- Update v1.1.0:
- Highlights
- National Economy Screen
- Manage your nation's crafting, supplies, and policies from a single screen, replacing the crafting panel for streamlined management.
- New Amenities
- Over a dozen new craftable amenities added, offering additional strategic choices:
- Anvil: Provide a 150% buff to improvements that can be supplied with them.
- Biscuits: Grant players a +25 to food as an Amenity.
- Mining Pick: Add +50% harvest rate to improvements.
- Fuel Cell: Gives 150% craft rate at improvements, or 100% harvest rate to improvements, +3 City Health.
- Sewing Machines: Sewing Machines add 200% craft rate to improvements.
- Fresh Produce: Grant +200 food per turn, +5 health per turn as an Amenity.
- Scrolls: Grant +15 City Knowledge as an Amenity.
- Baked Goods: Give +50 Food/turn, -5 City Health as an Amenity.
- ...and more!
- Unit Upgrades
- Upgrade units within your army directly by issuing the new Upgrade Order, but be mindful of the resource and turn cost to complete the upgrade.
- Advisors
- Introduces a Sovereign Advisor.
- Each advisor provides suggestions to enhance your strategy.
- This feature will become more intelligent in future releases.
- John A. MacDonald
- Canada joins the world stage, expanding your diplomatic and strategic options!
- Earth Map
- Added as a pre-made map focusing on gameplay over strict geographical accuracy:
- Britain and Ireland share an enlarged island.
- Features like the Canadian Shield and Gulf Stream are accounted for.
- Enhanced mountain ranges for natural barriers.
- Redeployment
- Reform armies with units being sent back to your reserves for better strategic flexibility.
- Changelog
- Performance Enhancements
- Memory Optimization
- Improved game performance on lower-end hardware.
- Rendering Optimizations
- Enhanced framerate stability for lower-end systems.
- LOD Optimization
- Better visuals and object clarity while maintaining higher framerates.
- General Performance Improvements
- Several performance enhancements have been made to improve overall game stability and experience.
- UI Updates
- Region Yields
- Added region yields to the title bar in the city panel for better resource tracking.
- Improvement Renaming
- Players can now rename their improvements for personalized management.
- Supply Availability
- Improvements with available supplies now glow to indicate their availability.
- Technology Display
- Items now display the required technology to unlock them.
- Customization Slider
- Added a slider allowing users to customize when the nation overlay and the Living World Buildings fade in/out.
- Notification System
- Players receive notifications when they run out of crafting resources.
- AI Updates
- Improved Prioritization
- AI better prioritizes city improvements and optimal dwelling locations.
- Data-Driven AI
- Supports data driving, allowing designers and modders to enhance AI prioritization.
- War Declaration Intelligence
- AI becomes more strategic and intelligent in declaring wars.
- Map Generation
- Human Priority
- Humans are prioritized for mild climate locations during map generation.
- Biome Weighting
- Adjusted to make starting positions more interesting with fewer snowy starts.
- Gameplay Fixes
- Late Game Stability
- Fixed a crash bug occurring in the late game.
- La Grand Place
- Resolved the issue of La Grand Place not appearing in Act 1.
- Road Spawning
- Prevented detail roads from spawning underneath improvements.
- Duplicated Unlocks
- Removed duplicate unlock of animal resources.
- Event System
- Triggers Added
- Added triggers for improvements when they have no items in the queue and when they begin crafting.
- Visual Improvements
- Road Textures
- Enhanced road texture fidelity for a more polished look.
- Barracks 3D Asset
- Improved the 3D asset of Barracks for better visual appeal.
- Modding Support
- Advisor Data Driving
- Added data driving capabilities for advisors to support modders.
- New Feature Details
- Earth Map
- Geographical Features
- Canadian Shield and Gulf Stream are now accurately represented.
- Gameplay Connections
- - Britain and Ireland connected as a single enlarged island.
- - Italy and Sicily connected for enhanced gameplay dynamics.
