1. Update v2.05.4:
  2. Personal Guard
  3.  
  4. Form a Personal Guard from the Military screen.
  5.  
  6. Choose companies when founding, replace them later, and track recruiting per company.
  7.  
  8. Imperial courts get a larger guard (double the normal household roster).
  9.  
  10. The guard is named after your ruler.
  11.  
  12. If the guard is wiped out, you can re-found it.
  13.  
  14. Guard composition has its own screen rather than sitting in the general formation template list.
  15.  
  16. The tutorial walks you through founding and using the guard. For the Kyrnos war you get a proper field army and fleet instead of relying on the guard alone.
  17.  
  18. Food production and logistics
  19.  
  20. Food is reworked around Grain, Meat, and Fish.
  21.  
  22. Farms, Pastures, and Fisheries can develop into bakeries/mills, fumaria, and fish salteries where the resources allow.
  23.  
  24. Granaries and horrea improve storage and blunt seasonal food losses.
  25.  
  26. Armies and navies aim for about six months of carried supplies; forced march doubles consumption.
  27.  
  28. Food logistics move surplus through the realm and subjects. The Economy Food tab shows production, consumption, reserves, and the realm balance.
  29.  
  30. Controller support and Steam Deck
  31.  
  32. Gamepad controls for camera, selection, orders, pause, and game speed.
  33.  
  34. Right-stick virtual cursor for UI, with controller button glyphs.
  35.  
  36. Default gamepad bindings for world search (L3), map-mode cycle (D-pad), screen cycle (RB+D-pad), and camera look/tilt (RB+stick).
  37.  
  38. Steam Deck uses a compact HUD (top bar, screens menu, map modes) sized for the small screen.
  39.  
  40. Deck defaults apply a larger UI scale and denser world glances automatically.
  41.  
  42. Tutorials, tooltips, and help prompts show live key and controller glyphs instead of mouse-only wording.
  43.  
  44. Text fields open the on-screen keyboard under controller / force-controller mode, including Windows desktop force-controller setups.
  45.  
  46. Map picking and province hover stay aligned when UI scale does not match the viewport buffer.
  47.  
  48. Population and economy
  49.  
  50. Population growth is tied more tightly to building capacity. Fed growth and starvation matter more; overcrowding comes from capacity, which civic buildings improve.
  51.  
  52. Faction and settlement screens show monthly population projections, including subjects.
  53.  
  54. You can relocate population from subject settlements, not only your own.
  55.  
  56. "Treasury dampening" is now called leakage. Corrupt Masters of Economy make surplus leakage worse, and the gold tooltip explains it more clearly.
  57.  
  58. Hold Shift (5x), Ctrl (10x), or Ctrl+Shift (50x) when changing trade amounts and other quantity steppers.
  59.  
  60. Subject economies are more stable.
  61.  
  62. Settlements next to friendly province territory no longer count as enclaves just for missing roads.
  63.  
  64. Sell amounts on the economy resources table are green; buy costs are red.
  65.  
  66. Resource stockpile table headers fit without pushing buy/sell off-screen.
  67.  
  68. Rebellions and politics
  69.  
  70. New rebel types for food shortages and related pressures: urban rioters, rural rebels, army mutineers, and religious rebels, each with their own goals.
  71.  
  72. Rebel goals show on the faction sidebar.
  73.  
  74. Rebel factions get clearer names (for example "X's Rebels").
  75.  
  76. Borrow from the senatorial aristocracy: take a loan, repay it, or repudiate the debt. Interest is 5% of the outstanding principal each month. Offers scale with one to three months of projected recurring revenue.
  77.  
  78. Make Promise gives a one-year deadline to address a power bloc grievance (was much shorter).
  79.  
  80. Designate Heir no longer blocks people who cannot serve as governor or general.
  81.  
  82. Province succession eligibility is enforced more consistently.
  83.  
  84. Subject relationships cannot form cycles.
  85.  
  86. Foederati Council rebellions free subject tribes: break the subject bond, defect auxiliaries, muster levies, and count tribal strength.
  87.  
  88. When a political rebellion ends, its subject provinces go back under the parent instead of becoming free independents.
  89.  
  90. Western Rebels keep their scenario display name and start with a much larger treasury (50,000 gold).
  91.  
  92. Provinces, missions, and events
  93.  
