Ruleset switching in new game screen no longer allows zero victory types
Users cannot offer negative gold with '-50' buttons
By unciv-loof:
- Notification shows who is responsible for skipping or resigning a player
- Newly fetched mod entries respect current filter
- Declaation of War + Declaration of Friendship UI improvements
By Ambeco:
- Fixed alternate pathfinding bugs
- Unitactions and UnitTriggers have moddable priority
- Eliminated most Hardcoded Terrains
Changed default max RAM from 1GB to 4GB, it's 2026, let people go crazy if they want
Feature/spy city view restrictions - By ICanSeeForever
FreshWater NaturalWonders no longer appear as lakes - By Ambeco
Scale demands and WLTK duration with game speed - By unciv-loof
More explicit warning about large maps causing memory crashes
Catch base terrains with occursOn in ruleset validation
Removing improvement-creating buildings where the no city tile has the improvement, no longer crashes
Cities can attack revealed invisible units
By Ambeco:
- Adding alternate pathing algorithm
- Jungles again no longer spawn on hills
- MapGeneration ignores rareFeatures when placing normal tiles
Add max(), min() functions to countable expressions - By AutumnPizazz
Add star icon to resources on map that are currently provided
Consistent XP cost for next N promotions vs single promotion
AI denounce automation - By unciv-loof
By AutumnPizazz:
- Add game option to hide victory screen statistics
- Change 'Set [stockpile] to [amount]' to 'Set [stockpile] to [countable]'
MapGeneration supports multiple Mountains, Hills, Ice, Snow, Lakes, and Vegetation. - By Ambeco
Clear diplomatic modifiers and countdowns to resurrected civs
Puppeted cities remove 'marked for improvement by building' markers correctly
Modding:
- Specific uniques for gold purchase cost always override default cost
- Global uniques can accept unit trigger conditions when placed on units
By unciv-loof:
- Border expansion logic
- considers neighboring bonus resources at the edge of work range
- does not consider unexplored tiles
- slightly prioritizes contested tiles
Policies from overridden policy branches no longer 'stick around' to affect the UI
Added stockpiled resource stockpiles to resource overview
Added 'Set [stockpile] to [amount]' triggered unique
Don't copy mod list download error to clipboard without human approval
Download all possible mods when loading a game with missing mods, before notifying of problems
Don't crash when finding civ-equivalent unit if the replacement unit doesn't exist in the ruleset
'Unit can be promoted' notification shows correct unit name
Fixed DOF diplomacy changes for 3rd party civs
Added limit to diplomatic modifiers that accumulate, specifically to negative protected-city-state modifiers
City state quests are 'consistent random'
Fixed great people not creating improvements
Sending a unit where it can't move any closer, no longer makes the unit image disappear
'Must not be on [amount] largest landmasses' compatible with resource - By chenxing61
Add '[cityFilter] Cities of [civFilter] Civilizations' countable - By RobLoach
Food consumption by population unique - By PLynx01
Fix VictoryScreen Charts Visibility for Spectator and Layout - By SomeTroglodyte
Customizable game duration during online games - By AubertJocelyn (new contributor!)
Fixed mp server change on options, crashing the game
Modding: Resolved 'divide by zero' errors in expressions by defaulting to zero
Add city context to stat and resource countables - By SeventhM
Fixed map generation on world wrap and 3 continents
Use default tileset if the configured one exists but cannot be loaded
Adjust turn-end diplomatic modifier accumulation and reversion by game speed - By unciv-loof
modchecker: Improvements can grant sight on tiles
Handle case of viewing charts before any turn has happened
modding: Rebel unit unique - By chenxing61
Traded Declarations of War can affect single Civ instead of both trading Civs - By itanasi
Fixed notifications log - By SomeTroglodyte
Fix bug with 'Unit can be promoted' notification - By Nicholas-py
Units unset sleep/automation on manual repair commands
Fixed crash on unit wander
By SomeTroglodyte:
- Options reworked - faster opening
- Redo Notification log page in empire overview
- Fix links to Translation wiki
By RobLoach:
- Add Remaining Civilopedia Sub-Categories
- Fix notification of perpetual stat conversion
- Fix Resource Production Modifier Calculations
Carrying conditional and countable - By PhiRite
Add '[resource] of [civ] Civilizations' Countable - By RobLoach
By SomeTroglodyte:
- Civilopedia Subcategories
- Improve 'unit can be promoted' notifications
- Fix dev console crashable from autocomplete code
By SeventhM:
- Fix Civi-based triggers ignoring changes from prior triggers
- Fix triggerables not multiplying correctly under some circumstances
Reload multiplayer text on connection success - By touhidurrr
