Old World Update: Clerics family changes, new Guilds Law effect, UI improvements
Main Branch 1.0.78527 Release 2025-06-25
[p][/p]
Design
[p]Cleric family now gets free Divine Rule law on founding. Removed free Monasticism and Found Religion Project from Clerics[/p]
[p]Cleric seats can build Christian and Manicheist Disciples after the religions have been founded without the religion being present[/p]
[p]Cleric seats have double speed Disciples only for State Religion[/p]
[p]Religion spread no longer has a distance limit from the Holy City [/p]
[p]Guilds law now allows building Elder Specialists directly, skipping any prerequisite specialists. Hamlet happiness bonus removed[/p]
[p]Tribe-owned units no longer get a strength modifier against other tribes at strong and raging tribe levels[/p]
[p]Regents now become Royal if they usurp the throne or continue ruling after the rightful heir's death[/p]
[p]Projects and specialists that are automatically removed from the build queue because they are no longer valid now refund any invested resources to the player's yield stockpile[/p]
[p]AI governors now emphasize growth and build fewer growth units when city has no citizens [/p]
[p]Persia's Shapur dynasty gets the Found Religion project (Wonders and Dynasties)[/p]
[p]Rising Stars are now less common and ask to become a Grand Vizier less (Behind the Throne)[/p]
[p]Opulence project now requires a luxury in addition to estates (Behind the Throne)[/p]
[p]Reduced probability of Occurrence ready events (Wrath of Gods)[/p][p][/p]
Multiplayer Turn Style changes
[p]Loose turn style can be selected only with a turn timer[/p]
[p]Renamed normal turn style to adaptive[/p]
[p]Tight turn style is now the default[/p]
[p]Strict turn styles no longer allow players to perform any actions when not their turn (this also affects single player)[/p]
[p][/p]
Programming
[p]Performance optimization[/p]
[p]Memory allocation optimization[/p]
[p]Bug reporting system improvements[/p]
[p]Improved AI valuation of Disciples and Religions[/p]
[p]AI now uses Cleric seat ability to build disciples of non-present religions[/p]
[p]Improved AI use of unit staging before an attack[/p]
[p]AI checks whether a city can have an effect from resources before building a project that gives that same effect (i.e. Riders Import Horses)[/p]
[p]AI knows to use units that do not require orders when it's out of orders [/p]
[p]Improved sprite loading thread safety [/p]
[p]Added safeguards against unexpected UI resets from a game restart [/p]
[p]Added 3 additional resource categories to the default map script for use by mods[/p]
[p]Added support for partial counterattack strength for use by mods (replaced InfoUnit.mbMeleeCounter with miMeleeCounterPercent)[/p]
[p]Added support for upgrading rural improvements for use by mods[/p]
[p]Generalized event subject picking so it no longer needs an event, just a list of subjects[/p]
[p]Various missions started by the leader now no longer block all events with a leader subject[/p]
[p]UI mod files (UI/includes and UI/styles) are excluded from game CRC[/p]
[p]Added UI/templates to UI modding paths[/p]
[p][/p]
UI
[p]Free improvements and resources are now added to the event queue and placed by clicking a valid tile[/p]
[p]Tooltip in tech tree shows the date team mates have discovered each tech, as well as for observers in MP games, and all players when the game is completed[/p]
[p]Games with custom names (i.e. Game of the Week) now show their name in the parameters tooltip[/p]
[p]Improvement net yield now includes Patrons Precious Resource culture bonus[/p]
[p]Border expansion preview has the correct border colors for families[/p]
[p]Added Items to Encyclopedia in their own category, with unique events listed[/p]
[p]Encyclopedia now lists DLC source for traits where applicable[/p]
[p]ESC clears luxury selection before opening menu [/p]
[p]City luxury tooltip improvements[/p]
[p]Valid unit types now listed for 'New units start with ' helptext [/p]
[p]Improved luxury tooltip positioning [/p]
[p]Removed tile raw yield from the city net yield tooltip[/p]
[p]Added min height for OK button on turn summary popup [/p]
[p]Scripted tutorial events blur the background UI, preventing events being bypassed[/p]
[p]Added strength/weakness icons to concept links[/p]
[p]Yield and unit strength previews when assigning jobs now take into account the opinion change caused by the job switch[/p]
[p]Mission requirements in tooltips are no longer shown in some situations where these requirements are all met[/p]
