Update 1.3.4.0 (9 September 2020)
Fixes
- Amphora Fabrica fixed
- Forced march decision fixed
- Administrative Burden was always greater than expected, because it also factored in the income of the new turn
- Fix to a message about slave dispatching
- Fix to a minor bug cancelled interception
- Fixed a few typos
Quality of Life and UI improvements
- Loading game is three times faster than before. Can now load really late-stage games much more easily.
- Clicking on a trade good in the trade panel will show it specifically on the map.
- Unit Maintenance cost shown in detailed tooltip
- RGD button bounces until player clicks on it once or plays a decision.
- Conversion chance is shown in the ethnicity tooltip (if absent, then the ethnicity is made only of slaves)
- Added more shortcuts: overlays now mapped to 1 to 7 then SHIFT 1 to SHIFT 7. Can switch between region and province with CTRL-SPACE
- 100% healthy units will have a bright green triangle on the Unit Panel, different to other healthy units (66-99%)
- Added a message when a new herd is given to nomads’ nations
- Provincial capital shown in the region panel.
- Fix in overlay ♥♥♥♥♥ building slots' where idle regions not part of a province would never show
Various rules change or improvements
- Distance is now a factor when checking who trades with who
- If you have two identical main capital/palace buildings, then one will be removed, even if you are within the limit of the number of capital regions.
- The last possible mission will still deprecate now, removing the oddity of seeing a negative turn number.
- Ships can't be deployed on land
- Ships are now ignored in case of land battles but don't prevent exporting to FOG II
- Population boom event restricted to regions with 75+ loyalty
- Increase in combat stat from decision 'motivate troops' factored if exported to FOG II
- Modifier added to a region will reset the current timer if the modifier was already present (previously the new one would be ignored)
- In transactions, AI will value a region which is one of its objectives more highly
- Persian usurpers in the DLC campaign won't have access to Immortals anymore
- Persia staging tweaked.
Setup and data changes
- Immortals have money Inc +50% but are not national unique anymore
- Units exported in FOG II now get +5% quality and +5% cost if they have an equipment (armorsmith etc.)
- Kartli fortress bonuses (special unique fortress for Kolchis) were wrong
- No more Celts as provincial units in Galatia when playing Campaign 550 BCE
- Epiteichismata can be disassembled
- Carthaginian Sacred Band fight centered in all terrains
- Elephants deployment revised in bad terrain
- Fix to elephants recruitable in Epirus region
- Hellenes friction: Penalties toned down depending of number of owned regions for Athens and Sparta
- DLC: Egypt now has Egyptian names for generals
Compatibility
- Compatibility with games in 1.30+ version: Full
- Before this point, most of the features would work, but we don’t recommend continuing multiplayer games.
Update 1.1.0.0 (24 February 2020)
Balance and tweak to diplomacy
- Declaring a client state does not prevent getting regions from them
- Allies loiter less in your home territory
- Can't get ships from the 'Give Special Units' diplomacy clause
- Validating a transaction returns you directly to the intro Diplomacy panel
- One-sided transactions will either increase (gift) or decrease (extortion) relationships
- AI will propose many less transactions
- AI Allies capturing a region formerly owned by another nation (legitimate owner in advanced diplomacy) will give it back immediately
- Can enter regions of a nation with whom you have a peace treaty (allows evacuating your army when stranded) – Human player only.
- If all your capitals are besieged (or lost), severe penalty during peace treaty
- You can now demand regions owned by the vassals of your enemy
- Having hold of an enemy region when making a peace deal makes the region cheaper
- AI Vassals don't give back regions to human overlord anymore
- AI more reluctant to be absorbed or client-state if the other nation is not bigger
- AI will value more money, metal or manpower if it lacks some, and value less if it has enough
- AI less interested in trading units if not enough money
- Small factions will be much less prone to send transactions (less spamming)
- Explicitly name winner and loser factions in clause tooltips
- Region Clause: Lowered significantly cost if at war
- Give Units Clause: Can only be done if neighbor (sea-neighbor ok)
- War control gives less penalty
- War exhaustion triggers more rapidly (emphasis on wanting to make peace faster)
- AI will want to make peace faster as War Exhaustion accrues
- AI will not propose a cooperation during a bargain if already allied
- AI will only demand or accept the Relinquish objective clause if neighbor
- Validating a transaction returns you directly to the intro Diplomacy panel
- Additional texts for Diplomacy (FRE SPA GER)
Other changes
- Added the Sacred Estate building, an improvement to the worship place with a special effect (GC310 has some in Egypt, Armenia, Media)
- Objectives show the turn they were given in nation panel
- Sinope harbor position nudged east
- Gaining a slave in battle might mean losing a population in the region
- Updated quotes and hints, courtesy of Neilbala the Brythonic King
- Fix to Armenia having too many levied units
- Dynamic objectives can be given according to more criteria
- Food stockpile never goes below zero
- Periplus not given if you own the region
- Too big World Factions groups lose 10% of their units per turn (depending of AI level)
- Fixed overcrowding tooltip which was erroneously mentioning region terrain and not city terrain.
