Patch Notes 1.4

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Revision as of 22:09, 18 June 2025 by Z0eff (talk | contribs) (Created page with "__NOTOC__ {{PatchInfo|version=1.4|date=2025-06-18|type=Regular Update}} == Undocumented Changes == Xerxes' King of King trait has been changed completely <blockquote> ==From the developers:== We’ve made some dramatic changes to the game visuals, including making units much more visible on the map. We have also made significant improvements in performance. Lastly, we have significantly improved how the AI harvests resources from regions and manages its cities...")
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Patch Info
Version: 1.4
Date: 2025-06-18
Type: Regular Update

Undocumented Changes[edit | edit source]

Xerxes' King of King trait has been changed completely


From the developers:[edit | edit source]

We’ve made some dramatic changes to the game visuals, including making units much more visible on the map. We have also made significant improvements in performance. Lastly, we have significantly improved how the AI harvests resources from regions and manages its cities. See below for the complete change log.


Core[edit | edit source]

  • The IO system sometimes runs into a case where a file is read before Windows has time to unlock the file, causing it not to be read, which results in the game crashing on startup for some people. If this condition is hit, pause for a moment to allow time for the OS to unlock the file.
  • Added a 1ms sleep after creating a heap GPU resource to get around a potential driver bug that is causing lockups and stutters.


Gameplay[edit | edit source]

  • Added “Retreat” option in battle
  • AI uses data-based alignment for deciding on what unit to train.
  • Bronze Age tech research requirement restored to 5.
  • Bowmen no longer require metal ingots to build; they now use wood instead.
  • Reduced maintenance on the brewery, distillery.
  • Reduced money maintenance on units from 3 to 2.
  • Tax income on cities significantly increased as they get bigger.


AI

  • AI Harvesting: AI is significantly better at choosing what to harvest from regions.
  • AI City Management: Major improvements in how the AI manages cities.
  • AI Expansion: AI is less aggressive about building cities near other players, especially capitals; aggression scales with difficulty.
  • Adjustments to AI difficulty to be easier at lower levels and more challenging at higher levels.
  • AI won't try to bribe player if they are at war.
  • AI is better at developing its cities.
  • AI balance pass on improvement alignments.
  • AI checks to make sure an ingredient choice isn't going to wreck their economy.
  • AI makes sure that it doesn't use food as an ingredient if it can't afford it.
  • AI much more inclined to build larger army formations.
  • AI better at warfare at higher difficulty levels.
  • AI will fall back on aligned improvement data if it can't find something else to build in a city.


General

  • Supplies
    • Citizens will automatically supply their own dwellings, shops, etc. with items based on their needs. This is a game option that can be turned off but should drastically reduce micromanagement. Policies override their preferences and players can still micromanage this if they want and even override their choices.
    • Option to disable and enable citizen self-supplying feature.
  • Building
    • Modern era cities are more densely built up.
    • If a triumph is in the region, we show the max building density (Because it looks cool).
    • Building density adjustments.
  • Cities
    • Cities grow more gradually.
    • Increased city growth rate slightly.
    • Growth bonuses from high health in cities increased by 25%.
    • To balance city growth being slower, tech costs have been slightly reduced:
      • Feudalism provides +1 cities.
      • Architecture provides +1 cities.
      • Printing Press +1 cities.
      • Electricity +1 cities.
      • Mass Production +1 cities.
  • Resources
    • Fish are more common.
    • Iron is more common.
    • Ores (like iron and such) spawn normally again.
  • City caps
    • Pottery tech will increase city cap.
    • Currency tech will increase city cap.
    • City caps now less dependent on government types.
    • Democracy city cap buff reduced from 6 to 5.
    • Empire city cap reduced from 8 to 6.
    • Feudalist reduced from 5 to 4.
    • Republic reduced from 5 to 4.
  • Battle Panel:
    • Battle Panel cleaned up to be easier to read.
    • Battle Panel no longer has a Counterinstance on it, integrated into main view.
    • Battle panel now has a battle advantage area whose tooltip explains how combat mechanics work.
    • Battle panel now shows the damage types that are in a given army.
  • Battles last slightly more turns.
  • Immigration and Emigration removed (these are disabled in game but were being calculated anyway which gets expensive late game).
  • Expert given at city level 5 and then 1 for every level starting at 10.
  • Quality of life buff overflow is now displayed in the tooltip to let the player know how "overkill" they've gone on the amenities.
  • Unit status (fortify, move) moved to be below the unit icon.
  • Aggressive nations like to build armies more.
  • Maintenance cost adjustments:
    • Unit maint costs that were > 3 wealth are now capped at 3.
    • Wood maint cost for farms is capped at 1.
    • Removed increased wood maint when adding workers to farms.
    • Gunpowder is no longer a maint cost for units but money maint increased slightly on those units.
  • Main Irrigated farm base production bonus decreased from 2.0 to 1.5.
  • Slight camera tweak to visibility on improvement banners.
  • Reduced CPU usage, especially when not the active window.
  • Taxes have a stronger happiness (or unhappiness) effect.
  • Grainstores now provide a 15% population growth benefit rather than a flat value.
  • Players now start with an army cap of 5 to make early rushing viable
  • Additional army cap increases moved from city tier 5 to 10.
  • AI will decomission most scouts once it determines they aren't needed. This hsould get rid of the late game "scout spam" we see in games.


Biome Yield Changes

  • Coastal Waters: Increased Wealth
  • Polar Desert: Increased Wealth
  • Cold Desert: Increased Material, Increased Wealth
  • Xeric Shrubland: Increased Wealth
  • Arid Desert: Increased Wealth
  • Tundra: Increased Material, Increased Wealth
  • Temperate Forest: Increased Food, Decreased Lumber, Increased Material
  • Savanna: Increased Wealth
  • Tropical Forest: Decreased Lumber, Increased Wealth
  • Tropical Rainforest: Decreased Lumber


