Imperator: Rome

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Imperator: Rome

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Alexandre. Hannibal. César. Ces grands hommes et des dizaines d'autres ont façonné le destin d'un continent. De puissants rois, d'illustres généraux et des aspirants dieux ont marqué de leur empreinte l'ancienne Méditerranée. Autour de cette mer, des nations voisines ont mis leurs vertus et leur force de caractère à l'épreuve, les unes contre les autres, dans de féroces batailles. Leur héritage culturel et politique est désormais indissociable de ce que nous considérons comme la civilisation occidentale. Mais rien n'était garanti au départ. Pourrez-vous changer le cours de l'histoire dans Imperator: Rome?

Imperator: Rome est le tout dernier jeu de grande stratégie de Paradox Development Studio. Situé dans un cadre historique couvrant les siècles tumultueux des guerres des diadoques à l'Est jusqu'à la fondation de l'Empire romain, Imperator: Rome vous invite à revivre la grandeur et les défis de la construction d'un empire à l'époque classique. Gérez votre population, restez à l'affut des possibles trahisons et gardez la foi envers vos dieux.

Imperator: Rome inclut les fonctionnalités suivantes:

Gestion de personnages :

Un univers de personnages vivants avec des compétences diverses et des traits qui se modifient au fil du temps. Ils dirigeront votre nation, gouverneront vos provinces et commanderont vos flottes et vos armées. Nous introduisons également nos nouvelles illustrations de personnage dotées d'une dimension plus humaine.

Populations diverses :

Les habitants, les citoyens, les tribus et les esclaves. Chaque population dispose de sa propre culture et religion. Qu'elles soient là pour remplir vos armées, vos coffres ou vos colonies, gardez un œil sur leur bonheur. Votre succès dépend de leur satisfaction.

Stratégies de bataille :

Choisissez votre approche avant la bataille pour contrer les stratagèmes manigancés par vos ennemis.

Traditions militaires :

Chaque culture dispose de sa manière unique de faire la guerre. Plusieurs options s'offrent aux Romains et aux Celtes. Débloquez des bonus, compétences et unités uniques.

Différents types de gouvernement :

Gérez le sénat dans une république, gardez votre cour sous contrôle dans une monarchie ou rendez des comptes devant les clans dans les systèmes tribaux.

Barbares et rébellions :

Les barbares itinérants peuvent mettre à sac vos meilleures terres ou s'y installer, tandis que des gouverneurs ou généraux déloyaux peuvent se retourner contre vous - et emporter leurs armées avec eux !

Commerce :

Les provisions fournissent des bonus à leur province d'origine. Allez-vous tirer avantage de vos réserves pour renforcer votre puissance localement ou échangerez-vous votre surplus pour diffuser les richesses ?

Amélioration provinciale :

Investissez dans des bâtiments, des routes et des défenses pour fortifier et enrichir votre royaume.

Update 2.0.3 (17 March 2021)

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Interface

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  • Detailed character health stat was still displayed in a few places: these now use the correct character tooltip obfuscation

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Bugfixes

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  • Fixed being able to wrongly disband levies in wartime via right clicking on them in the outliner
  • Fixed wrongly calculated legion modifiers leading to compounding martial ability
  • Fixed state capitals being relocated when new territories were added to a province
  • Fixed an OOS when changing effects on a Great Wonder
  • Fixed a rare infinite loop that could cause the game to freeze
  • Fixed river crossings giving a bonus to the attacker instead of the defender
  • Fixed a crash that resulted from destroying a port under blockade

Update 2.0.2 (9 March 2021)

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Gamebalance

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Economy

  • Fort maintenance reduced to 0.4
  • Foundries no longer grant any local start experience; population output modifier replaced by 25% tax and research points modifiers
  • Population Capacity modifier from Desert terrain type adjusted to -25% from -30%
  • Population Capacity and Pop Growth from Great Wonders modifiers reduced by roughly 25%
  • Build Cost modifier from Stone surplus in capital reduced to -5% from -10%
  • Build Cost modifier from ruler finesse reduced to -1% per point
  • Several sources of build cost in invention trees reduced to -2.5% from -5%
  • Standardized Construction national idea now reduces build cost by 10%, but reduces build time by 25%