- Rex Custodiae can now be built from a Palace building (if CL 3)
- Nomad herd don't have cattle as a bonus anymore
- Fix to a typo in Ptolemaic Egypt gameplay text
- Units: war elephants now provide 2 support values
- An old objective won't be phased out if you own a region adjacent to it
- Fix to Stoa bug
- Added translation for French, Spanish and German.
- Mercenary decision has a 500-money prerequisite
- Kolchis / Armenia missions fixed and tweaked
- Debts modifiers added after gain back factored in
- Updated Empires DB archive
Compatibility notes 1.06 to 1.1.0
100% compatible
Previous versions
It is advised to restart a game
Update 1.0.6 (04 December 2019)
EXTRA MAJOR CONTENT
- Kolchis setup revised, with 8 Missions to perform.
- Armenia gets 3 missions, 3 new custom buildings and an extra unit.
- Government Aging and Progress UI (access it by clicking on the government button, nation panel)
GAMEPLAY and SETUP (improvements and fixes)
- Smarter dynamic objectives
- Fixed issues with Builder Guild and late wonders
- Added exclusivity to well and irrigation canal
- Fix to tools factory
- Fixed hospital chain of buildings
- Fixed Babel Tower modifier not properly given
- Capital region food need for growth increased
- Brigantes now have Tin resource, not lead.
- Caucasian ethnicities don't have access to phalanxes
- Tweaked pop growth formula - harder to get really big population
- Fixed issue with Hunting Grounds & Master Hunter
- Military buildings have greater importance in max metal and manpower stockpiles
- Deficit spending and modifiers – the bigger the deficit you run, the higher the penalties!
- Fixed Sagittarii not provided to Rome in some cases
- Improved how the game determines who is defending (outside of assaults)
AI
- AI will have less animosity against the legacy leader.
- Slightly less AI ship building
- AI doesn't snatch a siege from player
UI
- Government Aging and Progress UI
- New reports tab for ongoing mission(s)
- next region shortcut: ENTER, next idle region shortcut: SPACE
- Changed colors of a few provinces
- Make T hotkey behave exactly like the trade tab button
- Show leader portrait with red skull overlay at end of battle if they died.
