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K-Mod 1.46 changelog.txt
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K-Mod 1.46 changelog.txt
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This is K-Mod version 1.46.
If you have any questions, comments, suggestions, bug reports, etc. Post here: http://forums.civfanatics.com/forumdisplay.php?f=470
v1.46 changelist
Game
+ Increased trade culture rate for lower levels. (This doesn't affect city culture. Only plot culture.)
+ Fixed overflow bug when adding large amounts of culture to a city.
+ Several miscellaneous bug fixes.
AI
+ Major changes to the AI's tech evaluations. (Hopefully this will help the AI plan ahead a bit better.)
+ Improvements and bug-fixes for citizen job evaluations for AI and automated cities.
+ Several minor tweaks and changes to the AI.
UI
+ Improved German language text. (by Zholef)
+ Added a couple of (useful) loading hints, and removed a couple of low-value hints.
+ Restored WHEOOHRN scoreboard indicator option.
--
v1.45 changelist
Game
+ Increased carrying capacity of all military boats by 1.
+ Scientific Method now gives +10% science in all cities.
+ Increased the research cost of Scientific Method.
+ Computers now gives +1 science to specialists.
+ Lumber mills are now unlocked with Guilds rather than Replaceable Parts.
+ Lumber mills and forest preserves now +1 commerce on the corner of rivers, just like the other improvements do.
+ Watermills now give 1 commerce (and 1 hammer) by default, but only gain 1 commerce from Electricity. (i.e. more commerce than before in the early game; but same in the late game.)
+ Submarines and Attack Submarines now get +25% attack (for coast and ocean plots).
+ Machine guns now get +10% vs mounted units
+ Adjusted cultural city revolt probability and properties.
+ Increased the base (maximum) chance of city cultural revolt from 10% to 15%
+ Decreased the duration of revolts from 3+2*(# of revolts) to 2+(# of revolts).
+ Cities will now flip on their 3rd cultural revolt rather than their second (if it is possible for them to flip). (The average number of turns to flip a city is the same; and the average number of turns spent in revolt is similar to before - but the chance of each revolt is a bit higher, and so it is less dependent on luck.)
+ Inflation rate now increases with global tech state. Previously inflation only depended on how many turns had past, and so if the global tech rate was very high (due to lots of tech trading), players would reach high end-game yields and still have very little inflation - which would increase the tech rate further. With this change, there will be higher inflation in games which have lots of tech trading. (And the inflation will be slightly higher for players with better tech!)
+ The global warming index now decreases exponentially by 1% each turn. (This will significantly decrease the effect of global warming in games where global warming is already very strong.)
+ Reduced the global warming offset of forests and jungles from 15 to 10.
+ Adjusted the 'severity rating' formula for global warming. 'Save the planet' anger will now be a bit stronger.
+ Increased the probability of natural spread of religions.
+ Reduced chance of spies being caught while exploring friendly land.
+ Tweaked religion "grip" values. (Distance and the shrine now have a relatively higher effect.)
+ Increased the maintenance cost of Civilized Jewelers. Decreased the maintenance cost of Standard Ethanol and Aluminium Co.
+ Fixed a bug which allowed 'no capture' units to captures cities that were only defended by non-combat units. (eg. a gunship could capture a city if the city only had a worker in it.)
+ Capitulation power is now determined after cities are reassigned, rather than before. This means that civs which give up a bunch of cities when they capitulate won't immediately be able to free themselves due to the lost cities they just traded away.
+ Many fixed memory leaks and logic mistakes, with help from alberts2 and DarkLunaPhantom.
+ Fixed potential crash in CvSelectionGroup::groupMove (again, thanks to DarkLunaPhantom for the idea)
+ Fixed air intercepts conflicting with combat in simultaneous turns. (This fixes potentially unpredictable behaviour; and it also allows air combat and interceptions can happen while the interceptor's plot is being attacked by someone else.)
+ Adjusted CvTeam::shareCounters to prevent lose of circumnavigation bonus when forming a permanant alliance.
AI
+ Fixed a bug which prevented the AI from declaring war with transports that ignore borders (such as the East Indiaman).
+ Adjusted worker AI to better prioritise large yield increases rather than working on plots which already have good yields.
+ The AI now counts the defensive bonus of features as negative value if they are next to cities. (This makes the AI a bit more likely to chop forests adjacent to their city.)
+ Fixed a bug which discouraged the AI from chopping forests in most situations.
+ Fixed several problems with slavery evaluation in AI_yieldValue. (The AI should work more food plots when using slavery.)
+ Rewrote AI_counterPropose to get more balanced deals. (This mostly improves the way the AI negotiates with other AI players.)
+ Increased the maximum discount that AI players are willing to offer to human players in trade deals.
+ Tweaked the AI to increase the likelihood that they'll offer a discount deal to human. (Please do consider deals that the AI offers you. They may present a one-time offer with a significant discount.)
+ The AI now uses time-weighted averages when deciding whether to build cottages. The specific time-weighting depends on the AI's situation.
+ Rewrote AI_techValue to establish a common value scale, and hence provide more accurate evaluations.
+ Improved evaluation of free techs from buildings (ie. The Oracle)
+ The AI now takes collateral damage resistance into account when evaluating stack attacks.
+ Fixed a bug which caused the AI to move units needlessly back and forward between cities (usually corporation execs).
+ Fixed AI missing inflation in the AI's colony & building evaluations.
+ Fixed several AI bugs related to the misuse of "CvUnit::getMoves" (which doesn't do what it sounds like it does). This mostly affects naval AI.
+ The AI now ignore automation settings when taking over from human players in multiplayer games.
+ Adjusted the unit priority for group pillage missions. (Slightly better choices when deciding which wounded units should pillage - if any.)
+ AI amphibious attacks will now use the normal (situation specific) city attack threshold calculation rather than a flat threshold.
+ Adjusted pathfinding costs to help exploring units to not avoid unexplored plots.
UI
+ Changed UI text to include inflation whenever displaying costs. (Previously the costs displayed were not the costs that the player will actually have to pay - because inflation was not being included.)
+ Spies in foreign territory now wake automatically when they reach their maximum fortification bonus.
+ Fixed a minor rounding problem in which sometimes made espionage costs inaccurate.
+ Removed duplicate gold commerce text from financial advisor screen.
+ Fixed launch spaceship popup sometimes appearing when it shouldn't.
+ Fixed the graphs screen sometimes showing the wrong thing on the pull-down menu.
Modding
+ Added two new (optional) xml fields for TechInfos.xml.
+ 'CommerceModifiers' allows techs to give a percentage bonus for each type of commerce in all cities.
+ 'SpecialistExtraCommerces' allows techs to give commerce bonuses to all specialists.
These new effects are displayed in the Tech Chooser, the Civilopedia, the mouse-over text of relevant things in the city screen; and the effects are properly evaluated for AI decision making.
+ 'RiverSideYield' for improvements now applies when touching a river, even on the corner. Previously it only applied on the side of a river, like a watermill.
--
v1.44b changelist
+ Fixed a bug which caused existing specialists to be overvalued by AI_jobChangeValue.
+ Tweaked the evaluation of food, to avoid problems caused by overvalued food.
v1.44 changelist
Game
+ Fixed OOS bugs in some random events.
UI
+ Modified the space-ship screen and the multi-player launch space-ship popup so that travel time and success probability are always visible.
+ Corrected espionage costs displayed in spy mission popups when in a permanent alliance.
+ Added debug/cheat information for commerce weights and culture cities.
Automation / AI
+ Forced specialist count can no longer exceed total population. (This corrects a problem where the "remove specialist" buttons seems to have no effect when the number of forced specialists was still too high.)
+ Corrected some inconsistencies in the way forced specialists are handled by automated city governors. (The governor will not assign any specialists of non-forced type unless all the forced types are full. For example, if the player forces 1 merchant specialist, then the city will not use any scientists until all the merchant slots are full.)
+ AI_juggleCitizens now directly compares jobs before switching, to ensure the accuracy of evaluations.
+ Reduced the number of executives built by automated cities.
AI
+ Changed the evaluation of executives so that the value of spreading to foreign civs is only counted when more execs are needed.
+ Tightened the conditions on deciding to replace existing corporations.
+ Increased tendency for settler and missionary transports to wait in cities, so that they can be used when needed.
+ Fixed some minor issues with the AI's calculations when loading units into transports.
+ AI missionaries and workers now prefer waiting in cities with air-lift when they have no work to do.
+ Refined the AI's calculations for cultural victory decisions.
+ Pillage units now prioritise pillaging strategic resources they are standing on over attacking nearby enemies.
+ Increased the AI's evaluation of river plots in AI_foundValue.
+ Tweaked the area-based resources modifier for starting positions, to avoid overflow bugs on very large maps.
+ Fixed a minor mistake in the evaluation of buildings which remove resources (eg. National Park).
--
v1.43 changelist
Game
+ Forest preserves now give +1 commerce (in addition to their previous effects).
+ German assembly plants now give +2 production (in addition to previous effects).
+ Restored the Representation civic to 'medium' upkeep.
+ Fixed a rare bug which sometimes caused units to get bumped off their plot when simultaneously attacking and defending (in simultaneous turns mode).
+ Fixed bug which allowed cities to momentarily exceed their specialist cap.
+ Fixed a bug which caused original ownership to be ignored when deciding whether a city can be 'liberated'.
+ Added bNoCache argument to AI_localDefenceStrength. This is to protect against potential OOS bugs.
+ AI_commerceWeight for culture and espionage is now cached.