Governments

  • Satellite Status now increases max mercenary stacks by 1 in addition to current modifiers

Religion

  • Stability cost increase per stack of stabbed pig is now 100% from 65%

Units

  • Mercenaries and Pirates no longer have a lump-sum payoff cost. Legion subunit payoff cost is now 50% higher
  • Most sources of reduced mercenary maintenance cost modifier have been reduced in magnitude by between 25-50%
  • Maximum mercenary stacks are now capped. This value can be increased by rank, and from inventions
  • Auxiliary Recruitment invention in the religious tree is now a keystone and grants 5% manpower, 2% levy size multiplier, and 1 max mercenary stack
  • Professional Sailors invention in the naval sub-tree now increases max mercenary stacks by 1
  • Mercenary Reliance modifier is now a keystone invention, increasing max merc stacks by 2, reducing merc maintenance by 5%, but reducing global manpower by 20%
  • Light Infantry now take slightly reduced morale damage, and deal marginally more damage to heavy infantry and war elephants
  • Light infantry plains combat bonus added to Celtic Britannic tradition path
  • Archers now have 2 maneuver, and take 30% more morale damage (from 25)
  • Take Up Arms now grants -15% Archers cost, from -10%

War & Peace

  • High AE threshold now infers a penalty on increase stability cost, at 1.5% per point
  • Warscore cost for defender and attacker in independence wars is now half of base
  • Levies now grant 25% less military experience when disbanded
  • Levies will start contributing to war exhaustion after 6 months raised. Levies now need to be raised for at least 8 months in order to contribute to military experience gain
  • Most sources of cohort starting experience reduced
  • Military Experience gain from War Exhaustion reduced by 50%

Other

  • Growing Up ambition has a slightly increased chance of generating additional attribute points
  • Mauryas become less aggressive once the initial members of the ruling dynasty have perished
  • Carthaginian heritage now increases max mercenary stacks by 1
  • Legion commanders are now counted toward family jobs

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Interface

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Country

  • Government View in republics now shows an icon for the ruler and co-ruler's faction
  • Benefits of staffed Offices are now displayed even when the position is empty and candidates can now be sorted by stats
  • Nation province overview can now be sorted by integrated pops and religious unity
  • National cohort count removed from ledger

Icons/Art

  • Character portrait family color corner indicators made clearer
  • Changed color of minimap viewport quadrangle from white to black

Mapmodes

  • Great Wonders are now displayed in atlas map mode, provided other conditions are not fulfilled. Capital City widget is now centered at the location of the city, and will not appear to move as you zoom out
  • Added shortcut to Levies Mapmode in military view

Tooltips

  • Macro builder modification display now shows result values for % modifiers rather than change. 3 values are now displayed, from 2. Several new result value categories added, which should make it somewhat easier to see the effect of constructing some buildings.
  • Added a tooltip for character titles in the character tooltip, indicating the effects of possessing that title

Tutorial

  • Tutorial objective tooltips now have icons in them that match the sidebar UIs, to aid players in finding the right ones
  • Tutorial icons for completed objectives updated to match new UI style

Other

  • Can now drag Technology view and Missions view using both left and middle mouse button
  • Reintroduced Territory List in the Province view, displaying rank, population, and trade goods of all Territories in the Area
  • Reworked Trade import view, which now displays number of currently possible sources for each trade good and quickly shows which countries will export and why
  • Added masking for character health values, with several steps, e.g. Ailing
  • Decisions alert toggle repositioned to move it out of the way of the decision's nested tooltip
  • The alert bar now potentially extends to the outliner - while rare to have this many, it is possible and they will now be clickable
  • Ongoing combat view on map improved: no longer prevented from 'clicking through' to the map by an invisible square, General’s portraits no longer create tooltips, clicking either of the unit number cards will now select and cycle through any of your own armies present in the combat (you no longer have to drag select to be able to retreat)
  • Trade offers rejected from offers sent by automatic trade will now no longer send a player pop-up
  • Culture view sort elements are now fully clickable