Crafting / Recipes

  • Overall: Rebalanced Wealth costs to be overall higher and more closely correlate to 1 Wealth = 10 Production Bonus.
  • Rebalanced some Recipes and ensured more Recipes utilize Aluminum and Rubber.
    • Beer: reduce Aluminum Accelerant Cost, increase Glass Accelerant Cost.
    • Brewed Coffee: increased Pottery, Glass, and Wealth Accelerant Cost, and increased Production Bonus.
    • Explosives: increased Wealth & Timber Accelerant Cost and increased Production Bonus, added Barrels as Accelerant Option.
    • Industrial Tools: Lithic Tools & Metal Tools now occupy the same Accelerant Slot, and increased Accelerant Cost and increased Production Bonus. Added Plastics and Rubber as Accelerants, increased Wealth Accelerant Cost, and increased Production Bonus.
    • Liquor: increased Production Cost, increased Wealth and Grains Accelerant Cost and increased Production Bonus, increased Ceramic Pot and Barrel Accelerant Costs, and increased Production Bonus.
    • Musical Instruments: reduced Production Cost, increased Wealth and Timber Accelerant Cost, and increased Production Bonus, Added Plastics as Accelerant.
    • Perfume: increased Wealth and Timber Accelerant Costs and increased Production Bonus, removed Dyes as an Accelerant.
    • Pianos: increased Wealth and Timber Accelerant cost and increased Production Bonus, removed Coins and Trade Goods as Accelerants, added Plastic as an Accelerant.
    • Sculptures: increased Wealth Accelerant Cost and increased Production Bonus.
    • Soap: increased Wealth Accelerant Cost and increased Production Bonus, removed Coins and Trade Goods as Accelerants, added Mandrake and Tea Leaves as Accelerants.
    • Statuary: increased Wealth Accelerant Cost and increased Production Bonus.
    • Wine: reduced Food Accelerant Cost.
    • Internal Combustion Engine: increased Production Cost, removed Fuel as Accelerant, added Rubber as Accelerant, increased Aluminum Production Bonus.
    • Malt: Increased Wealth Accelerant Cost and increased Production Bonus.
    • Syrup: Decreased Food Accelerant Cost, increased Production Bonus from Pottery, Glass, and Plastic Containers.
    • Decorative Paintings: Increased Wealth Production Cost and increased Production Bonus.
    • Letters of Credit: Moved Coins to alternative for Accelerant Slot 1 with Jewelry and increased Production Bonus, increased Leather and Paper Production Bonus.
    • Boots: added Rubber as Accelerant.
    • Sneakers: Increased Fabric Production Bonus, increased Materials Accelerant Cost, increased Leather Accelerant Cost, added Rubber as Accelerant.
    • Fuselage: Increased all Production Bonuses, increased Wealth Accelerant Cost, removed Glass as Accelerant, added Rubber as Accelerant.
  • Bandages
    • Increased Production Cost from 100 to 200.
    • Accelerant Slot 1: Production Bonus increased to 150.
    • Accelerant Slot 2
      • Material Cost increased to 3
      • Production Bonus increased to 100.
    • NEW Accelerant Slot 3
      • Can utilize 1 Plastics
      • Production Bonus of 400.
  • Beer
    • Increased Production Cost from 500 to 1000.
    • Accelerant Slot 1
      • Grain Cost increased to 2
      • Production Bonus increased to 100.
    • Accelerant Slot 2: Production Bonus increased to 200.
    • Accelerant Slot 3
      • Aluminum added as an option at a Cost of 2
      • Ceramic Pots cost increased to 2
      • Production Bonus increased to 100.
  • Candles
    • Accelerant Slot 2: Vanilla Cost decreased to 1.
  • Canned Food
    • Accelerant Slot 1
      • Can no longer utilize Wealth
      • Can now utilize Grain Store at Cost of 1
      • Can no longer utilize Fish
      • Can utilize Salted Fish at a Cost of 1
      • Production Cost reduced to 150.
    • Accelerant Slot 2: Production Bonus increased to 100.
    • Accelerant Slot 3: Can now utilize Aluminum at a cost of 2.
  • Cars
    • Increased Production cost to 1500.
    • Accelerant Slot 1
      • Can now utilize Aluminum at a Cost of 2.
  • Decorative Vases
    • Accelerant Slot 1
      • Can no longer utilize Wealth
      • Can now utilize Materials at a Cost of 10.
  • Brewed Coffee
    • Accelerant Slot 3: Decreased Production Bonus to 500.
  • Concrete
    • Accelerant Slot 2: Increased Material Cost to 5.
  • Commercial Drones
    • Accelerant Slot 1
      • Increased Electronics Cost to 2
      • Increased Production Bonus to 200.
    • Accelerant Slot 2
      • Increased Plastics Cost to 2
      • Increased Production Bonus to 200.
  • Gene Therapy
    • Accelerant Slot 1
      • Increased Production Bonus to 200.
    • Accelerant Slot 2
      • Increased Production Bonus to 500.
    • Accelerant Slot 3
      • Increased Coins Cost to 2
      • Increased Trade Goods cost to 2
      • Increased Production Bonus to 200.
  • Cybernetics
    • Accelerant Slot 1
      • Increased Production Bonus to 1000.
    • Accelerant Slot 2
      • Increased Electronics Cost to 2
      • Increased Production Bonus to 250.
    • Accelerant Slot 3
      • Increased Trade Goods Cost to 5
      • Increased Production Bonus to 250.
  • Electronics
    • Increased Production Cost to 600.
    • Accelerant Slot 1
      • Increased Aluminum Cost to 2 .
      • Increased Copper Cost to 2
      • Increased Production Bonus to 200.
    • Accelerant Slot 3
      • Materials are no longer an option
      • Added Heavy Metals as an option at a Cost of 1
      • Added Precious Metals as an option at a Cost of 1.
  • Encyclopedias
    • Accelerant Slot 1
      • Increased Lumber Cost to 10
      • Increased Production Bonus to 100.
    • Accelerant Slot 2
      • Increased Production Bonus to 50.
    • Accelerant Slot 3
      • Materials are no longer an option.
  • Eyeglasses
    • Increased Production Cost to 2000.
    • Accelerant Slot 1
      • Glass cost increased to 2
      • Production Bonus increased to 200.
    • Accelerant Slot 2
      • Increased Lumber Cost to 10.
    • Accelerant Slot 3
      • Decreased Production Bonus to 200.
  • Explosives
    • Accelerant Slot 1
      • Lumber Cost increased to 5.
  • Metal Tools
    • Increased Production Cost to 500.
    • Accelerant Slot 1
      • Added Materials as an option at a Cost of 20
      • Added Copper as an option at a Cost of 5
      • Added Iron as an option at a cost of 3
      • Increased Production Bonus to 400.
    • Accelerant Slot 2
      • Materials are no longer an option,
      • Lumber Cost decreased to 5.
  • Feast
    • Production Cost reduced to 250.
    • Accelerant Slot 1
      • Reduced Food Cost to 1
      • Decreased Production Bonus to 25.
    • Accelerant Slot 2
      • Increased Production Bonus to 50.
    • Accelerant Slot 3
      • Increased Production Bonus to 50.
  • Fertilizer
    • Production Cost increased to 750.
    • Accelerant Slot 1
      • Increased Maltha Cost to 2
      • increased Fish Cost to 2
      • Increased Coffee Beans cost to 2.
    • Accelerant Slot 2
      • Added Tea as an option at a Cost of 1.
    • Accelerant Slot 3
      • Increased Production Bonus to 100.
  • Gear
    • Accelerant Slot 2
      • Increased Material Cost to 5
      • Increased Production Bonus to 50.
  • Glass
    • Increased Production Cost to 250.
    • Accelerant Slot 3
      • Increased Production Bonus to 100
  • Glass Windows
    • Accelerant Slot 1
      • Increased Glass Cost to 2
      • Decreased Production Bonus to 250.
    • Accelerant Slot 2
      • Added Aluminum as an option at a cost of 1
      • Production Bonus increased to 100.
    • Accelerant Slot 3
      • Decreased Production Bonus to 250.
  • Gourmet Meal
    • Accelerant Slot 1
      • Removed Wealth as an option
      • Added Food as an option at a Cost of 50
      • Added Grain Stores as an option at a cost of 2.
    • Accelerant Slot 2:
      • Added Bison as an option at a Cost of 2
      • Increased Venison Cost to 2
    • Accelerant Slot 3
      • Spice Cost increased to 2
      • Syrup Cost increased to 2
      • Malt Cost increased to 2
      • Food Oil Cost increased to 2
      • Production Bonus increased to 200.
  • Herbal Medicine
    • Accelerant Slot 1
      • Increased Production Bonus to 200.
    • Accelerant Slot 2
      • Added Saffron as an option at a cost of 1
      • Increased Production Bonus to 200.
    • Accelerant Slot 3
      • Increased Production Bonus to 100.
  • Hourglass
    • Accelerant Slot 1
      • Increased Lumber cost to 5
      • Increased Production Bonus to 50
    • Accelerant Slot 2
      • Increased Production Bonus to 100
  • Industrial Tools
    • Accelerant Slot 1
      • Decreased Metal Tools cost to 1
    • Accelerant Slot 2
      • Increased Material Cost to 5
      • Increased Production Bonus to 50
  • Indoor Stoves
    • Increased Production Cost to 1500
    • Accelerant Slot 1
      • Increased Production Bonus to 100
    • Accelerant Slot 2
      • Increased Material Cost to 5
      • Increased Production Bonus to 50
    • Accelerant Slot 3
