## 4.14.16 CPU performance improvements UI: - Better "close unit table" button - Better options checkboxes, slider buttons, multiplayer server UI - By Toxile Bugfixes: - Buy button active when civ can purchase items in puppets - Paused music no longer resumes on game resume By SeventhM: - Unified unique for gaining stats/stockpiles - Pantheon cost respects game speed modifer AI: - Better Food Weights for citizen management - By itanasi - Prevent incorrect settler retreat - By EmperorPinguin ## 4.14.15 UI improvements: - Tile Info Table - Changed Black to Charcoal - Unit description table Fixed cities built on pillages roads colored red Fixed scroll position indicator Fixed Thai diacritic support Added "exit" button in world screen popup menu Fixed AI religion belief assessment Increase starting Luxury amount to match Civ 5 - By SeventhM UI fixes: dividers, checkbox-to-text spacing, multiplayer tab connection button - By Toxile (new contributor!) ## 4.14.14 Automated air units respect "Cannot move" unique Resolved rare New Game Screen "application not responding" errors AI: - Don't pick most expensive tech as free tech, if it's marked as "0 weight for AI decisions" - Decreased base Fort value to not build it instead of useful improvements Remove images of expended units Display city state type name for battle bonuses "Unit built" notification selects the built unit ## 4.14.13 SIGNIFICANT memory performance improvements for large maps "Stats from tiles" uniques work with terrain + improvement filter combos Layout for resource icons in city screen when in resistance - fixed Remove server notifications - bad user experience hexarealm: Fix Snow-Lake edges - By RobLoach ## 4.14.12 Allow unit triggers to be used in unit-triggered events Memory and rendering performance improvements Solved ANRs while building crash screen Spies assigned to cities moved to other civs are returned to hideout Automated workers don't remove terrain features without the proper tech Removed 'please' from Civ demands to make them more demand-y Fix promotion uniques being ignored if it didn't match a promotion names - By SeventhM Notifications can link to URLs - By touhidurrr ## 4.14.11 Added Github + Discord icon links on main menu City construction progress is reset when puppeting, not when annexing Mods: - Allow loading games where a buildings' "replaces" has been removed - Allow loading games with natural wonders that have been removed from mods - Only add city ruins improvements if they exist in the ruleset Added lake-land edge tiles - by legacymtgsalvationuser69544 ## 4.14.10 Fixed Flood Plains generation Fixed crash when swapping while retreating Added debug option to show tile image locations Worker units do not try and swap with non-adjacent tiles Better MP update error handling Resolved crashes due to incorrect music state Console cannot change player type for non-major civs or allow adding cities to spectator/barbarian ## 4.14.9 CPU performance improvements Uniques hidden from users do not show icons in tech tree Disallow slashes in mp game names Added more options for UI skin mods - By GGGuenni By SeventhM: - Fix capital indicating uniques ignoring gamestate - Fix tile defence uniques ignoring unit state ## 4.14.8 Avoid 'application not responding' errors on Android when attempting to start a multiplayer game Avoid out of memory errors when updating multiplayer games Don't reject constructions for missing stockpiled resource costs, AFTER you've already paid them Memory performance improvements - By SeventhM Growth changes - By itanasi ## 4.14.7 CPU performance improvements Modding: - Mod checker accepts civ filters as tile filters - Great General unique works with conditionals - Nat wonders land->water conversion no longer causes rivers on water tiles Growth nullifying uniques do not nullify starvation Removed Scenarios button, since the 'new game' screen handles scenarios better Allow filter uniques to have conditionals and work with modifiers - By SeventhM ## 4.14.6 Rendering performance improvements AI does not offer open borders trade if other side already has open borders Don't allow trading away max gold/max gpt to multiple civs Added 'unit remove all' console command In trade, if one side has *negative* resources of a certain type, the resource on the other side is colored green ## 4.14.5 Coast edge images for HexaRealm tiles by legacymtgsalvationuser69544 :) Place edge images over terrains and under improvements, where possible City-state unique units are not taken from civs within this game Don't assume the city-state ally knows the civ that attacked the city-state Modding: - Comment text is displayed on event choices - Don't allow triggers to decrease city population below 1 Added owned tiles countable - By PLynx01 ## 4.14.4 Memory optimizations AI: Use Great Artists for Golden Ages modding: Added "on [difficulty] difficulty" conditional Avoid Growth and Food Ranking Improvements - By itanasi ## 4.14.3 Fixed Wait action when auto unit cycle is disabled Unresearchable techs not added when starting in advanced era modding: - Added validation to event uniques - "upon gaining/losing the [promotion] status" triggers correctly - "upon building a [improvementFilter] improvement" triggers correctly - "Becomes [terrainName] when adjacent to [terrainFilter]" accepts conditionals ## 4.14.2 DoF popup requires choosing an option Downgraded back to LibGDX 1.12.1 to solve Wayland and AWT issues Resource uniques are initialized correctly Memory performance improvements Workers will repair pillaged Great improvement tiles - By Emandac Avoid Growth blocks New Population - By itanasi ## 4.14.1 Modding: 'upon gaining/losing the [promotion] status/promotion' triggers now work correctly Allow AI to use perpetual culture/faith conversions Added version number to main menu By itanasi: - New 'Guard' action for units that can retreat from combat - Align Civilopedia on Idle Units and Wait command to current behavior ## 4.14.0 Wait action selects next unit By sulai: - Better city screen buy button location - Do not create resource notification for unresearched resources Fix constructions that's always visible showing when belonging to another civ - By SeventhM ## 4.13.19 Update mods even if we have cached data Modding: Unit icon falls back to UnitTypeIcons/ successfully Cities reduce tile movement cost to 1 (on e.g. hills), per Civ V Add Specialists Tutorial - By itanasi Add `` conditional - By RobLoach Allow purchasing wonders with gold when explicitly given a unique - By SeventhM ## 4.13.18 Better AI decisions for policy branches Modding: - Allow fallback to "UnitTypeIcons/$unitName" if "UnitIcons/$unitName" does not exist - Added unique-weighted decision for policy branches - Better "hidden when" uniques for disabled religion, victory types Resolved rare crash when map contains improvements not in ruleset Add unique to show construction when unbuildable - By SeventhM ## 4.13.17 Mod management screen: - Cache online mod list for fast loading - Always allow mod search Modding: - Allow removing free policies - Resolved crash on modded game with no capital city indicator AI: Improved automated worker tile selection Solve ANRs due to resuming music player which is in an unplayable state Don't auto-replace holy sites in G&K - By EmperorPinguin ## 4.13.16 AI: Better rules to not build unit-carrying units Units that can withdraw before melee do not do so when escorting civilian units Modding: - Filtering uniques are also checked for in unit types - Added "if [modFilter] is not enabled" conditional UI: Free tech pickable in any way you enter the tech screen ## 4.13.15 Fixed spies stealing multiple tech steals in one turn Resolved new game ANRs in a better way AI: - Keep 'don't spread religion' promises better - Greatly discourage attacking stronger enemies Modding: - Added "Remaining [civFilter] Civilizations" as countable value - Conditional phrasing: "for [civFilter]" -> "for [civFilter] Civilizations" - Resolved badly configured ruins causing crashes - Added 'City-State' as value for nationFilter ## 4.13.14 Ruleset validation for personalities with victory types not present in ruleset Added mod download percentage tracking Adjacent tiles updated when tile in changed in map editor, to update relevant edge tile images Remove "-0 HP" from city attack notifications Improve AI city settling, science game, and belief picking - By EmperorPinguin Add two population-related conditional uniques - By PLynx01 ## 4.13.13 Minimized MP game update IO by ignoring games older than 2 weeks for 'update all' Resolved ANRs when pausing game due to game clone time Resolved ANRs when starting a new game (checking for multuplayer server connection) Protect terrainImage against incorrectly configured mods (natural wonder turnsInto is not in ruleset) Resolved race-condition error for loading terrain icons ## 4.13.12 Cannot have 2 research agreements at once due to counteroffers Modding: Added "upon losing/gaining the [promotion] status" unit triggers Mod branch parsing (downloading from user input url) can now handle branch names containing "/" Fixed "Top" edge tiles not showing - kudos @legacymtgsalvationuser69544 ## 4.13.11 Better AI evaluation for 'win the game' buildings Modding: - Trigger uniques from religious beliefs activate correctly - Added "removing the [promotion] promotion/status" unit action modifier - Added 'upon gaining/losing [promotionName] promotion' unit trigger uniques - Allow comment uniques and timed uniques in event choices Re-activate Thai language, now with diacritic support Improve AI tech and policy choices - By EmperorPinguin ## 4.13.10 Tilesets: Added edge tile images! Great prophets bought in city with different religion do not get incorrect warning popup Getting all resources does not eliminate WLTK day modding: Added validations for 'replaces' being set when 'uniqueTo' is not (units/buildings/improvements) Invalid MP games cannot be 'joined' Changing rulesets in new game screen no longer leads to fake error warnings ## 4.13.9 Significant memory improvements - should allow for much larger maps on memory-constrained devices! CPU performance improvements Solved rare automation crashes with escorted units ## 4.13.8 Allowed starting Scenarios, including Multiplayer, through the "New Game" screen! :D WLTK + continuous rendering no longer cause city tiles to be dimmed Fixed Scenario mods being undownloadable and needing to restart game to access Scenario picker Added Barbarian Musketman and Worker variants for AbsoluteUnits Images are restored to ruleset correctly when resuming open game screen BNW unit sprites for HexaRealm - By GeneralWadaling ## 4.13.7 Performance improvements! Added Barbarian image variants for AbsoluteUnits by Pelo AI is displeased when you become the new ally of a city-state it was the ally of kick/skip turn in mutliplayer only active if the game contains the current player ID ## 4.13.6 Performance improvements! AI prioritizes unit upgrades over purchasing new constructions Units are not added to cities in resistance if non-resistant cities are available ## 4.13.5 Modding: - Make event choices ruleset objects, with standard "uniques" field - Added "AI choice weight" for event choices, techs, policies and promotions Moved screen orientation setting from advanced tab to display tab Performance: only trigger population reassignment on new buildings when it really changes something Better stat-related checks for buildings in cities ## 4.13.4 Don't allow constructing stockpiled-resource-requiring constructions when lacking the resources Consume stockpiled resources when purchasing constructions that require them Don't show "ok" ruleset validations when starting a new game Set "auto assign city production" to false for new players Automated units retreat from Barbarians when not at war - By EmperorPinguin ## 4.13.3 Fixed 'conquer city' automation crash Minor memory performance improvements Natural wonders uniques generalized to work for terrain feature as well Prep work for unit-based Events :) Dev console displays enum options correctly when given incorrect options ## 4.13.2 Added "upon damaging a [mapUnitFilter] unit" which can trigger a unique on the *enemy* unit - All unit trigger uniques start with a targetting parameter to reflect this Added "[unitTriggerTarget] is destroyed" unit triggerable City overview updates when entering & exiting city Fixed "don't settle cities" demand triggering "stop spreading religion" demand Skipping turns for a game updates the MP screen AI worker improvements - By EmperorPinguin ## 4.13.1 Unit statuses, which are temporary promotions! - Can be applied with "This Unit gains the [promotion] status for [positiveAmount] turn(s)" - Can be removed with "This Unit loses the [promotion] status" When selecting a unit, show only arrows relevant to selected unit Better AI conquering of cities Allowed specifying custom colors for unit promotions "ok" warnings now colored in 'accept mod errors' popup Discourage spreading religion by AI to civs they've promised to not do so ## 4.13.0 Fixed Civilopedia not showing non-unique buildings and units on techs UI: Show terrain icons in text UI: Fade in newly-explored tiles Added "don't spread religion to us" demand Modding: Improvement, Unit and Building 'uniqueTo' field can apply to civ *filters* AI changes - By EmperorPinguin ## 4.12.19 Multiplayer: Add button to skip current player after 24h inactivity Strategic balance applies only to major civs, as per Civ V Automated settlers take conditionals on settling locations into account Modding: Added ruleset validation that 2 policies in the same branch do not have the same position "Land to water" natural wonders do not cause ruins on water tiles ## 4.12.18 Reduced (uncompressed) save file size by 15%, with 15% pending later versions Multiplayer improvements: - Add descriptor (you/friend name/unknown) to current player - Auto-download missing mods when joining multiplayer game - Can force-resign any human, if 'admin' spectator or player is inactive for 48h - Disable resign button on games where it's not your turn Fixed city console rename to set exact text (not quoted/lowercased) Conditional that tests if a mod is enabled - by @SomeTroglodyte ## 4.12.17 Modding: - More unit uniques applicable globally - Recognize Tutorials.json file in ruleset validation "Unavailable" promotions are unavailable in UI as well Can go to war with no warmongering penalties if allied or protected city-states have been attacked City states no longer gift units that push us over resource limits Allow unitset and tileset overrides for base ruleset mods Enhance modding freedom for Natural Wonders - By SomeTroglodyte ## 4.12.16 Fixed world wrap for games saved during 4.12.15 'gain control over tiles' trigger leaves your tiles alone By SomeTroglodyte: - Fix new improvements becoming visible on non-observed tiles - Fix rare crash opening overview on turn 0 - Console command to change difficulty AI is less motivated to declare war at higher difficulty levels - By tuvus By itanasi: - Civilopedia Entries: Food, Production, Science, and Gold - Add Air Intercept Range to Civilopedia card ## 4.12.15 Modding: - Validate mod folder names and catch misspellings - Improvement Unique converted to trigger - "Gain control over [tileFilter] tiles in a [amount]-tile radius" - Resolved map type generation errors kudos @SomeTroglodyte Automated workers prioritize replacing features to get to lux/strategic resources Changed 'default map' parameters to rectangular + world wrap Fixed "when friends" / "when allies" translations Resolved 'move to next unit' problems - kudos @vincemolnar ## 4.12.14 Add CLI argument to specify the data directory - this will allow native install on Windows, hopefully Modding: New unit triggers to gain/lose movement points AI citizen focus improvements - By EmperorPinguin Correct spelling of 'Svannah' to 'Savannah' across project. - By aaronjfeingold ## 4.12.13 Special nuke animation, to make it feel more momentous Better repeatable unique randomization Modding: - mapUnitFilter no longer errors for correct values - Better display of "object is missing a name" errors - Fix endless loop when many units can transfer movement to each other By tuvus: - Made Gold Gifting moddable - Make AI difficulty moddable Repair Qingmin holiday - By SomeTroglodyte Civilopedia Updates: Trade Routes and Air Combat - By itanasi ## 4.12.12 Terrain civilopedia displays improvements that can be placed Fixed paradrop to areas outside of movement range Fix number translation removing 0 digits from strings like "1,023" Modding: - Catch & fix unknown json filenames - Added autoreplace for deprecated modifiers - "counted unit actions" can handle different parameters of same unique AI can no longer buy wonders Gift gold fix - By tuvus Fix parameter mapping for UnitSupplyPerPop - By SomeTroglodyte ## 4.12.11 Modding: Added unique builder screen, accessible from mod checker :D Fixed Workboat construction automation ignoring existing workboat in city Fixed air unit movement on map Fixed icons in Wonder location "near city" for cities with nation names Rome/Babylon capital takeover no longer renames like city states By tuvus: - Animations now show escort units - Escort movement fix More Numbers Translations Coverage - By touhidurrr Correct the colors of the flag of Ukraine - By kostia1st ## 4.12.10 UNIT MOVEMENT ANIMATION! New uniques: - "Can only start games from the starting era" mod option - "if [buildingFilter] is not constructed" unique AI no longer declares war against defeated civs Unified AI and Human gold purchase logic Ruleset validation: Catch "building required for victory milestone but does not exist" errors "Will not be replaced by automated units" unique fix Fix cases where Numbers Translations does not work properly - By touhidurrr ## 4.12.9 Solved edge-case missing images bug Hidden conditionals are hidden in more places Duplicate notifications are all shown Fixed infinite air units in cities Friendship-based modifiers calculated correctly By SomeTroglodyte: - UX: Notifications for map units select better when tapped - Fix GlobalPoliticsOverviewTable table layout after switching back from diagram By SpacedOutChicken: - Correct Unique parameters doc to display terrain quality ## 4.12.8 Performance improvements Better simulation automation Added missing deprecation validation for unit uniques By SomeTroglodyte: - Translation updates work for diacritic-using languages For languages with special number characters, translate numbers to selected language - By touhidurrr ## 4.12.7 AI: Better placement for Great Improvements City focus resets to default when annexed Allow multiplication for event triggers "Consumes resources" unique not displayed twice for constructions in city screen Added promotionName as possible value for mapUnitFilter Fixed team war giving "they declared war on us" notification to a civ declaring war - By tuvus New language translation - Bangla - by touhidurr ## 4.12.6 Many performance improvements! By SomeTroglodyte: - Support for languages using Diacritics (e.g. Bangla) By tuvus: - Improved unit automation for defending cities - Warmongering doesn't apply to civs that are angry at the target civ Optimize screen orientation - By HChenX - *NEW CONTRIBUTOR!* AI behaviour changes - By EmperorPinguin - *NEW CONTRIBUTOR!* ## 4.12.5 Re-add 'construct great improvement' automation for great units that can't do their main actions Promotion added to unit already containing that promotion, does not retrigger trigger uniques "Unavailable" units cannot be upgraded to By SeventhM: - Consider passive strength bonuses for force value - Pass in civ for building on tiles By SomeTroglodyte: - Larger clipboard size on Desktop - Add a Unique allowing an Improvement to specify which Resource(s) it improves ## 4.12.4 Modding version! - Triggered uniques accept multiplying modifiers - Better "Withdraws before melee combat" unique - Clearer "no damage penalty for wounded units" unique - Countables for Cities, Units, Buildings allow filters Performance improvements for religion UI: Improve load game screen - better feedback, missing templates - By SomeTroglodyte ## 4.12.3 Modding: - "after [amount] turns" -> "after turn number [amount]" - "before [amount] turns" -> "before turn number [amount]" - "when number of [countable] is greater than [countable]" -> "when number of [countable] is more than [countable]" - Clean improvement queue from improvements no longer in ruleset - Better unique documentation Fix performance problem for displaying air units in cities Fix "edit existing trade" exploit Fix console city add/remove building format - By SomeTroglodyte ## 4.12.2 Tech, policy, unit and terrain uniques provide multiplied uniques with "for every [countable]" / "for every [amount] [countable]" modifiers Many performance improvements Units teleport out of open borders on war declaration Inquisitors go out of city centers when spaceship parts need to be added in Add personality uses - By tuvus Improvement picker fixes - By SomeTroglodyte ## 4.12.1 Performance improvements "join war" offers only valid if can declare war Added "Will not be replaced by automated units" unique By tuvus: - Defeated civilizations don't use spies - Spies deselect when moved on map - Civs can no longer declare war right after peace with a city-state - Moved automation settings to AutoPlayTab By SomeTroglodyte: - Fix disband spamming - Fix coastal rivers near Rock of Gibraltar Turn Privateer's ability into promotion - By SpacedOutChicken ## 4.12.0 Fixed spy automation crash By tuvus: - Personality implementation - AI is more likely to sign Defensive pacts - Giving the AI good trades is stored as credit - Fix election crash By SomeTroglodyte: - Map editor can place improvements again - Reduce size of the save game json - Improvement queue ## 4.11.19 New unique trigger: "" Console: - `city addtile ` takes an optional `[radius]` parameter - `civ addtech` / `civ removetech` commands By SomeTroglodyte: - Use Events for moddable, floating "Tutorials"! - Allow EmpireOverview persistence across game launches - Moddable images for special characters By tuvus: - Moddable city ranges - Extra Civ and Spy moddability ## 4.11.18 We passed 1000 versions! :D "(modified by game speed)" modifier Fixed "Promotes all spies [amount] time(s)" crash By SomeTroglodyte: - UX: Dev Console easier to use without installing keyboard apps - Improve update of "Last seen improvement" Reworked AI war evaluation and plans - By tuvus ## 4.11.17 Unavailable techs work well with tech picker screen Added ruleset check for resource uniques with resource conditionals By tuvus: - Added an option to disable move by long press - Fixed spy steal tech timer - Spy max rank can be modded By SomeTroglodyte: - Sortable unit overview - Console: Improve `civ activatetrigger` command - UI candy: WLTK fireworks - ModOptions unique for mods to control which map gets preselected ## 4.11.16 AI no longer trusts you on resource trades if you cut deals short Added "per every X countables" modifier Add unit name and building name countables By SomeTroglodyte: - Allow mod sounds to be selected as multiplayer notification sound - Allow access to the Dev Console on mobile devices - Better "work has started" notifications - Console: create natural wonder and `tile find` By tuvus: - Removed espionage debug setting - Added spy steal tech timer ## 4.11.15 Modding: "for every [countable]" unique modifier Added links to base ruleset template in docs Fixed "don't allow era select" if the game has no techs By SomeTroglodyte: - Support for Zulu language By tuvus: - Clicking the spy button no longer allows the spy to be moved when it isn't their turn - Added the Espionage civilopedia entry - Construction automation rework - Espionage button cancels moving spy ## 4.11.14 Allow rulesets to forgo capital city indicators entirely! Default city for hexarealm does NOT have a question mark Added ruleset validation for preferred victory type By SomeTroglodyte: - Mod checker reports some problems with texture atlases or their source images - ImagePacker detects changed settings file - Make random conditionals depend on turn By tuvus: - Fixed gold ruin not displaying notification - AI worker build roads improvement ## 4.11.13 Barbarian water units no longer pillage By SomeTroglodyte: - Console: tile setowner, civ removepolicy - Fix crash when a starting unit has a random conditional - Espionage icons By tuvus: - Espionage: Spies can be moved on map - Espionage: City state coup - AI doesn't settle very unfavorable locations ## 4.11.12 By tuvus: - More espionage UI improvements - City state election rigging By SomeTroglodyte: - Fix "Move a unit" tutorial isn't completed by moving via right-click - Fix "Translating" wiki link Added the culture-refunding remove policy unique - By PLynx01 Corrected Coast yields to give 1 Food and 1 Gold - By Skekdog ## 4.11.11 Nuclear weapon uniques accept conditionals By SomeTroglodyte: - Console: `civ addpolicy` - Resource Overview: Info on unavailable strategic and unimproved by allies - Spy UI improvements - Fix potential crash in console autocomplete ## 4.11.10 By tuvus: - Add missing espionage uniques - Next turn button shows move spies notification icon - Added diplomatic repercussions for spying on a civ - Spy rank UI and fixes - Fixed city-state alliance join war notification Better "hidden in civilopedia" logic - By SomeTroglodyte Added victoryType conditionals - By PLynx01 ## 4.11.9 Added "checkfilter" console commands for city, tile, and unit, for easy mod checking Unit movement changes - should solve some edge-case problems "Adjacent unit" conditional takes civilians into account Better UX for multiplayer game add & rename Fixed "Open terrain" filter Better "escort settler" logic Automation fixes - By tuvus ## 4.11.8 Performance: Memory and CPU optimizations Civilian AI wandering avoids enemy melee units correctly Color lands by owner on max zoom out, for better overview MP Spectator can scroll entire map Resolved - Safeguard against uniques specifying non-existant promotions Fix: Android pause/resume cycle not working - By SomeTroglodyte ## 4.11.7 By tuvus: - Declare War Reason - Autoplay can run on a different thread, to update game UI continuously By SomeTroglodyte: - Units with "no sight" should still see their own tile - Modding: Validation for civilopediaText - Fix: Potential crash on new game after deleting a base ruleset mod - UX: Auto rename new capital in rare cases to prevent confusing notifications later ## 4.11.6 Military unit capturing respects "Uncapturable" unique By SomeTroglodyte: - Do not preselect custom map option and defer map file loading - Prettier Events - that now respect 'hidden from users' Fix Puppets building wonders - By SeventhM ## 4.11.5 Better multiplayer game screen Solved some problems with resigning MP games Disallow creating "multiplayer" games with only AI and spectator By SomeTroglodyte: - Fix Invest quest stays forever - Minor Scenarios UX improvements - Console autocompletion can display *all* possibilities ## 4.11.4 Can nuke barbarians - By tuvus By SomeTroglodyte: - Two extension features for custom maps - Images for Escort Formation - Can click behind OptionPopup to close By SeventhM: - Allow policy removal unique to remove multiple policies - Fix personality being ignored for tile rankings in small cities ## 4.11.3 Cannot trade with civs you're at war with through notification action Remove city-state construction bonuses from difficulty By tuvus: - Espionage Uniques, Buildings and Policy - Civs with spies in a foreign cities get some information By SomeTroglodyte: - Fix "Connect road" through Mountains - "New game" UI improvements Implement