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AI

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Economy

  • AI is more keen to build during wars
  • AI will build more temples and grand theaters, if they have researched the correct invention

War

  • AI vassals more likely to attach to overlord units

Other

  • Reduced magnitude of AI rebellion offset
  • AI should be more likely to construct the Colossus of Rhodes shortly after the game begins
  • AI Rome should now be somewhat less likely to target Dictatorship. Dictatorship inventions now have AI weights for all republics, not just Rome

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Usermodding

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Triggers

  • Add triggers for checking that unit builds roads

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Script

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Events

  • Political Influence Price for preparing the recurrent Ptolemia reduced to 25 from 50

Missions

  • Missions are no longer available in the tutorial

Other

  • Several concepts now have menu icons to make navigation easier

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Bugfixes

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Code

  • Fixed single-governorship legions not moving region when a new capital is selected
  • Linux, Mac no longer gets stuck in single-unit recruitment to levies
  • Fixed disloyal commander taking foreign provinces they are stationed in when starting a revolt
  • Fixed treasures being deleted on diplomatic annexation - they are now inherited by overlord
  • Fixed crash when hovering over Call to Arms diplomatic interaction
  • Fixed rare case where some civil wars would exist for all eternity, blocking declaration of new wars
  • Fixed being able to edit foreign Great Wonders when their construction was halted
  • Female characters can now be civil war leaders if the country has gender equality
  • Fixed civil war end causing white peace for all parties in the war
  • Naval range now updates when building/destroying a port
  • Legion distinctions now apply properly
  • Mercenaries can now be disbanded again even after they get cohorts from events
  • Holy sites now can be colonized
  • Allow retreat units move back when they lost a battle
  • Levy stacks controlled by clan chiefs are created with food supplies
  • Players can no longer cancel other nations building buildings

Script

  • Fixed lvl 4 Military Training Traditions on GW to be 10% instead of 1%
  • Fixed cases where scripted legions would be assigned rulers as commanders
  • Tweaked A Plea for Asylum event target country weights
  • Fixed Co-Rulers complaining about being unemployed if they asked for a job before their term began
  • Fixed Eastern Capital: Price of Victory event firing multiple times for the Antigonids
  • Fixed incorrect calculation of inheritance cash and rulers not passing it to their children
  • Fixed some triggers inconsistently referring to Provinces as States
  • Family Politics event will no longer fire if parties already have less than 10 approval
  • Fixed Antigonid Cause Wavers event firing multiple times
  • Fixed Argead Unification not renaming the country if the ruler was an Argead
  • Fixed League of Korinthos mission tasks deleting treasures of annexed subjects, causing issues with anthology treasures
  • Fixed claim rewards not being given in the Macedonian Adriatic mission tree
  • Fixed fallback Pleistarchus character in Macedonian Caria event being the current ruler
  • Fixed forming Mithridatic Pontus by events not unlocking the Ktistes achievement
  • Forming Pontus now gives claims on Cappadocia Pontica region, and the events that do the same now also give the claims the decision gives
  • Pontic decisions can now be taken however it was formed
  • Fixed highlighting slowdowns in League of Korinthos mission tasks
  • Fixed missing cooldown on aborting Hellenistic Empire mission
  • Fixed missing tooltip in the ping events of Encourage Greek Colonists
  • Fixed parties forcing construction of buildings in territories with construction already queued
  • Fixed cases where no missions would be available despite not owning most of a capital or neighbouring region
  • Fixed some broken release subject tooltips
  • Fixed the family in generic Greek missions breaking sometimes
  • Hid party impact tooltips when not a republic for some character interactions
  • Library building tooltip now correctly displays Research change
  • Relaxed conditions for Gazophylax This! achievement to make it more easily achievable, task now works if any former Antigonid ruler is imprisoned
  • Simplified requirements tooltip of Port Markets task in generic infra mission
  • Fixed the land tithe invention giving you local speed instead of global
  • Removed superfluous loc in the Zeus Belos description
  • Removed unnecessary bypass in the 'Amphipolian Goods' mission task (Athenian mission)
  • Stopped the easter egg Stonehenge events from happening randomly
  • Civil war annexation no longer casts treasures into the void, and instead correctly transfers them to the winner of the civil war
  • Prevented the 'Demands Office' event from firing for corulers and tribunes
  • Removed unnecessary extra law category that caused two versions of the same law to be applied for monarchies. This should result in a drop in freeman happiness, as well as the ability to correctly start with the nominate heir law selected
  • Local Building Slots modifier has been renamed to Local City Building Slots to match the global version
  • Fixed numerous literally unplayable typos in mission, treasure, and event loc