      • Increased Production Bonus to 100
  • Jewelry
    • Accelerant Slot 3
      • Added Wealth as an Option
  • Liquor
    • Accelerant Slot 1
      • Increased Production Bonus to 100
  • Looms
    • Decreased Production Cost to 750
    • Accelerant Slot 1
      • Increased Production Bonus to 200
    • Accelerant Slot 2
      • Increased Production Bonus to 200
    • Accelerant Slot 3
      • Increased Production Bonus to 300
  • Machined Parts
    • Increased Production Cost to 500
    • Accelerant Slot 1
      • Decrease Production Bonus to 200
    • Accelerant Slot 2
      • Decreased Metal Tools Cost to 1
      • Increased Production Bonus to 100
    • Accelerant Slot 3
      • Increased Production Bonus to 100
  • Metal Pots
    • Accelerant Slot 2
      • Added Aluminum as an option at a Cost of 1
      • Increased Material Cost to 15
      • Increased Production Bonus to 150
    • Accelerant Slot 3
      • Added Wealth as an option
  • Microwaves
    • Decrease Production Cost to 1500
    • Accelerant Slot 1
      • Added Plastics as an option at a Cost of 1
      • Increased Production Bonus to 100
    • Accelerant Slot 2
      • Increased Production Bonus to 200
    • Accelerant Slot 3
      • Added Power as an Option
      • Increased Production Bonus to 100
  • Mobile Phones
    • Accelerant Slot 1
      • Increased Plastics Cost to 2
      • Increased Production Bonus to 200
    • Accelerant Slot 2
      • Increased Electronics Cost to 2
      • Increased Production Bonus to 200
    • Accelerant Slot 3
      • Decreased Production Bonus to 350
  • Musical Instruments
    • Accelerant Slot 2
      • Increased Copper Cost to 3
      • Increased Production Bonus to 150
    • Accelerant Slot 3
      • Increased Production Bonus to 100
  • PDAs
    • Accelerant Slot 1
      • Increased Electronics Cost to 2
      • Increased Production Bonus to 200
    • Accelerant Slot 2
      • Increased Aluminum Cost to 2
      • Increased Plastics Cost to 2
      • Increased Production Bonus to 200
    • Accelerant Slot 3
      • Increased Steel Cost to 2
      • Increased Production Bonus to 200
  • Perfume
    • Accelerant Slot 3
      • Decreased Plastic Containers Cost to 1
      • Increased Glass Cost to 2
      • Increased Production Bonus to 50
  • Pianos
    • Increased Production Cost to 1000
    • Accelerant Slot 2
      • Decreased Metal Ingots Cost to 1
    • Accelerant Slot 3
      • Increase Production Bonus to 100
  • Ceramic Pots
    • Accelerant Slot 1
      • Increased Materials Cost to 3
  • Barrels
    • Accelerant Slot 3
      • Increased Production Bonus to 100
  • Treasury Bonds
    • Accelerant Slot 2
      • Increased Paper Cost to 3
      • Increased Production Bonus to 250
  • Preserved Food
    • Production Cost reduced to 1000
    • Accelerant Slot 1
      • Increased Production Bonus to 500
    • Accelerant Slot 2
      • Syrup no longer an option
      • Salt is no longer an option
      • Wealth is no longer an option
      • Added Food as an option at a cost of 25
      • Added Grain Store as an option at a Cost of 2
      • Added Bread as an option at a Cost of 1
      • Increased Production Bonus to 250
    • Accelerant Slot 3
      • Removed Bread as an option
      • Removed Food as an option
      • Added Glass as an option at a Cost of 2
      • Added Plastic Containers as an option at a cost of 1
      • Production Bonus increased to 200
  • Sculptures
    • Accelerant Slot 1
      • Increased Sculpting Material Cost to 2
      • Increased Production Bonus to 100
    • Accelerant Slot 2
      • Increased Production Bonus to 50
  • Stained Glass
    • Accelerant Slot 1
      • Increased Production Bonus to 100
  • Statuary
    • Increased Production Cost to 1000
    • Accelerant Slot 1
      • Wealth removed as an option
      • Material added as an option at a cost of 26
      • Increased Sculpting Material Cost to 5
      • Increased Marble Cost to 2
      • Production Bonus increased to 250
    • Accelerant Slot 2
      • Increased Production Bonus to 100
    • Accelerant Slot 3
      • Increased Production Bonus to 250
  • Steel
    • Accelerant Slot 1
      • Decreased Material Cost to 25
    • Accelerant Slot 2
      • Decreased Material Cost to 15
  • Lithic Tools
    • Accelerant Slot 1
      • Removed Material as an option
      • Added Wood as an option at a Cost of 2
    • Accelerant Slot 2
      • Removed Wood as an option
      • Added Material as an option at a Cost of 5
      • Increased Production Bonus to 50
    • NEW Accelerant Slot 3
      • Wealth is an option
      • Copper is an option at a Cost of 1
      • Production Bonus set to 100
  • Telescopes
    • Accelerant Slot 1
      • Removed Iron as an option
      • Removed Metal Ingots as an option
      • Added Aluminum as an option at a Cost of 1
      • Production Bonus increased to 50
    • Accelerant Slot 3
      • Added Iron as an option at a Cost of 5
      • Added Metal Ingots as an option at a cost of 2
      • Increased Production Bonus to 200
  • Indoor Toilets
    • Decreased Production Cost to 1000
    • Accelerant Slot 1
      • Removed Wealth as an option
      • Increased Material Cost to 10
      • Increased Silicates Cost to 2
      • Increased Production Bonus to 100
    • Accelerant Slot 3
      • Increased Production Bonus to 100
  • Tunics
    • Accelerant Slot 1
      • Increased Production Bonus to 250
    • Accelerant Slot 2
      • Increased Production Bonus to 100
  • Wine
    • Accelerant Slot 1
      • Removed Wealth as an option
      • Added Food as an option at a Cost of 40
      • Increased Grains cost to 3
      • Increased Production Bonus to 200
    • Accelerant Slot 2
      • Increased Ceramic Pots cost to 2
      • Increased Production Bonus to 100
  • Grain Store
    • Decreased Production Cost to 500
    • Accelerant Slot 1
      • Increased Production Bonus to 300
    • Accelerant Slot 2
      • Increased Production Bonus to 150
  • Plow
    • Accelerant Slot 1
      • Added Camels as an option at a Cost of 1
      • Decreased Production Bonus to 100
    • Accelerant Slot 2
      • Removed Wealth as an option
      • Added Iron as an option at a Cost of 2
      • Added Metal Ingots as an option at a Cost of 1
      • Increased Material Cost to 15
      • Increased Production Bonus to 150
    • NEW Accelerant Slot 3
      • Can utilize Wealth
      • Can Utilize Lithic Tools at a Cost of 2
      • Provides 200 Production Bonus
  • Wheel
    • Production Cost increased to 150
    • Accelerant Slot 1
      • Removed Wealth as an option
      • Increased Production Bonus to 75
    • Accelerant Slot 2
      • Increased Production Bonus to 50
  • Rope
    • Accelerant Slot 1
      • Reduced Cotton Cost to 1
      • Increased Production Bonus to 100
    • Accelerant Slot 2
      • Increased Production Bonus to 100
    • Accelerant Slot 3
      • Removed Materials as an option
      • Added Lumber as an option at a Cost of 7
      • Increased Production Bonus to 75
  • Flower
    • Accelerant Slot 1
      • Increased Lumber Cost to 5
      • Increased Production Bonus to 50
  • Map
    • Increased Production Cost to 500
  • Clocks
    • Increased Production Cost to 500
  • Lamp Posts
    • Accelerant Slot 1
      • Increased Glass Cost to 2
    • Accelerant Slot 2
      • Increased Lumber Cost to 10
  • Medicine
    • Accelerant Slot 2
      • Increased Production Bonus to 250
    • Accelerant Slot 3
      • Increased Production Bonus to 100
  • Radios
    • Increased Production Cost to 500
    • Accelerant Slot 1
      • Increased Copper Cost to 2
      • Increased Production Bonus to 50
    • Accelerant Slot 2
      • Increased Production Bonus to 50
  • Refrigerators
    • Increased Production Cost to 1500
    • Accelerant Slot 1
      • Decreased Plastics Cost to 1
      • Increased Aluminum Costs to 2
      • Increased Production Bonus to 100
    • Accelerant Slot 2
      • Increased Production Bonus to 100
    • Accelerant Slot 3
      • Increased Production Bonus to 100
  • Vaccines
    • Increased Production Cost to 1500
    • Accelerant Slot 1
      • Increased Production Bonus to 100
    • Accelerant Slot 2
      • Increased Production Bonus to 100
  • Toys
    • Increased Production Cost to 750
    • Accelerant Slot 1
      • Decreased Plastics Cost to 1
    • NEW Accelerant Slot 2
      • Can utilize Wealth
      • Can utilize Rubber at a cost of 1
      • Gives Production Bonus of 50
    • Accelerant Slot 3 (old Accelerant Slot 2)
      • Removed Lumber as an option
  • Antibiotics
    • Increased Production Cost to 1500
    • NEW Accelerant Slot 2
      • Can utilize Wealth
      • Can utilize Syrup at a Cost of 2
      • Provides a Production Bonus of 100
    • Accelerant Slot 3 (old Accelerant Slot 2)
      • Increased Production Bonus to 100
  • Air Conditioning Units
    • Increased Production Cost to 2000
    • Accelerant Slot 1
      • Increased Production Bonus to 100