[p]Ratings shown on character tooltip when they are 0 if they produce a yield (i.e. Schemer Agents)[/p]
[p]Removed resource ping from improvements dropdown. This was made obsolete by the new UI to place free resources [/p]
[p]Improved tooltips and interactions between Behind the Throne traits and imprison/assassinate missions[/p]
[p][/p]
Bugs Fixed
[p]Fixed event job forcing not always working [/p]
[p]Fixed trade breakdown tooltip[/p]
[p]Fixed governor marker showing in city widget for No Characters [/p]
[p]Fixes to the Old World premade map - re-added dynasty start positions and fixed empty tiles warning[/p]
[p]Fixes to the Punic Duel premade map - removed underwater trees and fixed missing city name[/p]
[p]Fixed border expansion preview not updating after changes in player decision queue [/p]
[p]Fixed Stele placement not being restricted to chosen city [/p]
[p]Fixed a bug with AI unit effect evaluation[/p]
[p]Fixed Game.canStartOccurrence modifying the game state[/p]
[p]Fixed players being unable to surrender in MP games when they are the last active human player[/p]
[p]Fixed events checking for mutual attraction selecting divorced spouses [/p]
[p]Fixed incorrect amount of orders when ending the turn without founding a city[/p]
[p]Fixed temporarily impassable tiles getting counted for minor city creation[/p]
[p]Fixed leader bio paragraph indentation inconsistencies [/p]
[p]Fixed farm model roof bug[/p]
[p]Fixed visibility load/save error from terrain height change[/p]
[p]Fixed an AI bug that made it misjudge large battle outcomes and attack when it should be retreating [/p]
[p]Fixed number of improvement ambitions becoming impossible after losing control of a city[/p]
[p]Fixed mini tech tree names not being accounted for in scroll area [/p]
[p]Fixed council character tooltip positioning with selection active[/p]
[p]Fixed reference to Stun in Retreat helptext[/p]
[p]Fixed Guilds help text inconsistency [/p]
[p]Fixed top bar yield arrows for selected character[/p]
[p]Fixed events giving characters jobs getting invalidated when character is general of a unit on cooldown[/p]
[p]Fixed yield preview showing incorrectly when replacing an improvement with a specialist[/p]
[p]Fixed duplicate characters getting generated from events[/p]
[p]Fixed AI bug that caused retreat from non hostile AI units[/p]
[p]Fixed critical hit chance not resetting on General wisdom change [/p]
[p]Fixed flicker when hovering over improvement recommendations[/p]
[p]Fixed border expansion algorithm [/p]
[p]Fixed family and religion crest color and opinion display[/p]
[p]Fixed potential infinite recursion in AI bonusValue calculations[/p]
[p]Fixed another case of Carthage scenario 4 Epic Victory achievement not being granted[/p]
[p]Fixed Pharoahs of the Nile scenario 4 being continuable after winning[/p]
[p]UI modding fixes[/p]
[p]Text and event fixes[/p]
Old World June 19th Updated Test Build
Test Branch 1.0.78413 Test 2025-06-19
[p][/p]
Design
[p]Guilds law now allows building Elder Specialists directly, skipping any prerequisite specialists. Hamlet happiness bonus removed[/p]
[p]Religion spread no longer has a distance limit from the Holy City [/p]
[p][/p]
Programming
[p]Improved AI use of unit staging before an attack[/p]
[p]Memory allocation optimization[/p]
[p]Generalized event subject picking so it no longer needs an event, just a list of subjects[/p]
[p]Various missions started by the leader now no longer block all events with a leader subject[/p]
[p][/p]
UI
[p]Yield and unit strength previews when assigning jobs now take into account the opinion change caused by the job switch[/p]
[p]Mission requirements in tooltips are no longer shown in some situations where these requirements are all met[/p]
[p]Ratings shown on character tooltip when they are 0 if they produce a yield (i.e. Schemer Agents)[/p]
[p]Removed resource ping from improvements dropdown. This was made obsolete by the new UI to place free resources [/p]
[p]Improved tooltips and interactions between Behind the Throne traits and imprison/assassinate missions[/p]
[p][/p]
Bugs Fixed
[p]Fixed yield preview showing incorrectly when replacing an improvement with a specialist[/p]
[p]Fixed duplicate characters getting generated from events[/p]
[p]Fixed AI bug that caused retreat from non hostile AI units[/p]
[p]Fixed critical hit chance not resetting on General wisdom change [/p]
[p]Fixed flicker when hovering over improvement recommendations[/p]
[p]Fixed border expansion algorithm [/p]
[p]Fixed family and religion crest color and opinion display[/p]