+ Improved the speed of the path-finding system.
AI
+ Completely redesigned the automatic assigning of worked plots and specialists in cities. (This will be an improvement for AI and for automated cities.)
+ Improved the AI's identification of culture cities aiming for a cultural victory.
+ Great artists now use the updated culture evaluation to choose when/where to create a great work (culture bombs).
+ AI espionage spending is now turned off by AI_VICTORY_CULTURE4 rather than by AI_VICTORY_CULTURE3.
+ The AI will now consider using machine guns for city defence.
+ The AI will now build assault units, transports, and attack ships are built at a more even rate, rather than focusing on one type of unit before starting the next.
+ Redesigned some sections of how the AI evaluates which units to build.
+ There is now some basic consideration of potential promotions.
+ Units which can't capture cities are now less likely to be built as attack units (eg. gunships).
+ Evaluation of unit speed has been adjusted.
+ Collateral damage immunity is now taken into account for city defenders.
UI
+ The victory conditions screen now shows culture cities by team rather than by player (to match the actual conditions for victory).
+ Fixed vassal / master relationship information of humans being hidden.
+ Tweaked the format of vassal/master relationship information.
+ Added loading hint about right clicking on +/- commerce buttons.
--
v1.42 changelist
Game
+ Human players can now tell their AI allies start war preparations, via the diplomacy screen.
+ Byzantine hippodromes now allow two artists.
+ The free culture which applied to plots in the area of a city is now granted even for cities with zero culture rate.
+ Reduced free city culture from 6 per turn, to 4 per turn.
+ Added some plot culture dependence to CvCity::getLiberationPlayer. (This affects the availability of the option to liberate a city.)
+ Fixed a rare bug in AI_cityTradeVal which could cause a seg-fault.
+ Changed the way AIAutoPlay disables popups, so that it is less likely to break other mods.
AI
+ The AI will no longer start planning for war in less than 30 turns (scaled by game speed) unless a certain number of cities have been built (based on map size and number of players).
+ Fixed a bug which prevented AI players with few cities from choosing to convert to foreign religions.
+ Taught the AI how to do amphibious attack landings on non-city plots.
+ Changed the AI's evaluation of amphibious attacks to use stack strength estimates rather than just counting the number of units.
+ The AI will now consider amphibious attacks even if some of its cargo cannot attack. (eg. siege units)
+ Fixed a bug which often messed up the AI's evaluation of prerequisite buildings.
+ Made some minor changes the AI's evaluation of resource values. (I intended to change this a lot more, but there were some technical problems.)
+ Made the AI a bit more resistant to human manipulation in limited wars.
+ Fixed a minor bug which prevented the AI from making peace deals with multiple other AI players in the same turn.
+ Fixed a bug which could sometimes cause great spies to get stuck.
UI
+ Fixed a bug which caused the danger checks for interrupting actions use the wrong range in most cases.
+ Blocked city governors from considering 'worker_sea' and 'explore_sea' when choosing to build an arbitrary unit. (They'll still build work-boats when needed.)
v1.42b
+ Fixed a bug in the AI's evaluation of resource value.
+ Reduced visual clutter in the culture overlay of the zoomed-out world map.
--
v1.41 changelist
Game
+ Increased the production cost of Incan quechuas from 15 to 20.
+ Fixed a bug which could cause the game to crash when a human player becomes the vassal of an AI in a multiplayer game.
+ Corrected a problem from bts which caused XML comments to not be ignored inside arrays
+ Fixed two rare path-finding bugs.
UI
+ Added Spanish translation for BUG & K-Mod text, by Rual.
+ Fixed a bug which caused the declare war move popup to appear twice.
+ The standard unhealthiness from power is now included in the mouse-over text for buildings that produce power.
+ Tweaked the condition for workers being interrupted when in danger.
AI
+ Fixed a problem which sometimes caused AI workers to get confused and waste turns.
+ Adjusted the AI's evaluation of choices for some random events.
+ Adjusted the tech value of air units
+ Reduced the conquest strategy tech value multiplier for military units
+ Fixed a rare bug in the evaluation of city sites
+ Fixed another rare bug in the danger cache from the bbai mod.
--
v1.40 changelist
UI
+ Multi-completion of units will now be reflected by the city's order queue. ie. more than one unit is finished in a single turn, that number of units of the same type will be removed from the construction queue (if they are actually on the queue).
+ Left-click "go to" missions will now trigger to declare war popup when attempting to move into closed foreign borders (instead of simply ignoring the command).
+ Automated cities will no longer consider building 'team wonders'; just as they don't consider national wonders or world wonders. (Note: there are currently no team wonders in K-Mod anyway.)
+ Removed two empty categories from the Sevopedia.
Game
+ Fixed a minor mistake in the latest pathfinding bugfix for groups with a mixture of movement speeds.
+ Fixed a problem with the K-Mod pathfinder which could cause a crash in mods which include zero speed units or zero move-cost roads.
+ Reversed the effect of bPrereqReligion for units and buildings. Previously it meant that a religion must _not_ be present in order to construct the building/unit. Now it means that a religion must be present. (Note: this change has no effect on K-Mod, because bPrereqReligion is not currently used by anything.)
+ Fixed a BtS bug in the evaluation of starting positions which caused most of the evaluation to be ignored, and caused some starts to have more bonuses and forests added to them than intended.
+ Added a bit of randomness to the map generators choice of area for 'unique' resources. This slightly reduces the correlation between continent size and number of resource types.
+ Added some factors to the starting position evaluation to adjust for the number of resources in the area and the number of players already placed in the area. The goal of this is to decrease the chance of getting an isolated start with a lack of resources.
+ Fixed a bug which caused some starting resources to be valued more highly than intended.
+ Increased the radius of the land outside of the fat-cross to be evaluated for starting positions.
+ (several other minor tweaks / bug fixes related to starting positions)
AI
+ Fixed a significant bug in the latest K-Mod AI which was causing the AI to focus on constructing buildings far more than intended.
+ The trade value of cities (for ending wars) now includes some additional value for holy cities and corporation head-quarters.
+ Tightened the conditions on "opportunistic wonder" builds.
+ Adjusted the calculation for the maximum amount of gold the AI is willing to trade. AI civs with high incomes should now be a bit less likely to hoard their gold.
+ Some leaders will now build a few more workers in the early game, based on the leader's personality.
+ The AI will now value forest chopping a bit more highly in cities with low productivity.
+ Tightened the 'financial trouble' threshold in the early game, so that AI civs which expand quickly will realise sooner that they need to start getting cottages set up.
+ (several other minor AI tweaks and bug fixes)
--
v1.39 changelist
Game
+ All four Drill promotions now give +15% collateral damage reduction. (Previously it was +0, +20, +20, +20.)
+ Added some nuance to the AI's evaluation of gifted units.
+ Gifts of great people will now always result in +1 for "you gave us help".
+ Gifts of military units are now evaluated based on the usefulness of the gifted unit and the AI player's current military needs.
+ (The diplomatic effect of non-great person gifts still only affects the "fair and forthright" diplomatic modifier.)
+ Fixed a K-Mod bug which caused distance maintenance to always be zero for civs with exactly 2 cities.
+ Research is now completely halted while in anarchy. (Previously civs would still get +1 science per turn.)
UI
+ Corrected the Latin in one of Julius Caeser's quotes. (hopefully)
+ Fixed a bug in the Hall of Fame screen which in rare cases could cause the game to crash.
+ The UI pathfinder is now reset when a unit is promoted. (This change was meant to be in a previous version, but it was implemented incorrectly.)
+ Fixed a BtS pathfinding bug which sometimes caused inaccurate path turns.
+ The the mouseover text for cathedrals will now include the number of cathedrals currently under construction when calculating the required number of temples. (ie. it will report how many temples are required to start the the construction of another cathedral.)
+ Catherals' temple requirements in the civilopedia will no longer take into account how many cathedrals the active player has built. (ie. if each cathedral requires 3 temples, then the civilopedia will just say 3 temples rather than saying how many temples are required for the next one.)
+ Missionaries will now appear as greyed out in the city-screen when they are maxed out rather than being removed completely.
+ The mouse-over text for missionaries will no longer say "requires monastery" if the player is using Organized Religion. (ie. It will only say 'requires monastery' if the player is not exempt from that requirement.)
+ In the mouseover text, unit limits are now displayed on a new line rather than inline with the unit name, and the limit text is displayed in red if the limit has already been reached.
AI
+ Tweaked the group size adjustment used in AI_stackVsStack, so that the AI is a bit less inclined to use a big stack to attack a well defended small stack.
+ When aiming for a diplomatic victory, the AI now give some additional value to the favourite civics of their potential allies.
+ Tweaked AI_warCommitmentCost for overseas wars and for late-game wars. (This may need further testing and adjustments.)
+ Rescaled and adjusted AI_warDiplomacyCost to fix some problematic fringe cases.
+ Changed the odds formula for short-circuit 2&3 in AI_chooseProduction to better reflect individual AI flavours.
+ Reduced the effect of pre-existing progress in AI_chooseBuilding.
--
v1.38 changelist
Game
+ Duns now give +1 xp for melee units (in addition to the free Guerilla I promotion).
+ Musketeers now have +15 withdrawal chance.
+ Slightly decreased the tech rate from the renaissance era onwards. (This was done by tweaking the existing hidden rate modifiers by a couple of percentage points.)
+ For the purpose of building plot improvements, resources available inside a city are now provided to all the workable plots around that city. (The purpose of this change is to let civs use Standard Ethanol corp to build railroads.)
