1. Update v1.1.0:
  2. Highlights
  3. National Economy Screen
  4. Manage your nation's crafting, supplies, and policies from a single screen, replacing the crafting panel for streamlined management.
  5.  
  6. New Amenities
  7. Over a dozen new craftable amenities added, offering additional strategic choices:
  8. Anvil: Provide a 150% buff to improvements that can be supplied with them.
  9. Biscuits: Grant players a +25 to food as an Amenity.
  10. Mining Pick: Add +50% harvest rate to improvements.
  11. Fuel Cell: Gives 150% craft rate at improvements, or 100% harvest rate to improvements, +3 City Health.
  12. Sewing Machines: Sewing Machines add 200% craft rate to improvements.
  13. Fresh Produce: Grant +200 food per turn, +5 health per turn as an Amenity.
  14. Scrolls: Grant +15 City Knowledge as an Amenity.
  15. Baked Goods: Give +50 Food/turn, -5 City Health as an Amenity.
  16. ...and more!
  17.  
  18. Unit Upgrades
  19. 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.
  20.  
  21. Advisors
  22. Introduces a Sovereign Advisor.
  23. Each advisor provides suggestions to enhance your strategy.
  24. This feature will become more intelligent in future releases.
  25.  
  26. John A. MacDonald
  27. Canada joins the world stage, expanding your diplomatic and strategic options!
  28.  
  29. Earth Map
  30. Added as a pre-made map focusing on gameplay over strict geographical accuracy:
  31. Britain and Ireland share an enlarged island.
  32. Features like the Canadian Shield and Gulf Stream are accounted for.
  33. Enhanced mountain ranges for natural barriers.
  34.  
  35. Redeployment
  36. Reform armies with units being sent back to your reserves for better strategic flexibility.
  37.  
  38. Changelog
  39. Performance Enhancements
  40. Memory Optimization
  41. Improved game performance on lower-end hardware.
  42.  
  43. Rendering Optimizations
  44. Enhanced framerate stability for lower-end systems.
  45.  
  46. LOD Optimization
  47. Better visuals and object clarity while maintaining higher framerates.
  48.  
  49. General Performance Improvements
  50. Several performance enhancements have been made to improve overall game stability and experience.
  51.  
  52. UI Updates
  53. Region Yields
  54. Added region yields to the title bar in the city panel for better resource tracking.
  55.  
  56. Improvement Renaming
  57. Players can now rename their improvements for personalized management.
  58.  
  59. Supply Availability
  60. Improvements with available supplies now glow to indicate their availability.
  61.  
  62. Technology Display
  63. Items now display the required technology to unlock them.
  64.  
  65. Customization Slider
  66. Added a slider allowing users to customize when the nation overlay and the Living World Buildings fade in/out.
  67.  
  68. Notification System
  69. Players receive notifications when they run out of crafting resources.
  70.  
  71. AI Updates
  72. Improved Prioritization
  73. AI better prioritizes city improvements and optimal dwelling locations.
  74.  
  75. Data-Driven AI
  76. Supports data driving, allowing designers and modders to enhance AI prioritization.
  77.  
  78. War Declaration Intelligence
  79. AI becomes more strategic and intelligent in declaring wars.
  80.  
  81. Map Generation
  82. Human Priority
  83. Humans are prioritized for mild climate locations during map generation.
  84.  
  85. Biome Weighting
  86. Adjusted to make starting positions more interesting with fewer snowy starts.
  87.  
  88. Gameplay Fixes
  89. Late Game Stability
  90. Fixed a crash bug occurring in the late game.
  91.  
  92. La Grand Place
  93. Resolved the issue of La Grand Place not appearing in Act 1.
  94.  
  95. Road Spawning
  96. Prevented detail roads from spawning underneath improvements.
  97.  
  98. Duplicated Unlocks
  99. Removed duplicate unlock of animal resources.
  100.  
  101. Event System
  102. Triggers Added
  103. Added triggers for improvements when they have no items in the queue and when they begin crafting.
  104.  
  105. Visual Improvements
  106. Road Textures
  107. Enhanced road texture fidelity for a more polished look.
  108.  
  109. Barracks 3D Asset
  110. Improved the 3D asset of Barracks for better visual appeal.
  111.  
  112. Modding Support
  113. Advisor Data Driving
  114. Added data driving capabilities for advisors to support modders.
  115.  
  116. New Feature Details
  117. Earth Map
  118. Geographical Features
  119. Canadian Shield and Gulf Stream are now accurately represented.
  120.  
  121. Gameplay Connections
  122. - Britain and Ireland connected as a single enlarged island.
