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Alpha 3.2.0
Added AI difficulty levels: Explorer, Noblemen, Regent, Governor, Sovereign, Pontiff, Emperor and God King. Pick one in the lobby or in Quick Play.

New
- Added AI difficulty levels: Explorer, Noblemen, Regent, Governor, Sovereign, Pontiff, Emperor and God King. Pick one in the lobby or in Quick Play.
- Added an in-game bug reporter. Press F7 or use the Report Bug button to send a report with your save and a screenshot. If the game crashes, it offers to send a report on the next launch.
- Added a guided tutorial for new players that highlights each control as it explains it. Hints about what’s different from other 4X games appear one per turn, with a Move To button.
- Added multi-city selection. Shift+click cities on the map or in the City Manager to queue production in all of them at once.
- Reworked the City Manager with sortable columns, focus and auto-assign toggles, and production conversion for selected cities.
- The production list is now grouped into collapsible sections, cheapest first.
- Added trade route sorting with recommended destinations.
- Added a Research Now list to the tech tree.
- Government policies are now grouped by type, with a filter.
- Artifacts can be dragged straight onto your cities on the map.
- Left-click drag on empty ground now pans the camera.
- Added a Zoom Toward Cursor option.
- Arrow keys cycle through your cities in the city screen.
- Added keyboard shortcut hints on tooltips.
Balance
- Egypt’s civ bonus now allows farms on desert/arid next to rivers and gives +1 food and +1 gold on desert/arid. It also reduces wonder costs by 20%.
- Rebalanced wonder costs by era. Placeable wonders now add tile yields and culture.
- Settler cost now scales with your city count and technology era.
- Cities now keep one turn of food after growth and two turns after starvation.
- Granary gives +10% food and keeps 50% of stored food after growth.
- Barracks bonus to land military unit production raised from 10% to 20%.
- Religion spreads more slowly. Missionary cost raised from 40 to 80.
- Polytheism now requires Astrology and costs 160. Monotheism requires only Religion. Temples now require Polytheism.
- Caravel cargo raised from 2 to 9.
- Continents maps now keep a wider ocean gap between landmasses.
- Increased doodads and fishing spots on the Earth map, and rebalanced goodie hut locations.
- AI now only declares war when its army can win it.
- AI neighbours grow hostile when your cities crowd their borders, so wars now happen on Continents maps too.
- AI civs without a religion are wary of religious civs, and religion founders keep their faith.
- AI now values Libraries, Granaries and founding a religion more, and chases trade goods less.
Fixed
- Fixed several diplomacy desyncs in multiplayer, including treaties signed and messages answered while a turn was processing.
- Fixed a multiplayer desync where trade deals could be dropped on clients.
- Fixed a multiplayer desync where culture borders briefly differed between players.
- Fixed cities starving the turn right after they grew.
- Fixed mines not being buildable on Snow Hills and Snow Mountains.
- Fixed updated civ bonuses not showing correct tooltips.
- Fixed losing a wonder race leaving permanent rubble on the tile.
- Removed government trade route bonuses that were shown but never paid out.
- Fixed buildings being queueable twice in the same city.
- Fixed caravans disappearing from the build list at the caravan limit.
- Fixed moving an artifact between cities leaving it in the old city.
- Fixed accented city names showing as boxes.
- Fixed trade route panel and tooltip errors.
- Fixed policy cards overflowing their slots.
- Large late-game turn time improvements.