Released 19/10/2017
Religion Update[ | ]
- Overhauled “Religion Lens”
- All religious units move on their own layer (similar to Trade Units and Spies)
- Switched to unique unit flag backing for religious units
- Display religion (if applicable) for a unit to be purchased with Faith
- Added the ‘Condemn Heretic’ unit action to allow military units to eliminate religious units in their tile, similar to pillaging a trade route
- Added Religion indicators to unit flags
- Religious units now exert Zone of Control and receive Flank and Support bonuses in religious combat
- Added two new Pantheons, two new Founder Beliefs, two new Follower Beliefs, two new Enhancer Beliefs, and two new Worship Beliefs (with new buildings)
- Follower Belief “Warrior Monks” unlocks the new Warrior Monk unit, a medieval land combat unit with its own promotion tree that is purchased with Faith
- Added the Guru religious support unit, which can heal nearby religious units
- Improved long-term usefulness of Missionaries by giving their spread religion ability 10% eviction of all other religions
- Gave nine existing leaders the LOW_RELIGIOUS_PREFERENCE trait so they are unlikely to push hard for a religion, making it easier for players to get one on high difficulties
- Added Unit Action tooltip to show you how many followers you’ll have in a city after you spread religion there
- Adding religious pressure to both ends of a trade route:
- Destination city gets 1 pressure per turn of the origin city's majority religion (if it has one). This is the same amount as if that city was close by.
- Origin city gets 0.5 pressure per turn of the destination city's majority religion (if it has one)
- Added 8 new Relics
UI Enhancements[ | ]
- Updated Diplomacy screens to improve readability and usability
- Trade Overview: Available Routes tab will now show all possible routes between two cities regardless if the origin city has a trader located at it
- New medallion style art for Great People
- Capital icons now appear on city banners in espionage chooser menu
- Rest & Repair actions inform you if you can’t heal due to a missing Strategic Resource
- Changed sort order for gossip so most recent messages are shown first
- Ensure plot tooltips show up after mousing over 2D icons in same plot
- Trade route chooser now sorts routes when filtered by a yield
- Lots of changes to make assorted UI screens more moddable/extensible
AI Tuning[ | ]
- Improved AI’s naval gameplay, including protection and healing of naval units, building a proper navy, and assaulting coastal cities
- AI will attempt to re-convert its holy cities
- AI will no longer commit to battles they cannot win
- Improve AI city and district placement
- Improved AI’s valuation of great works
- Improved Scout’s drive to explore Tribal Villages
- Improved siege attacks
- Adjusted religious strategies, preventing large hordes of units going to the same, distant city
- New AI support for Religious Heal and Condemn Heretic actions
- Improve AI use of Inquisitors
- Money Grubber agenda is no longer as sensitive to fluctuations in income
Multiplayer[ | ]
- Ongoing stability improvements
Balance Changes[ | ]
- Removed some of the least useful Gossip messages to improve signal to noise:
- Buildings constructed if from 2 eras earlier than the constructing player's current era
- Civic cultivated if from 1 era earlier than developing player's current era
- Influenced city-state if not tied or higher than all other players
- Land unit promoted if only to Level 2
- Naval unit promoted if only to Level 2
- Policy slotted if unlocked from a Civic that is 2 eras earlier than slotting player's current era
- Tech researched if from 1 era earlier than researching player's current era
- Move +1 embark speed from Cartography to Square Rigging
- Allow friendly or allied spies to escape just before a nuke is detonated on a city they are in. All other spies are still killed.
- Add Guilds as a prereq for Humanism so you have Theater Square before Museums
- Change the Civic prereqs between Industrial and Modern so Zoo is required before Stadiums
- Religious Idols Pantheon belief is now +2 Faith per mine instead of +1
- Persian Immortal unit now behaves primarily as a melee unit with a ranged attack ability
Bug Fixes[ | ]
- AI will now recruit Great People when they take control of a human's game in MP
- Fixed an issue where AI would trade invalid items
- Fixed issues where AI appears to refuse their own deal proposals
- Corrected an error that made the AI very unlikely to agree to alliances
- Added missing description text for Broadway (+20% Culture for the city)
- Fixed Colonial Taxes to be the listed 25% boost
- Fix player being able to make peace with city states while at war with the suzerain
- Pillaged districts no longer provide adjacency yields and they drop adjacent Appeal
- Fixed the Hanging Gardens not granting Appeal
- Archery tech boost earned by a Slinger on defense
- Unique districts don’t count twice for Mathematics tech boost
- Fix Housing from Monarchy to properly be +1 for each level of Wall
- Culture Bombs can no longer steal National Park tiles
- Conquering a city with a spaceport under sabotage no longer redirects that mission at yourself
- Captured spies are immediately returned when a player is defeated
- Gold costs of delegations is correct at all game speeds
- Properly compute foreign followers of a religion for beliefs that use this stat. Followers from cities that didn’t have this religion as a majority were not counted previously
- Embarked combat units can no longer capture enemy embarked civilians
- Additional bug fixes
Misc[ | ]
- Changed Jakarta City-State to Bandar Brunei
- Added Motion Blur to leaders