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changelog.txt
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2018-01-22
Major changes:
Minor changes:
- You can now use the arrow keys to move around the main view.
- The events will now show at the bottom of the screen instead of the
terminal.
- Made resizing better.
- Many minor tweaks.
- Added shields, mounts, gunpowder weapons.
- Added many, many new weapons and armors.
- Added possibility of peaceful revolution.
Bug fixes:
2017-03-10
Major changes:
- Treaties can now end (so wars don't last forever, and neither do trade deals).
- Added the ability to save, but no loading yet (soon) so its kind of useless, but eh. Soon.
Minor changes:
- Trade treaties now keep track of the money that each side has made.
- The world now has a name.
- Added a start up menu.
- Armies move in an easier to see way.
Bug fixes:
- Fixed bug where treaties were not properly kept track of.
- Fixed bug where caravans influenced a cities religion before they actually got there.
- Fixed a bug where the advance by feature didn't register the number entered.
- Fixed a bug where the advance once button advanced repeatedly.
2016-12-30
Major changes:
- Battles can now be run without graphics, which speeds up the rate at which
they run. Battles can also be run in "fast" mode--this greatly speeds up the
battle speed, but it also removes many features from the normal battles, so
you won't get the same results.
Minor changes:
- Notable people now have a religion, and their roles are affected by their religion (for example, a person who follows a religion that worships a prominent war god is more likely to be a general).
- Changed reloading speed to be simply the troop's discipline plus a random
either 0 or 1.
Bug fixes:
- Fixed a bug where art was trying to get a religion to base it's artwork off of.
2016-11-24
Major changes:
- Changed artists to have more of an identity, rather than just a random art producer. Artists can now switch professions, become specialized in producing a certain kind of art, or have a penchant for certain topics.
- Made nations' relations actually affect their likelihood of trading and going to war.
- Religions are now kept track of separately from nations, and nations can have a mix of religions in them.
- New people born in a city have a random chance to be ANY religion, or even start a new religion.
- Generally people will follow the religion of their own city, however.
Minor changes:
- Now all names generated by a nation's language will be remembered, so if an artist creates a work with any name from his language in it, it won't get re-translated.
- Improved the generator further (can now conjugate verbs).
- Added an information window for people.
- Simplified the displayed city name.
- Made relations changes make a little more sense (based on the amount per year, rather than just the straight amount).
- Notable people now live in a city, and will occasionally move around the world. This has no other effects at the moment.
- Writers will now sometimes write myths.
Bug fixes:
- Fixed the weighted random selector to like, actually handle the weights correctly (whoops).
- Sort of fixed bug where the game would crash while creating a new treaty.
2016-08-01
Major changes:
- Nations now all have a relations value for every other nation, which determines how hostile/accepting they are of that nation. This value is used for treaties and such.
- Added treaties to the game. Treaties, for now, simply provide an interface for the simulation to check how each treaty is developing, and use that information to determine the nations' relations.
Minor changes:
- Battle statistics now include deaths as well as kills.
- Added more descriptions/content to the various art forms.
- Took out abstract art for now--I want to improve it's subject/content generation before I put it back, and it needs a lot of reworking.
- WAY decreased frequency of holy wars (because every was at war with everybody, which is ridiculous).
- Changed the factors that affect starting trade agreements.
- Slightly tweaked some building values.
- Improved the string generator further (allowed custom tags to be added to a specific generator).
Bug fixes:
- Fixed issue with battle statistics where not all troop kills were counted.
- Fixed bug where the simulation would complain that it "cannot advance a negative amount of time" then attempt to do it anyway, causing an error.
- Various fixes to the art generation forms.
- Fixed bug where holy wars were not marked as actually being holy wars.
2016-07-28
Major changes:
- There is no longer just one stat. Now there is also an art creation rate (with others to come).
- Works of art will now sometimes have basic content (this is mostly for prophesies, but will be expanded upon later).
- Many changes to the string generation system to make it significantly more useful.
- If a nation is completely conquered, all of its notable people and art are now transferred to the conquering nation.