  94. Ten new peacetime and crisis governor missions: tribute, grain stores, walls, roads, markets, personal guard, rebels, harbour, barracks, and tribunal.
  95.  
  96. Province play has more local court and settlement events. Choices can affect imperial standing and recall threat the way missions do.
  97.  
  98. Failed unrest missions no longer reissue immediately. Cooldowns start from when the mission resolved, and failed types wait longer before coming back.
  99.  
  100. Provincial event images show correctly again (follow-up events no longer open with blank hero art).
  101.  
  102. Tutorial
  103.  
  104. The introduction campaign guides you through the full run, with clearer objectives, army and fleet selection, and diplomacy steps.
  105.  
  106. Tutorial constraints and highlights hold up better after save/load.
  107.  
  108. Ask to Lead works on the tutorial patronage bloc as intended.
  109.  
  110. Himmelsvolci alliance and fleet spotlights are more reliable.
  111.  
  112. Tutorial army selection, fleet highlights, and Personal Guard flow are more reliable.
  113.  
  114. Map, pin, and time-control tutorial prompts use the same live input glyphs as the rest of the HUD.
  115.  
  116. Characters and portraits
  117.  
  118. Historical ruler records and portraits are richer in places (including more Rephsian history).
  119.  
  120. Culture and religion populations show proper names in settlement data.
  121.  
  122. Religion adjectives are available for naming and description.
  123.  
  124. Character epithets localise correctly, including scenario-authored ones such as map starting rulers; your portrait refreshes after succession.
  125.  
  126. Combat
  127.  
  128. Units have an attack speed, shown in tooltips and military panels.
  129.  
  130. Foot archers must stand still to shoot. Horse archers can still fire on the move.
  131.  
  132. Very small armies no longer get free damage floors and inflated morale. Broken field armies collapse sooner, and leaderless formations fight worse.
  133.  
  134. Unit tooltips are clearer when recruiting: costs, combat stats, and help for damage, armour, and where units can be raised.
  135.  
  136. Unit names and descriptions revised across the board.
  137.  
  138. Missing unit portraits filled in.
  139.  
  140. Units being raised or in transit show portraits and cleaner construction tooltips.
  141.  
  142. Military, map, and orders
  143.  
  144. Expand and demote military command relationships more clearly in the UI.
  145.  
  146. Right-click embark works reliably, with clearer movement and embark feedback.
  147.  
  148. Right-clicking a hostile settlement with embarked armies lands them and continues into a land siege, and starts a blockade when the port allows it.
  149.  
  150. Besieging armies stay outside the settlement rather than stacking on top of it.
  151.  
  152. River crossings apply movement penalties correctly.
  153.  
  154. Only the front item in a building queue is under construction; the next job starts when the current one finishes.
  155.  
  156. Ruined buildings can be rebuilt.
  157.  
  158. Subject armies label more clearly.
  159.  
  160. After a battle, armies and fleets snap back onto navigable land or sea so retreats and resumed orders can path again.
  161.  
  162. Survivors no longer stay combat-locked after a fight; stalled retreat remnants re-engage and embark/retreat goals snap onto the nav graph.
  163.  
  164. Coastal armies no longer get stuck on isolated land-navigation pockets that cut them off from the rest of the graph.
  165.  
  166. Click the army or fleet mesh itself to select it, not only its world glance. Click a battle to open it.
  167.  
  168. Merge targeting works when you click the unit under the cursor.
  169.  
  170. Garrisoned armies stay visible on the map. Embarked armies still ride the navy.
  171.  
  172. Map army mannequins follow culture: imperial, barbarian, or desert.
  173.  
  174. Recruit Barbarian Warband success text uses the swords icon.
  175.  
  176. Diplomacy and peace
  177.  
  178. Independent realms can no longer be wholly annexed or surrendered outside rebellion total conquest. Only subject factions use full annex.
  179.  
  180. Peace screen header is simpler: war name and war score.
  181.  
  182. Peace settlement selection on the map toggles and clears more reliably.
  183.  
  184. AI peace demands seed from owned land (including subjects), not temporary occupation deep in enemy territory, and only push a couple of road hops inland from that border.
  185.  
  186. External politics treaty UI and war-goal text work more reliably.
  187.  
  188. One-time treaty gold is capped to what the paying faction actually holds.
  189.  
  190. Treaty negotiation lists scroll when they fill the window instead of overflowing.
  191.  