    • Accelerant Slot 2
      • Added Aluminum as an option with a Cost of 2
      • Added Steel as an option with a Cost of 1
      • Increased Copper Cost to 2
      • Increased Production Bonus to 100
    • Accelerant Slot 3
      • Removed Power as an option
      • Added Steel as an option at a Cost of 1
      • Increased Production Bonus to 100
  • Computers
    • Increased Production Cost to 1500
    • Accelerant Slot 1
      • Increased Production Bonus to 200
    • Accelerant Slot 2
      • Increased Production Bonus to 100
    • Accelerant Slot 3
      • Added Heavy Metals as an option at a cost of 1
      • Increased Copper Cost to 2
      • Increased Production Bonus to 100
  • Plastics
    • Increased Production Cost to 300
    • Accelerant Slot 1
      • Increased Production Bonus to 200
    • Accelerant Slot 2
      • Increased Production Bonus to 100
  • Televisions
    • Increased Production Cost to 1500
    • Accelerant Slot 1
      • Increased Electronics Cost to 2
    • Accelerant Slot 2
      • Increased Copper Cost to 2
    • Accelerant Slot 3
      • Increased Production Bonus to 100
  • Fabric
    • Reduced Production Cost to 200
    • Accelerant Slot 1
      • Decreased Production Bonus to 200
    • Accelerant Slot 2
      • Decreased Production Bonus to 200
    • Accelerant Slot 3
      • Added Wealth as an option
      • Reduced Production Bonus to 200
  • Cured Meats
    • Reduce Production Cost to 500
  • Bread
    • Accelerant Slot 1
      • Added Grain Store as an option at a Cost of 1
      • Increased Grain cost to 2
      • Increased Production Bonus to 300
    • Accelerant Slot 2
      • Increased Production Bonus to 150
  • Syrup
    • Accelerant Slot 1
      • Removed Wealth as an option
      • Added Food as an option at a cost of 30
  • Plastic Containers
    • Increased Production Cost to 500
    • Accelerant Slot 1
      • Increased Production Bonus to 200
  • Heavy Plow
    • Increased Production Cost to 1500
    • Accelerant Slot 1
      • Added Camels as an option at a Cost of 2
      • Increased Horses Cost to 2
      • Increased Production Bonus to 500
    • Accelerant Slot 2
      • Added Iron as an option at a cost of 5
      • Added Steel as an option at a Cost of 1
      • Increased Metal Ingots cost to 2
      • Increased Material Cost to 50
      • Removed Wealth as an option
      • Increased Production Bonus to 500
    • NEW Accelerant Slot 3
      • Can Utilize Wealth
      • Can Utilize Plows at a cost of 1
      • Can Utilize Wheels at a cost of 5
      • Provides a Production Bonus of 800
  • Belt
    • Accelerant Slot 1
      • Reduced Production Bonus to 300
    • Accelerant Slot 2
      • Increased Material Cost to 5
      • Increased Production Bonus to 100
  • Leather
    • Accelerant Slot 2
      • Increased Material Cost to 5
      • Increased Production Bonus to 100
  • Carriage
    • Decreased Production Cost to 1000
    • Accelerant Slot 1
      • Decreased Production Bonus to 200
    • Accelerant Slot 2
      • Increased Rope Cost to 2
    • Accelerant Slot 3
      • Decreased Production Bonus to 50
  • Festival
    • Accelerant Slot 1
      • Removed Rope as an option
      • Added Flower as an option at a Cost of 1
      • Added Tea Leaves as an option at a Cost of 1
    • Accelerant Slot 2
      • Removed Wealth as an option
      • Added Food as an option at a cost of 30
    • Accelerant Slot 3
      • Removed Flower as an option
  • Dried Foods
    • Accelerant Slot 1
      • Removed Wealth as an option
      • Added Grain Store as an option at a cost of 1
      • Decreased Production Bonus from 300 to 250
    • Accelerant Slot 2
      • Increased Syrup Cost to 2
      • Increased Salt Cost to 2
      • Increased Production Bonus to 100
    • Accelerant Slot 3
      • Removed Wealth as an option
      • Decreased Lumber Cost to 20
      • Increased Glass Cost to 2
      • Increased Ceramic Pot Cost to 3
  • Garments
    • Accelerant Slot 1
      • Increased Production Bonus to 400
    • Accelerant Slot 2
      • Increased Production Bonus to 100
  • Rugs and Carpets
    • Decreased Production Cost to 500
    • Accelerant Slot 1
      • Increased Furs Cost to 3
      • Increased Production Bonus to 300
    • Accelerant Slot 2
      • Increased Production Bonus to 150
  • Light Bulbs
    • Accelerant Slot 1
      • Removed Metal Ingots as an option
      • Increased Glass Cost to 2
    • Accelerant Slot 2
      • Increased Production Bonus to 200
    • NEW Accelerant Slot 3
      • Can Utilize Wealth
      • Can Utilize Metal Ingots at Cost of 2
      • Can Utilize Heavy Metals at Cost of 2
      • Can Utilize Aluminum at Cost of 2
      • Provides Production Bonus of 100
  • Fine Clothes
    • Accelerant Slot 2
      • Added Precious Stones as an option at a Cost of 1
      • Added Precious Metals as an option at a Cost of 1
  • Boots
    • Accelerant Slot 2
      • Increased Material Cost to 10
      • Increased Production Bonus to 100
  • Slippers
    • Accelerant Slot 1
      • Increased Production Bonus to 100
    • Accelerant Slot 2
      • Increased Material Cost to 10
      • Increased Production Bonus to 100
  • Sneakers
    • Accelerant Slot 2
      • Increased Material Cost to 5
      • Increased Production Bonus to 50
  • Trousers
    • Accelerant Slot 2
      • Increased Material Cost to 5
      • Increased Production Bonus to 50
  • Shoes
    • Accelerant slot 2
      • Removed Material as an option
      • Added Rubber as an option at a cost of 1
      • Increased Production Bonus to 100
  • Trade Goods
    • Accelerant Slot 1
      • Removed Leather as an option
      • Removed Fabric as an option
      • Added Cotton as an option at a Cost of 3
      • Added Wool as an option at a Cost of 3
      • Added Silk as an option at a Cost of 3
      • Added Coffee Beans as an option at a Cost of 3
      • Added Incense as an option at a Cost of 3
      • Increased Furs Cost to 3
      • Decreased Production Bonus to 50
    • Accelerant Slot 2
      • Removed Materials as an option
      • Removed Lumber as an option
      • Removed Cotton as an option
      • Removed Wool as an option
      • Added Leather as an option at a Cost of 1
      • Added Fabric as an option at a Cost of 1
      • Added Perfume as an option at a Cost of 1
      • Added Herbal Medicine as an option at a Cost of 1
      • Added Wine as an option at a Cost of 1
      • Added Decorative Vase as an option at a Cost of 1
    • Accelerant Slot 3
      • Removed Herbal Medicine as an option
      • Removed Decorative Vase as an option
      • Removed Metal Tools as an option
      • Removed wine as an option
      • Added Rugs and Carpets as an option at a Cost of 1
      • Added Candles as an option at a Cost of 1
      • Added Paper as an option at a Cost of 1
      • Added Preserved Food as an option at a Cost of 1
      • Increased Production Bonus to 200
  • Fuselage
    • Accelerant Slot 1
      • Increased Aluminum Cost to 2
      • Increased Production Bonus to 500
  • Tractors
    • Accelerant Slot 1
      • Added Rubber as an option at a Cost of 1
  • Scrolls
    • Accelerant Slot 1
      • Removed Wealth as an option
      • Added Lumber as an option at a Cost of 10
      • Added Leather as an option at a Cost of 1
      • Production Bonus increased to 100
    • NEW Accelerant Slot 2
      • Can Utilize Wealth
      • Can Utilize Dyes at a Cost of 1
      • Provides Production Bonus of 50
  • Anvil
    • Accelerant Slot 1
      • Added Copper as an option at a cost of 5
      • Added Iron as an option at a Cost of 3
      • Decreased Metal Ingots Cost to 2
      • Removed Wealth as an option
      • Increased Production Bonus to 600
    • NEW Accelerant Slot 2
      • Can Utilize Wealth
      • Can Utilize Metal Tools at a Cost of 1
      • Provides Production Bonus of 400
    • NEW Accelerant Slot 3
      • Can utilize Wealth
      • Can Utilize Material at a Cost of 20
      • Provides Production Bonus of 200
  • Fresh Produce
    • Accelerant Slot 1
      • Food Cost increased to 100
      • Production Bonus increased to 250
    • Accelerant Slot 2
      • Decreased Grapes Cost to 3
  • Biscuits
    • Accelerant Slot 1
      • Removed Wealth as an option
      • Food Cost increased to 20
      • Grain Cost increased to 2
      • Added Grain Store as an option at a Cost of 1
      • Production Bonus increased to 300
    • Accelerant Slot 2
      • Syrup Cost reduced to 1
      • Production Bonus increased to 100
  • Sewing Machine
    • Accelerant Slot 3
      • Increased Production Bonus to 100
  • Mining Pick
    • Increased Production Cost to 1000
    • Accelerant Slot 1
      • Removed Wealth as an option
      • Added Material as an option at a Cost of 25
      • Added Iron as an option at a Cost of 5
    • Accelerant Slot 2
      • Removed Material as an option
      • Increased Lumber Cost to 10
      • Increased Production Bonus to 200