Minor changes:
- Added historians and allowed them to write works.
- Scientists can now write scientific essays.
- Oracles can now issue prophesies (currently do nothing).
- Each profession now has its own base art create chance (in addition to the randomization).
- The game will now store a list of all the battles fought including the location, belligerents, date, result, and statistics.
- Added some more options to the culture form generator (weapons, armor, battles, nations).
- The program now writes a more readable version of the event log (exactly the same stuff that appears in the console while the program is running).
- Increased name variety.
- Added an information GUI for individual pieces of art.
- Added a nation eliminated event.
- Note: Currently all art is registered as being "Lost". This is not actually the case, it's just due to not creating the system whereby art is actually stored in specific cities.
Bug fixes:
- Minor fixes to the art generation stuff to fix some capitalization and excessive spacing.
- Added the notion of countable/uncountable to the form generator so that we don't get things like "Ode to a Water" anymore (will now always be "Ode to the Water").
- Fixes to the string generation system for capitalization.
- Nation's information screen no longer displays dead people.
- Fixed bug where game would notify you of a person's death every year, every if they were already dead.
2016-05-28
Major changes:
- Added statistics to battles (projectiles launched, projectiles hit, troops lost, troops killed, et cetera).
- Made units keep track of their stats, adding a new stats tracker every time they are rearmed.
- Added information GUI for culture (just displays art for now).
Minor changes:
- Improved languages so that words are more pronounceable.
- Added culture button to nation's information GUI.
- Miscellaneous message improvements.
Bug fixes:
- Fixed issue where some types of drawings would have no material.
2016-05-17
Major changes:
- Caravans now actually carrying goods from place to place (food, leather, et cetera), as well as a generic "trade goods" (so that caravans always make at least some money).
- Added fluctuating prices for goods in cities.
- Artists, writers, and composers now create works of art.
Minor changes:
- Added taverns, libraries, and caravansaries (increases the chances of sending out a caravan).
- Tweaked some building stats.
- Added a research that increases the amount of building space available.
- Decreased chance of war declarations.
- Added composers.
- Simplified date to (year, month, day) (instead of (year, month, day, hour, minute)).
- Changed the rainfall generation print out to a progress bar.
Bug fixes:
- Fixed bug where dead people still did things.
2016-05-10
Major changes:
Minor changes:
Bug fixes:
- Fixed a stupid bug.
2016-04-15
Major changes:
- All weapons now have a reload time, which reflects how quickly a soldier can attack with them.
- Restructured and properly applied technology bonuses to resource production.
Minor changes:
- Troops no longer increase strength, health, and discipline by as much as they go up tiers.
- Priests can now make a religion more or less tolerance (if effectiveness is greater than 1, more tolerant, if less than 1, less tolerant.)
- Ruler no longer adds any bonus to nation other than morale.
- Changed reloading speed.
- Dramatically decreased the chance of a notable person being born.
Bug fixes:
- Fixed bug with ranged units and aiming ahead.
2016-04-10
Major changes:
- Added famous people (full list of roles below), which replace the old office system. Some currently have no purpose other than for flavor text.
- Rulers: Increase morale of nation
- Administrators: Increase tax rate of nation
- Scientists: Increase research rate of nation
- Revolutionary: Decrease morale of nation
- Philosopher, writer, artist, oracle, priest, hero, general: Nothing yet
Minor changes:
- Added hunting lodge.
- Added ability to view notable people of a nation.
- Increased probability of sending caravans.
- Added ruler to nation's information GUI.
- Some small optimizations.
- Re-added "run continuously" option.
Bug fixes:
2016-04-08
Major changes:
- Added significantly more researches.
Minor changes:
- Renamed some researches.
- Decreased base population capacities.
- Increased money productions.
- Allowed individual soldiers to move slightly faster than their unit (so they can form up better).
Bug fixes:
- Fixed some bugs with revolts (thanks Antsan).
- Fixed bug with the GUI showing army details.