  123. - Italy and Sicily connected for enhanced gameplay dynamics.
  124.  
  125. Natural Barriers
  126. Tweaked mountain ranges to provide more natural (and slightly exaggerated) barriers for improved gameplay.
  127.  
  128. Real-World Locations
  129. Added real-world locations for nations, ensuring a balance between accuracy and gameplay.
  130.  
  131. National Economy Screen Feature Overview
  132. Centralized Management
  133. Replaced the crafting panel with the National Economy Screen for unified management.
  134.  
  135. Automatic Supply Allocation
  136. Set the game to automatically add supplies to various improvements as they become available.
  137.  
  138. Supply Order Management
  139. Define the order in which supplies are allocated automatically.
  140.  
  141. Global Harvester Management
  142. Control resource harvesting globally across all regions.
  143.  
  144. Crafting Management
  145. Manage crafting from the National Economy Screen without needing to visit each city.
  146.  
  147. Global Improvement Upgrading
  148. Upgrade improvements on a global scale for efficiency.
  149.  
  150. Balance Adjustments
  151. Nation and Building Limits
  152. Print Shop
  153. Nation limit increased to 3.
  154.  
  155. Inns
  156. Limited to 1 per city instead of 1 per nation.
  157.  
  158. Building and Production Buffs
  159. Barracks
  160.  
  161. Security set to 15 for level 1 and 25 when an expert is added.
  162. Blacksmith
  163.  
  164. Can now be supplied with Tools and Anvil Goods.
  165.  
  166. Citadel
  167. Construction no longer requires Concrete.
  168.  
  169. Docks
  170. Production buff after adding an expert reduced from 20 to 15.
  171.  
  172. Drydock
  173. Default production buff increased from 10 to 20.
  174. Production buff after adding an expert increased from 20 to 30.
  175.  
  176. Naval Base
  177. Default production buff increased from 10 to 30.
  178. Production buff after adding an expert remains 30 with additional benefits.
  179.  
  180. Workshops, Factories, Crafting Guilds
  181. Can build Anvils and Mining Picks.
  182.  
  183. Residences & Skyscrapers
  184. Residents can now use Soap, improving living standards.
  185.  
  186. Foundry & Forge
  187. Can use Anvils and Fuel Cells to increase production.
  188.  
  189. Hwaseong Fortress
  190. Available for construction throughout Act 2 and 3.
  191.  
  192. Library of Celsus
  193. Available for construction until Act 3, extending its utility.
  194.  
  195. London Eye Buff
  196. Corrected; Security buff changed to Prosperity.
  197.  
  198. St. Basil's Cathedral
  199. Now only provides 1 Security per Engineer or Artist Paragon.
  200.  
  201. Forge
  202. Can now be unlocked by Precision Engineering.
  203.  
  204. Metallurgy and Steel
  205. Metallurgy
  206. No longer unlocks Steel. Steel crafting is postponed until later ages when Forges are available.
  207. Fuel Recipe Changes
  208. Production Cost
  209. Reduced from 1000u to 500u.
  210. Production Bonus for the Second Ingredient
  211. Reduced from 750u to 500u.
  212.  
  213. Resource Adjustments
  214. Marble
  215. Now more common.
  216.  
  217. Meteors
  218. Now provide Metal Ingots instead of precious metals, eliminating the need for smelting.
  219.  
  220. Obsidian
  221. Now more common.
  222.  
  223. Tobacco
  224. Yields less money than before.
  225. Unit and Population Adjustments
  226.  
  227. Dragoons & Zamburaks
  228. Can now be produced in Act 3.
  229.  
  230. Prestige Reward
  231. Capturing an enemy city now provides a prestige reward.
  232.  
  233. Horses
  234. Take slightly longer to tame to balance availability.
  235.  
  236. Population Tier Requirements
  237. Slightly increased.
  238.  
  239. Stat Penalties
  240. Reduced for low-level cities to gradually introduce urbanization effects.
  241.  
  242. Tax Revenue
  243. Cities generate slightly more tax revenue to make governments more impactful.
  244.  
  245. City Leveling
  246. - Levels 7-13: Slower leveling for better pacing.
  247. - Levels 11-23: Receive an additional amenity slot.
  248.  
  249.  
  250. Manufacturing and Production Changes
  251. Factories
  252. Can now manufacture Toys, PDAs, and Sewing Machines.
  253.  
  254. Workshops & Crafting Guilds
  255. Hourglasses can be produced here.
  256.  
  257. Ceramic Shops
  258. Can produce Mosaic Tiles, now an ingredient for many Triumphs.
  259.  
