- Fixed city production messages showing internal names (e.g. “greatLibrary”) instead of proper ones
- Changing government now starts a 10-turn cooldown before you can change again – leaving Despotism is never blocked, and the rule applies to AI civilisations too
- Fixed AI civilisations repeatedly switching between Democracy and Monarchy, sometimes spending many turns in a row in anarchy
- Fixed Enter ending your turn while a dialog was open – for example when confirming an attack or gifting gold
- Fixed unit shortcut keys firing while typing in a text box such as the feedback form
- AI defenders now reach a threatened city at full speed instead of one tile per turn
- Fixed AI civilisations that lost a city never launching another attack and sending units one at a time at the city they lost
- Fixed the map occasionally freezing if you acted again straight after destroying a unit
- Fixed the desktop app hanging invisibly (shown as “Running” in Steam) if it failed to start – it now shows an error with an Exit button
- Quitting during the AI’s turn no longer risks leaving a save out of step – the game finishes saving before it closes
- Settings changed just before quitting are no longer lost
- Losing a wonder race no longer wastes your production – it carries over to the city’s next builds, and you’re told when a rival finishes the wonder
- Builds completed from a production queue now show a “completed” message
- Original capitals can no longer be razed after capture – razing one made Domination victory impossible for everyone
- Captured, ceded or reverted cities no longer finish the previous owner’s queued builds – e.g. capturing a city with a Kremlin queued no longer builds you a Kremlin
- Fixed units left stranded at sea and aircraft grounded forever when their transport or carrier was disbanded or nuked – bankruptcy also no longer disbands loaded transports or carriers
- Anarchy now only stops production and research, as documented – gold, upkeep, healing, culture and workers carry on
- Fixed internal names showing instead of proper ones in the “needs orders” list, automation and promotion messages, the Cities screen, village rewards and the city tile tooltip
- Fixed the tech tree reopening itself if you closed it right after choosing your first research
- Fixed a unit staying highlighted on the map, and the camera jumping, after closing the Units screen
- Leaving a game now cancels a “Your story so far” video that is still rendering
- Fixed the gift gold and peace terms dialogs sometimes reappearing in your next game
- Units aboard a ship can no longer be attacked on their own – sink the ship instead; saves with “ghost” passengers left by the old behaviour are repaired automatically on load
- AI civilisations stop chasing a space race they can’t win once a rival has built the Apollo Program
- AI armies stop besieging a city that a third civilisation has captured
- AI civilisations react faster to peace treaties and to sudden threats to their cities
- AI naval invasions load and sail more reliably
- AI workers now build shortcut roads between cities
- AI civilisations no longer abandon a wonder half-way to build warships
- Barbarians no longer get stuck chasing ships or units across water
- Annhexopedia: corrected the Destroyer’s cargo capacity (2)
- Desktop: links in the game window can only open web pages in your browser
- Saves that can’t be read now appear in the Load Game list as damaged (and can be deleted) instead of silently disappearing
- Research beyond a technology’s cost now carries over into your next technology instead of being lost
- Upgrading a Horseman to a Knight now needs Horses as well as Iron, the same as building one
- Annhexopedia: corrected the unit upgrade table (Longbowman upgrades to Sniper; Galley to Frigate was missing)
- Fixed sleeping units waking up for enemy submarines you couldn’t see, giving away the submarine’s position
- The movement-range highlight now keeps fogged tiles dimmed and matches your terrain shading settings
- New real-world maps: Planet Earth, Europe, North America, South America, Africa, Asia and Oceania – real coastlines, terrain, mountain ranges and great rivers
- Planet Earth is bigger than Extra Large; each continent is roughly Large
- Empires can start in their historical homelands or be scattered at random
- Their own Planet Earth button on the main menu, with a setup screen built around them: see each map, where every empire’s homeland is, and pick who plays – each map starts with the empires whose homeland is on it
- Demo: the Europe map is now playable in the demo
- Tidier main menu: New Game and Planet Earth up front, with Quick Start, Resume and Load side by side beneath them
- Fixed the game listening to the wrong controller when more than one is connected – likely why Steam Deck controls could stop responding after the Deck woke from sleep
- Steam Deck: waking from sleep no longer pauses on a “Resuming…” banner – the desktop app no longer runs a game server in the background, so there’s no connection to restore
- Fixed the Discord button in the desktop app opening a broken page
- Ships and the Harbour now show greyed out in inland cities, marked “Needs a city next to water”, instead of being missing from the build list with no explanation
- The coastal +1 gold now goes only to cities next to the water – the same cities that can build ships and a Harbour. Cities with coast elsewhere in their borders no longer get it
- England and Greece now start on the coast on the Planet Earth and Europe maps, so a capital founded where you start can build ships
- A finished unit with nowhere to go – such as a ship whose city has every neighbouring water hex occupied – now says so in the city screen and Cities list instead of showing “0 turns”
- Annhexopedia: explained where ships can be built and what makes a city coastal
- Annhexopedia: removed England’s old Harbour gold bonus – England builds the Royal Dockyard instead of a Harbour