[p]Fixed another case of Carthage scenario 4 Epic Victory achievement not being granted[/p]
[p]Fixed potential infinite recursion in AI bonusValue calculations[/p]
[p]Fixed Calamity frequency issues introduced in last test build (Wrath of Gods)[/p]
[p]Text and event fixes[/p]
Old World June 12th Updated Test Build
Test Branch 1.0.78315 Test 2025-06-12
[p] [/p]
Design
[p] [/p]
[p]Cleric family now gets free Divine Rule law on founding[/p]
[p]Cleric seats have double speed Disciples only for State Religion and can only build Christian and Manicheist Disciples without the religion being present[/p]
[p]Tribe-owned units no longer get a strength modifier against other tribes at strong and raging tribe levels[/p]
[p]Regents now become Royal if they usurp the throne or continue ruling after the rightful heir's death[/p]
[p]Persia's Shapur dynasty gets the Found Religion project (Wonders and Dynasties)[/p]
[p]Rising Stars are now less common and ask to become a Grand Vizier less (Behind the Throne) [/p]
[p][/p]
Programming
[p] [/p]
[p]Improved AI valuation of Disciples and Religions[/p]
[p]AI now uses Cleric seat ability to build disciples of non-present religions[/p]
[p]AI checks whether a city can have an effect from resources before building a project that gives that same effect (i.e. Riders Import Horses)[/p]
[p]AI knows to use units that do not require orders when it's out of orders [/p]
[p]UI mod files (UI/includes and UI/styles) are excluded from game CRC[/p]
[p]Added UI/templates to UI modding paths [/p]
[p] [/p]
UI
[p] [/p]
[p]Valid unit types now listed for 'New units start with ' helptext [/p]
[p]Improved luxury tooltip positioning [/p]
[p]Removed tile raw yield from the city net yield tooltip[/p]
[p]Added min height for OK button on turn summary popup [/p]
[p]Scripted tutorial events blur the background UI, preventing events being bypassed[/p]
[p]Added strength/weakness icons to concept links[/p]
[p]Fixed event job forcing not always working [/p]
[p]Fixed trade breakdown tooltip[/p]
[p]Fixed governor marker showing in city widget for No Characters [/p]
[p]Fixes to the Old World premade map - re-added dynasty start positions and fixed empty tiles warning[/p]
[p]Fixes to the Punic Duel premade map - removed underwater trees and fixed missing city name[/p]
[p]Fixed border expansion preview not updating after changes in player decision queue [/p]
[p]Fixed Stele placement not being restricted to chosen city [/p]
[p]Fixed a bug with AI unit effect evaluation[/p]
[p]Fixed Game.canStartOccurrence modifying the game state[/p]
[p]Fixed players being unable to surrender in MP games when they are the last active human player[/p]
[p]Fixed events checking for mutual attraction selecting divorced spouses [/p]
[p]Fixed incorrect amount of orders when ending the turn without founding a city[/p]
[p]Fixed temporarily impassable tiles getting counted for minor city creation[/p]
[p]Text and event fixes[/p]
Old World June 4th Updated Test Build
Test Branch 1.0.78165 Test 2025-06-04
Design
Clerics Seat can now build Disciples of any religion founded by any nation. Removed free Monasticism and Found Religion Project from Clerics
Projects and specialists that are automatically removed from the build queue because they are no longer valid now add any progress to the player's yield stockpile
AI governors now emphasize growth and build fewer growth units when city has no citizens
Opulence project now requires a luxury in addition to estates (Behind the Throne)
Reduced probability of Occurrence ready events (Wrath of Gods)
Multiplayer Turn Style changes
Loose turn style can be selected only with a turn timer
Renamed normal turn style to adaptive
Tight turn style is now the default
Strict turn styles no longer allow players to perform any actions when not their turn (this also affects single player)
Programming
Performance optimization
Bug reporting system improvements
Improved sprite loading thread safety
Added safeguards against unexpected UI resets from a game restart
Added 3 additional resource categories to the default map script for use by mods
Added support for partial counterattack strength for use by mods (replaced InfoUnit.mbMeleeCounter with miMeleeCounterPercent)
Added support for upgrading rural improvements for use by mods
UI
Free improvements and resources are now added to the event queue and placed by clicking a valid tile
Tooltip in tech tree shows the date team mates have discovered each tech, as well as for observers in MP games, and all players when the game is completed