UI
+ Corrected the 'strategy' text for libraries. (Previously the text incorrectly stated that a library was required to build the Heroic Epic.)
+ Food added by the Volcano event will now be landmarked when 'Event Signs' is enabled.
AI
+ Restructured the AI's 'city threat rating' calculation to be more flexible and to better reflect the risk to coastal cities.
+ Made lots of changes to the way the AI positions and uses its air units; particularly for defence.
+ When at war, the AI will now be less inclined to attack newly founded cities, and more inclined to attack cities which are likely to result in an imminent enemy victory.
+ Rewrote part of the AI's evaluation of settling great people to be more sensitive to the civ's situation and personality.
+ Fixed a problem which sometimes messed up the AI's evaluation of rushing wonders with great engineers.
+ Made many changes to improve the accuracy & consistency of the AI's building evaluation.
+ Reduced the value of trade commerce and of commerce multipliers to more closely match the intended scale of 4x commerce.
+ Removed double-counting of trade commerce from original bts code.
+ Fixed some major inaccuracies in the evaluation of commerce happiness (theatres) and war-weariness reduction.
+ Increased the value of clean power for the area. (Three Gorges Dam)
+ Improved the accuracy of the 'stateReligionCommerce' evaluation.
+ Restored missing AllCityDefenseModifier evaluation in the AI's building evaluation.
+ Increased penalty for having multiple national wonders in the same city.
+ Changed the way 'flavour' affects the AI's evaluation of buildings.
+ ...
+ Made many changes to the AI's tech evaluation. The AI's choice of tech will now be more dependant on situation & personality.
+ Completely redesigned the way the AI evaluates buildings to be enabled - it is now much more dependant on the AI's situation and personality.
+ The AI will now value founding religions more highly if they have not met anyone with a state religion.
+ The value of enabling tech trading is now based on number of civs trade would be enabled for, rather than just the number of civs met.
+ Fixed a problem which caused Mining to be massively overrated.
+ Fixed a minor mistake in the yield evaluation of improvements.
+ The value bonus for wonders now depends on the AI leader's personality
+ Increased the value of space-victory components particularly for components which can be built more than once (eg. SS Casing).
+ 'defence_air' units are now valued slightly more highly if the AI is alone on their island.
+ Made several tweaks to the AI's usage of espionage.
+ The AI will now be willing to use malicious espionage against their 'friends' if both they and their friend are very close to victory.
+ Increased the value of sabotaging projects.
+ Reduced the value of spreading unhappiness.
+ Redesigned the sabotage building evaluation.
+ Increased the value of spread culture and allowed it to be used for offence as well as defence. (This is still very rare.)
--
v1.37 changelist
Game / UI
+ Game handicap level is now set to average of humans' handicap rather than minimum.
+ Free starting techs for handicap levels are now granted based on the team handicap level rather than the game handicap level.
+ When the player handicap and game handicap are not the same, the settings screen now shows both values. (This only affects mixed handicap multiplayer games.)
+ Tech progress now carries over proportionally when a permanent alliance is formed. (eg. 100/200 will go to 150/300, whereas previously it would go to 100/300.)
+ 'Total espionage ever' is now set correctly when a permanent alliance is formed.
+ Fixed a BtS bug which caused capitulation status to not be set correctly when a permanent alliance is formed with a capitulated civ. (This is impossible in the standard rules anyway.)
+ When selecting units with ctrl/alt, if the clicked unit is already selected then moves should be checked. (The previous implementation of this rule was flawed. It should work correctly now.)
+ Tightened the conditions on some city advisor popups. (eg. the 'liberate city' recommendation now requires that the city be at least 10 turns old)
+ AI attitudes are now updated when first contact is made. (This fixes a bug which caused all leaders to be 'cautious' during the first meeting.)
+ Changed the diplomacy animation for the "worst enemy trading" greeting from 'furious' to 'disagree'. (This isn't ideal, but I think it's a bit less jarring for the AI to go from "no" to a smiling face than to go from a furious glare to a smiling face.)
AI
+ The trade value of techs is now independent of team size. (ie. the AI will now value techs the same regardless of whether they are giving them to a 2-civ team or a to 1-civ team, whereas previously the tech would be valued more highly for the 2-civ team.)
+ Fixed a bug which sometimes caused free specialist to be poorly assigned.
+ Corrected a bug which sometimes caused the AI to give resources to their allies more often that they should.
+ Made some adjustments to the way the AI chooses target cities.
+ The AI will now put a bit more emphasis on defending cities it has captured during war.
+ Made some changes to the AI's evaluation and distribution of units built for attack forces. (This may need further tweaking after more testing.)
+ Fixed a bug which sometimes caused the AI to incorrectly think it could not attack.
+ The AI's 'attack' units should now be a bit more inclined to group with attack_city stacks rather than just doing their own thing.
+ Large AI stacks will now be willing to leave units behind so that the stack is less likely to be stalled by minor skirmishes on the way to their destination.
+ Large AI stacks will now be a bit more willing to attack smaller enemy stacks when the opportunity arises.
+ The AI will now be a bit more decisive in choosing their naval assault target. (Previously they would often change their mind when they started to get close to the destination. This wouldn't be obvious to the player, but it was a problem.)
+ Fixed a problem which sometimes caused the AI to load an unbalanced naval attack force when they didn't have enough ships. (They'd often bring too many siege units.)
+ Fixed a minor bug which sometimes caused the AI to waste a turn when unloading units at the end of a diagonal move.
+ AI explorers will now try to make contact with mapped but unmet players. (Previously the explorers were only interested in unmapped territory.)
+ Slightly increased the probability of AI spies targeting plot improvements when at war.
+ Tightened the conditions on espionage usage when using the 'espionage economy' strategy, so that the AI will be a bit less likely to waste all its espionage blowing up factories when it is meant to be stealing techs.
+ The AI will now focus slightly more on building spaceship parts during the final stages of a space race. (This will probably still need some adjustments.)
Map script: Not Too Big or Small
+ Zones are now more likely to have a buffer at the north and south poles. This will reduce the chance of ice continents.
+ Increased the range of allowable zone sizes, particularly on larger maps.
+ Single zone maps are no longer forbidden. This will make 'Pangaea' style maps slightly more common on 'normal' size maps, and much more common on smaller maps.
+ The number of "tiny islands" now depends on the number of zones. This will reduce the chance of having vast empty oceans.
--
v1.36 changelist
Game / UI
+ When choosing a default city name, the search will now skip a number of names corresponding to the number of cities the player has already founded. This means that if a player renames a city that they have founded, the game won't immediately suggest the same previous name for the next city founded. (Note: there are some technical caveats to this which may come into play in some mods.)
+ If a civilization's list of city names is exhausted, the game will suggest a _random_ name from a random civ; rather than the first available city name from a random civ.
+ When selecting a group of units by holding ctrl/alt, if the clicked unit is already selected then only units with moves will be selected in the new group regardless of the moves of the unit that was clicked. (This new condition is to work around an ambiguity problem when clicking units on the main map.)
+ Reduced the city governor's yield value adjustments when building work-boats.
+ Restored the city governor's preference for forced specialist types when assigning additional specialists. (This was broken as a side effect of a recent K-Mod change.)
+ Removed a loophole which in rare cases could cause the 'plains cow start' problem to resurface.
+ Corrected the horizontal centering of the 'new era' screen.
+ 'Make peace with other civ' trades will now result in a 10 turn peace treaty between the two civs rather than just a cease fire.
+ 'Make peace with other civ' trades will now be denied if the 3rd party refuses to talk to the 2nd party, or if the 3rd party simply refuses to make peace.
+ Restored functionality which prevents the sea movement bonus for circumnavigation from being awarded in games where the map is complete from turn 1. (This functionality had been unintentionally broken as a side effect from an earlier change.)
+ Fixed a couple of minor python problems which led to assertion failures (potentially leading to more serious problems in the future).
+ Fixed a bug which sometimes caused an infinite loop after adding units for an AI team in the world-builder.
AI
+ Fixed a rare divide-by-zero crash caused when the AI decided to plan war against an overseas civ before either team could build boats.
+ Adjusted the AI's cost estimates for overseas wars.
+ Fixed a bug in CvTeam::getTypicalUnitValue caused the domain parameter to be ignored, which resulted in some erroneous evaluations in various parts of the AI.
+ Made several significant changes to the way the AI evaluates yield when choosing plot improvements. Most noteably, the value of food is now scaled based on how much food would be required to work the other available yields.
+ Made some adjustments to how the AI decides when to chop forests in the early game.
+ Fixed a bug in getYieldWithBuild which caused it to ignore yield from existing improvements when building roads. (This only had minor side effects.)
+ getYieldWithBuild now counts 'extra yield' (eg. from financial). (This helps the AI decide which plot improvements to build.)
+ Fixed a couple of minor bugs which sometimes caused the AI to get a bit confused when trying to transport settlers to new areas.
+ Corrected several parts of the AI which were using a poor approximation for the net income of their civilization. (This approximation caused some parts of the AI to think the civ was having financial difficulties if the civ was making heavy use of their espionage slider or their culture slider.)
+ Corrected a mistake in the original BtS code in AI_commerceWeight which caused the AI to miscalculate how many turns its gold would last at the current research rate.
+ Fixed an original BtS bug which caused all commerce building processes to be identified as being "good" when evaluating techs.
+ Tweaked the AI's yield values adjustments when using particular strategies.