  260. Clothing Production
  261. More involved to produce but provides significantly bigger buffs.
  262.  
  263. Rope Usage
  264. Added as an accelerator for Barrel and Carriage production, and Festival setups.
  265.  
  266. Plows
  267. Substantially more expensive to produce without appropriate resources (e.g., horses or oxen).
  268. Harvest Buff increased from 50% to 100%.
  269.  
  270. Furs
  271. Must be turned into Leather and can no longer substitute for leather directly.
  272.  
  273. Sneakers
  274. Can use Plastic instead of Leather.
  275.  
  276. Technologies
  277. Hourglass unlocked by Engineering.
  278. Mosaic Tiles unlocked by Architecture.
  279. Boots unlocked by Horseshoes.
  280. Trousers & Sewing Machines unlocked by Industrialization.
  281. Mass Food Supply Amenity unlocked by Synthetic Fertilizers.
  282. Toys & Sneakers unlocked by Leisure.
  283. PDAs unlocked by Internet.
  284. Fuel Cells unlocked by Robotics.
  285. Embarkation Pass moved to Navigation for better island nation strategies.
  286. Ironworking unlocks the Anvil.
  287. Precision Engineering unlocks the Forge.
  288. Metallurgy no longer unlocks Steel; Steel crafting is delayed until Forges are available.
  289.  
  290. Additional Technology Adjustments
  291. Haberdashery reclassified from religious to industrial.
  292.  
  293. Events and Quests
  294. Forest Fort:
  295. Aesthetics debuff decreased from -3 to -2 for consistency.
  296.  
  297. Piercing Request:
  298. Option 2 now asks for Stone Tools and provides a small capital prosperity buff.
  299.  
  300. Honoring Their Memory:
  301. First option debuff updated to -1 force strength.
  302. Third option now imposes a -2 happiness debuff.
  303.  
  304. Political Piety:
  305. Removed happiness debuff from the first option.
  306. Wealth is now a required cost.
  307. Workers of the World Quest:
  308. Removed duplicated reward buff.
  309.  
  310. Is It Hot In Here? Event:
  311. The +10 happiness benefit in all cities no longer appears twice.
  312.  
  313. Armies and Combat Enhancements
  314. Dragoons and Zamburaks can now be produced in Act 3.
  315. Capturing an enemy city now provides a prestige reward.
  316.  
  317. Miscellaneous Improvements
  318. Customization Slider:
  319. Added a slider allowing users to customize when the nation overlay and the Living World Buildings fade in/out.
  320.  
  321. Localization:
  322. Continued updates to all language localizations for better accessibility and user experience.
  323.  
  324. Other Improvements:
  325. Several performance enhancements have been made to improve overall game stability and experience.
  326.  
  327. Update v1.0.6:
  328. General
  329. Additional localization updates across most languages.
  330. 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.
  331. Catherine the Great's Siberian Expanse trait is reduced from +2 moves to +1 move per turn.
  332.  
  333. Improvements/Triumphs
  334. Farm textures that were not appearing in Act 2, now show up correctly.
  335. Barracks security buff increased from 15 to 25.
  336. Mines of Rammelsberg buff now affects both workshops and their upgrades.
  337.  
  338. Techs/Research/Items
  339. Beer recipe only requires 1 Pottery to accelerate.
  340. Herbal medicine wealth acceleration brought in line with production.
  341. Wine recipe only requires 1 Pottery to accelerate.
  342. Trade Goods now provide +10 security, +5 happiness, +10 knowledge.
  343.  
  344. City Management
  345. The Population growth from buffs cap is increased from 100 to 1000.
  346. The cap has been removed on Happiness, Health, Knowledge, Security, Prosperity City buffs.
  347. The Feast recipe has been updated to have money(wealth) for all three accelerator slots by default.
  348.  
  349. UI
  350. The build Queue now correctly expands to show all items rather than just one.
  351.  
  352. Units/Combat
  353. Siege units’ strength is now substantially reduced. Their benefit is in bringing down walls and bombardment in general, not as an all-purpose attacker.
  354. Chariots are now changed from Melee Cavalry to Projectile as they have ranged weapons.
  355.  
  356. Modding
  357. A crash that was found to affect the AI after modding the game has been fixed.
  358.  
  359. Multiplayer
  360. After creating a multiplayer game, players are no longer locked into that difficulty setting on subsequent new games.
  361.  
  362. Update v1.0.5:
  363. General
  364. Medium game length changed from 750 to 800 turns.
  365. Long game length changed from 1250 to 1500 turns.
  366.  