Same-majority-religion diplomatic modifier - By TommasoPetrolito (new contributor!) AI civilian units consider more triggerable uniques - By woo1127 ## 4.11.2 Mod checker warns against deprecated conditionals Resolved edge-case crashes Added triggerable unique to remove policy - By woo1127 By SomeTroglodyte: - Work boat construction automation tweaks - Fix new game screen mod selection By SeventhM: - Fix softlock for spectator with free policies - Allow Civilian units to promote ## 4.11.1 Performance improvements By SomeTroglodyte: - Improve diplomatic vote result screen By tuvus: - Water units can enter lakes-near-cities - Workboats improve resources outside of city work range By SeventhM: - Allow AI to consider building stats more accurately - Allow for replacement improvements Add configurable natural wonder discovery stat bonuses - By PLynx01 ## 4.11.0 Hide battle table after attack if we can move, but not attack again Maps with mods change mods visible on new game screen accordingly Barbarian units always placed next to encampment, so they don't "jump over" tiles they can't enter to the other side Remove mod blacklist - By SeventhM UI Tips article additions - By Ouaz Add UnitActionModifier for Stockpile Cost - By itanasi Countable comparison conditional uniques - By PLynx01 fix misimplemented Dromon - By ravignir ## 4.10.22 Policy tables no longer repeat on some height/width configurations Discard all pending trade requests on both sides when war is declared Memory performance improvements Personalities.json no longer precludes generating translations Fix loop when AI is trying to remove an improvement with the same name as a terrain feature - By SeventhM Fixed uniques of marble - By woo1127 ## 4.10.21 Fixed ruleset-dependant building filter activating *when initializing ruleset* Fixed endless loop when unit tries to reach a tile it can pillage, but can't Fixed rare crash on city-state diplomatic relationship update Fix loop when improvement is unbuildable and removements feature - By SeventhM ## 4.10.20 Modded units can construct improvements on impassible tiles By woo1127: - Added multi filter support for BuildingFilter - Fixed error message of ConditionalBuilding Better tundra color - By Caballero-Arepa Allow improvements that don't need feature removal to be built on features - By SeventhM ## 4.10.19 Fixed group natural wonders only spawning in single tile Fixed crash entering trade from overview on other player's turn Fix visual bug in event when more than one trigger is activated by a choice Workers cannot repair improvements in enemy territory, thus avoiding repair-pillage exploit Modding: Zero-cost constructions no longer cause automation crash Melee Escort Attacking Fix - By tuvus New UnitActionModifiers to enable Stats and Minimum Movement - By itanasi ## 4.10.18 Performance improvements! Religious victory no longer causes crash Worker automation takes city focus and civ personality into account evaluating stats Free buildings granted properly when era-free cities also granted "Connect road" unit action doesn't build on unbuildable tiles Allow resources from follower beliefs - By SeventhM Add "upon entering a new era" trigger - By PLynx01 CanOnlyBeBuilt is its own conditional-friendly unique - By itanasi ## 4.10.17 Added Events, moddable choices for triggering uniques! By tuvus: - Fixed swapping a unit with a unit that is escorting - Next turn button reactivates after closing a popup menu River terraform - By SomeTroglodyte New language - Norwegian - by Floxudoxu ## 4.10.16 Allow multifilter uniques to count for filtering By tuvus: - Skip next unit button (right-click option) - Better Unit Actions Sorting By SomeTroglodyte: - City filters for cities in resistance and being razed - Competition quests in progress display tied leaders (and your place if you're behind) AI consider production bonuses when building - By SeventhM Added ConditionalWhenBetweenStatResource unique - By woo1127 (new contributor!) ## 4.10.15 Changed tech trigger to accept tech filters By SomeTroglodyte: - Improve DiplomacyScreen UX (nation icons) on cramped screens - Move DiplomacyScreen close button to top right - Validation warning Suppression as Unique or modifier - UI: Fix options popup "spilling" in cramped screen conditions Allow city state uniques for nation descriptions - By SeventhM Add MovedToNewCapital buiding unique - By PLynx01 Better military unit retreat - By tuvus ## 4.10.14 AI tile evaluation considers Faith Civ-wide uniques for city-wide resources Added 'city addbuilding', 'city removebuilding' console commands Add unique to conditionally control construction costs Added conditional for exact amount of population in a city Mod checker: - Unique conditional corrections, and better correction - Limit tech column building/wonder costs warnings to when required Unit upgrade menu can scroll - By SomeTroglodyte Military unit healing improvement - By tuvus ## 4.10.13 Add AI for land-based nuke units Keep opened mods open and at top of list when reloading mods in 'locate mod errors' tab above/below HP conditionals work outside of combat update uniques upon taking damage and other situations By SomeTroglodyte: - New notifications bell icon with actual count - Fix TabbedPager geometry - the cell for the close button needs to be ignored in the rest of the Table! Added ConditionalAboveHappiness unique - By PLynx01 ## 4.10.12 Terraform unique triggerable from improvements By SomeTroglodyte: - Right-click/longpress for World screen city buttons - Fix some uses of "hidden from users" modifer - Fix fortified units upgraded to unfortifyable ones keeping fortification - Empire Overview Screen closing now with same UX as Civilopedia Added unit escorting formation! - By tuvus Allow conditional timed triggers for unit actions &c - By SeventhM Allow Barbarians to make set-up ranged units - By SpacedOutChicken ## 4.10.11 Terraforming unique! 'Turn this tile into a [terrainName] tile' Fix timed uniques without other conditionals Only allow a trigger-based unit action if actionable By SomeTroglodyte: - Conditional 'While Researching' - External links: Right-click and some housecleaning - Fix Maya "Long Count" unlock translations By SeventhM: - Fix victory focus being ignored - Add unique for Personality to avoid building object ## 4.10.10 By SomeTroglodyte: - Great Person Point breakdown UI in city - Fix creating odd-width rectangular no-wrap maps By SeventhM: - Allow barb camps to function after giving ruins effects - Conditional for building in amount of cities AutoAssign Population with Food Converts to Production - By itanasi ## 4.10.9 Allow lower-case "all" for all filters Initial Civ Personality implementation - By SeventhM By SomeTroglodyte: - Autoplay menu cleanup - Key binding categories properly sorted in options popup By tuvus: - Workers wake up on tile expansion ## 4.10.8 Fixed unhappiness effect when at 0 happiness All BaseUnit uniques, e.g. Never appears as a Barbarian unit, Limited to [amount] per Civilization, can be placed on unit type By SeventhM: - Add unique for increasing price every time it's built - Fix mistakes with unavailable unique By SomeTroglodyte: - Fix Capture when a teleport was necessary - Tweak Overview Politics Diagram for a defeated player - Patch AlertPopup to correctly close when it cannot find a required asset ## 4.10.7 Allow city filters to be multifilters and not throw ruleset errors Korean science boost only applies for buildings *in capital* By SeventhM: - Avoid crash from city combantants with combatant conditional - Split Strat Balance and Legend Start into their own checkboxes ThreatManager improvement - By tuvus ## 4.10.6 Fixed crash due to ranged unit trying to capture civilian but being unable to reach the tile Added unit conditional support to pillage yield uniques Policy picker colors are moddable - By SomeTroglodyte Players can't move spies when it is not their turn - By tuvus ## 4.10.5 Added 'copy to clipboard' button on map errors so we can debug them Happiness building performance improvement By SeventhM: - Add additional cityFilters - Fix gain stat modifier by speed unique action text By SomeTroglodyte: - RulesetValidator: Raise severity for untyped uniques with parameters ## 4.10.4 Modding: - New tileFilter `your`, for tiles belonging directly to you - Mods can use the Hills and mountains distribution uniques on Land or Feature terrains By SomeTroglodyte: - World screen resize delayed - Unit actions dynamic paging - Minor Mod manager fix, lints and dox By tuvus: - Workers now build forts - Worker automation option fix - Ranged units capture civilian - Spectators can now see selected civ city-state influence bars Unify unit and civ triggers - By SeventhM ## 4.10.3 Modding: - Add "Unavailable" unique (counterpart to Only Available) - Unified resource generation checks to include all uniques always - 'not shown on world screen' unique accepts civ conditionals - Added adjacency conditionals - CityCombatant.matchesFilter contains multifilter and civ filter By tuvus: - Air unit automation improvement - Espionage automation By SeventhM: - Fix errors when starting games as Maya ## 4.10.2 By SeventhM: - Fix Spectator stats when viewing another civ - Allow units to upgrade to more than one unit - Fix problems with stats from tiles and improvements By SomeTroglodyte: - A Conditional checking for a Building globally - Unit actions "paging" for smaller screens - Fix RequiresBuildingInSomeCities not being displayed in city constructions as rejection reason Improved Spectator selected Civ coloring - By tuvus ## 4.10.1 'cities auto-bombard at end of turn' is a user option Improved Console autocomplete - By SomeTroglodyte By tuvus: - AI worker road priority rework - Spectators can see the diplomacy screen of the civ that they have selected - Checking if a tile is in work range now checks all cities Assume the relevant city for triggered uniques - By SeventhM ## 4.10.0 Natural wonders no longer spawn next to start locations Automated spectator in multiplayer takes no actions Added console commands to remove roads, change city name By SomeTroglodyte: - The console key is now bindable - Allow map editor to generate smaller than "tiny" Pangaea maps By SeventhM: - Treat all timed uniques as functioning as always true regardless of conditionals - Fix conditionals being ignored for some triggers Increase AI workers - By tuvus ## 4.9.19 Modding: - "Cannot be traded" unique accepts Civ conditionals - Allow comment uniques on follower beliefs By tuvus: - Spectators receive era notifications again - Fixed AI Worker feature removal By SomeTroglodyte: - Fix Paradrop crossing World-wrap seam - ModManagementScreen gets a loading indicator Add modified nation descriptions - By Ouaz ## 4.9.18 Performance improvements for movement and ruleset validation Added unique MayBuyConstructionsInPuppets - By rpolitex Polynesia can immediately embark on turn zero - By SeventhM Fix NullPointerException on founding a pantheon - By dHannasch Fixed AutoPlay not working after victory - By tuvus ## 4.9.17 Experimental pathfinding - activate in Options > Gameplay > Experimental movement Console: autocomplete ALL THE THINGS! By SeventhM: - Allow mapUnitFilter to use CivFilter - Add terrain filters for resources, any terrain, or "improved" - Fix 'infinite Great Generals' bug Spectator receives diplomatic notifications again - By tuvus Download mod releases or any mod zip - By SomeTroglodyte Add Conditional - By PLynx01 ## 4.9.16 Console: civ/city names better matching By SeventhM: - Change the icons from some units/buildings - Add unique to allow for generalized great generals Show carried production from mid-turn obsoleted units - By soggerr By tuvus: - Fixed crash when a worker tries to build a cached improvement it can't build - Fixed crash evaluating alliance with unmet city-state By SomeTroglodyte: - City-stationed unit icons get circular touchable area set minimum max coast extension to 1 - By remdu ## 4.9.15 Added Tile Breakdown table, accessible by clicking on the stats in tile info table Solved rare pillage-related crash Added smoothing to vector images Console: - Add activatetrigger command for civ! - Allow "-delimited strings 'capture all capitals' victory accepts defeat of civs that did not found capitals Map editor generation steps don't add multiple terrain features of the same type Worker remove feature far away from cities fix - By tuvus ## 4.9.14 Fixed Scenario crashes Updating server URL allows checking connection immediately New Citizen Focus Options - by Itanasi By tuvus: - Worker AI short distance priority fix - AI focuses city-state gold gifting By SeventhM: - Spawn multiple great people if eligible - Initial Great Writer functionality ## 4.9.13 Religion button respects unique "hidden from users" modifier Trigger 'capture city' as a unit trigger By tuvus: - Worker AI Rework - AI doesn't counteroffer and request a treaty on the same turn - Civs now have a 50% chance of picking their favored religion By SeventhM: - Fix stat on tile uniques doubling on improvement tiles - Avoid crash if "Only available" unique in policy branch has 2 or more params - Allow for improvement removal "improvements" Randomize seed checkbox - By remdu ## 4.9.12 Added experimental scenarios! Fixed Android status bar not disappearing ("immersion mode") Console: added 'set player type' command, for scenario setup Fix ShadowedLabel - By SomeTroglodyte ## 4.9.11 Fixed tech dependency related crash Unit by default not selected on turn start Added 'upon turn end' trigger By SomeTroglodyte: - City-state bonuses respect 'hidden from users' modifier - (UI) Politics overview diagram: Add legend popup By tuvus: - Added AutoPlay until end setting - if all players are defeated, one player will be processed Enable Domination to Capture All Capitals - By itanasi ## 4.9.10 Add remove unit promotion unique - By PLynx01 Fix key bindings in edge case - By SomeTroglodyte By remdu: - Coast spread algorithm - don'y initialize with non naturally generated terrain Stop movement on Path Blocked - By itanasi Only units that build roads have connect roads automation. - By willjallen By SeventhM: - Fix Great Scientist calculation - Show stat percent differences in replacement building Don't list Unique requiring a tech in the Civilopedia for that tech - By dHannasch ## 4.9.9 Finally deprecated old religion uniques By SeventhM: - Avoid crash in mod checker for mods with undefined tech requirements - Fix stats from tileFilter unique not working on improvements - Add damage dealing unit trigger - Fix not getting unique unit from tile based free unit trigger (For real this time) By soggerr: - Show average damage in battle calculations - Allow battle calculations when not your turn ## 4.9.8 Add new map types - By remdu Avoid ANRs when users select mods that take above 500ms to run checks on Add warning when buying a religious unit not of your religion - By WhoIsJohannes Allow arbitrary victory types for AI policy picking - By SeventhM By SomeTroglodyte: - Civilopedia key bindings - Great Person Points - Rounding changes, Breakdown UI - Fix ended Leader Voice not cleared and resumed on un-pause Fix 'Sleep Until Healed' action missing - By soggerr ## 4.9.7 Allow city conditionals on units to upgrade to Captured military units trigger a notification for the target civ Fixed city-state type coloring "Can instantly construct a [improvementFilter] improvement" works with improvementFilter Allow conditionals for trigger-type unit actions - By SeventhM Fix connect road button when auto unit cycle turned on - By willjallen Add resource support to stat gamespeed conditional - By PLynx01 Better Frigate and Ship of the Line sound - By tuvus ## 4.9.6 Connect roads automation - By willjallen Fix not getting unique unit from tile based free unit trigger - By SeventhM By Ouaz: - Fix Carthage civilopedia article - Add "UI tips" civilopedia article ## 4.9.5 Start turn with unit selected Add trigger from building improvements and trigger conditional for building improvements - By SeventhM Preparation for multiple required uniques per ruleset object - By dHannasch Fixed trading with city-state through notifications - By tuvus Mention the Railroad production bonus in the Civilopedia - By Caballero-Arepa By SomeTroglodyte: - Notification for "Policy branch unlocked" clickable - Dev Console: Linting + add Stat ## 4.9.4 Stats from followers unique fixed City-state units work with 'get era' function Ruleset validation for negative-weight ruin rewards By SomeTroglodyte: - Fix crash for trade notifications as Spectator / waiting for player - Fix Unit rename popup offering up the icon Solved worker automation crash - By willjallen By SeventhM: - Add "Unable to pillage tiles" unique - Fix objects being purchable with a blocking conditional Stats per Stat unique - By PLynx01 ## 4.9.3 Cities you haven't bombarded with will auto-bombard at turn end Defeated (no units/cities) hotseat multiplayer no longer appears for turns ("player X ready") Console: Nicer available command display By willjallen: - Add tech queuing on right-click / doubleclick By tuvus: - Initial AutoPlay implementation - Fixed exploration for automated units By SomeTroglodyte: - Wesnoth map import polished up - City sounds again Fix founding cities removing city center tile improvement - By SeventhM ## 4.9.2 Console: - Added set/remove tile improvement - Show available commands on empty command - Added add/remove for cities By SomeTroglodyte: - Fix OpenAL error Windows Events after application ends - Tweak Language Pickers to scroll the selected one into view when appropriate, and allow selection with letter keys - Modding: "Comment" unique - Snappier sounds - Fix City ambient sounds Get distance to nearest enemy rework - By tuvus ## 4.9.1 Initial scenario/dev console! By SomeTroglodyte: - Map overlay toggle buttons rework - Add a map import tool able to read "Battle for Wesnoth" maps Fix free buildings triggering from conditionals in incorrect places - By SeventhM Add a setting to forbid closing popups by clicking behind them - By karmaBonfire [Translation] Add back "general" unit types - By Ouaz ## 4.9.0 City centers don't provide resources you don't have tech to extract AI: Settlers no longer stuck in endless loops modding: Fixed certain unit uniques with tile conditionals AI clears inquisitors from city centers to make way for spaceship units Add the SellBuilding Unique - By PLynx01 Add 'gain stat by game speed' and 'improvement speed with filter' uniques - By SeventhM Add a TriggerUponDiscoveringTile unique - By karmaBonfire Support for Leader voices - By SomeTroglodyte ## 4.8.19 Modding: Added "non-[filter]" filtering for unit filters, and multi-value filtering to all filters Modding: Added "[relativeAmount] Air Interception Range" unique Dim resources on tiles not immediately visible By SomeTroglodyte: - Allow controlling Android fullscreen from options - Fix unit triggers not triggering/triggering off the wrong units - By SeventhM AI diplomacy balancing - By tuvus Updated FantasyHex missile cruiser - By GeneralWadaling ## 4.8.18 Modding: Added Human and AI filters, separated civFilter from nationFilter By SomeTroglodyte: - Patch for on-screen keyboard hiding pedia search results - Rivers... Moddable Stats and Civilopedia - World screen top bar scales down to available width - "Civ destroyed" Notification includes location - Lots of other issue fixes! By tuvus: - Fixed land/sea nukes trying to act like air units - Fixed promise not to settle Fix Multiplayer spectator ids not logging - By SeventhM ## 4.8.17 modding: Negative tile damage cannot heal more than max health Mods with atlases that reference non-existent files will no longer cause crashes By SomeTroglodyte: - Reorg SpecialistAllocationTable Improved settler AI - By tuvus By SeventhM: - Fix Multiplayer Specatator being unable to move the screen - Fix free stat buildings not giving unique stat buildings in certain cases ## 4.8.16 Ruleset validation refactor - easier location of affected objects, correctly display parameter-type mismatches, ignore uniques used for filtering By SomeTroglodyte: - Correct notifications for modded Citadel - Music: Fix mini-player showing last track during inter-track silence - Allow modders to hide individual Uniques from Civilopedia - Ruins can no longer be save-scummed for better results Fixed null reference error related to nuking - By tuvus ## 4.8.15 By tuvus: - AI units swap-retreat - Melee units are now more likely to attack cities - Nukes AI tweaks - AI values traded gold using inflation By SomeTroglodyte: - Tighten Ruleset validation for Terrain - Automated units stay automated after upgrade - Fix Mod checker crash on RekMod - Account for badly-defined Android font - City overview refreshes for changes done in city 💚 add tests for city population manager - By Framonti Fix [stats] unique adding multiple times - By SeventhM ## 4.8.14 Allow "[stats]" unique on terrains - By SeventhM By SomeTroglodyte: - PolicyPickerScreen description links to Civilopedia - Fix music errors on android pause-via-homescreen-button - Remove UniqueTarget.Terrain from UniqueType.Stats as there is no implementation By PLynx01: - Added new trigger unique "Remove [buildingFilter] [cityFilter]" - "when above [amount] [stat]" conditional, with gamespeed-modified version ## 4.8.13 By SeventhM: - Fix auto assign production not working after a building is built - Fix consuming resources not being affected by conditionals By SomeTroglodyte: - Allow games with zero researched techs to be 'before' the Ancient Era - Minor Fix: VictoryScreenIllustrations - Fix font "symbols" not showing ## 4.8.12 Automated units can fortify/set up/other actions AI now uses free tech points - By tuvus By SomeTroglodyte: - Align ruleset icons in text to font metrics ## 4.8.11 Religion fixes: - Great Prophets spawn again - Civilian units can get promotions upon being built (Great Mosque of Djenne) - Missionaries consumed upon expending all usages By SomeTroglodyte: - Fade in/out for City Ambiance Sounds - Fix Tutorial loader for mods on Android - Fix ai tile purchase By tuvus: - Defensive pact button shows on both sides when a DoF is about to end - Defensive pact functionality is now canceled with otherCiv before calling in defensive pact allies ## 4.8.10 Performance enhancement for first turn AI settling Modding: - Added UnitAction unique type for modder clarity and ruleset validation - Converted "May enhance a religion" , "May found a religion" uniques to UnitAction Golden age points decrease with negative happiness - By Framonti City-States don't trigger defensive pacts - By tuvus By SomeTroglodyte: - City overview top bar fix - Fixed crashes in Android for unit art in civilopedia Fixed free building errors - By SeventhM ## 4.8.9 New online multiplayer no longer stuck when first player is human spectator Modding: - Replaced old religion style actions! Paves the way for unit action generalization - Mod checker displays *all* unknown uniques By SomeTroglodyte: - Pedia pixel units - Fix top bar layout - City overview restore fixed header Apply conditionals for free buildings to the destination city instead of the originating city - By SeventhM Test city conquest functions - By Framonti ## 4.8.8 performance: - Faster ruleset validation - Faster ruleset loading modding: Added json schemas for autocomplete and error detection By tuvus: - AI Open Borders Offer fix - Fix Nuke Notification Fix City construction context menu changing Puppets - By SomeTroglodyte ## 4.8.7 Reload images when downloading or removing a mod Better mod compatibility autochanges (remove removed units/improvements correctly) By tuvus: - Added 'civ returned worker' notification - Liberating civ grants open borders By SomeTroglodyte: - Reorganized World Screen Top Bar in small screens - Allow Space Key to close 'Player Ready' screen (hotseat) Added tests for most nuke functionalities - By Framonti ## 4.8.6 Mod checker accepts era for unit type AI Declaration of Friendship rework - By tuvus By SomeTroglodyte: - A "Status" column for City Overview - Fix maximum window bounds for zoomed-in displays - Generic Widget/Provider framework for sortable grids Remove Faith bonus from Vanilla Siam - By SpacedOutChicken Unit tests for Battle.kt - By Framonti ## 4.8.5 Removed double notifications and processing of treaties when traded - By tuvus By SomeTroglodyte: - Global Constructions Blacklist - Prevent selling free buildings - Defense against Circular upgrade paths in mods Modding: "Receive free [unit] when you discover [tech]" deprecation start - replaced "Free [unit] appears " ## 4.8.4 By SeventhM: - Fix unique Great Prophets not having the correct cost when buying at an increasing cost - Fix free units with a build limit not spawning - Fix AI getting stuck when it can't promote with enough xp Allow the Space key to close Alert popups with no actual choice - By SomeTroglodyte By tuvus: - Fixed politics tab not showing defensive pacts - Defensive pact Tests ## 4.8.3 Allow unique parameters to contain square brackets Library updates for performance and stability Targetting refactor - By Framonti ## 4.8.2 performance: Don't autoupdate stale multiplayer games (more than a week old) Buildings missing from ruleset are removed from loaded games *properly* By SomeTroglodyte: - Fix Map Editor double map holders after ruleset change - Improve "does this unit found cities" check - Fix Gdx not forced to UTF-8 when saving a game Defensive pact notification fix - By tuvus ## 4.8.1 Fixed AI attack targetting - By tuvus By SeventhM: - Add unique for a promotion to be free - Fix cities getting the resource list of other cities Fix ChangesTerrain unique for base terrains - By SomeTroglodyte Units teleport away from city center when liberating Icons are not added to selection boxes ## 4.8.0 By SomeTroglodyte: - Civilopedia Search - City construction right-click menu Many performance improvements! Pillaged tile improvements - By GeneralWadaling Fix: "Only available" not working properly for religions or transforming/upgrading units - By SeventhM Make "Defensive Pact" button translatable - By Ouaz ## 4.7.19 "Jump To Destination" Unit Action Button for units that are moving - By huckdogg Automated units do not autopromote by default (changeable by options setting) Defensive pact allies meet aggressor civ so they can declare war on them Modding: GPP validation Performance: - Faster population reassignment - Faster improvement stats simulation Clarify when trade decision is made Battle Damage tests - By Framonti UnitTable close button mouseover - By SomeTroglodyte ## 4.7.18 Resolved ANRs on new game screen with a lot of maps Fixed errors when cloning civs that should open policy picker By SeventhM: - Fix promotions being available when they shouldn't - Allow buildings to require population, Allow buildings to use condtionals By SomeTroglodyte: - Fix Permanent Audiovisual toggle By tuvus: - AI nuke improvement - AI move units closer to enemy first in wartime - Improved AI attack targetting Add tests for city class and introduce small refactor - By Framonti ## 4.7.17 Free naval units are always added to coastal cities Can offer Research agreements with gold, if other civ can't cover the cost - By tuvus By SomeTroglodyte: - Can select tile north of city for bombarding - Fixed 'Transfer Movement' stopping healing - Fix next-turn not offering Policy Picker for free Policies - Fix intended Longpress-to-move on Android not working - A few more useful notification actions ## 4.7.16 Undo button in Multiplayer no longer changes 'next turn' button By SomeTroglodyte: - Fix minimum votes needed for a diplomatic victory - Mods can add Victory illustrations Add setting for unit upgrades for automated units - By jlmcdonnell