Fixed a couple of possible divide-by-zero bugs.
The BUG military advisor is now off by default, again. (I don't think the risk rating system is up to snuff.)
The AI will now reconsider its research options after bulbing.
The AI will now consider its civic options when it starts a golden age.
The strategy hash is no longer updated when the AI chooses its research. (It's updated between every turn anyway.)
Rewrote the value formula used in AI_defendTerritory.
Fixed a minor problem in the navel assault AI.
Removed some obsolete code.
The choose production popup screen will now be postponed if the city is in disorder.
The AI will now delay having a revolution if they are currently research the prereq tech for a civic they want to use.
Added some more AI flavour effects to slave-whipping.
The AI's weighting for great person points now depends on their science flavour.
(Science civs use more focused targetting.)
Fixed a couple of naval AI problem which could cause a loop.
Made significant changes to AI_citizenLossCost:
- Renamed it to AI_citizenSacrificeCost and added some new arguments.
- Added some new calculations to account for lost yield due to unhappiness after the city regrows.
- Fixed some mistakes.
Made some other minor changes to things related to slave-whipping.
Fixed some problems with the food component of AI_citizenSacrificeValue.
Increased the movement cost of moving from one unrevealed tile to another. (So that the pathfinder is less inclined to try to walk through unexplored land.)
Removed unused game text from BULL.
renamed GEM map.
Merge commit 'FETCH_HEAD~'
Fake merge, to skip the deletion of BULL_CIV4GameText.xml.
Fixed a bug in AI_citizenSacrificeValue which caused citizens to be massively overvalued.
Made some other adjustments to slave-whipping.
Removed something from AI_buildingValue which caused buildings to be devalued if they were in progress or already built. (This could have a significant effect on hurries and on espionage.)
AI_getWeightedOdds now considers attacker health as well as defender health.
Updated the changelog.
This is version 1.18.
Merge ..\Civ4 K-Mod
Rewrote sections of AI_cityAttack and AI_anyAttack so that they better handle the possibility of attacking an undefended city.
(There was a problem with the old system which often blocked the AI from recognising the city as an attack opportunity.
Changed the bAttack condition in CvUnit::canMoveInto to clarify that it is /only/ for moving into an enemy unit. ie. capturing an undefended city does not count as an attack move in this context.
AI_defendTerritory will now automatically set bLocal = false if the range is too big.
AI_anyAttack will now allow DOW if iFlags include MOVE_DECLARE_WAR.
Fixed a problem which could cause the AI_follow section of the selection group AI to use more turn-slices than it requires.
Fixed a problem which cause cause CvPlayerAI::AI_unitUpdate to repeat the group loop when it shouldn't.
Updated the changelog.
This is version 1.18b.
The hover text for buildings now includes some previously unlisted happiness and healthiness bonuses in the base bonus. (eg. charismatic leaders will now see +1 happiness on the mouseover text for monuments.)
Swapped the order of the happiness and healthiness info in the city-screen side-bar, to match the order used in the dll.