- Units can now be selected through world UI elements (Harvested icon, text from overlays)
- Attack preview tooltip prioritized over other world UI tooltips
- Improved handling of grammatical gender
- Tech cards display now updated when science stockpile changes
- Tile yield overlay now shows negative yield values (but does not include consumption)
- Moved All Characters list to the right side of character filters.
- Character list now sorts by family, with head at top and then by age
- Family and Religion heads now have their background highlighted in the character list
- Available DLC section added to menu
- Active DLC now shown in game parameters
- Added divider for CTRL-selection helptext for agent/governor button on city widget
- Simplified MP setup screen and added Advanced Options button
- Added games completed to Hall of Fame achievements page. Games won now shows games actually won
- Enhancements to coloring on recommended improvement widget
Bugs Fixed
- Fixed Garrison/Stronghold/Citadel stone upkeep issue in Barbarian Horde scenario
- Fixed occasionally-hidden yield costs on production buttons
- Fixed null reference in AI bonus value calculation for tribe cities
- Fixed artefacts at the edges of fog of war from some viewing angles
- Fixed stats breakdown tooltips
- Fixed Learn to Play menu scenario expansion
- Fixed simple setup screen not correctly applying the difficulty level from the options file
- Fixed a No Events event appearing incorrectly
- Fixed religion opinion tooltip issue
- Fixed reign years display for bypassed rightful heir
- Fixed autobuild cities sometimes not selecting something to build
- Fixed some issues with in-game language changing
- Fixed inland tribes setting for Continent map script
- Fixed some truncated link hovering issues
- Fixed AI not advancing to occupy a settlement
- Fix player power display in German
- Fixed truce and peace missions having no outcome in No Events mode
- Fixed preset game options from the previous game not being applied on starting a new game
- Fixed selection issues around city widget
- Fixed clicks on popups / menus affecting the map
- Fixed manage luxuries button sometimes closing city screen
- Fixed rebels not appearing if the player has no military tech
- Fixed several load/save errors
- Fixed Game of the week selecting invalid archetype and dynasty option combinations
- Fixed premade map MP setup screen with nations that are not enabled
- Fixed null reference on improvement tooltip
- Fixed AI not finishing Wonders left unfinished
- Fixed Tribes not moving when blocked by another unit that then moves
- Fixed some missing scenario options
- Fixed incorrect default nation selection on setup
- Fixed Barbarian sites no longer regenerating after the last Barbarian settlement eliminated
- Fixed some shaders failing to render on Macs
- Fixed law/improvement help indentation in tech tooltip
- Fixed a bug related to AI unit upgrading
- Fixed null ref in Hall of Fame when scenario doesn't have a scenario class
- Fixed religion opinion load/save error
- Fixed Event Browser scaling
- Fixed AI ignoring targets that are not reachable from its own territory
- Miscellaneous AI fixes
- Fixed Grand Vizier incorrectly triggering the "no councilors from our family" opinion penalty (Behind the Throne)
- Fixed border expansion preview for building a farm not taking into account the free farmer from the Jerwan Aqueduct (Wonders and Dynasties)
- Fixed specialist bug after capturing a city with the Jerwan Aqueduct (Wonders and Dynasties)
- Text and event fixes
73138 (2024-07-10)
Main Branch Hotfix 1.0.73138 Release 2024-07-10
Bugs Fixed
- Fixed bug preventing horde from appearing in the Barbarian Horde scenario
72907 (2024-06-26)
Main Branch 1.0.72907 Release 2024-06-26
Headline Changes
- Wonders have been rebalanced
- 5 new Crowning Ambitions added
- New game options, presets and defaults including an Introductory preset and No Events mode
- Grand Viziers can no longer be assigned manually and will only appear through events (Behind the Throne)
Design
Wonder rebalancing:
- Ishtar Gate: increased growth per culture level in the city from 1 to 2
- Necropolis: Now gives all cities 3 civics per pagan religion instead of 2 happiness per temple
- Royal Library: increased science output from connection to other teams, but reduced output from own team (Wonders and Dynasties)
- Al Khazneh: Now gives free silk, perfume, ebony, porcelain, and furs, and a Caravan every 5 turns. Removed money bonus and 3 instant Caravans (Wonders and Dynasties)
- Mausoleum: increased culture modifier from 40% to 50%
- Hagia Sophia: Now gives 2 happiness levels for every city on completion and 2 happiness per turn per culture level in the wonder city. Removed global happiness per turn
- Via Recta Souk: Now gives all on-map luxury resources. Replaced wonder city growth by 2 growth per culture level. Removed happiness per luxury and Caravans
- All improvements that produce units create one on the first turn they are built. Affects Holy Sites, Al Khazneh, Cothon and Colosseum
- Al Khazneh and Royal Library disabled in FFA games with two or fewer human players and no AI nations (Wonders and Dynasties)
New crowning ambitions added. These are the 10th and final ambition you will be offered in order to claim an ambition victory:
-
6 cities with a positive happiness level
-
8 Elder specialists in each Family Seat
-
Polytheism and 4 Elder Acolytes in each Family Seat
-
Stockpile 2000 of each resource
-
Send 20 luxuries
-
Added game option preset Introductory and made it the default. This sets low events, low mortality and no AI development
-
Added game option No Events. This disables all events except those necessary for game progression or for leaders' unique abilities.
-
Renamed newer Inland Sea map script to Mediterranean and made it the default initial map for single player games. The original Inland Sea map script is no longer hidden
-
Added game option to ignore premade map nation starting locations
-
AI player starting city numbers are now capped at twice the average for the AI Development level
-
Swapping the position of units now consumes a fatigue point for both units. Units that have used all their fatigue can use Force March to enabled them to be swapped
-
The Formation effect (Greek UU) now gives +20% strength from having the same unit adjacent, not just +20% defense
-
All retiring Generals now get the Retiring General trait, allowing them to become governors
-
Relaxed restrictions on ambition validity when there are no valid ambitions of the correct tier available
-
Improved east-west team starting location placement adjustment
-
Team contact is now always symmetric, no longer possible to not be able to change diplomatic relations with a nation that you have met but hasn't met you
-
Leader and heir now get an additional trait option that is not related to their current job when upgrading
-
Raging tribes will now get a centralized AI whenever they have at least one city in their possession
-
Doubled the effect of Righteous and Debauched traits
-
Increased Harbor net adjacency bonus from 40% to 60%
-
Units now always advance after kill when attacking camps that are not city sites
-
Lowered order amount demanded by the AI when giving tribute for truce
-
Grand Viziers can no longer be assigned manually and will only appear through events (Behind the Throne)
-
Autonomous Rule now overrules the Grand Vizier (Autonomous Rule cities do not build units but can spend resources) (Behind the Throne)
-
Ambushed by rebels trait no longer removes character job (Behind the Throne)
-
The Found Religion project will now preferentially found Zoroastrianism for the Shapur dynasty (Wonders and Dynasties)
-
Some dynasty starting characters now have the Rising Star and Power Hungry traits (Wonders and Dynasties / Behind the Throne)
-
Darius now takes a -5 Legitimacy hit if he lets Bardiya take the throne (Wonders and Dynasties)
Programming
- Increased value AI places on gaining orders, AI value for garrisons lowered
- AI now attacks tribe settlements with a higher priority than roaming tribe units
- AI takes into account the strength of allies and enemies of both players when deciding whether to go to war or ask for truce
Tweaks to AI diplomacy with Ruthless AI set:
-
AI will not accept a player mission to declare war on a third party, if it would not consider doing so independently
-
AI will not accept truce from a player, if it has zero chance of initiating truce from its side
-
AI will not automatically accept peace or truce when another AI player offers it
-
Improved vizier city build management (Behind the Throne)
-
Steam now respects the DLC checkboxes in the Steam library, treating any DLCs disabled there as unowned.
-
Steam now uses rich presence and displays information about the current game state
-
Mod Browser change to ensure Mod.io website mod commenting is enabled properly on mods
-
Added the Behind the Throne XML files to the Reference folder
-
Added setsafe console command which sets characterID safe (not able to die) for numberOfTurns
-
Added SUBJECT_CHARACTER_WORLD_RELIGION for use by modders
-
AI is more mindful of danger when moving units from one location to another, if it can't get there on the same turn
-
Removed UI XML hotloading
-
Possible fix for occasional reconnection failures in MP
-
Added some logging to better identify reconnection failures
-
Mapscript mods consisting of a source file are now deprecated and will show warning message in Manage mods screen
UI
- Added turn summary entry for new techs and consolidated some categories
- Added loading hourglass cursor to menu screens
- Game option positions in setup menu re-organised
- Split "Show Single Objects" into "Show Single Units" and "Show Single Resources" in graphics options
- Added "Increase Border Visibility" to accessibility
- Unit effects now show both the general trait and promotion icons when the unit has the same effect from both
- Notification reminder button now bigger and shine effect applied
- Updated Learn by Playing scenario icon
- Agent candidates are now shown on the Assign Agent tooltip even when they cannot be assigned due to no Spymaster
- Revised description of traits that do not allow any jobs (e.g. Ascetic) to dynamically include all jobs
- Changed the art for Shrine of Serapis (Ptolemy's unique shrine) so that the dynasties shrines art are unique (Heroes of the Aegean)
- Border expansion preview now contains city territory information so that players know which city will get which tile
- Updated display of rivers when using Minimal graphics setting
- Border expansion now shown when hovering over the unit widget of a worker constructing an improvement
- Changed 'Default Settings' Option Preset name to 'Standard Settings' to reflect it no longer being the default
- City founding previews now update only borders, rather than all terrain. Borders now only update vegetation when "increase border visibility" is enabled
- Ignore to-be-occupied tile for calculating potential bounces during attack preview
- Tweaks to notification tooltip for Steam Deck
Bugs Fixed
- Fixed a nested link issue with council characters
- Fixed some AI issues where it had trouble getting out of its own way
- Fixed particle sound effects firing too often
- Fixed duplicate crest in notification text for units killed or captured
- Fixed doubled pillage/burn buttons for allied tribe units
- Fixed bug allowing fort or road construction in non-allied tribe city territory, including territory of cities being captured
- Fixed resource improvement pings not always setting the location for resources for some events that add them
- Fixed time victory not being disabled by default in some of the game option presets
- Fixed mod browser tooltips not showing for picture & changelog edit boxes, and dependency/incompatibility/whitelist buttons on mod upload screen
- Fixed unrevealed tiles being targetable with ranged units
- Fixed bug with tile distance pathfinder that caused nations to be placed too close together
- Fixed bug with SUBJECT_CITY_DAMAGED
- Fixed unit combat animations pausing when offscreen and resuming when in view again
- Fixed heir naming relation tooltip
- Fixed autobuild governor not honoring items that it had previously queued
- Fixed bug with events that remove citizens
- Fixed gender prerequisites not showing in event options
- Fixed locked tooltips causing issues on SP setup screen
- Fixed issue where selecting things between turns could lead to UI issues
- Fixed ask to declare war mission sometimes failing to lead to a result
- Fixed resource display issue in the Map Editor
- Fixed some traits causing the trait display to be inaccurate
- Fixed Seaside map script help text (no longer default)
- Fixed turn summary popup scrolling
- Fixed raiders sometimes not finding the city they are supposed to raid
- Fixed replay for server games
- Fixed rare bug that could cause city sites to be joined on the Imperium Romanum map
- Fixed game failing to start correctly when username can't be set
- Fixed links breaking in turn summary
- Fixed city health bars sometimes not displaying properly after undo
- Fixed bug where Developing wonders would grant AI the Weak legitimacy bonus, +2 instead of +4
- Fixed diplomatic status icon not being removed from city widget when city is no longer owned by a tribe
- Fixed default setup options sometimes not displaying correctly
- Fixed cloud game state being able to be changed by non-active players
- Pharaohs of the Nile scenario 3 raider and unit bounce fixes
- Fixed opinion boost from Opulence not showing in the encyclopedia (Behind the Throne)
- Fixed Heroes of the Aegean scenario 4 intrigue techs sometimes not triggering events (Heroes of the Aegean)
- Fixed Nero wiki link (Wonders and Dynasties)
- Fixed reform eras getting stuck from imprisoned or exiled viziers (Behind the Throne)
- Fixed wine harvest goal not failing in event of death or divorce of spouse (Behind the Throne)
- Fixed delay in victory triggering when final VP came from Opulence project (Behind the Throne)
- Fixed Behind the Throne being unavailable in World Map and Barbarian Horde scenarios
- Text and event fixes
72492i (2024-05-30)
Main Branch 1.0.72483 release 2024-05-27
Main Branch Hotfix 1.0.72492 release 2024-05-29
This is a bug fix only update in the lead up to the Behind the Throne DLC release on the 28th May. More design changes to come post DLC!
