Code:

Bugfixes for tactical and homeland AI Cleaned up outdated XML-based code Bugfixes and logic improvement for AI selection Belief - fixed building bonus yield inflation issue, tweaked valuation of some high-priority belief attribs. Also added in a bit more AI variability, so we should see a wider selection of belief choices than before. Buildings - reworked AI yield valuation for flat yields from buildings to make them more important Integrated VMC code and brought to v94 AI workers more bold in their desire to improve tiles in spooky places AI worker logic vastly improved, sanitized, reprioritized AI homeland patrol/escort code cleaned up, more effective at finding proper tiles to park on Fixed pioneer cost bug Integrated JFD request code Fixed bug in gold theft value for spies Fixed bug in difficulty handicap logic AI diplo changes from HCW, specifically dealing with AI military strength evaluation Balance Difficulty AI gets their 'A/B/C' bonus starting at first city founding Units Archer unit back to Range 2 CS/RCS now 4/5, p cost 55 Slinger backt to Range 2 CS/RCS now 4/6, p cost 55 Axeman now CS/RCS 7/7 Barbarian Warrior now 8 CS Chariot Archer CS bumped by 1, cost reduced by 5 (match archer) Barbs Reduced theft amount from barbarians Buildings Removed RCS % range strike buff from Military Base Civs Spain Removed RCS city bump from Mission Beliefs Reduced God of War RCS for City % to 10 (was 15)