[NOTES] * Pacing has received a large amount of work. Expect to have more of a challenge managing your empire at higher difficulty levels than you did before. Consider dropping a difficulty level if you have problems. * Existing saves will work correctly. However, the balance pass may make your existing happiness lower than expected when loading into your existing save post-patch. [UI] * Civilopedia now available in the Main Menu (under “Other”) * Replay is now available at the end of the game, and through the main menu. You can choose Map, Graphs, and turn-by-turn. Only games played post-patch will apply. * Great People progress UI addition (upper-left Info Corner UI). * Combat preview for Aircraft UI addition. * Fixed aircraft UI issue causing the aircraft selection UI to duplicate itself when rebasing aircraft. * When loading save game files, you can now order the list by name, or last modified. * Fix aircraft UI bug that was causing Nuclear Missiles and Atomic Bombers to leave behind container UI after it’s destroyed. * Removed dead players from Demographics UI. [DIPLOMACY] * Made backstab routine more transparent (the dialog will clearly state that they are backstabbing you). * AI now remembers when it has been nuked, for a permanent diplomatic penalty. * AI now recognizes a player that captured their capital for a permanent diplomatic penalty. * End declaration of friendship as soon as war is declared (so can't later get a notification that it has expired). * AI remembers if you satisfied one of their requests (positive modifier, decays over time, based on value of items granted). * AI remembers if you fought against a common foe (positive modifier, decays over time, based on damage done to the common foe). * Track trades between players and allow that to positively influence relationships (the better the deal for the AI, the stronger the modifier). Particularly useful for bribing a hostile AI. [AI] * Rebalanced AI flavors and strategies for unit training to improve AI army composition and build choices. * Allow the AI to consider Pikeman units for offensive roles when they can't build Swordsman or Longswordsman. * Allow Alexander and Darius to consider Hoplites and Immortals for offensive roles in early game. * AI players may now use a Great General in early rushes on higher difficulties. * Modified flavor tags for Atomic Bomb and Nuclear Missile so AI builds them only when it decides it specifically wants Nukes. * Block City States from building carriers, atomic weapons. * Strategies for building mobile units now persist into Modern era to help AI decisions for when to build tanks and modern armor. * Dampen early game Grand Strategies to give the AI time to expand (AI were sometimes stuck in a single city until late in the game). * Victory adjustments to AI behaviors, including alternate victory paths as “back-ups” (for example, building the Apollo Program, even if they are not going for a Spaceship victory). * Revise code calculating recommended army size (using smaller armies if the threat is low). * Correct issue that was causing late-game continent-bound AI’s to over-build units intending to invade, and never properly execute the amphibious invasion. * Scale recommended army sizes based on difficulty level. * AI grand strategy and flavor weighting balance pass. * AI policy choice weighting balance pass. * AI tech choice weighting balance pass. [GAMEPLAY] * Player is now given the option to return a CS worker that they free from barbarians. * Roads under captured cities no longer charge maintenance. * Machu Picchu no longer destroyed when capturing a city containing Machu Picchu. * Fixed Oligarchy bug that was causing the effect to expire when loading from a save. [MULTIPLAYER] * Multiplayer AI is now consistent with Single Player AI. * Hot-Seat is now available through the multiplayer menu. o You can have as many humans playing as available slots in the game. o Password protection is built in. o All maps, including purchased and user-created, are available to play in Hot-Seat. o While play-by-email is not yet implemented, we did include an in-between turn saving option for those that want to play via email. [BALANCE] Mechanics * Policy “Finishers” added to all 10 policy trees. Taking all policies in a tree will grant an additional bonus effect. See policy notes below for more information. * Tweaked Policy cost formula (cheaper earlier, more expensive later). * Reduced per-city Policy cost increase by 50%. * Culture from City States