Hotfix updates version number to the same across all platforms to allow cross platform multiplayer
Bugs Fixed
- Fixed missing Game of the Week menu tooltip
- Fixed units sometimes not deselecting
- Fixed bug with resource placement from improvement pings
- Fixed Pharaohs of the Nile scenario 5 goal help
- Fixed Pharaohs of the Nile scenario 5 crash
- Fixed Rise of Carthage scenario 1 Bireme goal becoming impossible
- Fixed missing syntax in Rise of Carthage scenario 1 Spanish translation
- Fixed errors viewing Rise of Carthage scenario events in event browser
- Fixed Mod Browser missing tooltips
- Fixed flickering on tribe widget
- Fixed dynasty dropdown with random nation selected
- Fixed options toggles not showing tooltips on setup screens
- Text and event fixes
72483OLD (2024-05-27)
Main Branch 1.0.72483 Release 2024-05-27
Bugs Fixed
- Fixed missing Game of the Week menu tooltip
- Fixed units sometimes not deselecting
- Fixed bug with resource placement from improvement pings
- Fixed Pharaohs of the Nile scenario 5 goal help
- Fixed Pharaohs of the Nile scenario 5 crash
- Fixed Rise of Carthage scenario 1 Bireme goal becoming impossible
- Fixed missing syntax in Rise of Carthage scenario 1 Spanish translation
- Fixed errors viewing Rise of Carthage scenario events in event browser
- Fixed Mod Browser missing tooltips
- Fixed flickering on tribe widget
- Fixed dynasty dropdown with random nation selected
- Fixed options toggles not showing tooltips on setup screens
- Text and event fixes
72483BTTMac (2024-05-29)
Main Branch 1.0.72483 release 2024-05-27
Main Branch Hotfix 1.0.72492 release 2024-05-29
This is a bug fix only update in the lead up to the Behind the Throne DLC release on the 28th May. More design changes to come post DLC!
Hotfix updates version number to the same across all platforms to allow cross platform multiplayer
Bugs Fixed
- Fixed missing Game of the Week menu tooltip
- Fixed units sometimes not deselecting
- Fixed bug with resource placement from improvement pings
- Fixed Pharaohs of the Nile scenario 5 goal help
- Fixed Pharaohs of the Nile scenario 5 crash
- Fixed Rise of Carthage scenario 1 Bireme goal becoming impossible
- Fixed missing syntax in Rise of Carthage scenario 1 Spanish translation
- Fixed errors viewing Rise of Carthage scenario events in event browser
- Fixed Mod Browser missing tooltips
- Fixed flickering on tribe widget
- Fixed dynasty dropdown with random nation selected
- Fixed options toggles not showing tooltips on setup screens
- Text and event fixes
72483BTT (2024-05-28)
Main Branch 1.0.72483 Release 2024-05-27
Bugs Fixed
- Fixed missing Game of the Week menu tooltip
- Fixed units sometimes not deselecting
- Fixed bug with resource placement from improvement pings
- Fixed Pharaohs of the Nile scenario 5 goal help
- Fixed Pharaohs of the Nile scenario 5 crash
- Fixed Rise of Carthage scenario 1 Bireme goal becoming impossible
- Fixed missing syntax in Rise of Carthage scenario 1 Spanish translation
- Fixed errors viewing Rise of Carthage scenario events in event browser
- Fixed Mod Browser missing tooltips
- Fixed flickering on tribe widget
- Fixed dynasty dropdown with random nation selected
- Fixed options toggles not showing tooltips on setup screens
- Text and event fixes
72357 (2024-05-15)
Main Branch: 1.0.72357 Release 2024-05-15
Headline Changes
- Allowed buying water tiles adjacent to land
- Improvement adjacency restrictions removed
- Added Resource improvement ping
- AI improvements
Design
- You can now buy water tiles that are adjacent to land in the same way as land tiles (with Colonies / Landowners seat)
- Removed restriction on Shrines not being adjacent and the adjacency requirements for Cathedrals and the Courthouse line of improvements
- Temples now give +1 happiness per adjacent Cathedral
- Unit vision is now consistently equal to their movement plus 2
- Removed VP cap. Large and Huge maps with few players can now have a victory point requirement of more than 100 VPs on Normal Points to Win setting
- The AI now builds fewer units at the lower aggression settings
Programming
- AI now takes into account improvements and specialists already being built when evaluating border expansions
- AI now saves kills for units that can gain XP, all else being equal
- AI now less eager to replace improvements
- AI no longer swaps unit positions
- AI no longer treats vacant city sites as available to settle unless it has visibility, or unless they are reserved sites
- Fixed AI valuation of Divine Rule
- Fixed AI effectCity valuation for units that require resources
- Better recovery from network games being unlisted from Unity's relay servers
UI
- Added a new improvement ping 'Resource' for specifying the location of new resources (i.e. from Riders Import Horses project)
- Moved Scenario button from single player to main menu
- Added button to start multiplayer scenario games to the scenario screen
- World map scenarios now have all game options available
- Multiplayer specific game options are now always available for MP scenarios
- Moved map options up so that they are next to the scenario dropdown in the MP setup screen
- MP scenario setup screen defaults to having the maximum number of teams and players for the scenario, with players assigned to random nations.
- Connected foreign cities at Peace now show an icon, its tooltip lists connection yields
- Clicking on a gift unit/city notification now pans the camera to the location of the gift
- Tooltip behavior when hovering over links now more consistent
- Tooltip now warns if a character who's about to leave a job is currently running a mission
- Added suitor opinion to marriage tooltip
- Moved land unit vision bonuses to effectUnits, so that they are more visible on the UI
- VP breakdown now combines endgame techs as one line
- Disabled word wrapping for city production button cost line for potential mods with additional costs
- History values for military power and yield rates are now set to zero on the turn a player is eliminated so they display correctly on the Records screen after the game has finished
- Expanded river clutter splats to improve river visibility in vegetation
Bugs Fixed
- Units from eliminated players that are inside another player's borders are bumped before turning into Rebels
- Fixed improvement pings producing log entries and sound effects for teammates
- Fixed turn style and turn timer dropdowns bug
- Fixed hotseat selection cycling
- Fixed Fortify and Testudo actions not immediately triggering the relevant unit animation
- Fixed default teams on MP Scenario setup screen
- Fixed Opulence VPs showing in the VP tooltip if Behind the Throne isn't active
- Fixed council conversion ambitions counting council slots from unavailable DLCs
- Fixed language mods not displaying some icons on first load
- Fixed encyclopedia vision value
- Fixed missing links in turn summary and notifications
- Fixed portrait editor failing to load portraits on second load
- Fixed culture reduction bug in game editor
- Fixed Destroy Fleet goal not completing in Heroes of the Aegean scenario 2
- Fixed Carthage 2 resource goal not completing
- Fixed Carthage 3 scenario Epic victory not being granted if Messana is not owned
- Fixed multiple influence icons showing in events and goals in Learn to Play 3
- Fixed unset player language causing Unity text asset unload from worker thread
- Fixed a nested link issue with council characters
- Fixed load save inconsistency
- Fixed characters getting dynasty specific traits in Pharaohs of the Nile scenario 4
- Fixed some Occurrence bugs
- Fixed tile issue in Dead Sea Duel map
- Text and event fixes
72162 (2024-05-01)
Main Branch: 1.0.72162 Release 2024-05-01
Headline Changes
- Archipelago map script improvements
- Event tweaks and improvements
- Changes to how players starting reserved city sites are calculated and displayed
Design
- Archipelago map script improvements. Maps are now 20% bigger than normal maps (down from 40%), large islands are bigger and added Water Size map option
- The number of reserved city sites (sites near start location not occupied by Tribes) is now set by the Tribal Strength setting
- The percentage of reserved city sites that are occupied by Barbarians is set by Difficulty
- Empty reserved sites are revealed on founding your capital
- Many events restructured and tweaked
- Events that offer ambitions are no longer canceled if the ambition is completed before dealing with the event
- Most missions that can result in an event no longer do so on Minimal event level
- Launch Offensive now costs 800 training, up from 600
- Peaceful nations borders now count as neutral instead of friendly territory for the purposes of healing
- Tribal invasions can occur only if one of the player's cities is reachable from one of the tribe's settlements
- Minor Cities now give +10% defense and no longer give Discontent
- Removed Cult events from Competitive mode (Sacred and Profane)
- Removed Kush's nation opinion modifier with Egypt
- Added difficulty restriction (minimum the Just) for some events that might contain only war options
- Improvements now allowed to be replaced by improvements of the same class (relevant for shrines)
Programming
- Increased AI value for walls
- Added InfoCulture.mePrevCulture/meNextCulture so culture levels are properly moddable.