  192. Breaking a treaty still finds the right agreement after daily tribute or trade amounts change, and the break UI is clearer.
  193.  
  194. World search and controls
  195.  
  196. Press Ctrl+F (rebindable) to search the campaign for factions, settlements, armies, fleets, and characters. Fuzzy name matching and faction links included.
  197.  
  198. Map-mode and HUD tooltips show your live key bindings, not fixed defaults. Tutorial world search uses the same bindings.
  199.  
  200. PageUp no longer over-tilts the camera when zoomed out.
  201.  
  202. WASD pan works immediately after starting a new game instead of fighting the capital focus camera.
  203.  
  204. Grab and grabbing-hand cursors use the game gauntlet art instead of the Windows system hand.
  205.  
  206. UI scale tops out at 130%.
  207.  
  208. World map and presentation
  209.  
  210. Lakes are treated as real water for terrain, routes, and navigation.
  211.  
  212. Rivers carve the land, sit wider and lower, and stay visible when zoomed out.
  213.  
  214. River beds pick up rock clusters for channel variety.
  215.  
  216. Terrain materials, grass, rock, and water presentation refined.
  217.  
  218. Fog of war edges feather more cleanly.
  219.  
  220. Foliage density is adjustable in terrain settings (with quality caps so ultra tiers do not run away).
  221.  
  222. Campaign camera stays above water.
  223.  
  224. Ground cover culls at the distances the assets were authored for.
  225.  
  226. Season effects show in the date tooltip.
  227.  
  228. Difficulty effects show in settings.
  229.  
  230. Main floating chrome has soft drop shadows so it sits clearer over the map.
  231.  
  232. Cinematic notification scrolls have soft drop shadows under the parchment and rollers.
  233.  
  234. Settlements and policies
  235.  
  236. Open settlement sidebars refresh each day and when modifiers change, not only during sieges.
  237.  
  238. Unrest bars match the breakdown tooltip instead of lagging on a stale cache.
  239.  
  240. Scenario starting policies apply as the established stance at game start, without mid-game reform unrest or opinion hits.
  241.  
  242. Realm history and campaign outcome graphs count settlements you fully control (including subjects), not ones held only by occupation.
  243.  
  244. Settlement building lists and formation templates can be searched; building category counts show how many are built.
  245.  
  246. Settlement modifier tooltips are clearer.
  247.  
  248. UI and quality of life
  249.  
  250. Initial setup welcome and clearer first-run flow, with UI scale preview.
  251.  
  252. Floating windows (unit catalogues, candidate pickers, and similar) can be dragged.
  253.  
  254. Nested tooltips stay open when moving between parent and child help text.
  255.  
  256. Glossary terms in building effects and similar rich text show proper hover help.
  257.  
  258. Propose Marriage candidates are prioritised, searchable, and the modal stays open while you inspect people.
  259.  
  260. Pause/play stays in sync with the game. Opening the ESC menu keeps the campaign paused until you close it.
  261.  
  262. Campaign mouse cursors (attack, embark, and so on) show correctly over the map and world glances.
  263.  
  264. Multi-line notification bodies (peace offers, demand lists, and so on) keep their line breaks, and decision offers show the text immediately.
  265.  
  266. Settings category headings use proper localised labels.
  267.  
  268. Military sidebar roster layout is clearer.
  269.  
  270. Top bar layout and action overlap fixed.
  271.  
  272. Battle action icons restored.
  273.  
  274. UI button sounds restored.
  275.  
  276. Campaign music resumes correctly after loading a save.
  277.  
  278. Campaign history UI updated.
  279.  
  280. World glances composite more cleanly, scale better with DPI, and large city glances are smaller.
  281.  
  282. Building browser and formation template rename controls are more reliable.
  283.  
  284. Army and settlement plates stop vanishing or blanking after battles, zoom, or faded settlement frames, and army plates return as soon as combat ends.
  285.  
  286. Sidebars stay clickable when a full-screen overlay is open above them.
  287.  
  288. Leaving a campaign clears settlement and army glances so they do not sit over the main menu.
  289.  
  290. Campaigns and content
  291.  
  292. Sicily campaign seasonality crash fixed; some awkward Lords of Sicily wording cleaned up.
  293.  
  294. Localisation
  295.  
  296. Many previously hardcoded English strings now translate: army and fleet names, titles, treaties, map legends, Steam Workshop errors, convoy details, character death and recruitment effects, input names, and more.
