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
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
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
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 <when espionage is enabled>
conditional - By RobLoach
Allow purchasing wonders with gold when explicitly given a unique - By SeventhM
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
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
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
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
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
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
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
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
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
Significant memory improvements - should allow for much larger maps on memory-constrained devices!
CPU performance improvements
Solved rare automation crashes with escorted units
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
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
Performance improvements!
AI prioritizes unit upgrades over purchasing new constructions
Units are not added to cities in resistance if non-resistant cities are available
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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!
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
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
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
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
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
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
New unique trigger: "<upon expending a [mapUnitFilter] unit>"
Console:
city addtile <cityName>
takes an optional[radius]
parameterciv 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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!)
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
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
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
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
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
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
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
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
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
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
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
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
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
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
'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
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
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
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
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 <every [positiveAmount] turns> Conditional - By PLynx01
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
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
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
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
Added experimental scenarios!
Fixed Android status bar not disappearing ("immersion mode")
Console: added 'set player type' command, for scenario setup
Fix ShadowedLabel - By SomeTroglodyte
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 <upon discovering [tech]>"
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
Allow unique parameters to contain square brackets
Library updates for performance and stability
Targetting refactor - By Framonti
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
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
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
"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
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
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
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
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
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
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)
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
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
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
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
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
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 :)
"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
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
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
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
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
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
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
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
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
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
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
'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
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
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
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 :)
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
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
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
Reduce a few memory allocations - By SomeTroglodyte
AbsoluteUnits - Norwegian Ski Infantry, Mehal Sefari, Carolean, Foreign Legion - By letstalkaboutdune
Various performance improvements - By WhoIsJohannes
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
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
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
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)
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
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
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
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
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
Many many performance improvements!
By SomeTroglodyte:
- Music player controls
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
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
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
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
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
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
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
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
Add Replay feature in VictoryScreen - By WhoIsJohannes
All units can be automated
By SomeTroglodyte:
- Make City center minimum tile yields moddable
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
'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
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
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
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
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
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
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
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
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
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
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
Added layout option for promotions, added promotion layout for G&K
Added AbsoluteUnits as default units for Hexarealm tileset :D
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.
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
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
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
Slight performance improvements
Create Cannot Move Unique - By itanasi
Fixed softlock forcing you to found a pantheon without available beliefs - By xlenstra
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
New Desktop downloads start at fullscreen
Special images for embarked units
Moddable UI skins - By GGGuenni
Global politics overview screen - By alexban011
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
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
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
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 :)
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
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
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
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
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
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
Memory performance improvements
HexaRealm is now default tileset
Mod categories - By alexban011
Replace "moveTo" in unit overview with "Moving" - By itanasi
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
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
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
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
By OptimizedForDensity:
- Better AI targeting
- Generalize production-to-stat conversion uniques
- Performance improvements
Unit icon opacity control - By letstalkaboutdune
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Wiki improvements
Unique units abilities that should be inherited by upgrades - By SomeTroglodyte
By SpacedOutChicken:
- Add Amphibious promotion to Songhai units
- Petra fix
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
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
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
Modding: Multiple Unique documentation improvement
By SomeTroglodyte:
- Slider fixes
- Rudimentary AI control over goldPercentConvertedToScience
Fix Navies capturing Land Civilians - By itanasi
Translation updates
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
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
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
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
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
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
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
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
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
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
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
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
Worker AI improvements for modded improvements and terrains
Performance improvements
Minor UI improvements
By will-ca:
- Unified icon button UI
- Added missing translation terms
"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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
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
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
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
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
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
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
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
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
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
A test to ensure that publishing new versions to Google Play works properly
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
Fixed crash from conquering cities - By xlenstra
Fix DOS attack perpetrated by CityInfoReligionManager on Json Serializer - By SomeTroglodyte
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
I'm checking if this information gets to the Github release and the Discord announcements
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
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
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
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
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
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)
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 []"
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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! :)
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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🍎
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
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
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
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
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!
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Modding for Desktop is now available!
More resource images by The Bucketeer
Added a growth progress bar to CityButton - by drwhut
Translation updates
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
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
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
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
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
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
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
Fixed more crashes and ANRs related to translations
Added loading screen
Considerably sped up initial loading time
Translation updates
Natural wonders are go! 😄 - 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