- Natural Barriers
- Tweaked mountain ranges to provide more natural (and slightly exaggerated) barriers for improved gameplay.
- Real-World Locations
- Added real-world locations for nations, ensuring a balance between accuracy and gameplay.
- National Economy Screen Feature Overview
- Centralized Management
- Replaced the crafting panel with the National Economy Screen for unified management.
- Automatic Supply Allocation
- Set the game to automatically add supplies to various improvements as they become available.
- Supply Order Management
- Define the order in which supplies are allocated automatically.
- Global Harvester Management
- Control resource harvesting globally across all regions.
- Crafting Management
- Manage crafting from the National Economy Screen without needing to visit each city.
- Global Improvement Upgrading
- Upgrade improvements on a global scale for efficiency.
- Balance Adjustments
- Nation and Building Limits
- Print Shop
- Nation limit increased to 3.
- Inns
- Limited to 1 per city instead of 1 per nation.
- Building and Production Buffs
- Barracks
- Security set to 15 for level 1 and 25 when an expert is added.
- Blacksmith
- Can now be supplied with Tools and Anvil Goods.
- Citadel
- Construction no longer requires Concrete.
- Docks
- Production buff after adding an expert reduced from 20 to 15.
- Drydock
- Default production buff increased from 10 to 20.
- Production buff after adding an expert increased from 20 to 30.
- Naval Base
- Default production buff increased from 10 to 30.
- Production buff after adding an expert remains 30 with additional benefits.
- Workshops, Factories, Crafting Guilds
- Can build Anvils and Mining Picks.
- Residences & Skyscrapers
- Residents can now use Soap, improving living standards.
- Foundry & Forge
- Can use Anvils and Fuel Cells to increase production.
- Hwaseong Fortress
- Available for construction throughout Act 2 and 3.
- Library of Celsus
- Available for construction until Act 3, extending its utility.
- London Eye Buff
- Corrected; Security buff changed to Prosperity.
- St. Basil's Cathedral
- Now only provides 1 Security per Engineer or Artist Paragon.
- Forge
- Can now be unlocked by Precision Engineering.
- Metallurgy and Steel
- Metallurgy
- No longer unlocks Steel. Steel crafting is postponed until later ages when Forges are available.
- Fuel Recipe Changes
- Production Cost
- Reduced from 1000u to 500u.
- Production Bonus for the Second Ingredient
- Reduced from 750u to 500u.
- Resource Adjustments
- Marble
- Now more common.
- Meteors
- Now provide Metal Ingots instead of precious metals, eliminating the need for smelting.
- Obsidian
- Now more common.
- Tobacco
- Yields less money than before.
- Unit and Population Adjustments
- Dragoons & Zamburaks
- Can now be produced in Act 3.
- Prestige Reward
- Capturing an enemy city now provides a prestige reward.
- Horses
- Take slightly longer to tame to balance availability.
- Population Tier Requirements
- Slightly increased.
- Stat Penalties
- Reduced for low-level cities to gradually introduce urbanization effects.
- Tax Revenue
- Cities generate slightly more tax revenue to make governments more impactful.
- City Leveling
- - Levels 7-13: Slower leveling for better pacing.
- - Levels 11-23: Receive an additional amenity slot.
- Manufacturing and Production Changes
- Factories
- Can now manufacture Toys, PDAs, and Sewing Machines.
- Workshops & Crafting Guilds
- Hourglasses can be produced here.
- Ceramic Shops
- Can produce Mosaic Tiles, now an ingredient for many Triumphs.
- Clothing Production
- More involved to produce but provides significantly bigger buffs.
- Rope Usage
- Added as an accelerator for Barrel and Carriage production, and Festival setups.
- Plows
- Substantially more expensive to produce without appropriate resources (e.g., horses or oxen).
- Harvest Buff increased from 50% to 100%.
- Furs
- Must be turned into Leather and can no longer substitute for leather directly.
- Sneakers
- Can use Plastic instead of Leather.
- Technologies
- Hourglass unlocked by Engineering.
