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Enhanced User Interface DLC Version 1.

22 (July 28th, 2014)


Featuring diplo corner artwork by Zyxpsilon
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OVERVIEW
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1. make the game more convenient to use: fewer clicks, more icons, informat
ion organized more efficiently
2. make it easier to understand the interactions of game objects: more mous
eover actions and tooltips, use game XML data - not hardcoded blurbs
3. no changes to gameplay, no effect on game saves, can earn achievements,
works in multiplayer, and no additional information that is not already availabl
e somewhere
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INSTRUCTIONS
------------
1. make sure your game is up to date at version 1.0.3.144 (EUI DLC is incom
patible with older game versions)
2. exit the game (make sure Civ V is NOT running)
3. download the file from http://forums.civfanatics.com/downloads.php?do=fi
le&id=21929
4. open the game's DLC folder:
- on a PC usually it's C:\Steam\SteamApps\common\sid meier's civilizatio
n v\assets\DLC (replace C: by whatever drive and/or directory where Steam is ins
talled)
- on a MAC (thanks AlanH) it's in the Civ5 application package at Civili
zation V.app/Contents/Home/assets/DLC
You have to right click the app icon and select Show package con
tents. The application package location is EITHER:
in case of MAC Steam installation: /Users/<user_name>/Library/Ap
plication Support/Steam/SteamApps/common/Sid Meier's Civilization V/Civilization
V.app
OR
in case of MAC AppStore installation: /Applications/Civilization
V Campaign Edition.app
5. remove any previous version of EUI DLC (delete the entire UI_bc1 folder
if one already exists, don't just overwrite)
6. extract from the downloaded zip and copy the UI_bc1 folder to the game's
DLC folder. ONLY if your OS is Linux, all of these files / folders must be rena
med to lower case equivalent ([URL="http://forums.civfanatics.com/showthread.php
?p=13268294#post13268294"]mjkoo wrote a script to do that[/URL])
7. EUI DLC is modular: if there are things you don't like or need or which
conflict with mods you want to use (check the known "mods compatibility" list at
http://forums.civfanatics.com/showthread.php?p=12847246), you can disable that
part by removing the corresponding subfolder from the UI_bc1 folder. Check the f
eature list below to determine which module includes which feature to be disable
d. Please note that EUI DLC will break if its Art* or Core folder are removed.
8. in the game menu - options - interface options - UNcheck "single player
score list" if you want to use the civilization ribbon and bundled notifications
9. in the game menu - options - game options - set the desired delays (or n
o delay) for the map plot mouse over help / tooltips to appear using the big hor
izontal sliders (there are now 2 delays - basic and detailed plot help)
10. in the game menu - options - game options - check if the "No Basic Toolt
ip Help" option matches the level of mouse over info desired (this has more effe
cts than before)
11. in the game menu - options - game options - check whether you want a clo
ck displayed on the top panel
12. silent install: althought this is a DLC, it will not appear in the game'
s DLC menu, because it does not have a Firaxis Key. This package is a DLC becaus
e I could not get things to work as I wanted as a mod (legal screens, map highli
ghts), and it works in multiplayer and you can still earn achievements... The ma
in drawback is that EUI's folder needs to be moved manually in/out of the game's
DLC folder to enable/disable
13. please report bugs or suggest improvements at http://forums.civfanatics.
com/showthread.php?p=12847246
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GAME COMPATIBILITY
------------------
Compatible ONLY with game version 1.0.3.144
No effect on saved game load
No effect on game saves
Can still earn achievements
Works with Brave New World
Works in multiplayer (any number of players can have or not have)
Should work with Gods and Kings and Vanilla, but there may be a few odd kinks
Works on Windows, Linux, and MAC (there are install procedure differences)
Compatibility with tablet / touchscreen / windows 8/8.1: unknown, expect problem
s
Localization: EUI DLC relies almost entirely on Civ5 built-in text, using your s
elected language. Some of the unit & building tags have no built-in text, howeve
r, and would need to be translated. However, I don't know how to make DLC withou
t Firaxis key manage new localized text, so this may never get done.
------------------
MODS COMPATIBILITY
------------------
Should work fine with mods which do not change game UI files.
Would actually be very convenient with mods that change gameplay, since mouse ov
er tooltips now provide actual XML info as updated by mods (not harcoded blurbs)
.
