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Design | |
All reform techs now give +1 Victory Point | |
Reform techs now go up in cost 25% each time they are researched | |
All units have had their vision range increased by one | |
Mounted units now get a -25% penalty when attacking settlements (cities, tribe camps) | |
Polearm units exert ZOC against Mounted units | |
Camel Archer loses Nomad Trait, gains 25% bonus vs Horse Units | |
City borders have had their vision range increased by one | |
The Holy War law no longer provides training to State Religion cities | |
Holy War: Now adds “Can Hurry Unit Production with Money” to State Religion cities | |
The Secularism law has been changed so that all cities now have a -50% chance per year to produce rebel units (Down from -100%) | |
The Volunteers Law can now Hurry all City Production with Population, rather than just Units | |
The Veneration Theology now yields +20 Gold per Monastery (Up from +10) | |
Trade League adjusted from: Unlocks Convoy, +3 Growth in Coastal Cities to: Unlocks Convoy, can Sell for the same price as Buying | |
Monetary Reform changed from: can Sell for the same price as Buying to: No Discontent penalty from Hurrying, -1 Discontent per year | |
Calligraphy: Now gives Libraries 4 Culture and 2 Science, from 4 Science | |
Resource cost per population based on culture has been rebalanced | |
Improvements without specialists now cost Maintenance | |
Building an Urban improvement on a non-Urban tile costs more Stone | |
A capture capital ambition has been added | |
Founding a Patrons Seat no longer grants the Seat +1 Culture level, now adds a Great Minister to court | |
Patrons Seat no longer has “Can Hurry Project Production with Money” | |
All Patron Cities now have “Can Hurry Project Production with Money” | |
The price for buying additional orders now has more volatility | |
Excess orders are now always sold for 10 gold (This will not affect market cost) | |
Tribes now spawn faster at higher difficulty levels | |
Tribes raiding range now scales with difficulty | |
Alliances now always cost a lump sum payment | |
Commander Archetype no longer has “Can Hurry City Production with Population” | |
Commander Archetype now has “Can Hurry City Production with Orders” | |
The Dealmaker trait has been updated | |
This trait now gives Governors a -50% Improvement Cost buff | |
Bypassed heir is now a relationship with the Leader or Heir, rather than a trait | |
Art | |
The barbarian marauder unit has received some animation updates | |
This unit now has attack and hit animations | |
The combat idle animation for this unit has been updated | |
The Pantheon Wonder has been updated with a greybox model | |
The Odeon and Town models have been updated | |
UI | |
Tech Tree rework | |
These changes are to better communicate to players what techs are currently available, and which will be available soon | |
Adding minimap minimize button | |
The unit list tab has been updated to sort units similarly to how they are listed in the unit pop up help text | |
More consistent layout for player/tribe selection panels | |
An ‘All Candidates’ option has been added to the Choose General/Governor/Council pop up | |
This option will show all candidates, even those who already have a job | |
Selection panels have received some small revisions to standardize them and remove unnecessary elements | |
Family portraits have been spaced out a bit on the relatives section of the character actions panel | |
The Inheritance screen background has been updated | |
The specialist widget in the City screen has been improved | |
Family widgets have been improved | |
And indicator arrow has been added to show which active cycle group is selected | |
Added new category icons for Worker | |
Worker filters moved to a context menu | |
The Training yield icon has been updated to better differentiate it from Maintenance | |
Various icons have received a polish update | |
Added Action Icons | |
Anchor | |
Unlimber | |
Add Urban | |
Add General | |
Found City | |
Audio | |
Music is now unlocked after researching the Drama tech | |
This feature is still in progress, music will still not start until reaching turn 10 regardless of whether or not Drama has been researched | |
Add audio for worker actions | |
Cutting | |
Digging | |
Mining | |
Farming | |
Building | |
New Events | |
Prophecy | |
Your scouts investigate some nearby ruins and make a shocking discovery | |
The Diviner | |
Your scouts find an interesting character upon investigating some nearby ruins | |
Face in Gold | |
Another civilization arrives in your court to discuss coinage | |
Mechanical Wonders | |
An heir from another nation arrives in your court and has a request after spending time with your great scientist | |
A Flirtation | |
Your spouse is openly flirting with someone during a goodwill banquet, gossip ensues | |
Caravan of Love | |
The heir of another nation shows some interest in your heir during a visit to celebrate relations between your nations | |