Games with custom names (i.e. Game of the Week) now show their name in the parameters tooltip
Improvement net yield now includes Patrons Precious Resource culture bonus
Border expansion preview has the correct border colors for families
Added Items to Encyclopedia in their own category, with unique events listed
Encyclopedia now lists DLC source for traits where applicable
ESC clears luxury selection before opening menu
City luxury tooltip improvements
Bugs Fixed
Fixed leader bio paragraph indentation inconsistencies
Fixed farm model roof bug
Fixed visibility load/save error from terrain height change
Fixed an AI bug that made it misjudge large battle outcomes and attack when it should be retreating
Fixed number of improvement ambitions becoming impossible after losing control of a city
Fixed mini tech tree names not being accounted for in scroll area
Fixed council character tooltip positioning with selection active
Fixed reference to Stun in Retreat helptext
Fixed Guilds help text inconsistency
Fixed top bar yield arrows for selected character
Fixed events giving characters jobs getting invalidated when character is general of a unit on cooldown
Fixed Pharoahs of the Nile scenario 4 being continuable after winning
UI modding fixes
Text and event fixes
Old World Jun 2nd Hotfix update
Main Branch 1.0.78114 Release 2025-06-02
Hotfix release that fixes a potential game hang when workers are automated
Old World May 29th Hotfix update
Main Branch 1.0.78070 Release 2025-05-29
Hotfix release that fixes a bug with some events that could cause the game to get stuck
Old World Update: Governor, Law and Improvement changes
Main Branch 1.0.78053 Release 2025-05-28
Headline changes
Governor, Law and Improvement changes
Ruthless AI improvements
14 new events
New Ship icons
Design
Garrison and Governor changes:
Governors no longer require a Garrison
Garrison and Stronghold stone cost reduced by 20 (80/100 -> 60/80)
Darius dynasty now gives 50% discount to appointing Governors (Wonders and Dynasties)
Law changes:
Guilds now gives +10 money per specialist type per city instead of -10% Rebel chance
Freedom now gives -5% Rebel chance instead of +1 happiness per city
Calligraphy now gives +10 culture per city instead of +4 culture per library
Swapped Calligraphy and Iconography upkeep costs
Swapped Colonies and Serfdom upkeep costs
Other design changes:
Library class improvements Science increase changed from 20%/30%/50% to 10%/20%/30%
Courthouse class improvements Civics increase changed from 20%/30%/50% to 20%/30%/40%
Market class improvements Money increase changed from 20%/30%/50% to 30%/40%/50%
Rider family Import projects allow cities to build relevant units directly instead of adding resources to map. Added extra order to rider seat (1 -> 2)
Increased AI penalties on The New difficulty (20% -> 25%)
Ruthless AI declares war on a winning player even if that player is not directly reachable
Ruthless AI gets more chances to conduct diplomacy when a player is close to winning
Ruthless AI now takes alliances and national ambitions into account for determining if a player is close to winning
The Old World premade map edits - boundaries slightly expanded, marshes added and resources redistributed
When a unit move cannot be completed because a lack of orders, a partial 1-tile move results in a unit swap, if possible
Damaged cities cannot be gifted to another team
Added 'No city gifting' option to MP setup
Disjunction mapscript with King of the Hill option balance improvements
Minor cities can be created even if the site is occupied
Borders with team-owned tiles on opposite sites are now claimed by the city with the most adjacent tiles
Barbarian Horde will now spawn inside player territory if there are not enough tiles available otherwise
In Rise of Carthage scenario 3, Orator-recruited mercenaries now count as hired and contribute to the optional merc hiring goal
Drought effect tweaks (Wrath of Gods)
Occurrences that result in small seas (18 tiles or less) convert that water to lakes. Mainly affects Ebbing Sea mapscript (Wrath of Gods)
Occurrences can now cause terrain changes on improved tiles, as long as the improvement remains legal for that tile (Wrath of Gods)
New Events
14 new events added - 11 for base game and 3 for Behind the Throne DLC
A City Like No Other
Deadly Inheritance
I Love It When A Plan Comes Together!
New Front
No War Declaration
Not to Be Trusted
Offensive Remarks
Reaping the Whirlwind
The God Queen
Triple Cross!
