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
Removed 'continuous rendering' setting, should always be false since Actions 'override' this and all our animations use Actions
Resolved - City overview updates when entering a city via it, changing info, and exiting
Fixed 'don't settle cities' demand button triggering 'stop spreading religion' demand as well
Modding: 'Costs [amount] [stockpiledResource]' construction accepts conditionals
test: Added test to ensure stockpiled resources are consumed when starting work on 'Costs [amount] [stockpiledResource]' construction
Skipping turns for a game now correctly updates the MP screen
Added '[unitTriggerTarget] is destroyed' unit triggerable
Added 'upon damaging a [mapUnitFilter] unit' which can trigger a unique on the *enemy* unit!
All unit trigger uniques start with a targetting parameter
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
Revert 'perf: Compute 'missing from minimum' stats only when necessary'
perf: Compute 'missing from minimum' stats only when necessary
Fixed Civilopedia not showing non-unique buildings and units on techs
UI: Show terrain icons in text
UI: Fade in newly-explored tiles
Improvement uniqueTo can apply to civ *filters*
Unit uniqueTo can apply to civ *filters*
Building uniqueTo can apply to civ *filters*
Fixed tests
Added 'don't spread religion to us' demand
Hopefully fixed commit parsing
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
## 4.12.13
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
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:
- '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]` parameter
- `civ 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
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
As pointed out by Gallifreyan on the aur package page, Unciv only really
depends on the java runtime. Changing this dependency saves almost 300MB
in space.
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