- Fixed bug where units would reload despite not being in range.
- Properly placed center of unit (in the center on the front rank).
2016-04-06
Major changes:
- Units now move and fight as a unit.
- Cities now also have morale, in addition to nations, which determines their likeliness of seceding during a revolt.
Minor changes:
- Removed some more colors that were hard to see.
- Changed default battle speed.
- Slightly increased population growth rate.
- Removed stones as a weapon.
- Decreased battle size.
- Made war rarer.
- Ranged troops no longer display their weapons until they are within melee range.
- Decreased morale increase and increased morale decrease.
Bug fixes:
- Fixed bug where units were given the wrong amount of ammunition sometimes.
- Fixed bug where abandoned city cells were white instead of their appropriate terrain color.
2016-04-04
Major changes:
- Nations now have a small pool of weapons and armor from which they can arm their soldiers.
- Weapons and armor now make soldiers more expensive.
- Projectiles now travel at different speeds.
Minor changes:
- Some more optimizations.
- Nations are more likely to spawn closer to the center.
- Made cities more likely to be founded.
- Increased amount of upgraded troops.
- Upgrading troops now costs money.
- Added polehammer.
- Decreased chance of adding new names to a nation's name.
- Increased battle size.
- Decreased food production.
- Made religious wars much more likely.
- Increased money productions.
- Increased army recruitment.
Bug fixes:
- Fixed bug where weighted_random_choice always was weighted towards lower values.
- Fixed bug where levies weren't properly sent home.
- Fixed bug where person wouldn't be properly removed from office after his term was up.
- Fixed bug where nation could be destroyed before actually being destroyed.
- Fixed bug where buildings would stay in a tile even after it had been destroyed.
2016-04-03
Major changes:
- Units now carry a visual representation of their primary melee weapon (just a straight line thus far).
- Nations will now periodically rearm their soldiers with different weapons (not necessarily better ones).
- Armies will now always defend the city they are stationed in.
- Units now move at different speeds.
Minor changes:
- Added new weapons (mace, shortbow, longbow, falx, kopis).
- Tweaked some weapon stats.
- Lowered amount of money gained from caravans.
- Decreased tax rates.
- Lowered the rate at which new nations were created (not revolts).
- Armies no longer reinforce random cities (causing performance issues and didn't really help anyway).
- Nations now declare war less often.
- Added wooded and padded armor.
- Increased soldier recruiting costs and upkeep.
- Decreased population growth rate.
- Decreased city expansion rate.
- Increased research points for technologies.
- Some optimization.
Bug fixes:
2016-04-02
Major changes:
- Buildings now each have a specific size, so only so many buildings can fit within a cell.
- Made the amount of soldiers raised for garrisons and conscripted forces more consistent.
Minor changes:
- Converted food to be a normal resource.
- Removed some more colors.
- Buildings are now contained within cells, not within the nebulousness of a "city".
- Markets and houses no longer change tax rate, but tax score.
- Changed population growth formula.
- Added building GUI to cells which are part of a city.
- Made world smaller (to improve start up time).
- Made houses more expensive.
- Lowered javelin ammunition from 4 to 3.
Bug fixes:
- Fixed bug where cities did not merge resources properly.
- Made buildings be properly affected by the various bonuses.
- Fixed bug where trying to get cell information crashed the program.
- Fixed bug where buildings' productions were not modified by the production multipliers of the terrain.
2016-03-13
Major changes:
- Weapons now have different ranges.
- Rainfall is now simulated to generate forests.
- World no longer wraps around.
Minor changes:
- Increased troop's defense to ranged attacks.
- Improved some weapons reload times.
- Increased defending garrison size.
- Tweaked food production multipliers.
- Removed some more colors.
- Changed display string for nations (removed size and changed "Improvements" to "Buildings")
Bug fixes:
- Made levies actually return to the population, instead of joining the army.
- Fixed bug where units would fight with their sidearm instead of their primary.
2016-03-10
Major changes:
- Added terrain (land, water, and sand).