Setup

  • Fixed holy site of Demeter in Eleusis
  • Made sure that the tech 1 nations start with correct amount of innovations

UI

  • Fixed Siege Engineers icon in the siege window
  • Fixed on-map Ship construction progressbar to match new UI
  • Fixed alignment of some icons and UI elements
  • Fixed lists where teal background clashed with icons or colored text
  • You can once again click to drag the macro builder scrollbar
  • Macro Builder province modification tooltip hitbox adjusted to be easier to mouse-over
  • Fixed redundant empty paragraphs in law tooltips
  • Cohort loyalty gain chance is now correctly displayed when in combat
  • Enact Holy Site button no longer has a false positive enabled state
  • Tweaked country flag in ProvinceWindow to correctly intercept user clicks
  • Improved building info tooltip
  • Tooltip lock indicator bar tweaked to be less intrusive before the tooltip is locked
  • Improved responsiveness of locked tooltips, and prevented being able to click through tooltips in many cases
  • Tweaked many instances of tooltip and text elision to improve look and feel of UI
  • Now shows all pop assimilation modifiers in the appropriate tooltip
  • Pantheon deities can be changed properly again
  • Great Wonders can be destroyed now, you monster
  • Battles indicators with barbarians and Rebels are now visible

Multiplayer

  • Server side connectivity improvements
  • Fixed OOS caused by playing multiplayer in different languages
  • Fixed OOS caused by legions
  • Players are no longer removed from Player Countries list after leaving a game
  • You now enter a lobby again when hosting Multiplayer savegame
  • Linux, Mac users can now play alongside Windows users without encountering server errors

Other

  • Fixed Heirs of Alexander music tracks not playing

Update 2.0.1 (18 February 2021)

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Interface

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Art

  • Added unique Anatolian city set
  • Family Heads now distinguished by a colored topbar in their portraits
  • Pretenders are now distinguished by a bloody ruler coin in the character card

Tooltips

  • Mouseover of state view Pop piecharts now displays the percentage with integrated cultures, adherents of the state religion, and total population [our intention is to iterate on this practice]
  • Added new tooltip for Ancient Wonder under construction
  • Changed opinion texts from first to third person to avoid confusing tooltips in diplomacy view

Other

  • Character’s current Party Conviction in republics is now displayed in the character card
  • Pops are now sorted by Poptype by default in the pop view
  • Added a bunch of extra information to Great Wonders window and tooltips
  • Added warning for lack of materials when building Great Wonders
  • History entries for Legions will no longer use Christian calendar
  • Tweaked provincial trade info interface

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Gamebalance

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War & Peace

  • Levies now have a scaling cooldown based on the strength of the levy at disband time - this also applies to levies who are auto-disbanded due to stackwipe
  • Levy cooldowns will now be reset if attacked while at peace