By huckdogg: - Visual indicator for building outside workable tiles - ImprovementPicker screen displays tile owner civ and city General Starting locations in map editor - By tuvus Fix City-States giving untradeable resources - By SeventhM ## 4.7.15 By tuvus: - Added defensive pact logic (not yet active, will activate in a week for multiplayer reasons) - Nuke blast simulation no longer shows invisible units Show impassable tile percentage on Map Editor View summary - By SomeTroglodyte Add "Improvement" as an improvement filter - by SeventhM ## 4.7.14 Improvements from buildings can activate 'take over adjacent tiles' unique Safeguard against Github connection errors AI: - Better policy selection - Finer-tuned Food ranking vs other stats for cities - Build melee naval units to defend coastal cities, and move them there - Do not waste promotions on Heal Instantly Mod manager smallish overhaul - By SomeTroglodyte Spectators don't get gold on new g ///////ames - By tuvus Promotion tree improvements - By SeventhM ## 4.7.13 Improvement improvements! - More accurate improvement stat previews for edge cases (e.g. removing Forest on Forest + Lumber Mill) - 'Create improvement' uniques can create roads and remove features Set initial screen color on Desktop so it's not black-to-blue Fixed rare AI City State Influence crash By SomeTroglodyte: - Ruleset validator: Tilesets - Minor Mod Manager fixes (mods having dashes in their repo name not shown right away) ## 4.7.12 AI workers remove detrimental features Free buildings are converted to civ-specific replacements Double-click on worked tile icon locks tile Update Windows JDK to Adoptium JDK 11 Better untyped unique recognition in mod checker - By SomeTroglodyte Gifting a unit transport gifts the contained units - By tuvus Allow free unit triggers for any location - By SeventhM ## 4.7.11 By SomeTroglodyte: - Civilopedia shows origin mod for objects - Key shortcuts for CityScreen - Nukes behave closer to Civ V - Local mod folder names preserved for strangely-named mods - modding: Better unique warnings By SeventhM: - Fixed behaviour for units that can move on water - Fix: Resources with the same source subtract correctly - Fix: Free buildings from other buildings show up correctly Fix: Spectator can see all invisible units - By tuvus Fix: Better Fog Busting AI - By itanasi ## 4.7.10 BaseUnit unique-finding always takes Type uniques into account Automated AI workers now replace forts - By tuvus Fix issues when adding/removing buildings - By SeventhM NotificationAction compatibility patch - By SomeTroglodyte Text correction for Ottomans war declaration - By LenaBullens ## 4.7.9 Minor memory improvement By SomeTroglodyte: - Little Promotion UX improvements - Modding: Better unique-to-object compliance testing By SeventhM: - Fix issues from gaining free beliefs - Fix issues when transferring capitals - Avoid built buildings ## 4.7.8 Modding: City-level resources! Display resource uniques in civilopedia Memory improvements Added notification for destruction of tile improvements via unit ability - By random271 Translation updates ## 4.7.7 Fixed India's 'double unhappiness' unique By SeventhM: - Fix buildings/units not triggering and golden age stat updates - Avoid crashes with incorrect condtionals - Scaling purchase costs for faith/culture/science/etc. with speed - Better support for lacking a capital By SomeTroglodyte: - AI support for Alpha Frontier-like Workers - Prevent activation of disabled actors via keyboard - Key shortcuts for Main Menu Screen Fix civilopedia gold cost - By Skekdog Other modding fixes :) ## 4.7.6 "Requires a [buildingFilter] in at least [amount] cities" works correctly with filters that aren't building names AI only buys tiles contiguous to the current city tiles Undo Move button moved to the right, so other buttons stay in place By SeventhM: - Check for trigger conditions on new game techs - Fix when units can be purchased On City Raze, previous owner doesn't pay Road Maintenance - By itanasi By SomeTroglodyte: - Defense against circular references in Promotions ## 4.7.5 Solved concurrency crashes due to players keypress-activating disabled buttons 'liberate city and resurrect civ' no longer crashes AI no longer purchases non-contiguous tiles City name translation for conquered popup does not get icon Promotion picker allowing picking chains in one go - By SomeTroglodyte Fixing workers dying in mountains bug for Carthage - By random271 Check for trigger uniques when starting and recaluating population - By SeventhM ## 4.7.4 Zoom in/out of history charts - By JackRainy Removing old buildings on enemy capital (when not last city) no longer crashes Liberating city with multiple units in it no longer errors By SomeTroglodyte: - Fixed ruleset error crashes - Fixed loading of mods with unconventional names - By SeventhM: - Modding: Allow Great People to have different counters - Tech column validation for mods - Solved crashes from undefined building costs Ensure more unit uniques work - By xlenstra ## 4.7.3 Linked Unit Types and Promotions in Civilopedia Added new unique - "Automatically built in all cities where it is buildable" By SeventhM: - Added unique "May travel on Water tiles without embarking" - Change the default cost of buildings and the default time of tile improvements By xlenstra: - Spies now occasionally steal technologies - Spies in cities that are captured or destroyed now go to the hideout Better mod conflict prevention - By SomeTroglodyte ## 4.7.2 Resolved performance problem Performance improvements! Automated air units no longer lose "automated" state after moving between cities By SomeTroglodyte: - Fix conditionals for trigger upon declaring friendship running twice - More keyboard binding work - World, World Menu Popup, WASD - Fixed CannotMove unique - Fix translation problems due to nested brackets in getDifferences ## 4.7.1 AI: - AI prioritizes purchace path to highly desirable tiles - AI prioritizes work boats, and creates work boats for close non-contiguous cities - Workers try to build roads utilizing existing roads, and railroads overriding existing roads Modding: UnitFilter allows TechFilter for unit's required tech By SomeTroglodyte: - Long press support - Improve Alert Popup scrolling - Fix vulnerability of new NationPickerPopup icon view - Keyboard bindings - collision check ## 4.7.0 AI: - Improved AI city location picking - AI more willing to risk happiness to create a new city - AI doesn't construct Settler before Worker - AI Workers remove fallout Global politics table includes current civ Fixed crash when resuming Overview screen Fixed background errors By SomeTroglodyte: - Nation picker - Icon View & improvements - Expander tab animations :) - Key bindings options - Improved "connected to Capital" handling Always select military unit first - By WhoIsJohannes ## 4.6.19 Modding: - "before adopting / after adopting" conditionals accept beliefs - 'Transform' and 'double movement' uniques accept conditionals - AI evaluation of BuyItemsDiscount no longer crashes 'random generated map type' is actually random By WhoIsJohannes: - Show line color in more cases - AI aircraft only consider *visible* attackable enemies - By SomeTroglodyte: - Fixed Hakkapeliitta ability - Fix translated sorting - Fix 'missing mod' display Pantheon Mod fix - By SeventhM ## 4.6.18 Pillaged improvements have a visual indication on the icon Fixed great engineer automation trying to reach cities it can't Fixed later civs not getting any CS quests By SomeTroglodyte: - Mod checks against sellable, missing or multiple Palace(s) - Fix tooltips on Android with keyboard detected - Upgraded music player popup - Popups can scroll the content without the buttons - Translation fixes Winning player can continue MP game - By CrsiX Added docker build and push workflow - By haimlm ## 4.6.17 More efficient use of the charts space - By JackRainy By SomeTroglodyte: - Allow image overlay and changing world wrap in map editor - Reapply 'city focus' on yield changes - Upgrading from Unit overview improved Remove "does not support server feature set" error for uncivserver.xyz Trigger resource recalculation upon gaining a unit that requires resources Guard against '><' text causing translation recursion Badly configured era conditional no longer causes crashes ## 4.6.16 By SomeTroglodyte: - Unit Overview: Improving a tile is also "what the unit is doing" - Replacement PlatformSaverLoader for Linux X11 systems - All notifications from Overview are now temporary - Politics overview no longer discloses random number of players Worker will now replace improvements to get resources - By janarvid Spectators do not get natural wonder discovery notifications Added checksum to be added to uploaded multiplayer games Policy adoption triggers resource recalculation ## 4.6.15 'Crop yield' chart displays correct data Modding: - Units can transform to any unit - Fixed policy softlock from conflicting mod policies - 'Unpurchaseable' units are properly unpurchaseable By SomeTroglodyte: - Map editor update - concurrency, resource amounts, file double-click - Fix road maintenance unique being ignored - Fix mouse wheel on Notifications scroll - Unit overview remembers scroll position after promoting Allow game loading even when no saved games exist - By alexban011 ## 4.6.14 By SomeTroglodyte: - Next-Turn Progressbar - Fixed crash when puppeting city Population icon gets locked with doubleclick, clicks cycle assigned-unassigned Resolved crashes when clicking mod in mod management AI civilian improvement: keep working in tiles where enemy units can't reach Prophets are not expelled on open borders end City-state-owned great merchants can no longer 'conduct trade mission' on their own tiles Game saves are regular json, not libgdx-specific format ## 4.6.13 Failure to get mod preview image no longer causes crash Modding: Added 'upon adopting [belief]' trigger, allowed belief adoption to trigger uniques Added turn number to victory replay Clicking locally-added mods no longer crashes By SomeTroglodyte: - Fix off-by-one error in autoAssignPopulation - Happiness change from bought buildings can reapply citizen focus - Local and jpg mod previews - Fix UnitTable layout ## 4.6.12 Animate battle damage numbers - By SomeTroglodyte When picking custom map: Display map ruleset, don't show unloadable maps Modding: Allow mods to contain a "preview.png" file for visual indication Multi-server preparations :) ## 4.6.11 Update UI after founding city when breaking promise By SomeTroglodyte: - Fixed 4.6.10 no longer loading some older games - Prevent some state changing actions during next-turn - Policy images in red text, policy branch icons in pedia Added a fix for multiplayer with 1 human player - By CrsiX Add `May not annex cities` unique - By Skekdog ## 4.6.10 Automated workers no longer stay on unimprovable tile if another tile is improvable Solved rare concurrency bug for explored tiles Songhai Civilian units no longer gain Amphibious promotion Fixed 'enhance religion' crash Improperly configured mod conditionals do not cause crash ## 4.6.9 Hide buildings requiring multiple cities in one city challenge Show Strategic resources you have by trade even if you have not researched tech for it yet Scale down unit overlays on zoom in to allow selecting bombard target above city Added Policy icons in text Solved AI 'found religion' crash Solved "get vanilla ruleset" errors after downloading mods AbsoluteUnits - Hussar, Cossack, Panzer - By letstalkaboutdune Close the friend selection in NewGameScreen by outside click/ESC/BACK - By CrsiX By SomeTroglodyte: - Fix memory leak from repeatedly resetting the font - Limit saved window size to available desktop - Show preview of custom maps on new game screen - Allow closing Popup by clicking outside its area ## 4.6.8 Reduce a few memory allocations - By SomeTroglodyte AbsoluteUnits - Norwegian Ski Infantry, Mehal Sefari, Carolean, Foreign Legion - By letstalkaboutdune Various performance improvements - By WhoIsJohannes ## 4.6.7 Modding: terrainFilter now accommodates nationFilter for tile owner Minor UI improvements Performance improvements - By WhoIsJohannes Allow to reveal explored resources from a city's demanding resources in `CityOverviewTab` - By chr56 By SomeTroglodyte: - Visual clue a load game from clipboard is underway - Allow modders to use culture/faith conversion without providing the icons - "can be promoted" notification only when it's actually new - Fix wrapping for promotions in unit overview ## 4.6.6 Testing: Damage animations on damaged units Units sprites move towards the enemy they're attacking Removed deprecated settings By WhoIsJohannes: - Performance improvements - AI does not consider Barbarian as 'enemy civ' for 'should we declare war' decisions - Don't leak other civs in the game through LineChart colors. Avoid first contact alerts for dead City-States - By SomeTroglodyte ## 4.6.5 Solved AI Great Scientist crash Great Merchant doesn't try to go to unreachable tiles By letstalkaboutdune: - AbsoluteUnits - Sipahi, Hakkapeliitta, Janissary, Tercio, Musketeer, Minuteman By SomeTroglodyte: - Make AI diplomatic marriage safe from concurrent modification issues - Fix Main Menu BG map cycle not stopping on user action ## 4.6.4 Avoid font-related crash Modding: Configurable embarked sight UnitFilter accepts NationFilter (e.g. "vs [England] units") Resolved image gliches in font icons, hopefully By SomeTroglodyte: - Reassign workers when resistance ends or improvement created - Fix "religions to be founded" expanders accumulating - Annexed cities in resistance cannot buy tiles By WhoIsJohannes: - Show replay after 5 rounds and don't reveal where player is on the map. - Chart improvements (Highlight & performance) ## 4.6.3 Hopefully solved RAM-related crashes Removed more double icons from many places Aircraft attack/move range colors entire tile By WhoIsJohannes: - Show garrison in city screen - Great people automation - Order defeated civs after alive civs even if the alive civs score is negative (e.g. for happiness) - Fix golden age length action text Notifications can be "selected" - By SomeTroglodyte ## 4.6.2 Added "in this city", "in other cities" conditionals for city-based uniques More UI cleanup Removed many double / badly-placed icons Tileset no longer reverts on Android after restarting game Solved randomness issues with Retreat chance and unit gain from defeat By SomeTroglodyte: - Unhappiness effects - Fix more leaks of the actual Player count in random mode - Allow city & tile conditionals on production-to-stat-enabling unique Make new "Charts" button translatable - By Ouaz ## 4.6.1 All game object images shown in text! 'Display' options subcatagorized - kudos @Ouaz By WhoIsJohannes: - highlight suitable city-founding tiles - Show replay after 50 turns - Charts improvements By SomeTroglodyte: - Fix startBias regional assignments - Victory detection improvements - Fix map editor resource label AbsoluteUnits - Turtle Ship, Ship of the Line, Sea Beggar - By letstalkaboutdune AI: Military units w/ Civilian uniques Automation - By MioBestWaifu ## 4.6.0 Modding: Resources can now be optionally stockpiled, as in Gathering Storm, Endless Legend, etc! Resolved crash screen copy error UI: Better wrapping for long construction item names in city streen Modding: Added conditional to filter by nation type By SomeTroglodyte: - User option to control NotificationScroll behaviour ## 4.5.17 Battle table bonuses according to tile to attack from AI cannot buy tiles not contiguous to city By SomeTroglodyte: - Notifications can be hidden - "Random Nations" fixes - Victory screen reorg/cleanup - MapEditor 'pinch zoom' painting fix By WhoIsJohannes: - Victory screen score charts! - AI: Don't buy tiles in the very early game. - AI: Military production when under stress AbsoluteUnits - Mandekalu Cavalry, Conquistador, Inquisitor (Post-Industrial) - By letstalkaboutdune ## 4.5.16 Many many performance improvements! By SomeTroglodyte: - Music player controls ## 4.5.15 Automated units don't try and conquer the same city twice Constructed units that can't be placed are put on hold till the next turn Solve 'desktop tries to create window of size 0/0' bug Make AI buy city tiles. - By WhoIsJohannes By SomeTroglodyte: - Untinted stat symbols in tinted text - Moddable Civilopedia Welcome - Fix disbanding units a civ cannot afford - Main menu cancels background map creation when obsolete ## 4.5.14 Mods that remove 'repair' improvement no longer cause crashes down the line Archipelago creates water again By SomeTroglodyte: - TileSet mods can no longer lock user out - Obsoleted units replaced in construction queues by Nation-unique upgrades - Fix exploit allowing promotion with 0 movement - Fix notifications for pillage loot - A renamed unit shows that new name in can promote notifications AbsoluteUnits - Hwach'a, Camel Archer - By letstalkaboutdune ## 4.5.13 Gold per turn is evaluated less the more turns 'in the future' it will be payed Returned Perlin map type By SomeTroglodyte: - Map scroll speed - Fix MiscLayer not respecting fog of war for spectator - More Spectator/Barbarians fixes related to income By itanasi: - Automated Civilians don't multi-turn path through Enemy Territory - More variety in Main Menu map City-state music plays when first meeting them - By Skekdog Add AbsoluteUnits license info - By letstalkaboutdune ## 4.5.12 Spectators no longer affect games they are in Triggered notification text for unit triggers sent correctly By SomeTroglodyte: - "Sleep until healed" knows when you can't - Tiny tweak to Max Turns slider By Gualdimar: - Better multiplayer button location in portrait mode - Improvements in science display AbsoluteUnits - Landsknecht, Knight_v2, Missionary (post-Industrial) - By letstalkaboutdune ## 4.5.11 Fixed 'upon gaining unit' trigger activating for all units modding: 'Only available when' applies to beliefs Better promotion positioning in unit overview Stat updates propagate where they didn't before Hide bombard notification after bombarding By SomeTroglodyte: - Desktop starting size fix - Fix stats reward for GP consumption escalation - Fix Great Person Create Improvement w/ Resource By Gualdimar: - Victory screen fixed button position - Fixed foreign city religion table exploit ## 4.5.10 Tilesets: Separated *unexplored* tiles from *not visible* tiles Add city size (population) to TradeOffer.kt - By WhoIsJohannes By SomeTroglodyte: - Fixed header in city detailed stats popup - Map editor explorable with arrow keys - Fix Garrison bonus logic Save settings when closing the options popup - By Gualdimar ## 4.5.9 UI: Mod checker tab aligns mods Modding: - Units from triggers respect "limited to [amount] per civilization" - Added notification for several unit triggers - 'upon being defeated' applies to destroyed civilians as well By SomeTroglodyte: - Show garrison in City overview - Harden and improve "Download Mod from Url" parser - Future tech fix By Gualdimar: - Trade ending notification - Fixed popup positioning after changing screen orientation Improved Minimap colors - By Caballero-Arepa ## 4.5.8 By Gualdimar: - World wrap scrolling fix - Notifications scroll pane position fix - Double trades fix + Diplomacy screen layout fix - Minimap hotseat fix By SomeTroglodyte: - Fix SelectBox ScrollPane being transparent ## 4.5.7 Add Replay feature in VictoryScreen - By WhoIsJohannes All units can be automated By SomeTroglodyte: - Make City center minimum tile yields moddable ## 4.5.6 By SomeTroglodyte: - Custom key bindings - Fix city desert tiles with Petra selectable - Fix possible crash involving right-click attack - Improve completeness and consistency of Technology descriptions AbsoluteUnits - Great Prophet, Settler (Industrial Era) - By letstalkaboutdune ## 4.5.5 Dynamic minimap - By Gualdimar Better AI evaluation of which improvement to build on a tile Added 'additional times' to limited actions Android: selectable orientation - By vegeta1k95 ## 4.5.4 Fixed endless loop for mod checker Modding: global alert available as triggerable for all objects Better order of unit actions Better checks for when units are purchasable Fixed flanking bonus calculation when attacking unit is not adjacent to enemy Automated workers do not remove Forest tiles for Camp improvements Fix ExploredRegion rectangular maps support + Zoomout flicker prevention reworked - By Gualdimar Make "Borderless" display option translatable - By Ouaz ## 4.5.3 Unit Action moddability! - 'founds a new city' now accepts action modifiers - 'for [amount] movement' modifier - '[amount] times', 'once', 'after which this unit is consumed' modifiers for limited actions Android: "Screen Mode" option - By vegeta1k95 By SomeTroglodyte: - Better Religion info and some moddability - Diplomacy trade layout fix - Show terrain overriding yields in Civilopedia Fixed multiplayer password - By GGGuenni Fixed map editor painting while dragging - By Gualdimar ## 4.5.2 Show death symbol next to actions that expend the unit Modding: - 'create improvement' action, and modifiers - gifting cities no longer causes crash By GGGuenni: - Fixed wrong implementation of Basic auth - Fixed TurnChecker can not authenticate Fix missing desert for flood plains in hexarealm tileset - By AdityaMH Fix random nations pool popup - By SomeTroglodyte ## 4.5.1 Introduced unit triggers! Added triggered uniques to grant specific tech / policy Civilopedia does not crash when displaying techs on fresh start 'upon declaring friendship' triggers for both sides all unpillagable improvements are not destroyed by 'destroy improvements' unique By SomeTroglodyte: - Fix broken random nations pool - City Screen displays "free" tile yields undimmed AbsoluteUnits - Chu-Ko-Nu, Longbowman, Crossbowman v2 - By letstalkaboutdune ## 4.5.0 Added password authentication as server feature - By GGGuenni Map exploring disables undo button + ExploredRegion smallfixes - By Gualdimar By SomeTroglodyte: - Fix problems with dual save folder support - Show UnitTypes in Civilopedia Modding: "must be on/next to" unique for buildings can accepts tile filter ## 4.4.19 By Gualdimar: - Limit camera movement within explored region modding: - Added "upon gaining a [unitFilter] unit" trigger condition - Added religion state conditionals Reload world screen after tileset/unitset change from in main menu screen - Ryg-git Android: use best possible device frame rate - By vegeta1k95 Allow filters in the ModOptions "ToRemove" lists - By SomeTroglodyte Play city-state music if available - By Skekdog Add 'neutral' Flood plains - By Caballero-Arepa ## 4.4.18 By vegeta1k95: - Modding: allow mods to supply custom fonts - Fix TextureArraySpriteBatch missing method issue By Gualdimar: - Option to disable max zoom limit - Slider tip permanent by default Better error message for multiplayer games that get corrupted data from the server Civilopedia entry for policy links to units and buildings that it enables/disables Wonders with no tech requirement displayed in separate category Attacking of any sort prevents undo of unit move ## 4.4.17 Added Undo button for unit moves! Better trade screen for portrait mode "Gift" trades to AI civs make them more friendly towards you Add improvement action image to workers actively building improvement Replace settlers with modded worker-like units in mods Removed zoom limit for world-wrap maps - By Gualdimar ## 4.4.16 Display mod categories in mod page, mod sizes larger than 2 MB are displayed in MB By Gualdimar: - Display pending trades in trade overview - Fixed unit upgrade check Desktop: world camera autoscroll, selectable window mode - By vegeta1k95 ## 4.4.15 Tile improvements can now have pillaged versions of images By vegeta1k95: - Blockade mechanics - Out-of-move units are half-opaque relative to base setting - Fix selection opacity for non-full-opaque flags. - Experimental: mitigate texture swapping with TextureArraySpriteBatch Improve UX - By Gualdimar ## 4.4.14 Fixed Guruship belief By vegeta1k95: - Mod sizes are updated to proper values upon selection - Fix UI bugs - Fix centering of unit HP bar - Improvements to construction table AbsoluteUnits - Berserker, Samurai, Longswordsman v2 - By letstalkaboutdune By Gualdimar: - Selecting an improvement switches to another unit only if enabled - Fixed missing unimproved resources in the overview table - Research agreement cost display - Offers we receive for more resources than we have are invalid ## 4.4.13 Enemy indicator, city culture hex outline + misc - By vegeta1k95 Fixed air sweep crash Some modifications for performance optimization - By lishaoxia1985 modding: conditionally-unbuildable buildings display their cost Can no longer 'upgrade unit' between turns By Gualdimar: - Fixed getDiplomacyManager() Exception - Revert knows() changes ## 4.4.12 Resolved "dead population working tiles" bug Order indicators in TechScreen like original Civ V - By lishaoxia1985 By Gualdimar: - Fixed the display of political relations - Modding: fixed +percentage resource unique - Pillaged improvements no longer provide bonuses Better AI Great General placement Generated maps no longer contain forbidden tile arrangements Games where it's your turn are displayed first in multiplayer popup Fix MapEditor world-wrap flickering - By vegeta1k95 ## 4.4.11 AI tweaks for better targeting Cannot alter city build queue in between turns Fixed 'destroy civilian unit before attack' crash Terrain-Specific Natural Wonder Sprite Support - By OptimizedForDensity By vegeta1k95: - City Screen improvements - Fix crash when attacking city with disabled overlays - PolicyScreen: branch progress + fix spectator Trade button initially disabled - By lishaoxia1985 By Gualdimar: - Collapsible tutorial tasks - Bigger header on policy and mod screens ## 4.4.10 By vegeta1k95: - Performance optimization: fast and smooth zoom By Gualdimar: - Policies screen top button reworked - Android autosave location fix - Fix unresponsive policy screen header AbsoluteUnits - Cataphract, Companion Cavalry, Horseman - By letstalkaboutdune Fix UX of random nations pool - By alexban011 Double Click on Tech to Exit Tech Screen - By OptimizedForDensity modding: "Unbuildable" accepts conditionals Stats serialize to notifications ## 4.4.9 By vegeta1k95: - Better World-Wrap - Performance optimization: don't draw empty tile layers - Fix promotion screen buttons clickhandler - Fix city table selection By OptimizedForDensity: - Performance Improvements to Construction Automation - Refactor Construction Rejection Reasons By Gualdimar: - Select next unit after closing the improvement screen - Add Reset tutorials button - City rename popup from world screen Fixed 5hex image issues ## 4.4.8 By OptimizedForDensity: - Fix Faith Healers healing enemies - Notification log fix By vegeta1k95: - Add next-turn-progress bar for growth/production on CityButtons - Fix incorrect dimming Don't heal units when pillaging roads - By itanasi By Gualdimar: - Autosave fix - Remember "Show autosaves" setting state ## 4.4.7 AI battle automation vastly improved for taking over cities AI automation: Don't nuke cities that we're already winning against By vegeta1k95: - Rework of TileGroup: split into dedicated layers, initial preparation for slot-mechanics - Optimized BorderedTable, refactored CityButton, new air table for units + misc Better check for inquisitors blocking religion Modding: Allow unique ruins stat gain notifications Wonder overview uses viewing civ, not current player ## 4.4.6 Fixed Android custom location save Fixed 'infinite stat' from city-states Clearer city tiles Do not allow placing of 'repair' in map editor Fixed spawn ignoring i/4 of the map Better main menu map Modding: - allow roads/railroads with no required tech - Mods without unittype for a unit will trigger correct warnings - Fallback images for all major objects Modification of the random part of Prize Ship to avoid save scumming - By AlatarTheYoung ## 4.4.5 Modding: - Added "upon discovering a Natural Wonder", "upon founding a city" triggers - Added conditionals for above and below resource amounts - Great general unique accepts conditionals - @SpacedOutChicken Allow placing Barbarian encampments in map editor Added option to allow players to choose randomly selected civs - By alexban011 Fix crash in Tactical Analysis Map - By OptimizedForDensity AbsoluteUnits - Mohawk Warrior, Swordsman v2 - By letstalkaboutdune ## 4.4.4 Better generation for all map types Include forked repos in github search - By FiretronP75 AI doesn't declare war until it's sufficiently built up ## 4.4.3 Version 800! Can pick a policy with enough culture even if you have no cities Korea's unique applies to Library Notifications scroll retains position Displayed Great Person point requirements always take game speed into account Conditioned trigger uniques do not 'go off' without the trigger (e.g. when tech researched, building built) Global alerts translated properly Add options to use random number of players and city states - By FiretronP75 Refactor Cannot Move Unique - By itanasi ## 4.4.2 Added trigger conditions framework! Advanced game options hidden by default for faster initial game Great prophets do not spawn to pantheons that cannot become religions Fixed Reliquary belief ## 4.4.1 New tile visibility framework! - Differentiated attackable from visible tiles per Civ V - Tiles 1 step out of bounds of visibility are visible if they're higher than current tile - Higher tiles can be visible beyond non-visible, hidden tiles Damage bonuses are additive, per Civ V, not multiplicative Resolved health bar overflow problems Preparation for Tactical AI Rework: analysis map, domination zones - By vegeta1k95 ## 4.4.0 Fixed battle table uneven when only one side has modifiers "Street fighter" style of health bars, different colors for 'definite damage' and 'possible damage' Pathfinding avoids embarkation when possible Modding: 'transform' action - by itanasi Consider tile happiness for start-of-turn computations Better Himeji Castle unique text Fixed sleep not showing on units in tiles with improvements in repair Fixed Great Person speed modifier Civilians no longer 'attack' on rightclick ## 4.3.21 Notifications sorted by category Game speed affects additional aspects Better bonus resource color Better nation colors Modding: Recognize uncontrasting colors for nations according to WCAG guidelines, and suggest tinted versions to conform Fixed city screen bug for pillaged improvements AbsoluteUnits - Roman Uniques - By letstalkaboutdune Fixed some warnings - By alexban011 ## 4.3.20 Show numbers on attack damage and final strength comparison for battles Changed Windows icon for Unciv to new icon Unit icons no longer overlap unit action images, improved render time for unit images MoveTo image visible AbsoluteUnits - Unique Triremes - By letstalkaboutdune By vegeta1k95: - Modding: allow custom ResourcePortraits - Fix foreign units flags fading - Fix AI being able to bombard non-visible tiles + optimizations ## 4.3.19 Updated Unciv Android icons Performance improvement for automated units looking for cities to connect Popup for multiplayer when someone else has won Politics shortcut fix Limit the number of workers an AI creates Sleeping units wake if there's an enemy in 3-tile radius Do not allow liberating city-states you were at war with AI peace deals don't pay more gold than they have Higher chance of starting bias for human players You can use missionaries of foreign religions ## 4.3.18 Units are not displaced to enemy land when kicked out of borders Fixed edge-case crash - one city challenge when conquering capital and enemy has only puppeted cities left UI: Better unit table Fix Faith tutorial text By vegeta1k95: - Rework of PromotionPicker UI - Fix City plates aircraft table shape - Better visibility for city status icons By nacro711072: - Refactor maptype & resolve map setting issue - update screen after disband unit ## 4.3.17 Fixed Air Sweep mechanic AI tries to stop civs who are about to win Scientific/Cultural victory No double copies of offers on AI trade counterproposals Disbanding unit moves to next unit only after disbanding Promote button sticks out more Translated display sizes Modding: Worker automation no longer considers foreign unique improvements when deciding if to remove features Modding: Non-replacing buildings display nicely in nation picker ## 4.3.16 Modding: Humidity/Temperature limits on terrain features Allow mass unit upgrades from the unit overview screen Calculate movement correctly for road + railroad combinations Modding: Workers pick the best improvement for resources By FiretronP75: - Add random select for map options - Fixed flat world generation By vegeta1k95: - Resource icons colored by type - Modding: allow custom TechPortraits - Fixed PolicyScreen branches requirements text Translate "Sell" in city screen - By Ouaz ## 4.3.15 Modding: Validate unique parameters for mods Display protecting civs for city-states Movement fix: units check if they can capture enemy units by whether they *will* be embarked, not by whether they *are* embarked By letstalkaboutdune: - SFX Update - Arrow, Crossbow (New), Metal Hit Fixed crash when policy prerequisite is a branch - By vegeta1k95 Fix another untranslated String in Policy Screen - By CrispyXYZ added buttons for controlling music - By alexban011 ## 4.3.14 AI moves civilians off capital to make way for spaceship parts AI considers capital city strength when deciding to declare war By vegeta1k95: - Big rework of City buttons - Fix PolicyScreen for odd-numbered branches - Better tech buttons By CrispyXYZ: - Fixed removing improvements in map editor Solved 'tiles still belonging to razed cities' - By nacro711072 Negative stats UI Updates - By itanasi Add setting to disable easter eggs. - By FiretronP75 ## 4.3.13 World wrap available by default for all players Units are no longer double-added to construction when clicking the 'add unit' button Units passed with 'next unit' are not returned to By vegeta1k95: - Corrected some Civilization colors - Fix perpetual constructions info - Civ 5-style unit selection and cycling behaviour, "Wait" action fix translation problem in policy screen - By CrispyXYZ fixed screens displaying yourself as an unknown civilization - By alexban011 ## 4.3.12 Big rework of Policy Picker UI - By vegeta1k95 G&K Neutral Tile Road Maintenance - By itanasi Unknown civs displayed as `Unknown civilization` in GP and Diplomacy screens - By alexban011 Fix: tech screen zooms to current tech when opened Get correct civ-wide stats from City-States for Siam bonuses By letstalkaboutdune: - ctrl+U toggles World Screen UI elements - Trim Nuke SFX Add new game option: No City Razing - By FiretronP75 ## 4.3.11 Modding: Unbuildable units can still be upgraded to Modding: Fallback image for modded buildings and techs By vegeta1k95: - Rework of City Screen - Huge update of Technology Picker screen UI to match Civ 5 By FiretronP75: - Continent and Islands map - Map editor responds to max zoom setting - Map generation improvements (conflicting terrains, water generation) AbsoluteUnits - Mongolian Uniques - By letstalkaboutdune Added missing translation terms - By Ouaz ## 4.3.10 Better unit action icons Solved temporary unique parsing error bugfix: players can no longer get citystate nations when selecting mod Thin lines around many round icons By vegeta1k95: - Rework of City Screen: new current buildings list + misc changes - Construction table: ordering change (Civ 5) + add/remove on double-click - Fix bug, where units do not reveal tiles () By alexban011: - fixed global politics screen from revealing unknown civs and CityStates ## 4.3.9 Modding: Can provide resources as a global unique Flat Earth Hexagonal map shape - By FiretronP75 By vegeta1k95: - Change styles and behaviour of Unit flags as in Civ 5 - "Auto Unit Cycle" and "Automated units move on turn start" options implemented (per Civ 5) - Next Turn actions (pick tech/policy/etc) now have icons Added icon for `Conduct Trade Mission` button - By alexban011 By itanasi: - Actually fix AI from pillaging neutral roads New map options translatable - By Ouaz ## 4.3.8 By nacro711072: - Modding: Avoid destroying transported units when upgrading carrier units - update score icon AI Pillages Neutral Roads only at War - By itanasi By FiretronP75: - Three Continents map type - Two Continents split map according to dimension ratio Modding: Units/Buildings can now be given optional Portraits to be displayed instead of flags - By vegeta1k95 ## 4.3.7 'loading' popup between turns only appears if there's a significant delay xyz server as default multiplayer server Fixes for Repair Fixed all CSs getting unique units and unique luxuries UnitActions icons separated for modding purposes - By vegeta1k95 Added button to paste from clipboard when downloading a mod - By alexban011 ## 4.3.6 Resolved single turn repair, repair turn inconsistencies Replaced misunderstood 'virtual resolutions' with more intuitive 'screen size' Max screen size takes Windows taskbar into account After-combat notification for promotable units modding: Double Happiness from Natural Wonders -> [stats] from every known Natural Wonder Volley only for Siege in G&K - By itanasi fix civilopedia category bug - By nacro711072 ## 4.3.5 Made yields smaller so heavy yields look better on tiles Modding improvements: - buildingName -> buildingFilter in all possible unique types - improvement uniques can be assigned to tilefilter - "Occurs at temperature between [amount] and [amount] and humidity between [amount] and [amount]" now applicable to resources AbsoluteUnits - Unique Chariot Archers - By letstalkaboutdune ## 4.3.4 Changes to moddable UI - By GGGuenni Add Repair and Pillaging Roads - By itanasi AbsoluteUnits - Unique Elephants - By letstalkaboutdune HexaRealm units are here, finally! - By GeneralWadaling Added conditional to apply uniques only if the game starts in a specific era Generalized "Stats per policies" unique ## 4.3.3 Resolved map latency when city-states exist Fixed city-state type in civilopedia 'impossible' worked tiles not under your control are now cleaned up Resolved corner case where entire path to destination is full and destination is unenterable Fix policy counting in global politics - By jmuchemb ## 4.3.2 City State Type overhaul! Can now use `[stats]` unique to add happiness globally Can now use `[stats]` unique for e.g. techs, policies, etc, to add gold/faith/culture/science to the global pool ## 4.3.1 City-state overhaul, part 1! - Allowed adding arbitrary global uniques to city state bonuses - Moddable quest weighting for city-states - Moved city state icons to separate folder - Removed backwards compatibility (pre-3.19.4) for missing city-state uniques - Added conditional support to 'CS gift military units' unique Removed single-pixel gap in top bar AbsoluteUnits - Unique Spearmen - By letstalkaboutdune ## 4.3.0 Units now receive correct healing in friendly territory Tile info table no longer reveals hidden units AI no longer nukes if as consequence it will mean declaring war on someone Empire overview screen updates after changing info in city screen Fixed civilopedia text that says city-states don't conquer other cities ## 4.2.20 Main map and mini-map no longer show unexplored tiles! New "Unitset" option translatable - By Ouaz Renamed AbsoluteUnits unitset @letstalkaboutdune Automated workers no longer try to improve enemy tiles White lines in menus no longer change width when changing display settings Set 'text/plain' content type for multiplayer server requests ## 4.2.19 Fixed promotions for mods conflicting with base ruleset promotions Added unitset selection to options menu - By GGGuenni Added diplomatic repercussions for attacking your own ally city-state, and discouraged AIs from doing so Absolute Units - Unique Archers - By letstalkaboutdune ## 4.2.18 Fixed mod promotions conflicting with existing promotion locations Fixed rare thread crashes Added many new before/after X turns and before/after Pantheon conditionals Generalized ruins reward limitations with "only available when" Unique Misspelling replacement text contains conditionals Current naming for manually downloaded mods ## 4.2.17 Added layout option for promotions, added promotion layout for G&K Added AbsoluteUnits as default units for Hexarealm tileset :D ## 4.2.16 Automated workers no longer improve unworkable tiles Improved construction AI choices By nacro711072: - fix wrong glyph when switch between different mod. - Fixed another memory leak - check whether the city has been a puppet in "Pick construction" action. ## 4.2.15 Fixed memory leak Fixed Great Person Picker screen not responding Fixed stat conversion constructions (Science, Gold) not appearing Fixed units obsoleting before their replacements could be constructed Unit era variants added to FantasyHex tileset - By GeneralWadaling ## 4.2.14 Fixed Temple of Artemis production bonuses Fixed tile yields due to caching conditional uniques Resolved crash when mods make 2 techs require each other By itanasi: - Add Temperature Offset Slider - Change Default Map Generation to Perlin Fixed holy city blocking - By qwerty2586 Show wars in global politics - By MindaugasRumsa51 ## 4.2.13 Don't show hidden improvements in nation info Fixed translations missing when cancelling a new game then resuming the old one Handle errors when renaming multiplayer games to impossible names Military units take most efficient route to capture civilians Translation fixes ## 4.2.12 Slight performance improvements Create Cannot Move Unique - By itanasi Fixed softlock forcing you to found a pantheon without available beliefs - By xlenstra ## 4.2.11 By xlenstra: - Fixed crash when getting a spy and expanding a city simultaneously - Modding: Added conditional for 'We Love The King day' By nacro711072: - fix: display "null" text on battleTable when policy branch Autocracy complete Fix multiplayer turn checker option not showing up on Android - By Azzurite Translation updates ## 4.2.10 New Desktop downloads start at fullscreen Special images for embarked units Moddable UI skins - By GGGuenni Global politics overview screen - By alexban011 ## 4.2.9 Starting in later eras triggers era uniques in all previous eras - By xlenstra Generalize Great Wall unique - By OptimizedForDensity By nacro711072: - fix wrong happiness point on resume game if adopted 'Cultural Diplomacy' policy. - fix no victoryTypes for the first time gaming with "quick game" opion. - Fixed: double unit while loading game from customFile. By xk730: - Increased help button size Unit art updates - By GeneralWadaling ## 4.2.8 Show Unciv icon when loading game, instead of happy face AI: Recognize when no further techs can be researched, even if some techs are blocked Don't re-raise tech popups for previously researched techs By xlenstra: - Fixed bug disabling pantheon founding UI fix - By GGGuenni Add "UI Skin" to make it translatable - By Ouaz Fixed bug on 'resume game' - By nacro711072 ## 4.2.7 Better milestones for world religion Correct filtering of civs that need to have majority religion for world religion to activate Moddable UI skins - by GGGuenni Disable spectators from changing unit names - By xlenstra Lots of translations ## 4.2.6 Fixed unit not giftable in one-sided open borders agreement - By huckdogg Better Mac support for running JARs - By nacro711072 Added game option to disable unwanted spectators from a multiplayer game - By alexban011 Close app completely when clicked 'Exit' button - By CrispyXYZ Lots of background work for future features :) ## 4.2.5 By JackRainy: - Suggest to adopt policy when the game starts with some culture Removed legacy tileset code - By GGGuenni Improved options to rename units - By huckdogg By xlenstra: - Fixed a crash when marrying a city-state without cities By Ouaz: - Translation and Tutorial improvements - Add an icon for "Wait" unit action Notificiations scroll fix in empire overview - By MindaugasRumsa51 Fix infinite city-state tribute bug - By OptimizedForDensity ## 4.2.4 Mod translations are now loaded upon mod download By OptimizedForDensity: - List which city owns each tile in the city screen UI - Add free belief unique + refactor a few religion functions - Several pathfinding optimizations Fix missing "HP" in battle notifications - By Ouaz ## 4.2.3 By OptimizedForDensity: - Add unit type to Civilopedia - Fix bug related to resuming games - Fix mod translation file generation By xlenstra: - Occupied cities have +2 extra unhappiness - Added 'without resource' conditional - Added a unique for destroying improvements on attack Add missing string to the translations template file - By estorski Made invisible units not become visible just by being next to an owned tile. - By kralinc ## 4.2.2 By itanasi: - Add Damage numbers to Battle Notifications - Fix Air Sweep Notification Translations - Allow Citizen Management to pick any tile owned within 3 tiles Disabled image packing when running from JAR Removed duplicate "Consumes ..." lines of city screen - By kasradzenika Add translation for "XP" - By OptimizedForDensity Tutorial rewording - By xlenstra Updated nation introduction in civilopedia - By xk730 ## 4.2.1 Resolved missionary-related crash Fix erroneous relationship decay notification - By oynqr Rename "Show minimap" to "Minimap size" - By J0anJosep By SimonCeder: - Invalid players removed from global quests - Fix Natural Wonder placement By OptimizedForDensity: - Allow passable natural wonders Removed duplicate placeholders - By xlenstra ## 4.2.0 Add Air Sweep - By itanasi Allows inquisitors to block holy cities - By xlenstra Performance improvements By SimonCeder: - workers will replace city ruins - avoid potential marriage bug Fix games not being loadable - By Azzurite Construction automation optimization - By OptimizedForDensity Allow HexaRealm to render jungles on hills - By ArchDuque-Pancake ## 4.1.21 Memory performance improvements HexaRealm is now default tileset Mod categories - By alexban011 Replace "moveTo" in unit overview with "Moving" - By itanasi ## 4.1.20 Can no longer receive negative gold offers from AI Keep progress in notification scroll when updating Gray out city state friend bonus when allied - By Azzurite By OptimizedForDensity: - Minor reweight of AI policy selection - Stop transported units from being able to pillage tiles Fix getting settlers from ancient ruins on one-city challenge - By MindaugasRumsa51 ## 4.1.19 Interception always takes an attack - By itanasi By OptimizedForDensity: - Add more music triggers - Move border below icons - Significantly reduce AI turn time - City health updates when finishing health-increasing buildings By Azzurite: - Fix potential race condition in multiplayer game update - Fix game crashing when a multiplayer game can not be read Sorted Civilopedia eras - By alexban011 Remove in-game mentions of 1.5x unhappiness for puppeted cities - By Ouaz ## 4.1.18 Fix multiple capture uniques resulting in double-capture Resolved ANRs caused by fonts taking too long to load By OptimizedForDensity: - Fixed image problems in combat - Stop automate production setting from affecting other players' production in MP - Sort game speeds in Civilopedia by speed - Fix monastery purchase cost Remove double XP gain from Intercept - By itanasi Multiplayer options UI fix - By Azzurite ## 4.1.17 Puppet cities generate no extra unhappiness (per Civ V) Resolved crash when resuming game after closing it quickly Modding: Removed deprecated uniques By OptimizedForDensity: - Improve AI belief picking - Unstack enemy unit strength modifiers - Prevent theme music tracks from randomly playing - Fix latest untranslated strings By alexban011: - Increase mod search request page size - Puppeted cities can no longer become capitals ## 4.1.16 By OptimizedForDensity: - Better AI targeting - Generalize production-to-stat conversion uniques - Performance improvements Unit icon opacity control - By letstalkaboutdune ## 4.1.15 By OptimizedForDensity: - Add support for era-specific unit sprites - Don't wake civilians to danger if they're in a city - Fix translation issues from nested brackets and braces By alexban011: - Fixed brackets in notification logs - Exception handling when loading mod options Moddable prettier Tutorials - By SomeTroglodyte By Azzurite: - Save compatibility handling - Fix OutOfMemoryError when loading a game and another is already loaded Fix crash when exploring - By Skekdog ## 4.1.14 By OptimizedForDensity: - Make mounted vs city penalties attack-only - Logistics allows move after attack - Fix crash when melee unit captures civilian then tries to attack it - Allow modded harbor-type buildings to connect cities - Fix "Religions to be founded" count By Azzurite: - Save uncaught exception to file Better exploring AI for ruins - By Skekdog By alexban011: - added gameParameter option to disable start bias - Added option to select font size - Add Notifications Log ## 4.1.13 By Azzurite: - Make popups and text fields nicer to interact with on Android Rework Policy and Diplomacy buttons - By SomeTroglodyte By OptimizedForDensity: - Fix cases where AI GP get stuck building improvements - Fix disappearing terrain when switching between mods - Fix policies not contributing stats from city-states - AI missionaries avoid cities with inquisitors By alexban011: - CityScreen plays sound when opened - Religion no longer "majority" when it's exactly 50% of the cities ## 4.1.12 By Azzurite: - Many, many UX improvements! - Fixed memory leaks By OptimizedForDensity: - Moddable game speeds - Population reassignment bug fixes Civilopedia tweaks - By SomeTroglodyte Translation improvements - By J0anJosep Trigger Time Victory only if enabled - By JackRainy Fix crash for "no strategic resource" mods - By Skekdog Shortcut fixes and additions - By doublep Maintain Fortify bonus after Fortify until Healed - By itanasi ## 4.1.11 AI considers liberating city-states from other civilizations - By OptimizedForDensity By Azzurite: - Fix OutOfMemory error when loading game state after already having a game loaded - Fix unit overlay not being closed when performing an action with a new unit - Fix option change not reloading main menu properly - Fix cutout options crash Better key handling - By doublep ## 4.1.10 Added cutout support - By alexban011 By OptimizedForDensity: - Improvements to AI military unit usage - Fix spectator's fog of war toggle - Stop AI puppets from building settlers and military By Azzurite: - Fix scroll to wonder in the map editor - Fix unit being captured two times - Fix NPE in Nation selection & editor mods popup - Add more extensive multiplayer documentation UI: Do not enter city while performing air strikes - By JackRainy ## 4.1.9 Peace cooldown with city-states "attacked city state" functions activate only when attacking directly, not when declaring war due to alliances tileFilter matches resource name and uniques Fixed map position after portrait mode enabled By Azzurite: - Add multiplayer turn sound notification - Fix crash during next turn automation disable worldWrap when disabled in settings - By alexban011 ## 4.1.8 Resolved crashes when centering on a city-state with no cities By OptimizedForDensity: - Certain projects cannot be hurried by great engineer - Fix scout not upgrading through ruins - Fix rare case where ruins would delete an AI unit while trying to upgrade it - Prevent duplicate ruin reward WordScreenTopBar reworked, portrait-friendlier - By SomeTroglodyte Fixed minimap fog of war for spectators - By alexban011 Fix "Free technology" allowing restricted techs - By MindaugasRumsa ## 4.1.7 By OptimizedForDensity: - Fix medic and amphibious promotions - Better Great Prophet AI - More rankings & demographics screen icons By SomeTroglodyte: - Better Tutorials - Prevent city-to-city Battle Table - Minor fixes By alexban011: - spectators can no longer move and attack with units - Better friends list UI Bugfixes for units' teleportation - By JackRainy By Azzurite: - Fix map editor zoom in HexaRealm tileset update - By GeneralWadaling ## 4.1.6 Multiplayer friends list - by alexban 011 By Azzurite: - Improve performance of worldmap panning - Fix multiplayer sometimes duplicating games - Allow non-SSL-encrypted HTTP traffic & warn Dropbox users By OptimizedForDensity: - Fix aircraft disappearing when carrier is teleported - Pillaging certain improvements yields stats By SomeTroglodyte: - Fix Pixel unit nation colors after combat Autoassign population when the manual assignment fails - By JackRainy ## 4.1.5 Better minimap buttons By SomeTroglodyte: - Draw borders under pixel units - Fix rare NextTurnButton crash Improve unconstructable improvement suggestions - By doublep By alexban011: - Disable state-changing buttons for puppet cities - Add optional on-screen buttons to zoom in and out Corrected some broken policy uniques - By OptimizedForDensity Dynamically adjust StatsTable height - By itanasi Fix multiplayer turn checker writing to wrong locations - By Azzurite ## 4.1.4 AI counteroffers will no longer contain items already offered by the player By itanasi: - Citizen management area expandable - Citizen Management buttons disabled if Spectator - Make Locked Tiles clickable Puppet cities only focus on gold - By alexban011 Multiplayer Status Display - By Azzurite Fix piety complete faith discount - By OptimizedForDensity ## 4.1.3 Implement 'wait' command - by doublep By SomeTroglodyte: - Re-hide Enable Portrait option on desktop - Show required resource for upgrades - Fix Right-Click attacks made no sound Fix missing icons in civilopedia from main menu - By OptimizedForDensity By Azzurite: - Return to current game from main menu "Resume" By alexban011: - Fixed slider sound when opening screens - Added confirmation option for "next turn" Adding spaceship sprites for FantasyHex tileset - By GeneralWadaling ## 4.1.2 Fixed multiplayer bugs (double files, turn checker problems) - By Azzurite By SomeTroglodyte: - Fix Autocracy Complete bug - Fix effect of new Beliefs not immediately visible Fix crashes when a civ does not have a capital - By OptimizedForDensity By xlenstra: - Great improvements buildable on removable terrain features By itanasi: - Fix Zone of Control - Assign Population Improvements By JackRainy: - Performance improvements - Better city connection quest check ## 4.1.1 HexaRealm update - By GeneralWadaling Performance improvements - By Azzurite Great General typed uniques and improved moddability - By JackRainy Great improvements can again be constructed on forest - By xlenstra Fixed MP refresher not working after rate limit - By GGGuenni Fix "May Withdraw" modifier calculation - By OptimizedForDensity Allow generation of "Default" Deciv redux maps - By SomeTroglodyte Improve autofix when typing multiplayer server URL - By touhidurrr ## 4.1.0 Upgraded to libGDX 1.11.0 - enables Unciv on M1 chips Allow Android Unciv more memory than standard apps - By Azzurite Allow liberating a traded city - By JackRainy By xlenstra: - Disabled CS buttons when at war; CS keep influence when at war with ally - Fixed bug where roads could not be removed By SomeTroglodyte: - Accelerate custom map selection - Map Editor improvements - Notifications no longer become unscrollable past a point Capital movement tweaks - By OptimizedForDensity ## 4.0.16 AI will not declare war if it definitely can't take a city Civilooedia from mainmenu - By SomeTroglodyte Rate limit handling for Dropbox - By GGGuenni By OptimizedForDensity: - Use