tweaked (less early, more later). * Killing a barbarian for a city state now gives 12 influence (was 5). * Production cost adjustments for units/buildings/wonders (mostly a little cheaper, much cheaper late game). * Unhappiness per city increased to 3 from 2. * All great person tile improvements now connect all strategic resources. * Reduced Culture from Goody Huts to 20 from 30. * Defense penalty and city assault bonus promotions are now lost with upgrade. * Research agreements now give a tech boost instead of a free tech. Tech boosts start at 50% of the median value of all techs you can research. Can be boosted to 100% if you both start Rationalism and build the Porcelain Tower. Terrain, Resources, and Improvements * New bonus resource: Stone (+1 production, improved with a Quarry). See the Stone Works building note below for additional details. * Map generation improvements to integrate Stone into production-poor terrain, reducing the temporary usage of Cows. Additionally, will switch grass bonus resources from Cows to Stone when production is needed. * Marsh and Fallout terrain penalty reduced from -33 to -15. * Academy yield increases with Scientific Theory. * Customs House yield increases with Economics. * Manufactory yield increases with Chemistry. * Marble wonder production mod reduced to 15%. * Luxury resources now give 4 Happiness, down from 5. * Remove penalty for improving Tundra, Snow and Desert. * Railroad improvement now takes 3 turns, down from 7. * Scrub Fallout now takes 2 turns, down from 5. * Repair improvement now takes 2 turns, down from 3. * Well improvements now remove jungle/forest/marsh. Buildings * New building: Stone Works: +1 Happiness and +1 production, and +1 production for each source of Marble and Stone worked. Requires Marble or Stone. * Burial Tomb now correctly has an Artist slot. * Mud Pyramid Mosque reduced 1 Culture. * Circus moved to Trapping. * Forge maintenance reduced 1 gold. * Windmill production modifier reduced 5% to 10%. * Monastery base Culture reduced from 3 to 2. Per resource Culture unchanged. * Mint gold per resource reduced by 1 gold. * Colosseum maintenance reduced by 1 gold, Happiness reduced by 1. * Theatre maintenance reduced by 1 gold, Happiness reduced by 1. * Stadium maintenance reduced by 1 gold, Happiness reduced by 1. * Broadcast tower cultural modifier reduced to 33% but now gives 3 Culture. * Armory maintenance reduced by 1 gold and moved to Machinery. * Military academy maintenance reduced by 2 gold. * Arsenal moved to rifling and now provides city defense instead of unit production. * Walls now gives 4 Defense (was 5). * Walls of Bablylon now give 6 Defense (was 7.5). * Mughal Fort now gives 6 Defense (was 9). * Castle now gives 4 Defense (was 7.5). * University maintenance reduced by 1 gold and now gives a 33% boost to science instead of 50% (will increase to 50% after adopting Free Thought Policy). * Military Academy now requires Armory instead of Barracks. * Arsenal now requires Castle instead of Military Academy. * Military Base now requires Arsenal. * Wat now requires Library. * Mud Pyramid Mosque now requires Monument. * Harbor naval production reduced 10% but now increases sea resources yield by 1 hammer. * Seaports no longer require a sea resource, they now require a Harbor. Production per sea resource reduced by 1 hammer. * Factory production increased by 1 hammer but modifier decreased to 10%. * Solar/Nuclear plant cost greatly reduced. * Solar/Nuclear plant production increased by 1 hammer but modifier decreased to 15%. * Public School science per population reduced by 50% and now provides a flat 3 science. * Research Laboratory modifier reduced by 50% but now gives a flat 4 science. * Workshop production modifier reduced by 5%. * Barracks, Armory, Military Academy and Krepost now provide experience to all units trained. Wonders * National College moved to Philosophy and reduced by 2 science. * Oxford University now gives 3 additional science. * Great Lighthouse now also provides a free Lighthouse in the city where it was built. * Great library now gives 3 additional science, and provides a free Library in the city where it was built. * Porcelain tower now additionally increases the Science granted when completing Research Agreements by 50%. * Hermitage moved to Acoustics and much cheaper to build. Now requires Opera Houses but gives only a 50% boost to Culture. * Stonehenge Culture reduced to 6 from 8. * Pyramids worker speed increase reduced to 25% from 50% but now give