- Update v2.05.4:
- Personal Guard
- Form a Personal Guard from the Military screen.
- Choose companies when founding, replace them later, and track recruiting per company.
- Imperial courts get a larger guard (double the normal household roster).
- The guard is named after your ruler.
- If the guard is wiped out, you can re-found it.
- Guard composition has its own screen rather than sitting in the general formation template list.
- 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.
- Food production and logistics
- Food is reworked around Grain, Meat, and Fish.
- Farms, Pastures, and Fisheries can develop into bakeries/mills, fumaria, and fish salteries where the resources allow.
- Granaries and horrea improve storage and blunt seasonal food losses.
- Armies and navies aim for about six months of carried supplies; forced march doubles consumption.
- Food logistics move surplus through the realm and subjects. The Economy Food tab shows production, consumption, reserves, and the realm balance.
- Controller support and Steam Deck
- Gamepad controls for camera, selection, orders, pause, and game speed.
- Right-stick virtual cursor for UI, with controller button glyphs.
- Default gamepad bindings for world search (L3), map-mode cycle (D-pad), screen cycle (RB+D-pad), and camera look/tilt (RB+stick).
- Steam Deck uses a compact HUD (top bar, screens menu, map modes) sized for the small screen.
- Deck defaults apply a larger UI scale and denser world glances automatically.
- Tutorials, tooltips, and help prompts show live key and controller glyphs instead of mouse-only wording.
- Text fields open the on-screen keyboard under controller / force-controller mode, including Windows desktop force-controller setups.
- Map picking and province hover stay aligned when UI scale does not match the viewport buffer.
- Population and economy
- Population growth is tied more tightly to building capacity. Fed growth and starvation matter more; overcrowding comes from capacity, which civic buildings improve.
- Faction and settlement screens show monthly population projections, including subjects.
- You can relocate population from subject settlements, not only your own.
- "Treasury dampening" is now called leakage. Corrupt Masters of Economy make surplus leakage worse, and the gold tooltip explains it more clearly.
- Hold Shift (5x), Ctrl (10x), or Ctrl+Shift (50x) when changing trade amounts and other quantity steppers.
- Subject economies are more stable.
- Settlements next to friendly province territory no longer count as enclaves just for missing roads.
- Sell amounts on the economy resources table are green; buy costs are red.
- Resource stockpile table headers fit without pushing buy/sell off-screen.
- Rebellions and politics
- New rebel types for food shortages and related pressures: urban rioters, rural rebels, army mutineers, and religious rebels, each with their own goals.
- Rebel goals show on the faction sidebar.
- Rebel factions get clearer names (for example "X's Rebels").
- 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.
- Make Promise gives a one-year deadline to address a power bloc grievance (was much shorter).
- Designate Heir no longer blocks people who cannot serve as governor or general.
- Province succession eligibility is enforced more consistently.
- Subject relationships cannot form cycles.
- Foederati Council rebellions free subject tribes: break the subject bond, defect auxiliaries, muster levies, and count tribal strength.
- When a political rebellion ends, its subject provinces go back under the parent instead of becoming free independents.
- Western Rebels keep their scenario display name and start with a much larger treasury (50,000 gold).
- Provinces, missions, and events
- Ten new peacetime and crisis governor missions: tribute, grain stores, walls, roads, markets, personal guard, rebels, harbour, barracks, and tribunal.
- Province play has more local court and settlement events. Choices can affect imperial standing and recall threat the way missions do.
- Failed unrest missions no longer reissue immediately. Cooldowns start from when the mission resolved, and failed types wait longer before coming back.
- Provincial event images show correctly again (follow-up events no longer open with blank hero art).
- Tutorial
- The introduction campaign guides you through the full run, with clearer objectives, army and fleet selection, and diplomacy steps.
- Tutorial constraints and highlights hold up better after save/load.
- Ask to Lead works on the tutorial patronage bloc as intended.
- Himmelsvolci alliance and fleet spotlights are more reliable.
- Tutorial army selection, fleet highlights, and Personal Guard flow are more reliable.
- Map, pin, and time-control tutorial prompts use the same live input glyphs as the rest of the HUD.
- Characters and portraits
- Historical ruler records and portraits are richer in places (including more Rephsian history).
- Culture and religion populations show proper names in settlement data.
- Religion adjectives are available for naming and description.
- Character epithets localise correctly, including scenario-authored ones such as map starting rulers; your portrait refreshes after succession.