--
v1.35 changelist
+ The 'why don't you attack' diplomacy screen no longer lists cities that the civ is not at war with.
+ The 'why don't you attack' diplomacy option is now only available if the civ is at least pleased towards the player, or is the player's vassal.
+ The effects of telling a civ to target a particular city will now last at least 10 turns. (The AI updates its choice of target city on random turns, and so previously the AI could randomly overrule the choice of target city immediately after the player makes the request. The new behaviour is that the choice of target city is locked in for 10 turns before the random updates resume. [Note: this still doesn't guarantee that the AI will actually attack the chosen city! It merely encourages them to do so.])
+ Fixed a problem in the way unit flags on the map are updated when switching in and out of debug mode.
+ When adding units to a group, the group's mission queue is once again cleared. (I've restored this behaviour as a workaround to a problem in the exe)
+ Automated cities will now build units slightly more often. (But they'll still primarily focus on buildings.)
+ The city governor now takes the 'financial' trait bonus into account when evaluating improvement upgrades to choose which plots to work.
+ Made several changes to the way the city governor chooses which plots to work
+ Corrected an overestimate in the time for the city to grow - which sometimes caused the governor to mistakenly grow the city while still waiting for slavery unhappiness to wear off.
+ Fixed a couple of mistakes which caused the governor to overvalue food when attempting to fill the food bar without growing the city.
+ Reduced the value of food in general.
+ Extra value for productivity when below par is now only used if the player doesn't have any hurry types enabled.
+ Fixed a bug which prevented the governor from trying to stack great-person points as intended.
+ Tweaked the way the AI evaluates the yield of super specialists when deciding where to settle them.
+ Barbarian cities will now use 'build culture' to pop their borders once they get drama. (They still can't build any culture buildings.)
+ Fixed a problem which sometimes caused the AI to use their navy to guard lakes.
+ The AI's estimate of the diplomatic cost of war now takes into account the bonus of sharing a war with friends.
+ Slightly tightened the conditions on when an AI team will offer itself as a vassal.
+ Adjusted many of the conditions on when the AI will choose to accept a vassal.
+ Taught the AI to free itself when it no longer wants to be a vassal.
+ AI will no longer use 'we're afraid of your enemies' as an excuse to refuse capitulation when the would-be master is much stronger than their enemies.
+ Fixed a grammar mistake in the original BtS text for when a unit is killed by a flanking attack.
+ Fixed a bug which caused the city captured sound effect to be played to all players rather than just those who saw the city being captured.
--
v1.34 changelist
Game
+ The anti-double-move rule in simultaneous turns mode now only applies after meeting another human.
+ Fixed an original BtS bug which messed up the conditions for random events that depend on corporations. (In particular, this bug allowed 'corporate expansion' and 'hostile takeover' to trigger for civs which did not own the HQ.)
+ Halved the number of islands settled to complete the Blessed Sea quest. (Eg. on a standard size map, the goal has been been reduced from 10 islands to 5 islands - which is still a lot, but less insane.)
+ Fortify, sentry, heal, and sea-patrol no longer block each other. (eg. the 'sentry' command will still be available when a unit is fortified or healing; so the unit doesn't need to be woken before changing its orders.)
+ Fixed a bug which prevented the financial advisor from ever reporting zero units in the supply cost. (The cost was accurate, but the number of units had a non-zero floor.)
+ Added xml option to block python callback for unit upgrade cost. (Blocked by default, for efficiency.)
+ Minor efficiency improvements.
AI
+ Made a large number of behind-the-scenes changes to the AI to allow them to use and understand the 'fortify' command. (This is an aesthetics change only. Using the 'skip' command has the same effect in terms of game mechanics; but 'fortify' makes the units appear ready for combat graphically.)
+ Made some adjustments to the AI's cost war analysis for some more complex war situations
+ Reduced the power estimate for secondary targets in offence wars. (eg. teams brought in by defensive pacts now only have part of their power counted.)
+ The relative productivity estimate now includes productivity of vassals and of other enemies from different wars.
+ The cost of war weariness from vassal-wars is now counted (in addition to war weariness from the primary war).
+ When planning war on a vassal, the AI will now estimate unit strength based on the master's units rather then the vassal's units.
+ The total commitment cost of war is now adjusted by a non-zero percentage at the end of the calculation. This is meant to represent the fact that teams will have some military spending regardless of any wars; and this minimum military cost might be all that's required for the war.
+ Fixed a set of bugs which prevented the AI from taking defensive pacts into account when planning war against a vassal.
+ Restored check for 'peace not possible' when negotiating capitulation. (This can't happen with the usual rules anyway.)
+ Voluntary vassalage now checks for 'war not possible' for the would-be master. (Taking on a voluntary vassal causes the master to automatically declare war on anyone the vassal is currently at war with. Without this 'war not possible' check, the vassal trade could be used to bypass peace treaties.)
+ The AI will now refuse to take on a vassal if it would mean declaring war on someone they usually wouldn't consider war with.
+ When the AI considers starting a war with a vassal, they will now use the maximum 'no war prob' of the target and of the master.
+ The AI is now slightly more likely to make basic preparation for a cultural victory in the early game.
+ Made several changes to the AI's city site evaluation.
+ All plots above the food-per-pop threshold are now counted as 'special food plus'. (previously it was only counted for features, water, and bonuses.)
+ Fixed some minor problems and inconsistencies in the way plot features are evaluated.
+ Changed the way yield is counted on the city plot to better reflect the actual game mechanics. (For example, the AI will be less discouraged from settling on bonuses which would give them 3 food on the city plot; especially if they wouldn't get much more than that from the plot anyway.)
+ Added a new factor to decrease the value of sites which lack hammers.
+ Fixed a bug which prevented sea resources from being evaluated. (Previously, the food was counted, but not the value of the resource itself.)
+ Value of resources (bonuses) now scales based on how many the civ has.
+ Changed the way resources are evaluated for starting locations. (unique bonuses will be worth slightly more; and duplicate bonuses worth slightly less.)
+ 'Easy culture' is now taken into account for bonus value as well as for yield value; so that the AI doesn't always feel they need to get strategic resources in their inner circle.
+ 'Ambitious' civs now value bonuses more highly.
+ Changed the way water plots are evaluated. (In general, water is worth slightly less than before but coastal cities are worth slightly more.)
+ Tweaked some of the yield values.
+ Made some changes to the AI's usage of nukes
+ The AI will now be slightly more likely to use nukes against civs that have nuked them in the past.
+ Increased the tendency for civs that build the Manhattan Project to want to build nukes.
+ The AI will now include cargo units when evaluating potential nuke targets.
+ Fixed a bug which sometimes prevented the AI from moving its tactical nukes.
+ Stack size thresholds in naval assault missions are now reduced when en route, to discourage the AI from changing its mind half-way.
+ Naval reinforcements missions will no longer be allowed to declare war.
+ When upgrading unit types, the AI will now put slightly more care into its choice of which upgrade to choose for each unit.
--
v1.33 changelist
Game
+ XML balance adjustments to several units.
+ Production cost of war elephants (and ballista elephants) increased from 60 to 70.
+ Maximum collateral damage targets reduced from 7 to 6 for cannons, and 8 to 7 for artillery and mobile artillery.
+ Grenadiers now get +10% city attack.
+ Panzers now get 1-2 first strikes.
+ Submarines and Attack Submarines now get +10% ocean attack.
+ Ships of the Line strength increased from 8 to 10; but bonus vs frigates decreased from +50% to +20%.
+ Stealth Destroyers strength increased from 30 to 36.
+ Fixed a bug which prevented players from trading techs immediately after completing the research. (This behaviour was an unintended side-effect of a change in the previous version of K-Mod. -- Note: it will now also be possible to trade techs immediately after bulbing them.)
+ Corrected some minor anomalies in the new handling of CvTeam::doTurn in simultaneous turns mode.
+ Fixed a bug which allowed players to queue multiple nuke targets with a single nuke unit. (Previously, this could cause some strange behaviour.)
+ Fixed a potential infinite loop in mods that have improvements which when pillaged become the same improvement (either directly or indirectly).
UI
+ Implemented unit cycling suppression with the X key. ie. If you hold X while issuing an order, the unit will remain selected even when it has no moves left.
+ Added a new option to the BUG options screen: Simple [Shift] Unit Selection. With this option enabled, the selection with the shift key will behave in a more rigid and predictable way.
+ Fixed several bugs and inconsistencies in the default selection rules when using the shift key.
+ Units deselected with shift key will now be ungrouped. (Previously, units would be added the the group when selected, but not removed from the group when deselected.)
+ Previously when selecting units with either ctrl or alt, units with no remaining moves would be excluded from the selection. This has been changed so that if the player explicitly clicks on a unit with no moves (while holding ctrl or alt) then the selection will include all units regardless of their moves.
+ 'Retire' and 'WorldBuilder' controls now always require confirmation. (eg. if you press ctrl+q the game will now give a prompt asking of you want to retire rather than instantly ending the game.)
+ Confirmation prompts, such as those for 'Retire' or 'Exit to Desktop', will now say explicitly what it is that you are confirming. (Previously these prompts simply said "Are you sure? Yes/No", with no hint of what they were talking about.)
+ Changed the way the game updates which unit should be displayed on top of each plot. This change significantly improves the game's response time when selecting units. (Previously the game would update every plot on the map every time a unit was selected. Now, it only updates plots in the locale of the selected unit.)