a free Worker when built * Hanging Gardens now give 10 Food instead of 1 population per city and Happiness. * Great Wall now obsoletes with Dynamite instead of metallurgy and gives 3 Culture. Additionally, a free Wall is provided in the city where it was built. * Hagia Sophia great person modifier reduced to 25% from 34%, and gives a free Great Person of your choice. * Eiffel Tower now give 5 Happiness plus 1 for every 2 Policies adopted. * Chichen Itza now grants an additional 4 Happiness. * Machu Picchu trade route gold increased by 5% and also gives a flat 5 gold. * The Colossus now gives an additional 5 gold. * Notre Dame now gives 10 Happiness, up from 5, and 3 Culture. * Sistine Chapel Culture modifier reduced from 33% to 25%. * Kremlin global city defense mod reduced to 25% from 50% but now gives 12 defense in the city where it's built. * Cristo Redentor Policy discount reduced from 25% to 10% but now gives 4 Culture. * Pentagon upgrade cost reduced to 33% from 50% but now gives 3 Culture. * Sydney Opera House moved to Mass Media and gives 50% Culture in the city where it's built plus 4 Culture. * Big Ben hurry modifier reduced to 15% from 25% but now gives a flat 4 gold. * Himeji bonus reduced to 15% from 25%, and provides a free Castle in the city where it was built. * Forbidden Palace now provides -10% unhappiness from Citizens in non-occupied Cities. Civilization Unique Abilities * Arabia: Bazaar now gives 2 gold on oil/oasis. * America: Remove river start bias. * America: Increase plot buy modifier to 50% from 25%. * China: Great General trait reduced to 50% from 100%. * Babylon: Great Scientist trait reduced to 50% from 100%. * Germany: Now receives a 25% discount on land unit maintenance. * Ottoman: Now receives a 67% discount on naval unit maintenance, and can upgrade Galley’s to Trireme’s. Policies * Liberty and Autocracy are no longer mutually exclusive. * Freedom, Autocracy and Order are now mutually exclusive. * Tradition o Aristocracy now provides +15% Production when building Wonders down from 20%. o Landed Elite now provides 1 Happiness at every 10 Citizens in each City. o Tradition Finisher: +15% Growth and +2 Food in each city. * Liberty o Meritocracy: +1 Happiness for each city connected to your capital, and -5% Unhappiness from citizens in non-occupied cities. o Republic now adds an additional 5% building production modifier. o Liberty Finisher: Great Person of your choice. * Honor o Honor Opener now additionally provides Culture for each barbarian killed. o Warrior Code now also gives 15% melee unit production. o Military Caste now provides +1 Happiness and +2 Culture for each city with a garrison. o Professional Army now reduces cost of upgrading units by 33% and provides +1 Happiness per defensive building (Walls, Castle, Arsenal, Military base). o Honor Finisher: Grants gold for each enemy unit killed. * Piety o Piety Opener now provides a 15% production bonus on Culture buildings. o Free Religion now provides only 1 free Policy but increases the Culture from Monuments, Temples and Monasteries by 1. o Organized Religion now gives 1 Happiness per Monument, Temple and Monastery. o Reformation now increases Culture in all cities with a Wonder by 33%, and starts a Golden Age. o Theocracy now increase gold yield by 10% in cities with a Temple. o Piety Finisher: -10% Culture cost of future Policies. * Patronage o Scholasticism reduced from 33% to 25% o Patronage Finisher: Causes other players’ influence with City States to decrease 33% more per turn than usual. * Commerce o Naval Tradition policy now also gives +1 moves to embarked units. o Commerce Finisher: +1 Gold per Specialist. * Rationalism o Rationalist Opener now increases the Science granted when completing Research Agreements by 50%. Stacks with Porcelain Tower. o Free Thought now also increases University science yield by 17% o Humanism now also affects Public Schools and Observatories. o Rationalism Finisher: +1 Gold from Science buildings. * Freedom o Freedom Opener now provides 25% Great Person Points in all cities. o Democracy now provides -50% Unhappiness per Specialist. o Constitution now provides +2 Culture per Wonder. o Free Speech now provides 8 maintenance free units. o Freedom Finisher: +100% yield from Great Tile Improvements and increase length of Golden Ages by 50%. * Autocracy o Police State now provides 3 Happiness per Courthouse, and reduces the time it take to build Courthouses by 50%. o Total War now provides +15% Production when building