- Combat
- Units have an attack speed, shown in tooltips and military panels.
- Foot archers must stand still to shoot. Horse archers can still fire on the move.
- Very small armies no longer get free damage floors and inflated morale. Broken field armies collapse sooner, and leaderless formations fight worse.
- Unit tooltips are clearer when recruiting: costs, combat stats, and help for damage, armour, and where units can be raised.
- Unit names and descriptions revised across the board.
- Missing unit portraits filled in.
- Units being raised or in transit show portraits and cleaner construction tooltips.
- Military, map, and orders
- Expand and demote military command relationships more clearly in the UI.
- Right-click embark works reliably, with clearer movement and embark feedback.
- 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.
- Besieging armies stay outside the settlement rather than stacking on top of it.
- River crossings apply movement penalties correctly.
- Only the front item in a building queue is under construction; the next job starts when the current one finishes.
- Ruined buildings can be rebuilt.
- Subject armies label more clearly.
- After a battle, armies and fleets snap back onto navigable land or sea so retreats and resumed orders can path again.
- Survivors no longer stay combat-locked after a fight; stalled retreat remnants re-engage and embark/retreat goals snap onto the nav graph.
- Coastal armies no longer get stuck on isolated land-navigation pockets that cut them off from the rest of the graph.
- Click the army or fleet mesh itself to select it, not only its world glance. Click a battle to open it.
- Merge targeting works when you click the unit under the cursor.
- Garrisoned armies stay visible on the map. Embarked armies still ride the navy.
- Map army mannequins follow culture: imperial, barbarian, or desert.
- Recruit Barbarian Warband success text uses the swords icon.
- Diplomacy and peace
- Independent realms can no longer be wholly annexed or surrendered outside rebellion total conquest. Only subject factions use full annex.
- Peace screen header is simpler: war name and war score.
- Peace settlement selection on the map toggles and clears more reliably.
- 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.
- External politics treaty UI and war-goal text work more reliably.
- One-time treaty gold is capped to what the paying faction actually holds.
- Treaty negotiation lists scroll when they fill the window instead of overflowing.
- Breaking a treaty still finds the right agreement after daily tribute or trade amounts change, and the break UI is clearer.
- World search and controls
- Press Ctrl+F (rebindable) to search the campaign for factions, settlements, armies, fleets, and characters. Fuzzy name matching and faction links included.
- Map-mode and HUD tooltips show your live key bindings, not fixed defaults. Tutorial world search uses the same bindings.
- PageUp no longer over-tilts the camera when zoomed out.
- WASD pan works immediately after starting a new game instead of fighting the capital focus camera.
- Grab and grabbing-hand cursors use the game gauntlet art instead of the Windows system hand.
- UI scale tops out at 130%.
- World map and presentation
- Lakes are treated as real water for terrain, routes, and navigation.
- Rivers carve the land, sit wider and lower, and stay visible when zoomed out.
- River beds pick up rock clusters for channel variety.
- Terrain materials, grass, rock, and water presentation refined.
- Fog of war edges feather more cleanly.
- Foliage density is adjustable in terrain settings (with quality caps so ultra tiers do not run away).
- Campaign camera stays above water.
- Ground cover culls at the distances the assets were authored for.
- Season effects show in the date tooltip.
- Difficulty effects show in settings.
- Main floating chrome has soft drop shadows so it sits clearer over the map.
- Cinematic notification scrolls have soft drop shadows under the parchment and rollers.
- Settlements and policies
- Open settlement sidebars refresh each day and when modifiers change, not only during sieges.
- Unrest bars match the breakdown tooltip instead of lagging on a stale cache.
- Scenario starting policies apply as the established stance at game start, without mid-game reform unrest or opinion hits.
- Realm history and campaign outcome graphs count settlements you fully control (including subjects), not ones held only by occupation.
- Settlement building lists and formation templates can be searched; building category counts show how many are built.
- Settlement modifier tooltips are clearer.
- UI and quality of life
- Initial setup welcome and clearer first-run flow, with UI scale preview.
- Floating windows (unit catalogues, candidate pickers, and similar) can be dragged.
- Nested tooltips stay open when moving between parent and child help text.
- Glossary terms in building effects and similar rich text show proper hover help.
- Propose Marriage candidates are prioritised, searchable, and the modal stays open while you inspect people.
- Pause/play stays in sync with the game. Opening the ESC menu keeps the campaign paused until you close it.