ranged strength when defending against ranged attacks - Hide cities where wonders are built until city is explored By xlenstra: - Fixed "improvements could no longer be built by workers" bug - Fixed "roads seemingly remove improvements" bug Hexarealm tileset added to base game - By GeneralWadaling ## 4.0.15 Fixed proxy issues when starting new multiplayer games - By alexban011 By SomeTroglodyte: - Optional gzipping of saved games - Modding: Typed unit promotion effects By Azzurite: - Add UncivServer.jar to github release - Improvements and city buttons visible to Spectator By touhidurrr: - Autofix Multiplayer Server URL on input Hide Unmet Civ and Capital Names in Victory Screen - By OptimizedForDensity Improved clarity & moddability of building improvements - By xlenstra ## 4.0.14 Performance improvements By SomeTroglodyte: - Move UncivServer to own module - Font choice rework - Reworked "Creates improvement on a specific tile" Unique By Azzurite: - Fixed Barbarian Camps revealed by Honor not showing immediately in multiplayer By JackRainy: - Auto-downloading missing mods for save files - Typed missing uniques ## 4.0.13 Extensive performance work Can no longer gift units to enemy City States Can now have owner-style-specific improvement images (e.g. Mine-Medieval-European) Resolved rare crashes By Azzurite: - Create turn notifier for when the game is running for Windows - Fix Sweden not being able to gift great people to city states By Jack Rainy: - Allow trade routes via city-states - Better unit expulsion when declaring war/after open borders ended New Demographics Scoreboard - By letstalkaboutdune ## 4.0.12 By SomeTroglodyte: - Show available resources from CityScreen - F-droid integration improvements! By JackRainy: - Allow city connections via open borders and own harbors only - Enable scrolling for the oversized popups Performance improvements - By Azzurite By xlenstra: - Fixed `provides [amount] [resource]` on buildings not accepting conditionals - Implemented most things for moddable victory conditions Check internet before starting mp game to avoid freeze - By alexban011 ## 4.0.11 Enabled nested translations! Don't allow trade routes through enemy cities By JackRainy: - Protect the cities from the fallout spawning - Correct swap of the full-loaded carriers By SomeTroglodyte: - Map editor2.2 - Show number of global followers in Religion Overview By xlenstra: - Fixed improvements with unfulfilled 'Only Available' still buildable - Fixed a crash when a plane tried to enter a full city ## 4.0.10 By JackRainy: - Correct calculation of production for Settlers - Fixed swapping carriers with payloads - Display wonders built in other civs correctly By SomeTroglodyte: - Resources UI - Some improvements to Map Editor - step 1 - Implement fastlane step 1 - minimal framework Made Specialist allocation table expandable - By ultradian Fix typo in vanilla - By touhidurrr Healing values per Civ V - By letstalkaboutdune ## 4.0.9 By xlenstra: Moddable victories! Fixed crashing bug with aircraft rejection reasons Mod land units with missile and nuke uniques no longer crash the game improvementFilter accepts uniques as well terrainFilter accepts tile resource uniques Unique docs writer makeover - By SomeTroglodyte Add checks against 0 Strength combat - By itanasi ## 4.0.8 Redone Map Editor - By SomeTroglodyte Added very basic "flash red on attack" battle animations Air units with no space in the city cannot be selected for construction Unpillagable improvements removed entirely on nuke AIs don't add double agreements to counteroffers Clearer "owned" resource on AI trade offer By xlenstra: - Made 'go to on map' translatable & fixed crash - Fixed two small bugs ## 4.0.7 Resolved problems in hosting Unciv server By xlenstra: - Added 'unit upgrades for free' unique - Added a 'go to capital'-button in diplomacy screen - Fixed vanilla policies regression By itanasi: - Air Units take damage in Combat - Updating XP Rewards. Interception now gives XP - When capturing Civilian, stop current action Fixed TurnChecker crash when using custom server - By GGGuenni Add modding translation instruction to the wiki - By heipizhu4 ## 4.0.6 Got rid of ANRs from multiple sources Performance improvements, including framerate Improved continuous rendering's framerate, to solve some ANRs Discord suggestion - have allied city states see all tiles of their ally, so they can support them militarily MusicController improvements - By SomeTroglodyte Fixed a bug where production would not be retained when changing from an obsolete unit to its upgraded unique unit - By xlenstra ## 4.0.5 Added borders to minimap Resolved Diplomatic Victory check not triggering for human player Cities that become capital no longer continue being razed By SomeTroglodyte: - Make Icons clickable in religions per city display - Nicer NotificationScroll Fixed a bug where crosshairs are everywhere with the 'attack when embarked' unique - By xlenstra Fixed turn checker crashes - By GGGuenni ## 4.0.4 Caught bad URL parsing exceptions Resolved ANRs when opening Options menu Solved 'check server connection' errors on Android By SomeTroglodyte: - Fix Goddess of Protection error - Tabbed pager architecture update ## 4.0.3 Changed server connection to URL-based to allow connection to uncivserver.xyz By xlenstra: - Added a unique for attacking when embarked - Generalized Denmark's unique By HaneulCheong: - Improved city name generation - Fixed the official wiki By SomeTroglodyte: - Remove re-orientation for OptionsPopup - Fix enabled buildings not displaying in games without nukes ## 4.0.2 Solved out of memory errors for modded base rulesets By SomeTroglodyte: - City Info Table Expanders improvements - Empire Overview tweaks - Translation writer improvements - Reactivate Worldscreen Ctrl key bindings Generalized a few nation uniques - By xlenstra ## 4.0.1 Custom server port - By HAHH9527 Add Moddable Policy Priorities - By HaneulCheong By SomeTroglodyte: - Enable ModOptions uniques and ModConstants from non-base mods - Improved Widgets - Fixing Tabbed Pager Scrolling - Make max Zoom out a setting - More thorough workaround for Char.code and Char(Int) crashing - Fix crashes and better crash info ## 4.0.0 Can now host your own Unciv server for Multiplayer - details in the wiki! By SomeTroglodyte: - Prevent Char-to-code crash - Moddable Ice generation - Empire Overview improvements - Fix CS unit gift crash By xlenstra: - Split 6 tiles visible unique into its parts, making it more moddable - Fixed a bug where the resource supply overview would not add up - Added an AI for building & using spaceship parts - Unified & generalized a few uniques Custom desktop font - by HAHH9527 ## 3.19.18 Double Zoom Out Range - By itanasi By SomeTroglodyte: - Redesign of Empire Overview Screen - more info saves, better portrait display, and many more changes! - World Screen unit supply deficit icon now updates properly - Close little loophole allowing promoting a unit after moving or attacking ## 3.19.17 Better displaying of units that cannot be built By SomeTroglodyte: - Support more freely modded Worker-like units - Religion overview improved - Mod checker minor improvements - Fixed Spectator & AI games in seemingly endless loop Multiplayer code cleanup - By GGGuenni ## 3.19.16 Wiki improvements Unique units abilities that should be inherited by upgrades - By SomeTroglodyte By SpacedOutChicken: - Add Amphibious promotion to Songhai units - Petra fix ## 3.19.15 By SomeTroglodyte: - UI improvements of Religion Picker Screen - Better Notification locations - Code cleanup - Fix Mughal Fort unique By itanasi: - Return Stacking Terrain Bonus to Civ5 Rules By lishaoxia1985: - UI improvements Added "Starts with [policy] adopted" unique - By HaneulCheong ## 3.19.14 By SomeTroglodyte: - Sort maps & accelerate playing a newly edited map - Fixed many minor UI bugs - WLTK decorations - Improve unique replacement for +/- amounts - Locate Mod Errors - choose base ruleset to do complex check against - Move automated units button was showing when it didn't do anything Added deep link to multiplayer games - By GGGuenni Block Embarked from capturing Civilians on Water - By itanasi Translations update ## 3.19.13 Minor performance improvements By SomeTroglodyte: - Fixed Spaceship production bonuses - Fixed Ctrl-Letter key bindings - Fixed Polynesia's Wayfinding - Fixed Petra and Garden not allowed in some cases Align Embarked Defense Strength per Era - By itanasi ## 3.19.12 Modding: Multiple Unique documentation improvement By SomeTroglodyte: - Slider fixes - Rudimentary AI control over goldPercentConvertedToScience Fix Navies capturing Land Civilians - By itanasi Translation updates ## 3.19.11 Mod autoupdate improvements Performance improvements Added "copy to clipboard" button for mod errors Multiple small improvements By SomeTroglodyte: - Resolved no-barbarian mod error - Minimum window size By xlenstra: - Reorganized the way city states grant resources - Made spaceship parts units instead of buildings - Added mod constants for the distance between two cities By itanasi: - Updating Embarking Tutorial with more details - Made multiple tile defense bonuses stack ## 3.19.10 Show json parsing errors for mods in the options menu AI only builds work boats for buildable improvements Trigger uniques by sacrificing units with conditional By xlenstra: - Damage in battle table is now the average damage done - Added conditional checking for tiles By itanasi: - Show Improvements that are buildable after Removing TerrainFeature - Embarking penalty logic fix - Prevent Civilians from capturing Civilians Fix for music resumes after minimizing on android - By SomeTroglodyte ## 3.19.9 Transported units reveal tiles as if they passed through the path of the transporting unit Captured unit notifications now sent to the correct civ :) Modding: Better unique typechecking and autoreplace, added new conditionals Can see improvement removal icons in Civilopedia Fixed untranslated texts, mainly in Civilopedia Add Amphibious penalty to Land attacking into Water and vice versa - By itanasi ## 3.19.8 Framerate improvements Performance improvements for wartime AI Modding: Arbitrary uniques can become timed uniques with a special conditional! Correctly recognize mod changes of content, not just metadata Destroyed units on capture provide the correct notification Loading a new game while nextTurn is running no longer reverts you to that game ## 3.19.7 Better conditionals for modding Withdraw chances can stack By itanasi: - Sea Unit can't capture Land Civilian (and vice versa) - Notify when Barbs don't give more XP ## 3.19.6 UI improvements across the board Map performance improvements Better mod loading error messages, added options button to reload all rulesets Exploring and automating workers are some of the most common actions, they don't deserve to be behind a 'get additional actions' click Flood plains no longer generate on desert hills Also capture Civilian Unit when capturing during battle - By itanasi Fixed a bug where units requiring nearby units for bonuses could find themselves - By xlenstra ## 3.19.5 HUGE reduction is memory consumption! Performance improvements! Greatly reduced loading times when mods are installed Better terrain moddability + Added unique to convert terrains if adjacent to something "Must be next to [terrainFilter]" now applicable on improvements Added mod warnings for empty ally and friend bonuses By xlenstra: - Fixed a bug where stats from uniques would exponentially grow - Fixed a bug where open borders, war declarations and cities could not be traded ## 3.19.4 Caught more mod failure conditions, removed certain assumptions from map creation Unique replacement warnings show the correct replacement with filled parameters By xlenstra: - Fixed a bug where unit discounts would not work - Fixed a crash when opening and closing the options menu in quick succession Fix art for farms on hills - By SpacedOutChicken ## 3.19.3 Huge performance improvements to "next turn" Removed mod dependency on specific terrains and resources By xlenstra: - Resources can now again provide uniques applying to the entire civ - Fixed a few rare mod-specific crashes New caravel image - By touhidurrr Minor logic cleanup - By itanasi ## 3.19.2 Stat bonus drilldown in cities Performance improvements By will-ca: - Try to fix potential typos in stock rulesets. - Wiki improvements! - Make sure units always have starting promotions. By xlenstra: - Fixed the problems with the food carry-over unique - Made unhappiness effects moddable by adding a global uniques json added revolts when < -20 happiness - Fixed a missing percentage sign in uniques Ranged capture - By itanasi ## 3.19.1 Better drilldown to stat sources in city screen Start bias includes neighboring tiles for better effect Cleaner tech order display Better unique documentation - By xlenstra By will-ca: - Check rulesets for potential typos. - Avoid potential crashes when deleting mods. - Fix uneven fonts, unify font sizes. - Make "Help" button clearer and translatable, random nation indicators and labels translatable. Destroy Arsenal when city is captured - By SpacedOutChicken ## 3.19.0 Vastly improved worker AI for mods, and AI utilization of workers Added button to update an installed mod from its action menu Converted all stat percent uniques to be iterated on efficiently once! Fixed a conversion error in "% city strength from defensive buildings" unique - By xlenstra ## 3.18.19 Worker AI improvements for modded improvements and terrains Performance improvements Minor UI improvements By will-ca: - Unified icon button UI - Added missing translation terms ## 3.18.18 "Cannot be built with" unique catches building equivalents as well Unique deprecation and textual improvements By will-ca: - Explain when cities can't be razed in Civilopedia - Solved "overlapping tiles" in modded tilesets - Fix a tiny and limited memory leak Made attacked civilians lose 40 hp as in civ5. - By ravignir Capturing Civilians not considered an Attack - By itanasi ## 3.18.17 Handling for multiplayer download errors Fixed fringe-case crashes By xlenstra: - Fixed a bug that occasionally placed hills on top of mountains - Made all the other constants determining the strength of cities moddable - Fixed a bug where citadels did not damage nearby units - Updated the natural wonders for vanilla Fix incorrect Archer obsolete - By AdityaMH ## 3.18.16 Deprecation of requiredBuildingInAllCities Removed support for stat-named specialists Checks for parameter types of conditionals in mods By xlenstra: - Added a way to add moddable constants - Fixed 'cannot built on [strategic resource]' not working - Expanded the buildingFilter to include options for national wonders More informative reports for crashes in threads - By will-ca Fix missing siege unit resources needs for vanilla - By AdityaMH ## 3.18.15 Detailed sources of battle modifiers Performance improvements By xlenstra: - Disables '[cityState] is afraid of your military power' for spectators & other non-major civs - Fixed a bug where great improvements could not be repaired after being pillaged - Fixed border image alpha Revert "Remove periodic saving again " (#5883) - By touhidurrr Added `tileScale` in `TileSetConfig` - By will-ca ## 3.18.14 By will-ca: - Unify and improve moddability of more tile-based images, including border images. - Arrows in Default tileset. By xlenstra: - Added more yield icons to the city screen - Reworked nukes again - Updated uniques - Fixed a bug with unit discount Stop promoting units with 0 movement via the promotion screen - By yairm210 Delete unused image - By hundun000 Remove periodic saving again - By GGGuenni Dispose object Graphics2D if it isn't used - By lishaoxia1985 ## 3.18.13 Stat names also include the stat icon :) Better map-to-ruleset incompatibility checks 'tile to expand to' choice incorporates city-specific bonuses Fixed a ton of very rare, but crashing, edge-case bugs By will-ca: - Save attacks per civ for arrows for cities, missiles, dead units. - Solved 'white blocks' on default tileset. By xlenstra: - Fixed a rare diplomacy voting bug in one-more-turn mode - Fixed a few combat bugs and changed the religions founded label ## 3.18.12 AI cities now build workboats for use in other cities Caught Out Of Memory error for large saved games By will-ca: - Show arrows on map for unit actions By xlenstra: - Added score and time victory - Fixed a policy not working - Fixed a bug where an empty improvement picker screen could open ## 3.18.11 Resolved mod dependencies leading to incompatible rulesets By will-ca: - Add new universal crash handlers and error reporting screen. - Refactor MiniMapHolder's little green map overlay toggle icons. By xlenstra: - Extended use for "in [tileFilter] tiles" conditionals - Replaced illegal / questionably legal assets - Fixed an infinite loop where mod units could upgrade to the unit they replaced Fixed warnings in linux desktop file - By touhidurrr ## 3.18.10 Sort Maintenance Using Fixed Point - By itanasi Moved Coal discovery back to industrialization - By xlenstra Improvements to TurnChecker data usage - By GGGuenni AI for Inquisitor and Missionary - By Interdice Add a couple missing template strings - By SimonCeder ## 3.18.9 Uniques and conditionals for translating are taken directly from the uniquetypes Can gift improvements to city states also on water tiles / when other improvements have been built on the resource Enabled code minify, hopefully shrinks apk size Resolved crash when selecting resources in map editor ## 3.18.8 Solved bug that made civilian units uncapturable Don't show 'fortify until healed' if the unit won't actually heal in this tile By xlenstra: - Band-aided a bug where players in multiplayer games were waiting for themselves. - Fixed a crash that occasionally happened when liberating a city to a dead civ - Added icon for telegraph - Fixed the unique for giving sight to units no longer working Regions part 3 - resource placement, resource settings - By SimonCeder ## 3.18.7 Multiplayer game info is updated as each intermediate player finishes their turn Solved crash - AIs ignore trade requests that have become invalid mid-turn By xlenstra: - Fixed a bug where 'requires a [buildingName] in this city' would not work - Fixed a bug where WLTKD would continue after conquering/trading a city Counteroffer fixes - By SimonCeder ## 3.18.6 Fixed niche bug that let you try and capture civilians in territory you can't enter New Recycling center building - By itanasi By will-ca: - Center Agriculture in Tech tree. - Show which cities are missing required buildings for National Wonders. Fixed a bug where statue of Zeus would not work - By xlenstra ## 3.18.5 By SimonCeder: - We Love The King Day - Counteroffer mechanic, updated trade valuations Added health conditionals - By xlenstra Make Guided Missile Free (and Maintenance overhaul) - By itanasi Stop putting Wonders as start buildings - By SpacedOutChicken Performance improvements! Added autogenerated unique docs Fixed terrace farms not improving with Civil Service and Fertilizer techs Resolved edge case crash Fixed bug when attempting to load a game that uses mods you don't have ## 3.18.4 Can safely convert maps between rulesets! Policy screen keeps scroll position when adding new policy Cannot add 2 of the same buildings to the queue visually Viewable tiles update after capturing city AI won't declare war at the very beginning of games for little reason Exiting Civilopedia always brings you o the previous screen ## 3.18.3 Caught out of memory errors on autosave By xlenstra: - Updated vanilla policies and fixed a few oversights from G&K policies - Cleaned religion from the Vanilla ruleset ## 3.18.2 Pre-solved potential bugs Fixed tileset config conflicts between mods Fixed crashing music bug Caught out of memory errors when updating tiles with a catch-all popup Performance improvements, should help mitigate existing ANRs Resolved crashes in game options table when changing base ruleset before the mod list was defined Fixed a crash when changing the base ruleset while in portrait mode - By xlenstra ## 3.18.1 Performance improvements Resolved edge-case AI crashes Solved map editor bug for rulesets without grassland Regions part 2 - City state placements, start normalization - By SimonCeder By xlenstra: - Split Vanilla & G&K rulesets - Removed a wrongly implemented BNW-only building ## 3.18.0 Performance improvements! Upgraded Desktop to new rendering methods, solving many existing problems Can upgrade/promote units as per Civ V rules By SimonCeder: - Better map generation for civ placements - Quest fixes - can remove fallout on oases - Bombard notification - fix bug when city states bullied - Encampments revealed by ruins effects have lastSeenImprovement updated Possibly fixed a bug where replacement buildings would not be granted - By xlenstra ## 3.17.14 Large performance boosts Solved ANRs caused by slow "quickstarts" Fixed music download error Show notification to cycle through visible resources when clicking on resource icon in Resource Overview. - By will-ca By xlenstra: - Reworked buying buildings & units with stats a bit - Fixed a bug where hagia sophia could be build in non-faith games Made rich presence text not change with language - By logicminimal ## 3.17.13 Show construction icons in Cities Overview. - By will-ca Remove Discord RPC checks for unsuitable devices - By asda488 Allow unit movement after unit automation steps By SimonCeder: - Barbarian units - Barbarian fixes By SomeTroglodyte: - Fix PercentProductionBuildings and PercentProductionWonders - Minor hardening of music against OpenAL quirks GameInfoPreview upload as Metadata - By GGGuenni ## 3.17.12 Clarified Oil well / Refrigeration relation - By SomeTroglodyte Improved multiplayer screen performance - By GGGuenni By SimonCeder: - Improve AI performance vs barbarians & AI settlers - Conquistadors only settle other continents - Fixed contest quests bug By xlenstra: - Religion UI improvements - Fixed multiple faith bonuses from ruins - Fixed unconventional great prophets not gaining wonder bonuses Provide more information to waiting players in multiplayer - By thepianoboy ## 3.17.11 City construction speedup with caching stats from tiles Fixed "[stats] from all [stat] buildings" check for stat relatedness By xlenstra: - Fixed Siam's unique applying multiple times - Added missing unit type filter - Enumified all remaining resource & improvement uniques - Fixed a bug where AI would not found religions - Fixed a bug where buying units with faith would not increase in cost Inner Sea map type - By SimonCeder ## 3.17.10 Global uniques from buildings register correctly for units Solved multiple movement bugs Performance improvements By xlenstra: - Band-aided a bug with building unique application - Fixed belief increasing city-state influence resting point By SimonCeder: - Can now raze cities Austria has married - Improvements for fog of war Added resource tech requirement to tile info - By p-bystritsky ## 3.17.9 By xlenstra: - Fixed bug where denmark's pillaging unique doesn't work - Implemented holy warriors follower belief - Fixes bug where culture gain from killing units no longer works - Choose a better visible color for the religious symbol on the city button City State Barbarian Invasion and War with Major pseudo-quests - By SimonCeder Music pause on "leave game" question, not world screen menu - By SomeTroglodyte ## 3.17.8 By avdstaaij: - Fixed the visual gaps in territory borders - Fixed the base cost of the Grand Temple Strength bonuses apply from civ bonuses as well By SimonCeder: - Disable religious quest with religion disabled - Variable resource quantities - Free buildings are truly free By xlenstra: - Fixed a bug where "[+amount] population [in this city]" did not work - Fixed bugs with diplomatic victory - Free buildings provided in other cities are also free - Fixed crashes from era ## 3.17.7 Mayas nation - By SomeTroglodyte Better AI choice for constructing carriers By xlenstra: - Solved bugs with unit movement through fog of war - Fixed multiple small bugs - Made it impossible to cut short peace treaties - Fixed a bug where religious units would be expelled when an open borders agreement ended - Fixed bug with byzantine unique Civ icon redirects to civilopedia - By logicminimal By SimonCeder: - Return Civilians captured by Barbarians to original owner - cs units wander ## 3.17.6 Considerable optimizations for "next turn" performance Unit maintenance discount corrected Fixed conditionals display when locating mod errors, which ws broken due to translation reordering all conditional-like text Fixed crash when AI is picking religions - By xlenstra Minimum city distance across continents - By SomeTroglodyte Fix Educated Elite - By SimonCeder ## 3.17.5 Better unique and mod checking By SimonCeder: - Barbarians capture civilians and take gold from cities - AI rationing of strategic resources; Hydro Plant re-enabled - prevent city states from taunting you By xlenstra: - Fixed Byzantine not applying - Advanced AI choosing of beliefs - Combat uniques converted to conditionals - Nations now have a favoured religion By SomeTroglodyte: - Added Ethiopia Nation - New map for map editor shares settings storage ## 3.17.4 By SimonCeder: - Barbarian spawning and camp placements - Fixed Fountain of Youth By xlenstra: - Added default values for supply to fix almost all mods being broken - Fixed bugs with pentagon, "mandate of heaven", and fallout - Added icons to resource trades & war declarations By SomeTroglodyte: - The Celtic People Rebooted - Music moddability and visual improvements Add looping minimap viewport if worldwrap enabled - By Thyrum ## 3.17.3 Added game name to turn notification - By GGGuenni By xlenstra: - Added the Byzantine empire - First step into unifying strength bonuses using conditionals By SimonCeder: - Fix Polynesian vision when embarked - Proper great general points By SomeTroglodyte: - Civilopedia category icons & keyboard navigation - Allow Deciv Redux start with >0 City States - Fix era of Wonders without tech in Wonder overview - Double movement unique parameterized Change NationIcon for 4 nation - By AdityaMH ## 3.17.2 Warn modders for uniques located on the wrong objects, and usages of deprecated fields By SomeTroglodyte: - Mini-UI to see Religion info on foreign cities - World and Natural Wonders Overview - Natural Wonders un-hardcoded - Texture pack/load for mods also distributes by Images. By SimonCeder: - Quests fixes and additions - Can't trade resources from other trades or city-states Fix missed sound for Sea Beggar - By AdityaMH ## 3.17.1 We now find and report deprecated uniques in the command line! Resolved crash from unit civilopedia lines Music controller with fade-over and mod capabilities - By SomeTroglodyte By xlenstra: - Added support for conditionals to some more uniques - Save the sources of uniques with the uniques themselves - Fixed bug where a unit auto-exploring ancient ruins would in some cases disappear after upgrading ## 3.17.0 Type-checking for Unique parameters in mods, basis for new Unique management By xlenstra: - Many bugfixes - Added "conditionals" to increase unique moddability - Embarked units only have 1 vision (except marines) By SomeTroglodyte: - Better nation picker UI - Ask before resetting game setup to defaults - Modmanager sort and filter Implemented Unit Supply - By r3versi By SimonCeder: - Carthage civ - Bugfixes ## 3.16.15 City-States can become wary of civs - By SimonCeder Added Religious city states - By Interdice By xlenstra: - Made CN tower functional, and free buildings are removed on capture - Updated piety policy tree - Added "Consumes [amount] [resource]" for