Military Units and +15 XP for new units. o Autocracy Finisher: 30 turn attack bonus of +20%. * Order o Order Opener now provides +1 Happiness per City. o Socialism and Planned Economy swapped places. o Socialism buff to 15% reduction in building maintenance from 10%. o Planned Economy now increases Science yield by 25% in cities with a Factory. o Communism now provides 2 Production and 10% Production towards buildings in each city. o Order Finisher: +1 Food/Production/Science/Gold/Culture per city. * United Front – Militaristic City States now grant units twice as often when you are at war with a common foe. Technology * Reduced cost of Calendar, Civil Service, Iron Working, Gunpowder, Rifling and Dynamite. * Scaled up costs of all sciences starting in the mid-renaissance era and on (larger increases later on). * Metal Working requires Construction. * Railroad now requires Dynamite. * Radar now requires Combustion. * Globalization requires Computers, and the cost is increased. * Computers require Radar. * Particle Physics no longer requires Globalization (Space victory now possible without overlapping Diplomatic victory). * Future Tech requires Globalization. * Tech Aesthetics: moved Dynamite and all future technologies around by 1 position for better alignment. Units/Combat * Destroyers no longer start with extra sight. * Extra Sight promotions are now lost with upgrade (Caravel). * Great General promotion spawning effectiveness reduced by 50%. * Mohawk Jungle/Forest bonus reduced to 25% from 50%. * Gunship anti-armor promotions now work correctly. * Jaguar now gets Woodsman promotion. * Minuteman now start with Drill I. * Mohawk Warriors no longer require Iron. * Carriers no longer require Oil. * Destroyer moved to Combustion. * Mechanized infantry moves reduced from 4 to 3. * Galley now upgrades to Trireme. * Ironclad now upgrades to Battleship. * +1 moves for Tank, Panzer, Modern Armor, with no sight penalty. * Increased combat strength of siege weapons to 50% of their ranged strength, increased intrinsic city attack promotions (10%/30% -> 20%/50%). * Increased Incan slinger combat strength slightly. * Increased Crossbowman and Chu-Ko-Nu combat and ranged strength. * Decreased Longswordsman, Fighter, Bomber, Guided Missile, Jet Fighter and corresponding UUs strength. * Removed Mandekalu Cavalry city attack bonus promotion (but still has no penalty). * Reduced Tank, Panzer, Modern Armor to lower tier city attack penalty (-25%, instead of -33%). * Aztec Culture from kills now stacks with new Honor Policy branch opener for double Culture killing barbarians. * Boosted Chariot Archer to strength 4 and ranged 7 (Egypt War Chariot as well). * Drop combat value of Berserker and Huscarl to match Longswordsman. [MODDING] * Fixed a bug in Lua where "Events..Remove" was not behaving correctly. * (Lua) Added GameEvents.CityCanBuyAnyPlot(ownerID, cityID) (TestAll) * (Lua) Added GameEvents.CityCanBuyPlot(ownerID, cityID, plotX, plotY) (TestAll) * (Lua) Added GameEvents.CityCanCreate(ownerID, cityID, projectTypeID); (TestAll) * (Lua) Added GameEvents.CityCanMaintain(ownerID, cityID, processTypeID); (TestAll) * (Lua) Added GameEvents.CityCanPrepare(ownerID, cityID, specialistTypeID); (TestAll) * (Lua) Added GameEvents.CityCanTrain(ownerID, cityID, unitTypeID); (TestAll) * (Lua) Added GameEvents.PlayerAdoptPolicy(playerID, policyTypeID); (Hook) * (Lua) Added GameEvents.PlayerAdoptPolicyBranch(playerID, policyBranchTypeID); (Hook) * (Lua) Added GameEvents.PlayerCanAdoptPolicy(playerID, policyTypeID); (TestAll) * (Lua) Added GameEvents.PlayerCanAdoptPolicyBranch(playerID, policyBranchTypeID); (TestAll) * (Lua) Added GameEvents.PlayerCanConstruct(playerID, buildingTypeID); (TestAll) * (Lua) Added GameEvents.PlayerCanCreate(playerID, projectTypeID); (TestAll) * (Lua) Added GameEvents.PlayerCanEverReseearch(playerID, techtypeID); (TestAll) * (Lua) Added GameEvents.PlayerCanMaintain(playerID, processTypeID); (TestAll) * (Lua) Added GameEvents.PlayerCanPrepare(playerID, specialistTypeID); (TestAll) * (Lua) Added GameEvents.PlayerCanResearch(playerID, techTypeID); (TestAll) * (Lua) Added GameEvents.PlayerCanTrain(playerID, unitTypeID); (TestAll) * (Lua) Added GameEvents.TeamSetHasTech(teamID, techID); (Hook) * It's now possible to have the tech tree "dead end" where the final technology is not repeatable. * New graph datasets used by the replay viewer can be added by mods. * Action Icons now use the database in the same way as other icons instead of using ActionIcons.lua.