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Fixed a few smaller quirks
AI will no longer spread religion outside of their own cities for you if they aren't the founder of the faith (AI will not be your pawn!)
Reduced AI early expansion slightly (should build more early infrastructure)
Fixed limited barb camp spawning
Worked on AI unit/building production some more
Worked on AI religious logic quite a bit
Worked on Military AI and target selection functionality
Fixed a few operational and homeland AI quirks
Fixed a few EUI-related errors regarding yields/happiness not refreshing properly
Fixed EUI cityview purchase button not having an effect
Worked on 3rd party war/peace interface for all versions
New lua for policy system and natural wonder scaling/promotion popups.
Reduced natural pressure range for Religion by 2 (roughly 10% - reach was just a hair too long)
Reduced late-game policy reqs for wonders by 2-3 policies
Increased Tourism from Historic Events, Policy bonuses and building bonuses by around 10%
Shouldn't result in rampant early tourism contenders, but should get things closer to popular by the medieval era, which is more fun for culture players.
Incorporated Natural Wonder rework
Yields scale with era, promotions granted to newly-created units (if valid) after NW is owned
See pedia for details
Halved Religous Unrest as an unhappiness source, but increased Specialist and tech curve unhappiness elements to compensate
Religion shouldn't be quite so destructive now.
Simplified branch and ideology unlock system
Imperialism/Industry/Rationalism moved to Industry as tech prereq
Ideologies now unlock at Atomic (was Modern)
You need to unlock 6 policies for medieval branches to become available, and 12 for industrial.
You need 18 policies total for ideologies
These changes simplify the system, spread all 'branch jumps' out to two eras between each, and push ideologies back just a little.
Finisher: for every 4 CS allies, the # of policies required to unlock a Wonder are reduced by one.
Scholasticism - gains 'tourism from CS trade route' element
Science from Strategic Resources now 5 (was 2), Science from Villages now 3 (was 2)
Rationalism was, actually, underperforming a bit for science-heavy civs.
Fixed some event bugs and UI issues
Streamlined some event elements related to the DLL
New event 'linking' system to replace existing 'active/not active' event/choice system. See Enginseer's event development thread for more on this (note: events that use the now-deprecated linker method will no longer be supported as of the next DLL version! Please switch over to the new system now!)
Reduced natural pressure of India slightly (10% reduction)
Holy Law buff: for every 8 cities following your Religion, the # of policies required to unlock a Wonder are reduced by one.====
Ritual: now 50% distance (was 30%), added 'triples pressure from owned trade routes' element
Should make it a contender with Scripture, especially for civs with lots of trade routes and/or civs like India.
Defender of the Faith - now +15/+15% when defending (was 10/10%), +3c +2f from defensive buildings (was +1f)
Knowledge Through Devotion - grants GWs +1 Culture
Glory of God - reduced yield bonus to 30 (was 50)
Increased defensive power of Orders building (now matches Walls), also now 15XP (was 10)
Cathedral now +1g/+1p (was just +1g) for Farms