+ When pointing to an enemy stack to see combat odds, the game will now update the top unit in the enemy stack to accurately reflect which enemy unit will fight first. (Previously the top unit was accurate when the player had only a single attacker selected, but was sometimes inaccurate if the player had a whole stack selected. It should now always be accurate - but only after displaying the combat odds!) (Exception: If the attacking playing has a spy or some other unit on the target plot, that unit will always be on top.)
+ Fixed a bug which prevented the "friendlies" combat odds from being displayed. (Holding alt when pointing to a plot should give combat odds regardless of who owns the target units.)
+ The city capture sound is now played when the city is actually captured rather than when the city capture popup is displayed. This change prevents the sound from repeating if the player chooses to examine the city.
+ When a corporation expands into ones own city, the player will now only receive one message to describe what the corp. has brought to the city. They will no longer get the general "corp has spread" message.
+ Religion spread and religion removal event messages now have the standard duration rather than extended duration.
+ Nuke messages (eg. player X's nuke exploded, or player Y intercepted X's nuke) are now only shown to civs who player who have met the civilizations involved in the event.
+ Fixed a bug which caused the espionage slider to still be shown when using the "no espionage" option.
--
v1.32 changelist
Game / Back-end
+ Ship of the Line can now be built with copper as well as with iron. (This gives ironless civs a decent naval ship if they go for the right tech.)
+ Rearranged to order of certain turn-counting game mechanics to fix some balance problems. Most notably, the turn counter for counter-espionage missions now counts down at the start of the team's turn rather than at the end of all players' turns. This means that the duration of counter-espionage missions will now be independent of which team is doing the mission and who the target team is.
+ Fixed a problem in the player colour was handled in replays. (This problem sometimes caused player names to not use the correct colour in the replay; and it also caused some special map scripts to crash the game.)
+ Rewrote the system for attitude cache, and close-border attitude cache; so that the cache is only updated at explicitly specified times. (In the previous system, if the cache was not marked as invalid at precisely the right times then it could cause OOS errors. This was an endless headache for me to manage. In the new system, attitude cache inaccuracies can no longer cause OOS. At worst, they will just cause a delay in when the attitude is updated.)
+ Fixed the triggering of unit movement animation in a couple of places.
+ The xml log will no longer report that "NONE" was not found.
AI
+ Redesigned and rewrote the way the AI chooses when to aim for a conquest victory. (The old version basically said "if we're very strong, then we're going for conquest". The new version is far more nuanced. It primarily depends on history, personality, attitude, and power.)
+ Redesigned and rewrote the evaluation system for the AI's use of nukes. (The old system basically said "if we're at war and furious, hit 'em with everything we've got! The new version ... doesn't do that.)
+ Made many adjustments to the AI war evaluation functions which were introduced in the previous version.
+ The evaluation now scales more smoothly into the late-game.
+ War commitment cost is now more strongly linked to productivity.
+ Holy cities without the shrine building are seen as being less valuable.
+ Relative sea-unit strength now has a significant effect on the cost of overseas wars.
+ The effect of unit strength in general has been changed.
+ The adjustment for distant wars has been tweaked.
+ (and so on)
+ Tweaked the effects of the 'dagger' strategy.
+ Slightly reduced the number of siege attack units the AI likes to build.
+ Air recon units are now given top movement priority (along with spies).
+ The AI will now re-evaluate war-plans when switching out of the 'preparing' phase; and it will abandon the plans if the war is deemed to be a bad idea.
+ Fixed a couple of problems in the way the AI decides whether or not to go to war over a rebuked demand.
--
v1.31 changelist
Game / UI
+ Fixed an original BtS bug which caused pitboss servers to crash whenever a player launched a spaceship.
+ Fixed an original BtS pitboss OOS bug which was triggered when an attack animation included a siege tower.
+ Fixed several bugs which caused the pitboss server to attempt to access unallocated memory. (There were bugs like this in the original BtS code, and K-Mod code, and BUG code.)
+ Changed the default Field of View settings to a dynamic value which scales with the size of the player's monitor.
+ Removed the city-screen field of view switching. It didn't work correctly, and I don't think we need it anyway.
+ Fixed a bug which essentially negated my previous bugfix for the 'plains cow' problem with starting positions.
+ The starting site will now always be recommended on the first turn.
+ Fixed some bugs in the BUG religion advisor which prevented the sub-options from working correctly.
+ Fixed some bugs which sometimes caused civilizations to be described as "unknown" in replays.
+ Adjusted some of the weights used for automated cities choosing military units.
+ Workers will no longer be interrupted by nearby danger if they were already in danger when they started their build.
AI
+ Rewrote the AI evaluation of war targets. The new version will consider things such as relative unit strength, diplomatic impact, and relative productivity; as well as things which were already considered in the old version such as proximity, attitude score, and power rating.
+ Redesigned and rewrote the AI's code for deciding whether or not a potential enemy civ is a "land target". It should be far more accurate now.
+ The AI will no longer consider starting a war against civs for which no city sites have been revealed.
+ The AI's 'dagger' strategy will now more strongly encourage the AI to build units, and will significantly increase their unit spending limit.
+ Increased the war weariness threshold in AI_acceptSurrender.
+ Fixed a bug in the executive AI which caused them to evaluate corporations for themselves rather than for the player they are spreading to.
+ The AI will now take into account the cost of removing an old corp when spreading a new corp.
+ Adjusted the AI civic value for slavery pop-rushing.
+ Corrected a game-speed scaling problem in the AI for pop-rushing.
+ Greatly reduced the AI's perceived value of bonuses produced by corporations.
+ Slightly reduced the trade value of bonuses in general.
--
v1.30 changelist
Game
+ Fixed a bug from BtS which caused the prerequisite conditions to be ignored for some diplomacy votes.
+ Added a new promotion: "Disorganized", which gives -10% strength.
+ Spontaneously spawned barbarian ships will now start with the disorganized promotion.
UI
+ Re-enabled the "is unwilling to talk" indicator option on the scoreboard. (It now uses '!' in the order string instead of 'F'.)
+ Tweaked the effect of spacing (numbers) in the scoreboard order string so that it behaves more predictably.
+ Air units can now be ordered to rebase or air strike when only part of the group can move.
+ Missionaries and executives will now split up their group if they are automated, so that they can target different cities.
+ Made several improvements to the new group cycle ordering system.
+ When a worker finishes a build, all similar missions in progress on the plot are immediately cancelled. (This will help give better unit cycling, because it means the workers won't have to wait a cycle just to cancel their build.)
+ Made some adjustments to the orchestration of battle animations.
+ The base number of battle animations rounds is now an xml parameter: "STANDARD_BATTLE_ANIMATIONS_ROUNDS".
+ Fixed a bug in the new battle animation planning which caused the game to crash when a unit withdraws from combat without any damage done to either side.
+ Fixed a bug which caused the identify of unmet civs to be hidden in the worldbuilder screen unless using cheat mode.
+ Fixed a bug which caused some city names to be displayed in black for one turn after trading maps.
+ Espionage spending weights (in the espionage screen) will now default to 1 rather than 0.
+ Changed some of the default BUG settings. (The BUG options suitcase is now disabled by default; and the scoreboard order is slightly different.)
+ Autoplay and change player functionality is now only available in cheat mode.
AI
+ Fixed a bug which essentially prevented the AI from spreading corporations to more than half of their cities!
+ Made some slight adjustments to the AI's probability of building execs.
+ Made some adjustments to help the AI better prioritise spaceship research and construction when close to a space victory.
+ Made some adjustments to the way the AI updates its tactical memory.
+ Changed the behaviour of barbarian galleys. They will now be slightly more interested in pillaging rather than chasing workboats.
+ Made some minor changes to the AI's gold target.
+ Slightly increased the AI's colony cost estimates when considering a diplomatic victory, so as to encourage more empire splits for diplomatic civs.
+ Slightly increased the AI's minimum attack stack size for the late-game.
Back end
+ Made some minor speed improvements in various parts of the code.
(The following points have no direct effect on K-mod. They only apply to mods that are based on K-Mod.)
+ Changed many parts of the back-end code and UI the handling of commerce to enable the possibility of an inflexible gold rate.
+ Removed the rule from the base game which converted all gold into research if research was inflexible.
+ Rewrote parts of the game mechanics and AI so that they can handle the new commerce flexibility rules without getting into an infinite loop.
--
v1.29b changelist
+ Rewrote some of the code for loading of the game text xml. The new loading routines treat the xml in a more intuitive and less rigid way. In particular, the language names used to tag the xml values are now what determines the text for any given language. (Previously this was determined by the order of the tags.) The order of the languages is no longer important. If there is a missing language, the first text will be used instead (this is English for all of the current text files.)
+ Fixed a problem which sometimes blocked unit cycling after an attack command.
+ Restored missing "at war" mouseover text on the scoreboard.
+ Tightened the conditions on the triggering of automoves - hopefully this will reduce the chance of getting an unintended automoves trigger at the start of the turn.
+ Deleted the tech infos xml. (it is no longer used by K-Mod)
--
v1.29 changelist
Game
+ Reduced the upkeep of Mercantilism from 'medium' to 'low'.
+ The culture-based espionage discount is now calculated using plot culture rather than city culture. (This will make the discount apply far more often than it use to. It will need some more balance testing...)
+ The spread culture espionage mission now adds plot culture only, not city culture. (This means it will not cause border pops, and it will not have exponential growth when repeating the spread espionage mission.)
+ German Panzers now start with the Flanking I promotion. (a sign of greater things to come?)