- Additionally, temperatures are higher by the equator.
- Food production is affected by temperature, as well as the number of water tiles around the tile.
Minor changes:
- Made houses significantly cheaper.
- Greatly decreased the population capacity of tiles (city to 100, surrounding to 1) because buildings should provide most of the city's population capacity.
- Removed green colors that were too similar to the land color.
- Increased levy amount.
- Increased group movement speed from 5 to 10.
- Changed run continuously checkbutton to "Run until battle" button.
Bug fixes:
2016-03-09
Major changes:
- Added armor of a few basic types (cloth, leather, chainmail, plate).
- Levies are now recruited from cities when attacks are sent, and they return home if the target city is conquered.
Minor changes:
- Added some more weapons (Atlatl, Hammer)
- Slightly changed the weapon lists for starting troops (no more daggers, dirks, or rondels).
- Tweaked some weapon stats.
- Time no longer advances during battles (because honestly, a battle should never be THAT long).
- Decreased population growth rate.
- Capital cities can no longer revolt.
- Added resources other than money and food (metal, leather, cloth, and wood). Currently unused.
- Added new buildings to produce the resources (leatheworker, weaver, and woodcutter).
- Decreased troop count, increased the average tier of troops.
- Made the world slightly bigger so it's a square.
Bug fixes:
2016-03-06
Major changes:
- World is now scrollable, and four times the size (twice as large in either direction).
- Added ability to zoom (change tile size from 1 to 30).
- Units are now armed with multiple weapons, a primary weapon, and a side arm (always melee). Melee units do not use their side arms yet.
- Material of unit's weapons now affect how much attack/defense they have.
- Added the "lab" building (adds to research rate).
Minor changes:
- Removed control window and moved controls to the main window.
- Tile size increased from 4 pixels to 6 pixels.
- Starting nation amount increased from 5 to 8.
- Group movement speed increased from 3 tiles/step to 5 tiles/step.
- Added more weapons (pike, crossbow, claymore, javelin, shortsword, sling staff, et cetera).
- Changed amount of ammunition based on ranged weapon (stones: 6, sling: 25, javelin: 3, bow: 15, crossbow: 15, sling staff: 20)
- Changed reload time based on ranged weapon (stones: 40, sling: 50, javelin: 40, bow: 100, crossbow: 300, sling staff: 60)
- Changed how reloading works (units shoot much more concentrated volleys now).
- Modified research rate (now a random number based on the population, instead of a fixed amount based on the population).
- Added more researches (Steel, Improved Housing (x1.5 to population capacity of buildings), Improved Mining (x2 to money output of mines))
Bug fixes:
- Fixed bug where improved agriculture did not affect the nation's farm buildings.
- Fixed bug where the game would crash if a nation's tolerance was 0.
- Fixed bug where cities could try to merge twice, removing both cities and destroying the nation.
- Fixed error where cities were not removed properly from their previous owning nation (I think, let me know if there are any errors in the console, if you would).
- Fixed error where cities were not properly transferred to the revolting nation during a revolt.
- Fixed bug where buildings were never actually built in cities.
2016-03-05
Major changes:
- Officially added research to the game, although there are very few researches and most don't do anything yet.
- Added weapons such as swords, spears, axes, et cetera to the game, as well as ranged weapons such as stones, slings, bows, et cetera.
Minor changes:
- Allowed time to be advanced by a specific number of years.
Bug fixes:
- Fixed some find-replace errors.
- Fixed occasional divide-by-zero error in civil.py (improvement_chance). Thanks Antsan!
2016-02-09
Major changes:
- Added a general history screen for both religions and the entire world.
- Units now aim ahead of their targets so they aren't useless at long range.
- Added a bunch more types of buildings with different effects.
- Houses: Population capacity: 100, Tax rate: x1.001, Cost: 100
- Farm: Population capacity: 10, Food output: 100, Cost: 200
- Fishery: Population capacity: 5, Food output: 150, Cost: 200
- Ranch: Population capacity: 5, Food output: 200, Cost: 300
- Mine: Population capacity: 20, Money output: 500, Cost: 600
- Market: Tax rate: x1.01, Money output: 1000, Cost: 1500
Minor changes:
- Removed some more similar colors.