EUI DLC is modular: in case of incompatibility, try disabling conflicting EUI DL
C component by removing the corresponding subfolder from EUI DLC's UI_bc1 folder
(please note that EUI DLC will break if its Art* or Core folder are removed).
Please check compatibility for some other mods at http://forums.civfanatics.com/
showthread.php?p=12847246
If you have tested mods with EUI, please share your experience I will update the
list when I get the time.
-------------------
IN CASE OF PROBLEMS
-------------------
1. Please read the instructions carefully
2. Make sure your game is up to date (EUI DLC is compatible ONLY with the l
atest game version 1.0.3.144)
3. Make sure your EUI DLC version is up to date: download latest version fr
om http://forums.civfanatics.com/downloads.php?do=file&id=21929
4. Make sure any previous EUI DLC version has been deleted before installin
g a new version !
5. Make sure the UI_bc1 folder has been installed in the correct game folde
r (see instructions)
6. If you are using mods, try disabling mods to check for conflicts. Some e
arly mods were folders starting with "z" that were put in the game's ...\assets\
UI folder, those are not detected by the game's install or integrity check, you
have to manually look for them.
7. In case of conflicts, try disabling conflicting EUI DLC components by re
moving the corresponding subfolder from the UI_bc1 folder (please note that EUI
DLC will break if its Art* or Core folder are removed)
8. If problem persists, please report bugs at http://forums.civfanatics.com
/showthread.php?t=512263
How to report a bug
1. Report bugs at http://forums.civfanatics.com/showthread.php?t=512263
2. What game version do you have?
3. What expansions and DLC do you have?
4. Do you play on PC or Mac?
5. Describe the problem
6. Attach a screenshot and/or a save game if you think it might help
7. To attach a file to your post: click "go advanced", then click "manage a
ttachments"
8. If the problem is caused by a mod, what's the mod's name, version, and w
here did you get it (url)
9. Post your lua.log error messages (or better yet, the entire lua.log), ei
ther as an attachment (compressed to zip or renamed to lua.txt) or within a spoi
ler markup
10. The lua.log file is usually in ...\Documents\My Games\Sid Meier's Civili
zation 5\Logs. If it's missing or almost empty, you need to enable logging for d
ebugging
11. Non-trivial problem reports without lua.log will get no response
How to enable logging for debugging
1. Close civilization V
2. Open config.ini with a simple text editor such as notepad (usually in ..
.\Documents\My Games\Sid Meier's Civilization 5)
3. Search for the line "LoggingEnabled = 0" and replace it with "LoggingEna
bled = 1"
4. Do the same with "EnableLuaDebugLibrary = 0": set it to 1. If this line
does not exist, add it before LoggingEnabled
5. Save config.ini and close
6. Start civilization V and reproduce the problem
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FEATURES
--------
FrontEnd: no more legal screen nuisances at game launch (by Temudjin)
GameSetup: supports unlimited UU/UB/UI (mods such as 3rd Unique Component Projec
t at http://forums.civfanatics.com/showthread.php?t=504425)
GameSetup: can right click on stuff to access pedia (pre-game)
ToolTips: when setting up a game, there are mouse over tooltips for unique civil
ization units and buildings - when you need them most
ToolTips: in-game mouse over tooltips for units and buildings provide more info,
all based on game XML data (reflecting changes made by mods)
ToolTips: show the current active Pantheon/Religion beliefs & effects when mousi
ng over the city banner Faith icon
NotificationPanel: if and only if game menu - options - interface options - "sin
gle player score list" ("multiplayer score list" when playing multiplayer) is UN
checked:
1. a vertical ribbon shows known civilizations and city states with mouse o
ver tooltips, right click and left click actions
- Civilizations are sorted by score. Their icon frame color show
s the way they feel about you (friendly, neutral, guarded, denouncing, hostile).
Small icons around the leader portrait indicate war, friendship (flower), open
borders < >, research agreement, defense pact, and active player. To the right a
re their score and either total gold or gold per turn, depending on what you can
trade with them. Icons shows available duplicate luxury resources they are will
ing to trade (theirs above & yours below), so you don't have to visit each leade
r to see if they have anything for trade (mouse over tooltips provides more deta
ils)
- City states are sorted by influence, then by distance to capit
al. Each icon shows city state type and status relative to you (allied, friends,
afraid, angry, neutral). Mouse over the icons shows detailed tooltips. To the r
ight are ally flag and icons for quests in progress (clicking on quest icons wil
l jump to encampment if relevant), also with mouse over tooltips.