- Game editor can now decrease city culture by right-clicking
- City starting culture now properly defined through InfoGlobals (for modders use)
- Added bAbandonCity bonus (for modders use)
- Better network match check logging
- Added GreeceCampaign source folder and LearnByPlaying xml folders to the public reference folders
- Recommended builds performance optimization
UI
- Turn summary now always shows birth of royal children
- Events are now included in cloud game turn summary emails
- Changed attack preview UI to be a tooltip so it can be locked
- Removed redundant job line in character tooltip
- Character tooltip no longer shows agent status for characters on other teams
- Added new construction states for the Great Cothon and the Colosseum
- Player turn text now shown in cooperative MP games
- Cloud game descriptions now stored in the correct language for each player
- Increased text ping character limit from 40 to 255
- Removed heir-naming popup when the leader is not the parent
- Notification header text can no longer wrap to a new line
- Technology display is now right justified
- Tooltip verbosity and formatting improvements
- Changed 'no worker suggestions' option to 'no action suggestions'. Enabling this option removes all unit, city and research recommendations.
- Improvement ping dropdown improvements
- In-game options popup shows the email address for that game, can be different per save
- UI now updates after you kick a player from a cloud game through host settings
- Added Occurrence log category for notifications and PBC emails
- Tribal cities (not camps) now show player diplomacy status icon on the city banner
- The power/knowledge display is now unambiguous in who it refers to
- Help text for the spread religion option now shows yields that will be gained (from the Oracle, Tolerance etc)
- Improved display of dropdowns on setup screen when scrolling
Bugs Fixed
- Fixed issue with animated resource display on AMD GPUs
- Fixed some family icon issues
- Fixed bonus ship cards not being shown on tooltips and the tech tree when the player has no coastal cities
- Fixed automate button being shown in non-player cities
- Fixed some UI interactions with canceling missions
- Fixed null reference on religious council goal helptext
- Fixed AI assigning a governor upon settling a new city, when it doesn't have the orders to do so
- Fixed enter/return not interacting with save browser prompts
- Fixed Disjunction One Continent per Team maps sometimes having multiple teams on the same continent
- Fixed duplicated tech prereq indicators
- Fixed newly arrived characters past the fertility age being fertile
- Fixed some asserts and null references when converting a cloud game to network
- Fixed city links not spawning tooltips in some cases
- Player and game names can no longer include multiple lines
- Fixed children sometimes becoming infertile before adulthood (introduced in last weeks test update)
- Fixed difficulty level tooltip
- Fixed issues preventing missions from being canceled
- Fixed mini tech display button not respecting tech tree settings
- Fixed build recommendation stars not appearing
- Fixed map script boundary tiles sometimes blocking out important sections of the map
- Fixed Pharaohs of the Nile scenario 3 major victory not triggering on turn 40
- No longer possible to rewind a cloud game to a surrendered player
- Fixed Alt key sometimes getting stuck down, preventing keyboard shortcuts from working correctly
- Fixed city screen recommendation assert errors
- Fixed Arid Plateau random map settings
- Fixed councilors not being selectable if slot is disabled (i.e. Spymasters after Agrippina dies)
- Fixed city sort issues
- Fixed city build recommendations and improvement ping icons not always updating immediately
- Fixed lateral and dynastic succession when the founder is not related to the current leader
- Fixed leader tooltip not locking on timeline screen
- Text and event fixes
71865 (2024-04-09)
Main branch hotfix 1.0.71865 Release 2024-04-09
Bugs Fixed
- Fixed premade maps failing to generate without DLC
- Fixed AI claiming free city sites before it should
71814 (2024-04-05)
Small hotfix update to the main branch which is now 1.0.71814 Release 2024-04-04
Bugs Fixed
- Fixed network game relist bug
71795 (2024-04-04)
Main Branch: 1.0.71795 Release 2024-04-04
Headline changes
- New game setting for player starting development in MP and new Victory Point setting option
- Balance changes to bonus tech cards, families and dynasties
- Lowered apparent age of character portraits when using portrait interpolation
- 9 new events
Design
- Added per player Development setting to multiplayer setup. All players, Human and AI, can have their own development setting, which gives additional starting cities and techs.
- Added new victory point setting: Very High. This increases the VP required for winning by 50%. The previous High setting now increases the VP required by 25%.
- Bonus tech cards position and cost in the tech tree reorganized
- Free units now unlocked on a different tech than the one that would allow that unit to be built. Free Longbowmen, Crossbowmen and Dromon cards now grant 2 units.
- Rider family seat now gives 1 Order / turn
- Sages no longer have +25% science in their seat
- Patrons now get a +25% city culture bonus per Precious Resource instead of the flat +4. Patrons seat now gets 2 happiness levels per culture event instead of 1.
- Khufu's wonder cost reduction lowered from 50% to 25% (Wonders and Dynasties)
- Marius' enrolment post now gives -25% for warriors only instead of all infantry, training cost for project removed. Sulla now more likely to cause Marius problems. (Wonders and Dynasties)
- Hannibal now gets -20 family opinions and an increased legitimacy penalty in some Hannibal specific events (Wonders and Dynasties)
- Added preferred families for more dynasty leaders (Wonders and Dynasties)
- Sulla's Dictator trait now included in Terrifying trait group (Wonders and Dynasties)
- Agrippina unlocking a spymaster is now tied to a trait, the current one will stay if she dies but a new one cannot be appointed (Wonders and Dynasties)
- Legitimacy cost for adoption reduced from 4 to 2
- Miserable trait has a chance per turn of being removed
- Competitive mode back to giving a flat rate of science, civics, training, and money
- Improved city site resource placement so that it is less likely that one of them is unreachable
- Old World pre-made map tweaks. Extended map one tile north, fixed some resources and ruins that were out of borders. Added Lavender to several locations on map.
- You can now shift-click a law to abolish it without replacing it. This will increase the cost of establishing a law in that pair by 100.
- When moving allied units, the moving player now gets exploration and ruins yields instead of the unit owner. Moving allied units can no longer trigger events.
- Events giving a free siege unit will now give an Onager instead of a Ballista if the player has not yet researched Hydraulics
- Can no longer invalidate an ambition offer just by getting a bit closer during the turn in which it was offered
- Event trait delay no longer happens when there is no undo
- Swapped names of Persian Cleric and Rider families (for historical accuracy)
- Changed improvement adjacency requirements to be fulfilled in team territory, to be consistent with adjacency bonuses
- Improved scaling of diplomatic event chance with number of AIs
- Marriage events now only occur for the leader and their children
- Added Greedy to Seven Sins trait group and removed Extravagant
- Removed turn delay on more event bonuses when No Undo is enabled
- Heroes of the Aegean scenario 5 tweaks - boost science and units on Easy difficulty and limit Persian tech. Persia can no longer build ships. Parsa renamed to Persepolis
New Events
- A More Disciplined Approach
- Battle Diary
- Emergency War Taxes
- Enough Missiles to Block the Sun
- Learning From Our Mistakes
- Masquerade
- Taking the Reins
- The Fluffy Bunny
- Whispers from the Gods
Programming
- Worker AI improvements
- AI saves yields for Wonders less aggressively, allowing them to spend more developing their economy
- Improved AI consideration for connecting its cities to foreign cities
- AI no longer spends orders to place military units on city sites when it has not yet met any opponents
- AI now purposely builds ships in specific water areas, like humans can
- Moved map scripts to their own folder
- Network code cleanup
- Adjusted character portrait selection to be more likely to choose same portraits if characters' age difference is large, all else being equal
- Fallback for DLL mods that fail to load. A message will be shown and mods disabled.
- Map files now support DynastySites in the tile data. Mods can append nation start tiles to premade maps
- Hotseat with one human player now behaves like single player for achievements, save files, discord, death with no heir, tutorial, hall of fame, etc
- Portrait Editor now automatically attempts to regenerate portraits without feature points
- Network connection improvements
- Dynasty start sites are now definable directly in map files
- Removed explicit construction states asset definitions for wonders that shouldn't have one
UI
- Adjusted mapping between portrait ages and rendered portraits. This lowers the apparent age of characters portraits when using Portrait Age Interpolation.
- Clicking a link within a mission button will activate the mission rather than opening the link
- Popups and tooltips now have scrollbars when needed, will no longer make text smaller to fit
- Adjusted floating text to better accommodate some bonuses
- HUD changes to prevent overlap. Research is now centered according to the other HUD elements rather than the center of the screen
- Added founded turn to city sort. This was always the default sort and can now be selected again after changing the sort order
- City screen (F7) now applies default founding turn sort when clicking the city name column
- Added connected icon to cities tab
- Moved family/religion actions to bottom of selection panel
- Added per-culture level limits to improvement Encyclopedia entries
- Ships show a text status while anchoring
- Raider unit tooltips now show original tribe
- Unit tooltips now show original unit owner
- Improvements to unit range tooltips. Fixed range now indicated in the unit's tooltip
- Improvement yield modifiers are shown even if they sum to zero
- Trait gain / loss bonus helptext now shows yield change for traits with leader effects
- Added popup for when connection is restored in network multiplayer
- Changed Mod Browser resources link to Modding Guide page
- Added button with link to documentation to Portrait Editor
- Added Turns to Hall of Fame and allowed sorting by Legitimacy, VPs, Turns and Ambitions
- Show character subject requirements in red when no valid characters found for a mission
- Allow deselection on inheritance screen by clicking background
- Aligned ping popup dropdown/input field
- Added a hint about customizing opponent player parameters in a single player game
- Former regents now included in turn summary
- Improvement helptext displays when max improvement count is 1 for a city
- Updated National Alliance helptext to include that players can move and attack with allied units
- Added descriptions to Make Clergy and Pagan Sacrifice missions
- Add Road button now shown on invalid terrain
- Wonders now shown on city Improvements tooltip
- Negative penalty for missing family luxuries shown on send luxury to family button
- Added email reminder to non-strict turnstyle team server and cloud games for the last player to take their turn
- Added unsubscribe instructions to multiplayer turn emails
- Mod browser speed improvements
- Display the build's date in unambiguous international format instead of American
- Character name is now always show in character help tooltip to give a link for selection
- Player option to follow moves of AI at war no longer includes civilian units
- Added target/prereq icons to techs tooltip while hovering over tech tree button
- Killed unit log entry now includes the killed unit's promotions
- Added reminders for clergy missions
- Research choice event no longer appears. Research popup shown on trying to end turn without having selected anything to research.
- Map Editor now handles setting DynastySites for defining where a dynasty will start from
- Improved Hall of Fame column header formatting
- Improved tooltip for heir naming options
- Renamed Enlist Next to Enlist Next Kill
- Units that level up no longer wake up. This fixes auto-heal getting canceled on level up.
