## 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 height 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