  297.  
  298. Culture name particles, regnal names, and faction ethnonyms handle articles and links more cleanly.
  299.  
  300. Translation catalogues refreshed across supported languages.
  301.  
  302. Scenario map epithets that were missing from name tables now localise with correct article casing.
  303.  
  304. Performance and stability
  305.  
  306. Campaign frame stalls reduced, including expensive fog-of-war shadow work and hitch spikes from court validation, strategic AI review, and month-end pathing.
  307.  
  308. Faster campaign save loading.
  309.  
  310. Sea and land route pathfinding is cheaper.
  311.  
  312. Simulation finishes cleanly before saving, and resets properly when loading a save.
  313.  
  314. Saves reload through a full level travel path more reliably; campaign state persists across reloads more cleanly.
  315.  
  316. Tutorial and military post-landing siege/blockade targets survive save/load.
  317.  
  318. Stale battle escape and destroyed unit data no longer pollute saves.
  319.  
  320. Crash reports can attach saves.
  321.  
  322. Cyclic subject hierarchies, load flashes, and several UI redraw glitches fixed.
  323.  
  324. Several WebUI freezes and maximum update depth loops fixed (glances thrash, empty catalogue deltas, garrisoned flags sticking after armies leave, advisor and tutorial spotlight state).
  325.  
  326. Update v2.03:
  327. Highlights
  328. The game has been rebuilt around mod support. Content packs can extend gameplay scripts, data, assets, campaigns, localisation and the interface.
  329.  
  330. Added the World Editor for creating complete campaigns, including factions, characters, settlements, terrain, rivers, roads and military routes.
  331.  
  332. The campaign interface has been rebuilt in TypeScript, JavaScript, TSX and CSS, making it much easier for mods to add their own screens and interface elements.
  333.  
  334. Added in-game Steam Workshop browsing and uploads.
  335.  
  336. The campaign interface has been completely rebuilt, including every major screen, sidebar, menu, tooltip, notification and map label.
  337.  
  338. The Tutorial has been extensively reworked. It now covers provincial government, rebellion, sieges, naval transport and the conquest of Kyrnos.
  339.  
  340. Provincial rulers have new political options, including governor missions, Bureaucratic Throughput, imperial adoption, succession approval, Senate membership and preparations for rebellion.
  341.  
  342. Battles now include melee, ranged and siege roles, terrain height, battlefield obstacles, formation withdrawal and dedicated siege ships.
  343.  
  344. The campaign map has been rebuilt with new terrain, rivers, roads, forests, farmland, army routes and starting campaign data.
  345.  
  346. Campaign loading is faster, and major sources of stuttering during simulation, military movement and AI decisions have been reduced.
  347.  
  348. Steam achievements now have an in-game screen.
  349.  
  350. Modding, World Editor and Steam Workshop
  351. The game has been rebuilt around content packs, allowing mods to extend gameplay scripts, data, assets, campaigns, localisation and the interface.
  352.  
  353. Rebuilt the campaign interface in TypeScript, JavaScript, TSX and CSS. Mods can use the same technologies to add their own interface elements.
  354.  
  355. Mods can add complete campaign maps.
  356.  
  357. Mods can add screens, sidebars, top-bar buttons, tooltips and labels over the campaign map.
  358.  
  359. Mods can add encyclopedia entries and rules for character titles.
  360.  
  361. Mods can add government types, diplomacy options, war goals, court positions and governor missions.
  362.  
  363. Added an in-game Steam Workshop browser.
  364.  
  365. Locally created mods can be uploaded to Steam Workshop from the game.
  366.  
  367. Workshop downloads are kept separate from locally created mods.
  368.  
  369. Mods are loaded from the Saved/Mods folder, where players have write access.
  370.  
  371. The game detects content packs that use the same identifier.
  372.  
  373. Saves now explain when a required content pack is missing.
  374.  
  375. Rebuilt the World Editor around project-based campaign creation.
  376.  
  377. The World Editor can edit factions, characters, settlements, geography, terrain, rivers, roads and placed campaign objects.
  378.  
  379. The World Editor can export terrain, rivers, roads, army routes, sea routes, landing sites and faction-selection data.
  380.  
  381. World Editor builds display the matching game version.
  382.  
  383. The modding kit includes built-in AngelScript types and a summary of each exported content pack.
  384.  