UI
+ Relaxed many of the conditions for executing group missions. For example, fortify, sentry, and heal can now be immediately executed by units without any movement points; bombard and airstrike missions will be executed immediately by those who can move, rather than waiting for the whole group to be able to move; groups which are given the "air patrol" mission will automatically separate into those who can do the mission and those who cannot; and so on.
+ The pillage command will now cause the whole group to pillage rather than just one unit. (This is the original functionality. It was changed by BBAI.)
+ Completely redesigned and rewrote the system for determining the order that groups are cycled through. Cycle ordering is no longer updated when a unit moves. Instead, it is updated at the end of the turn for units which have moved, and at various other times. The new system includes a bias so that units of similar types will be more likely to be ordered next to each other. Hopefully the cycling will feel a bit more natural and less jarring.
+ Implemented a new system for tracking which groups have been selected so that the group cycle wrap condition will only be triggered once all group have been cycled through rather than just triggering at some arbitrary point in the cycle.
+ Corrected some inconsitencies and mistakes in some of the triggers for unit cycling. For example, the game will now cycle groups when an order is issued to a group which is not ready to move, just as it cycles when the order is to a group which can move; fixed problem which triggered cycling when forming a group in certain situations; and so on.
+ Rapid Unit Cycling will no longer cause the game to cycle away from attack combat animations.
+ Fixed a problem with Rapid Unit Cycling which caused it not to cycle for some particular missions, including air patrol and sea patrol.
+ Units will once again wake up when forming a group. (This prevents an exploit which could allow players to bypass the movement check on air patrol and sea patrol missions.)
+ In multiplayer games, the leader and civilization of unmet players will now be concealed. ie. Unmet human players will appear with grey text in the chat and in the scoreboard, and the mouseover text will not display their leader traits. (Note: this was done by changing the functionality of CvPlayer::getPlayerColor, ::getName, and so on. By doing this, I risk creating a bunch of new bugs. But these functions are used outside of the dll and so I couldn't implement the desired functionality without changing them directly.)
+ The word "contact" is no longer shown in the scoreboard mouseover text for unmet players (because they can't actually be contacted!).
+ Changed the scoreboard mouseover text so that will include the player's own civ in the "at war" list when appropriate.
+ Implemented min/max right-click functionality to the +/- weight buttons in the espionage screen.
+ The air circling animation for fighter units will now be stopped if they leave their group. (This fixes the problem of 'phantom fighters' apparently circling long after the actual fighter has left the area.)
General
+ Combat animations are now orchestrated to roughly correspond to the events from the actual combat mechanics. (It still isn't a blow-for-blow representation of the actual battle, but events in the animation will at least occur in the same order as the events in the combat log.)
+ Tweaked the combat rank conditions so that when two defenders have equal rank, the second one will fight; but when two attackers have the same rank, the first one will fight. (It use to be the other way around.)
+ Fixed a bug in the volcano event which sometimes caused the game message to be given to the wrong player. (The messages were always sent to the owner of the volcano plot, rather than the owner of the affected plot.)
+ Corrected a couple of fringe cases in which new civilizations could be seen without meeting their leader.
+ Made some changes to CvCity::doPlotCultureTimes100 and CvCity::setCultureTimes100 so that it these functions can apply negative culture changes.
+ Repeat research no longer triggers "avoid research" for human players unless they have their research percentage set <= 20%. (This effect caused cities to shun scientists when researching future tech.)
+ Fixed a bug in the end-of-game info screen which sometimes prevented the player from seeing the graphs of some civs. (This bug was introduced by a recent K-Mod change.)
AI
+ Made some changes to the way AI_yieldValue handles starvation and emphasis. This should fix the behaviour in some situations which previously let the city starve.
+ Made some adjustments to the growth evaluation in AI_yieldValue.
+ Made several signficant changes to the way the AI evaluates plot yields (ie. food, production, and commerce) so as to remove a scaling problem which caused the AI to overvalue artists, among other problems.
+ Reduced the effect of high values of iDesiredFoodChange in AI_improvementValue.
+ Fixed a mistake in AI_commerceWeight which caused culture to be valued more highly than intended.
+ Added some new adjustments to AI_commerceWeight to reduce the value of culture in particular circumstances.
+ Tweaked the way culture pressure affects the value of culture for the AI.
+ Fixed a problem in AI_updateBestBuild which sometimes caused the AI to prefer to replace improvements rather than build new ones on unimproved plots.
+ Corrected some inconsistencies in the AI's evaluation of features when evaluating plot improvements. (Hopefully this will reduce the AI's tendency to replace newly built forts with plantations.)
+ Rewrote the evaluation of specialist slots in AI_buildingValue.
+ Reduced the value of conditional yield multipliers in AI_buildingValue.
+ Disabled a clause from the original AI which caused the AI to cancel everything it was building and researching when it first met a human player.
--
v1.28 changelist
Game / UI
+ Restored the functionality of 'select all' commands which do not use the alt key. (These commands were unintentional disabled when I changed the functionality of double-click from 'select all' to 'wake all'.)
+ Fixed a bug which caused the Numpad Help option to crash the game.
+ The new-era popup is centered rather than displayed on the left side of the screen.
+ War weariness in the foreign advisor screen will now only been shown if the activate player can see the demographics of the target player.
+ The No Unit Cycling option now overrules the Rapid Unit Cycling option (rather than the other way around).
+ The automoves phase for human players now will not automatically activate when one of the automoves units is selected.
+ Automated units which airlift themselves will now stay automated.
+ Adding units to a group will now disable the group's automation.
+ Fixed a bug in the Unofficial Patch which prevented players from getting two free techs on the same turn. (eg. if a player built the oracle on the same turn as discovering liberalism, they'd only get one tech instead of two.)
+ Fixed a problem which prevented the move animation from starting correctly when units become ungrouped while moving. (eg. when they are loaded into a boat. This problem is what caused units to sometimes appear running across the water and so on.)
AI
+ The AI will now consider using 100% culture for a cultural victory even when also aiming for a conquest victory. (But only when close to winning.)
+ Removed a short-circuit condition from the cultural victory AI, so that the turns target is always respected. (Previously if the player had enough cities "close to legendary", it would run 100% culture regardless of how long it would take for victory.)
+ Fixed a problem which caused the AI to ignore its gold target when aiming for a cultural victory. This problem essentially prevented them from saving gold to upgrade units or spread corporations.
+ Fixed a couple of other minor problems related to the AI's use of the commerce percentage slider.
+ Change the way the AI prioritises which cities to spread corporations to. (Note: automated execs will prefer to spread to whichever team owns the land the exec is standing in.)
+ Fixed a bug which scrambled the AI's priority order for moving land units.
+ Reformatted CvUnitAI::AI_anyAttack to fix a bug which prevented non-combat from being recognised as valid targets.
+ Slightly increased the AI's tendency for defensive attacks in their own territory.
+ Removed the weight cap in AI_commerceWeight (there was a cap of 110 on the base weight, for no apparent reason.)
+ Reduced the AI weight of science from 125 to 105. (Although it was 125 in the xml, it was effectively only 110 because of the cap.)
+ Redesigned part of the evaluation for city processes. (So that the AI would be more likely to build wealth if doing so would earn them more net research.)
+ Added some more personality and nuance to the diplomatic part of AI_religionValue.
+ Fixed a minor bug in the pathfinder which sometimes caused inaccurate results for the AI's non-combat units.
--
v1.27 changelist
UI
+ Implemented new controls for the city build queue: ctrl+click moves the item up the list, shift+click moves it down, alt+click toggles 'repeat' for units.
+ Changed the functionality of double-clicking a stack of units. Double-click will now wake all of the units without changing their current groups.
+ Added new loading hints to describe the new double-click functionality and the new build queue commands.
+ Rapid-unit-cycling will now be even more rapid. (It will now cycle without waiting for the group to stop being busy.)
+ Previously, "automated workers leave old improvements" was implemented with inconsistent rules. It is now enforced so that automated workers will not replace existing improvements for any reason. (City ruins not included.)
+ Improved the spacing of the labels in the Foreign Advisor screen and the Info Screen. The spacing on these two screens will now automatically adjust if the game language is changed.
+ Fixed several bugs and style inconsistencies in the info screen. (Mostly problems caused by the BUG mod.)
+ Added some missing mouse-over information in the foreign advisor screen.
+ Changed the format of the war weariness mouse-over information.
+ Disabled a condition in the original BtS code which prevented city governors from considering units for any role other than their default AI type. (This only affects human players.)
+ Added all of the missing text tags for the environmental advisor screen. (The text is still only in english, but at least it is now in the right format to be translated.)
+ Corrected the colour of non-english versions of TXT_KEY_BONUS_OBSOLETE.
+ Plots with a best-replacement-improvement value of <= 1 will no longer be highlighted as recommended upgrade plots for workers. (But the best improvement will still be highlighted for workers standing on the plot.)
+ Fixed an original BtS bug which allowed players to wake or fortify units which they do not own by using the flyout menu.
Game
+ Anarchy duration modifiers and golden age modifiers will now apply their respective adjustments to the existing anarchy / golden age at the time the modifier is applied. (eg. When the Mausoleum of Maussollos is built, it will now increase the remaining length of the current golden age by 50%.)
+ Changed the way culture processes are ended when a city's cultural borders expand. (The previous implementation, from the Unofficial Patch, could cause OOS in particular situations.)
+ Rewrote CvUnit::collateralCombat to remove a rare OOS bug, and to improve performance and readability. (I estimate that there was roughly a 1/10000 chance of getting OOS with collateral damage attack using the original code.)