Bugs Fixed
- Ship build water area now takes priority over city territory
- Fixed units incorrectly advancing when rout not possible
- Fixed event level not being visible in scenario MP screen
- Fixed missing Resource density, city site density, and city site number options on some map scripts
- Fixed some mod load/unload issues
- Fixed DLL mods not shutting down when loading a save in-game
- Mod assemblies are now reference counted to fix DLL load/unload issues
- Fixed inconsistent header sizing on tab panel
- Fixed unit action buttons not appearing for units of allied nations
- Fix tile yield calculation with maiYieldRateSpecialistUrban only getting counted once per EffectCity
- Fixed assert error in Heroes of the Aegean scenario 5
- Fixed double mission display in Hero tooltip with Shammuramat selected (Wonders and Dynasties)
- Fixed unit harvest tooltip to display yields gained for allied units
- Fixed initialization of mod browser scrollbar on manage mod list.
- Fixed clicking some input fields (text ping, bug report screen) selecting all text
- Fixed settlement religion icon update on undo
- Fixed bug where raiders could raid the wrong player
- Fixed fortification bar for AI units showing even when they are moving
- Fixed leader background not being updated when switching due to premade map
- Fixed heir naming popup title
- Fixed overlap on dynasty portraits in SP setup
- Fixed free ships spawning on smaller bodies of water when a larger one is available
- Fixed missing options menu tooltips
- Fixed city luxury list tooltip not appearing
- Fixed an AI-related UI assert
- Fixed an assert for automated human units
- Fixed leader tooltip overlap with actions menu
- Fixed dynasty dropdowns not populating correctly on scenario setup screen
- Fixed decision update bug for MP games
- Fixed assign general audio level
- Fixed some team contact issues
- Fixed a movement bug where you could spend orders but not complete the entire move
- Fixed mixed language text appearing in cloud games
- Fixed difficulty dropdown in SP advanced setup
- Fixed tribes entering their own camp getting credit for capturing a settlement
- Fixed highlighted tiles for selected Disciples
- Fixed human development not applying due to defaults
- Fixed empty parenthesis on trait loss when no ratings change involved
- Fixed some button links still activating on click
- Fixed some settings getting reverted to default
- Development fix in event editor
- Portrait Editor fixes
- Heroes of the Aegean scenario 5 fixes
- Fixed Rome over expanding in Learn to Play 5
- Fixed raiders sometimes not raiding
- Fixed missing option defaults in Safe Mode
- Fixed hotkey rebinding in Safe Mode
- Fixed tooltip locking on inheritance screen
- Fixed some cases where border preview showed the wrong color
- Fixed tooltip positioning issues
- Fixed missing UI elements in Carthage and Pharaohs scenarios
- Fixed Exodus events not triggering in Pharaohs scenario 5 when loading from a save
- Fixed road pathfinder error when used on tiles where roads cannot be built
- Fixed two character different character portraits actually referring to the same art
- Fixed clergy reminder text reference
- Fixed network multiplayer with non-internal mods
- Fixed an issue with loading modded games for network play
- Fixed issue with premade maps where all dynasty sites were given to an AI nation rather than random city sites based on development
- Fixed some button clicks not triggering button audio
- Fixed errors on leader selection screen after coming from the scenario selection screen
- Fixed single player start menu sometimes not showing character portraits
- Fixed an issue with the way player starting tiles are picked to include any dynasty starting tiles
- Fixed automated icon showing on city list
- Fixed free extra action effectUnit load/save inconsistency
- Fixed mod error notification when no mods loaded
- Fixed null exception on shutdown in hotkey manager
- Fixed yield modifier bug
- Fixed invalid index exception
- Fixed text preventing tooltips from locking in some cases
- Fixed tooltips incorrectly stating that the Pious trait increases the chance of a pagan religion spreading
- Fixed techs being able to give invalid bonuses i.e. courtiers in No Characters mode
- Fixed Capture Buhen goal in Pharaohs of the Nile scenario 1 not triggering when moving a unit into the city when it has no HP
- City tooltip fixes
- Added Victory point level backwards compatibility (so that existing games don't have their VPs changed)
- Default AI Dynasties option is hidden when No Characters is enabled
- Text and event fixes
71427 (2024-03-12)
Small hotfix update to the main branch which is now 1.0.71427 Release 03/12/2024
Bugs Fixed
- Fixed crash to desktop from new game screen with random nation selected
- Fixed scenario loading in MP
- Fixed worker value AI bug
- Possible fix for joining network games with mods
- Fixed Heroes of the Aegean scenario 3 Thessaly goal
- Added Safe Mode launch option for Steam
71309 (2024-03-06)
Main Branch: 1.0.71309 Release 03/06/2024
Headline changes
- Portrait Interpolation enabled. Character portraits will gradually age each year instead of having fixed ages at which they change. They will also change depending on their opinion of you. This can be enabled and disabled in the Graphics Options menu.
- AI improvements and fixes
- New map script, turn scale and game options
- City production can now be automated
Design
- New map script 'Lakes and Gulfs'
- New turn scale 'Seasons'
- New game option 'Random Improvements', which randomizes the unique improvements (Shrines) for each nation
- New game option Revealed Map, which reveals the map on game start but regular visibility rules apply
- Artisans no longer get the Ingenuity promotion for Ship and Siege units, instead get a 25% resource cost reduction on these units
- Promotion options of a general no longer include invalid effects for their unit
- The Jerwan Aqueduct gives free Farmers even to new farms after it has been built
- Added +6 Culture/turn to Necropolis
- Added Player Start Location map option to Seaside map script
- Improved multiplayer start location selection, especially for team games
- Tribal raiders are now willing to take a long path to their target if they cannot do anything else
- Damaged cities can only be gifted to a teammate or their original owner
- Regents no longer get a suffix
- Added multiple selection to the build queue for ships in cities with borders in multiple bodies of water to allow selection of where to build the ship
- When hovering over unit production the tile it will appear in will be highlighted
- Some Dynasty leaders now have a preferred family and will convert to that family if it is founded
- Carthage scenario 3 tweaks
- Added Theagenes as a historically correct general to the Sacred Band unit in Heroes of the Aegean scenario 3
Programming
- Unity upgrade to 2021.3.34
- AI expansion improvements
- AI economy improvements
- Improved AI luxury strategy
- Refactor non-event legitimacy for completing wonders so the AI understands it
- AI now takes better advantage of the Jerwan Aqueduct
- Added AI for new Rider ability
- AI performance optimizations
- AI cache memory optimization
- Sprite repo optimization
- XML reading optimization
- Compressed MeshAnimator animations
- Improved performance of scenario menu when switching scenarios
- Infos and validation refactor
- Enabled parallel loading of Infos
- Persistent text asset cache for internal mods
UI
- Portrait Interpolation enabled. Character portraits will gradually age each year instead of having fixed ages at which they change. They will also change depending on their opinion of you. This can be enabled and disabled in the Graphics Options menu.
- Portrait Editor added to Extras menu
- City production can now be automated
- Worker icon replaced with a shovel (to disambiguate it from Axemen)
- Added Current Tile worker filter and made it the default. Valid Improvements filter now ignores terrain requirements
- Research popup no longer always appears at the start of the turn and follows the priority set for events
- Visual improvements for Royal Library, Jerwan Aqueducts, Hanging Gardens, Hovel and Range Improvements
- Added action menu when right clicking military units in the Units tab
- F1 will now always open the encyclopedia even if no related tooltip showing
- Encyclopedia now defaults to a random Hints page instead of a completely random page
- Hid "F1 to open encyclopedia entry" helptext for hidden projects
- Added Encyclopedia category for "Traits (Items)"
- Removed obsolete warnings about losing the game due to having no heirs
- Improved Riders family helptext
- Converted bug report screen to use TextTypes (for future localization)
- Removed popup warning about losing progress when exiting a cloud game, as progress is automatically saved
Bugs Fixed
- Potential fix for Multiplayer disconnect issues
- Fixed history generator not showing for SP games
- Fixed game of the week using the premade map in the options file
- Fixed razed city undo/redo visibility issue
- Fixed LAN menu being unavailable with no internet connection
- Fixed non-host cloud game deleting
- Fixed username field in cloud setup screen not being copyable
- Fixed cloud load null reference
- Fixed "Join as any player" multiplayer game option
- Fixed player team assignments not getting saved
- Fixed heir name in notable events
- Fixed case where heir could have the same name as a sibling
- Fixed AI stun consideration bug
- Fixed AI passively healing when it would be better to attack
- Fixed some AI improvement selection bugs
- Fixed AI specialist value calculation
- Fixed AI yields values
- Fixed bug with AI not realizing that adjacent unit bonus applies only for the same type of units
- Fixed worker AI that resulted in sub-optimal improvement placement decisions
- Fixed AI wasting orders shuffling their units around
- Fixed rout indicator issues
- Fixed an issue with undo/redo in hotseat and cloud games
- Fixed theology effects help text
- Fixed regent legitimacy bug where leaders after a regent would pass down too much legitimacy
- Fixed Regent / Usurper bugs
- Fixed remote server host controls sometimes not working
- Fixed misleading Ruthless AI tooltip
- Fixed lower tier ambitions being offered as crowning ambitions when higher tier ambitions are still valid
- Fixed null reference on start when default dynasty in saved player options is random
- Fixed trait helptext not displaying rating change in some cases
- Fixed character rename undo bug
- Fixed game restart on premade maps
- Fixed city right-click menu clipping
- Heir name popup gets invalidated when the character is no longer the heir
- Fixed bug with Carthage scenario 3 calculation for ship damage goal
- Fixed bug that prevented units in their own territory from bumping other units out of the way
- Fixed Portrait Editor behavior when a selected mod has no portraits
- Fixed game load exception
- Fixed for team color slider not working
- Fixed unit religion not being preserved upon upgrade
- Tab panel layout fixes
- Fixed Heroes of the Aegean scenario 3 bug where the Control Thessaly cities goal did not complete if the final city was acquired peacefully
- Premade maps with tiles that have no terrain now load and terrain is treated as out of bounds instead of causing map load to fail
- Fixed Clergy opinion calculation bug
- Fixed generic ping null reference
- Fixed null reference from razing a city near the map boundary
- Fixed city production icon not showing correctly on loading save
- Fixed division by zero on tile mouseover
- Fixed divide-by-zero client exception
- Fixed bug report text appearing on game load
- Fixed load/save error related to Jerwan Aqueduct
- Fixed XML first-entry validation for mods that derive from existing Infos and add new fields
- Fixed empty text sometimes not updating properly in Encyclopedia
- Fixed clicking on preset character links in Encyclopedia not going to character page
- Fixed bugs with when African Elephants are valid to build in Carthage scenario 4
- Fixed Donut mascript sometimes generating maps with a square hole
- Fixed missing platform DLL on GOG Mac build
- Fixed rare game freeze when exiting to main menu
- Fixed Map Editor not using specified size for generating maps
- Fixed crash if the player options file contains a disabled nation
- Text and event fixes
70751 (2024-02-05)
Main Branch Hotfix: 1.0.70751 Release 02/05/2024
This hotfix release changes the Rider family bonus from free resources on founding the seat to enabling one time projects to import these resources. There are 3 projects, Import Horses, Import Elephants and Import Camels. Completing the project will add the relevant resource to the city on an empty tile. Each project can only be built once per nation and is restricted to Rider cities.