- civilization ribbon is available within leader screens
can get diplomatic info about everyone while talking to a lead
er using civilization ribbon mouse over tooltips
can switch talking from one leader to another directly from wi
thin the leader screen by clicking on civilization ribbon icon, or return to the
game by clicking on either your own icon or the one of the currently displayed
leader (this function is disabled when your turn is not active, i.e. during othe
r civilization's turns)
2. notifications are bundled by type: this means each notification icon may
correspond to several notifications, and you need to left click to cycle throug
h bundled notifications to see each one. Left click on a notification icon may a
lso jump to the appropriate location on the map, this location corresponds to th
e next cycled notification. Right click on a notification icon dismisses all of
the notifications bundled with the icon.
NotificationPanel: display notifications for player's city population growth bey
ond 5 and for player's city border growth
NotificationPanel: when city acquires new tiles, resource is shown in border exp
ansion notification
NotificationPanel: shrink size of the large top right buttons (culture, tourism,
diplo, espionage...) they're pretty but waste space
NotificationPanel: align the large turn blocking notifications horizontally to s
ave space (they have no "finger" anyways)
NotificationPanel: open religion popup immediately when creating or enhancing a
religion with a great prophet
NotificationPanel: added Zyxpsilon's excellent artwork for diplo corner
TopPanel: top panel bar no longer takes up the whole screen width (only on scree
ns more than 1900 pixels wide)
TopPanel: top panel bar now shows meters and remaining turns for tech, policies,
faith purchase, great person
TopPanel: more top panel mouse over tooltips, exisiting ones give more info, suc
h as extra resources that player and AI has, AI gold per turn, so you don't have
to visit each leader to see if they have anything for trade (this info is also
on the right side civilization ribbon)
TopPanel: strategic resource mouse over tooltip details how resources are used,
local production, imports, exports (the numbers don't always add up, but this is
a game bug)
TopPanel: happiness mouse over tooltip details how luxuries are used local produ
ction, imports, exports
TopPanel: the tech meter mouse over tooltip shows tech overflow cues
TopPanel: right click civilopedia actions
TopPanel: optional clock & alarm (click on clock to set alarm time or change clo
ck format - note alarm time entry is in 24H format regardless)
PlotHelp: map plot mouse over tooltip indicates basic unit stats (moves, strengt
h, ranged strengthrange)
PlotHelp: map plot mouse over tooltip indicates possible terrain improvements wi
th their yields ( and whatever yields are added by mods), technology prereq
uisites, possible effect of constructing buildings, adopting a social policy / t
enet, or a pantheon / religion belief. These are all based on game XML data and
work with mods that change these data.
PlotHelp: map plot mouse over tooltip gives more details when checking off the "
No Basic Tooltip Help" option
PlotHelp: map plot mouse over tooltip details filtered according to unit current
ly selected (or not)
PlotHelp: map plot mouse over tooltip extended details with longer mouse over (a
djusted using the interface option panel "Tooltip2Seconds" slider)
PlotHelp: map plot tooltip only under mouse over, no more duplicate clutter in t
he right corner above the minimap
PlotHelp: when a settler is selected, plot mouse over shows potential city max w
ork limits (dark) and highlight overlapping plots (orange)
TechTree: tech selection will always use the tech tree, no more tech panel
TechTree: most tech bonus "star" icons are replanced by more explicit icons (e.g
. trade route icon instead of star), requires less mouse over to find out what e
verything does
TechTree: when entering the tech tree, it automatically scrolls to (somewhat) ap
propriate location
TechTree: much faster loading - tooltips are evaluated only when required by mou
se over
TechTree: supports "OR" tech prerequistes (mods only)
CityBanners: city banners have extra icons showing selected focus, requested lux
ury, love the king status, population growth lock
CityBanners: city banner growth meter turns red when city is starving, and shows
turns to population decrease