Other

  • Added Diadochi Rivals opinion modifier between successors to make alliances less likely at the start of the game

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Bugfixes

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AI

  • AI now properly assigns commanders to Legions

Code

  • Improved Levy size calculation
  • Fixed being able to merge tribal levies led by different chiefs
  • Fixed state capitals ownership flipping
  • Added rounding to Great Wonder price
  • Disallowed risky interactions in lobby view
  • Fixed issue with loading saves made in observer mode
  • Lowered hotjoin tick limit in an attempt to help slower computers catch up
  • Fixed issue where money increased in value when changing hands

Interface

  • Fixed tooltips referring to Great Works instead of Great Wonders
  • Fixed multiplayer interface elements not using new UI design
  • DLC deities will now properly use vanilla icons as fallbacks
  • Fixes issues with character loyalty tooltips
  • Effects section of tooltips should now be hidden if there are none
  • Inventions should now properly list effects in their tooltips

Script

  • Fixed Barbarian Corsairs task not requiring territories to have pirate havens
  • Fixed Divine Founder Thracian mission task deifying multiple characters
  • Fixed being able to arrange marriages with or for imprisoned characters
  • Fixed republic corruption events not making much sense
  • Fixed League of Corinth mission tasks requiring exactly 3 subjects instead of at least 3
  • Fixed Mithridatic regnal numbers
  • Fixed Thrace event drawing Epirus into war firing if already involved in a war together
  • Fixed Soloi decision being available too widely
  • Fixed broken happiness modifier in reward for Cities of Greece
  • Fixed issue with Italiote League task highlighting
  • Fixed losses tooltip listing Phrygia in Antigonid Cause Wavers stubborn choice
  • Fixed mission tasks requiring more buildings than it was possible to build
  • Made Mithridates events more reliable
  • Fixed tooltips and regnal numbers in heir events for Mithridatids and Attalids
  • Fixed some tooltip issues when becoming Pergamon
  • Fixed matching names of support pretender and intervene in succession crisis character interactions
  • Fixed broken tooltips in Thracian missions relating to releasing subjects
  • Reworked land given to Pergamon in Antigonid split events
  • Fixed some cases where subunits and legion maintenance modifiers were granted in events to countries that didn’t have legions
  • Fixed highlighting in Italiote League task for Magna Graecian minors
  • Fixed League of Corinth not being a subject if created anew
  • Fixed missing governor portraits in state improvements events
  • Cleaned up tooltip of Revoke Holding interaction party impact
  • Fixed event not destroying Colossus of Rhodes
  • Fixed missing opinion localization in the Thracian missions
  • Fixed various typos

Setup

  • Fixed some incorrect terrain types in Anatolia
  • Removed Kennataia tribal tag in Anatolia
  • Fixed Gortyna’s fort locator being misplaced

Other

  • Fixed Spanish localization of Governor Policy tooltip

Update 2.0.0 (16 February 2021)

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Free Features

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  • UI: Entirely redesigned UI with a new visual style
  • UI: Added nested tooltip and game-concept support
  • Inventions: Technology advances now provide 1 Innovation per level
  • Inventions: Spend innovations in new branching trees to specialize your civilization
  • Inventions: Numerous augmentations to existing mechanics, government interactions, and unit abilities can be unlocked through the invention tree
  • Military: Raise Levies from your integrated pops in times of war
  • Military: Form standing Legions, appoint Legates and Tribunes, and track their accomplishments
  • Military: New Engineer unit type which aids in river crossings, sieges, and paving roads
  • Military: Combat Width is now dynamic and based on terrain
  • Military: 9 new unique 3D unit models for Legions
  • Military: Military traditions now displayed in tree structure
  • Military: Military tradition groups now unlockable based on integrated cultures [If enough integrated pops are present, theoretically any military tradition group can be acquired]
  • Military: New Legacy of Alexander wargoal for successor kingdoms, in which the ownership of conquered territory is flipped immediately [as in civil wars]
  • Military: Occupying a province’s and forts capital now occupies the entire province, removing need for carpet sieges
  • Buildings: Ports can now be built in any coastal territory
  • Buildings: Ports now come in tiers, with higher tiers able to build larger ships
  • Buildings: Buildings can now be limited to a specific cap
  • Buildings: Buildings now contribute to civilization level in territories
  • Buildings: Various buildings are now unlocked by invention trees
  • Buildings: All buildings rebalanced, including larger effects, rebalanced prices, and AI weighting - see below for detail
  • Trade: Individual Provinces can now be set to automatically (but slowly) seek goods to import
  • Character Interactions: Added Support Pretender, boosting the powerbase of a chosen pretender in any foreign monarchy [old succession crisis interaction renamed to Intervene in Crisis]
  • Character Interactions: Added Espionage, unlocked by invention, allows visibility of foreign manpower and treasury counts [now hidden by default] with events for sabotage and more