Tutorial: Upgrade Mercenaries
No Longer of Use (x2) (Behind the Throne)
Support or Scheme (Behind the Throne)
Programming
The AI claims cleared city sites more urgently (with force march, if necessary)
Performance optimization
Replaced valid terrain fields by TerrainTargetType to make improvement requirements more flexible
Family bonuses now check whether the bonus player has that family
Improved AI chokepoint management and attacks with high unit density
Memory allocation improvements
Occurrence terrain change refactor, now more mod friendly
Changed opinion-calculating functions to return a tuple
Event triggers can now have an arbitrary number of subjects
Added EffectUnits miAdjacentDifferentModifier, maeBuyTile, mbPillage, mabHideTerrainTarget and miMarchCostModifier
Added EffectCity aiYieldRateSpecialistRural
Allow the road pathfinder to accept TeamType.NONE, returning a road path which ignores visibility or diplomacy
Promoted Infos validator from ModPath to GameFactory so mods can supply custom validators
Added support for Religions to have a law opinion directly, not just through theologies
UI
Ship unit icons replaced to make the differences between them clearer
Added improvement net yields in tooltip
Foreign city citizen and specialist numbers now shown if the city tile is visible
Foreign city tooltips no longer show defense and damaged state unless the city is visible
Jobs are no longer shown on foreign character tooltips, unless their unit is visible (for Generals) or player has an agent in the relevant city (for Governors)
Added missing improvement warning text to unique unit production buttons
Added opinion gain line to Make Agent tooltip
Improved German grammar for character relationships
Stacked worker count shown on tooltip even when not actively building an improvement
Added "Improvements (Special)" section to the Encyclopedia, to include non-buildable Improvements
Added dynamic helptext for Attribute effects and tweaked Attribute helptext
Added Prosperity to Wrath of Gods setup
Ambitions display no longer gets minimized when clicking on listed ambitions
Pin Character icon has higher saturation when character is pinned
General traits which only affect some unit types now display affected unit types
Character relatives display now left-aligned
Improved border expansion predictions
Leader now shown on Court tab
Leader concept added to Encyclopedia
Horse trait now shown in Encyclopedia
Improved Encyclopedia entry for Citizen concept
Religions now always show founding requirements in the Encyclopedia
Characters entries in Encyclopedia now list unique events and missions
Encyclopedia, when viewed in-game, show entries based on currently enabled DLC instead of owned DLC
Bugs Fixed
Fixed tribal diplomacy cooldown not being enforced
Fixed minor cities not always being created when they should be
Fixed Send Goods icon display
Fixed load/save error from border expansion
Fixed null reference when tribe sites sit outside map boundaries
Fixed incorrect default value for resource hill height offset
Fixed improvement culture prereqs not working with modded culture
Fixed family opinion penalty from the Imprison mission getting applied to the character instead
Fixed net yields for projects to include secondary effects
Fixed sign error in specialist net yield help text
Fixed occurrence notification localization when playing MP with players using different languages
Fixed tech names not showing up on cards in some languages
Fixed changing a tile improvement affecting city build queue specialists on other tiles
Fixed character card not selecting tribe leader
Fixed occurrence overlay getting stuck in some cases
Fixed temporary overlays not getting cleared when blocking popups are active
Fixed units being bounced by an Occurrence before taking damage from it
Fixed bug with Player.canEverHaveEffectCity
Fixed tile territory assignment in game editor
Fixed Grand Vizier interfering with automated unit management
Fixed camera zooming to fog when clicking foreign character with job
Fixed Towers giving extra height instead of extra range
Fixed movement bug that resulted in allied units not getting bounced out of your territory
Fixed some AI retreat confusion
Fixed promotion button icons not aligning to right of button
Fixed nation crest color issues
Fixed tooltip positioning issues with HUD scaling
Fixed missing source traits on some effectCity entries
Fixed Opulence project not granting family opinion bonus
Fixed tooltip for event options that marry away characters
Fixed city production text not updating after builds finish
Fixed founded city territory bug
Fixed extra mission buttons appearing in some cases
Fixed missing at sea bonus description
Fixed production text sometimes not appearing in some languages when city healthbar is visible
Fixed Chancellors with negative discipline not reducing money income
Fixed Learn to Play ambitions not displaying correctly in Hall of Fame
Fixed mods not showing in Upload tab in some cases
Fixed map mod attributes not being checked in setup screen
Fixed scenario victory achievements sometimes not completing
Fixed Heroes of the Aegean scenario 4 tech tree completion achievement triggering too early
