Patch Notes 1.0.5: Difference between revisions
Created page with "{{PatchInfo|version=1.0.5|date=2024-10-22|type=Regular Update}} <blockquote> == From the developers: == For this week - our focus remains on responding to audience feedback on pacing, balance, stability, and performance. '''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 option..." |
No edit summary |
||
(3 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
__NOTOC__ | |||
{{PatchInfo|version=1.0.5|date=2024-10-22|type=Regular Update}} | {{PatchInfo|version=1.0.5|date=2024-10-22|type=Regular Update}} | ||
<blockquote> | <blockquote> | ||
== From the developers: == | == From the developers: == | ||
For this week - our focus remains on responding to audience feedback on pacing, balance, stability, and performance. | For this week - our focus remains on responding to '''audience feedback on pacing, balance, stability, and performance.''' | ||
'''General''' | '''General''' | ||
* Medium game length changed from 750 to 800 turns. | * Medium game length changed from 750 to 800 turns. | ||
* Long game length changed from 1250 to 1500 turns. | * Long game length changed from 1250 to 1500 turns. | ||
'''City Management''' | '''City Management''' | ||
* Many types of resources are visible at the start of the game to provide players with more strategic options. | * 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 tax income to encourage taller gameplay. | ||
Line 19: | Line 20: | ||
* Starting areas are more likely to spawn an interesting resource nearby. | * Starting areas are more likely to spawn an interesting resource nearby. | ||
* Map generation adjusted to start players in more fertile areas. | * Map generation adjusted to start players in more fertile areas. | ||
'''Improvements/Triumphs''' | '''Improvements/Triumphs''' | ||
* General increase in maintenance costs to tighten the late game economy. | * General increase in maintenance costs to tighten the late game economy. | ||
* Factory wealth maintenance increased from 5 to 10. | * Factory wealth maintenance increased from 5 to 10. | ||
Line 43: | Line 44: | ||
::Inns now require an expert to provide money. | ::Inns now require an expert to provide money. | ||
::Mint now provides a 15% buff to city Prosperity rather than 5 wealth. | ::Mint now provides a 15% buff to city Prosperity rather than 5 wealth. | ||
'''Amenities/Items/Resources''' | '''Amenities/Items/Resources''' | ||
* Shoes amenity Happiness bonus reduced from 15 to 5 to bring happiness more in line with other QoL stats. | * 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. | * Shoes amenity Prosperity bonus reduced from 15 to 5. | ||
Line 54: | Line 55: | ||
* Treasury Bonds and Law Books are correctly consumed 1 every 10 turns. | * Treasury Bonds and Law Books are correctly consumed 1 every 10 turns. | ||
* Looms now correctly provide 100% Craft Production as an Amenity. | * Looms now correctly provide 100% Craft Production as an Amenity. | ||
'''Techs/Research''' | '''Techs/Research''' | ||
* Based on community feedback with a preference to slower default pacing, we have increased the tech costs slightly. | * 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. | * Antiquities research cost increased from 400 to 500. | ||
Line 68: | Line 69: | ||
* Singularity age research cost increased from 3000 to 5000. | * 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. | * 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 tax income. | ||
Line 77: | Line 78: | ||
* Starting areas are more likely to spawn an interesting resource nearby. | * Starting areas are more likely to spawn an interesting resource nearby. | ||
* Map generation adjusted to start players in more fertile areas. | * Map generation adjusted to start players in more fertile areas. | ||
'''Events''' | '''Events''' | ||
* "Decor & Devotion" now triggers correctly for Askia Muhammad. | * "Decor & Devotion" now triggers correctly for Askia Muhammad. | ||
'''Localization''' | '''Localization''' | ||
* We are continuing to update all localized languages. | |||
'''Units/Combat''' | '''Units/Combat''' | ||
* Most first Act units have 1 material maintenance cost in addition to food cost. | * Most first Act units have 1 material maintenance cost in addition to food cost. | ||
</blockquote> | </blockquote> |
Latest revision as of 20:37, 22 October 2024
Patch Info | |
Version: | 1.0.5 |
Date: | 2024-10-22 |
Type: | Regular Update |
From the developers:[edit | edit source]
For this week - our focus remains on responding to audience feedback on pacing, balance, stability, and performance.
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.
- 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.