Bug fixes:
- Fixed how socialism affects food production (previously was twice what it was supposed to be).
2016-01-07
Major changes:
- People can fill multiple offices at the same time, and can fill offices again after their term ends.
- Government type bonuses, each + or - refers to a quarter buff/debuff (++ is x2, -- is x0.5).
- Socialism: food ++, morale --
- Democracy: morale ++, efficiency -
- Republic: morale +
- Theocracy: morale +, tolerance --
- Kingdom, Principality, Khanate, Sultanate: conscription +, morale -
- Hegemony: conscription ++, morale --
- Confederacy: morale +, efficiency -
- Meritocracy: efficiency++, morale -
- Aristocracy, Oligarchy: conscription +, efficiency -
- States, Commonwealth: None
Minor changes:
- Removed even more light colors that are essentially white.
- Battle window title now uses short nation names rather than full names.
- Tweaked lose and gain god chances.
- Tweaked lose and gain modifier chances (for nation names).
- Tweaked some window sizes.
- Nations are no longer destroyed when they lose all their cities, but when they lose all their cities and armies.
- Made world wrap around.
- Increased average life expectancy to 30 (from 20).
- Offices now have term lengths.
- Removed the "person has died!" message.
- Removed all religion printing messages.
- Added religion history to religion information window.
Bug fixes:
- Fixed for real this time the bug where nations could be the same color as each other.
- Fixed bug where revolts would create a new city instead of just having the cities that revolted.
- Speculatively fixed issue where population could go below 0.
- Fixed bug where nations would not be removed from trade treaties when destroyed.
2016-01-05
Major changes:
- Ranged troops now switch to melee when their target gets too close (and switch back once their target is far enough away, if applicable).
- Nations names are now composed of various modifiers, a government type, and several place names.
Minor changes:
- Ranged troops are now half as strong in melee.
- Removed some more light colors.
- Added a couple more government types.
- Added some more government name modifiers.
- Slightly optimized battles.
- Units will now switch their targets to the closest unit every few steps even if their previous target has not been fully killed.
- Under the hood stuff for events with nations (ids so we can keep track of nations even with changing names).
- Nation list in the control menu no longer shows the age of the nation.
- Slightly increased projectile movement speed (5 to 6).
Bug fixes:
- Fixed battle sizes (now troops are actually in the right proportions).
2016-01-04
Major changes:
- Cities from the same nation now merge together when they have a neighboring square, ideally reducing the overall amount of overlapping cities. Merged cities will display events from all previous merged cities.
- Religions tolerance is no longer a single number. It is now calculated from a base tolerance, modified by the gods domains and their importances.
- Religions can now change over time, changing their tolerance (gods can be added and removed from the pantheon, assuming they're polytheistic).
- Added lots of new events for all the religion stuff.
Minor changes:
- Events are now outputted on a monthly, rather than yearly, basis.
- Reduced the chance of religions being monotheistic (20% by default).
- Events in the nation/city display screens are now displayed in chronological order (as opposed to the no order from before).
- Made tolerance for religions actually make sense (higher tolerance is more tolerant, rather than less).
- Gods now have an importance attributes that tracks how important the god is to the civilization.
- Keeping the civilization's capital city for a year adds morale.
- Added a new option to the main control screen that allows battle windows to be minimized by default.
- The controls window will now reopen if closed.
- People now have an effectiveness stat that affects how well they perform the duties of their office (higher tax multipliers).
- Offices can now provide a morale bonus every year for the nation.
Bug fixes:
- Fixed bug where nation actually could be the same color as each other.
- Fixed bug where gods sometimes displayed no domains in the information window.
2016-01-03
Major changes:
- Created informational GUIs for nations, religions, and armies.
Minor changes:
- Stopped cell information window from opening on a focus switch to the map view.
- Added a city founded event.