Fixed Heroes of the Aegean scenario 4 state religion adoption
Fixed Pharaohs of the Nile scenario 2 Tribal peace/truce/war missions
Fixed Pharaohs of the Nile scenario issues with Urusalim not being a city site
Fixed Pharaohs of the Nile overlapping goals UI
Fixed unwanted VPs in The Hill scenario
Fixed "Wrath of Gods" map script showing with "show hidden map scripts" enabled and content not owned
Fixed occurrences causing rivers with deltas flowing into land tiles (Wrath of Gods)
XML ordering fixes
Text and event fixes
Old World May 21st Updated Test Build
Test Branch 1.0.77944 Test 2025-05-21
Design
Garrison and Governor changes:
Governors no longer require a Garrison
Garrisons require 1 Law again
Garrisons now give +1 order (up from 0.5)
Garrison and Stronghold stone cost reduced by 20 (80/100 -> 60/80)
Darius dynasty now gives 50% discount to appointing Governors (Wonders and Dynasties)
Other design changes:
Minor cities can be created even if the site is occupied
Borders with team-owned tiles on opposite sites are now claimed by the city with the most adjacent tiles
Barbarian Horde will now spawn inside player territory if there are not enough tiles available otherwise
Programming
Added EffectUnits miAdjacentDifferentModifier, maeBuyTile, mbPillage, mabHideTerrainTarget and miMarchCostModifier
Added EffectCity aiYieldRateSpecialistRural
Allow the road pathfinder to accept TeamType.NONE, returning a road path which ignores visibility or diplomacy
Promoted Infos validator from ModPath to GameFactory so mods can supply custom validators
Added support for Religions to have a law opinion directly, not just through theologies
UI
Added improvement net yields in tooltip
Ambitions display no longer gets minimized when clicking on listed ambitions
Pin Character icon has higher saturation when character is pinned
General traits which only affect some unit types now display affected unit types
Character relatives display now left-aligned
Improved border expansion predictions
Leader now shown on Court tab
Leader concept added to Encyclopedia
Horse trait now shown in Encyclopedia
Bugs Fixed
Fixed lumbermills, granaries and harbors not being buildable (affected previous test build)
Fixed tribal diplomacy cooldown not being enforced
Fixed rename cities button
Fixed SP setup screen not reappearing after backing out
Fixed some ethnicity-based opinion bonuses for foreign nations
Fixed some incorrect breakdown listings
Fixed minor cities not always being created when they should be
Fixed Send Goods icon display
Fixed load/save error from border expansion
Fixed null reference when tribe sites sit outside map boundaries
Fixed incorrect default value for resource hill height offset
Fixed improvement culture prereqs not working with modded culture
Fixed family opinion penalty from the Imprison mission getting applied to the character instead
Fixed net yields for projects to include secondary effects
Fixed sign error in specialist net yield help text
Fixed Heroes of the Aegean scenario 4 tech tree completion achievement triggering too early
Fixed Heroes of the Aegean scenario 4 state religion adoption
XML ordering fixes
Text and event fixes
Old World May 14th Updated Test Build
Test Branch 1.0.77780 Test 2025-05-14
Design
Leaders can be assigned as a Governor without a Garrison. Free Garrison in the Capital removed. Garrisons no longer require a Law
Library class improvements Science increase changed from 20%/30%/50% to 10%/20%/30%
Courthouse class improvements Civics increase changed from 20%/30%/50% to 20%/30%/40%
Market class improvements Money increase changed from 20%/30%/50% to 30%/40%/50%
Rider family Import projects allow cities to build relevant units directly instead of adding resources to map. Added extra order to rider seat (1 -> 2)
Increased AI penalites on The New difficulty (20% -> 25%)
Damaged cities cannot be gifted to another team
Added 'No city gifting' option to MP setup
Ruthless AI no longer counts VPs of player allies as a double victory threat
Disjunction mapscript with King of the Hill option balance improvements
Programming
The AI claims cleared city sites more urgently (with force march, if necessary)
Performance optimization
Replaced valid terrain fields by TerrainTargetType to make improvement requirements more flexible
Family bonuses now check whether the bonus player has that family
UI
Ship unit icons replaced to make the differences between them clearer
Added missing improvement warning text to unique unit production buttons
Added opinion gain line to Make Agent tooltip
Religions now always show founding requirements in the Encyclopedia
Improved Encyclopedia entries for Captial and Citizen concepts
Characters entries in Encyclopedia now list unique events and missions
Encyclopedia, when viewed in-game, show entries based on currently enabled DLC instead of owned DLC
Improved German grammar for character relationships
Bugs Fixed
Fixed city production text not updating after builds finish
Fixed founded city territory bug
Fixed extra mission buttons appearing in some cases
Fixed missing at sea bonus description
Fixed production text sometimes not appearing in some languages when city healthbar is visible
Fixed Chancellors with negative discipline not reducing money income