This change was made to prevent issues with Rider families losing access to units mid game for ongoing games.
70671 (2024-01-31)
Main Branch: 1.0.70671 Release 01/31/2024
Headline changes
- Major localization text update for all languages
- 95 new events added
- Many design changes including new map scripts, game options and rebalancing
Design
- 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 is more Mediterranean-like.
- New game option Random Tech Tree. Shuffles the position of each tech within its column.
- No longer possible to lose when dying without an heir, another character will take over
Tech tree changes:
- Infantry Square now requires Battleline instead of Bodkin Arrow
- Windlass now requires Architecture instead of Scholarship
- Added Luxury bonus cards to the tech tree - on Forestry, Metaphysics, Coinage, Portcullis and Lateen Sail
- Added Kush UU bonus techs - Free Medjay Archer (Composite Bow) and Free Beja Archer (Bodkin Arrow)
- Hittite UU 2 bonus tech (Free Three Man Chariot) science cost reduced from 800 to 600 (to be consistent with other UU bonus techs)
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
- Baths class improvements give one extra Happiness per turn
- Player start adjustment to try to avoid being placed in a small area surrounded by impassable terrain
- More resources between city sites, especially at low city site density
- 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
- Regents will now be forced for child leaders up to age 6 when previous leader died and up to age 12 if previous leader abdicated
- Rider family seat bonus now includes the addition of horses, elephants, and camels to tiles within the city territory, no longer allows building units without resources.
- Generals over 50 now get general-related traits offered on upgrade (previously only Generals eligible for assignment were offered these)
- Autonomous rule no longer clears the build queue, but AI can change it to build what it wants to
- Leaders can no longer be Exploring. Exploring Leader events have been reworked.
- Khufu now has a family penalty for each wonder built (Wonders and Dynasties)
- Meritities is now Righteous instead of Revered (Wonders and Dynasties)
New Events
89 new base game events:
- A Brush With Death
- A Child No More (x4)
- A Famous Hill
- A Gracious Welcome
- A Greater Calling Just Called
- A Little More Time
- A Narrow Escape
- A Matter of Faith
- A Royal Suspect
- A Shift in Thought
- Age Of Unrest
- Alien Traditions
- An Ignominious Wound
- Arrow To The Eye
- Bonds of Faith
- Celebration of Our Many Blessings
- Champions of the Guard
- Complications
- Cultural Similarities (x10)
- Elephants of City
- Entwined Beliefs
- Familial Ties
- Family Needs
- Family Power Play
- Family Traditions (x10)
- Fangs Of Our Foes
- Felled By Arrows
- Hard Rain
- Heaven Help Us
- Hero Of The Realm
- In The Hands Of God
- Influence Of Weakness
- Keepsake
- Laches
- Last Of His Line
- Lucky Break
- Naming and Necessity
- National Tour
- National Treasure
- No Time Wasted
- Not Without Risk
- Poisoned Tips
- Prime Surplus
- Rain Of Arrows
- Rebel Phase
- Select Timber
- Shattered Shield
- Stalwart Spouse (x2)
- Stronger For It
- Test Of Metal
- The Captured Agent
- The End of an Era (x2)
- The Freedom Of Divorce (x2)
- The Goal Of Life
- The Hunt Continues
- The Pále
- The Peoples Shield
- The Third Man
- Too Young To Rule
- Tribe Eliminated Nickname
- Two Birds
- Untimely
- Ward No Longer
- Welcome Return
- Wondrous Nation
6 new Sacred and Profane events:
- Fugitive From God
- General Devotion
- Joined in Mystery
- The Eyes of God
- Turning Mani (x2)
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 chooses Navigation with higher priority.
- 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
- AI yield value corrections
- Can now set a religion to be not Pagan or World
UI
- Major localization text update for all languages including all missing Wonders and Dynasties text
- Added missing Wonders and Dynasties event art
- Changed Remind Turn to Turns until Reminder in Improvement and Text pings
- 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 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 (as this was causing bugs)
- 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
- Smoke particles on mines are now hidden when the smokestack is hidden
- New Game option enabled on premade maps, will reroll nation and dynasty selection if these have been randomized
- Made Religion/Family/Nation/Tribe sections on tab panels collapsible
- Added concepts/linkable helptext about the tech card system
- Added intermediate Scripted/Freeform menu to Learn to Play
- Proscription mission is now hidden unless enabled (Wonders and Dynasties)
- Added new icon for Explorer unit (Wonders and Dynasties)
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 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
- Fixed archetype icon not reflecting selected dynasty leader on SP setup screen
- Fixed incorrect estimate of effectPlayer on help text when it involved adjacency bonuses from existing improvements (e.g. science output of Pilgrimage)
- Removed double spaces betwixt icons and yield names in some cases
- Fixed default improvements/units shown as unique when no nation/dynasty is specified
- Fixed landmark names sometimes displaying incorrectly in MP games
- Random nation on premade maps now correctly remain random on new game
- Premade map selection now remembered for next game
- Fixed top section of tab headers getting cut off
- Fixed Pick Later nation and Random Dynasty setting the dynasty to Default
- Fixed queued actions triggering unit selection before decision selection
- Fixed Tooltip Scale and Popup Text Size options not saving on Steam Deck
- Fixed Heroes of the Aegean scenario 5 save/load bug
- Fixed Heroes of the Aegean scenario 5 bugs with Darius events, rebels and autonomous rule
- 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 Carthage scenario 1 goal (Markets and Money)
- Fixed Jebel Barkal bonus description (Wonders and Dynasties)
- Text and event fixes
Known Bugs
- Starting Game of the Week after having started a game using a premade map will cause GotW to use that map.
70360 (2024-01-11)
Main Branch: 1.0.70360 Release 01/11/2024
Headline changes
- Added extra map randomisation options and enabled more options for Random map scripts
- Added heir name selection popup on birth of heir
- UI and AI improvements
Design
- Enabled Resource Density, City Site Density, and City Site Number map options on Random map script selection
- Added Random options to above map options and set these with the Random game preset
- Added Random option to Map Size
- Increased city site density for lower density options (25% and 50% distance increases instead of 50% and 100%)
- Christian and Manichaean clergy can now marry like clergy of other religions
- Game of the week now has a 4.5% chance to use competitive mode
- Added heir name selection popup on birth of heir
- Halved number of center area resources when using the King of the Hill map option for the Disjunction mapscript
Programming
- Improved AI exploration and use of reveal territory missions
- Added support for events that can trigger for the AI
- New attempt to address remote server disconnection issues
UI
- When random map options are selected, the game description help text shows which option was actually selected
- Permanent game log tweaks - fewer deaths, city breaches shown instead of city captures, offensives no longer shown
- State religion notification reminder now opens the Adopt Stage Religion context menu
- Team games with duplicate nations no longer force team colors
- Revised player color assignment so that unique colors are always assigned to the active team players
- Made the "adopt state religion" list in the UI use the same check as gameplay logic for whether a religion can be adopted
- Added tooltip to gift unit button
- Nation opinion now displayed when there is at least one modifier even if the net opinion is 0
- Removed event option text from tutorial events that directs players to options to turn off (redundant with in-event tutorial toggle)
- Renamed Active DLC in Encyclopedia to DLC Mechanics
- Added duplicate Steam Deck-specific GraphicsOptionsSave fields for scaling options, with higher defaults
- Added Wonders & Dynasties DLC to announcement popup
- Added support for preset characters with suffixes
- Trait help now shows conditional probabilities for gaining other traits or removing this one
- Added helptext and concept for trait fallback ratings
- Added helptext for a dynasty's first ruler character to link back to the dynasty description
- Hall Of Fame screen layout tweaked
Bugs Fixed
- Fixed some legacy issues with harvesting and forts
- Fixed dynasty selection being unavailable on Choose Leader screen after using a custom archetype
- Fixed MP teammate portraits not displaying
- Fixed improvement turns remaining not updating when military units go on cooldown (affects Kush when building Forts)
- Fixed unit action indicators sorting incorrectly with other worldspace UI
- Fixed trait layout for character encyclopedia pages
- Fixed unit position jitter on city sites during undo
- Fixed stacked workers using different positions
- Fixed cloud shader clipping at certain viewing angles
- Fixed Odeons on hills not displaying correctly
- Fixed resource fade not being preserved when changing graphics settings, and resource fade not occurring when a unit sharing a resource tile is revealed via exploration
- Fixed issue with hill height textures cutting off and leaving tear lines in the terrain
- Fixed river start flow splats being too large, causing artifacts when it's placed next to other assets with water
- Fixed inconsistent hex grid outlines in the transition between passable and impassable terrain
- Fixed undo not updating timeline screen
- Fixed AI not invalidating danger calculations after a city has been captured
- Fixed tooltip overlap for Leonidas effect in Greece2
- Fixed unique dynasty buildings not showing on nation select stats (Ptolemy)
- Fixed nested link issue with Pagan Clergy subject
- Fixed bug where iAdultProb traits would never be assigned to dynamically generated already-adult characters
- Fixed Encyclopedia breaking if there are UnitTraits with no EffectUnits (affects mods)
- Fixed modio upload not storing correct metadata blob
- Fixed modio API url
- Fixed event browser audio picker layout
- Updating mods now deletes any files from previous versions that are no longer present in the mod
- Heirs can no longer marry other nations leaders, causing them to leave the players nation
- Mod Manager will no longer try to display mod update popup if not in the main menus
- Rout indicator now longer shown when unit cannot advance to target tile
- Fixed DLC ownership caching
- Fixed More Water map script option
- Fixed map script desert generation error
- Fixed bug where characters with Archetypes that allowed them to be Agents could not be Agents if they were also Clergy
- Caravans can no longer displace neutral units from their positions
- AI discontent value correction
- Fixed leftover sign error from discontent to happiness conversion
- Fixed replay for team turnstyle cloud games
- Text and event fixes
70024 (2023-12-13)
Main Branch: 1.0.70024 Release 12/13/2023
Headline changes
- Sacred and Profane Clergy have been reworked
- Changes to Competitive mode character yields and modifiers
- History of the Old World added to loading screen for new games
Design
- Sacred and Profane Clergy rework:
- The Initiate into Clergy mission run by the Head of Religion has been replaced by a new mission Suggest For Clergy. This is run via the Chancellor and uses the target characters religion
- A limit of 2 Clergy per nation has been added
- Clergy can now also be Courtiers and marriage restrictions have been removed
- Clergy can run the Tutor as Courtier mission (even if they are not a Courtier)
- Clergy give a base bonus of +30 religion opinion, modified by character opinion
- Pagan Clergy have a +40% chance to become the next Head of Religion and World Religion Clergy have a +20% chance
- Pagan Clergy have a new mission Pagan Sacrifices. This targets a pagan city and has a 75% chance to increase the cities happiness and 25% chance to give an opinion penalty to the religion
- World Religion Clergy can now act as Agents in cities of their religion
- In Competitive mode character yields and modifiers now scale linearly. Ratings lower than 5 will have higher effects and higher ratings lower effects. Previous flat 50% penalty removed.