- Update ledger when cancelling construction
- Fix stockpiles not initially showing current expenses in recruitment
Other
- Various engine optimizations and speed up
- Display error when failing to save game
Update 1.0.5 (10 October 2019)
GAMEPLAY (improvements and fixes)
- Fix to population growth penalty occurring in all regions
- City garrisons revised and improved in diversity
- Fix to resource cap being applied before upkeep
- In balanced difficulty, players don't pay extra upkeep from veteran units or rare units (with Money Increase Cost)
- Max stockpiling of metal increased by 50%
AI
- AI Dogpiling against player reduced a lot in balanced difficulty (easier game)
UI
- Dynamic route coloring option (see the Options Window to activate it)
- Supply overlay: Seas adjacent to a friendly coast show in blue
- Fixed legacy from regional culture being overreported in UI for AIs
- Show top legacy producing buildings in wonders tooltip on legacy panel
- Added sort by Human Players to Faction, CDR, and Legacy ledger pages
BALANCING & SETUP
- Elephants can now be recruited more easily (in particular by PTO)
- Roman Fort can now only be built by Roman
- Rome Civil War: less chance and longer delay between two in balanced difficulty
- Rome early legion & Alae quality slightly lowered when exported to FOG II
Various adjustments
- Rome: Tiberus: +1 Random Commerce Building Campania: +1 Random Culture Building
- Campania (Rome): + Market
- Initial equipment stockpile: 80>105
- Sparta: +Harbour + Flax Field +1 Citizen - Laconia has now an iron resource
- Syracusae: + Crafter District
- Saguntum: + Random Commerce Structure
- Armenia: +Market
- Byzantion: +Crafter District
- Carthage: +2 Citizens, + Random Commerce Structure
- Oea (Leptis Magna): +1 Citizen
- Septa: +2 Desertic Slaves
- Epirus: +3 Populations, +2 Random buildings, +Farm (in mountains), +Harbour
- Nestus (Lysimachos): +2 Hellenic Citizens, +1 Balkanic Citizen, Walls
- Orcadia (Celtic Indep.): +Cult Site
- Dacia: +1 Citizen, +1 Slave
- Dacia & Getea can now recruit Balkanic skirmishers
- (Reminder: Dacia can still recruit slingers, but you need to conquer Agrianes)
- Dacia starts with 4 Balkanic skirmishers and no Thracian slingers
- Getae starts with 4 medium infantries and 4 skirmishers
- Byzantion can recruit Thracian slingers
- (Reminder: Macedonia can recruit them at CL 3)
- Seleucids: Babylonia: Paved Road Carmania: Oil Mill Uxia: Marble Mattianus: Road
- Antigonos: Osroena: +Potter's Workshop - Market + 1 Random Commerce Building
Update 1.0.4 (26 September 2019)
Very important
- Military Buildings overhaul (see below dedicated paragraph)
- Cavalry overhaul: in some terrains part of the battlefield is for cavalry only
- An army with a leader can attack with a 'Retaliate Expedition' order that will make them not conquer the region (and still fight the enemy)
Important
- Abandoning a region now costs legacy, no aging (tied to population amount)
- Administrative Burden increased for developed nations (approx +10% to +30% increase depending of context). See also new manpower and metal cap from the Military Buildings overhaul.
- Sudden Death Victory (winning instantly by having the proper legacy ratio) needs now 100 turns before being evaluated, not 50. New quick game option!
- Objectives can be given dynamically too
- Regions have 4 steps in culture generating Legacy
- Distance to center split in 4 categories for better deployment in battles (e.g. HI in wood is not dead center, mountainmen are more central in mountains, etc.)
- Regions with a small initial population will have hard time grows past a certain level.
- Conversion rate reduced by one fifth
- Foreign citizens generate one third less manpower
- Free Unit Upkeep is now limited to 20 money, 5 metal and 5 manpower per unit
- Inflation cost in money is now factored partially in upkeep
Other
- Archers get a specific deployment priority in battles (after militia if the front must be filled, but before if in the rear)
- Fix to moving capitals
- Minimum garrison defending an independent region down from 6 to 3
- A client-state will stop ongoing wars not also involving his protector
- If in money deficit, only half of it removed per turn, with a minimum 100 money of debts removed
- Fix to a loyalty bug for national citizens - slightly easier now
- If you have too many of the +5% global commerce structures, you risk losing money
- Fix to regional harbor used for transportation not always the best one
- Mercenary decision won't pick slaves as a valid mercenary army
- Absorbing a nation provides no legacy from it.
- Health cap (of 65%) not applied to events tests (Pop boom, plagues and epidemics)
- If possible, a new unit will appear within a city wall, not outside
- Armies that can't retreat are always destroyed
- A besieged region can still build a structure (with penalty). Prevent unwanted reset of important buildings under construction.
- Famine in regions thrice as hard as before (regarding population loss)
- Rulers in decadent nations degrade their health faster (from 'unhealthy life style')
- Tyranny modifier bug fixed
- Slave decimation further upped in case of revolts (1 per 3 units raised)
- Fix to abandon region not working if another nation had an army
- New option (MP compliant): Quick game. Win with a 2 to 1 ratio in Legacy (not 3 to 1)
- Slaves will never be put in commerce or culture (governor AI)
Military buildings overhaul
- Military Expertise modifier appears if you have not enough or a lot of military buildings in your nation (comparison is made using sum of buildings tiers versus regions amount)
- Max Metal and Manpower have a cap partly based on Military Expertise
- In a province, each military building providing XP will give half its amount to capital region, within a limit of 25 XP and 2 extra levels.