- Campaign mouse cursors (attack, embark, and so on) show correctly over the map and world glances.
- Multi-line notification bodies (peace offers, demand lists, and so on) keep their line breaks, and decision offers show the text immediately.
- Settings category headings use proper localised labels.
- Military sidebar roster layout is clearer.
- Top bar layout and action overlap fixed.
- Battle action icons restored.
- UI button sounds restored.
- Campaign music resumes correctly after loading a save.
- Campaign history UI updated.
- World glances composite more cleanly, scale better with DPI, and large city glances are smaller.
- Building browser and formation template rename controls are more reliable.
- Army and settlement plates stop vanishing or blanking after battles, zoom, or faded settlement frames, and army plates return as soon as combat ends.
- Sidebars stay clickable when a full-screen overlay is open above them.
- Leaving a campaign clears settlement and army glances so they do not sit over the main menu.
- Campaigns and content
- Sicily campaign seasonality crash fixed; some awkward Lords of Sicily wording cleaned up.
- Localisation
- 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.
- Culture name particles, regnal names, and faction ethnonyms handle articles and links more cleanly.
- Translation catalogues refreshed across supported languages.
- Scenario map epithets that were missing from name tables now localise with correct article casing.
- Performance and stability
- Campaign frame stalls reduced, including expensive fog-of-war shadow work and hitch spikes from court validation, strategic AI review, and month-end pathing.
- Faster campaign save loading.
- Sea and land route pathfinding is cheaper.
- Simulation finishes cleanly before saving, and resets properly when loading a save.
- Saves reload through a full level travel path more reliably; campaign state persists across reloads more cleanly.
- Tutorial and military post-landing siege/blockade targets survive save/load.
- Stale battle escape and destroyed unit data no longer pollute saves.
- Crash reports can attach saves.
- Cyclic subject hierarchies, load flashes, and several UI redraw glitches fixed.
- 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).
- Update v2.03:
- Highlights
- The game has been rebuilt around mod support. Content packs can extend gameplay scripts, data, assets, campaigns, localisation and the interface.
- Added the World Editor for creating complete campaigns, including factions, characters, settlements, terrain, rivers, roads and military routes.
- 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.
- Added in-game Steam Workshop browsing and uploads.
- The campaign interface has been completely rebuilt, including every major screen, sidebar, menu, tooltip, notification and map label.
- The Tutorial has been extensively reworked. It now covers provincial government, rebellion, sieges, naval transport and the conquest of Kyrnos.
- Provincial rulers have new political options, including governor missions, Bureaucratic Throughput, imperial adoption, succession approval, Senate membership and preparations for rebellion.
- Battles now include melee, ranged and siege roles, terrain height, battlefield obstacles, formation withdrawal and dedicated siege ships.
- The campaign map has been rebuilt with new terrain, rivers, roads, forests, farmland, army routes and starting campaign data.
- Campaign loading is faster, and major sources of stuttering during simulation, military movement and AI decisions have been reduced.
- Steam achievements now have an in-game screen.
- Modding, World Editor and Steam Workshop
- The game has been rebuilt around content packs, allowing mods to extend gameplay scripts, data, assets, campaigns, localisation and the interface.
- Rebuilt the campaign interface in TypeScript, JavaScript, TSX and CSS. Mods can use the same technologies to add their own interface elements.
- Mods can add complete campaign maps.
- Mods can add screens, sidebars, top-bar buttons, tooltips and labels over the campaign map.
- Mods can add encyclopedia entries and rules for character titles.
- Mods can add government types, diplomacy options, war goals, court positions and governor missions.
- Added an in-game Steam Workshop browser.
- Locally created mods can be uploaded to Steam Workshop from the game.
- Workshop downloads are kept separate from locally created mods.
- Mods are loaded from the Saved/Mods folder, where players have write access.
- The game detects content packs that use the same identifier.
- Saves now explain when a required content pack is missing.
- Rebuilt the World Editor around project-based campaign creation.
- The World Editor can edit factions, characters, settlements, geography, terrain, rivers, roads and placed campaign objects.
- The World Editor can export terrain, rivers, roads, army routes, sea routes, landing sites and faction-selection data.
- World Editor builds display the matching game version.
- The modding kit includes built-in AngelScript types and a summary of each exported content pack.
- Interface Rebuild
- Replaced the old campaign interface with a completely new one.