- Character upgrades for leaders, governors, and generals (under retirement age) now include only traits, if possible
- Doubled money income from connected foreign cities
- Event-caused tribal raids will now target the player, even if at Peace or if another foreign city would be a better target
- Added doubled Desert map size as a map option (this is the same size as Deserts were before being reduced recently)
- Tweaks to the New Difficulty level - start with an added Militia, increased civics and training per turn
- Unimproved water tiles can now be exchanged between cities
- Tiles cannot be exchanged between cities if that will cause a city territory to no longer be contiguous
- Increased tier of grove luxuries ambition
Programming
- Improved AI obsolete unit upgrading
- AI now has memory about what non-visible city sites are being claimed by other players
- AI tries to avoid ending the turn with pending in-place attacks
- AI tries to connect road network to foreign cities at peace for the money
- Placed a limit on the number of military units the AI uses for exploring
- Corrected AI performance regression
- AI no longer razes gifted cities and cities obtained from events, even if it can
- Fixed bug in AI hurry cost value that was causing it to spend civics instead of saving them for better use
- Fixed AI sometimes not healing units when it has the chance
- Revised character portrait selection algorithm to duplicate the portrait from a different player, if global duplication can't be avoided
- Removed hardcoded prohibition on foreign paganisms being picked for religion subjects
- Platform achievements now unlock completed scenarios when resetting gameOptionsSave file
- Added Modio verbose logging added to gameOptionsSave file (off by default)
- Added better logging for undo/redo errors
- More logging and a possible fix for remote server disconnections
- Better failure reporting when an EventOption using the new syntax specifies an invalid subject alias
- mapPath now excluded from GameParameters when writing to XML
UI
- History of the Old World added to loading screen for new games. This will also appear on the Game Log after the first turn
- Added a generic improvement ping that is used to indicate preferred placement of any improvement
- Improvement pings are less restrictive in checking validity (i.e. can now add improvement pings to Sand that would be valid for Clerics before founding city)
- CTRL-click Heal now automatically heals the unit every turn until fully healed or idle healing would bring unit to full health anyway
- Specialist tooltip adjusted. All yields are summarized first and the Rural/Apprentice/etc effects are no longer separated from the rest of the list
- Character tooltip always shows heir rank, if any
- Improved succession help text for characters after the 4th in line
- Clergy included in turn summary announcements and notable character list
- Religion changes for unimportant characters no longer shown in turn summary
- Clergy traits in Encyclopaedia show the related religion
- Added Encyclopedia description for city site improvement
- Removed "Could lead to future events" link help which was not working consistently
- Added text scaling to reduce overlap on city production menu for some mods
- Added hint about Polytheism to the 8 shrine ambition
- When an Idle Leader reminder is active, the reminder icon replaces the General/Governor icon to the left of the leader portrait
- Added Idle Leader reminder for Tutor as Leader (Scholar ability)
- Added tooltips to some cloud game host control buttons
- Added new Active DLC Encyclopedia category
- Fewer characters included in the turn summary
Bugs Fixed
- Fixed context buttons not showing up consistently (Send Goods, Assign Agent etc)
- Fixed unit upgrades requiring a city with a resource (for an upgrade of A to B, the EffectCity requirements of unit B are only checked if they're different from requirements of unit A)
- Fixed some cases where clicking on non-link text doesn't trigger button underneath
- Fixed Unavailable trait not always getting removed at the start of the players turn
- Fixed interrupting a unit in motion over water with a combat action failing to update the unit's model from water to land
- Fixed unit healthbar ticks not getting the correct material, leading to tall models obscuring the ticks
- Fixed Carthage scenario null reference for tribal invasion
- Fixed city selection lighting change bug
- Fixed bug in Heroes of the Aegean scenario with late-game event getting invalidated upon triggering
- Fixed display issue with Hierro in Carthage scenarios 3 and 4
- Fixed nested link issue with some goal links
- Possible fix for EOS re-authentication at 59 minutes causing Modio to reload and throw errors
- Fixed replay being discarded in Learn to Play 4
- Fix Ptolemy and Seleucus being unable to adopt a state religion in Heroes of the Aegean scenario 6
- Fixed stolen city site event trigger
- Fixed some flickering on tooltips and unit HP bar
- Fixed boundary tiles remaining visible after gaining and then losing visibility
- Fixed Caravan stacking bug
- Fixed Event Browser showing new syntax message for all events
- Fixed Theology Ambitions getting canceled as impossible too soon
- Fixed trade events not getting canceled on war declaration
- Fixed no-target missions not working with reminders
- Fixed some undo/redo issues (i.e. hunter family opinion not resetting after undoing unit kills in territory)
- Fixed bonus help text when adding trait
- Fixed missing city happiness modifiers for Kush and Hittite pagan religions
- Text and event fixes
69678 (2023-11-22)
Main Branch: 1.0.69678 Release 11/22/2023
Headline changes
- Lower difficulty levels are now easier and a new lowest level difficulty added 'The New'
- Many balance changes including nerfs to Persian UUs and Schemer leaders
- Kush now available on the Middle East premade map
- AI combat, strategic and performance improvements
Design
- New difficulty level added The New. Reworked AI penalties on lower difficulty levels.
- Passive AI will not capture cities from a player who originally founded them
- Persian Unique Units (Palton Cavalry and Cataphract Archer) now have a range of 1. This can be increased by effects which increase range (Hills, Marksman promotion etc).
- Reduced Schemer leader orders per war from 2 to 1
- Kush now available on the Middle East premade map
- Reduced Desert mapscript size to be in line with other maps
- Upgrading an improvement now also upgrades the specialist, if the existing specialist is less advanced than the starting specialist of the upgraded improvement
- Garrison getting pillaged no longer removes existing governor
- Autonomous rule now repairs damaged cities that cannot passively heal completely in a turn, even if it's currently building something else
- Collateral damage (pierce, splash etc) formula simplified. This now does the percentage of the damage of a direct attack to the same unit, rounded up. This change increases collateral damage dealt in some circumstances.
- Tweaked a few trait inheritance outcomes
- Added new trait flavor text and changed some to only appear dependent on character age. Reduced the likelihood of vomiting and diarrhea when characters become severely ill.
- Tweaked tutorial events to make them less prone to cluster on the same turns
- Generals of tribal units now get XP
- Tribes now attack civilian units at a lower priority
- Former regents now get a trait giving +1 wisdom and keep their King/Queen Regent title
- In the Rise of Carthage scenarios, Balearic Slingers are now buildable on the islands instead of regular Slingers. Regular Slingers can upgrade to Balearics.
- Rise of Carthage scenario 4 starting city happiness boosted
Programming
- AI combat, strategic and performance improvements
- Improved retreat and target selection.
- Better AI coordination so it doesn't get some units attacking a target while other healthy ones are retreating.
- Better AI awareness of power shift when it moves its units
- Improved AI evaluation of tiles for border expansion and buying
- AI exploration and wood chopping improvements
- Reduced AI fort spam outside of borders, especially for Kush
- Revised AI Settler movement to force march when it has excess orders
- Fixed the AI starting multiple Settlers at the same time, when it just needs one
- Fixed AI not viewing rebels of other nations as a threat when they actually are
- Fixed AI incorrectly estimating the cost of buying resources
- Fixed AI risky behavior of attacking too close to the fog of war without protection
- Fixed tribe AI movement bug
- Fixed Hittite AI chopping trees too much at the expense of exploring
- AI builds militia more frequently instead of festivals if it cannot build other units
- Minor Stun/Push AI optimization
- Minor AI exploration fix
- One AI cache per player, instead of one per game
- Units that require a non-buildable improvement are no longer considered a possible build, unless that improvement is present
- GOG SDK updated
- Added STAT_YEARS_REGENT
- Starting location resource placement order shuffled, so players later in the turn order don't always slightly benefit from rare luxury placement
- Added Pharaohs of the Nile campaign source and XML to Reference folder
- Added effectCity bAutoBuildUnits, which is like the current autonomous rule, but builds units instead of projects and specialists
UI
- Alt+right mouse button is now a shortcut for improvement pings
- Mouse click no longer triggers when releasing button after drag
- Loading a single player game as a network game now allows AI player reassignment
- Dynasties are now shown and can be selected on the Choose Leader screen
- Added option to only use default dynasties for AI players
- Random nation now sets random dynasty for both SP and MP
- Dynasty dropdown with Pick Later will use the dynasty name if available
- Moved cycle button tooltips to right of cycle button UI
- Added border expansion preview for under construction specialists
- Added yields change from trade and tribute to war declaration effect tooltip and yield loss from connected cities to peace breaking effect tooltip
- Revised cloud game host control popup to be more consistent. Replaced general save button with individual action buttons.