- Mosaic Tiles unlocked by Architecture.
- Boots unlocked by Horseshoes.
- Trousers & Sewing Machines unlocked by Industrialization.
- Mass Food Supply Amenity unlocked by Synthetic Fertilizers.
- Toys & Sneakers unlocked by Leisure.
- PDAs unlocked by Internet.
- Fuel Cells unlocked by Robotics.
- Embarkation Pass moved to Navigation for better island nation strategies.
- Ironworking unlocks the Anvil.
- Precision Engineering unlocks the Forge.
- Metallurgy no longer unlocks Steel; Steel crafting is delayed until Forges are available.
- Additional Technology Adjustments
- Haberdashery reclassified from religious to industrial.
- Events and Quests
- Forest Fort:
- Aesthetics debuff decreased from -3 to -2 for consistency.
- Piercing Request:
- Option 2 now asks for Stone Tools and provides a small capital prosperity buff.
- Honoring Their Memory:
- First option debuff updated to -1 force strength.
- Third option now imposes a -2 happiness debuff.
- Political Piety:
- Removed happiness debuff from the first option.
- Wealth is now a required cost.
- Workers of the World Quest:
- Removed duplicated reward buff.
- Is It Hot In Here? Event:
- The +10 happiness benefit in all cities no longer appears twice.
- Armies and Combat Enhancements
- Dragoons and Zamburaks can now be produced in Act 3.
- Capturing an enemy city now provides a prestige reward.
- Miscellaneous Improvements
- Customization Slider:
- Added a slider allowing users to customize when the nation overlay and the Living World Buildings fade in/out.
- Localization:
- Continued updates to all language localizations for better accessibility and user experience.
- Other Improvements:
- Several performance enhancements have been made to improve overall game stability and experience.
- Update v1.0.6:
- General
- Additional localization updates across most languages.
- Sappho’s tenth Muse buff description updated to more clearly explain the regions it affects. The update states now that Coastal Land Regions are where the buff will impact.
- Catherine the Great's Siberian Expanse trait is reduced from +2 moves to +1 move per turn.
- Improvements/Triumphs
- Farm textures that were not appearing in Act 2, now show up correctly.
- Barracks security buff increased from 15 to 25.
- Mines of Rammelsberg buff now affects both workshops and their upgrades.
- Techs/Research/Items
- Beer recipe only requires 1 Pottery to accelerate.
- Herbal medicine wealth acceleration brought in line with production.
- Wine recipe only requires 1 Pottery to accelerate.
- Trade Goods now provide +10 security, +5 happiness, +10 knowledge.
- City Management
- The Population growth from buffs cap is increased from 100 to 1000.
- The cap has been removed on Happiness, Health, Knowledge, Security, Prosperity City buffs.
- The Feast recipe has been updated to have money(wealth) for all three accelerator slots by default.
- UI
- The build Queue now correctly expands to show all items rather than just one.
- Units/Combat
- Siege units’ strength is now substantially reduced. Their benefit is in bringing down walls and bombardment in general, not as an all-purpose attacker.
- Chariots are now changed from Melee Cavalry to Projectile as they have ranged weapons.
- Modding
- A crash that was found to affect the AI after modding the game has been fixed.
- Multiplayer
- After creating a multiplayer game, players are no longer locked into that difficulty setting on subsequent new games.
- Update v1.0.5:
- General
- Medium game length changed from 750 to 800 turns.
- Long game length changed from 1250 to 1500 turns.
- City Management
- Many types of resources are visible at the start of the game to provide players with more strategic options.
- Smaller cities provide less tax income to encourage taller gameplay.
- Smaller cities provide less production to encourage taller gameplay.
- Larger cities consume slightly more food to compensate for lower food maintenance on improvements.
- Starting cities are more likely to start in a fertile area.
- Starting areas are more likely to spawn an interesting resource nearby.
- Map generation adjusted to start players in more fertile areas.
- Improvements/Triumphs
- General increase in maintenance costs to tighten the late game economy.