  385. Interface Rebuild
  386. Replaced the old campaign interface with a completely new one.
  387.  
  388. Rebuilt the main menu, pause menu, settings, save browser and campaign-selection screens.
  389.  
  390. Rebuilt the campaign HUD, resource bar, speed controls, map modes, notifications and warnings.
  391.  
  392. Rebuilt the faction, economy, diplomacy, military, character, religion, power-bloc, battle, ledger and encyclopedia screens.
  393.  
  394. Rebuilt the settlement, military, character, faction and power-bloc sidebars.
  395.  
  396. Rebuilt the construction queue and formation-template screens.
  397.  
  398. Rebuilt the family tree and Previous Rulers screens.
  399.  
  400. Rebuilt the victory, defeat and campaign-ending screens.
  401.  
  402. Rebuilt the windows used to appoint courtiers, clergy, heirs, commanders, governors, diplomats and spies.
  403.  
  404. Links now open the relevant character, faction, settlement, military or management screen directly.
  405.  
  406. Replaced the old flat panels with painted frames, buttons, tabs, warnings and interaction cards.
  407.  
  408. Reworked character portraits with cultural backgrounds, headgear, improved lighting and clearer relationship information.
  409.  
  410. Added more unit portraits throughout the military and settlement interfaces.
  411.  
  412. Added a Steam achievements screen showing requirements and progress.
  413.  
  414. Existing achievements now unlock through Steam.
  415.  
  416. Added faction heraldry to the ledger.
  417.  
  418. Added map modes to the faction-selection screen.
  419.  
  420. Added a separate setting for the size of labels and icons shown over the campaign map.
  421.  
  422. Added confirmation before overwriting a save.
  423.  
  424. Added keybind search.
  425.  
  426. Candidate-selection windows can be dragged.
  427.  
  428. Notification history is now available through the ledger.
  429.  
  430. Tutorial Overhaul
  431. Extensively reworked the existing Tutorial campaign.
  432.  
  433. Reworked the opening in Histria and its political situation.
  434.  
  435. Reworked the loyalist rebellion and Kyrnos storylines.
  436.  
  437. Expanded the military campaign to cover army movement, sieges, settlement capture, naval transport, landings and further conquests.
  438.  
  439. Expanded the Tutorial's court, council, governor and provincial-government objectives.
  440.  
  441. Added clearer objectives, clickable event links, automatic map focus and interface highlights.
  442.  
  443. Added new mission artwork.
  444.  
  445. Updated the Tutorial map, factions, characters, settlements, army routes and starting forces.
  446.  
  447. Extended several deadlines and streamlined the later stages of the campaign.
  448.  
  449. Provincial Government and Imperial Politics
  450. Added Bureaucratic Throughput. Edicts, interactions, appointments and provincial administration use Bureaucratic Capacity, and exceeding that capacity applies penalties.
  451.  
  452. Administrative actions can be rushed, but doing so causes temporary Bureaucratic Overload.
  453.  
  454. Added breakdowns showing Bureaucratic Capacity, current workload, overload and the cost of creating provinces.
  455.  
  456. Added governor missions.
  457.  
  458. Governors can be ordered to pacify a province, suppress unrest, root out corruption, stabilise revenue, rebuild the treasury, recruit staff or secure the provincial capital.
  459.  
  460. Military governor missions can order a governor to capture a settlement, blockade a port or support a campaign.
  461.  
  462. Added a Governors tab for managing regional governors.
  463.  
  464. Added automatic governor assignment.
  465.  
  466. AI factions now fill vacant governorships.
  467.  
  468. Governors can be recalled from the Governors screen.
  469.  
  470. Character sidebars list every region governed by that character.
  471.  
  472. Political pressure can now affect governor recalls, court politics and preparations for rebellion.
  473.  
  474. Added Invite to Rebellion. Governors and commanders can be recruited before a revolt and may bring their provinces, regions or forces with them.
  475.  
  476. Added Join Rebellion, allowing a provincial ruler to enter an active civil war on the rebel side.
  477.  
  478. Added Take Over Occupied Province. During a civil war, a fully occupied province can be brought under your control and given a new governor.
  479.  
  480. Added Request Succession Approval for provincial rulers seeking imperial recognition of an heir.
  481.  
  482. Added Request Adoption, allowing eligible provincial rulers to ask for adoption into the imperial family.
  483.  
