Fixed some corner case visual bugs and added some cleanup code
You can now input a value directly by double clicking it when implementing a policy and not just use the slider
You can now have hotkeys for game speed change (by default, SPACE and F5 to F8) in the settings
New Setting option to automatically lock new and starting nodes
Religious Grip now check for Palace correctly to setup its maximum
Changed the color of node researching other node for readability
Some code optimization in the background
1.1.6
Several bug fixing with AI trade and trade volume
Improvements on AI trade offers between them and with the player
Sub-version A
Theology and Philosophy mutually research each other
Academy research Philosophy a bit faster
Increased fog of war mask resolution which should help to correctly identify islands that should appear unexplored and were not
1.1.5
[p] Update of the base unity LTS version [/p]
[p] Several bug fixing, including diplomacy cancellation and tentativly fixing sea land ownership, [/p]
[p] Fix on Military Crafts for Bronze and Gundpowder focuses [/p]
[p] Balanced was changed with Sedentism, Urbanization and Pastoralism [/p]
[p] Fertility now react slower to change of Granary strategy [/p]
[p] Granary is now boost more by peasant and Modern Fertiliser [/p]
[p] Granary is slighlty easier to build [/p]
[p] Game should be more compatible with linux OSes [/p]
[p] Battle with Supermacy and Superior Firepower will inclifct less damage to army if it fights a empty army [/p]
[p] Factories output more goods[/p]
Sub-version A
Fix Trade Volume Calculation
Experimental native Linux Version
1.1.4
Several bug fixing
Investment near the target now correctly show the priced pay by the Player and not just the theorical price
Righ clicking on the Player Power UI allows you to go to the node detail of this node
The AI now consider less valuable proportionally a huge amount of the same commodity
Granaries have now a Dropdown option to be able to have strategic food reserves! The state's Food Control policy in Granaries determines the percentage of the food surplus held in reserve. This reserved food is not factored into Fertility's calculation for population growth, allowing for a strategic stockpile at the cost of a potentially slower growth rate.
Urbanization auto-research and auto-invest by Sedentism and Civil craft was slown down
Sedentism auto-research and auto-invest by Agriculture was slown down
Granary auto-research and auto-invest by Peasant Class was slown down
Pastoralism auto-research and auto-invest byAnimal Husbandry was slown down
Urbanization is now slower to increase by investement
Pollution now requires 1000 pop to spawn in pre-industrial civs
Tweak on Fertility 'reaction speed'
Achievements now have translation for French and Japanese
Small localization changes
Ai tweaks for the new granary stuff, you will probably be able to trade more food with Agricutlure heavy civs now!
Sub-version A
Some more bugfixing
1.1.3
Several bug fixing, including the Player Power expense not being comprehensive, a bad spawning of node when settling empty land, colonization of emerging civ and some null checks
Sub-version A
Hotfixing for starting in an empty land
Dates now take into account the most advanced Civilization to trigger the time slowdown, also the starting dates are a bit faster
Sub-version B
Hotfixing date issues (currently back to the older system)
Tweaks for the AI
Rebalancing of massive Flood and Climate Inhospitality