- Rebuilt the main menu, pause menu, settings, save browser and campaign-selection screens.
- Rebuilt the campaign HUD, resource bar, speed controls, map modes, notifications and warnings.
- Rebuilt the faction, economy, diplomacy, military, character, religion, power-bloc, battle, ledger and encyclopedia screens.
- Rebuilt the settlement, military, character, faction and power-bloc sidebars.
- Rebuilt the construction queue and formation-template screens.
- Rebuilt the family tree and Previous Rulers screens.
- Rebuilt the victory, defeat and campaign-ending screens.
- Rebuilt the windows used to appoint courtiers, clergy, heirs, commanders, governors, diplomats and spies.
- Links now open the relevant character, faction, settlement, military or management screen directly.
- Replaced the old flat panels with painted frames, buttons, tabs, warnings and interaction cards.
- Reworked character portraits with cultural backgrounds, headgear, improved lighting and clearer relationship information.
- Added more unit portraits throughout the military and settlement interfaces.
- Added a Steam achievements screen showing requirements and progress.
- Existing achievements now unlock through Steam.
- Added faction heraldry to the ledger.
- Added map modes to the faction-selection screen.
- Added a separate setting for the size of labels and icons shown over the campaign map.
- Added confirmation before overwriting a save.
- Added keybind search.
- Candidate-selection windows can be dragged.
- Notification history is now available through the ledger.
- Tutorial Overhaul
- Extensively reworked the existing Tutorial campaign.
- Reworked the opening in Histria and its political situation.
- Reworked the loyalist rebellion and Kyrnos storylines.
- Expanded the military campaign to cover army movement, sieges, settlement capture, naval transport, landings and further conquests.
- Expanded the Tutorial's court, council, governor and provincial-government objectives.
- Added clearer objectives, clickable event links, automatic map focus and interface highlights.
- Added new mission artwork.
- Updated the Tutorial map, factions, characters, settlements, army routes and starting forces.
- Extended several deadlines and streamlined the later stages of the campaign.
- Provincial Government and Imperial Politics
- Added Bureaucratic Throughput. Edicts, interactions, appointments and provincial administration use Bureaucratic Capacity, and exceeding that capacity applies penalties.
- Administrative actions can be rushed, but doing so causes temporary Bureaucratic Overload.
- Added breakdowns showing Bureaucratic Capacity, current workload, overload and the cost of creating provinces.
- Added governor missions.
- 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.
- Military governor missions can order a governor to capture a settlement, blockade a port or support a campaign.
- Added a Governors tab for managing regional governors.
- Added automatic governor assignment.
- AI factions now fill vacant governorships.
- Governors can be recalled from the Governors screen.
- Character sidebars list every region governed by that character.
- Political pressure can now affect governor recalls, court politics and preparations for rebellion.
- Added Invite to Rebellion. Governors and commanders can be recruited before a revolt and may bring their provinces, regions or forces with them.
- Added Join Rebellion, allowing a provincial ruler to enter an active civil war on the rebel side.
- Added Take Over Occupied Province. During a civil war, a fully occupied province can be brought under your control and given a new governor.
- Added Request Succession Approval for provincial rulers seeking imperial recognition of an heir.
- Added Request Adoption, allowing eligible provincial rulers to ask for adoption into the imperial family.
- Added Request Senate Seat.
- Added Undermine Rival, which can affect appointments, governor recalls, power-bloc disputes and rebellion negotiations.
- Added Study Statecraft, allowing a ruler to improve Governance through a character interaction.
- Newly created provinces can become player-controlled when the campaign allows it.
- Reworked government types and succession rules.
- Reworked the presentation of provincial and imperial governments.
- Appointment contests now update each day.
- Imperial appointment contests are available only to eligible provincial subjects.
- Regional actions now include settlements held by subjects.
- Provinces can no longer raise levies instantly.
- Fixed provinces being created or released while their territory was occupied.
- Fixed newly created provinces sometimes having no capital.
- Battles and Military
- Formations now have melee, ranged or siege roles in battle.
- Added battlefield obstacles that affect movement and positioning.
- Added hills and slopes to battlefields, with effects on movement and combat.
- Formations can now withdraw across the battlefield.
- Added naval siege formations.
- Added the Artillery Galley, Bombard Trireme and Siege Quinquereme.
- Formation templates now receive names based on the units they contain.
- Added naval patrol orders and orders for forces to recover.