- Rebate in building cost also given (at a 50%) from buildings in all regions of a province.
- Autogarrisons get bonus XP from the sum of military buildings tiers, either in their region or the full province (Stronger garrisons with proper structures).
AI
- AI has much more chances to propose peace if without any region
- AI is slightly more interested in building high tier structures
- Rome as AI in higher diff gets some free legion camps
- In higher difficulty, AI more prone to war against legacy leader
- More sensible DOW evaluation for AI – also now factors relative economic advantage
- AI will build more ships
- AI will never build ships in lakes
- AI fleets will intercept more
- AI fleets will escort more
- AI boarded units will be much more prudent
- AI will have Increased interest to unblockade harbor
- Province AI builds more structures
- Structure valuation refined (more high tier buildings, handle better specifics functions)
- AI Ally can give back previously owned region
- AI vassal can be fully absorbed if having a last surrounded region
- AI can reply or propose peace even without region
-
BALANCING & SETUP
- Lalandia and Seladia regions names reversed
- Judea Barrack can recruit HI
- Provincial units from Gaetulia, Mauritania (occ. and or.) and Numidia are now Light Cav with extra perks
- Farm and flax field slightly changprovince.ia objectives spaced more (too bunched, leading to easy progress)
- Light infantry from various ethnicities get the Agile modifier (+1 attack in wood or hill)
- Heavy Infantries cost +1 metal in upkeep
- Added naval interdiction link in Mesembria
- Druid Covenants tweaked (weaker standard version, stronger specialized version)
- Imperial Roman Legion decision won't be given before being an Empire
- Owning the Archimedes Workshop provides (permanently) a new type of unit (which acquires a new ability at elite level)
- Balkanic Mercenary Infantry is now the Dacian Falxman (hit harder but not protected against ranged fire)
- Hierasia provincial unit is now the 'Bastarnae Warrior' and is a Dacian Falxman (dmg+ prot-) with Mountainman.
- Tisiae provincial unit is now the 'Iazygian Lancer', a cataphract with extra speed and flanking.
- Dacia inferior provincial unit is now the 'Rhoxolani Cavalry', no change in stats (extra attack and effectiveness compared to regular Hvy Cav)
- Sparta starts with Hoplite Infantry and get access to Phalanx Infantry in Civilization Level III (Kleomenes III reform)
- These two units gain the Besieger trait. Phalanx loses extra hit though.
- Silver Shields are closer in profile to the Hellene Phalanx but better.
- Roman Archers (Sagittarii) are now added with the Imperial Legion reform
- Fixed: Tar Deposit could never be built (added to Tanis initially)
- Large quarry bonus resources now give an extra 2 money each
- Military Store upkeep down to 2
- Granary does not require a farm anymore, but will be proposed rarely except if you have grain nearby
- Tarentum (Greater Greece) now have a land army
-
UI-QOL
- Right hand modifications precision level is an option (5 possible choices)
- Correct tooltip feedback when can't build an unit in a province
- Close nation panel and select region when selecting an objective.
- Show count of stacked modifiers on nation panel.
- Next and Prev Idle Region buttons.
- Attempt to more clearly show that structure bonus income is included in the income
- More detailed provincial loyalty tooltip. More attention to revolt risk.
- Added Trade Income and Accumen to Ledger.
- Changed faction trade income to be net.
- Added anti-aliasing option to options UI
OTHER
- Various engine speed up
- Experimental extended font support.
- Several Multiplayers fixes
- Display a different message when potentially responsible for a PBEM data mismatch, and give an opportunity to exit and fix the issue without playing a turn.
- Fixed error playing a custom scenario in PBEM
Saved game compatibility
This patch is mostly compatible with ongoing games, with a few things to know and understand:
(1) Because objectives can now be given dynamically, they will be all reset when you start your turn (without token losses!). They will then be added progressively each turn, often with variations compared to your previous allocation.
(2) Because there is now a new rule slowing down regions which were underpopulated historically, you might see a large slowdown in growth in your most populated regions.