  484. Added Request Senate Seat.
  485.  
  486. Added Undermine Rival, which can affect appointments, governor recalls, power-bloc disputes and rebellion negotiations.
  487.  
  488. Added Study Statecraft, allowing a ruler to improve Governance through a character interaction.
  489.  
  490. Newly created provinces can become player-controlled when the campaign allows it.
  491.  
  492. Reworked government types and succession rules.
  493.  
  494. Reworked the presentation of provincial and imperial governments.
  495.  
  496. Appointment contests now update each day.
  497.  
  498. Imperial appointment contests are available only to eligible provincial subjects.
  499.  
  500. Regional actions now include settlements held by subjects.
  501.  
  502. Provinces can no longer raise levies instantly.
  503.  
  504. Fixed provinces being created or released while their territory was occupied.
  505.  
  506. Fixed newly created provinces sometimes having no capital.
  507.  
  508. Battles and Military
  509. Formations now have melee, ranged or siege roles in battle.
  510.  
  511. Added battlefield obstacles that affect movement and positioning.
  512.  
  513. Added hills and slopes to battlefields, with effects on movement and combat.
  514.  
  515. Formations can now withdraw across the battlefield.
  516.  
  517. Added naval siege formations.
  518.  
  519. Added the Artillery Galley, Bombard Trireme and Siege Quinquereme.
  520.  
  521. Formation templates now receive names based on the units they contain.
  522.  
  523. Added naval patrol orders and orders for forces to recover.
  524.  
  525. Reworked the Military screen and chain of command.
  526.  
  527. Reworked formation-template creation and editing.
  528.  
  529. Reworked formation placement, movement, targeting, morale and retreat during battle.
  530.  
  531. Reworked battle controls, formation statistics, attack lines and hover information.
  532.  
  533. Reworked the appearance of land and naval formations.
  534.  
  535. Reworked sieges and blockades.
  536.  
  537. Reworked military movement around roads, hostile settlements, coastlines and mountains.
  538.  
  539. Reworked army embarkation, docking, disembarkation and naval transport.
  540.  
  541. Battle results now retain more detailed formation and unit losses.
  542.  
  543. After-action reports now show clearer participants, locations and links.
  544.  
  545. Saved battles now preserve formation morale, retreats, targets, waypoints, terrain height and obstacles.
  546.  
  547. A battle runs in real time while its Battle screen is open.
  548.  
  549. Battles that are not being watched follow the current campaign speed.
  550.  
  551. Removed the old half-speed formation movement.
  552.  
  553. Battles now end when one side successfully retreats.
  554.  
  555. Siege formations must stop and deploy before firing.
  556.  
  557. Moving siege equipment is now separate from firing it.
  558.  
  559. Naval battles use smaller ship groups and larger battlefields.
  560.  
  561. Battle stances are available only to suitable land formations.
  562.  
  563. Improved formation movement through narrow gaps.
  564.  
  565. Ranged formations now keep their distance from the full area occupied by an enemy formation.
  566.  
  567. Manually selected formation targets remain selected until cleared.
  568.  
  569. Replenishing a force requires the necessary gold and resources.
  570.  
  571. Armies cannot cross mountains marked as impassable.
  572.  
  573. Navies follow valid sea routes and avoid islands and shallow coastal terrain.
  574.  
  575. Garrisoned armies can now receive AI orders.
  576.  
  577. AI factions now use naval blockades and naval raiding expeditions.
  578.  
  579. Armies make better use of roads and route around hostile settlements.
  580.  
  581. Levy reserves are now included when comparing military strength.
  582.  
  583. Updated ranged-unit attack ranges and naval unit artwork.
  584.  
  585. Added clearer unit-type icons.
  586.  
  587. Selected armies now display their faction's heraldry.
  588.  
  589. Army and navy map labels now react when hovered.
  590.  
  591. Hostile forces are more clearly marked.
  592.  
  593. Formation templates with duplicate names are automatically numbered.
  594.  
  595. Naval formation templates are hidden at settlements without ports.
  596.  
  597. Military-unit tooltips now include culture and religion.
  598.  
  599. Hovering over a battle formation now shows its statistics.
  600.  
  601. Fixed armies failing to reinforce an active battle.
  602.  
  603. Campaign Map Rebuild
  604. Rebuilt the Grand Campaign's terrain, geography, factions, settlements and army routes.
  605.  