- Factory wealth maintenance increased from 5 to 10.
- Foundry now has 1 material, 5 wealth maintenance cost.
- Crafting Guild materials maintenance is reduced from 5 to 1.
- Trading Post provides +10 prosperity to the city.
- Forge wealth maintenance increased from 1 to 3, now has 1 material, 1 wood maintenance cost as well.
- Refinery wealth maintenance increased from 1 to 5, now has 1 material maintenance cost.
- Bazaar provides +10 Prosperity to city.
- Grocer district happiness buff reduced from 5 to 1. Grocers are great but not generally a source of joy.
- School knowledge buff reduced from 15 to 10 to make the supplies of them more impactful.
- Pub wealth production per improvement reduced from 5 to 1 to emphasize the quality of life benefits.
- Stonehenge Knowledge buff reduced from 25 to 20.
- Foundry craft rate buff increased from 5 to 10.
- Docks maintenance increased from 1 to 5 wealth.
- Drydocks maintenance increased from 2 to 10 wealth.
- Naval base maintenance increased from 3 to 15 wealth.
- Dwellings line now has 1 wood, 1 material maintenance cost.
- Industrial and Irrigated farms cost 1 material to maintenance.
- Reduced flat wealth bonus from certain improvements: Inns now require an expert to provide money, and Mint now provides a 15% buff to city Prosperity rather than 5 wealth.
- Amenities/Items/Resources
- Shoes amenity Happiness bonus reduced from 15 to 5 to bring happiness more in line with other QoL stats.
- Shoes amenity Prosperity bonus reduced from 15 to 5.
- Gourmet meal Health Amenity buff reduced from 15 to 5 to balance it with other amenities.
- Meteors now provide Metal Ingots without the need for smelting.
- Obsidian is more common.
- Tobacco does not provide as much money as before.
- Treasury Bonds and Law Books are correctly consumed 1 every 10 turns.
- Looms now correctly provide 100% Craft Production as an Amenity.
- Techs/Research
- Based on community feedback with a preference to slower default pacing, we have increased the tech costs slightly.
- Antiquities research cost increased from 400 to 500.
- Early Middle Ages research cost increased from 600 to 700.
- High medieval age research cost increased from 800 to 1000.
- Renaissance era research cost increased from 1200 to 1500.
- Enlightenment era research cost increased from 1500 to 1750.
- Machine age research cost increased from 1800 to 2250.
- Atomic age research cost increased from 2100 to 3000.
- Information age research cost increased from 2500 to 4000.
- Singularity age research cost increased from 3000 to 5000.
- City Management
- Many types of resources are visible at the start of the game to provide players with more strategic options.
- Smaller cities provide less tax income.
- Smaller cities provide less production.
- Larger cities consume slightly more food.
- Starting cities are more likely to start in a fertile area.
- Starting areas are more likely to spawn an interesting resource nearby.
- Map generation adjusted to start players in more fertile areas.
- Events
- "Decor & Devotion" now triggers correctly for Askia Muhammad.
- Localization
- We are continuing to update all localized languages.
- Units/Combat
- Most first Act units have 1 material maintenance cost in addition to food cost.
- Update v1.0.4:
- Balance
- Grain production from Rice has been increased from 50 to 100 Production.
- Rice nodes now provide Grain instead of Rice.
- Soap is available to be slotted into the last Supply slot for Dwellings.
- Codex can be crafted in the Great Hearth, Gathering Hall, Town Center, and City Hall.
- General Hospitals now have two Supply slots for Soap and Power.
- Fertilizer now costs 500 Production and Production bonuses have been increased.
- Unit costs are more consistent throughout the ages.
- Herbal medicine costs are increased if you don't have the ingredients.
- Food requirements are now lowered for higher level cities.
- Starting locations have been adjusted to favor spawns nearby food.
- Grapes no longer spawn in Savannas.
- Herbal Medicine wealth acceleration costs have been updated.
- Fuel Recipe Changes
- Production Cost changed from 1000 units to 500 units.
