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Design | |
The Cogwheel technology has been renamed to Chain Drive | |
The Windlass technology now gives a bonus tech card | |
The Bonus Card associated with Windlass is a Free Crossbowman | |
Elephant units no longer have a bonus against mounted units | |
Elephant units now have the Panic ability | |
The Panic ability causes targets to retreat after combat | |
Units with a Schemer general will now lose stealth after attacking | |
Units now receive a -50% combat modifier if they are fighting against rebel units from the same family | |
Urban tiles can no longer be purchased via the Colonization Law | |
The number of harbors a city can build is now limited to a max of 1 per culture level | |
You can now build a max of 2 Cathedrals per family | |
Culture steps before Legendary have been removed | |
Culture progression was the following: Weak, Developing I, Developing II, Strong I, Strong II, Strong III. Legendary | |
Culture progression is now: Weak, Developing, Strong, Legendary | |
Culture levels now give science boosts | |
Competitive AI now ignores positive opinion if the player is close to winning | |
The Ishtar Gate now grants +100 Culture to each city instead of +1 Culture Level | |
An Alt Tech Tree Mod setting has been added to the Advanced Setup tab in the Single Player set up screen | |
This option will enable an alternate version of the tech tree | |
Scouts can now become Agents in rival cities if you have a Spymaster | |
You can spend 200 Gold to make a scout an agent | |
Making a scout an agent in a rival city reveals that city’s territory | |
A new project has been added: Salt Production | |
This project yields -2 Money and -0.2 Orders per year, and boosts growth by 10% and food by 20% | |
This project can only be obtained via the Great Potential event | |
Players can now send luxuries to Tribes via the Empires menu | |
The Inspired trait has been removed | |
The Inspiring trait has been updated | |
Governor’s with this trait now grant +2 Culture per Culture Level of the city they are governing | |
Art | |
The leader portrait for Ashurbanipal has been updated | |
Some death events have been updated with new art | |
The Mangonel unit has been updated with a new model | |
The Ballista and Siege Tower units has been updated with various animations | |
Attack, Combat idle, Death, Hit, Idle, and Run | |
The following resources have received updated idle and graze animations: | |
Goats | |
Sheep | |
The following unit icons have been updated: | |
Siege Tower | |
Barbarian Marauder | |
The following improvement icons have been updated: | |
Mine | |
Cold Baths | |
Heated Baths | |
The following law icons have been updated: | |
Orthodoxy | |
Philosophy | |
Calligraphy | |
Coin Debasement | |
The following vegetation icons have been updated: | |
Trees | |
Trees (Cut) | |
Scrub | |
Scrub (Cut) | |
UI | |
A minimize button has been added to event pop ups | |
The unit widget has been updated to make the first promotion chevron more visible | |
Some small changes have been made to unit/decision cycling | |
Pressing SPACE will now center the camera on the currently selected unit if it is not on screen | |
Pressing SPACE again will then set that unit to ‘Pass’ for the current turn and cycle to the next unit (or decision, if all units have been managed for that turn) | |
The font size for the file path and save name fields in the file browser has been increased | |
This change was made to fix an issue where those fields appeared blurry | |
New Events | |
All that Glitters | |
You must decide how to use a surplus of resources after discovering a cache of gold | |
Caught in the Act | |
One of your scouts was caught stealing from a wagon of recently discovered silver and you must decide his punishment | |
Marvelous Specimens | |
Your scouts discover some interesting specimens deep in an ore deposit | |
Ritual Scent | |
A religious group requests an entire crop of recently harvested incense, but citizens from one of your cities wish to use it as well | |
Standoff | |
Your scouts explore a newly discovered gem deposit, and come across a group from another nation that is also interested in the vein | |
High Spirits | |
Your scouts discover a wandering scholar while exploring a field of grape vines | |
Camel Bite | |
One of your scouts is bitten while attempting to corral a caravan of camels | |
Tough Game | |
You discover some game in the area and find some practical purposes its meat can be used for when boiled and treated | |
Wild Horses | |
Some recently discovered horses reach your city and you must decide how to use them | |
Corner the Market | |
The style of some recently discovered marble has done well in local markets, and noble families wish to raise prices to corner the market | |
Luxury or Utility | |
A recent acquisition of fine furs has interested your spouse, but members of your court wish to use it to outfit soldiers who face harsh conditions | |
Pig in the Palace | |
A group of pigs was recently brought to one of your cities, and one of them manages to get inside your palace | |
Helping Hands | |
Your scouts return with some wheat harvested from a nearby countryside, along with a group of nomad farmers who have unique knowledge of the grain | |
Olive Oil | |
A supply of fresh olive oil has been produced from recently harvested olives, and would make a good gift for nations that have developed an affinity for the oil | |
Sorghum Seeds | |
Your scouts return with pouches of sorghum seeds and you must decide how to use these resources | |
Young Shepherd | |
As your scout herds the recently discovered sheep, he discovers a young tribal child tending to the flock | |
Pearl Divers | |
Your scouts discover a group of experienced pearl divers off the coast, and two of your families have expressed interest in obtaining more pearls | |
Rescue at Sea | |
Your scout is rescued by local fisherman after capsizing his boat | |
Beast of Burden | |
One of the elephants in a newly discovered herd appears to be domesticated | |
Great Potential | |
Scientists and merchants discover that a recent salt harvest could potentially be used for a large-scale salt production project | |
Citrus Remedy | |
Scientists claim that eating citrus fruit can help combat the withering effects of a long sea voyage | |
AI | |
AI Scouts know to search for city sites based on revealed urban tiles | |
AI slightly more aggressive with wounded units | |
AI no longer starts with half-built Settler | |
AI worker improvements | |
AI gets some specialists and fewer improvements to start | |
AI more likely to build ships | |
AI builds more roads | |
Miscellaneous AI improvements | |
Miscellaneous Changes | |
Added Arabic fallback font | |
More Hardcoded strings have been moved to xmls | |
Bug Fixes | |
Fixed an issue where the choose governor decision and the city governor selection choices would display different lists | |
Fixed an issue where dismissed notifications would reappear on new turns or when new notifications of different types appeared | |
Fixed an issue where the double deathblow animation would player when defeating units that only had one defender | |
Fixed an issue where hovering over the edge of a suggested improvement icon with a worker selected would cause the expanded tooltip to flicker | |
Fixed an issue where help text in the choose governor/general buttons was not working as expected | |
Fixed an issue where units were not able to attack rival cities if the cursor was over the city widget | |
Fixed an issue with the hover tooltip for the culture icon on the city widget | |
Fixed an issue with AI trying to place units on barracks in captured cities | |
Fixed an issue where the main menu banner wouldn’t stretch to fit certain resolutions | |
Fixed an issue where event audio would play every time an event was opened. Event audio should now only play the first time an event is opened | |
Fixed an issue where the cursor was not locked to the game window in full screen mode | |
Fixed an issue where one of the loading screen hints listed the wrong hot key for ending a turn | |
Fixed an issue where menu options did not work correctly with a translation mod active | |
Fixed an issue where the language dropdown would highlight the incorrect option with multiple user-translation mods | |
Fixed an issue with non-latin characters on menu buttons preventing clicks | |
Fixed an issue with switching translation mid-game | |
Fixed various event issues | |
Memory and Performance issues are actively being worked on – we appreciate your feedback |
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