  606. Campaigns can now provide their own terrain, rivers, roads, forests, farmland, snow, sand, rock and swamps.
  607.  
  608. Reworked fog of war.
  609.  
  610. Province colours and borders now follow the shape of the terrain.
  611.  
  612. Reworked shoreline waves.
  613.  
  614. Campaigns can now apply different colour and lighting effects to parts of the map.
  615.  
  616. Updated settlement positions and regional geography throughout the Grand Campaign.
  617.  
  618. Updated campaign previews and the faction-selection map.
  619.  
  620. Updated faction rosters, leaders, governors, families, bishops and religious assignments.
  621.  
  622. Corrected settlement ownership across the Grand Campaign.
  623.  
  624. Added missing resource-producing settlements.
  625.  
  626. Minor factions now take their colour from their home region.
  627.  
  628. Expanded province, region, land and domain tooltips.
  629.  
  630. Province tooltips now show political standing, threats and geographic information.
  631.  
  632. Region, land and domain tooltips now show their subdivisions and population.
  633.  
  634. Map Labels
  635. Rebuilt the labels and icons shown over settlements, ports, armies, navies, battles and convoys.
  636.  
  637. Map labels stay centred while the camera moves or zoom changes.
  638.  
  639. Settlement labels now show ownership, occupation, sieges and construction progress more clearly.
  640.  
  641. Army and navy labels show faction, strength and hostility more clearly.
  642.  
  643. Convoy labels retain their cargo and route information.
  644.  
  645. Added a separate setting for map-label size.
  646.  
  647. Distant convoys travelling along the same route are grouped together.
  648.  
  649. Diplomacy and Power Blocs
  650. Rebuilt diplomacy and peace negotiations as full screens.
  651.  
  652. Reworked settlement selection during peace negotiations.
  653.  
  654. Diplomatic proposals are now divided into offers, requests and mutual agreements.
  655.  
  656. Mutual treaties are shown and judged as agreements between both factions.
  657.  
  658. Tribute treaties now last ten years.
  659.  
  660. Direct participants in a war can negotiate peace.
  661.  
  662. Active peace offers can be accepted from their notification.
  663.  
  664. Foreign intrigue requires spies with enough Cunning.
  665.  
  666. Spy candidates now come from the intended target faction.
  667.  
  668. Independent courts can invite characters to join them.
  669.  
  670. Patronage cannot be offered to a character who already has a patron.
  671.  
  672. Rebuilt the Power Blocs screen and sidebar.
  673.  
  674. Power-bloc demands now show their objective, deadline, member influence and possible escalation.
  675.  
  676. Reworked power-bloc interactions and their results.
  677.  
  678. Reworked internal affairs involving provinces, foederati and governors.
  679.  
  680. Defeated rebellions now end sooner.
  681.  
  682. The Rephsian Empire now survives correctly after a rebel victory.
  683.  
  684. Rebel factions receive more varied names.
  685.  
  686. Custom faction and rebel-leader names are preserved during uprisings.
  687.  
  688. A power bloc now dissolves when its final member leaves.
  689.  
  690. Fixed patronage interactions accepting invalid targets.
  691.  
  692. Fixed destroyed factions remaining available for interactions.
  693.  
  694. Economy, Resources and Construction
  695. Added monthly resource histories showing production, consumption and changes to the stockpile.
  696.  
  697. Added a detailed resource window showing current sources, uses, shortages and past values.
  698.  
  699. Construction queues can now be reordered exactly.
  700.  
  701. Buildings can now be downgraded directly.
  702.  
  703. Settlement labels now show construction progress.
  704.  
  705. Rebuilt the Economy screen.
  706.  
  707. Reworked the presentation of the treasury, income, expenses, resources, food, trade and settlement economies.
  708.  
  709. Reworked the existing controls for automatic resource buying and selling.
  710.  
  711. Income and expense breakdowns now include military command, replenishment and construction costs.
  712.  
  713. Reworked the realm-wide construction queue.
  714.  
  715. Building, unit and formation tooltips now show their complete resource requirements.
  716.  
  717. Dismantling, downgrading and queue actions are now directly available from settlement building lists.
  718.  
  719. Settlement headers now show whether a settlement is a capital, occupied, under siege or blockaded.
  720.  
  721. Reworked city layouts and the placement of visible buildings.
  722.  
  723. Reworked convoy and trade-route information.
  724.  