  367. City Management
  368. Many types of resources are visible at the start of the game to provide players with more strategic options.
  369. Smaller cities provide less tax income to encourage taller gameplay.
  370. Smaller cities provide less production to encourage taller gameplay.
  371. Larger cities consume slightly more food to compensate for lower food maintenance on improvements.
  372. Starting cities are more likely to start in a fertile area.
  373. Starting areas are more likely to spawn an interesting resource nearby.
  374. Map generation adjusted to start players in more fertile areas.
  375.  
  376. Improvements/Triumphs
  377. General increase in maintenance costs to tighten the late game economy.
  378. Factory wealth maintenance increased from 5 to 10.
  379. Foundry now has 1 material, 5 wealth maintenance cost.
  380. Crafting Guild materials maintenance is reduced from 5 to 1.
  381. Trading Post provides +10 prosperity to the city.
  382. Forge wealth maintenance increased from 1 to 3, now has 1 material, 1 wood maintenance cost as well.
  383. Refinery wealth maintenance increased from 1 to 5, now has 1 material maintenance cost.
  384. Bazaar provides +10 Prosperity to city.
  385. Grocer district happiness buff reduced from 5 to 1. Grocers are great but not generally a source of joy.
  386. School knowledge buff reduced from 15 to 10 to make the supplies of them more impactful.
  387. Pub wealth production per improvement reduced from 5 to 1 to emphasize the quality of life benefits.
  388. Stonehenge Knowledge buff reduced from 25 to 20.
  389. Foundry craft rate buff increased from 5 to 10.
  390. Docks maintenance increased from 1 to 5 wealth.
  391. Drydocks maintenance increased from 2 to 10 wealth.
  392. Naval base maintenance increased from 3 to 15 wealth.
  393. Dwellings line now has 1 wood, 1 material maintenance cost.
  394. Industrial and Irrigated farms cost 1 material to maintenance.
  395. 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.
  396.  
  397. Amenities/Items/Resources
  398. Shoes amenity Happiness bonus reduced from 15 to 5 to bring happiness more in line with other QoL stats.
  399. Shoes amenity Prosperity bonus reduced from 15 to 5.
  400. Gourmet meal Health Amenity buff reduced from 15 to 5 to balance it with other amenities.
  401. Meteors now provide Metal Ingots without the need for smelting.
  402. Obsidian is more common.
  403. Tobacco does not provide as much money as before.
  404. Treasury Bonds and Law Books are correctly consumed 1 every 10 turns.
  405. Looms now correctly provide 100% Craft Production as an Amenity.
  406.  
  407. Techs/Research
  408. Based on community feedback with a preference to slower default pacing, we have increased the tech costs slightly.
  409. Antiquities research cost increased from 400 to 500.
  410. Early Middle Ages research cost increased from 600 to 700.
  411. High medieval age research cost increased from 800 to 1000.
  412. Renaissance era research cost increased from 1200 to 1500.
  413. Enlightenment era research cost increased from 1500 to 1750.
  414. Machine age research cost increased from 1800 to 2250.
  415. Atomic age research cost increased from 2100 to 3000.
  416. Information age research cost increased from 2500 to 4000.
  417. Singularity age research cost increased from 3000 to 5000.
  418.  
  419. City Management
  420. Many types of resources are visible at the start of the game to provide players with more strategic options.
  421. Smaller cities provide less tax income.
  422. Smaller cities provide less production.
  423. Larger cities consume slightly more food.
  424. Starting cities are more likely to start in a fertile area.
  425. Starting areas are more likely to spawn an interesting resource nearby.
  426. Map generation adjusted to start players in more fertile areas.
  427.  
  428. Events
  429. "Decor & Devotion" now triggers correctly for Askia Muhammad.
  430.  
  431. Localization
  432. We are continuing to update all localized languages.
  433.  
  434. Units/Combat
  435. Most first Act units have 1 material maintenance cost in addition to food cost.
  436.  
  437. Update v1.0.4:
  438. Balance
  439. Grain production from Rice has been increased from 50 to 100 Production.
  440. Rice nodes now provide Grain instead of Rice.
  441. Soap is available to be slotted into the last Supply slot for Dwellings.
  442. Codex can be crafted in the Great Hearth, Gathering Hall, Town Center, and City Hall.
  443. General Hospitals now have two Supply slots for Soap and Power.
  444. Fertilizer now costs 500 Production and Production bonuses have been increased.
  445. Unit costs are more consistent throughout the ages.
  446. Herbal medicine costs are increased if you don't have the ingredients.
  447. Food requirements are now lowered for higher level cities.
  448. Starting locations have been adjusted to favor spawns nearby food.
  449. Grapes no longer spawn in Savannas.
  450. Herbal Medicine wealth acceleration costs have been updated.
  451. Fuel Recipe Changes
  452. Production Cost changed from 1000 units to 500 units.
  453. Production Bonus for the second ingredient changed from 750 units to 500 units.
  454.  