CityBanners: mouse over city HP bar tooltip shows the exact numerical values
CityBanners: more city banner mouse over tooltips
CityBanners: help with micromanagement: show predicted overflow at build / growt
h completion, and how much is missing the turn just before
CityBanners: mouse over city banner highlights worked plots (green), unworked ci
ty plots (orange), city max work limits (dark), and plots targeted by culture (m
agenta)
CityBanners: city banner production button works for Venice puppets
CityBanners: puppet city banner click enters city view
CityBanners: city banner mouse over tooltip shows resources within city plots -
red not hooked up, green hooked up
CityBanners: city state banners show quest icons in place of cryptic meter, clic
king on them will jump to encampment if relevant
CityBanners: city state banner mouse over tooltip shows influence and resources
available or granted
CityBanners: when allied, replace the city state banner icon with the flag of th
e ally
CityBanners: hide range strike icon when no more ennemy units are in range follo
wing a kill
CityBanners: click on spy icon -> espionage overview, click on puppet icon -> an
nex popup
CityView: production button automatically opens city view
CityView: city screen features new production queue mechanisms:
items may be added directly to production queue: left click = end of que
ue, ctrl + left click = top of queue, shift + left click = replace entire queue,
right click = pedia
items may be purchased directly (e.g. great people), if the relevant pur
chase button (faith or gold) is displayed and not disabled (insufficient funds)
production queue items may be shuffled around by dragging to appropriate
location (no more clunky arrows)
production queue may have more than 6 items (tooltip not updated), but t
he elevator is the only way to scroll the list (mouse scroll wheel does not work
)
current production queue item can be cleared (but next turn will not be
possible until another selection has been made)
city advisor production recommendation icons can be turned off in the ga
me option menu
CityView: city screen shows remaining turns to great people creation
CityView: city view buttons disabling / enabling works correctly, even when swit
ching cities while inside city view by clicking on other cities
CityView: city screen includes annex button for non-Venice puppets
CityView: city screen highlights worked plots (green), purchasable plots (gold),
city max work limits (dark) and plots used by your other cities (orange)
CityView: fewer surprises with worker allocation changing automatically after le
aving city screen
CityView: remove empty bottom bar and use wasted space
CityView: supports modded buildings with unlimited specialists & great works (mo
ds only)
CityView: can edit any city name (including puppets) with a right click
CityView: much faster loading - tooltips are evaluated only when required by mou
se over
CityView: automatically open city screen when founding city
CityStatePopup: when encountering city states for the first time, skip directly
to the dialog screen (which allows interactions)
TradeLogic: trade screen shows missing gold for research agreement, if any (mous
e over tooltip)
MiniMap: UI is compatible with custom minimap sizes (can be changed in config.in
i / [MiniMap] Width & Height )
UnitPanel: shows remaining unit movement with decimals
UnitPanel: all available unit commands are shown (no more "show more actions")
UnitPanel: can edit unit name at any time with a right click
UnitPanel: unit ribbon lists player's units and status icons. When selecting a u
nit, units are sorted by distance to selected unit. Some mouse over actions are
operational. Filtering / sort options are not yet implemented
Options: add the plot help extended mouse over tooltip delay slider in the inter
face option panel (Tooltip2Seconds)
Options: add the "no city screen citizen warning option" which allows the city s
creen citizen management header to be open by default (strange name )
Options: add a clock on / off check box (for display on top panel)
Options: add a checkbox to disable city view advisor production recommendation i
cons
BugFixes: fix Firaxis diplomacy bug with spinning globe mouse cursor
BugFixes: submarines are a bit more invisible than before (no more red blob in m
ove mode)
City state status color now only blue when actually allied
More city state status info for vanilla game
and more...