- Production Bonus for the second ingredient changed from 750 units to 500 units.
- Improvements
- The Apothecary is now a science domain improvement.
- You can now build One Grocer per city, increased from 1 per nation.
- You can now build One Inn per city, increased from 1 per nation.
- Windmills are updated to be in line with Mills and are now 8 per nation.
- The Sawmill can now be unlocked by Engineering, Metallurgy, and Shipbuilding.
- Techs
- Research costs for some Techs are updated.
- Ancient History - lowered by 15
- Bronze Age - lowered by 25
- Iron Age - lowered by 25
- Antiquities - increased by 100
- Early Middle Ages - increased by 100
- High Medieval Era - no change
- Renaissance - increased by 100
- Enlightenment - increased by 100
- Machine Age - increased by 100
- Atomic Age - increased by 100
- Information Age - no change
- Singularity Age - no change
- Stability
- Several conditions which could cause the game to crash have been fixed.
- Localization
- Significant updates to improve translations for following languages:
- German
- Korean
- Simplified Chinese
- Traditional Chinese
- Update v1.0.3:
- Balance
- Academy wealth maintenance changed from 8 to 3
- Air Force Base food maintenance removed
- Armory wealth maintenance removed, materials maintenance reduced from 4 to 3
- Brewery food maintenance changed from 3 to 1, wealth maintenance changed from 5 to 1
- Chemist wealth maintenance changed from 7 to 3
- Community Garden wealth maintenance changed from 20 to 1
- Data Center wealth maintenance changed from 10 to 3
- Distillery food maintenance changed from 5 to 1, wealth maintenance changed from 8 to 1
- Docks wealth maintenance changed from 10 to 1
- Drydock wealth maintenance changed from 15 to 2
- Exhibition Hall wealth maintenance changed from 15 to 5
- Factory (upgrade from Crafting Guild) wealth maintenance changed from 10 to 5, materials maintenance 5, wood maintenance 5
- Fermenting Hut wealth maintenance changed from 2 to 1
- Fishing Nets wood maintenance changed from 5 to 1
- Grocer wealth maintenance changed from 12 to 5
- Crafting Guild wealth maintenance changed from 5 to 2, materials maintenance 2, wood maintenance 2
- Mill wood maintenance changed from 5 to 1
- Artisan Studio wealth maintenance changed from 20 to 5
- Naval Base food maintenance changed from 5, wealth maintenance changed from 15 to 3
- Nuclear Power Plant wealth maintenance changed from 20 to 10
- Oil Well wealth maintenance changed from 15 to 5
- Pharmacist wealth maintenance changed from 10 to 1
- Monastery wealth maintenance changed from 5 to 1
- Stadium wealth maintenance changed from 15 to 5
- University wealth maintenance changed from 7 to 5
- Windmill wood maintenance changed from 7 to 2
- Zoo wealth maintenance changed from 20 to 3
- Cement Plant wealth maintenance changed to 5, materials maintenance unchanged at 5
- Resolved an issue where the SRs8000 was granting bonus Prestige to all improvements instead of just itself.
- We have fixed an issue where in some rare cases, players were unable to demolish improvements without first reloading the game.
- Settings
- Resolved an issue where players would be unable to load into a multiplayer game due to save incompatibility.
- We have updated the default settings (Auto Detect) for the game.
- We have now set the maximum Frame Rate for the game to 60 by default. Users can still adjust this if they choose.
- Performance
- • Resolved an issue that could cause a crash for a small number of players, when mousing over the Army panel.
- • Graphics Rendering optimizations for higher framerate, particularly when running at higher resolutions
- • Default max framerate set to 60 (can be changed by players) for less power consumption on laptops.
- Stability
- • Fixed bug causing issues with repairing improvements
- • Stability improvements
- • Better detection of external/discrete GPUs
- Update v1.0.2:
- Based on user reports, we've identified and resolved an issue that some have reported regarding frame-pacing / limiting with VSync on specific hardware configurations.