improvements By SomeTroglodyte: - Panzer can upgrade according to fandom wiki - Handle maps with invalid mapSize more gracefully By ravignir: - Add missing Natural Wonders - Made camps buildable on jungles. ## 3.16.14 Fixed crashes when mod had religion but no great prophet Can no longer fast-tap to confuse policy/construction screens By xlenstra: - Fixed some bugs - Fix Civil Society policy - Wrote an extensive tutorial documenting most of religion By SimonCeder: - Proper pledge to protect implementation - Unique units from Militaristic city states - Icons for city states By SomeTroglodyte: - Fixed crash with no-barbarian mods - Fix era notification - Mod manager portrait and auto scroll ## 3.16.13 By xlenstra: - From the industrial era onwards, things change in religion - Fixed bugs with unit movement, renamed units, and default starting era - Unique additions for modding By SomeTroglodyte: - New game is more wrap and shape aware - No right-click on Android - Code cleanup By SimonCeder: - CS vulnerable to ally unhappiness - checks for protection, delays - Force ranking, bullying improvements - City state intrusion anger ## 3.16.12 Can no longer enter city-screen that is not yours Spectator cannot take over player diplomacy options Better check for units with no unitType defined Fixed crash where deleting mods meant you could never start a game again By xlenstra: - You can now input distinct numbers when trading gold - Fixed religion bugs By SimonCeder: - Correct year shown when starting in later eras By SomeTroglodyte - Options displays well for portrait mode - Fixed rare map generation crash ## 3.16.11 Resolved crash due to evaluating distance to city state when we have no cities By xlenstra: - Great Prophets now always have your religion as their religion - Implemented renaming of religions - Finishing the later five policy trees now allows you to buy great people with faith - Added Religious wonders - Fixed bug making enhancing religions impossible - Added UI to show what cities are holy cities to the player By SimonCeder: - fix duplicated city-state bonus bug ## 3.16.10 By SimonCeder: - Add Austrian civ - units get promotions and xp bonuses from CS buildings - Demanding tribute from city states By xlenstra: - AI will now found & enhance religions - minor improvement to civilian AI - Fixed ambush bonus amount By SomeTroglodyte: - Diplomacy Screen Nation relation indicator - Persistent new game setup - Anti-Armor, negative tile yield, LoadScreen For modders: Mass unique deprecation ## 3.16.9 By xlenstra: - Implemented the enhancing of religions - Submarines are now visible to adjacent units, and once turned visible, can be attacked by all enemy units By SomeTroglodyte: - Multiple Civilopedia improvements - Better mod problem detection ## 3.16.8 Upload APK files to Github release Can now play as 2 separate Civs with the same userId Fixed Krepost unique Conquering a city destroys buildings inside the city - By xlenstra By SomeTroglodyte: - Starting locations reworked - Stat Icons Redone ## 3.16.7 By xlenstra: - Implemented Inquisitors - Implemented a cap for the production boost of great engineers - Scouts still ignore terrain costs after upgrades - Fixes bug where upgrading units would no longer provide their default upgrades By SomeTroglodyte: - City keyboard buy construction and tile - getLastTerrain simple patch - StartingLocation-Improvements-be-gone phase 1 Can now raze non-original capitals at capture - By SimonCeder ## 3.16.6 City-states grant copies of ALL resources By SomeTroglodyte: - Fixed multiple crashing errors - Ancient Ruins Civilopedia and Translations - WorkerAutomation cached per Civ - BFS cached Made great people and boats uncapturable - By logicminimal Added Bucketeer unit images - By AdityaMH By xlenstra: - Added a UI for viewing the religions inside a city - Implemented almost all missing founder & follower beliefs ## 3.16.5-googlePlayPushTest A test to ensure that publishing new versions to Google Play works properly ## 3.16.5 By SomeTroglodyte: - Expander tab persist - UI improvements for city screen - Unit action constants and worker unique cleanup By avdstaaij: - Removed the civ introduction trade option - Made water oil wells require the Refrigeration tech - Removed the sight bonus from hills - Gave anti-air units a bonus vs helicopters - Disabled pillaging your own tiles Fixes crashes from loading mods without an eras.json file - xlenstra CS bonuses graded according to relationship level - By SimonCeder Improve horse sound - By AdityaMH ## 3.16.4-patch1 Fixed crash from conquering cities - By xlenstra Fix DOS attack perpetrated by CityInfoReligionManager on Json Serializer - By SomeTroglodyte ## 3.16.4 Implemented Zone of Control mechanic - by avdstaaij Runtime optimizations - By SomeTroglodyte Implemented religious pressure - By xlenstra Fix units not entering cities upon capture - By avdstaaij ## 3.16.3 By SomeTroglodyte: - Civilopedia - Difficulty - City Screen stats double separators - Unit rename UI By xlenstra: - Added founder beliefs, updates to pantheon spreading - Added an overview screen for religions Resources changed to match civ5 G&K - By ravignir Add Holy Site for FantasyHex - By AdityaMH ## 3.16.2-patch1 Fixed diplomacy screen crash for city-states with no cities Added mod check for units whose unitType is not defined Fixed crash when selecting certain buildings in the civilopedia - by xlenstra ## 3.16.2 Fixed crashing Diplomatic victory bug By xlenstra: - Added follower beliefs for buying religious buildings - Hides 'automate' unit action and unhides 'stop exploring' unit action - Ruins now have their own file - Architecture is now a prerequiste of Archaeology - Fixed bug where units could still be purchased if they used a depleted resource - Fixed crash when borrowing names - Fixes bug where Russia's unique no longer works - One with nature yield for spain is now doubled By SomeTroglodyte: - MapGenerator optimization - Diplomacy: City State resource UI, improvement gift effect - Mod description translation Pikeman upgrades only to Lancer - By ravignir Fix banking's required techs - By logicminimal City state resources - By Interdice ## 3.16.1 By xlenstra: - Added missionairy units, which can spread religion and bought with faith - Replaced the last promotion effects with uniques - Removed $ signs from translatable strings By SomeTroglodyte: - Bring `allUnitActionsHaveTranslation` test up to date - Change defeat conditions By ravignir: - Minor fix to Great Prophets cost not increasing ## 3.16.0-patch1 Bugfixes from unitTypes so promotions work again - By xlenstra By SomeTroglodyte: - Allow civ-unique buildings to be created by startingEra - Mod manager concurrency Randomize Plains/Grasslands around deserts - By ravignir ## 3.16.0 By xlenstra: - Added Diplomatic victory! - Unit types are now moddable! Bugfixes Atomic bomb interception works as intended Ai now cares about city distances - By Interdice By SomeTroglodyte: - Civilopedia phase 9 - Technologies - Harden map editor map loader against most bad maps - UI improvements General fixes - By lishaoxia1985 ## 3.15.18 600th version! Solved crash where city states would try to gift great people without cities By avdstaaij: - Fixed captured units not tp-ing out of illegal tiles By SomeTroglodyte: - TranslationFileWriter support for CivilopediaText - Fix Civilopedia Unique auto-linking when Ruleset changes - Reduce atlas - The Huns was 4x larger than the other nations, and a dirty Hexagon dupe - Better crude maps - zero uncovered tiles impossible By xlenstra: - Added modoptions unique for disabling city-state spawning with only a settler - Fixed bug where production from cutting down forests could apply to perpetual constructions Improve River for FantasyHex - By AdityaMH Fix Hagia Sophia and CN Tower not giving civ 5 bonuses - By logicminimal ## 3.15.17 Influence-by-game-progress works as intended One-city-challengers no longer get multiple settlers for later eras Maori Warrior debuff only applies to enemy units AI accepts research agreement offers Buildings from era are applied before buildings from policies By SomeTroglodyte: - Civilopedia phase 8 - Nations and Promotions - UnitActionType now knows keys, sounds and most icons And new unit pixel and some improvement - By AdityaMH Map climate overhaul - By ravignir ## 3.15.16 City states no longer grant Great Prophets when religion is not enabled Background work for moddable uit types :) Mercantile CS resources - By SimonCeder Civilopedia phase7 - By SomeTroglodyte Petra as in G&K fix - By ravignir ## 3.15.15 Great Person points are now moddable! By SomeTroglodyte: - Minimap Slider UI - Unit name translation - Rename Railroad tech to Railroads - Fix canImprovementBeBuiltHere regression - Newgame screen overhaul for portrait mode - Deprecate "Can only be built on coastal tiles" unique - A Civilopedia category for Religion By SimonCeder: - Optimized spawn placement algorithm - City states adjustments Resolved #4394 - corrected misspelled city names ## 3.15.14 By xlenstra: - Fixed bug where "[All] units" would not apply to city combatants - Fixed comodification errors under certain circumstances - Fixed a crash in badly defined mods - Implemented temples - Hide lesser used action buttons to free up space - Fixed bug where 'remove road' would also remove other improvements under specific circumstances - Fixed units not being removed from open borders area after declaring war - Fixed bug where all great people suddenly were scientists - Fix autocracy bonus accidentally being disabled By SomeTroglodyte: - Resolve #4589 - Spruced up Civilopedia - phase 6 - uniques - City construction Civilopedia-linked By SimonCeder: - Map generation and start locations - Added Sweden Civ Performance boost - should resolve some ANRs ## 3.15.13 By SomeTroglodyte: - Fix for missing Farm images - Better keyboard shortcuts - Rewritten Tooltip class - Sort Civilopedia entries using locale - Spruced up Civilopedia - phase 5 - buildings By xlenstra: - Implemented Follower beliefs for religions - Fixed unique of Persian immortal not working Unit gifting - By SimonCeder Added Polder image ## 3.15.12 By xlenstra: - Founding Religions - Updated the tile choosing algorithm for city expansion - Disabled city state diplomacy buttons when it is not your turn - Fixed bug where great prophets could be given when religion was disabled - Fixed bug where effects of all aquaducts nationwide stacked in each city Wonder build screens redux - By SimonCeder By SomeTroglodyte: - Better Slider UI - 'Swap units' sound replaced ## 3.15.11 Civs with no cities can no longer pick policies Spectator no longer appears on Diplomacy overview By xlenstra: - Fixed crashes on loading save games with religion - Fixed bug where submarines could not attack embarked units - Fixed bug where tile construction time was increased instead of decreased By lishaoxia1985: - Fix worldSizeModifier in TechManager - Make map symmetrical if it's not wrapped Fix Hun city names - By freddyhayward ## 3.15.10 Automated atomic bombs no longer cause crashes Fix for placeholder parameters changing names and becoming out of sync with existing translations. By xlenstra: - Add missing pantheons - City states give gold when met; updates to city state gold gifts - Fixed many bugs - City Centers can no longer be removed by nukes - Added a simplified version of great prophets, implemented a basic city religion UI - Updated TranslationFileWriter to include the new values that filters can have - Fixed a bug where one city challengers could capture enemy cities - Refactored the way cities determine what uniques should apply when Fixed spurious notifications of revealed resources too far away or in foreign territory - By freddyhayward Quick salvage of some lost translations - By SomeTroglodyte ## 3.15.9 By SomeTroglodyte: - Better mod download and error display - Spruced up Civilopedia - phase 4 - Visual candy, Units - 'Swap units' sound and more attack sounds - Unified separators, CheckBox helper - ExpanderTab UI update By xlenstra: - Fixed crash when a city had negative population due to faster razing - Fixed bug where logistics _still_ did not work - Fixed bug where city-states would not share their science income even if the player had the right policy - Added the nation of the Netherlands Fixed Denmark's unique More concurrency problem fixes in nuke effects ## 3.15.8 By xlenstra: - Made eras more moddable - Updated and generalized more promotions - Added Privateer unit; updated Coastal Raider promotion By SomeTroglodyte: - Fix mod custom maps unavailable when no local ones exist - Spruced up Civilopedia - phase 3 - Interface, flavour text, new Tutorial ## 3.15.7-announcementTest I'm checking if this information gets to the Github release and the Discord announcements ## 3.15.7 Resolved 'getting stuck when there are no more pickable Pantheon beliefs' Removed final vestiges of old Bonus/Penalty effects. By xlenstra: - Fixed bug where all units could move after attacking - Fix a few bugs related to nukes - Research Tech Button shows progress; Small bug fix - Updated promotions - make more generalizable, update to G&K By SomeTroglodyte: - Translate nested placeholders for English - Fixed sound problems on Android ## 3.15.6 Faster 'false' results for isStats, as proposed by @SomeTroglodyte in #4259 By SomeTroglodyte: - Hide notifications for incompatible policy branches - Nicer distribution of policy picker branches - Fix "National Wonder is being built elsewhere" not displayed - Respect visualMods for Sound - CheckBox, formats, modchange detect By xlenstra: - Added Shrine, option for enabling religion - Added Nuclear Submarines & Missile Cruisers, capable of transporting missiles - Fixed crash when selecting worker - Fixed bug where on quick game speed, educated elite would yield a great person every turn By avdstaaij: - Added Stealth tech and Stealth Bombers - Added Drama and Poetry tech and replaced Temples with Amphitheaters ## 3.15.5 Solved Discord RPC not crashing devices in which it is unsupported Resolved #4200 - Cities in resistance cannot bombard More generic "gain stat" for some uniques By xlenstra: - Generalized building of improvements - Added Telecommunications tech - Added Advanced Ballistics Tech, Atomic Bomb Unit, Updated how nukes work - Fixed rare bug where building improvements would increase tile base yield Promotion picker keeps vertical scroll pos on promote or resize - By SomeTroglodyte ## 3.15.4 Deprecated 'download map' in favor of mod-based map sharing By xlenstra: - Created Patronage policy branch - Fixed a bug where excess food would not be converted to production for settlers By avdstaaij: - Added Nuclear Fusion tech and Giant Death Robot - Fixed open terrain bonus working in rough terrain - Fixed captured units not tp-ing out of liberated cities - Fixed naval units not tp-ing out of razed cities Split off all individual OverviewScreen panes - By SomeTroglodyte ## 3.15.3 By xlenstra: - Created Order branch with G&K policies - Fixed bug where coastal buildings cannot be built - Stop AI from pillaging their own tiles. Fixes #4203 - Fixed autocracy complete bonus not continuing after updating Corrected many building production costs, tech requirements and wonder effects - By avdstaaij Change improvement key indicators to tooltip - By SomeTroglodyte Resolved #4209 - AI city-founding no longer plays music ## 3.15.2 By xlenstra: - Updated Autocracy and Freedom branches to G&K - Fixed honor policy not adding bonus vs barbarians - Fixed old worker speed improvement uniques no longer working Wake up units when enemy sighted or displaced or attacked - By SomeTroglodyte By avdstaaij: - Made atlas textures use mipmaps again - Fixed units not teleporting out of sold city tiles Resolved #4170 - updated deprecated Polynesian unique - By SpacedOutChicken Unitfilter now accepts multiple filters (see wiki/uniques for details) ## 3.15.1 By xlenstra: - Updated the culture victory so it now requires the Utopia Project to be built - Updated Commerce and Commerce branches to G&K By SomeTroglodyte: - Show promises not to settle - Shortcut tooltips indicators Map RNG reproducibility fix - By r3versi ## 3.15.0 Updated Tradition, Honor and Liberty branches to G&K rules - By xlenstra Enabled various G&K buildings and units - by By avdstaaij Nation start intros - By SomeTroglodyte By r3versi: - New borders images - Display Movement Paths on map - Unified Menu Popups Better button images - By lishaoxia1985 ## 3.14.16 Cities in resistance cannot bombard, as per Civ V - #663 By SomeTroglodyte: - Hopefully fixed F-Droid missing libgdx.so problem - Trade UI improvements - Leader portraits, keys, layout - Nations spellchecking Implemented production overflow - By Thyrum By r3versi: - Map Generation Seedable - Map Generation Fixes and Tweaks ## 3.14.15 Unit swapping - By avdstaaij Refund wasted production as gold - By Thyrum By SomeTroglodyte: - More power to improvement uniques - Fix gold able to over- and underflow - Map editor save / load / download keys - TileInfoTable translation and padding Paratrooper bugfixes - By xlenstra ## 3.14.14 Fixed app resize crash in MacOS - By lishaoxia1985 Added the paratrooper unit - By xlenstra Add global alerts for certain constructions - By avdstaaij Temple of Artemis bonuses reflect civ5 behavior - By ravignir Resolved #3967 - City-states can no longer 'gift' you your unique units Resolved #3926 - Wheat+Farm gets location-appropriate farm Keyboard shortcut order with multiple popups - By SomeTroglodyte ## 3.14.13 New Swedish translations! City construction queue: Subsequent units no longer displays construction progress towards first unit of its kind By SomeTroglodyte: - Sound upgrade - enabled custom unit attack sounds - Spruced up ModManagementScreen - Patch ModManager exit to allow deactivating a selected tileset - Spruced up Civilopedia - phase 2 - external links Declare & Revoke protection for city-states - By ninjatao Added Marine unit and Amphibious promotion - By xlenstra ## 3.14.12 Added unit action icons on map units, so it'll be immediately obvious what each unit is doing Added city strength label to city button City-states get all civs known by at least half of major civs, not 'by any civ' Better camera square image By SomeTroglodyte: - Added key shortcuts to popups - Improved location notifications ## 3.14.11 AI much less motivated to attack city-states Better peace agreement evaluations, for when there is no great power imbalance between nations Minimap slider has better values to accommodate screen sizes Better "in this city" unique filtering Added unit icons in unit overview screen Changes to terrain combat bonuses - By ravignir ## 3.14.10 Unified "progress bars can't go beyond 100%" By SomeTroglodyte: - Follow screen rotation even to Portrait on Android with Opt-in - Fix custom map sizes - saves match, size obeyed, limit UI Add guided missile which acts differently from nuclear missile. - By ninjatao Fix spaceship part production boosts - By avdstaaij ## 3.14.9 Caught exception when map fails to load By SomeTroglodyte: - Fix Ctrl-S going to save game screen will not stop scrolling the map - Options screen cleanup - Split off stuff from CameraStageBaseScreen that isn't the class itself - Minimap resizeable and scroll position indicator redone - Trim down custom save to export/import only - Fix crash when a mod allows a citadel >1 tile outside borders Technology and construction bars no longer extend past their maximum - By xlenstra ## 3.14.8 New line-of-sight rules, with new "Blocks line-of-sight from tiles at same elevation" unique! More FantasyHex combinations (both mine and GGGuenni's) Fixed terrace farm's 'fresh water' bonus - kudos @1.7.4 By GGGuenni: - Fixed inconsistent map size - Fixed Forest on Hill visibility By SomeTroglodyte: - Accelerate Load Game Screen Info - Save game UI patch Translations update ## 3.14.7 Custom map size - By alkorolyov Fixed Civilopedia crash Fixed double consumption of resources for "Comsumes [amount] [resource]" unique Resolved #3888 - added template lines for mod management screen Tradition works again Terrain height now defined by a unique Refixed denunciation effects - sorry Chek! Genericized "No Maintenance costs for improvements in [] tiles", tile city-strength bonus, and extra sight for unit types Show tech progress for next turn in tech button By SomeTroglodyte: - Resource revealed notification point to all reveals - Worldscreen key bindings - City overview force consistent row height ## 3.14.6 Hills are now changed to terrain features - by GGGuenni! Fixed denouncement effects on third-party civs, trade evaluation, and decay to diplomatic denunciation - kudos @Chek Resolved #3865 - Kudos @SomeTroglodyte Great general unique no longer restricted to civilian units By SomeTroglodyte: - Overview screen category decoration + key hint - Fixed shortcuts for improvements - Option Screen choices visible on minimap toggle buttons immediately ## 3.14.5 New tile layering is live for all users! Tile options in map editor screen no longer 'click' on tiles behind them Added construction production info to city screen Specify original owner when showing "Liberate city" Added "Self-destructs when attacking" unique By SomeTroglodyte: - City expansion notification points to acquired tile - Visual improvements for the City Overview Fix screen bugs when you don't use splitpane in pickscreen - By lishaoxia1985 ## 3.14.4 Resolved #3524 - Happiness in city overview now calculated correctly Added Happiness (and Faith for Religion mods) to stats list - #3524 Resolved #3837 - Harad -> Harald in Denmark greeting By SomeTroglodyte: - Keyboard navigation to switch panes within overview screen - Some visual improvements for the Mod Manager Screen - Bigger target on "next city" button - Fixed #3729 "Android crash on loading from custom location" By GGGuenni: - Added fogOfWarColor and unexploredTileColor - Fixed internal TileSetConfigs not getting loaded on android ## 3.14.3 Added 'update time', 'open Github page', and marked updated mods, in mod management screen Cannot enter diplomacy screen for irrelevant civs through diplomacy overview Resolved #3817 - don't display resource requirements twice By SomeTroglodyte: - Mod translations now appear in new game screen - Citadel tiles don't attach to razing cities if possible - City center now unpillagable Parameterize civ-wide sight bonus - By SpacedOutChicken Translation updates ## 3.14.2 Put world wrap behind setting again and added warning for world wrap for Android - I'm seeing a lot of ANRs in recent versions, but it's not something that seems solvable. Fixed - 'Water units' now can be capitalized, as they should be. "[] from every []" can accomodate specialist names Fixed unitType parameters in changed unique ## 3.14.1 Natural wonders are standalone tiles in new layering Modding: - Rough terrain specified through uniques - Added check to remove clutter in tech trees - Added building-maintenance-decreasing unique - Can handle unique capital indicators in mods - Added "Friendly Land" and "Foreign Land" as tile filter options By SomeTroglodyte: - Fix Citadel not buildable where it should be By GGGuenni: - Fixed Multiplayer bugs - Preparation for hill as terrain feature - Added TileSetConfigs ## 3.14.0 World wrap is publicly released! Added empty hexagon when none of the images exist - this fixes the default tileset for the new rendering method Manhattan project is not disabled for no-nuclear-weapon games Behind-the-scenes work on Religion ## 3.13.13 Resolved #3753 - Fallout is no longer added multiple times ALL tile images now support era-specific images! But only if the base tile exists as well. Added new experimental tile layering, including new tileset - see #3716 Can now handle mods with any default branch name! Added Faith icon and display for games with Religion Redraw CivilopediaScreen - By lishaoxia1985 Fixed roads not getting wrapped correctly - By GGGuenni ## 3.13.12 Added Bulgarian, by antonpetrov145! HUGE memory savings (120MB -> 75MB) By saving atlases between ruleset resets! Start of work on Religion! Resolved #3740 - units retain individual names when upgrading Fixed can't press nextTurn in multiplayer game - By GGGuenni 'Years of peace' modifier reset when war is declared Added mod pagination - even when we exceed 100 mods, we'll be able to download them all Button for current civilopedia entry is now marked Modded "Remove" commands to nonexistant features no longer crashes the game AI no longer tries to attack with carriers, crashing the game. National wonder does not require building to be built in puppeted cities City attack notifications show icon Custom improvements for water resources now moddable ## 3.13.11 Resolved #3732 - Mark target tile while moving toward it Resolved #3734 - "Loading" popup when loading game remains until game is fully loaded Resolved #3735 - The civ launching - not receiving - the nuke is considered the civ that declared war Resolved #3721 - Fixed edge-case "images are temporarily applied from mods set in other places" Resolved #3722 - fixed resistance icon display in notifications Carriers cannot attack - By lishaoxia1985 ## 3.13.10 Converted all color-coding of notifications to multi-icon notifications Resolved #3713 - Fixed misspelled "fresh water" in farm unique check Barbarians only heal by pillaging, simplified barbarian automation ## 3.13.9 Added "permanent visual mods" option to mod management Resolved #3614 - tileFilter works with natural wonders More uniform Trade overview Resolved #3705 - loading game popup stays until the game is loaded Added "Provides yield without assigned population" uniques to tile improvements Can now add leader portrait images to mods Unit name is translated when unit has a unique name By GGGuenni: - More terrainFeature refactoring - Toast popup not screen blocking ## 3.13.8 Resolved #3401, #3598, #3643 - game can be instantly closed and reopened on Android Remove tile improvements not in the current ruleset on normalizeTile Resolved #3686 - world wrapped 'continents' map now separates continents properly Resolved #3691 - 'new map' from map editor copies existing map parameters Game no longer crashes due to incorrect building-improvement modding UI improvements - By lishaoxia1985 Fixed Military Caste policy - By absolutebull ## 3.13.7 Fixed Great Barrier Reef spawn rules Resolved #3681 - translation fix, "in every city" -> "in all cities" Mods with no techs should work again Resolved #3663 - fixed settler automation bug Added titles to mod management screen Withdraw before melee is the same as original game - By lishaoxia1985 Initial checks for 'multiple terrain feature support' by GGGuenni ## 3.13.6 Can convert maps between different rulesets! Resolved #3635 - can remove natural wonders and roads in map editor Fixed hurry cost modifiers, and unit gold costs scaling by game speed Resolved #3651 - "Free great person" unique compatible with techs and Spectator Resolved #3653 - Settler AI no longer aims for far tiles Tech info can display more than one revealed resource "Obsolete with [techName]" unique works with improvements ## 3.13.5 Experimental World Wrap - By GGGuenni! Resolved #3639 - City-States that can't be connected by land no longer assign road connection quests Fix when Trade Gold = 0 it also shows in offer - By lishaoxia1985 Translation updates ## 3.13.4 Merged save map functionality into load map screen - map saving is more streamlined! Resolved #3626 - Can rename multiplayer games Resolved #3622 - Can no longer try to send air units into unexplored tiles Strength bonus from capital is now part of the Palace bonuses to make it moddable Allow unit rename on promote - by David Howard Translations update ## 3.13.3 Map