- Reworked the Military screen and chain of command.
- Reworked formation-template creation and editing.
- Reworked formation placement, movement, targeting, morale and retreat during battle.
- Reworked battle controls, formation statistics, attack lines and hover information.
- Reworked the appearance of land and naval formations.
- Reworked sieges and blockades.
- Reworked military movement around roads, hostile settlements, coastlines and mountains.
- Reworked army embarkation, docking, disembarkation and naval transport.
- Battle results now retain more detailed formation and unit losses.
- After-action reports now show clearer participants, locations and links.
- Saved battles now preserve formation morale, retreats, targets, waypoints, terrain height and obstacles.
- A battle runs in real time while its Battle screen is open.
- Battles that are not being watched follow the current campaign speed.
- Removed the old half-speed formation movement.
- Battles now end when one side successfully retreats.
- Siege formations must stop and deploy before firing.
- Moving siege equipment is now separate from firing it.
- Naval battles use smaller ship groups and larger battlefields.
- Battle stances are available only to suitable land formations.
- Improved formation movement through narrow gaps.
- Ranged formations now keep their distance from the full area occupied by an enemy formation.
- Manually selected formation targets remain selected until cleared.
- Replenishing a force requires the necessary gold and resources.
- Armies cannot cross mountains marked as impassable.
- Navies follow valid sea routes and avoid islands and shallow coastal terrain.
- Garrisoned armies can now receive AI orders.
- AI factions now use naval blockades and naval raiding expeditions.
- Armies make better use of roads and route around hostile settlements.
- Levy reserves are now included when comparing military strength.
- Updated ranged-unit attack ranges and naval unit artwork.
- Added clearer unit-type icons.
- Selected armies now display their faction's heraldry.
- Army and navy map labels now react when hovered.
- Hostile forces are more clearly marked.
- Formation templates with duplicate names are automatically numbered.
- Naval formation templates are hidden at settlements without ports.
- Military-unit tooltips now include culture and religion.
- Hovering over a battle formation now shows its statistics.
- Fixed armies failing to reinforce an active battle.
- Campaign Map Rebuild
- Rebuilt the Grand Campaign's terrain, geography, factions, settlements and army routes.
- Campaigns can now provide their own terrain, rivers, roads, forests, farmland, snow, sand, rock and swamps.
- Reworked fog of war.
- Province colours and borders now follow the shape of the terrain.
- Reworked shoreline waves.
- Campaigns can now apply different colour and lighting effects to parts of the map.
- Updated settlement positions and regional geography throughout the Grand Campaign.
- Updated campaign previews and the faction-selection map.
- Updated faction rosters, leaders, governors, families, bishops and religious assignments.
- Corrected settlement ownership across the Grand Campaign.
- Added missing resource-producing settlements.
- Minor factions now take their colour from their home region.
- Expanded province, region, land and domain tooltips.
- Province tooltips now show political standing, threats and geographic information.
- Region, land and domain tooltips now show their subdivisions and population.
- Map Labels
- Rebuilt the labels and icons shown over settlements, ports, armies, navies, battles and convoys.
- Map labels stay centred while the camera moves or zoom changes.
- Settlement labels now show ownership, occupation, sieges and construction progress more clearly.
- Army and navy labels show faction, strength and hostility more clearly.
- Convoy labels retain their cargo and route information.
- Added a separate setting for map-label size.
- Distant convoys travelling along the same route are grouped together.
- Diplomacy and Power Blocs
- Rebuilt diplomacy and peace negotiations as full screens.
- Reworked settlement selection during peace negotiations.
- Diplomatic proposals are now divided into offers, requests and mutual agreements.
- Mutual treaties are shown and judged as agreements between both factions.
- Tribute treaties now last ten years.
- Direct participants in a war can negotiate peace.
- Active peace offers can be accepted from their notification.
- Foreign intrigue requires spies with enough Cunning.
- Spy candidates now come from the intended target faction.
- Independent courts can invite characters to join them.
- Patronage cannot be offered to a character who already has a patron.
- Rebuilt the Power Blocs screen and sidebar.
- Power-bloc demands now show their objective, deadline, member influence and possible escalation.
- Reworked power-bloc interactions and their results.
- Reworked internal affairs involving provinces, foederati and governors.
- Defeated rebellions now end sooner.
- The Rephsian Empire now survives correctly after a rebel victory.
- Rebel factions receive more varied names.