- Improvement suggestions no longer take worker safety into account
- Reduced spacing in yield display for tile/specialist widgets
- Reduced tile text font and icon size
- Negative changes in happiness/discontent now shown using opposite yield color
- Added Deficit concept to Encyclopedia
- Event Browser: The New Entry button now opens a new event the Wizard
Bugs Fixed
- Fixed events not triggering on clearing tribal camps
- Fixed bug with cloud games not updating correctly when exiting without completing turn, causing them to need to be rewound
- Fixed bugs causing replay data to get discarded unnecessarily
- Fixed Kush Unique Units not applying Zone of Control
- Fixed map script bug causing generation to sometimes fail on Desert maps with large number of players
- Fixed last page of Modio mods not displaying in install tab
- Fixed double folder names when mod name contains plus (+) symbol
- Fixed simultaneous mode non-dynamic turn timer length
- Fixed turn style and turn timer dropdowns in server host controls
- Fixed AI assert
- EffectUnit iActionsExtra are now applied immediately upon acquiring the effect
- Fixed a few instances where the number of tribes were miscounted
- Fixed the Sentinel dynamic tutorial triggering in the wrong player's territory
- Fixed collection modification during enumeration
- Fixed reveal map division by zero when one of the players has been eliminated
- Fixed city sites not keeping track of original tribe upon being cleared
- Fixed tribe site visibility on the minimap when settlements are not city sites
- Fixed improvement construction time remaining not updating when worker goes on cooldown
- Fixed Spartan elimination event in Rise of Carthage scenario 2
- Fixed idle councilor reminder showing when no missions available
- Fixed Wonders being eligible for pillage by event bonuses
- Fixed Cognomens getting replaced with lower value versions in some scenarios
- Fixed critical hit icons not being immediately updated on ending turn or changing turn style in MP
- Tribe units now actively occupy empty city sites to convert them to settlements again
- City widget and culture bar update fixes
- Fixed city attack damage preview for adjacent effectUnits
- Nested link fix (affected anti-Melee, anti-Infantry etc links)
- Fixed some null references for tribal invasion AI
- Fixed leaderboard display in Pharaohs of the Nile scenario 6
- Fixed families of starting units in Pharaohs of the Nile scenarios 3 and 6
- Fixed issue with scenarios not getting unloaded correctly
- Fixed Map Editor not setting mapWidth and mapHeight values on loading a map
- A slot assigned to an AI when loading a MP game now gets full AI state
- Fixed an AI cache issue for of existing improvements outside territory
- Fixed no character UI issues
- Happiness/discontent bar sign issue fixes
- Fixed subject reordering breaking old saves
- Fixed out of range exception
- Fixed decision cycling sometimes not actually cycling
- Worker selection cycling UI performance fix
- Fixed client background task deadlock
- Text and event fixes
69265 (2023-10-25)
Main Branch: 1.0.69265 release 10/25/2023
Headline changes
- Zealot leader generals have a new action 'Apply Enlist'
- Reworked regencies
- Added option to disable tile improvement recommendations
Design
- Zealot leader generals have a new action 'Apply Enlist', which gives their next kill a 100% chance to Enlist for 3 turns, for the cost of 400 civics. This replaces their previous 10% chance to enlist on kill. When a unit is Enlisted, instead of dying it switches sides and can be controlled by the player.
- Reworked regencies:
- Regents no longer lead to legitimacy decay as normal leader changes do.
- The Rightful Heir will automatically become the Chosen Heir and this cannot be changed by the Regent.
- Regents no longer cause others in the line of succession to become bypassed on becoming Regent or on giving up the throne.
- Regents who do not give up the throne become Usurpers and do cause others in the line of succession to become bypassed.
- The free Garrison in your Capital and Fair from a Traders seat can now appear on any valid tile instead of only on existing urban tiles. As before, the locations of these can be set by using improvement pings.
- Exiting a cloud game mid turn will now save your progress and no longer reset to the start of the turn on reload
- Urban tiles no longer placed under tribal settlements unless they are city sites (applies when City Sites number is modified)
- Pharaohs of the Nile campaign - No leader turns family opinion penalty no longer applies
- Pharaohs of the Nile scenario 3 - Reduced raids and increased Amun units on higher difficulties
- Pharaohs of the Nile scenario 6 - Climate change induced Nile flooding now has a 10 turn grace period
- Tweaked capture foreign cities ambition tiers
- Sacred and Profane - Make Clergy mission requires target to be single
- Enabled Extreme Terrain and Tribal Lands map options for multiplayer Continent and Donut map scripts and Tribe Number map option for multiplayer Seaside and Bay map scripts
- Fervent trait (from the Kush Piye dynasty) now grants the bonus militia in the city the religion spreads to instead of in the capital
- Enlightenment Theology now gives +3 happiness per Monk class instead of +2 per Elder Monk
- Guilds now gives happiness per Hamlet class improvement instead of just per Town
- Random maps are more likely to have at least one luxury resource of each type (does not apply to mirror maps)
Programming
- Added new EffectUnit options for modders - SelfApplyEffectUnitYieldCost, SelfApplyEffectUnitTurns, AttackApplyEffectUnitTurns, aiOccurrenceFromModifier, bMercenary
- Added new EffectPlayer option for modders - miMaxCities
- AI now waits until it has a greater power ratio before launching an attack outside of its borders
- Clarified the distinction between a tribe city site, a tribe settlement tile, and a tribe site, which are all technically different things but in many cases the same
- AI performance optimization
- Added AI for Zealot leader enlisting
- Improved performance in Heroes of the Aegean scenario 2
UI
- Added player option to disable tile improvement recommendations
- Schemer's Adopt Child mission now visible on the leader
- Character event log now puts all events of the same year on the same line, to save some vertical space
- Removed 16 nation display cap from Choose Leader screen
- Better improvement ping support for bonus improvements. If there is no improvement ping, an improvement ping for the same class is considered.
- Added helptext to events requiring an active Occurrence
- Mod Manager - Uploading mods is now a background task like downloading is. Status added to bottom of mod manager
- Mod Manager - faster Modio downloads. Download size and percentage added to mod download status.
- Added warning to the tooltip if assigning a general or governor is going to replace another character
- Character illness is now included in the turn
- Rival visibility toggle () now shows visibility from allied units as well
- New cognomen popup will now display the legitimacy it gives
- Other team VPs will now display in yellow/red as they get close to victory
- Improved display of Zealot Enlist Next effect
- Tooltip for event bonuses that affect all cities of a religion now shows how many cities it will affect
- Added loading hint for Slow AI option
Bugs Fixed
- Fixed cloud game bug where sometimes it remained locked to a player who had exited the game without ending their turn
- Fixed potential issues with transition from sequential to simultaneous turnStyle
- Units that were under attacked cooldown and now are supposed to be allowed to move because of a turnStyle change, have their cooldown removed
- Attacked cooldown is no longer given if an attacked unit could not move at that point in the turn anyway
- Fixed null reference
- Fixed tile visibility exception
- Fixed OccurrenceEndPlayer bonus
- Fixed victory popup display with more than 10 ambitions or players
- Fixed camera panning to attacked cities with Follow AI set to None
- Fixed turn style and turn timer in the options popup being applied before you click save
- Fixed reset button on options panel not updating the turnStyle and turnTimer settings
- AI now does diplomacy with other AI first before getting to humans so diplomacy events are more current
- Fixed improvement help text bug on city sites
- Fixed victory event not appearing if the leader dies on the last turn
- Pharaohs of the Nile campaign - Blocked Visitor from the East event
- Pharaohs of the Nile scenario 2 - Blocked Monotheism law
- Pharaohs of the Nile scenario 3 - Change state religion hidden until appropriate time in the campaign
- Pharaohs of the Nile scenario 3 - Fixed some Zone of Control bugs
- Pharaohs of the Nile scenario 3 - Fixed defeat event not popping on total defeat, or loss of Akhetaten. Improved speed of victory event popup.
- Pharaohs of the Nile scenario 3 - fix possible AI hang when it's thinking about healing an Amun unit by pillaging
- Pharaohs of the Nile scenario 4 - Ramesses and Muwatalli event and achievement fixes
- Pharaohs of the Nile scenario 5 - fix defeat event not popping.
- Pharaohs of the Nile scenario 6 - Worst Possible Ending achievement fix
- Learn to Play 3 - Fixed rare null ref error if there's no heir. Fix defeat not triggering if conquered by raiders/rebels/barbs
- Fixed AI not declaring war on tribes to expand
- AI retreat fix
- Fixed some AI exploration confusion
- Map Editor - Fixed null ref when removing ruins improvement from an urban tile
- Old World premade map fix to Kush starting location
- Fixed events featuring players or tribes the player has not yet met
- Fixed some rare AI behavior when encountering danger before founding the first city
- Fixed new game portraits being overwritten with second display of portraits using nation index instead of playable nation index. Was affecting Hatti and Kush if those DLC were not owned.
- Fixed some issues with loading a save in a different game mode from where it was saved
- Reduced frequency of limit of 5 events per turn getting exceeded
- Fixed improvement upgrade cost bug
- Fixed Resume and Quick Cloud Load on main menu not unloading mods first
- Fixed bug with tribe settlement distribution
- Fixed free tech preferring tech currently being researched
- Fixed bad AI exploration with military units
- Fixed events not working for cities in anarchy
- Fixed bugs with Rise of Carthage scenario 3 sometimes failing to generate goals
- Fixed stolen city/city site trigger not taking teams into account
- Fixed family luxury menu display issue
- Fixed opinion bars displaying inconsistently
- Fixed specialist widget timers not updating when city yield production changes
- Fixed Learn to Play 5 bug where player couldn't declare war again after accepting truce via an event
- Fixed unit/city stats sometimes not updating when general/governor stats change
- Fixed frame limit functionality
- Fixed map script non-city resource placement
- Fixed premade maps failing to start when No Ancient Ruins option enabled
- Text and event fixes
68964 (2023-10-04)
The main branch has had a hotfix update to version 1.0.68964
We made Kush playable in the current Game of the Week to all players regardless of DLC ownership, but random chance also made it a One City Challenge with Ruthless AI, which perhaps wasn't the best introduction!
The hotfix adjusts the current Game of the Week to have friendlier settings in order to give Kush a chance to sh(r)ine.
It also fixes a bug where some premade maps would fail to start for non-DLC owners.
68949 (2023-10-04)
The main branch has been updated!
Main Branch: 1.0.68949 release 10/04/2023
Headline changes
- Commander leader flanking bonus increased
- Added list of past events to character tooltip
- AI and performance improvements
Design
- Commander leaders now get +100% bonus attack strength while Flanking (up from +50%)
- City Site ownership is now determined first by who has a military unit on the tile (in the case of an ally)
- Event options with the chance to gain 1 delayed trait now get offered as a fallback rating if the trait is invalid.
- Non-allied tribe settlements that are not on city sites no longer get absorbed into a nation by border expansion
- Revised city site placement algorithm so that you can now have player starts closer than two minimum city site distances apart, if the map is too small for the number of players
- Higher-tier wonders now count toward lower-tier goals - e.g. Legendary wonders will be counted for the "have 1 Strong wonder" goal
- Can now hurry obsolete units already in the build queue
- End turn is canceled if there are new decisions to make after automated units move
Programming
- Games in the completed folder no longer include replay data
- Adjacent effectUnit refactor
- Tribal invasion AI improvements
- Combat AI improvements
- Added console command setTribeInvasion
- Added mod support for specific tribes and tribe strengths to use central AI to coordinate their units
- Change mod Infos files now processed after append mod Infos files
- Improved terrain mod support and performance optimizations
- Map scripts now use internal variable/functions to set terrain formations, without persisting them to tile data since formations are only needed at generation time
- Removed terrain formation ID and tile elevation from network data
- Removed some unused terrain renderers
- Removed unnecessary calls for timeline border tiles
- Got rid of tile latitude in network data and saves. The save now instead stores the min/max latitude of the generating mapscript, latitudes are calculated as needed
- Optimization to avoid calls to native code in a few places
UI
- Added list of past events to character tooltip
- The location of initial city improvements (Garrison, Fair) can be specified by using the relevant improvement ping on a valid urban tile. This replaces the old system of ctrl+clicking the preferred tile.