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Expansion Features

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  • Great Wonder designer, enabling customized wonders to be constructed
  • New Great Wonder modifier tiers can be unlocked in invention trees
  • 18 new Diadochi Mission trees
  • 24 earnable Honors and Dishonors for Legions
  • 13 new Deities - hail Sobek
  • 29 new Treasures
  • League City subject type
  • Alexander’s Panoply and Anthologia Philosophike treasure decisions
  • 3 new music tracks

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Gamebalance

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Economy

  • Manpower pools now regenerate faster, but only store 12 years-worth of manpower
  • Freemen and tribesmen now provide increased manpower
  • Most sources of tax income have been reduced
  • Population output in all territories is now reduced by 30%
  • Settlements now have 50% reduced ship building speed and a 15% malus to pop output, from 25%
  • Tributaries now have their tribute removed from their resources instead of just adding to the overlord
  • Build Road cost is reduced by Engineer cohorts
  • Food production now possible without surplus
  • Added an additional integrated culture for Antigonids, to give them a bit more fighting power
  • Governors now receive a standard wage of 0.2% of national income in addition to the provincial wage
  • Governor’s standard wages increased by 100% when their levy is raised
  • Low Fort Maintenance now reduces fort maintenance by 15% from 25%

    Buildings Rework City Details:

  • Granary: 100 gold, +200 Provincial Food Capacity, +2% Civilization Level
  • Library: 100 gold, +5% Research Points, +2.5% Conversion Speed, +2% Civilization Level
  • Marketplace: 100 gold, +2.5% Base Trade Routes, +2.5% Assimilation Speed, +2% Civilization Level
  • Training Camp: 100 gold, +10% Manpower, +2% Civilization Level
  • Tax Office: 100 gold, +10% Tax, +2% Civilization Level
  • Academy: 150 gold, 3 per city, +4% Noble Happiness, +5% Noble Desired Ratio, +0.01% Monthly Civilization Change, +3% Civilization Level
  • Court of Law: 150 gold, 3 per city, +6% Citizen Happiness, +10% Citizen Desired Ratio, +0.01 Territory Provincial Loyalty, +3% Civilization Level
  • Forum: 150 gold, 3 per city, +6% Freeman Happiness, +10% Freeman Desired Ratio, +2.5% Monthly Food, +3% Civilization Level
  • Mill: 150 gold, 3 per city, +6% Slave Happiness, +6% Slave Output, +10% Slave Desired Ratio, +3% Civilization Level
  • Aqueduct: 150 gold, +4 Population Capacity
  • Earthworks: 150 gold, 1 per city, +25% Fort Defense, -10% Population Output, +1 Hostile Attrition, -3 Combat Width
  • Theater: 300 gold, 1 per city, +10% Integrated Culture Happiness, +2 Pop Assimilation Speed, +0.05 Provincial Loyalty, +5% Civilization Level
  • Temple: 300 gold, 1 per city, +10% State Religion Happiness, +2 Pop Conversion Speed, +0.05 Provincial Loyalty, +5% Civilization Level
  • Foundry: 300 gold, 1 per city, -4 Slaves for Surplus, +10% Population Output, +50% Starting Experience, +5% Civilization Level