Combat & Diplomacy

  • War Declaration: No longer costs Prestige.
  • Battle Timing: Battles extended to allow better strategic decision making.
  • Bribe/Gift Values: Balance adjustments to relationship values.


Events

  • “The League”
    • Option 1 no longer unlocks Republic; increased Relationship boost to +40.


General

  • City Growth Pacing: Slower progression at higher levels, balanced by more amenity slots early on.
  • Improvement Tooltip Text: Readded for Blacksmiths, Apothecaries, and upgrades.
  • Updated Map generation to not spawn a similar resource (think wheat and rye) within 12 or so regions of each other. This value should probably be even more significant, but it's a start. This makes it so that different nations are likely to have different sets of resources.
  • Populations grow more slowly to reduce micromanagement of massive cities (pacing).
  • Amenity slots open quicker.
  • Experts are added more slowly.
  • Fixed bug that prevented cities from growing beyond a certain point.


Leader Update – Harun al-Rashid: House of Wisdom

  • Academy Bonus: Now grants 40% City Research per Academy instead of 2 flat Research.
  • Research Agreements: Boost Paragon Spawn Chance by 2% per Agreement.
  • Masterpiece Completion: Grants 10 Relationship with all Nations for 10 Turns.
  • Charismatic Trait: Increased from 1 to 2 Golden Age Points per Turn — more impactful but still skill dependent.