  725. Court luxury now appears as a faction expense.
  726.  
  727. The faction sidebar now shows levy strength.
  728.  
  729. Building tooltips distinguish the current level's effects from the next level's effects.
  730.  
  731. The construction queue now distinguishes active work from waiting projects.
  732.  
  733. Characters, Court and Religion
  734. Added quick interaction menus to character portraits.
  735.  
  736. Characters can now receive temporary bonuses and penalties to their statistics.
  737.  
  738. Characters without an office or military command can now receive a title based on their circumstances.
  739.  
  740. Rebuilt the character browser, character sidebar and family tree.
  741.  
  742. Character lists now show titles, liege realms, current activity, family and faction information.
  743.  
  744. Reworked court appointments and candidate suitability.
  745.  
  746. Commander, governor, bishop, diplomat and spy appointments now use a shared candidate screen.
  747.  
  748. Reworked heir selection and its political consequences.
  749.  
  750. Reworked the way character-interaction results are shown.
  751.  
  752. Rebuilt the clergy and religion screens.
  753.  
  754. Religious conversion now shows its costs, benefits and unrest more clearly.
  755.  
  756. Character and government titles now use forms appropriate to their culture.
  757.  
  758. Character lists can be opened for foreign factions.
  759.  
  760. Hovering over a character statistic now shows the effects that changed it.
  761.  
  762. Trait tooltips now explain their effects.
  763.  
  764. Improved the presentation of spouses and other relationships.
  765.  
  766. Constitution now affects how likely a character is to die.
  767.  
  768. Corrected several character birth dates, family relationships and starting appointments.
  769.  
  770. Fixed rulers being killed when they were meant to be deposed.
  771.  
  772. Events and Campaign Presentation
  773. Rebuilt event windows with campaign artwork, effect icons and clearer choices.
  774.  
  775. Unavailable event choices now explain why they cannot be selected.
  776.  
  777. Event effects have expanded tooltips and concept icons.
  778.  
  779. Event text can link directly to characters, factions, settlements and militaries.
  780.  
  781. Event chains can show previous entries from the same story.
  782.  
  783. Added different starting events for playable factions.
  784.  
  785. Events can now include more context when a character dies or a ruler is succeeded.
  786.  
  787. Improved ruler names, pronouns and grammar for faction and character names in events.
  788.  
  789. Improved generated names and reduced repeated alliteration.
  790.  
  791. Rare scripted events now occur less often.
  792.  
  793. Events now perform better checks for eligibility and threats.
  794.  
  795. Enemy at the Gates events now require a real, active threat.
  796.  
  797. Improved the presentation of successful and failed interactions.
  798.  
  799. Added clearer campaign victory and defeat summaries.
  800.  
  801. Performance
  802. Reduced stuttering while starting a new campaign or loading a save.
  803.  
  804. Terrain and cities now load with fewer long pauses.
  805.  
  806. Reduced daily and monthly simulation stuttering.
  807.  
  808. Reduced stuttering from character updates, military routes, rebellions, power blocs, religion and disease.
  809.  
  810. Reduced stuttering while AI factions review their military and political plans.
  811.  
  812. Reduced the cost of Senate interactions.
  813.  
  814. Reduced stuttering when changing map modes.
  815.  
  816. Reduced pauses when opening formation templates, peace negotiations, military sidebars and construction queues.
  817.  
  818. The map now updates only the provinces that have changed.
  819.  
  820. Improved fog-of-war performance and reduced visual artefacts.
  821.  
  822. Reduced foliage density on Medium quality.
  823.  
  824. Improved interface performance and input responsiveness.
  825.  
  826. Improved road-route calculations.
  827.  
  828. Localisation
  829. Localised the rebuilt menus, screens, sidebars, tooltips and shared controls.
  830.  
  831. Localised the new government, building, achievement and interaction text.
  832.  
  833. Government names can now change with culture.
  834.  
  835. Campaign titles and descriptions now follow the selected language.
  836.  
  837. Character names and scripted text now follow the selected language.
  838.  
  839. Improved support for regional language variants.
  840.  
  841. Added Traditional Chinese character-name data.
  842.  
  843. Improved the display of Latin-script text in translated languages.
  844.  
  845. Updated translated encyclopedia articles.
  846.  
  847. Updated German, Polish, Russian, Turkish and Brazilian Portuguese text.