    Buildings Rework Settlement Details:

  • Barracks: 200 gold, +20% Manpower, -25% Migration Speed, +8% Freeman Happiness, +15% Freeman Desired Ratio, +5% Civilization Level
  • Mine: 200 gold, -5 Slaves for Surplus, -25% Migration Speed, +5% Civilization Level
  • Tribal Settlement: 200 gold, +10% Population Capacity Modifier, -2.5% Citizen Desired Ratio, +30% Tribesman Output, +8% Tribesman Happiness
  • Slave Estate: 200 gold, -25% Migration Speed, +50% Monthly Food Modifier, +30% Slave Output, +5% Civilization Level
  • Farming Settlement: 200 gold, -5 Slave for Surplus, -25% Migration Speed, +50% Monthly Food Modifier, +5% Civilization Level
  • Provincial Legation: 200 gold, +75% Migration Speed, +15% Integration Speed

    Buildings Rework Shared Details:

  • Fortress: 150 gold, -5% Manpower, +1 Fort Level, +5% Fort Defensive, +1% Civilization Level
  • Port: 150 gold, +1 Population Capacity, +15% Ship Recruit Speed, +0.1 Migration Attraction, +0.1 Migration Speed

Population

  • Population growth speed and capacity now scale with civilization value, and are increased less by external sources
  • Tribesmen now consume less food
  • Population migration speed reduced significantly, with the exception of tribesmen
  • All settlement buildings now reduce migration speed from their territory by an additional 25% (bringing it to -100%: this will now effectively remove migration unless there are extenuating circumstances such as occupation/famine/unrest)

    Technology

  • Civic technology now grants 1% population capacity and 1% global food per level
  • Civic technology no longer grants Commerce Income
  • Oratory technology now grants 0.5% global civilization value per level, from 2%
  • Religious technology now grants 2% Omen power per level, from 2.5%

Governments

  • Monarchies can choose a primary heir from the pretenders with the Anoint button, with positive and negative event consequences possible
  • Added rare event for large unstable AI tribes to splinter into subjects and free states
  • Added Elective Monarchy government type
  • Improved republic agenda selection logic
  • Rebalanced ‘Senatorial Chambers’ harsh happiness modifier in tribal reform mission

Religion

  • Added Hellenic deities Dioskourai (Greek) and Castores (Roman)
  • Treasures can now be individually removed from non-pantheon Holy Sites as well

Units

  • All cultures or culture groups now have a levy template, indicating which unit types their poptypes will raise. This should result in geographically appropriate levied armies
  • Levies are now raised from integrated culture pops in governorships
  • If a governorship is incapable of supporting raised levied units; the associated units will begin taking attrition until they are removed
  • Levies no longer have a maintenance cost - instead their pops cease producing base resources while raised
  • Regular unit (legion) maintenance increased significantly
  • Mercenary maintenance cost reduced to 150% of base
  • Military experience is acquired when disbanding experienced levies
  • Levies may not be disbanded during war
  • Powerbase from loyal veterans reduced significantly
  • Loyal levied units now grant loyal veterans to their governor when disbanded
  • Strategic trade goods have no bearing on levy composition, we now assume that cultures bring their horses/elephants with them.
  • Strategic trade goods are now required to be present in a governorship/region in order to recruit units of the linked type in a legion.

