* Deprecate "Can only be built on Coastal tiles"
* Deprecate "Cannot be built on bonus resource"
* Deprecate "Can only be built on Coastal tiles" - bump 'as of'
* Add a very simple display for the religion in a city
* Added missing credits for shrine
* Added Great Prophet unit
* Great prophets can now be generated using faith
* Great Prophets can now construct holy sites
* Great Prophets can now spread their religion to friendly cities
* Holy site can only be constructed if the great prophet hasn't spread religion yet
* Added missing translation string
* Fixed more translation problems
* Implemented requested changes
* Added the nation of the Netherlands
* Added Sea Beggar, Dutch unique unit
* Added polder improvement, Dutch unique improvement
* Added national ability
* Implemented Nuclear Submarine and Missile Cruiser units
* Information Era -> Atomic Era; Future Era -> Information Era, conform G&K
* Fixed deprecated uniques still working
* Implemented requested changes
* Improved nukes
* Fixed build error (probably)
* Implemented reocmmended changes, fixed some other stuff, the usual
* Implemented requested changes
* Fixed Tech connections
* Fixed nuclear missiles and guided missiles being interceptable
* Missiles are no longer air units. This is, as they cannot be stationed on carriers and cannot be intercepted.
Windmill provides "+[10]% Production when constructing [Buildings]" (only regular buildings) instead of 10% to everything
Oxford University does not provide 50% science boost - it was a copying error from National College
* tweaked techs
Implemented "Reveals the entire map" unique ("Satellites" tech)
discovering a tech can trigger unique
"Remove Marsh" unlocked with "Masonry"
Fixed Moai
Wonder overlay will remove terrain overlay in default tileset
Oasis, Marsh and Atoll now have "Rare feature" unique, rare features can be added by mods
implemented TileInfo.fitsUniqueFilter(filterText:String): Boolean
parameterized uniques:
* "Must have an owned [Mountain] within [2] tiles"
* "Must be on [River]" - not to be confused with "Must be next to [River]" - the tile city on must have river at its border, not the adjacent tile
* "Must not be on [Hill]"
* "Must not be next to []"
* "Must be on [seacoast]" - next to "Coast" tile
* "Must be on [tile adjacent to source of fresh water]"
* "Must be next to [Water]" - next to any water tile, including "Lakes"
* "Must be next to [terrainFeature]"
* "Must be next to [unique]" - e.g "Must be next to [Rare feature]" - next to terrain or terrain feature having this unique
* fixed KotlinNullPointerException crash in chooseMilitaryUnit
random() is not to be used in predicate
* GodmodeCheckbox is not lockable and unchecked by default
* no great people actions if no movement points left
* unique "Can start an []-turn golden age" now has parameter and 8-turn golden ages will last 8 turns instead of 10
golden age can be started if unit is on own territory (even embarked)
* "Golden Age length increased by [50]%" - now has parameter
* tweaked changed fort and terrain defence bonuses
fort can be built on forest and jungle (vegetation will not be removed)
any open flat land gives 10% penalty
marsh gives 15% penalty
only top terrain counts, improvement bonus will be added to that
flatland + fort = 40%
hill + fort = 75%
hill = 25%
forest/jungle on flatland = 25%
forest/jungle on hill = 25%
forest on flat + fort = 75%
forest on hill + fort = 75%
forest on hill + citadel = 125%
fixed 20% penalty for attacking over river - will be displayed if unit is standing on the other side of river
"Amphibious" unique removes this penalty
* Farms near freshwater
* Farm now has unique "Can also be built on tiles adjacent to fresh water"
https://civilization.fandom.com/wiki/Farm_(Civ5)
Even snow: https://www.reddit.com/r/civ/comments/11qtko/farms_on_snow/
Hill+Farm, Snow+Farm, Tundra+Farm sprites by THE BUCKETEER and Ravignir from discord
* fields improvingTech and improvingTechStats converted into uniques
e.g.:
"[+1 Production] once [Scientific Theory] is discovered"
"[+1 Food] on [fresh water] tiles once [Civil Service] is discovered"
"[+1 Food] on [non-fresh water] tiles once [Fertilizer] is discovered"
* ai will build trading posts and farms in snow and tundra if it has no better tiles to work on
* "Provides a one-time Production bonus to the closest city when cut down" unique for forest
* update template.properties