- Added city's history to its information window.
- Food now spoils based on several factors, the amount of food, the age of the city, and the number of cells in the city.
- Reorganzing some event data.
- Increased the average life expectancy.
Bux fixes:
- Fixed crash when attempting to add more improvements.
- Fixed issue with cities not producing any money.
- Fixed issue with troop radius not properly scaling.
2016-01-02
Major changes:
- Added fairly simple GUI to a new control window to allow for the control of time passing. Run continuously makes the simulation keep running until the box is ticked again.
- Garrisons are no longer a separate army, but rather randomly drawn from the city's population (at most half of the population) when it is attacked.
- Armies now consume food, and will partially disband if there isn't enough food (a random amount, based on how much food is missing).
- Added GUI for examining cells and cities (just click on a cell to open it).
Minor changes:
- Added more constants instead of magic numbers at the top of various files.
- Allowed troops to defend themselves against projectiles.
- Gave units more ammunition based on the number of soldiers in their unit and their discipline.
- Removed more printing from console.
- Added the current year to the main window title.
- Tuned down soldier costs a little, to decrease ridiculously large army sizes.
- Added a display for the city's population and army size.
- Cities can now completely starve. This shoud fix the problem with millions of little cities clogging up the map view.
- Fewer people leave cities when there isn't enough food to feed all of them (randomized).
- Not having enough food now decreases morale (in addition to increasing morale when there is enough food).
- Cities are now more likely to expand when they have more surrounding farmland.
- Increased chance for caravans to go the nation's own cities over trade partners.
- Nations can no longer have the same color (although some colors are pretty similar anyway).
- Removed some similar colors.
- Slowed down the default simulation speed (delay between steps).
Bug fixes:
- Fixed bug that made it more or less impossible for cities to actually build any improvements.
- Fixed bug where soldiers would use their opponents discipline to determine their fatigue.
- Fixed bug where army couldn't return if an attack failed and its nation lost all its cities.
- Fixed bug where losses wouldn't scale with FOOD_PER_PERSON.
- Fixed bug where offices wouldn't actually be simulated.
2016-01-01
Major changes:
- Cities now have two types of cells, city and surrounding. Surrounding generates food, people consume food. If there isn't enough food, city tiles can switch into surrounding tiles, and surrounding tiles can be lost altogether.
- If two nations have neighboring cities, they must either be at war with each other or trading with each other. They can no longer be neutral.
- Cities now recruit troops on a monthly, rather than yearly, basis. This should drastically increase the size of battles.
Minor changes:
- Removed cornsilk and snow as possible colors for nations, because they're essentially white and can't really be seen.
- Added WAY more colors for nations.
- Changed default cell size from 5 to 4.
- City names now show above the average location of all their cells, as opposed to just their first cell, as it previously worked.
- Cities no longer change their name when their ownership is changed.
- Battle's window title now shows the name of the city being fought for.
- Tweaked rate at which nations will trade with each other, so trading is less likely.
- Increase rate at which nations declare war for non-religious purposes.
- Added morale bonus for cities which have enough food to feed themselves.
- Decreased chance of revolts.
- Doubled group movement speed.
- Factored the number of nations into the revolt chance. (More nations = fewer revolts)
- Greatly increased the cost of founding cities (10x more expensive).
- Decreased soldier's recruitment cost and upkeep.
- Armies will now return to their owning nations cities if the city they meant to attack is no longer of the war.
- Reinforcing armies will now attack their destination if it has been taken over by an enemy. Otherwise, they will also return to the original nation.
- Armies from defeated cities will now leave and return to another city of the nation if there is one. If there isn't one, they will stay and fight to the end.
- Removed the header for each month, instead printing the date along with each message.
- Added this changelog file to the release.
Bug fixes:
- Fixed bug where crash would occur when city had already been taken and was attacked again.
- Fixed bug where nations could trade with nations they were already at war with.
- Fixed issue with reinforcing other cities hanging up the game.
- Stopped nations from declaring war on themselves, because that's stupid.