generation parameters are moddable, allowing players to create custom terrains for map generation! Custom mods with no water or grassland can now work! Changed "Gold" resource to be called "Gold Ore" and "Siege" promotion to "Besiege" to not conflict with the yield type for translations - #2458 Maps incompatible with ruleset no longer popup errors when generating a new map All resource stats from buildings converted to building uniques Translation updates ## 3.13.2 Resolved #3601 - selected current tech no longer looks like unresearchable tech Resolved #3610 - city sorting in overview is now done by translated, not original, name Resolved #3586 - Added 'Destroy' translation for capturing cities in one-city challenge Cleaned up map editor tileFilter now works with resources for most uniques! Added mod check for 'provides free building' which does not exist Translation updates ## 3.13.1 Resolved #3600 - multiplayer game reloading and screen resize no longer reset map zoom and position Resolved #3495 - Added scrollbars to civilopedia and picker screens Map editor knows to remove resources that don't exist in mods Can now create as many tech rows as you wish in mods :) Display scroll position on minimap - By devbeutler Translation updates ## 3.13.0 Mod-specific maps are go! :D Movement algorithm updated - can no longer see whether you can move to unknown tiles Solved "AI doesn't declare war" bug Removed Scenario Maps entirely - was not a well thought-out concept and caused more confusion than actual fun. Better tech descriptions for increased improvement stats ## 3.12.14 Catch for bug in new movement algorithm when you can't move to a unknown tile, but CAN pass through (but not move to) intermediate tiles. Units manually moved cancel existing move action Now get up to 100 mods in mod list (up from 30) - kudos @ravignir for noticing there were missing mods! Fixed queue showing "Consumes 1" when no resource is consumed Updated to latest LibGDX and Kotlin versions Game saves can now always be deleted - By GGGuenni ## 3.12.13 Added "Consumes [amount] [resource]" unique to units and buildings Hopefully mitigated some weird crashes and concurrency problems Game can handle mods removing tile features between versions Solved "quantum tunneling" bug for new movement algorithm Added custom victory conditions New cityFilter for cities connected to capital Deprecated old uniques Resolved #3578 - More readable colors for Korea civ, kudos @ravignir City-state allies are always considered to have open borders AI uses same calculation for declaring both war and peace - so it won't declare war only to immediately declare peace. Scroll indicators are displayed more consistently on the NewGameScreen - By devbeutler ## 3.12.12 Added "Irremovable" unique to tile improvements Added Unsellable unique to buildings Added improvement-constructing buildings Added mutually exclusive tech paths using "Incompatible with [otherTech]" unique for techs Translation updates for new cityFilter By GGGuenni: - Refactoring of MultiplayerScreen - Avoid overflow of the construction bar - Adding resign function for multiplayer By SpacedOutChicken: - Add "Land" as possible input to tile-related uniques - New uniques for border expansion - "-[]% Gold cost of acquiring tiles []" and "-[]% Culture cost of acquiring tiles []" ## 3.12.11 Added experimental movement which assumes unknown tiles are impassible - hopefully will resolve #3009 Solved mod incompatibility with Legalism issues Multiple unique parametrization improvements Added 'replacementTextForUniques' parameter to buildings and units for custom text Add a "Unlocked at [tech/era/policy]" unique to buildings and units "Save game" errors are now correctly caught and displayed to the user Added mutually exclusive policy branches :) Parameterize Civ Unique for increased XP gain - By SpacedOutChicken ## 3.12.10 Solved ANRs when loading large maps in map editor Mitigated some concurrency related crashes Resolved #3436 - parametrized "+[]% [] in all cities" Smoother map panning Multiple game support for TurnChecker - By GGGuenni Avoid overflow of the health bar in the overkill situation - By JackRainy Translation updates ## 3.12.9 Solved common ANR in city screen Can handle and detect mods where the requiredBuildingInAllCities does not exist in the ruleset Made some memory errors clearer to the user Problems when saving game are now user-visible Resolved #3533 - Added confirmation when saving over existing save Fixed "Unique GP available from GP picker screen" bug Resolved #3526 - stats drilldown remains when moving between cities Buildings not displayed in civilopedia are not show to be obsoleted in tech tree Improved MultiplayerScreen loading speed - By GGGuenni ## 3.12.8 Game can handle policies and ongoing constructions "disappearing" between mod versions Resolved #3520 - picker screens go back on Back button / Esc Resolved #3519 - Added 'exit game from back button' to main menu screen Removed placeholder science and production boost from Computers tech Resolved #3503 - Civilopedia and Overview show what 'panel' you're currently on Resolved #3501 - Added city-state toggle to diplomacy overview, clicking on civ names in overview opens diplomacy screen Better default tile colors - By ravingir ## 3.12.7 Resolved #3473 - show city's happiness drilldown Better 'conflicting tech' check for mods Resolved #3469 - more readable Inca colors Resolved #3497 - city state quests always show correctly when diplomacy screen accessed from city button Fixed crash when attempting to issue a 'connect to capital' quest for a civ with no capital Translation updates ## 3.12.6 Resolved #3483 - settlers require at least 2 population to construct, as per Civ V Set a max cap on unit maintenance - does not increase past the base turn limit Resolved #3472 - can purchase 'free' tiles in cities even with negative gold Resolved #3490 - fixed formatting problem in trade popup Resolved #3489 - City state influence is affected by war/peace with their enemies Resolved #3475 - capturing settlers moves us to the captured units' tile Better visual aircraft indicators Solved ANRs when loading big maps in editor screen By 9kgsofrice: - Modded buildings never lead cities to negative production - "happiness from garrison" effect was duplicated ## 3.12.5 Resolved #3470 - popups now make the rest of the screen unclickable to avoid exploits Resolved #3431 - Redesigned the player picker, to scroll through civs and display them separately Resolved #3476 - captured civilian units no longer move on the same turn Resolved #3331 - resources for city-state quests are taken from resources on the map Resolved #3464 - units only advance improvements when they have movement points left Fixed minor automation bug for modded terrains ## 3.12.4 Resolved #3424 - Added blink on event location AI declares peace with civs they can't reach, solving 'endless stalemate war' problems Game can handle mods removing units and technologies between versions "Free great person" can no longer grant units unique to another civ Added required building dependency check for mods Caught modding errors - classic. Modded water units with worker unique no longer build roads in water Fixed chance of Arabian unique activating - By 9kgsofrice ## 3.12.3 Fixed starting positions not activating on new game Resolved #3445 - national wonders no longer shown when already built Replaced hardcoded Settler and Great General checks with their uniques Resolved #3384 - Civ uniques now take all researched tech uniques! Added road and railroad costs to improvement description Resolved #3437 - reselecting improvement in progress does not reset progress Resolved #3441 - fixed reverse maintenance cost unique ## 3.12.2 Resolved #3422 - added fast switch between adjacent cities in city screen Resolved #3428 - added a toggle for displaying yield icons Resolved #3427 - "player ready" screen appears when loading game in Hotseat multiplayer City-states make peace with enemies when their allies do Long tech descriptions are now scrollable "Requires a {building}" notifications show the civ's equivalent to the building, if overridden Korean UA activates on buildings added from buying and on national wonders Translation updates ## 3.12.1 By nob0dy73: - AI no longer tries to heal units in dangerous tiles - AI units try to take back captured cities - AI units try to head towards sieged cities AI knows not to try and heal units which would heal anyway Forced disband now provides gold Solved ANR on load screen when loading large games Deprecation of old unique formats in favor of newer, more generalized ones Implemented missing Korean UA - By kasterra ## 3.12.0 Option to display tile yields on world screen - by jnecus Added much-needed "+[]% Production when constructing [] units" unique Added "All" filter for units Resolved #3408 - Unit maintenance cost reduction generalized, now works for Ottomans Resolved #3409 - American unique grants extra sight only to military land units Fixed crash when nuking Barbarian units By 9kgsofrice: - GG bonus generation now checks for civinfo uniques - City-state resources from all sources shared with ally civ ## 3.11.19 Reassign population after selling a specialist-providing building Resolved #3289 - can place unbuildable improvements that can exist on tiles Added nation icons to the leader names in the diplomacy screen Fixed ANR caused by too many saved games Selected unit stays selected when single-tap moved into a tile with another unit By 9kgsofrice: - resources can be added by tile improvement with unique "Provides [] []" - Specialists can add happiness - "Should not be displayed without []" unique for constructions accomodates resources and buildings ## 3.11.18 Improvements can't be built in neutral areas, as per Civ V Added button to add construction items directly to the queue Mods can handle removing existing buildings Don't allow AI to offer peace to city states allied with their enemies Helicopter Gunship - By givehub99 Workers stop building (most) duplicate roads connecting cities - By ninjatao Translation updates ## 3.11.17 Fixed rare errors First attempt at making Unciv Android-TV-compatible By 9kgsofrice: - adds val to modoptions and check to battle.kt to adjust max xp from barbarians - "Uncapturable" unique - unique "[] units gain the [] promotion" affects exisiting units - Hide build menu constructions requiring resources with unique - Nation "style" can define unit appearance - Changes check to remove national wonders on city ownership changes to rely on building.isNationalWonder Translation updates ## 3.11.16 Resolved #3364 - Fixed certain battle modifiers not activating Resources provided by buildings are affected by resource amount uniques - by 9kgsofrice Fixed minor crashing bugs in misconfigured mods Display mod incompatibilities when attempting to start a new game Translation updates ## 3.11.15 HUGE framerate improvements! :D Resolved #3347 - units spawned by buildings are spawned in the city the building was built in Added mod checks that combat units have strength and ranged units have rangedStrength Can now handle units upgrading to units with no required tech Resolved #3360 - notify peace treaty to all common known civs AI settlers can no longer settle after movement with no movement points Fixed Free Thought trading post bonus - By ravignir Units/buildings with "Will not be displayed in Civilopedia" now will not show in tech tree - By 9kgsofrice Translation updates ## 3.11.14 500th version, my goodness 0_0 Resolved #3330 - Fixed black images on specific chipsets Multiple framerate improvement tricks - should feel smoother! Hide hotkeys on devices without keyboard - by jnecus Fixed a few more crash possibilities from badly configured mods ## 3.11.13 Probably solved the Mysterious Disappearing C's once and for all! #3327 We now check compatibility of newly selected mods to the existing mod ruleset Resolved #3341 - City-state diplomacy screen is shown properly when entering from a city button Resolved #3071 - Disabled annoying camera momentum on Desktop Autoload previous autosave when current autosave file is corrupted ## 3.11.12 AI no longer nukes single units Can right-click to attack when a unit is selected City states can now conquer cities, as per Civ V Mods can now remove promotions between versions without breaking existing saves Fixed archaeological dig being built by workers in Civ V expansion mod Spectator can handle free-policy-giving techs in mods Translation updates ## 3.11.11 Resolved #3324 - Great Person units no longer require a military unit to accompany them if they're close enough to the destination Resolved #3326 - Settling a city removes the improvement in progress Resolved #3323 - improvement uniques are no longer added twice AI won't declare war if it doesn't know the location of any enemy city Fixed key shortcuts in improvement picker screen Translation updates ## 3.11.10 AI no longer tries to construct work boats that can't reach their intended destination Can no longer see other players' IDs in a multiplayer game through the new game screen We now remove resources and improvements that are not in the ruleset when loading the game Tile rendering performance improvement Diplomatic penalty of stealing lands decreases by time - By ninjatao Fixed bug Carrier-based aircraft not healing - By jnecus Translation updates ## 3.11.9 Tile editor can handle resources that don't naturally appear on any terrain AI can no longer raze capital cities Stats unique can no longer crash badly defined mods Added mod check for unit promotions and upgrades, and building costs "Unable to capture cities" unique prevents the unit from conquering/capturing a city - By givehub99 Translation updates ## 3.11.8 Improved performance, especially in the City Screen Avoided more badly-defined-mod crashes, and some rare non-mod crashes and ANRs Added mods to crash report, many crashes are caused by incorrectly defined mods Helicopter Gunship uniques - By givehub99 Translation updates ## 3.11.7 Resolved #3285 - added a notification when cities are no longer in resistance More tile variants are enabled (e.g. "baseTile+resource+improvement") Fixed some more silly bugs caused by badly configured mods New snow-versions of existing tiles :) Can no longer start a new game with an incorrectly defined mod! :) ## 3.11.6 Added "locate mod errors" button in the options menu for discovering broken links in base ruleset mods Resolved another crash caused by incorrect ruleset mod definitions Checking something that might solve the Mystery of the Disappearing C's Added culture and science colors to resources Split civilopedia "buildings" category into "buildings" and "wonders" Resolved #3274 - empty maps start with ocean tiles Consolidated unit kill bonus uniques - By givehub99 Translation updates ## 3.11.5 Performance improvements for main screen rendering - should be much less laggy now Mod management screen is now generally available :) Resolved #3265 - added keyboard shortcuts to tile improvements City connections work when road and railroad required techs are changed (in mods) Can now move around the world screen with the arrow keys as well as WASD By r3versi: - Diplomacy Screen right table is scrollable - Fix for barbarian quest Translation updates ## 3.11.4 Added city images by The Bucketeer for all eras up to Modern Influence bar not displayed for city-states that don't know the viewing civ Resolved #3254 - Solved bug in calculating turns to production for settlers New parameterized uniques - By givehub99 City-states personalities - By r3versi Translation updates ## 3.11.3 AI doesn't construct science constructions when all techs are researched Added "Must be next to []" unique for tile improvements Resolved #3239 - simplified unit actions Added resource-providing building unique Confirmation popup when clearing the map in the map editor Files in the mod folder no longer crash the game on startup By r3versi: - Clear Barbarian Camp quest - Pixel unit colors based on civilization colors - City states influence bar Translation updates ## 3.11.2 Find Player, Find Natural Wonder and Acquire Great Person quests implemented - By r3versi Android now handles internally-downloaded and externally-given mods together well Multiple small changes to make life easier for modders Era-specific city tiles for Ancient, Classical and Medieval eras Fixed Polynesia's unique - By givehub99 Translation updates ## 3.11.1 MODDABLE SPECIALISTS ARE GO! Mods downloaded in-game on Android don't disappear Fixes for minor bugs from the previous version Fixed Windmill unique Tech lines are colored for tracing paths on complex trees Fixed minimap framerate-lowering bug Minor UI fixes - By mrahimygk Connect Resource Quest implemented - By r3versi Translation updates ## 3.11.0 City-States Quests introduced! - by r3versi Moddable Specialists, part 1 of 2 New unit images by The Bucketeer! Rendering fix for specific GPUs and drivers - by CrispyXYZ Promotion exploit fixed - by Jack Rainy Modding - Buildings can be rendered obsolete (unbuildable) by techs "[] units gain the [] promotion" unique - By givehub99 Translation updates ## 3.10.13 Better checking for unloadable scenarios Resolved #3085 - reconquering our cities while they were still in resistance leads to them not having resistance against us Cannot open multiple gold selection popups in trade table "No Maintenance costs for improvements in []" genericified - By givehub99 Translation updates ## 3.10.12 Resolved #3186 - Diplomacy overview displays war/peace status and not relationship level. Better trade cancellation when all cities are offered (also includes player-to-player cases, not only AI) Fixed modded images not loading properly Removed edge case option where the AI can trade you all of their cities Parameterized few uniques, fixed "Mass Media" tech in mods - By HadeanLake Hide Unit or Building as Unique - By givehub99 Update translations ## 3.10.11 Trade table options are now mousewheel-scrollable - #2824 By HadeanLake: - Added national wonders - Fixed some minor building issues By givehub99: - Allowed mods to override unique text for nations - Added "Start with [] technology" unique Implement custom save locations for Android and Desktop - By wbrawner Translation updates ## 3.10.10 Generified "[X] free [] units" Resolved #3130 - "All policies adopted" shown in policy picker screen when relevant Multiselect applies to civilian units and from city overlays UI Upgrade - By lishaoxia1985 Translation updates ## 3.10.9 Resolved #3115 - AI no longer congregates great people in cities where it can't improve tiles Fixed AI unit upgrading - can now 'skip' over intermediate units, the way the "promote unit" action works. #3115 Parameterized some uniques, fixes some minor bugs - By HadeanLake UI update - By lishaoxia1985 Experimental - Can now move multiple military units to nearby tiles at the same turn in Desktop, via shift-click Translation updates ## 3.10.8 Resolved #3048 - Fixed ANRs on 'Resume' on huge save files Mod management screen improvements Resolved #3059 - better city expansion rules Resolved #3081 - fixed bug in air interception Show that air units can move to tiles within attack range - By bringert Fixed #3066, crash in chooseMilitaryUnit and some great people actions - By HadeanLake Translation updates ## 3.10.7 Mods can handle situations where there is no military unit that is available for construction Getting the mod list for download now works from Android as well Resolved #3076 - automation now happens at the end of turn rather than the beginning UI fixes for rounded edge boxes - By lishaoxia1985 Can construct Farms near freshwater in all terrains - By HadeanLake Translation updates ## 3.10.6 Options button now appears in main menu Added "automated workers don't replace improvements" setting (#3050) Separated base ruleset mods in new game screen - cannot activate multiple base ruleset mods Resolved #2886 - new Plains+Forest tiles by The Bucketeer that don't hide the rivers behind them :) Resolved #3053 - improvements can be built on neutral tiles Resolved #3065 - Ottomans' unique is now according to Vanilla By HadeanLake: - Added Aztecs nation - A Few UI fixes - New uniques and stuff for mods UI fixes - By lishaoxia1985 ## 3.10.5 Added Mod Management screen! Can now download Mods directly from Github, with mod discoverability! Can now add Maps to mods, to dissimenate them through Github as well! Resolved #3035 - added nationsToRemove in modOptions Translation options ## 3.10.4 Resolved #2979 - Display countdown to negotiate peace in diplomacy screen Resolved #2844 - Can now immediately move units in Desktop with right-click Added unit symbols for Turn, Strength, Ranged Strength, Range and Movement as 'emojis' Resolved #2937 - can add large increments of gold in trades Keep the perpetual construciton going, if the user set it manually. Tech picker screen auto-handles eras of different lengths Can remove tile features outside your borders A mishmash of different fixes: Unit uniques and promotions, happiness calculation, etc. Added a new test that ensures no two placeholders are the same ## 3.10.3 Settler 'by name' recognition changed to 'by unique' recognition, allowing for modded settler-like units Can now disable diplomatic relationship changes in a mod MapGen doesn't place ancient ruins if they're not defined in the current ruleset Resolved #3016 - Policy branch uniques are translated properly Borders consist of both civ colors, making some borders (esp. Germany) much clearer Roads and railoads can be removed outside your borders More generifications! Merged Building and Policy unique activations Translation updates ## 3.10.2 Added link checks when loading mods, so you'll know if you messed something up when making them Dealt with some game assumptions about what exists, which may not be true in mods TechPickerScreen centers small tech trees nicely By HadeanLake: - Bugfixes - Fixed AI being stuck doing science or gold per turn Translation updates ## 3.10.1 Scenarios can handle tech trees that aren't continually researchable - this allows for very small modded tech trees Can mod continually researchable techs Nuke can now no longer destroy Capitals, instead of destroying only capitals - By HadeanLake Finnish translations added! Translation updates ## 3.10.0 Can now create Scenarios and release them with mods! Comes with Scenario Editor mode in the main game screen AI chooses to fortify in non-bombardable tiles if possible Resolved #2985 - fixed Embark/Disembark costs Resolved #2986 - Knight now obsoletes properly Map editor UI improvements Spectator and City-State civs are no logner considered as having 'discovered' a natural wonder Translation updates ## 3.9.20 Scenario changes: - Can now play an entire scenario with no improvements or techs defined - Added Scenario victory condition - Scenario now no longer spawns starting units Denounce now has a confirmation popup Ancient Ruins can now provide Culture Resolved #2951 - only ancient ruins improvements are removed around players' starting locations, and not other improvements AI now has 5 favored policy trees for each preferred victory type, making them more likely to win culturally AI no longer uses all its aluminum on units and leaves some for spaceship construction Translation updates ## 3.9.19 Resolved #2818 - Can no longer build improvements outside your borders Resolved #2944 - Air units intercept range fixed All nations converted to uniques! Solved unit purchase discount being 100x what it was supposed to be Translation updates ## 3.9.18 Resolved #2872 - Diplomacy screen now scrollable when there's too much text Performance improvements Fixed civ name translation in the top bar and great person point percentage bonuses Resolved #2929 - Can no longer destroy original capitals by nuke Resolved #2928 - contact with other civs is now also when encountering their cities Changed how great unit recognition works Resolved #2914 - Can no longer exploit button to 'skip' promotions Resolved #2893 - all maps are shown when searching - By vainiovano Top bar selected civ refactor, increase performance for updates - By alkorolyov Translation updates ## 3.9.17 All policies converted! Map editor should no longer crash in scenarios Scouts ignore river movement penalties Pillage action now has a confirmation popup Spaceship parts not shown to user until Apollo Program is built Units can pass through cities of other friendly civs Resolved #2907 - University unique registers properly Added civ-wide per-building stat bonus New Diplomacy Overview UI - By lishaoxia1985 Fog of war implementation - By alkorolyov ## 3.9.16 Resolved #3901 - nuclear weapon setting remains between games Game can now handle modded unique buildings that don't replace anything existing All improvement placing units are automated in the same way - this allows for the AI to control modded units that place other improvements! Railroad connection propagates correctly over harbor connections Resolved #2894 - Map editor button only opens popup once Translation updates ## 3.9.15 Removed confusing extra lines in the diplomacy overview Started splitting up Policy uniques - they're usable as Building uniques now! Upgradable units show the final unit they're upgrading to in the Overview screen Created stat parameter parsing and translation - uniques are much more moddable! Resolved #2838 - cities in resistance can no longer be traded Fix bug when city states gets all techs from spectators - By alkorolyov Translation updates ## 3.9.14 Added Pinglish translations Genericified "free [unit] appears", "must be next to []" unique for buildings Greatly improved performance of worker's automated city connecting Resolved #2853 - Sped up loading of saved game list Resolved #2852 - cannot make peace with a City-State while at war with its ally Resolved #2864 - Locks on tiles are removed when the tile is no longer under your control Buildings that are missing resources are still displayed in city constructions Unit 'unbuildable' parameter converted to unique By alkorolyov: - Spectator can view other civ stats: Tech, Trades, Cities, Units, Gold - Skip spectator turn in multiplayer games ## 3.9.13 Simplified translation file generation Background work for "generic-ifying" unit and building uniques for modding purposes Worker unique is now moddable to other units By alkorolyov: - Spectators can enter and view other player cities - Fix map editor gameparameters layout Translation updates ## 3.9.12 Added Water Mill building Add mod compatibility for extended map editor - By alkorolyov Main menu buttons no longer require scrolling By lishaoxia1985: - Close button on map management screen no longer disappears when deleting all maps - Scout obsoletes per Civ V Translation updates ## 3.9.11 Better Civilopedia icons for buildings and units Resolved #2822 - normalized the amount of strategic resources Resolved #2819 - units no longer gain XP from attacking already defeated cities Resolved #2820 - resurrected civs are at peace with everyone By alkorolyov: - Fixed two empty mods checkbox in game options - Two experimental switches: Spectator mode & Extended Map Editor By ninjatao: - Do not generate fallout on impasssible terran. - Fix AI nuke radius Translation updates ## 3.9.10 Resource toggle button is consistent with population toggle - by @lishaoxia1985 Unremovable terrain features e.g. Flood plains are no longer removed by great improvements Resolved #2640 - Difficulty level shown in victory status screen Great improvements are no longer hardcoded, so new great improvements can be modded in =) Resolved #2811 - Offering the same resource to 2 civs when you only have 2 left no longer causes 'trade no longer valid' for