- Custom faction and rebel-leader names are preserved during uprisings.
- A power bloc now dissolves when its final member leaves.
- Fixed patronage interactions accepting invalid targets.
- Fixed destroyed factions remaining available for interactions.
- Economy, Resources and Construction
- Added monthly resource histories showing production, consumption and changes to the stockpile.
- Added a detailed resource window showing current sources, uses, shortages and past values.
- Construction queues can now be reordered exactly.
- Buildings can now be downgraded directly.
- Settlement labels now show construction progress.
- Rebuilt the Economy screen.
- Reworked the presentation of the treasury, income, expenses, resources, food, trade and settlement economies.
- Reworked the existing controls for automatic resource buying and selling.
- Income and expense breakdowns now include military command, replenishment and construction costs.
- Reworked the realm-wide construction queue.
- Building, unit and formation tooltips now show their complete resource requirements.
- Dismantling, downgrading and queue actions are now directly available from settlement building lists.
- Settlement headers now show whether a settlement is a capital, occupied, under siege or blockaded.
- Reworked city layouts and the placement of visible buildings.
- Reworked convoy and trade-route information.
- Court luxury now appears as a faction expense.
- The faction sidebar now shows levy strength.
- Building tooltips distinguish the current level's effects from the next level's effects.
- The construction queue now distinguishes active work from waiting projects.
- Characters, Court and Religion
- Added quick interaction menus to character portraits.
- Characters can now receive temporary bonuses and penalties to their statistics.
- Characters without an office or military command can now receive a title based on their circumstances.
- Rebuilt the character browser, character sidebar and family tree.
- Character lists now show titles, liege realms, current activity, family and faction information.
- Reworked court appointments and candidate suitability.
- Commander, governor, bishop, diplomat and spy appointments now use a shared candidate screen.
- Reworked heir selection and its political consequences.
- Reworked the way character-interaction results are shown.
- Rebuilt the clergy and religion screens.
- Religious conversion now shows its costs, benefits and unrest more clearly.
- Character and government titles now use forms appropriate to their culture.
- Character lists can be opened for foreign factions.
- Hovering over a character statistic now shows the effects that changed it.
- Trait tooltips now explain their effects.
- Improved the presentation of spouses and other relationships.
- Constitution now affects how likely a character is to die.
- Corrected several character birth dates, family relationships and starting appointments.
- Fixed rulers being killed when they were meant to be deposed.
- Events and Campaign Presentation
- Rebuilt event windows with campaign artwork, effect icons and clearer choices.
- Unavailable event choices now explain why they cannot be selected.
- Event effects have expanded tooltips and concept icons.
- Event text can link directly to characters, factions, settlements and militaries.
- Event chains can show previous entries from the same story.
- Added different starting events for playable factions.
- Events can now include more context when a character dies or a ruler is succeeded.
- Improved ruler names, pronouns and grammar for faction and character names in events.
- Improved generated names and reduced repeated alliteration.
- Rare scripted events now occur less often.
- Events now perform better checks for eligibility and threats.
- Enemy at the Gates events now require a real, active threat.
- Improved the presentation of successful and failed interactions.
- Added clearer campaign victory and defeat summaries.
- Performance
- Reduced stuttering while starting a new campaign or loading a save.
- Terrain and cities now load with fewer long pauses.
- Reduced daily and monthly simulation stuttering.
- Reduced stuttering from character updates, military routes, rebellions, power blocs, religion and disease.
- Reduced stuttering while AI factions review their military and political plans.
- Reduced the cost of Senate interactions.
- Reduced stuttering when changing map modes.
- Reduced pauses when opening formation templates, peace negotiations, military sidebars and construction queues.
- The map now updates only the provinces that have changed.
- Improved fog-of-war performance and reduced visual artefacts.
- Reduced foliage density on Medium quality.
- Improved interface performance and input responsiveness.
- Improved road-route calculations.
- Localisation
- Localised the rebuilt menus, screens, sidebars, tooltips and shared controls.
- Localised the new government, building, achievement and interaction text.
- Government names can now change with culture.
- Campaign titles and descriptions now follow the selected language.
- Character names and scripted text now follow the selected language.
- Improved support for regional language variants.
- Added Traditional Chinese character-name data.
- Improved the display of Latin-script text in translated languages.
- Updated translated encyclopedia articles.
- Updated German, Polish, Russian, Turkish and Brazilian Portuguese text.