Unrequited | |
You receive some troubling news about the heir of another nation after their recent visit to your nation | |
True Inheritance | |
Your servants discover that your heir is missing from their chambers and has left a note for you | |
Pleasure Banquet | |
Just as an eventful day full of contests and performances seems to be wrapping up, more wine is brought to the hall and your subjects request the festivities continue | |
Funeral Procession | |
Following the death of a person from your nation, their family requests a funeral procession to honor their military career | |
Visitor from the East | |
A noted scholar and philosopher arrives in your nation and requests an audience with you | |
Mysterious Sickness | |
Citizens in one of your cities are suffering from a mysterious disease and your scientists demand immediate action | |
The Pox Spreads | |
The pox continues to ravage the city it started in, and has begun to spread | |
After the Death | |
After several difficult years, the mysterious sickness seems to be receding, and you must decide how to mark this moment for generations to come | |
A Confirmation | |
Your spouse comes to you with a demand regarding your heir | |
Unfaithful Tidings | |
Rumors about your are circulating in the capital, and your spouse approaches you with a simple plea | |
Uncanny | |
Rumors of your heir’s uncanny abilities have reached the court, and many wish to inquire about their knowledge | |
Lovesick | |
You visit the academy where your child is studying rhetorics, and find that they have wooed many of their classmates | |
Youthful Zeal | |
You visit the academy of rhetorics, and you and your child end up in an argument about court policies | |
Eager for Combat | |
You receive news that your child is unhappy with their lessons at the academy of tactics, and then they send a demand | |
Peaceable Kingdom | |
Your child visits home and has acquired an interest in caring for animals, and you must suggest how they further their interests | |
Returning Soldier | |
A soldier comes home | |
Physical Confrontation | |
An incident at the tactics academy requires your attention | |
Ancient Lessons | |
Your child finds something in nearby ruins | |
Rule of Law | |
Your child visits court | |
Unhealthy Interests | |
Your child shows an interest in poisons | |
A Funny Feeling | |
You wake up with stomach pains | |
AI | |
AI animations no longer speed up when moving more than one step | |
This change is to address user reports that AI has unfair movement advantages | |
AI more aggressive in pursuing targets that are revealed but not visible | |
AI no longer chops trees inside other players' territory | |
Miscellaneous Changes | |
Some units have received some minor name updates | |
The Catapult unit is now called the Onager | |
The Onager unit is now called the Mangonel | |
The Raider unit is now called the Marauder | |
Some tutorial events have received minor edits | |
The introduction tutorial event will now always fire regardless of tutorial settings | |
The introduction tutorial event has received some text edits | |
Multiple changes have been made to change the “Empire” term to “Nations, to clear up inconsistent use of terms | |
The help text for unlimbering and anchoring actions has been updated | |
The pillaged text now appears again | |
The camera now pans to AI founding cities | |
Bug Fixes | |
Fixed an issue where players could not remarry after their spouse died | |
Fixed an issue with making decisions after using the undo button | |
Fixed crash from event that spawns rebel units around barbarian cities | |
Fixed an issue where dead characters could still provided bonuses | |
Fixed an issue where aqueducts could provide multiple fresh water bonuses | |
Fixed an issue where the diplomacy icons shown in the empires tab were inconsistent sizes | |
Fixed some alignment issues with unit cooldown icons | |
Fixed an issue where civics icons would sometimes appear incorrectly on the inheritance screen | |
Fixed an issue where characters that were placed in Council roles did not have their actions list update appropriately | |
Fixed an issue with courtier and royal family member costs | |
Fixed an issue where some actions were incorrectly being put into context menus when selecting foreign leaders | |
Fixed some issues with text placement and scaling on the selected character and family panel UI elements | |
Fixed an issue where some UI elements weren’t properly hidden in certain full screen menus | |
Fixed an issue with locking tooltips for characters | |
Fixed an issue where the camera could still be zoomed in and out with a pop up active | |
Fixed an issue where AI would not attack captured cities that were in a state of anarchy | |
Fixed bug with Miners working on Laurion Mines | |
General improvements have been made to address performance issues | |
Fixed various event issues |
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