1. Update v1.3.1:
  2. AI Diplomacy Overhaul
  3. Smarter Tribute Decisions: AI is now significantly less inclined to give in to tribute demands from weaker nations.
  4. The AI now weighs the military cost of crushing the demanding nation against the value of tribute and delays to its strategic goals.
  5. This change fixes unintuitive behavior where AI nations would easily appease others, even when stronger.
  6. AI's rationalization of accepting tribute in the form of improved relations reduced further.
  7.  
  8. Improved AI Behavior
  9. AI behavior now reflects military strength more realistically in tribute negotiations.
  10. Tribute demands from the player are now auto-rejected if the AI has at least 75% of the player’s military strength.
  11. AI will only initiate tribute demands if their military is at least 2× stronger than the other nation.
  12. Gift value declines the more you give to prevent easy manipulation of Nation relations
  13.  
  14. Tribute Mechanics
  15. Increased Cooldown: The cooldown between tribute or similar diplomatic requests is now 25 turns (up from 10).
  16. Higher Consequences for Failure:
  17. Penalty for rejected tribute demands increased from -100 ? -250.
  18. Tribute rejection now carries a more meaningful diplomatic cost for players.
  19. Reduced Reward for Success: AI nations now grant much smaller diplomatic boosts when accepting tribute demands, representing a more rational stance.
  20. Difficulty Level Adjustment: Tribute acceptance is no longer heavily influenced by difficulty setting. On Easy, AI no longer automatically accepts demands.
  21. Fixed bug where the AI wasn't looking at all of the items in a proposal.
  22. Fixed bug that could result in the AI always rejecting a demand tribute proposal
  23. Balanced AI so that if the other nation has a lot more military power than the other then it is especially inclined to accept a demand tribute request.
  24.  
  25. Update v1.3.0:
  26. New Diplomacy Features!
  27. Bribe: Offer another player a gift of resources in exchange for them declaring war on a target Nation.
  28. Demand Tribute: Does another Nation have something you want? Through Demand Tribute, you can now demand a gift of specific items from other Players. [Not available with Human Players in multiplayer.]
  29. Military Aid: Send allies and enemies of your enemies support by giving them Units from your Reserves.
  30. Advisor Insights: Gain insight into another Nation's sentiments towards you or even get some information on their current plans regarding your nation through Advisor Insights available on the Diplomatic Screen with any Nation. [Not available with Human Players in multiplayer.]
  31. Diplomatic History: See how events throughout the game have shaped your Relationship with another Nation with the History log now available on the Diplomatic Screen with any Nation.
  32. Aggressive Negotiations: Unlock technologies in Act 3 to build nuclear weapons delivered via Intercontinental Ballistic Missiles (ICBMs) as well as anti-missile defenses to protect your interests.
  33.  
  34. Additional Details
  35. Balance Changes
  36. The Resolute Scripture religion strength buff no longer affects non-player religions in majority cities
  37. Devout Discourse religious verse no longer applies to non-religious units
  38. Impulsive trait reduction to established relationships has been changed from 100 to 10
  39.  
  40. Game Mechanics
  41. Beginning the game in Act 2 or 3 now correctly populates evens
  42. “Of Gods and Soldiers” event now clearly indicates which City is affected by buffs or debuffs
  43. “Hearts and Minds” event rewards have been updated to be more distinct
  44. The Smithsonian Institution Act Goal will only occur in Act 3 when the triumph is available
  45. A warning notification now appears when attempting to claim a region already being claimed
  46. Difficulty level no longer alters City base Quality of Life stats
  47.  
  48. Buildings and Infrastructure
  49. Balanced the Supplies available for Dwellings and improved the consistency of their upgrades
  50. Updated the second Expert’s buff for the Industrial Fishing Farm
  51. Updated the buffs for the Angkor Wat Triumph
  52. Refineries, Library, and Print Shop have had their domains updated to be more accurate to how they are used
  53. Angkor Wat buff tooltip has been fixed to show that it buffs all shrines, regardless of City
  54. The Hotel and Pub have had their buffs limited to the intended scope and no longer apply to neighboring improvements
  55. Stable now accurately buffs harvest production of animal resources
  56. Upgrading Irrigated Farms to Industrial Farms no longer costs more than building one from scratch
  57. Mines can now be constructed before the Atomic Age after researching Bureaucracy
  58. The Amphitheater of El Jem can be constructed in the Early Middle Ages without War Chariots
  59. The Smithsonian Institution is no longer deprecated by Industrialization before being unlocked
  60. SAM Battery cost has been updated to better align with the production costs of Mobile SAM units
  61. Sacred Timple and City Temple have received unique icons
  62. Watchtowers, Castles, and SAM Batteries have had their categorization updated in the National Economy Screen
  63.  