  455. Improvements
  456. The Apothecary is now a science domain improvement.
  457. You can now build One Grocer per city, increased from 1 per nation.
  458. You can now build One Inn per city, increased from 1 per nation.
  459. Windmills are updated to be in line with Mills and are now 8 per nation.
  460. The Sawmill can now be unlocked by Engineering, Metallurgy, and Shipbuilding.
  461.  
  462. Techs
  463. Research costs for some Techs are updated.
  464. Ancient History - lowered by 15
  465. Bronze Age - lowered by 25
  466. Iron Age - lowered by 25
  467. Antiquities - increased by 100
  468. Early Middle Ages - increased by 100
  469. High Medieval Era - no change
  470. Renaissance - increased by 100
  471. Enlightenment - increased by 100
  472. Machine Age - increased by 100
  473. Atomic Age - increased by 100
  474. Information Age - no change
  475. Singularity Age - no change
  476.  
  477. Stability
  478. Several conditions which could cause the game to crash have been fixed.
  479.  
  480. Localization
  481. Significant updates to improve translations for following languages:
  482. German
  483. Korean
  484. Simplified Chinese
  485. Traditional Chinese
  486.  
  487. Update v1.0.3:
  488. Balance
  489. Academy wealth maintenance changed from 8 to 3
  490. Air Force Base food maintenance removed
  491. Armory wealth maintenance removed, materials maintenance reduced from 4 to 3
  492. Brewery food maintenance changed from 3 to 1, wealth maintenance changed from 5 to 1
  493. Chemist wealth maintenance changed from 7 to 3
  494. Community Garden wealth maintenance changed from 20 to 1
  495. Data Center wealth maintenance changed from 10 to 3
  496. Distillery food maintenance changed from 5 to 1, wealth maintenance changed from 8 to 1
  497. Docks wealth maintenance changed from 10 to 1
  498. Drydock wealth maintenance changed from 15 to 2
  499. Exhibition Hall wealth maintenance changed from 15 to 5
  500. Factory (upgrade from Crafting Guild) wealth maintenance changed from 10 to 5, materials maintenance 5, wood maintenance 5
  501. Fermenting Hut wealth maintenance changed from 2 to 1
  502. Fishing Nets wood maintenance changed from 5 to 1
  503. Grocer wealth maintenance changed from 12 to 5
  504. Crafting Guild wealth maintenance changed from 5 to 2, materials maintenance 2, wood maintenance 2
  505. Mill wood maintenance changed from 5 to 1
  506. Artisan Studio wealth maintenance changed from 20 to 5
  507. Naval Base food maintenance changed from 5, wealth maintenance changed from 15 to 3
  508. Nuclear Power Plant wealth maintenance changed from 20 to 10
  509. Oil Well wealth maintenance changed from 15 to 5
  510. Pharmacist wealth maintenance changed from 10 to 1
  511. Monastery wealth maintenance changed from 5 to 1
  512. Stadium wealth maintenance changed from 15 to 5
  513. University wealth maintenance changed from 7 to 5
  514. Windmill wood maintenance changed from 7 to 2
  515. Zoo wealth maintenance changed from 20 to 3
  516. Cement Plant wealth maintenance changed to 5, materials maintenance unchanged at 5
  517. Resolved an issue where the SRs8000 was granting bonus Prestige to all improvements instead of just itself.
  518. We have fixed an issue where in some rare cases, players were unable to demolish improvements without first reloading the game.
  519.  
  520. Settings
  521. Resolved an issue where players would be unable to load into a multiplayer game due to save incompatibility.
  522. We have updated the default settings (Auto Detect) for the game.
  523. We have now set the maximum Frame Rate for the game to 60 by default. Users can still adjust this if they choose.
  524.  
  525. Performance
  526. • Resolved an issue that could cause a crash for a small number of players, when mousing over the Army panel.
  527. • Graphics Rendering optimizations for higher framerate, particularly when running at higher resolutions
  528. • Default max framerate set to 60 (can be changed by players) for less power consumption on laptops.
  529.  
  530. Stability
  531. • Fixed bug causing issues with repairing improvements
  532. • Stability improvements
  533. • Better detection of external/discrete GPUs
  534.  
  535. Update v1.0.2:
  536. 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.