Prevent wandering if unit has no movement - By EmperorPinguin
minor perf(cpu): better order for 'ignore terrain change' operations
By RobLoach:
- Correct MP games' first turn time
- Restore Civilopedia Event-based Tutorials
By EmperorPinguin:
- AI: don't send workers to other civ's territory
- AI: keep wandering if inadvertently ended up in foreign territory
MP server: Display URL errors & optimize redirects - By touhidurrr
Change mounted attack sounds - By SomeTroglodyte
Gain city-only stockpiles from provides/consumes uniques - By SeventhM
Remove incompatible improvements in progress upon changing terrain
By EmperorPinguin:
- AI: choose favoredReligion more often
- AI: build settlers also when at war
Modding: Add city context to turn start & end uniques from buildings - By SeventhM
By RobLoach:
- Fix removed favored Religions
- Minor Civilopedia UX Improvements
- Flip Defensive Pact opinion comparision
Console: 'unit activatetrigger' - By SomeTroglodyte
Fix map width for checking distances between tiles
CPU performance improvements
By EmperorPinguin:
- Simplify military unit attack value
- Disable fort placement for AI
- Fix unit automation order
- Bugfix AI friendly fighter counting
- Better Cover, Charge promotion priority for AI
- Let AI build quarries for Stone Works
- Move unit promotion ahead & Exclude wounded melee from automateCityConquer
Fixed battle notification texts issue - By GameCobra
Memory + CPU performance improvements
By RobLoach:
- Fix Null Exception in searching Civilopedia
- Modding: Allow removing Religions and Beliefs
By SomeTroglodyte:
- Swapping for Escort formation pairs
- Make Notifications setting 'Disabled' useful
Generic'd Gold from pillaging encampments and cities unique - By PLynx01
Using Renamed Unit Names in Battle Notifications - By GameCobra
Enable espionage by default in new games - By unciv-loof
Units that upgrade continue escorting
Nation colors unchanged by multiplayer chat
By RobLoach:
- G&K: Fix Kremlin providing a Great Scientist Point
- Add '[buildingFilter] Buildings by [civFilter] Civilizations' Countable
- Add 'eraFilter' to allow filtering by Era
By SomeTroglodyte:
- Align buttons on MainMenuScreen
- Adapt main menu background maps to aspect ratio
- Fix resource stats in Civilopedia
By SidedYapper:
- Added popup for 'about tab' when clicking Version in main menu
Happiness shown in city stat overview
By SomeTroglodyte:
- Show Mod json parse errors right after download
- Fix translation of multiple conditionals of the same type
- Fix upgrading from Unit overview won't show changes
- Make ToastPopups stay on screen when tapped, for leisurely reading
Fix City-States asking you to find Natural Wonders they already found - By RobLoach
By RobLoach:
- Add more notifications to Triggerable Uniques
- Fix Victory Type translations in Civilopedia
- Fix Wonder Alert without a quote
- Great Admiral: Add 'Change Port' Ability
By EmperorPinguin:
- Adjust luxury resource placement logic thresholds
- Add minimumCityLocationTileValue mod constant
By SomeTroglodyte:
- Fix broken 'download missing mods'
- Better Resource descriptions
Run Android tasks in parallel - By nbd-boss (new constributor!)
Remove building-improvement if the building is no longer buildable
By RobLoach:
- Add 'when not stacked with a [mapUnitFilter] unit' Conditional
- Fix relevent Civ for within tiles Conditional
- City Screen: Display Stockpile Amount Available for Cost
Display promises in diplomacy overview for human players - By unciv-loof
Fix battle notification translations - by dadadnet (new contributor!)
Improve Civilopedia display of GlobalUniques - By SomeTroglodyte
Naval Tradition Policy under Commerce as per Civ V - By JhandeFlores
By RobLoach:
- Fix Ancient Ruins when there are conditionals
- Add Leader Titles unique
Modding/Feature: Allow units to destroy cities instead of capturing - By PhiRite
Game startup performance improvements
Mod preview performance improvements
Avoid rare crash concurrent modification when calculating construction costs
By RobLoach:
- Modding: Ancient Ruins can have unit-related conditionals
- AbsoluteUnits: Add Great Admiral by Basil
Allow naval units to be spawn in water city - By Emandac
AI will not attack cities with no health with siege units
AI will not attack capturable cities with melee units that cannot capture them
Mod checker: conditional tags are accepted as 'filtering uniques'
By RobLoach:
- Add Countable: `Adopted [policy] Policies by [civ] Civilizations`
- Allow Buildings to increase Air Unit Capacity
- Add Victory Type-specific music
Disable automatic counter-denunciation for human players - By unciv-loof
By Ambeco - error handling works in edge cases
Unique validation:
- Find possible misspellings for incorrect modifier parameters
- Better 'acceptable modifier for' validation
By touhidurrr:
- Ignore temporary errors when fetching mods list
Memory perf improvements - By Ambeco (new contributor!)