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VERSION HISTORY
---------------
Version 1.22 (July 28th 2014)
Fixed some bugs
NotificationPanel: added Zyxpsilon's excellent artwork for diplo corner
CityBanners: when mousing over the city banner, show city max work limits
CityView: when inside city screen, show city max work limits and highlight plots
used by your other cities
PlotHelp: when a settler is selected, plot mouse over shows potential city max w
ork limits (dark) and highlight overlapping plots (orange)
UnitPanel: first version of unit ribbon, which lists player's units and status i
cons. When selecting a unit, units are sorted by distance to selected unit. Some
mouse over actions are operational. Filtering / sort options are not yet implem
ented
Version 1.21 (July 2nd 2014)
Fixed some bugs
CityView: current production queue item can be cleared (but next turn will not b
e possible until another selection has been made)
TechTree: most tech bonus "star" icons are replanced by more explicit icons (e.g
. trade route icon instead of star), requires less mouse over to find out what e
verything does
TechTree: much faster loading - tooltips are evaluated only when required by mou
se over
Version 1.20 (full moon Friday June 13th 2014)
Fixed a regression in 1.19
Version 1.19 (full moon Friday June 13th 2014)
Fixed some bugs
Version 1.18 (June 1st, 2014)
Fixed a minor unit mouse over tooltip bug
Version 1.17 (May 29th, 2014)
Fixes bugs found in previous versions
Tech tree eras are correctly displayed with Hulfgars's mods - works only if mod'
s included "AttilaResourcesTooltip" (entire folder) and "TechTree.lua" (one file
) are removed
Compatible with CSD v23 - only if you remove CSD's own CityView.lua, TopPanel.lu
a, and InfoTooltipInclude.lua from its ...\Assets\UI\... folder (EUI DLC's CityV
iew.lua and TopPanel.lua are compatible with CSD, the reverse is not true)
Civilization mouse over tooltips show active deals and trade routes, and remaini
ng turns for friendships & denouncements correctly scale with game speed
Civilization ribbon now available within leader screens (if enabled)
can get diplomatic info about everyone while talking to a leader using c
ivilization ribbon mouse over tooltips
can switch talking from one leader to another directly from within the l
eader screen by clicking on civilization ribbon icon, or return to the game by c
licking on either your own icon or the one of the currently displayed leader (th
is function is disabled when your turn is not active, i.e. during other civiliza
tion's turns)
City view advisor build recommendation icons are now disabled when corresponding
game options checkbox is unchecked (checked by default)
Version 1.16 (May 13th, 2014)
Fixes minor bugs found in v1.15
Features new city queue mechanisms:
items may be added directly to production queue if not dimmed: left click = end
of queue, ctrl + left click = top of queue, shift + left click = replace entire
queue, right click = pedia
items may be purchased directly (e.g. great people), if the relevant purchase bu
tton (faith or gold) is displayed and not disabled (insufficient funds)
production queue items may be shuffled around by dragging (like in 1.15)
production queue may have more than 6 items, but the elevator is the only way to
scroll the list (mouse scroll wheel does not work)
NotificationPanel: bundle notifications together by type when civilization ribbo
n is displayed, to reduce clutter on right side of screen. This means each notif
ication icon may correspond to several notifications, and you need to left click
to cycle through bundled notifications to see each one. Left click on a notific
ation icon may also jump to the appropriate location on the map, this location c
orresponds to the next cycled notification. Right click on a notification icon d
ismisses all of the notifications bundled with the icon.
Compatibility with Communitas Expansion Pack: work around GameInfo.Yields() iter
ator broken by Communitas
PlotHelp: unit strength in red when decreased due to lacking strategic resource
Version 1.15 (March 7th, 2014)
Fixed some bugs (including one that broke some custom maps)
Compatibility with City-State Diplomacy Mod (CSD) v21: should work provided you
remove CSD's own CityView.lua from its ...\Assets\UI\InGame\CityView folder (EUI
's CityView.lua is now compatible with CSD, the reverse is not true)
Compatibility with Civ IV Diplomacy Features Mod v10: should work provided you r
emove CDM's TopPanel.lua from its ...\UI\InGame folder (EUI's TopPanel.lua is no
w compatible with CDM, the reverse is not true)
Version 1.14 (February 19th, 2014)
BugFixes: fix Firaxis diplomacy bug with spinning globe mouse cursor
NotificationPanel: open religion popup immediately when creating or enhancing a
religion with a great prophet
Version 1.13 (February 17th, 2014)
Fixed some bugs (including one that broke hot seat)
Change folder structure: no more UI subfolder, components are directly in UI_bc1
folder (please note that EUI DLC will break if Art* or Base folder are removed)
CityView: added code for compatibility with CSD v19
TopPanel: happiness mouse over details how luxuries are used local production, i
mports, exports