(3) The option ‘no dynamic burden’, which was never used (from our internal poll) has been replaced by the ‘quick game’ option. If you were playing with ‘no admin burden’, then you are now playing a quick game. But chances you were not …
Update 1.0.3 (31 July 2019)
GAMEPLAY (improvements and fixes)
- Mercenary decision won't pick slaves as a valid mercenary army
- Cotton Field structure can now be built again (Egypt and India)
- You can abandon a region which has the 'Under Conquest' modifier or is pillaged. It costs one government age per population as a limiter.
- Rebels conversion to a reborn nation won't happen in contested regions (fix some issues)
- Units in neutral territory can be moved away toward closest friendly region (up to 6 regions distance)
- When a region rebels, garrison is mustered, and you keep the walls.
- Slave decimation in case of revolt is one slave pop per 5 units raised (was 10)
- Can import or export up to 24 (each) different trade goods per region
- New Capitol building provided for free at all difficulty levels
- Fix to Judea temple decision could cause a crash
- New buildings and tweaked buildings (geared toward easier crowd control):
- Olympic Games (World Wonder, restricted to Hellenes nation)
- Tabularium (National Wonder, restricted to Italic ethnicity)
- Naumachia (gladiator games on water)
- Pleasure District (National Wonder) loyalty 25>30
- Coliseum, Circus Maximus (World Wonder) loyalty 50>60
- Circus, Racing Track loyalty 30>40
- Prison loyalty 10>15
- Fix to an improper evaluation in the 'Support Science' decision
- A region already defined as the main capital should not move to another region.
- Fix to Provincial units, if different per civilization level not given properly (e.g Galatian Hvy Inf.)
- DOW probability lessened and use extra factors.
- An enemy can't steal anymore a region only defended by an ally
- Provincial capitol will move to the correct region
- Ensure that auto garrisons raise against invasion and post-battles checks
- Fix to 2 late wonders not added properly (again)
- All nations are 'switchable' once they appear on the map
- 2 fleets made only of transports won't attack each other.
- Transported units don't skirmish or evade.
AI
- Will merge more often weak groups
- Allies should loiter less in other territories
- If under severe threat, will favor grouping and defending around capitals
BALANCING
- Master Fletcher can improve skirmisher ranged attack (provided it is not 0) and provides 5 XP
- Slightly bigger bonus for Peace chance from war duration
- Population with 2 or 3 unrest (was 2 only) are green in the region panel
- Heavy Infantry balancing (for non clumsy HI):
- Scots now have +15% "Money Increase cost"
- Rex Custodiae will cost a bit more (Are unique so not exploitable)
- Lin Teata will cost a bit more money but less metal, thematic with their gear (Are unique so not exploitable)
- Britonnic, Goths, Galatians, Pictish, Dacians provincial heavy infantries: They retain their excellent stats, but cost more in manpower and "Money Increase cost" is now 35%, not 25% as others prov. units.
- Brythonic infantry has the besieger effect
- Removed Phalanx from CAR
- Roman Fort and Limes can be disassembled
- Slave Market decision given more often (+50% frequency)
- Carthage initial treasury increased (1500>2500), friendlier neighbors.
- Mauretania hold on most regions removed
- North African nations don’t get cameliers until Imperial Level.
- Removed ahistorical phalanx to some nations.
- Rome objectives slightly more spread out (and far reaching)
- Cavalry balancing:
- Heavy Cavalry and Cataphracts now place themselves between HI and MI and gain +1 hit point
- War chariots get +1 hit point
- Companions get +1 effec
- Castrum Equitatum works for Med Cav too
UI-QOL
- Remappable hotkeys for common panels (K diplomacy | Nation panel | Ledger | Build structure | Unit recruitment | Trade panel)
- Added diplomacy button to UnitPanel, can contact a nation without territory.
- New context and gameplay texts for Rome and Epirus in Pyrrhus scenario
- Move camera to an army location when selecting a faction with no regions in diplomacy panel.
- Show recruitment spending as spent rather than part of the delta on faction bar and military recruitment tab.
- Army display options: Unit Count, Combat Power (as before), Categorized
- Fix to missing title in the 'one of the Civil War Warning' for Rome
- Upgrade buildings show as slot usage zero
- Fixed ambiguous or misleading UI behavior when ordering intercepts.
- Leave Trade Info open when switching Region Panel tabs
- In structure info and construction, moved description to the right; modifiers, unlocks, and misc stats to the left.
- Show Ally Battle option (default off).