- Improvement pings now always get removed when a tile improvement or terrain changes
- Leader selection screen now uses multiple rows instead of scroll arrows
- Peace mission now shows tooltip explaining mission is disabled when one nation has not met the other
- Added toggle to tutorial events to allow the tutorial to be disabled directly from the event
- Improved urban adjacency requirement help text
- Tooltips for Barracks, Harbors etc now say they are a spawn point for relevant units
- Removed city site text on tiles with settlements on them. Tile tooltip now shows if tile is a city site.
- Map editor UI cleanup
- Added progress for "Establish a State Religion" ambition
- Hurry helptext now shows warning if cannot hurry due to missing prereq, such as Scholar governor for Inquiry
- Event browser added new event warnings
- Added strategy notes to Encyclopedia entries for Laws
- Turning existing characters into Courtiers no longer triggers a popup
Bugs Fixed
- Fixed theology ambitions getting canceled too early
- Fixed AI bug where city sites were sometimes claimed by non military units, when they should not have been claimed at all
- Fixed missing icon in turn notification when in no characters mode
- Bonuses that takes away citizens are no longer possible if it means removing specialist builds with progress from the city queue
- Events featuring nations that are eliminated are now correctly made invalid
- Fixed tile status tooltips not showing
- Fixed issues with mountain renderer
- Fixed save/load bugs
- Fixed tile tooltips overlapping minimap in Windowed mode
- Fixed potential data issue for tile text with undo
- Fixed non-allied units not being bounced when a unit newly occupies a tile.
- Fixed rare issue that could cause saves started whilst offline to fail to load when online
- Fixed scenarios not unlocking when playing offline
- Text and event fixes
68925 (2023-10-04)
The main branch has been updated!
Main Branch: 1.0.68925 release 10/03/2023
Headline changes
- Commander leader flanking bonus increased
- Added list of past events to character tooltip
- AI and performance improvements
Design
- Commander leaders now get +100% bonus attack strength while Flanking (up from +50%)
- City Site ownership is now determined first by who has a military unit on the tile (in the case of an ally)
- Event options with the chance to gain 1 delayed trait now get offered as a fallback rating if the trait is invalid.
- Non-allied tribe settlements that are not on city sites no longer get absorbed into a nation by border expansion
- Revised city site placement algorithm so that you can now have player starts closer than two minimum city site distances apart, if the map is too small for the number of players
- Higher-tier wonders now count toward lower-tier goals - e.g. Legendary wonders will be counted for the "have 1 Strong wonder" goal
- Can now hurry obsolete units already in the build queue
- End turn is canceled if there are new decisions to make after automated units move
Programming
- Games in the completed folder no longer include replay data
- Adjacent effectUnit refactor
- Tribal invasion AI improvements
- Combat AI improvements
- Added console command setTribeInvasion
- Added mod support for specific tribes and tribe strengths to use central AI to coordinate their units
- Change mod Infos files now processed after append mod Infos files
- Improved terrain mod support and performance optimizations
- Map scripts now use internal variable/functions to set terrain formations, without persisting them to tile data since formations are only needed at generation time
- Removed terrain formation ID and tile elevation from network data
- Removed some unused terrain renderers
- Removed unnecessary calls for timeline border tiles
- Got rid of tile latitude in network data and saves. The save now instead stores the min/max latitude of the generating mapscript, latitudes are calculated as needed
- Optimization to avoid calls to native code in a few places
UI
- Added list of past events to character tooltip
- The location of initial city improvements (Garrison, Fair) can be specified by using the relevant improvement ping on a valid urban tile. This replaces the old system of ctrl+clicking the preferred tile.
- Improvement pings now always get removed when a tile improvement or terrain changes
- Leader selection screen now uses multiple rows instead of scroll arrows
- Peace mission now shows tooltip explaining mission is disabled when one nation has not met the other
- Added toggle to tutorial events to allow the tutorial to be disabled directly from the event
- Improved urban adjacency requirement help text
- Tooltips for Barracks, Harbors etc now say they are a spawn point for relevant units
- Removed city site text on tiles with settlements on them. Tile tooltip now shows if tile is a city site.
- Map editor UI cleanup
- Added progress for "Establish a State Religion" ambition
- Hurry helptext now shows warning if cannot hurry due to missing prereq, such as Scholar governor for Inquiry
- Event browser added new event warnings
- Added strategy notes to Encyclopedia entries for Laws
- Turning existing characters into Courtiers no longer triggers a popup
Bugs Fixed
- Fixed theology ambitions getting canceled too early
- Fixed AI bug where city sites were sometimes claimed by non military units, when they should not have been claimed at all
- Fixed missing icon in turn notification when in no characters mode
- Bonuses that takes away citizens are no longer possible if it means removing specialist builds with progress from the city queue
- Events featuring nations that are eliminated are now correctly made invalid
- Fixed tile status tooltips not showing
- Fixed issues with mountain renderer
- Fixed save/load bugs
- Fixed tile tooltips overlapping minimap in Windowed mode
- Fixed potential data issue for tile text with undo
- Fixed non-allied units not being bounced when a unit newly occupies a tile.
- Fixed rare issue that could cause saves started whilst offline to fail to load when online
- Fixed scenarios not unlocking when playing offline
- Text and event fixes
68541 (2023-09-06)
Main Branch: 1.0.68541 release 09/06/2023
Headline changes:
- New map option City Site Number
- AI performance improvements
- Enhanced modding features
Design
- New map option City Site Number that limits the number of city sites available based on the number of nations. Options are Unrestricted (default), Restricted (3 city sites per family per nation), Family Seats (1 city site per family per nation) and Capitals (1 city site per nation). Tribal settlements will still appear in places that would have been city sites but these cannot be settled by nations.
- Map generator tries to place at least as many free city sites as starting locations on a given land area surrounded by water and mountains.
- Tribe units now occupy empty settlements, when given the chance
- Game of the Week games now much less likely to have non-default city spacing
- Egypt now has -20% costs for same adjacent buildings (down from -25%)
Programming
- AI performance improvements
- AI finishes already started Wonders with more urgency
- Improvements to AI value estimate of effects
- Added support for showing dynasty portraits, names and backgrounds on the Choose Leader and Setup screens
- New features for modders:
- Cognomen can now add a memoryCharacter
- Added SetHeight to bonuses
- Added EffectUnitUnlock to EffectUnit
- Description field added to many xmls
- Enabled adding custom variables to UnitTypes
- Removed hardcoded terrain references
- Amended coast renderer and unified mountain and volcano renderers to be more mod friendly
UI
- Can now assign hotkey combos that are only used for inaccessible debug hotkeys
- Added map option help text for default selections
- City site widget no longer blocks clicks when it has no help text (when the tutorial is disabled)
Bugs Fixed
- Fixed several causes of replay data getting discarded
- Fixed Modio mod tags not adding/deleting on mod updates. Added image size validation to ensure between 256 and 2048 pixels width and height.
- Units can no longer spawn on the same tile as other, non-allied units
- Fixed bugs with Toggle Names on the mini Tech Tree
- Fixed pick later found panel nation help sometimes incorrectly showing preset leaders
- Fixed free city site location sometimes not getting revealed
- Fixed AI cache initialization
- Fixed null reference errors in sprite repo when using portrait mods
- Can no longer divorce Olympias in Learn to Play 3
- Fixed mission effects playing after entering and exiting city screen
- Fixed load/save error with pings that have been placed but not yet been validated
- Fixed initial settler tooltip data being treated as cached and not being populated
- Fixed editor not assigning tribe tile owner when placing a settlement improvement
- Fixed unit status not updating after tile ownership change
- Tribe ruins no longer show countdown timer when tribe is extinct
- Fixed city site text being updated without visibility
- Fixed issues joining MP games and replay data getting discarded with map script mods installed
- Adjusted improvement construction turns widget projection distance and scale to prevent occlusion from terrain
- Fixed city widgets getting hidden behind camels
- Fixed knockback animation incorrectly playing on secondary attack targets
- Fixed autonomous cities not getting queued production refunded when it is canceled
- Fixed Rider family getting negative opinion from having a tribal spouse - now correctly only applies to a foreign nation spouse
- Fixed bug with modded spritesheets
- Text and event fixes
68245 (2023-08-16)
Main Branch: 1.0.68245 release 08/16/2023
Headline Changes
- AI combat improvements
- Combat damage preview improvement
- Fixed issue with minimum distance between city sites
Design
- The minimum distance of AI nations from human players now scales appropriately with the city site density setting
Programming
- AI combat improvements
- AI no longer attacks when there is no value in doing so
- AI no longer makes attrition attacks if attacking unit is in danger
- AI has a better understanding of counterattack damage
- AI has a better understanding of the Zealot general ability to not die with more than 1 HP
- AI more mindful of enemy units that can stun
- Improved speed of Modio mod browser
UI
- Combat preview damage text next to unit health bar now shows the unit's maximum damage even if the target has less HP or a Zealot general
- Leader is now included in reminders for available tutor targets
- Critical hit preview now updates when a unit's critical hit chance changes
- Added confirmation dialogs for load hotkeys
- Added tooltip info for added turn for building outside territory (only affects forts)
- Added tooltips for traits in leader customizer
- Added scroll bar to founding panel to allow use of leader customizer with high UI scaling
- Added strike bonus to unit attack preview summary against cities
- Added game log entry when other nation declares war on you on your turn
- Map Editor - reformatted right-side utilities to compress and shrink vertical size. Removed not-working map autosize button
Bugs Fixed
- Fixed issue with minimum distance between city sites
- Fixed trait helptext showing hidden subjects
- Fixed bug with capturing some Roman cities in Carthage 4 scenario
- Fixed traits being added to a character while iterating over their traits
- Fix for index out of range crash
- Fixed bug allowing players to build improvements and roads in non-allied player's territory
- Fixed bug in sprite repository asset unloading and loading, which resolves sprite sheet errors when loading games with modded art assets
- Fixed bug with delayed random traits and relationships
- Fixed rare trade network bug
- Fixed some cases where a rival unit in your borders was not getting bumped out of the way when you moved one of your units into its tile
- Fixed potential border expansion preview issue
- Fixed some AI city effect valuation issues
- Fixed citizen count bug when upgrading a building with a queued specialist
- Fixed some dynasty specific intro events not firing
- Fixed grayed out "Found Capital" button showing wrong helptext when no Family selected
- Fixed nicknames not being assigned for new custom characters in events
- Fixed intro events not triggering in some circumstances
- Fixed being unable to make truce with an AI after they declared war via an event without having met the player
- Fixed achievement Alexander The Great not triggering for Alexander Dynasty
- Fixed Customize leader option not being remembered
- Text and event fixes