Old World Update: Clerics family changes, new Guilds Law effect, UI improvements
Main Branch 1.0.78527 Release 2025-06-25
Design
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Cleric family now gets free Divine Rule law on founding. Removed free Monasticism and Found Religion Project from Clerics
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Cleric seats can build Christian and Manicheist Disciples after the religions have been founded without the religion being present
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Cleric seats have double speed Disciples only for State Religion
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Religion spread no longer has a distance limit from the Holy City
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Guilds law now allows building Elder Specialists directly, skipping any prerequisite specialists. Hamlet happiness bonus removed
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Tribe-owned units no longer get a strength modifier against other tribes at strong and raging tribe levels
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Regents now become Royal if they usurp the throne or continue ruling after the rightful heir's death
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Projects and specialists that are automatically removed from the build queue because they are no longer valid now refund any invested resources to the player's yield stockpile
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AI governors now emphasize growth and build fewer growth units when city has no citizens
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Persia's Shapur dynasty gets the Found Religion project (Wonders and Dynasties)
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Rising Stars are now less common and ask to become a Grand Vizier less (Behind the Throne)
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Opulence project now requires a luxury in addition to estates (Behind the Throne)
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Reduced probability of Occurrence ready events (Wrath of Gods)
Multiplayer Turn Style changes
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Loose turn style can be selected only with a turn timer
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Renamed normal turn style to adaptive
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Tight turn style is now the default
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Strict turn styles no longer allow players to perform any actions when not their turn (this also affects single player)
Programming
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Performance optimization
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Memory allocation optimization
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Bug reporting system improvements
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Improved AI valuation of Disciples and Religions
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AI now uses Cleric seat ability to build disciples of non-present religions
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Improved AI use of unit staging before an attack
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AI checks whether a city can have an effect from resources before building a project that gives that same effect (i.e. Riders Import Horses)
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AI knows to use units that do not require orders when it's out of orders
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Improved sprite loading thread safety
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Added safeguards against unexpected UI resets from a game restart
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Added 3 additional resource categories to the default map script for use by mods
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Added support for partial counterattack strength for use by mods (replaced InfoUnit.mbMeleeCounter with miMeleeCounterPercent)
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Added support for upgrading rural improvements for use by mods
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Generalized event subject picking so it no longer needs an event, just a list of subjects
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Various missions started by the leader now no longer block all events with a leader subject
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UI mod files (UI/includes and UI/styles) are excluded from game CRC
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Added UI/templates to UI modding paths
UI
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Free improvements and resources are now added to the event queue and placed by clicking a valid tile
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Tooltip in tech tree shows the date team mates have discovered each tech, as well as for observers in MP games, and all players when the game is completed
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Games with custom names (i.e. Game of the Week) now show their name in the parameters tooltip
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Improvement net yield now includes Patrons Precious Resource culture bonus
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Border expansion preview has the correct border colors for families
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Added Items to Encyclopedia in their own category, with unique events listed
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Encyclopedia now lists DLC source for traits where applicable
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ESC clears luxury selection before opening menu
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City luxury tooltip improvements
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Valid unit types now listed for 'New units start with ' helptext
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Improved luxury tooltip positioning
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Removed tile raw yield from the city net yield tooltip
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Added min height for OK button on turn summary popup
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Scripted tutorial events blur the background UI, preventing events being bypassed
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Added strength/weakness icons to concept links
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Improved Riders 'Import Resource' project helptext
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Yield and unit strength previews when assigning jobs now take into account the opinion change caused by the job switch
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Mission requirements in tooltips are no longer shown in some situations where these requirements are all met
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Ratings shown on character tooltip when they are 0 if they produce a yield (i.e. Schemer Agents)
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Removed resource ping from improvements dropdown. This was made obsolete by the new UI to place free resources
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Improved tooltips and interactions between Behind the Throne traits and imprison/assassinate missions
Bugs Fixed
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Fixed event job forcing not always working
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Fixed trade breakdown tooltip
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Fixed governor marker showing in city widget for No Characters
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Fixes to the Old World premade map - re-added dynasty start positions and fixed empty tiles warning
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Fixes to the Punic Duel premade map - removed underwater trees and fixed missing city name
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Fixed border expansion preview not updating after changes in player decision queue
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Fixed Stele placement not being restricted to chosen city
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Fixed a bug with AI unit effect evaluation
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Fixed Game.canStartOccurrence modifying the game state
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Fixed players being unable to surrender in MP games when they are the last active human player
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Fixed events checking for mutual attraction selecting divorced spouses
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Fixed incorrect amount of orders when ending the turn without founding a city
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Fixed temporarily impassable tiles getting counted for minor city creation
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Fixed leader bio paragraph indentation inconsistencies
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Fixed farm model roof bug
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Fixed visibility load/save error from terrain height change
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Fixed an AI bug that made it misjudge large battle outcomes and attack when it should be retreating
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Fixed number of improvement ambitions becoming impossible after losing control of a city
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Fixed mini tech tree names not being accounted for in scroll area
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Fixed council character tooltip positioning with selection active
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Fixed reference to Stun in Retreat helptext
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Fixed Guilds help text inconsistency
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Fixed top bar yield arrows for selected character
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Fixed events giving characters jobs getting invalidated when character is general of a unit on cooldown
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Fixed yield preview showing incorrectly when replacing an improvement with a specialist
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Fixed duplicate characters getting generated from events
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Fixed AI bug that caused retreat from non hostile AI units
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Fixed critical hit chance not resetting on General wisdom change
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Fixed flicker when hovering over improvement recommendations
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Fixed border expansion algorithm
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Fixed family and religion crest color and opinion display
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Fixed potential infinite recursion in AI bonusValue calculations
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Fixed another case of Carthage scenario 4 Epic Victory achievement not being granted
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Fixed Pharoahs of the Nile scenario 4 being continuable after winning
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UI modding fixes
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Text and event fixes
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