  64. Units and Combat
  65. Non-scout land units may be set to auto-explore but cannot claim Caches. This includes naval units as well.
  66. Oracle units now auto-explore both land and sea.
  67. While Fortified, Units capable of Indirect Fire will now automatically attack enemy Forces entering their range, but will not automatically fire on non-hostile tribes
  68. Damage taken during while in ‘Hunt Predator’ behavior has been updated based on the strength of the Force performing the hunt.
  69. Naval unit upgrade lines are now complete across all eras
  70. Units consistently maintain their movement over passable land
  71. Intercepting aircraft remain in the same region as the target forces
  72. Catapults and Swordsmen remain available after unlocking Bureaucracy
  73. Dragoons are now able to be created in the Machine Age
  74. Elephant Ballistae are now listed as a range unit and can Bombard
  75. Muster progress accurately shows the remaining time required
  76.  
  77. UI Changes
  78. Regions can be renamed
  79. Save game difficulty is shown on the Save Game menu
  80. Added options for Act culling: None, AI Only, and All
  81. Improvements can be filtered on the National Economy screen using Tags
  82. “Viscount” is no longer listed as the “Default” difficulty. The tooltip for “Prince” has been updated to show it is now the default difficulty
  83. Pause has been renamed to Time-out and Suspend is renamed to Pause which better represent the effect of each action
  84. Using arrow keys to navigate the Resources tab in the Encarta no longer shows pages out of order
  85. Names of undiscovered seas are now hidden under the Fog of War
  86. Selected Preset Map in Multiplayer Lobbies is now visible to all players
  87. Notifications no longer appear for relationship changes of unencountered nations
  88.  
  89. Modding
  90. Improved subscription flow to prevent attempts to subscribe to mods without being logged in first
  91. Quality of life updates to Mod.io interface
  92.  
  93. Leader Changes
  94. Alexander the Great’s leader trait now correctly prevents Pikeman and Lancers from being countered
  95. Removed the buff to Soap provided by Howard Florey’s ‘Medical Genius’ Leader Trait
  96. Harriet Tubman’s “Friend of the Oppressed” Leader Trait no longer references non-existent upgrades to Schools
  97.  
  98. Diplomacy
  99. Cancelling a Slander action will now refund the correct amount of Prestige
  100. Added ‘Turns remaining’ to items received through Diplomacy, in Diplomatic Relations panel
  101. Peace Treaty proposals function correctly without displaying incorrect tool-tip messages about relationships
  102.  
  103. Economy and Trade
  104. Biscuits remain accessible in Act 3
  105. Updated the Rope’s third Accelerator to apply a meaningful Production bonus
  106. Production boosts and wealth costs for Sneakers ingredient slots have been updated to be more consistent
  107.  
  108. Technology
  109. Unlocking Mints is now required through Coinage before unlocking Coins
  110. Tooltip for Fermenting accurately describes its Food benefits
  111.  
  112. AI
  113. AI more consistently choose beneficial Government Policies
  114. AI are more aggressive to hostile Tribes
  115. AI now starts more neutral and are less aggressive in Gift Giving
  116. AI are more likely to repair important Improvements while at War
  117. AI Nations no longer gift Reserve Units, but use the new Military Aid feature
  118. AI are less likely to raze a city with a Great Hearth
  119. AI are more likely to upgrade Dwellings and Residences
  120.  
  121. Miscellaneous Changes/Fixes
  122. Many Encarta articles and descriptions have received updates to their text to better match their in-game mechanics
  123. Fixed issues with stuttering when panning
  124. Utilizing the Time-out button no longer causes stalls during the “Actions Submitted, Waiting for Next Turn” phase
  125. Various missing or incorrect strings for display and screen narrator support, including updates for leader text and Encarta entries, have been corrected.
  126. Additional fixes/improvements/tweaks to text in all localized languages
  127.  
  128. Localization
  129. The Summary within the City Population UI no longer overlaps with the Leader Portrait when using Swedish.
  130. The Cancel Build Icon in Czech displays properly with a Text Scale of 125%.
  131. The Cancel Build Icon in Finnish now appears without overlapping.
  132. The Cancel Build UI and Icon in Dutch are properly aligned.
  133. Text in the Trade Agreement Screen is fully visible in Malay.
  134. Loading screen tips are displayed correctly in all languages when text scaling is set to 125%.
  135. The Vietnamese font now includes the missing Unicode character 1ef7 (?).