By unciv-loof:
- Temperature shift slider now updates map preview
By RobLoach:
- Great Admiral: GPP only accumulate for Water units
- hexarealm: Add Great Admiral sprite, by The Bucketeer
Buildings can now include '[relativeAmount]% weight to this choice for AI decisions'
Re-added changes for puppet city unique - By Emandac
Flash `ChatButton` on New Chat Messages - By touhidurrr
By RobLoach:
- Add Great Admiral
- Allow weighted AI decisions in Event Choices
AI valuea space resources and Manhattan project more - By EmperorPinguin
By unciv-loof:
- Prevent skip/resign button showing before first turn in MP games
- No special treatment for spectators to skip/resign players
Can no longer repair improvements in neutral territory (exploit)
Fixed crash on declare war with triggers
By RobLoach:
- BNW: Fix logic around Cultural Victories
- Add `if no Civ has adopted [policy/belief]` Conditional
By unciv-loof:
- Fix multiplayer auth popup causing duplicate actions on turn end
- CS military rank tribute based on number of alive players
- Show button to forcibly resign player after 2 days inactivity
AI: less worker priority for jungles - By EmperorPinguin
By RobLoach:
- Add Global Uniques to the Civilopedia
- Add `Adopt [policy/belief]` Unique
- Add diplomacy status to `civFilter`
New Screen 'start game' button alignment - By SidedYapper
CPU performance improvements
Fixed rare crash when closing map editor
Roads are not shown on non-visible tiles
Limit tile information shown when spying on cities
WLTK resource demand changes every ~20 turns
Add cityAirUnitCapacity ModConstant - By unciv-loof
Added map autosave
CPU performance improvements
Notification categories can me minimized by clicking on the title
By RobLoach:
- BNW: Fix getting Cultural Victory through Domination
- Modding: Trigger Event unit action text is the Event text
Fixed max window discrepancy in Windows platform - By SidedYapper - New contributor!
Fix human-human relationship incorrectly showing 'Friend' in Diplomacy screen, as well as inconsistent colors - By unciv-loof - New contributor!
Peace trade no longer generates notification when it 'ends'
Inquisitors disrupt religion in other civs as well
Fixed automated move with escorted unit crash
By RobLoach:
- modding: Add a 'Play Sound' unique
- modding: Add unique to get resources from a percent of stat
Added more option autosaves from 500 to 10000 - By Emandac
Force rankings doesn't evaluate all unit conditionals as multiplicative
Handle mods removing techs, adding/removing eras
Post-battle movement doesn't occur if during the battle the unit lost movement points
conditionals in event choices work again
AI updates - By EmperorPinguin
AI spy city selection greatly improved
Changing mods while images load no longer displays multiple images on the last mod
Removed city-state icons for cities in unit overview
Replacement improvements also provide resources that require the original improvement
Only heal on current tile if it's not a dangerous tile
Fixed several problems with improvement-creating buildings
Allow AI to move-and-settle
AI: declare less war against humans on higher difficulties - By EmperorPinguin
Harden new game screen against bad scenarios - By SomeTroglodyte
By RobLoach:
- Add Victory Type for Brave New World
- Civilopedia: Add Victory Types
Fixed spy surveillance progressing tech stealing when no techs are available to steal
Bugfix: Building 'improvement to create' no longer cached across rulesets
Fixed city states getting all techs when only 1 major civ remains
Many small automation improvements - By EmperorPinguin
'Upon entering war' uniques - By PLynx01
Fix Ancient Ruin benefit on higher difficulties - By RobLoach
Multiplayer: Only bring forth `AuthPopup` if server explicitly returns `401` - By touhidurrr
Modding: 'can settle' unique able accept tile filters for water and impassible tiles - By Emandac
Fix crash when opening victory screen on the first turn
modding: Add misspelling corrections to unique parameters in mod checker
By SomeTroglodyte:
- Fix unit icon disappearing on right-click of unit's tile
- Fix autoplay+tutorials softlock
By EmperorPinguin:
- AI: exclude great general from escort logic
- AI: better utilization of promoted units
- AI: lower threshold for minimum acceptable newcity tile
Add unit action icons for triggerables - By RobLoach
Remove irrelevant counteroffer notifications when the trade request is invalid
By EmperorPinguin:
- AI: better explore logic
- AI: reduce food weight for small cities
- AI: able to choose instant heal promotions
- AI: don't annex cities if it causes severe unhappiness
Add 'on [difficulty] or higher' conditional - By RobLoach
By metablaster:
- Show religion display name when enhancement is made
- Fix embassy trade offer crashes