the second one Dispose main menu screen when exiting to save space Translation updates ## 3.9.9 Civ is properly destroyed when liberating the last city of the civ Replaced units are not shown in tech button even when replacing unique unit is in a different tech Fixed main menu crash when returning from certain modded games Resolved #2794 - Save games and maps cannot have slashes/backslashes, to avoid foldername/filename confusion Civ is properly destroyed when liberating the last city of the civ By alkorolyov: - Basic spectator functionality - POC - Console mode for multiple game automation - POC Added an installation problem solution on Ubuntu - By illantalex ## 3.9.8 Resolved #2787 - AIs MUCH more likely to build the Apollo Program and win a Scientific Victory Resolved #2789 - losing a resource no longer cancells all trades with that resource, only as many as is necessary to reach equilibrium Removed tech exchange, as per Civ V Resolved #2759 - Mark tiles for air unit attack range - By ninjatao Translation updates🍎 ## 3.9.7 Resolved #2749 - show current improvement and remaining time to build in improvement picker screen Resolved #2112 - Show current resource amounts on incoming trade requests Hopefully mitigated some very odd multiplayer-checker-related crashes Fixed natural wonders not being considered 'impassible' for certain things (e.g. ancient ruins spawn) Translation updates ## 3.9.6 Resolved #2761 - Tutorial titles are auto-added to the translation files Resolved #2703 - placeholder translations now check active mods for translation values - by dbaelz Background work and POC for Scenario editor - By alkorolyov Improve performance of multiplayer load poll - By soggerr Translation updates ## 3.9.5 Fixed coast tiles around natural wonders spawning land-type layers By lyrjie: - Map generation speedup - Fixed strategic resources generation By alkorolyov: - Now clearCurrentMapButton and TerrainsAndResources clears rivers. By ninjatao: - Fix oil generation in sea. - Fix forest display in Default tileset Translation updates ## 3.9.4 Opening the New Game screen from within a game saves the previous game parameters, map generation parameters work again Resolved #2662 - left side of the screen no longer becomes unresponsive to player input after changing from a selected unit to a selected city Resolved #2735 - Diplomatic "Friends with friend/enemy" modifiers are recalculated every turn Great improvements are marked as such in the Civilopedia Translation updates ## 3.9.3 Resolved #2723 - resource-specific improvement bonuses are *in addition to* the regular improvement bonuses, and not instead. Resolved #2708 - added rivers to plain tileset Medium-sized translation updates Meanwhile, in Google Play, we've reached 500K downloads! ## 3.9.2 Move units out of cities when liberating Thread crash fixes - By vainiovano New translation language - Lithuanian Clicking the menu button when it is open closes the menu Translation updates ## 3.9.1 Buildings requiring a nearby resource can be constructed even when the tile belongs to another city Natural wonders spawned before rivers, so we don't retroactively get rivers on coast tiles Added civilopedia info for great people and great improvements, removing terrain features, and strategic resource provision - see #1492 Resolved #2613 - added a close button to the Civ-picking popup in the New Game screen Battle calculation takes into account the tile that the unit will attack from Translation updates ## 3.9.0 Added rivers, and river generation! Game now saves save files in external storage on Android when possible. Resolved #2672 - Difficulties are sorted by ascending difficulty in Civilopedia Resolved #2660 - Remove Fallout now enabled by Atomic Theory, not Agriculture Great person uniques can be added to any modded unit Translation updates ## 3.8.12 By dbaelz: - Minor UI improvements construction menu - Evaluate translations for mods only when the mod is active in a game. Fixes #2622 - Add remove button for construction queue items Resolved #2647 - Automated workers run away from enemy military units Advanced sliders work on New Map Screen Translation updates ## 3.8.11 Gold deficit only affects science when the civ has negative gold Resolved #2642 - added difficulty settings to Civilopedia Resolved #2549 - fixed New Game Screen capitalization, options alignment and placing Resources no longer spawn under unbuildable, unremovable terrain features Resolved #2638 - Auto-assign of population no longer "double books" tiles Uniformed the size of buttons on LanguagePickerScreen and MultiplayerScreen - By panchenco Don't reveal submarine position by city markers - By JackRainy Size optimization - By lishaoxia1985 Translation updates ## 3.8.10 Font system rewrite to accept all characters and speed up game loading - By vainiovano More new tiles by The Bucketeer! New river-ready tiles by The Bucketeer! Fixed Manhattan Project being inversely affected by nuclear weapons disabling Translation updates ## 3.8.9 City-states no longer spawn Great Generals Can no longer see other human players' assigned tiles Resolved #2618 - better inter-city navigation in city screen Resolved #2611 - City button shrinks on zoom-in Fixed rare citadel crash Better trading posts by The Bucketeer! Years per turn normalized to game speed - By AcridBrimistic By JackRainy: - Civilian units no longer move when bought - Fixed translation for civ start biases Translation updates ## 3.8.8 Redid layout for the New Game screen - see #2549 Better jungles and lakes - by The Bucketeer Normalized "Buy" and "Fortify" sounds, so they're not overly loud Solved ANR when loading game to display its metadata Population assigned to tiles of other cities do not auto-unassign Settler automation takes into account which tiles already belong to other civs Translation updates ## 3.8.7 Small update this time! Resolved #2588 - instead of tile ownership being transferrable between cities, cities can now work tiles belonging to other cities. Size optimization - By vainiovano Translation updates ## 3.8.6 Performance improvement when selecting a tile to move to - By vainiovano Autosaves no longer garbled when exiting extremely large games - By JackRainy By SomeTroglodyte: - Better Resource order in empire overview screen - Typo fixes Resolved #2576 - Clicking on "Encountering" notifications now moves the map to the encounter location Differentiated between Portuguese and Brazilian Portuguese translations Translation updates ## 3.8.5 Maps no longer spawn ancient ruins in immediate vicinity of civ spawns Invisible Romanian characters are now visible Fixed thread crashes due to concurrent actor changes in multiplayer update popups Translation updates ## 3.8.4 Better "declare war" and city battle decisions (hopefully) for AI Minimap shows entire map again - now looks good for both rectangular and hexagonal maps Resolved #2536 - cities correctly expand to the last available tile Game always resume previous screen on resume(), and autosaves on pause By SomeTroglodyte: - Performance improvements - Translation generation for mods doesn't add entries that exist in base translation Translation updates ## 3.8.3 Performance improvement - by vainiovano By SomeTroglodyte: - Terrace Farms: Bonus resource restriction - Map editor: Placed improvement check updated, resolves #2489 Fixed 'auto assign production' not working when changing from manual to auto assign Fixed crashing error when loading mods Many performance improvements Fixed modification exception when destroying transported units Resource bonus from Fascism effective immediately Translation updates ## 3.8.2 Main screen buttons fit in all languages - by Jack Rainy Typo fixes and character organization - By SomeTroglodyte AI great people no longer raise improvements on tiles with great improvements Iroquois movement unique only applies to friendly territory Resolved #2503 - Resizing game no longer returns to main menu New game screen adjusts to base rulesets with small amounts of civs, including barbarians Saving a map from the map editor screen no longer changes the screen Translation updates ## 3.8.1 Solved concurrency problems Fixed #2492 - trading cities with units in them no longer crashes the game Can start a new game from within a game, to copy over the game's parameters Fixed resource display bug in tile table in multiplayer Added a randomly-generated map as background for the main menu Decrease CPU load for multiplayer game - By Jack Rainy Translation updates ## 3.8.0 Game starts and defaults to a new Main Menu - should help solve errors as well as allow for cleaner disambiguation of problems Map Elevation normalized to feasable amounts of mountains Resolved #1936 - can sign Declarations of Friendship in Multiplayer Resolved #2360 - can now change the current user ID for multiplayer when changing devices Much more turn-efficient exploration! City tiles are always contiguous, otherwise loads of wierd bugs happen Fixed the auto-unassigning extra specialists Allow scandinavian lowercase vowels (capitalized are very rare) - By SomeTroglodyte Translation updates ## 3.7.6 Can specify a mod as a 'base ruleset' - supports mods with no techs, alternate tech trees, No Barbarians, no workers Unique units need not replace existing ones Tile variants! By SomeTroglodyte: - Fix minimap mouse dragging - Fixed modded strategic resource without tech prerequisite By JackRainy: - Highlight unique offer suggestions - Sort trades by expiration - Citadel improvements + improved AI for forts - Map Editor UI improvements ## 3.7.5 By SomeTroglodyte: - Keyboard: Left/Right arrows work in city screen - Small optimizations - Rationalism effect visible in city UI - Mods can have improvements above terrain features By Jack Rainy: - Player's automated workers don't build forts - Better Domination victory checks - Can continue turns after defeat, as spectator New screen for "Add Game" - By GGGuenni Resolved #2348 - construction queue 'cleaned' after every construction Resolved #2413 - Hotkeys for unit actions always displayed Translation updates ## 3.7.4 By Jack Rainy: - Use correct icons for great improvements - World view stats clickable - Fix crash for tiny cities By SomeTroglodyte: - Fix options disabling next turn - Next turn button colors - Cultural expansion maximum - Icons for stats overview Cannot accept multiple conflicting offers - #2146 Added city expansion tutorial - #2322 Reveal all civs when won/lost - #2407 Various exploration-related improvements - #2278 Unit placement improvements - #2406 Translation updates ## 3.7.3 By Jack Rainy: - New Civilization: Denmark - Performance improvement - Better mod exceptions By SomeTroglodyte: - Civilopedia cleanup - Better map saving Resolved #2285 - workers no longer try to work within range of enemy city Resolved #2221 - buildings in mods can reference techs in original ruleset Resolved #2381 - can now remove buildings, units and techs in mods Free policies with no adoptable policies no longer 'stuck' the game Translation updates ## 3.7.2 By rh-github-2015: - Keyboard support for unit actions! - Can cancel improvments! - Better tracking of language picking - Conditionally pack images - Scroll panes autofocus - Code optimization By Jack Rainy: - Improved great improvement build rules - Fixed Woodsman promotion - Civilian units don't wake up from enemies if they're protected "Natural Wonders" tutorial - by Smashfanful & Jack Rainy Resources immediately come back after declined trades Translation updates ## 3.7.1 Hopefully resolved #2361 - should work on 32-bit linux By Jack Rainy: - Better colors for Katmandu and Almaty - Autosize of the tech buttons - Display the crosshair in alternate color for distant targets - Display price for unavailable purchases By rh-github-2015: - Fortify until healed disabled if no more movement - Better thread handling Resolved #2340 - cannot open multiple 'disband' popups for cash hack Resolved #2305 - Added city-states and influence tutorial Translation updates ## 3.7.0 By Jack Rainy: - Forts and citadels (with AI) - Crash fixed in specific circumstances of Map Editor "Free policy" freezes fixed Desktop window size restore - By rh-github-2015 Not being able to read the settings file shouldn't make you crash Translation updates ## 3.6.15 By Jack Rainy: - New wonders: Mausoleum of Halicarnassus, Statue of Zeus - UI bugfixes: city info and aircraft - Display the hidden units indicators under city buttons - Map generation places resources 'under' terrain features Resolved #2135 - added tutorials for Research Agreements, Combat and Experience Nuclear weapons setting moved to a per-game parameter Railroad is now just a black line - much clearer than the old, "nicer" image Translation updates ## 3.6.14 Harbors immediately connect cities Revealed resources near cities generate notifications Cities in unit overview are translated Resolved #1885 - Both sides of per-turn trades end at the same time, resources offered in trade requests are not considered yours for that turn Resoved #1869 - added WASD support for map panning Resolved #1779 - Can lock worked tiles to prevent them from being unassigned Resources in Civilopedia state consuming units and buildings - #1964 Translation updates ## 3.6.13 By rh-github-2015: - New Nation added - Inca! - Show improvement bonus for improving tech in Civilopedia - Add unit ability 'withdraw before melee' to Caravel and Destroyer By Jack Rainy: - Carrier is ranged - Mod's name is translatable City stats and resources update after creating great improvement Resolved #2214 - Civilopedia entries are now left-aligned Fixed very rare crashing bugs Translation updates ## 3.6.12 City names now translated in overview and tile info Resolved some ANRs in Multiplayer Performance improvements in finding cities connected to capital Mod translation generation - by Jack Rainy When moving between units to units in cities, tiles they can move to are now shown Adding mods auto-adds relevant civs - by rh-github-2015 Added progress bars for constructions in city screen Nicer, more consistent specialist allocation tables Translation updates ## 3.6.11 By rh-github-2015: - More civilopedia info for nations and improvements - - Better error handling for Mods Fixed "other civ doesn't get duration on timed trades" bug Removed "Declare war" trade option when there's a peace treaty Resolved #2175 - Can no longer queue multiple perpetual builds Resolved #2150 - Added resource type to civilopedia description Resolved #2224 - can no longer enter promotions screen from overview screen if no valid promotions LOADS of Translation updates ## 3.6.10 By Jack Rainy: - Double range of rebase for air units - Translation files now take values directly from data files - no more value mismatches! By rh-github-2015: - Clearer free promotions - UI cleanup Unit purchasing limits - by EdinCitaku Unit Action buttons stick to the left Translation updates ## 3.6.9 By rh-github-2015: - Trade offers better sorting with user choice - Resources always stay up-to-date - Promotion and health columns in units overview Preparation for recognizing ID types - by tobo Translation updates ## 3.6.8 Loads of stuff by Jack Rainy! - UI improvements - Energy saving for music and sound - Allow selection of non-buildable items - Sort overview resources by name and amount - Turn number of trades changes with game speed - Filter for the custom maps - Ice is Impassable for all except submarines Translation updates ## 3.6.7 By Reversi: - Fixed city buy/sell exploits - Snow, Ice, Atoll & Map Generation - Borders made of oriented triangles rather than circles By Jack Rainy: - Major translation changes - Minor UI changes - Brought specific things more in line with Civ V Starting locations work again =) Translation updates ## 3.6.6 Resolved #2071 - AI will wait 20 turns between proposing research agreements if declined Ranking by culture is by number of adopted policies Player cannot nuke a civilization it has a peace treaty with - by EdinCitaku Resolved #2074 - Fixed domination victory Resolved #2040 - Moved the turn counter on the top bar to the second level, to even out both levels Water units can no longer see over hills etc. By Jack Rainy: - Keshiks are ranged units - Distinct color for Korea Translation updates ## 3.6.5 Resolved #2065 - Units can no longer sleep while fortified - by Vladimir Tanakov Resolved #2033 - Happiness from tiles is always considered correctly in regards to food consumption Resolved #2035 - Strategic resources are affected by map generation parameters Resolved #2055 - cities once again bombard melee units Fixed rare crash when diplomacy values change while ending the turn UI updates - by lishaoxia1985 Translation updates ## 3.6.4 By Jack Rainy: - Civilization rankings (Richest, Strongest, Most Fertile, Largest, etc.) - Can now buy buildings from queue - Include Nations in the calculation of a translation's percentage Eiffel Tower effect changed to reflect original Civ - by lishaoxia1985 Translation updates ## 3.6.3 Workers automate roads/railroads overseas, railroads connect through harbors - by przystasz Multiplayer Notification Fix - by tobo Fixed wrong placement of purchased/upgraded units - by Jack Rainy Tile stats in city now shown in a row - by reversi Refactor for unit actions - by Kentalot Resolved #1986 - research agreement cost consistency Resolved #2012 - starting locations no longer visible Victory screen shows the viewing player in multiplayer games Translation updates ## 3.6.2 Resolved #1982 - Can now pic civ-equivalent Great People in great person picker screen By Jack Rainy: - Fixed rare bug of clicking on an unknown civilizations - Display the current amount of gold in the "buy" prompt - Do not allow to purchase extra units requiring unavailable resources Removed pebble symbol from Unciv icon when showing persistent notification - by tobo Performance improvements - by Kentalot Translation updates ## 3.6.1 Resolved #1963 - can now unautomate embarked workers Resolved #1697 by adding information to the special production constructions - by Kentalot By Jack Rainy: - Future Tech can't be picked as a free technology until requirements are met - Can sort cities in overview by food, production etc Resolved #1962 - "infinite zoom" from capacative scrolling is no longer irrecoverable Resolved #1975 - Museum and Factory now give 2 specialist slots Fixed rare crashes when pausing Translation updates ## 3.6.0 Massive multiplayer improvements! Multiplayer screen reworked - by GGGueni Added Multiplayer Turn Notification Service - by wrov/tobo UI of New Game screen updated - by lishaoxia1985 Resolved #1930 - national wonders no longer require built buildings in puppeted cities Nuking a Civ's land is considered an act of war - by Jack Rainy Translation updates ## 3.5.14 Resolved #1926 - fixed unique improvements Resolved #1927- changing new game parameters and exiting the new game screen doesn't change the current game's parameters Resolved #1818 - Marble bonus now displayed in Civilopedia Resolved #1918 - added missing translations Fix tile yields in city screen when in multiplayer - by reversi By Jack Rainy: - Forge increases production of spaceparts - Preview tile improvements Minimap improvements - by lishaoxia1985 Translation updates ## 3.5.13 Moai no longer buildable on terrain features - by lyrjie Resolved #1902 - buildings requiring worked resources can be built in cities that are built on that resource Resolved #1841 - Legalism grants enqueued buildings - by reversi Minimap can show the whole worldscreen and display cities better - by lishaoxia1985 Captured Khans now automate properly Translation updates ## 3.5.12 Mongolian civ added! - by reversi By Jack Rainy: - Improvements to the Diplomacy overview: better spread and can select specific civs - Research screen centered on current tech Resolved #1859 - skip defeated players' turns in multiplayer Fixed bug where air units in transports couldn't upgrade Tied the unit upkeep scaling to game speed - by lyrjie Translation updates ## 3.5.11 Rectangular maps and better map generation - by reversi Resolved #1847 - Civs defeated by a nuke are now properly destroyed Resolved #1844 - improved worker automation Resolved #1852 - buildings requiring an improved resource now accept resources with great improvements Solved the 'infinite warmongering penalty' bug Resolved #1858 - Automated workers build unique improvements Translation updates ## 3.5.10 Resolved #1827 - can no longer see other (current) player's city production in multiplayer Resolved #1839 - Civs no longer declare war and offer things in the same turn AI no longer sends 'please don't settle cities near us' warnings when at war When disbanding carriers, transported air units move to nearby tiles if they can. If they can't then they're disbanded. Resolved #1457 - no AI-to-AI trades are 'automatically accepted' Translation updates ## 3.5.9 Resolved #1820 - Fixed a crashing bug with the AI trying to ally with defeated City-States, as well as many other minor bugs By Jack Rainy: - Nuclear missile is able to target any tile within the range - Added "Sleep/Fortify until healed" functionality - Fixed relationship bug when capturing cities By lyrjie: - Notification when City-states advance an era disabled - Fixed bug pertaining to unit healing Half-ready Japanese translation added! - by paonty Show name when icon is tapped in resource overview in a label above the icon - by ltrcao Translation updates ## 3.5.8 Buying current construction no longer removes other items from the queue - by reversi Resolved #1757 - Can now see version when running from a desktop Jar Fixed crash in city-state influence notification Solved ANR when waiting for the list of maps Resolved #1808 - Disabled problematic declaration of friendship Translation updates ## 3.5.7 Added Non-continuous rendering setting, to disable animations and save battery - by reversi Add missing Forge and Seaport production bonus uniques - by Teague Lander Fixed anti air units intercept range Fixed aerial transportation crashing bug Add specialist slot description for buildings that provide them - by Teague Lander Quick access to diplomacy screen with other civilizations by tapping city buttons - by ltrcao Translation updates ## 3.5.6 Research agreements! - by lishaoxia1985 Exploring units no longer auto-enter City-States Map editor menu fix - by lyrjie Can no longer acquire another player's tiles in multiplayer - by lyrjie Specialist allocation is immediately viewable on the City Screen Legalism fix - by reversi Fix #1759: correct 'turns to construction' for multiple units of the same type - by reversi Translation updates ## 3.5.5 Aircraft Carriers added - by ltrcao and Jack Rainy Popups streamlined - by Azzurite Fixes to Oligarchy - by lyrjie Better support for tile images More tile images by The Bucketeer Translation updates ## 3.5.4 Turkish translations added - by rayray61 By lyrjie: - Starting units no longer spawn on Ancient Ruins/Barbarian encampments - Ships no longer 'teleport' into landlocked cities - Barbarians no longer 'pillage' city ruins Barbarians don't move/attack on the turn of their spawning By reversi: - Legalism policy fix - Fixed "empty entry in construction queue" bug New Resource+Improvement images by The Bucketeer Translation updates ## 3.5.3 By lyrjie: - Can no longer buy the same building multiple times - "Pick construction" tutorial now completes again - Map is revealed after singleplayer defeat More resource images by The Bucketeer Ancient ruins are no longer save-scummable Resolved #1700 - As per original civ, you no longer start with a scout. Translation updates ## 3.5.2 By JackRainy: - Disable France culture boost after Steam Power - Back button prompts dialog for game exit - Janissaries heal after killing Legalism grants culture buildings asap - by r3versi Fix Map Editor Lag - by r3versi Cities can now bombard all tiles within range of 2 - by Vladimir Tanakov barbarian automation - by Vladimir Tanakov Idle units select properly after settling a city - by lyrjie Proper destruction notification for City-States Added Fur resource image Translation updates ## 3.5.1 City constructions queue - by r3versi Songhai Civ added - by Smashfanful and r3versi Game no longer confuses cities with the same name - by r3versi Can no longer buy tiles outside the 3-tile radius - by lyrjie Added the "crudely-drawn map" to ancient ruins outcomes - by lyrjie Visual bugfix for city button growth bar - by drwhut Translation updates ## 3.5.0 Modding for Desktop is now available! More resource images by The Bucketeer Added a growth progress bar to CityButton - by drwhut Translation updates ## 3.4.8 Huge Map Editor update - bush sizes and paint-dragging! - by r3versi "Stop" actions now work again - by r3versi Battery saving rendering (also removes the 'current unit' animation but that's the price to pay) - by r3versi "Sell building" no longer disabled when player has little gold - by lyrjie Performance improvements Tutorial updates ## 3.4.7 Spain civ added - by r3versi Background work towards enabling mods Resolved #1598 - we now save Map Options for new games started Specific AI automation for Missile units means they won't try to move to tiles that they can't move to Translation updates ## 3.4.6 AI no longer attempts to get rid of barbarian encampments with nuclear strikes. All natural wonders now in the game, kudos to The Bucketeer for the art! Can now display pixel resources on the map - for now we have the mineral resources Resolved #1569 - "Patreon" button actually opens Patreon now Natural wonders fixes - by r3versi Civilopedia and Tutorial fixes - by Vladimir Tanakov Added notifications for diplomacy between other civs - by lyrjie Translation updates ## 3.4.5 Resolved #1533 - Defeated City-States no longer "declare war" if you attack their ally Ancient Ruins are now spread out instead of randomized Automated units no longer advance towards enemies they can't attack without dying - by lyrjie Can no longer purchase constructions from cities in resistance New language getting translated: Indonesian! Translation updates ## 3.4.4 Grand Mesa and Mount Fuji artwork by The Bucketeer means they're now in the game! Happiness from worked tiles now computed - by r3versi Polynesian galleys can enter ocean - by lyrjie Barbarians enter owned tiles (difficulty dependant) - by lyrjie Cities no longer connected to capital by water without harbor - by lyrjie Email popup for crash reports on Android - by Vladimir Tanakov Translation updates ## 3.4.3 Most players said Cultural victory was too easy - now requires 5 branches instead of 4 By r3versi: - Unique promotions listed in Promotion screen - Fixed Greece City-States influence unique - Added notifications on losing city state relationship Misc. rare bugfixes when: -liberating cities when you haven't met their original owners -activating "Conduct trade mission" -conquering cities -obsoleting scouts -razing the capital city -first entering a large multiplayer game Translation updates ## 3.4.2 Diplomacy graph size scales with screen space available - by r3versi Game crash popup no longer affected by tutorial settings Fix error due changing language on Android < 4.4 - by r3versi & Vladimir Tanakov Resolved #1493 - Added Nation information to Civilopedia Added Promotion information to Civilopedia Translation updates ## 3.4.1 Fixed more crashes and ANRs related to translations Added loading screen Considerably sped up initial loading time Translation updates ## 3.4.0 Natural wonders are go! :smile: - by r3versi Great scientist now generates science like in original game - by lishaoxia1985 Solved the "0 production for settler" bug Tutorial task table now becomes visible when turning displayTutorials on - kudos @r3versi