Governments

  • Tax Tier Low:
    • Happiness Buff reduced from 15 to 5, Population Growth reduced from 10% to 5%, Research bonus reduces from 15% to 5%.
  • Tax Tier High:
    • Happiness debuff increased from -15 to -25.
  • Autocracy:
    • Low Tax Rate increased from 30% to 40%, Medium Tax Rate increased from 50% to 60%, Reduce Army Cap bonuses from 5 to 2, Increased Build Rate bonus from 15% to 25%, Increased Civilian Army Strength Buff to 25%.
  • Communist
    • Medium Tax Rate increased from 60% to 70%, High Tax Rate increased from 70% to 90%.
  • Direct Democracy
    • Low Tax Rate reduced from 30% to 20%
    • Medium Tax Rate reduced from 50% to 40%
    • Increased Research bonus from 1 to 2
    • Increased Wealth bonus from 1 to 5.
  • Empire
    • High Tax Rate increased from 40% to 50%.
  • Fascist State
    • Medium Tax Rate decreased from 70% to 60%.
  • Feudalist
    • Low Tax Rate decreasedto 30% to 10%
    • High Tax Rate increased from 50% to 70%
    • Decreased Wealth bonus from 4 to 1.
  • Monarchy
    • Low Tax Rate increased from 10% to 20%.
  • Republic
    • Medium Tax Rate reduced from 50% to 40%
    • High Tax Rate increased from 60% to 70%.
  • Theocracy
    • Medium Tax Rate decreased from 80% to 40%
    • High Tax Rate decreased from 90% to 60%.


