Additionally, this patch features many additional improvements to all non-English languages, with more still to come based on continued player feedback.
General
- Medium game length changed from 750 to 800 turns.
- Long game length changed from 1250 to 1500 turns.
City Management
- Many types of resources are visible at the start of the game to provide players with more strategic options.
- Smaller cities provide less tax income to encourage taller gameplay.
- Smaller cities provide less production to encourage taller gameplay.
- Larger cities consume slightly more food to compensate for lower food maintenance on improvements.
- Starting cities are more likely to start in a fertile area.
- Starting areas are more likely to spawn an interesting resource nearby.
- Map generation adjusted to start players in more fertile areas.
Improvements/Triumphs
- General increase in maintenance costs to tighten the late game economy.
- Factory wealth maintenance increased from 5 to 10.
- Foundry now has 1 material, 5 wealth maintenance cost.
- Crafting Guild materials maintenance is reduced from 5 to 1.
- Trading Post provides +10 prosperity to the city.
- Forge wealth maintenance increased from 1 to 3, now has 1 material, 1 wood maintenance cost as well.
- Refinery wealth maintenance increased from 1 to 5, now has 1 material maintenance cost.
- Bazaar provides +10 Prosperity to city.
- Grocer district happiness buff reduced from 5 to 1. Grocers are great but not generally a source of joy.
- School knowledge buff reduced from 15 to 10 to make the supplies of them more impactful.
- Pub wealth production per improvement reduced from 5 to 1 to emphasize the quality of life benefits.
- Stonehenge Knowledge buff reduced from 25 to 20.
- Foundry craft rate buff increased from 5 to 10.
- Docks maintenance increased from 1 to 5 wealth.
- Drydocks maintenance increased from 2 to 10 wealth.
- Naval base maintenance increased from 3 to 15 wealth.
- Dwellings line now has 1 wood, 1 material maintenance cost.
- Industrial and Irrigated farms cost 1 material to maintenance.
- Reduced flat wealth bonus from certain improvements: Inns now require an expert to provide money, and Mint now provides a 15% buff to city Prosperity rather than 5 wealth.
Amenities/Items/Resources
- Shoes amenity Happiness bonus reduced from 15 to 5 to bring happiness more in line with other QoL stats.
- Shoes amenity Prosperity bonus reduced from 15 to 5.
- Gourmet meal Health Amenity buff reduced from 15 to 5 to balance it with other amenities.
- Meteors now provide Metal Ingots without the need for smelting.
- Obsidian is more common.
- Tobacco does not provide as much money as before.
- Treasury Bonds and Law Books are correctly consumed 1 every 10 turns.
- Looms now correctly provide 100% Craft Production as an Amenity.
Techs/Research
- Based on community feedback with a preference to slower default pacing, we have increased the tech costs slightly.
- Antiquities research cost increased from 400 to 500.
- Early Middle Ages research cost increased from 600 to 700.
- High medieval age research cost increased from 800 to 1000.
- Renaissance era research cost increased from 1200 to 1500.
- Enlightenment era research cost increased from 1500 to 1750.
- Machine age research cost increased from 1800 to 2250.
- Atomic age research cost increased from 2100 to 3000.
- Information age research cost increased from 2500 to 4000.
- Singularity age research cost increased from 3000 to 5000.
City Management
- Many types of resources are visible at the start of the game to provide players with more strategic options.
- Smaller cities provide less tax income.
- Smaller cities provide less production.
- Larger cities consume slightly more food.
- Starting cities are more likely to start in a fertile area.
- Starting areas are more likely to spawn an interesting resource nearby.
- Map generation adjusted to start players in more fertile areas.
Events
- "Decor & Devotion" now triggers correctly for Askia Muhammad.
Localization
- We are continuing to update all localized languages.
Units/Combat
- Most first Act units have 1 material maintenance cost in addition to food cost.