- Annhexopedia: corrected the Kremlin’s defence bonus (+100%, the same as Walls) and the École Militaire’s timing, and every standard building now names the empire that replaces it
- Fixed Mongolia’s Ordu giving Horses to every city linked to it by road – as documented, it only supplies the city it’s built in
- Fixed the AI’s turn freezing if you dismissed the incoming air strike prompt – dismissing now lets the strike through, and Enter confirms the interceptors you picked
- Starting another game on the same map seed no longer overwrites your earlier save
- Planet Earth, Europe and Asia: the Strait of Gibraltar, Sea of Marmara, Danish straits and Bab-el-Mandeb are now open water, so fleets can sail out of the Mediterranean, Black Sea, Baltic and Red Sea
- Much faster turns on large maps – moving a unit no longer rebuilds the whole map or leaks graphics memory, and first contact and worker planning are quicker
- Smoother frame rates on large maps: coastlines draw in one pass and terrain off screen is skipped
- Switching a city to Research, Culture or Wealth now asks first if it would throw away build progress or a finished unit waiting for space
- Fixed both units surviving – the attacker with negative health – when two units destroy each other; now both are destroyed
- Fixed capturing a city destroying the aircraft based there – they now fly to another Airport or carrier
- Fixed aircraft being stranded when their carrier was disbanded
- Ships pushed out of borders, expelled by a peace treaty or a city revolt, or advancing after a kill now keep their cargo and aircraft, and are never pushed onto land
- Fixed a unit landing next to a hostile village being left stranded on the water – it now goes back aboard its ship
- Fixed fortified units skipping the cost of leaving their position by using a multi-turn move
- Only melee land units can enter enemy cities; a melee unit landing from a ship in an undefended enemy city captures it
- Losing your last city no longer leaves you without a capital – the next city you found or win back becomes your capital, with a Palace
- An empire wiped out before founding a city is now eliminated, so it no longer blocks a Domination victory
- Tiles revealed by an Airport now show the map as it was when revealed, instead of updating live
- Republics can only declare war once relations have fallen to -10 or below – now enforced for every empire, AI included
- Fixed an error during the AI’s turn when one of your units was destroyed before you had met every empire
- Random maps no longer start empires on tiny islands, and starting positions are always more than 3 hexes apart
- Fixed two empires sometimes starting on the same tile, or a large real-world game failing to start
- England starts with a free Galley on Planet Earth and Europe (historical starts), so it can reach the mainland – it costs no upkeep
- Bankruptcy now has teeth: if your treasury can’t cover upkeep even after surplus units are disbanded, buildings are sold off, highest upkeep first (never the Palace), and you’re told which
- Pillaging an unowned tile no longer pays gold – only enemy improvements do
- Village rewards no longer change with the turn you enter them, and differ from game to game
- Cities can no longer be founded inside another empire’s borders
- Nuclear strikes no longer destroy the Palace, and wonders destroyed by a nuke can be built again
- Egypt’s wonders show their discounted cost in the build list
- Fixed Russian Settlers being discounted twice – they now cost the advertised 25% less
- Turns remaining and process yields now account for resistance and anarchy, and the toolbar, Gold and Empire screens agree on net gold, including Wealth income
- Actions the game refuses now tell you why
- Clicking a mountain or hill now picks that tile, even at low camera angles
- Disembarking only highlights tiles you can actually land on
- Enemies in attack range stay highlighted after switching map view
- Fixed the camera continuing to pan after Alt-Tab or a Ctrl/Cmd shortcut
- The camera can no longer be panned off the edge of the map
- Fixed roads and borders flickering when zoomed far out
- City names are no longer clickable (renaming never saved)
- A game that fails to load now returns cleanly to the main menu
- Fixed effects from a game you’d left – such as a missile in flight – carrying over to the main menu or into your next game
- The Planet Earth dialog opens without a pause
- Re-importing the same save file works after an error, and a failed save deletion now shows an error
- Importing a tampered or damaged save file is now rejected with a clear error
- Fixed a stuck or ghost controller taking over input or hiding the mouse cursor
- If the graphics device keeps crashing, the game stops reloading and offers the Low graphics preset
- Cloud shadows cost less on the Medium graphics preset, and dying units’ shadows fade out with them
- AI rivals no longer declare war again straight after making peace, or make peace the turn after declaring war
- AI empires only gang up on the real score leader, not on anyone bigger than themselves
- AI cities no longer sit idle after choosing a unit they lack Iron or Horses for
- AI ports blocked by other ships switch production instead of freezing, and AI ships stop circling hexes they can’t see
- Stranded AI settlers no longer wander for dozens of turns, and AI settlers already aboard a ship can land
- AI war preparations now end on time instead of dragging on for a hundred turns
- Below Deity, AI empires judge each other’s armies only by what they can see
- AI empires that start on a small island keep their starting ship at home until it has ferried a settler
- AI turns are faster, especially in the desktop app
- Annhexopedia: documented the rule changes above, and corrected the Bomber’s range (16), the Destroyer’s cargo (2), what you lose when a city is captured (only the Palace), how resistance works, city spacing and when Settlers cost population