Hey everyone! I'm uploading this changelog featuring already completed changes. This is a summary and in no way represents the full details and work that has gone into this update. Rest assured that other improvements will find their way in before its release, in particular fixes to the ongoing crashes on certain maps and AI turns. Cheers!
Changelog v. 1.01k
Stability:
- Fix for Nordic Rebels, should not spawn anymore. REQUIRES RESTART
Bug fixes & improvements:
- Economical faction traits should now correctly apply their bonuses
- Some adjusted faction traits for Rome
- Reduced tax income bonus of Roman-Carthaginian culture trait 'Imperial Ambition' from 15% to 12%
- Fixes to building and character effects that didn't previously apply
- Native Discontent readjusted for factions where it was too severe
- Rebalanced effects for trading certain trade goods
- Rebalanced trade income
- Locked tier 2 Eastern Libraries behind 'Philhellenism' technology
- Revamped Building Options: clearer interface, removed a few late-tier Eastern buildings (Summer/Winter Palace) that provided no significant differences
- Qanat Building now available in 5 tiers to all Eastern and Arab factions. Improves sanitation, fertility and modifies income in the local province
- New effects for all Eastern & Hellenistic buildings
- Improvements to Roman building chains
--- Lowered income from farms
--- Temple of Mars now provides morale bonus to recruited units in the province
--- Increased movement range bonus from Roads
--- Added income modifier from industry to Armory building
--- Increased technology research rate modifier from Libraries
--- Increased Military Repression (public order) bonus from Garrisons
--- Added income modifier to Bread & Games edict from Entertainment buildings. Presence of these buildings greatly increase the income from and public order from Bread & Games edict
--- Amicus et Socius should now correctly reduce income from the local region
--- Many other adjustments
* All changes above also carried over to Hellenistic and Eastern buildings, on top of the full rebalancing for these cultures
- Adjusted effects for the Management attribute
- Rebalanced Edicts
- Rebalanced Urbanisation effects
- Fix to effect where Seasons would reduce fertility too much, leading to food shortages and shaky economy. Fertility hits are now lower than before
- Increased "Rebellious Populace" (public order level) tax effect to -50% tax rate instead of -100%
- Reduced tax bonus from Political Power, making the mid-late game more challenging
- Tweaked bonus incomes from some technologies, particularly tax bonuses
- Fix where slavery would occassionally give unreasonably high income bonuses
- Reduced public order impact from slavery
- Reduced chance of getting bastard children
- Rebellions: increased public order bonus significantly from beating rebel forces in your provinces
- Rebalanced Carthaginian garrisons for the Main Settlement and Garrison building lines
- Smaller and more appropriate Hellenistic garrisons from the Garrison building line
- Backwards-compatibility for Roman main settlements (high tiers now allows full construction options)
- Cap of Resource, Garrison and Road buildings to 1 per region. Prevents building excessive resources
- Revised ancillary trigger conditions - now triggers in more specific scenarios, less random
- Improved trait and ancillaries effects. More trade-offs for ancillaries
- Slightly increased cavalry impacts from the previous version
- Adjusted unit movement speeds from the previous version
- Slightly slower melee combat
- Rebalanced unit Experience gain. Distributed bonuses over the 9 experience tiers better. Experience gain should now proceed quicker
- Adjusted effects from Pila/Javelins - reduced their impact on opposing unit's charge bonus and melee stats
- All skirmish (javelin) infantry units have increased ammunition from 4 to 9. All skirmish cavalry units have increased ammo from 6 to 10
- Pikemen start with pikes
- CAI should now allocate more of its funds towards improving its infrastructure and economy, hopefully resulting in more challenging AI
- CAI should now be more inclined to build strategical resource buildings
Armenia:
- Fix where the main settlement names would not display
- Full recruitment options from main settlements now possible
Nabatea:
- Changed recruitment buildings
--- Clan units now recruited from Rural Lands
--- Tribal units now recruited from Nomadic Lands
--- Revamped recruitment for main settlement lines, should result in clearer UI
--- Revamped recruitment for Land Grants
Rome:
- Reduced upkeep cost by 20% for all units, putting Roman units closer to other factions in upkeep
New Features:
- New Carthaginian Army Traditions complete with a fully redesigned tree and several new icons
- The character attribute Management now increases the effectiveness of the Raise Taxes edict and reduces the tax reduction from the Lower Taxes edict (negotiation skill)
- Popularity reduces the public order impact from Raise Taxes edict and increases public order gain from Lower Taxes edict
- The edict Law and Order is now influenced by the Management and Popularity attributes, increasing in effectiveness the higher the attribute
- Eastern factions can now build Blacksmith (tier 1), Armory (tier 2) and Great Armory (tier 3) buildings. Unlocks recruitment of newly added Eastern Ballista
- New unit descriptions for Pergamon
- New building descriptions for all Hellenistic and most Punic buildings






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