Improvements

  • Aircraft Factory
    • Increased Wealth Maintenance from 1 to 3
  • Airport
    • Increased Wealth Maintenance from 1 to 5
  • Amphitheatre
    • Increased Wealth Maintenance from 1 to 3
  • Apothecary
    • Changed from Science to Industry Domain
    • Added Bandages as a Craftable
    • Decreased Knowledge buff from 10 to 5
    • No longer buffs the Craft Rate of Apothecaries & their upgrades
    • Gains a buff to Craft Rate per Government & Science Improvement in its Region
  • Chemist
    • Added Bandages as a Craftable
    • No longer buffs the Craft Rate of Apothecaries & their upgrades
    • Gains a buff to Craft Rate per Government & Science Improvement in its Region
  • Pharmacist
    • Added Bandages as a Craftable
    • No longer buffs the Craft Rate of Apothecaries & their upgrades
    • Gains a buff to Craft Rate per Government & Science Improvement in its Region
    • Increased Maintenance Cost of Wealth from 1 to 10
  • Arcology
    • Increased Production Cost from 250 to 500
  • Arena
    • Changed Maintenance Cost from 1 Wealth to 3 Material
  • Armory
    • Changed from Industry Domain to Military Domain
  • Artisan Studio
    • Decreased Production Cost from 360 to 250
  • Bank
    • Increased Stone Maintenance from 1 to 3
  • Barracks
    • Changed from Government to Military Domain
  • Blacksmiths
    • No longer buff Blacksmiths and their upgrades
    • Gains additional Craft Production per Military Improvement in its region
  • Forge
    • No longer buff Blacksmiths and their upgrades
    • Gains additional Craft Production per Military Improvement in its region
  • Foundry
    • No longer buff Blacksmiths and their upgrades
    • Gains additional Craft Production per Military Improvement in its region
  • Brewery
    • Increased Food Maintenance from 1 to 3
    • Decreased Wealth Maintenance from 5 to 3
  • Hunting Camp
    • Reduced Production Cost from 150 to 100
    • Added Maintenance Cost of 1 Lumber
    • Changed the second Expert slot to have an Increased Harvest Rate buff
  • Caste
    • Removed Lumber Maintenance Cost
    • Increased Material Maintenance cost from 1 to 3
  • City Walls
    • Decreased Wealth Maintenance Cost from 10 to 2
    • Increased Material Maintenance Cost from 3 to 5
  • Clinic
    • Increased Wealth Maintenance Cost from 2 to 5
  • Coal Power Plant
    • Increased Wealth Maintenance Cost from 1 to 5
  • Coffee House
    • Increased Production Cost from 200 to 300
    • Increased Wealth Maintenance Cost from 1 to 3
  • Community Garden
    • Increased Wealth Maintenance cost from 1 to 15
  • Data Center
    • Increased Wealth Maintenance from 3 to 10
    • Adds an additional Merchant
  • Distillery
    • Increased Food Maintenance from 1 to 5
  • Docks
    • Changed from Industry Domain to Military Domain
    • Now buffs the Harvest Rate of Fishing Nets and their Upgrades within the same City by +5
  • Drydocks
    • Changed from Industry Domain to Military Domain
    • Now buffs the Harvest Rate of Fishing Nets and their Upgrades within the same City by +5
    • Expert Slot 3 no longer buffs Knowledge
    • Security buff increased from +10 to +20
  • Naval Base
    • Changed from Industry Domain to Military Domain
    • Now buffs the Harvest Rate of Fishing Nets and their Upgrades within the same City by +5
    • Production Cost increased from 300 to 400
    • Expert Slot 3 no longer buffs Prosperity
    • Now buffs Knowledge +10
  • Farm
    • Maintenance Cost now includes 1 Wealth
  • Irrigated Farm
    • Maintenance Cost now includes 2 Wealth
    • No longer requires Material
    • Lumber changed from 1 to 2
  • Dwelling
    • Maintenance Cost now includes 1 Wealth
    • Now buffs Craft Rate and Harvest Rate of Improvements in the same Region by +25%
    • Can no longer utilize Supplies: Microwaves, Air Conditioning Units, Lightbulbs, Pianos, Radios, Toys, Televisions, Game Consoles, AI Assistants, Clocks, or Refrigerators
  • Residence
    • Maintenance Cost now includes 2 Wealth
    • Maintenance Cost of Lumber and Material increased from 1 each to 2 each
    • Now buffs Craft Rate and Harvest Rate of Improvements in the same Region by +25%
    • Can no longer utilize Supplies: Televisions, Game Consoles, or AI Assistants
  • Skyscraper
    • Maintenance Cost now includes 3 Wealth
    • Maintenance Cost of Lumber and Material increased from 1 each to 3 each
    • Now buffs Craft Rate and Harvest Rate of Improvements in the same Region by +25%
  • Fermenting Pit
    • Reduced Production Cost from 100 to 50
    • No longer requires Grapes to Construct
    • Wealth Maintenance reduced from 3 to 1
  • Fishing Nets
    • Ensured can properly upgrade into Industrial Fishing Farms
    • Expert Slot 1 additional Wealth increased from 1 to 2
  • Industrial Fishing Farms
    • Now acts as an upgrade from Fishing Nets
    • Expert Slot 1 additional Wealth increased from 1 to 2
    • Expert Slot 2 additional Wealth increased from 2 to 5
  • Flower fields
    • No longer requires Dyes to Construct
  • Fortress
    • Reduced Production Cost from 380 to 250
    • Build Cost of Machined Parts reduced from 30 to 5
  • Public School
    • Can now upgrade into a University
    • Production Cost decreased from 325 to 250
    • Maintenance Cost of Wealth increased from 1 to 3
  • University
    • Now acts as an upgrade from Public School
    • Can now upgrade into Fusion Research Center
    • Production Cost decreased from 550 to 400
  • Fusion Research Center
    • Now acts as an upgrade from the University
    • Production Cost increased from 150 to 600
    • Construction Costs of Glass changed from 20 to 50
    • Lumber changed from 150 to 300
    • Material changed from 150 to 300
    • Can now Craft Books and Encyclopedias
    • Maintenance Costs of Wealth increased from 1 to 15
    • Education Buff increased from 15 to 5
    • Additional Research reduced from 20 to 5
    • Expert Slot 1 Education Buff decreased from 25 to 15
    • Expert Slot 1 additional Research reduced from 20 to 10
    • Has a new Second Supply Slot that can utilize Books
    • Has a new Third Supply Slot that can utilize Books
    • Has a new Fourth Supply Slot that can utilize Books
    • Has a new Fifth Supply Slot that can utilize Encyclopedias
    • Has a new Sixth Supply Slot that can utilize Computers
  • Geothermal Powerplant
    • Increased Production Cost from 350 to 500
    • Increased Wealth Maintenance Cost from 1 to 10
    • Now produces 3 Power
  • Granary
    • Construction Cost no longer requires Grains
    • Construction Cost of Food changed from 10 to 40
    • Lumber changed from 25 to 10
  • Workshop
    • Can no longer craft Indoor Stoves, Light Posts, or Eyeglasses
    • Maintenance Cost of Wealth increased from 1 to 2
    • Can no longer utilize Industrial Tools as a Supply
  • Crafting Guild
    • Can now craft Plastic Containers
    • Can no longer craft Radios or Internal Combustion Engines
  • Pub
    • Now upgrades into Hotel
    • Maintenance Cost no longer includes Wealth
    • Includes 5 Food
    • Expert Slot 1 Wealth bonus increased from 5 to 10
  • Hotel
    • Now acts as an upgrade from Pub
    • Maintenance Cost of Food increased from 3 to 25
    • No longer buffs Population Growth
    • Wealth buff decreased from 25 to 15
    • Expert Slot 1 Wealth buff decreased from 40 to 25
    • Added a new First Supply Slot that can utilize Wine
    • Added a new Second Supply Slot that can utilize Liquor
    • Added a new Third Supply Slot that can utilize Beer
  • Incinerator
    • Maintenance Cost of Wealth increased from 1 to 5
  • Industrial Farm
    • Maintenance Cost no longer includes Material
    • Now requires 3 Wealth
  • Logging Camp
    • Maintenance Cost now includes 1 Material, 1 Wealth
  • Sawmill
    • Maintenance Cost now includes 2 Wealth
    • Material cost increased from 1 to 2
  • Industrial Logging
    • Build Cost no longer includes Lumber
    • Upgrade Cost of Material changed from 50 to 40
    • Maintenance Cost now includes 3 Wealth
    • Material increased from 2 to 3
  • Stone Pits
    • Now provides +5 Craft Production to Ceramic Shops in the Same Region
  • Mine
    • Maintenance Cost of Wealth increased from 1 to 2
    • Now provides +5 Craft Production to Ceramic Shops in the Same Region
  • Industrial Mine
    • Maintenance Cost of Wealth increased from 1 to 3
    • Now provides +5 Craft Production to Ceramic Shops in the Same Region
  • Inn
    • Maintenance Cost of Food increased from 1 to 3
    • Now provides +1 Wealth per Commercial or Culture Improvement in its Region
    • Base Wealth bonus increased from +3 per Turn to +5 per Turn
  • Library
    • Maintenance Cost of Wealth increased from 1 to 3
  • Lighthouse
    • Limited changed from 1 per Nation to 1 per City
  • Medical Lab
    • Production Cost increased from 150 to 350
    • Maintenance Cost of Wealth increased from 5 to 10
  • Mill
    • Maintenance Cost of Lumber increased from 1 to 3
    • No longer includes unused +1 Craft Rate at Plant Harvesters
  • Mint
    • Expert Slot 2 Prosperity bonus increased from 15 to 20
    • Expert Slot 3 Prosperity bonus increased from 20 to 30
  • Observatory
    • Maintenance Cost of Wealth increased from 1 to 5
  • Opera House
    • Maintenance Cost of Wealth increased from 5 to 10
  • Palace
    • No longer buffs Tax Income Rate
  • Plaza
    • Maintenance Cost of Wealth increased from 1 to 10
  • Public Playground
    • Maintenance Cost of Wealth increased from 1 to 10
  • Race Track
    • Production Cost increased from 175 to 250
    • Maintenance Cost of Food increased from 1 to 5
    • Expert Slot 2 Wealth bonus increased from 10 to 15
  • Radio Tower
    • Now provides +1 Merchant
  • Reflecting Pool
    • Maintenance Cost of Wealth increased from 1 to 10
    • Happiness buff increased from 15 to 30
    • Expert Slots 2 and 3 now reduce the Maintenance Cost of Wealth from 10 to 5
  • Research Lab
    • Maintenance Cost of Wealth increased from 1 to 5
  • Shrine
    • Maintenance Cost of Wealth increased from 1 to 3
  • Solar Power Plant
    • Maintenance Cost increased from 1 to 5
  • Stable
    • Production Cost increased from 75 to 150
    • Build Cost no longer includes Horses
    • Fixed so properly buffs Animal Harvesting in its City
    • Expert Slot
      • No longer adds Craft Rate to City
  • Symphony Hall
    • Build Cost no longer includes Musical Instruments
  • Colossus of Rhodes
    • Build Cost of Metal Ingots changed from 10 to 5
  • Theater
    • Maintenance Cost of Wealth increased from 1 to 5
    • Now buffs Happiness +15
  • Topiary Park
    • Maintenance Cost of Wealth increased from 1 to 3
  • Vehicle Factory
    • Maintenance Cost of Wealth increased from 1 to 5
    • Stone increased from 4 to 5
    • No longer debuffs Security
  • Water Treatment Plant
    • Maintenance Cost of Wealth increased from 3 to 5
  • Weaver
    • Changed from Culture Domain to Industry Domain
    • No longer buffs Weavers and their upgrades in their Regions
    • Gains additional Craft Production per Religious and Culture Improvements in its region
  • Tailors
    • No longer buffs the Craft Rate of Weavers and their Upgrades
    • Gains a buff to Craft Rate per Culture and Religious Improvement in its Region
    • Changed Maintenance Cost from 1 Material to 3 Wealth
  • Wind Turbine
    • Maintenance Cost of Wealth increased from 1 to 5
  • Windmill
    • Production Cost increased from 200 to 300
    • Maintenance Cost of Lumber increased from 2 to 5
    • Increased the buff to the Craft Rate of Industrial Improvements in its Region from +5 to +20
  • Zoo
    • Maintenance Cost of Food increased from 5 to 10
    • Wealth increased from 3 to 5
  • Ceramics Shops
    • No longer buffs the Craft Rate of Ceramics Shops in its Region
  • Butchers Shops
    • Now provide +10 Harvest Rate to Animal Harvesting in its Region
  • Bakery
    • No longer requires Grains to Build
    • No longer buffs the Craft Rate of Bakeries in its Region
    • Provides +3 Food per Commerce Improvement in its Region
  • Print Shop
    • Maintenance Cost of Wealth increased from 1 to 3
  • City Temple
    • Reduced Production Cost from 250 to 150
    • Education Buff increased from 5 to 10
  • Citadel
    • No longer unlocked with Arches
    • Now requires Assembly Lines


