Commit Graph

1304 Commits

Author SHA1 Message Date
51ad40b8bf Code reorg - Split some functions off of civilizationInfo into their own sub-classes because it was getting too long 2019-07-10 20:05:29 +03:00
9ad7b976d5 Embarked units at sea which need to heal now go find land to heal on, and don't stay stuck in the same place 2019-07-08 19:29:12 +03:00
9559894a86 Military units no longer try to accompany great generals - great geenerals should follow the army units, not the other way round!
Culture building priority is dependant on whether the city is producing culture at all
Gold is now less highly valued by the AI when picking tiles to work
2019-07-08 18:37:24 +03:00
3ff78ef6b3 Fishing boats can no longer create oil wells in cities with oil 2019-07-08 18:03:45 +03:00
ab7ce12a87 Resolved #687 - can now place starting locations for specific civs in the map editor 2019-07-07 23:55:43 +03:00
f42cfd8b25 Air units can attack! 2019-07-05 14:46:04 +03:00
070d780e18 Unit table now displays range for ranged units
Air units are ranged units
Moving air units around now works completely!
2019-07-05 14:27:39 +03:00
8d79cca70d Fixed Ottomans naval capture unique 2019-07-05 12:23:58 +03:00
32a45968aa Changed unit selection in cities, to accomodate air units in the future 2019-07-05 11:15:40 +03:00
eedc0e30f2 Bonus as Attacker problem fixed 2019-07-04 19:54:51 +03:00
185ec10f10 Can now see when city contains air units 2019-07-03 23:32:17 +03:00
c01c9b96bf City health bar now appears outside the city button - doesn't change the button positioning when the city is damaged 2019-07-03 23:20:22 +03:00
833a5ed0db Added Air unit types 2019-07-03 18:42:28 +03:00
1201d9b54b More AI tweaks 2019-07-03 18:39:59 +03:00
e81844c053 AI focuses production of units on cities with high production, so the weaker ones can build infrastructure
Organized ChooseNextConstruction automation
2019-07-03 00:09:50 +03:00
b0b47d0a3a Split AI choice for construction of defensive and offensive buildings 2019-07-02 00:27:24 +03:00
4d5f3a51e3 Domination-victory AI declare war on close civs even when having an advantage that isn't an absolute advantage,
and declare war on civs that are situated far away if they are weak enough and there's no one close by
2019-07-02 00:00:41 +03:00
c5f2caa66b Western Slavic chars Fonts.kt
Polish
Czech
Slovak
2019-06-30 22:24:24 +03:00
0eb28b9ae7 Great General bonus affects naval units (as long as we don't have Great Admirals in the game) 2019-06-30 19:48:47 +03:00
76187efc3d Can no longer pillage city ruins - #914 2019-06-30 19:37:49 +03:00
1898c6f9f1 AI is willing to trade Open Borders when unfriendly... for ridiculous prices 2019-06-30 19:35:04 +03:00
08d0a0013c AI bombardment focuses primarily on siene and secondarily on other ranged units 2019-06-30 00:22:55 +03:00
519ad2a7ad AI focuses city bombardment on siege units 2019-06-30 00:18:28 +03:00
e59ad4ff94 Fixed war declaration against civs with a space in their name (e.g. The Ottomans) 2019-06-29 23:56:35 +03:00
6d38800093 à in Fonts.kt
just in case: à propos
2019-06-29 23:18:03 +03:00
8970e76efa Ú in Fonts.kt
Spanish:"Único a la civilización"
2019-06-29 23:18:03 +03:00
a3ede00638 È ¡ in Fonts.kt
Italian:"È nato un [greatPerson]!"
 Spanish:"¡Has entrado en una edad de oro!"
2019-06-29 23:18:03 +03:00
f60574941a "Start new game" from Victory screen opens up the new game options, and doesn't auto-start a new game 2019-06-29 22:58:05 +03:00
e921833580 Fixed "Endless Production" bug for Hanse 2019-06-29 22:57:25 +03:00
8f0c3f1c02 Resolved #908 - added Science overview to overview screen 2019-06-27 12:01:08 +03:00
1aa703e69b "Current construction is user set" saved between saves/loads - #875 2019-06-27 10:46:32 +03:00
46bd65e45a Bugfix - cities with maintenance but no gold production now display gold breakdown 2019-06-25 23:14:13 +03:00
c517dd9d64 Added the Ottomans! #703 2019-06-25 23:00:55 +03:00
e1dda58f58 Options table was getting too long - now scrolls nicely 2019-06-25 21:22:16 +03:00
c3efc10ea8 Fixed bug where gifts from AIs to city-states were interpreted as gifts from human player to city-states 2019-06-24 21:53:31 +03:00
b2c7595fcc add Ó Í chars in Fonts.kt
pt: Ópera de Sydney Índia
2019-06-24 19:58:21 +03:00
fd20207980 Resolved #893 - Trade screen does not reset after a trade and must be closed to update - for realz this time 2019-06-24 19:40:28 +03:00
7e50f70bd5 Resolved #899 - Added setting to disable city auto-picking construction 2019-06-24 19:35:45 +03:00
477a4889b3 Resolved #893 - trade table doesn't reset after trade 2019-06-24 06:52:46 +03:00
3b9ab43bbe Resolved #898 - added option to disable tutorials 2019-06-24 06:43:51 +03:00
d9bd0fa6b8 Resolved #897 - split initial tutorial, which was too long, into several parts 2019-06-24 06:37:45 +03:00
c0f569c826 Bugfix - AIs no longer try to gain influence wth city-states they haven't met yet 2019-06-23 22:44:04 +03:00
7d17265032 Added initial setup of WorldScreen in worldscreen creation, so it doesn't take too long in the render, hopefully 2019-06-21 14:29:55 +03:00
d4ead7bbf2 City-states no longer get policies 2019-06-21 14:06:08 +03:00
ee1aa61221 Fixed Hanse special ability 2019-06-21 14:01:33 +03:00
b7f7bb3b2e Barbarians guarding encampments noww fortify 2019-06-21 12:55:34 +03:00
6d3ef94941 Update civ resources when selling a building and destroying a unit 2019-06-20 23:08:30 +03:00
e0f72af06d Added Caching for civ Resources, Stats and city Happiness information for massive performance improvements in some late games 2019-06-20 23:03:28 +03:00
5cf05cd7d9 AI now saves up money to use for purchasing city-state influence 2019-06-20 20:40:23 +03:00
2b3de8b78f Undiscovered civs aren't revealed in Overview by their icons
Irrelevant Overviews are disabled
2019-06-19 20:52:26 +03:00