+ Increased the barbarian's base tech rate from 3% per turn, to 4% per turn, but blocked this research completely for the first half of their pre-spawn turns. (This is a follow-up adjustment to the change in the previous version.)
+ Fixed a problem which prevented units from being created on a transport on the first turn of special scenarios.
+ Units on transports will now stay in their group when they are upgraded (so that the behaviour is consistent with units not on transports).
+ Added two new functions: CvPlayer::canSeeResearch and CvPlayer::canSeeDemographics. These functions are the definitive answers to the questions posed by their names. The functions consider game rules, diplomatic relationships, and espionage. They are exposed to python, and should be used instead of the current ad-hoc combinations of conditions that were used in the past.
AI
+ When evaluating tech which enable new units, the AI will now consider the value of the unit in all the roles it is suited to, rather than only the default role.
+ Added new AI to evaluate and consider using a 'process' (eg. build wealth) instead of constructing a building. (This may need some future adjustments in the near future.)
+ Rewrote the section of AI_techValue which evaluates how much trade value the tech has. The new code should produce smarter and less erratic behaviour, and be more affected by leader personality and game situation. (There is still room for improvement...)
+ Fixed a couple of problems with the evaluation of isNoNonStateReligionSpread in AI_civicValue.
+ Reduced the effect of "aggressive AI" on the AI's decision to use the crush strategy.
+ Fixed a problem which would sometimes cause the AI to alternate between building a farm and building a fort on grain resources outside of city radii.
+ In AI_civicValue, increased the value of experience points for non-warmonger AI's who happen to be at war.
+ Fixed a minor bug which caused the city governor to mis-evaluate productivity when constructing particular buildings.
+ Slightly tightened the conditions on the AI starting multiple warplans.
+ Slightly increased how much the AI likes health from features (ie. forests).
--
v1.26 changelist
Game
+ Changed Representation back to +3 science per specialist, and High upkeep.
+ Implemented support for global happiness modifiers in civics. ("iExtraHappiness") This includes a new line of xml in all the civics, a new item in the civics schema; dll code to load and save the new data and to display info for it in the civic help text and civilopedia, and for the AI to have some awareness of how the new happiness modifier works. -- And, of course, some code to actually make the new happiness modifier do what it is meant to do in terms of happiness!
+ Barbarians will now only be able to start making progress towards a tech when they have the prerequisites. (This may or may not significantly slow the barbarian tech rate. It'll need some more testing.)
+ The barbarian tech rate now scales with game speed and starting era using the same scaling that applies to everyone else. (Originally, their tech rate was constant regardless of game settings.)
UI
+ Right clicking on the +/- commerce rate buttons will now set the commerce rate to 100% / 0% respectively.
+ Fixed an original BtS bug which caused the game to prefer to select air units and sea units when alt+clicking on a plot. This has been fixed so that it always selects the unit graphically shown at the top of the stack.
+ Human-controlled workers will no longer be interrupted by border danger.
+ Emphasise production now decreases the value of commerce for the purpose of choosing plot improvements. (This does not apply if emphasise commerce is also set.)
+ Blocked some AI leader flavour effects from affecting governor recommendations to human players.
+ At-war and worst-enemy information will now be displayed for the currently selected leader's mouse-over text in the foreign advisor screen.
+ Leader names are now highlighted in various mouse-over texts.
+ Removed the espionage points information from the foreign advisor mouse-over text.
+ Changed the symmetry breaking mechanism in the pathfinder, again.
AI
+ Wrote a new section in AI_foundValue to discourage the AI from settling in amongst foreign cities, but to encourage them to settle near foreign borders.
+ Fixed an original BtS bug in AI_foundValue which prevented the 'shaping' modifier from working correctly.
+ Reduced the weight of the shaping modifier - to compensate for the fact that it actually works now!
+ Adjusted the expense estimations throughout the AI so that they now take 'inflation' into account.
+ Increased and adjusted the figures used to calculate how much the AI is willing to spend on military, to account for the fact that their military cost estimates are going to be a lot higher than now that inflation is being counted.
+ Made major changes to how food is evaluated in AI_plotValue, AI_yieldValue, and AI_specialistValue. The value of food now depends on the quality of the unworked plots and specialists.
+ Tweaked various numbers and formulas related to the evaluation of yields and specialists.
+ Fixed a bug which caused AI_bestPlotBuild to tell the AI not to chop jungles with camps on them.
+ Changed the conditions the AI requires to choose a "best religion" - it no longer cares about the "purity" of religion in the civilization.
+ Added some more nuance to the evaluation of rush-buying in AI_civicValue. It will no longer be so sought-after by the AI unless it is particularly suited to their situation.
+ Made some further adjustments to the value of drafting in AI_civicValue.
+ Added a little bit of extra value for global specialists from civics or buildings, based on average the great person multiplier.
+ Rewrote some parts of AI_attackMove. In particular, the AI will now be a bit less likely to send solo units into enemy territory.
+ Fixed an original BtS bug which caused air units to automatically load themselves into a carrier if they are upgraded in a city which is at full air capacity.
+ Fixed a problem in K-Mod which could potentially cause an infinite loop when the above bug was triggered by the AI!
+ Fixed a rare bug which could cause the AI to choose an impossible move when trying to group its units before a war. (The effect of this is that the AI would waste some time trying to do this impossible move, and then skip its turn in frustration.)
v1.26b
+ Some bug fixes.
--
v1.25 changelist
Game
+ The cost of espionage missions and the probability of spies being caught both depend on the total espionage points ever earnt by each of the two teams involved. These total-points modifiers are now scaled by the relative populations of the teams. This change will give small civs a slightly better chance of spying successfully on large civs.
+ Military Unit cost (from pacifism) is no longer multiplied by the handicap modifier for unit cost. Neither is "extra cost" for units (which is currently unused).
+ Changed the pacifism cost from +1 gold per military unit to +0.5 gold per military unit. (Note, the new cost is independent of difficulty level, whereas the previous cost was actually between 0.2 $/unit and 1 $/unit depending on difficulty. 0.5 gold / unit matches the previous cost on Noble.)
+ The "handicap cost" is no longer shown on the unit cost mouse-over text. Instead, it is included in the unit cost. (This change makes it consistent with other handicap modifiers in the game.)
+ "Gold per unit" and "gold per military unit" are now in units of 1/100 gold, rather than just 1 gold.
+ Increased the range of guided missiles from 4 to 5.
+ Fixed a pathfinding problem which sometimes caused boats to fail to find a path around enemy units.
+ The field-of-view settings will now only persist if Remember Field Of View is set in the BUG options.
AI
+ Rewrote several sections of AI_civicValue, including the parts about unit costs, production bonuses, experience bonuses, and everything to do with religion.
+ Inertia against religion switching is now increased when at war and when researching a tech with a first discoverer bonus.
+ Fixed a problem which sometimes caused the AI to chop jungle forest preserves at their national park city.
+ Fixed a minor bug in CvPlot::getNonObsoleteBonusType. (It reported that the resource was 'connected' if it visiable with a city built on it, regardless of whether the resource was enabled yet. eg. oil without combustion.)
+ Fixed a minor problem in AI_assaultSeaMove which caused a little bit of confusion after empty transports are separated from an assault group.
+ Fixed a minor problem in CvSelectionGroup::splitGroup which sometimes resulted in AI groups led by a unit type which isn't meant to lead a group.
+ The AI will now use their culture slider more freely if they don't need any more research.
--
v1.24 changelist
Game
+ Fixed some bugs in the border danger cache from the BBAI mod. These bugs caused the AI to think certain plots were in danger, indefinitely, regardless of whether it was true. This would then cause automated workers and work-boats to avoid particular areas for no apparent reason.
+ Fixed a flaw which caused cargo-carrying units to be chosen as the best defender more often than they should. (The protection for cargo-carrying units was proportional to their odds of winning the battle; so if they were almost certain to lose then their cargo did not affect their willingness to defend.)
+ When ordered to attack an adjacent plot, human controlled groups will now move their directly instead of trying to find the shortest path. (Previously, they would sometimes want to step off their origin plot so that they could enter the target plot by road, and thus save some movement points. Unfortunately, this meant it was sometimes impossible for players to use the plot they wanted to attack from.)
+ Fixed a bug which sometimes caused units to not follow the path shown by the UI when attacking from several steps away.
AI
+ AI_assaultGoTo will now automatically order an amphibious landing if the end turn plot is 1 step from the target.
+ Fixed a rare problem which sometimes caused the AI to issue the city attack order before they are ready.
+ Slightly reduced the distance barbarians are willing to walk to get to a target city.
--
v1.23 changelist
Game
+ When a peace deal is signed, units are now only bumped after the trade is completed. This fixes several problems, for example, if the peace deal involves a city gift, the new owner of the city will not have their units bumped out of that city.
+ When a civ capitulates, the vassal's units will now be bumped out of the master's land. (Previously they were not bumped until the following turn.)
+ When a plot's best-build is an improvement that connects the bonus, other builds which connect the bonus will no longer be marked as recommended.
+ Added a button for accessing the BUG Options screen in the in-game main menu, and in the non-BUG options screen (only when in-game).
+ Added some loading-screen tips.
AI
+ Moved the corporations section of AI_techValue so that it is still counted when other civs have the tech already!
+ Made some changes to religion value and overseas trade value in AI_techValue. (Astronomy will be significantly less attractive, and early religions will be slightly less attractive for non-religious flavour leaders.)