Items

  • Feast
    • Decreased Amenity Food buff from 5 to 3
    • Reduced Amenity use time from 10 Turns to 5 Turns
  • Eyeglasses
    • Reduced Amenity Production Bonus from +1 Craft Production per Industrial Improvement to +0.25
  • Decorative Vase
    • Increased Supply Happiness bonus from 2 to 3
  • Electronics
    • Can no longer be used as an Amenity
  • Game Consoles
    • Increased Supply Happiness bonus from 5 to 10
    • Increased Amenity Happiness bonus from 20 to 40
  • Gourmet Meal
    • Increased Amenity Food Buff from 15 to 50
  • Indoor Stoves
    • Decreased Amenity Happiness bonus from 15 to 10
  • Industrial Tools
    • Increased Supply City Production bonus from 1 to 0.5
  • Musical Instruments
    • Increased Amenity Happiness bonus from 15 to 20
  • Statuary
    • As an Amenity now provides additional +5 Happiness
    • No longer unlocked with Cultural Heritage or Monument Building
    • Requires Artistry
  • Grain Store
    • Reduced Amenity Food bonus from 30 to 5
  • Clocks
    • Amenity Knowledge buff increased from 10 to 15
    • Amenity Build Rate buff increased from 5% to 50%
  • Radios
    • Increased Supply Happiness buff from 2 to 3
  • Televisions
    • Increased Supply Happiness buff from 3 to 10
    • Increased Amenity Happiness buff from 15 to 25
  • Toys
    • Increased Supply Happiness buff from 2 to 5
    • Increased Amenity Happiness from 10 to 20
  • Cured Meats
    • Amenity Food Bonus increased from 10 to 15
    • Amenity Prosperity bonus removed
    • Amenity now provides a bonus Population Growth
    • Increased Amenity use time from 4 Turns to 5 Turns
  • Salted Fish
    • Amenity Food Bonus increased from 10 to 15
    • Amenity now provides a bonus Population Growth
    • Also unlocked by Ropemaking now
  • Plastic Containers
    • Supply Craft Rate increased from 100% to 150%
  • Decorative Paintings
    • Supply Happiness buff increased from 2 to 3
  • Coins
    • Amenity Prosperity buff increased from 15 to 20
  • Festival
    • Amenity Food bonus increased from 5 to 10
  • Dried Foods
    • Amenity Food bonus increased from 50 to 200
  • Baskets
    • Supply City Production bonus decreased from 1 to 0.5
  • Lightbulbs
    • Supply Education bonus increased from 3 to 5
  • Fine Clothes
    • Amenity Health bonus decreased from 25 to 20
  • Sculptures
    • No longer unlocked by Masonry
    • Requires Artistry
  • Pigs
    • No longer unlocked by default
    • Requires Animal Husbandry
  • Cows
    • No longer unlocked by default
    • Requires Animal Husbandry
  • Candles
    • Increased buff to Religious Improvement Build Rate from 2.5% to 50%
  • Gene Therapies
    • Increased Amenity Health buff from 40 to 50
    • Increased Amenity Security buff from 5 to 20
  • Indoor Toilets
    • Increased Amenity Happiness buff from 3 to 10
  • Commercial Drones
    • Decreased Production per Industry Improvement from 5% to 2%
  • Microwave
    • Increased Amenity Health buff from 15 to 25
    • Food Producing Improvement Build Rate buff increased from 10% to 50%


Technology and Research

  • Tech Progression: Fewer techs needed to advance eras (Enlightenment: 4→3, Information: 4→2).
  • General Cost Changes
    • Early Middle Age Techs increased from 700 to 800
    • High Medieval Age Techs increased from 1000 to 1200
    • Renaissance Techs increased from 1500 to 1700
    • Enlightenment Techs increased from 2000 to 2300
    • Machine Age Techs increased from 2500 to 3000
    • Atomic Age Techs increased from 3000 to 3800
    • Information Age Techs increased from 4000 to 5000
    • Future Age Techs increased from 6000 to 6500.
  • Candles
    • Fixed to use Iron Age tech cost instead of Antiquities.
  • Iron Working
    • Now utilize Iron Age tech cost instead of Bronze Age.
  • Arches
    • Fixed to use Iron Age tech cost instead of Antiquities.
  • Seafaring
    • Fixed to use Antiquities tech cost instead of Iron Age.
  • Elite Training
    • Fixed to use Iron Age tech cost instead of Antiquities.
  • Coinage
    • Fixed to use Iron Age tech cost instead of Antiquities.
  • Crossbows
    • Fixed to use Early Middle Ages cost instead of Antiquities.
  • Philosophy
    • Fixed to use High Medieval cost instead of Early Middle Ages.
  • Bureaucracy
    • Fixed to use Early Middle Ages cost instead of Antiquities.


Performance Optimizations[edit | edit source]

  • Region Size Reduced: To support better pacing and readability.
  • GPU Memory: Significantly reduced usage.
  • New Culling Systems: Optimized rendering of units, animals, and decorative elements.
  • Improved scene rendering to resulting in sharper visuals overall.


Visual & UI Enhancements[edit | edit source]

  • Banners: Improved clarity and zoom behavior for City, Army, and Improvement banners.
  • Roads: Fading and broken roads fixed; side roads now visually distinct. Sad trombone.
  • Living World People:
    • Larger models for clarity
    • Add faction-specific cosmetic variations for some units
    • Optimized culling distances.
  • Improvement Sizes: Better visual scaling to reduce clutter and improve clarity.
  • Empty Regions: Decorative objects reduced to improve performance and usability.
  • Polish pass on building density based on population in each region.
  • Visual, living world building stuff: Fixed giant anti-air truck, Fixed scaling issue with resources, Fixed natural resource scaling to be sharper.
  • Natural resources now have a circular background for better readability.
  • Subregions with dwellings will appear to have much housing in them to read that this is a region with dwellings.
  • Regions without dwellings are much sparser for better readability (and Performance).
  • Vehicles scaled down slightly in strategic living world mode to be more readable.
  • Default visual complexity reduced from 10 to 5 for better performance (slightly less people walking around late game).


UI/UX[edit | edit source]

  • Edge Scrolling: Reenabled with new toggle option in settings; now works consistently regardless of UI elements.
  • Move Button: Disabled during battles to avoid confusion.
  • Players can click on the army banner to select.
  • Selected units now have a selection graphic around them.
  • Support for new strategic living world selection cursor.
  • Players can override what their citizens self-supply themselves with their improvements if they want, even with self-supply enabled.
  • UI can now display more than 4 Type of Improvements where an Item can be Crafted
  • The Army Banner is hidden during the Battle.
  • Depth biased changed so that army banner stays on top.
  • Army banners get moved and offset when two armies at at war in a single region to make them easier to select and look better.
  • Players can select an army from the Battle Details panel to make it easier to select an army to retreat
  • Battle Details panel updated to have a nice mouse-over highlight to communicate that you can select an army.
  • Removed warnings about things being unlocked and then obsoleted within the same "age" since we now do this by era instead.
  • Typo fixes to improve unit selection.
  • Cosmetic adjustment to unit spacing on the map.