Fall 2017 Patch

Released 19/10/2017

## Religion Update

* Overhauled “Religion Lens”
* All religious units move on their own layer (similar to Trade Units and Spies)
* Switched to unique unit flag backing for religious units
* Display religion (if applicable) for a unit to be purchased with Faith
* Added the ‘Condemn Heretic’ unit action to allow military units to eliminate religious units in their tile, similar to pillaging a trade route
* Added Religion indicators to unit flags
* Religious units now exert Zone of Control and receive Flank and Support bonuses in religious combat
* Added two new Pantheons, two new Founder Beliefs, two new Follower Beliefs, two new Enhancer Beliefs, and two new Worship Beliefs (with new buildings)
	+ Follower Belief “Warrior Monks” unlocks the new Warrior Monk unit, a medieval land combat unit with its own promotion tree that is purchased with Faith
* Added the Guru religious support unit, which can heal nearby religious units
* Improved long-term usefulness of Missionaries by giving their spread religion ability 10% eviction of all other religions
* Gave nine existing leaders the LOW\_RELIGIOUS\_PREFERENCE trait so they are unlikely to push hard for a religion, making it easier for players to get one on high difficulties
* Added Unit Action tooltip to show you how many followers you’ll have in a city after you spread religion there
* Adding religious pressure to both ends of a trade route:
	+ Destination city gets 1 pressure per turn of the origin city's majority religion (if it has one). This is the same amount as if that city was close by.
	+ Origin city gets 0.5 pressure per turn of the destination city's majority religion (if it has one)
* Added 8 new Relics

## UI Enhancements

* Updated Diplomacy screens to improve readability and usability
* Trade Overview: Available Routes tab will now show all possible routes between two cities regardless if the origin city has a trader located at it
* New medallion style art for Great People
* Capital icons now appear on city banners in espionage chooser menu
* Rest & Repair actions inform you if you can’t heal due to a missing Strategic Resource
* Changed sort order for gossip so most recent messages are shown first
* Ensure plot tooltips show up after mousing over 2D icons in same plot
* Trade route chooser now sorts routes when filtered by a yield
* Lots of changes to make assorted UI screens more moddable/extensible

## AI Tuning

* Improved AI’s naval gameplay, including protection and healing of naval units, building a proper navy, and assaulting coastal cities
* AI will attempt to re-convert its holy cities
* AI will no longer commit to battles they cannot win
* Improve AI city and district placement
* Improved AI’s valuation of great works
* Improved Scout’s drive to explore Tribal Villages
* Improved siege attacks
* Adjusted religious strategies, preventing large hordes of units going to the same, distant city
* New AI support for Religious Heal and Condemn Heretic actions
* Improve AI use of Inquisitors
* Money Grubber agenda is no longer as sensitive to fluctuations in income

## Balance Changes

* Removed some of the least useful Gossip messages to improve signal to noise:
	+ Buildings constructed if from 2 eras earlier than the constructing player's current era
	+ Civic cultivated if from 1 era earlier than developing player's current era
	+ Influenced city-state if not tied or higher than all other players
	+ Land unit promoted if only to Level 2
	+ Naval unit promoted if only to Level 2
	+ Policy slotted if unlocked from a Civic that is 2 eras earlier than slotting player's current era
	+ Tech researched if from 1 era earlier than researching player's current era
* Move +1 embark speed from Cartography to Square Rigging
* Allow friendly or allied spies to escape just before a nuke is detonated on a city they are in. All other spies are still killed.
* Add Guilds as a prereq for Humanism so you have Theater Square before Museums
* Change the Civic prereqs between Industrial and Modern so Zoo is required before Stadiums
* Religious Idols Pantheon belief is now +2 Faith per mine instead of +1
* Persian Immortal unit now behaves primarily as a melee unit with a ranged attack ability

## Bug Fixes

* AI will now recruit Great People when they take control of a human's game in MP
* Fixed an issue where AI would trade invalid items
* Fixed issues where AI appears to refuse their own deal proposals
* Corrected an error that made the AI very unlikely to agree to alliances
* Added missing description text for Broadway (+20% Culture for the city)
* Fixed Colonial Taxes to be the listed 25% boost
* Fix player being able to make peace with city states while at war with the suzerain
* Pillaged districts no longer provide adjacency yields and they drop adjacent Appeal
* Fixed the Hanging Gardens not granting Appeal
* Archery tech boost earned by a Slinger on defense
* Unique districts don’t count twice for Mathematics tech boost
* Fix Housing from Monarchy to properly be +1 for each level of Wall
* Culture Bombs can no longer steal National Park tiles
* Conquering a city with a spaceport under sabotage no longer redirects that mission at yourself
* Captured spies are immediately returned when a player is defeated
* Gold costs of delegations is correct at all game speeds
* Properly compute foreign followers of a religion for beliefs that use this stat. Followers from cities that didn’t have this religion as a majority were not counted previously
* Embarked combat units can no longer capture enemy embarked civilians
* Additional bug fixes

## Misc

* Changed Jakarta City-State to Bandar Brunei
* Added Motion Blur to leaders