+ In AI_tech value, the random value of first-discoverer bonuses is now scaled based on how many other civs are able to research the tech. Some extra value is given base on leader flavour. (This applies to religions, free great people, and free techs.)
+ The AI will now consider the effects of vassals, colonies, and one-way trade routes, when considering whether or not to block foreign trade in AI_civicValue. Also, AI leaders with gold flavour will be optimistic about future free trade.
+ Leaders with growth flavour will now aim for slightly more populous cities.
+ Corporation speculation when choosing civics is now more weighted than before, but it is now only done by particular leaders.
+ Fixed an original BtS problem which prevented vassals from changing their war strategy from "attacked recently" to "attacked", and thus prevented them from building their own attack stacks.
+ The AI value of evasion on nuke units now scales depending on who has the ability to shoot down the nukes. This will make ICBMs more attractive to the AI until people start building SDI.
+ Made some adjustments in the AI for air-strikes, particularly for carrier groups.
+ Changed the default unit AI of berserkers from 'counter' to 'attack city'.
+ Fixed bug in AI_guardCoast which completely messed up the calculation for the best city.
+ Tightened the conditions used to decide whether an attack stack should reposition before the city attack. (Previously it would always reposition if the city had > 50% defence, even if there were no defenders!)
+ Fixed a minor problem in AI_stackAttackCity which sometimes resulted in issuing attack orders that could only be executed on the following turn.
+ Fixed a problem in the way the AI's group attacks are handled which sometimes caused the AI to attack with its second-best unit instead of its best.
+ AI_afterAttack will no longer take control of stacks larger than 2 units, even if the group leader has attacked already. (This will help the AI make better decisions when controlling stacks with mixed speeds.)
+ AI_afterAttack will now attempt to capture undefended cities and workers. (This allows the AI to use the "chop & drop" strategy, with gunships and paratroopers.)
+ Increased the AI's state religion inertia.
+ Slightly decreased the AI's tendency to switch civics.
+ Fixed a problem which sometimes caused the AI to switch to organized religion when it had no religion.
--
v1.22 changelist
Game
+ Fixed many (minor) bugs caused by inconsistencies in how the original code checked whether or not a plot improvement gives access to a resource.
+ Changed the symmetry breaking mechanism in the pathfinder.
+ Redesigned the mouse-over text for bonuses (ie. resources).
+ Removed misleading information from obsolete resources (eg. "requires camp", or "+1 happiness with market")
+ Obsolete resources now display "Obsolete" instead of "[player] has 0"
+ The additional plot yield information now says "on plot" at the end, to make it clear that it isn't a civ-wide effect.
+ Changed the style to be more consistent with other in-game information. (eg. removed the word "HAPPY" and replaced it with a bullet point.)
+ Fixed a couple of problems in original BtS civilopedia pages for resources. (References to buildings in the effects panel now link to their corresponding civilopedia page. The font of the improvement yield change is now the same size at the other information.)
+ Made several changes to the way the game recommends actions for workers.
+ Made some speed improvements. (particularly in times of war)
AI
+ Fixed several minor AI inconsistencies related to the value of commerce.
+ Increased the AI's value of production when choosing plot improvements.
+ Fixed several problems related to the way the AI chooses best plot builds. In particular, the AI will now interrupt workers on the plot if the best-build gets changed to NO_BUILD.
+ Fixed many minor AI bugs caused by inconsistent use of AI_bonusValue. (The original code makes it unclear what the default arguments are, and apparently this caused some confusion.)
+ The AI will now be less keen to trade for strategic resources that it doesn't yet have the tech to reveal or use.
+ In AI_civicValue, changes in city maintenance are now calculated precisely. (Previously, a very poor approximation was used.)
+ When considering a civic which will disable corporations, the AI will now speculate about the potential value of unfounded corporations and adjust the civic value accordingly.
+ Resources produced by corps are now taken into account in AI_civicValue.
+ Improved the accuracy of the capital city yield multiplier evaluation in AI_civicValue.
+ Made several improvements and bug-fixes in the evaluation of bonuses and improvements in CvPlayerAI::AI_techValue.
+ Made several changes throughout the AI relating to nuclear weapons.
+ AI_safety will now prefer plots that are not in hostile territory. (!!)
+ Fixed a problem in AI_attackCityMove which sometimes caused large groups to wander aimlessly if they were not ready to attack a city.
+ Changed the AI's conditions for stacks being "ready to attack" to distinguish between 'no capture' and 'combat limit < 100'.
+ Fixed a problem which sometimes caused the AI to land spies on islands with no cities.
+ Fixed an original BtS bug which sometimes caused naval units to try to guard land resources.
+ The AI will now use its naval units to guard the coastal plots adjacent to its cities. (as opposed to leaving the boats inside the cities)
+ The AI will now use sea-patrol when guarding sea resources.
+ Adjusted the culture value scaling for the AI's cultural victory strategy. (This should help the 3rd culture city build up faster.)
+ Fixed a bug which often caused AI cities queue something of low value first when they want to build a high value project. (ie. it would choose the project, and then put something else at the front of the queue.)
+ Made some adjustments to the AI's unit type preferences in AI_bestUnit.
--
v1.21 changelist
Game
+ When normalising food bonuses, the city plot is no longer counted. (ie. floodplains on the city plot no longer counts towards the minimum food for a starting city.)
+ Starting locations are now evaluated with the bEasyCulture flag, which means that the outer plots of the fat cross are worth just as much as the inner plots.
+ Disabled some special ad-hoc game mechanics that the BBAI mod used for picking up stranded units. (AI players should adhere to the same game rules that are imposed on human players!)
+ Adjusted pathCost so that units will prefer not to end their turn on plots that they cannot fight on. (eg. boats in forts)
+ Fixed a rare OOS bug caused by the attitude cache.
+ '%' characters are now automatically removed when renaming a city. (City names with percentage signs can cause the game to crash.)
+ Changed the way units are activated inside CvUnit::automate. (The previous implementation caused the game to crash if the unit was immediately consumed.)
+ Added a couple of missing BUG options to the config files. (renamed ShowDedenderHealthBars to ShowDefenderHealthBars, added SpecialistActualEffects)
+ Made some minor speed improvements.
AI
+ Redesigned and rewrote the AI for evaluating projects, and for deciding when and where to build projects. (eg. spaceship parts, Manhattan Project, The Internet) - In general, the AI should be better able to focus on building spaceship parts when aiming for a space victory, and they should be better at deciding when it is a good time to build the Manhattan Project. (although they still won't build the Manhattan Project very often - for game-play reasons.)
+ Made several changes to the way the AI evaluates world wonders and national wonders.
+ The AI will now continue unfinished missions using the same priority queue as for issuing new missions. This will prevent the AI from moving units to guard workers before the workers have moved.
+ Completely redesigned (and rewrote) the code for the AI's use of overseas espionage. (They still won't do it a lot, but at least they'll do it better!)
+ Fixed some AI problems which sometimes made it hard for the AI to load their units onto naval transports.
+ Fixed a problem which sometimes caused the AI to not unload units from a boat when it is intending to guard the city the boat is in.
+ Fixed a couple of special cases which allowed AI groups to change their head unit AI type without forcing the group to separate.
+ Made some changes to the way the AI evaluates corporation executives.
+ Tweaked the executive AI to further discourage automated units from spreading corporations to foreign civs. (They'll only spread to close friends, vassals, and allies.)
+ Slightly increased the AI's desire for great-person points.
--
v1.20 changelist
Game
+ Reduced the natural disapperance probability for fallout from 5% per turn to 2.5% per turn. (v1.20b)
+ Replaced all calls to gDLL->altKey, shiftKey, and ctrlKey, with equivalent native Windows functions. This should fix the problem of keys not always registering correctly.
+ It is now possible to completely clear the production queue in automated cities. (The city governor will choose the production at the end of the turn.)
+ Fixed a bug which sometimes caused unbuilt religious buildings to show an incorrect amount of culture in the mouse-over text.
+ Removed the food-loss and starvation information from Net Effects. (In my opinion, the unhealthiness info is sufficient. The rest is just clutter.)
+ Made some speed improvements.
AI
+ Made several significant changes and bug-fixes to the way the AI chooses which plot improvements to build, and which order to build them.
+ Fixed some problems in the way the AI calculates how many workers are needed at a city.
+ Changed the way the AI scales the value of its units. Hopefully this will stop the AI from building vastly inferior units just for variety.
+ Changed the value adjustment for units to depend on the production cost itself rather than on the number of turns to build it. This will make it less sensitive to small differences in production.
+ The 'follow' AI for UNITAI_ATTACK_CITY units will now use AI_stackAttackCity. This will make it possible for AI stacks to attack their target city on the same turn they bombard.
+ Rearranged some things in AI_attackCityMove to help the AI better deal with the situation when the target city is too strong.
+ Restored the rule that units with 'noDefensiveBonuses' will not use MISSIONAI_GUARD_CITY. This will encourage the AI to bring better defenders into the city ASAP.
+ Slightly strengthed the conditions for AI_deduceCitySite. The AI will now be less likely to guess the location of cities that are already within the borders of other cities.
+ Further increased the AI tech value of military units when using alert or conquest strategies.
+ The AI is now less likely to start building things which will be obsoleted by their current research.
+ AI_buildingValue now includes a value boost for buildings that are required in the city for other buildings. eg. walls get a bonus if they would allow the city to build a castle.
+ The AI is now less likely to be motivated to use its espionage slider by hatred.