Version 1.12 (February 1st, 2014)
Fixed some MP & SP bugs
Significant code optimizations
CityBanners: click on spy icon -> espionage overview, click on puppet icon -> an
nex popup
ToolTips: Show the current active Pantheon/Religion beliefs & effects when mousi
ng over the city banner Faith icon
CityView: supports modded buildings with unlimited specialists & great works (mo
ds only)
CityView: production queue items can now be dragged to appropriate location (no
more clunky arrows)
NotificationPanel: when city acquires new tiles, resource is shown in border exp
ansion notification
NotificationPanel: shrink size of the large top right buttons (culture, tourism,
diplo, espionage...) they're pretty but waste space
NotificationPanel: align the large turn blocking notifications horizontally to s
ave space (they have no "finger" anyways)
TechTree: supports "OR" tech prerequistes (mods only)
UnitPanel: removed the ugly "edit" button, but unit name can now be changed with
a right click
GameSetup: supports unlimited UU/UB/UI (mods such as 3rd Unique Component Projec
t at http://forums.civfanatics.com/showthread.php?t=504425)
GameSetup: can right click on stuff to access pedia (pre-game)
Version 1.11 (January 8th, 2013)
Fixed some annoying bugs
Version 1.10 (January 5th, 2013)
Fixed some bugs
Tweaks in response to user requests
UnitPanel: can edit unit name at any time
Version 1.9 (December 20th, 2013)
Fixed some bugs
Version 1.8 (December 14th, 2013)
Fixed some bugs
TopPanel: strategic resource mouse over provide details on how resources are use
d, local production, imports, exports (the numbers don't always add up, but this
is a game bug)
CityBanners: hide range strike icon when no more ennemy units are in range follo
wing a kill
CityView: remove empty bottom bar and use wasted space
Change folder structure: some components are broken down further (more modularit
y)
Version 1.7 (November 22nd, 2013)
Fixed some bugs
Tentative fix for compatibitity issues when the G&K and/or BNW extensions are no
t installed
Change folder structure: all components are now located inside the UI_bc1\UI fol
der (used to be UI_bc1), more independent modules
Options: add a clock on / off check box
TopPanel: optional clock & alarm (click on clock to set alarm time or change clo
ck format - note alarm time entry is in 24H format regardless)
TopPanel: right click civilopedia actions
NotificationPanel: sort the city state ribbon list by decreasing influence, then
by distance to capital
CityBanners: major civ city banner mouse over shows resources within city plots
- red not hooked up, green hooked up
Version 1.6 (November 13th, 2013)
Fixed some bugs
CityBanners: expand rival civilization's tooltip
Version 1.5 (November 8th, 2013)
Fixed some bugs
Version 1.4 (November 5th, 2013)
Fixed some bugs
CitieBanners: clicking on city state banner's quest icons will jump to encampmen
t if relevant
NotificationPanel: show ally flag on city state ribbon, clicking on quest icons
will jump to encampment if relevant
NotificationPanel: sort the city state ribbon list by decreasing influence
NotificationPanel: sort the civilization ribbon list by decreasing score
NotificationPanel: add open borders icons on civilization ribbon, add a player i
con, change friendship icon to a flower
NotificationPanel: expanded the mouse over tooltips
PlotHelp: improved the filtering of what gets displayed, now taking into account
the unit currently selected (no more info on farms and mines while making war,
effect of academies etc only shown if appropriate great person is selected )
TopPanel: expanded the mouse over tooltips, and the large tech meter mouse over
will now show tech overflow cues
Version 1.3 (October 30th, 2013)
Fix a bug which broke compatibility with vanilla and gods & kings
Bug: plot mouse over shows incorrect yield for building improvements which remov
e features (fixed in 1.4)
Version 1.2 (October 29th, 2013)
Fixed some bugs
DiploList: put the diplo list back
Options: add the plot help extra tooltip delay in the interface option panel (To
oltip2Seconds)
Options: add the "no city screen citizen warning option" which allows the city s
creen citizen management header to be open by default (strange name )
ToolTips: able to decode more of the game's XML tags
CityView: automatically open city screen when founding city (Duh! amazed at the
time and effort required to make this work around "features" of game unit auto c
ycling. Still need to open manually when founding city on very 1st turn)
CityBanners: when allied, replace the city state banner icon with the flag of th
e ally
CityBanners: city state banner mouseover shows influence and resources available
or granted
Version 1.1 (October 21st, 2013)
Minor changes for small screens (less than 1900 wide) in city banner tooltip & t
op panel
Bug: incompatible with the "single player score list" option (and "multiplayer p
layer score list" as well) - fixed in 1.2
Minor bug: in vanilla, when selecting peace / war in city state popup, it is not
refreshed correctly. Workaround: close and re-open the popup. Fixed in 1.6
Version 1.0 (October 19th, 2013)
Initial public release

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