War & Peace

  • Woo General interaction now transfers foreign legates
  • Triumphs may now only be held for generals who have won sufficiently large battles
  • A provincial Fortress limit has been added which will incur costs when exceeded
  • All countries with Pirate Heritage now have access to the Slave Raid naval ability
  • Forced March unit ability is now unlocked in the Martial invention tree
  • Carpet Siege unit mission added, replacing Fight Rebels, useful in civil and Diadochi wars
  • Being at Peace once again reduces War Exhaustion (by 0.08pm) to counterbalance new sources of War Exhaustion gain (levies and great conquest wars)

Characters

  • Brave trait no longer reduces loyalty

Other

  • Happiness for Same Culture modifier significantly increased for top rank nations
  • Tyranny now reduces character loyalty by 15% less
  • Colonization now requires 8 pops in a neighboring territory, from 10
  • Reworked all modifier durations to be at least 1 year
  • Reworked costs for event options
  • Vassal Integration costs (per pop) reduced by approximately 20%
  • Global monthly state loyalty malus removed from nation rank
  • Non-dominant primary culture territories now have +2 slaves required per trade good produced

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AI

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Diplomacy

  • AI now less willing to join defensive leagues far away
  • AI now has a default willingness to grant military access [as opposed to the previous default unwillingness]
  • AI significantly better at economic diplomacy: integrating subjects, improving opinion through gifts, and insulting potential war opponents

Economy

  • AI now significantly more careful about exceeding budgetary restrictions
  • AI better at handling integrated cultures, and removing integrated cultures that are no longer economically sound

War

  • AI nations with republic or monarchy government types will be far less likely to expand into tribal territory without a pre-existing claim. Note: this behaviour is not an absolute rule
  • Antagonist AI is now appropriately horrifying

Other

  • AI will no longer be blocked in their missions by complex tasks
  • AI will now change missions after 60 years following the same one

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Interface

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Mapmodes

  • Removed the river Region/Area names to clear up the associated mapmodes

Tooltips

  • Game Concepts and tooltips added to explain major mechanics

Unit Models

  • Each culture group now has a seperate Levy and Legion model

Other

  • Available casus bellis are now displayed in the diplomacy view
  • Characters can now be searched by textbox across all countries
  • Cohort information breakdown moved to the Ledger
  • Sacrifice button localization no longer fails to account for non-pantheonic religions
  • Loading quotes revised and expanded with more high-quality doom and sass from the past!

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Usermodding

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Triggers

  • Changed 'country_culture' trigger name to 'primary_culture'

Other

  • Added script support for Legions
  • Added GetCulture('tag') and GetCultureGroup('tag') loc promotes
  • Added GetLegionDistinction('key') loc promote
  • country_culture event link now works
  • Inventions can now have effects on adoption
  • Military traditions can now have effects on adoption
  • Sea territories are now assigned to areas
  • Impassables now have their own terrain type
  • max_amount can now be defined for any building

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Script

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Achievements

  • Added 10 new achievements

Decisions

  • Added 9 Anatolian formables: Lycia, Caria, Lydia, Cabalis, Milyas, Pamphylia, Lalasia, Isauria, Pisidia
  • Added decision for tribes to gain extra capital civilization for a price
  • Tweaked territorial requirements for Reunite Alexander's Empire decision
  • Added decisions to install Philokles of Sidon and Eunostos of Soloi for Diadochi

Events

  • Reworked ‘Antigonid Cause Wavers’ events and the splitting of the Antigonid kingdom
  • Added regnal name events for Egypt, Seleukids, Pergamon, Bithynia and Mithridatids if ruled by the relevant family - long live Ptolemy XXIIV
  • Characters can now die during battles, not just after battles
  • Reworked Mithridates event chain, a new kingdom is now created in Paphlagonia and can annex Pontus diplomatically - player can start as either Kios or Pontus
  • Added option to boost Antigonos’ health for a price in his opening event
  • Clarified happiness impact of family adoption event after annexation
  • Pergamon is now playable via an option in the ‘Antigonid Cause Wavers’ event
  • ‘Granary Fire’ event now only targets territories with granary buildings, destroying them
  • Added outcome of ‘True Weather of the Soul’ where Thrace annexes part of Macedon
  • Added Espionage interaction events for stealing technology and sabotaging legions
  • Added an event chain for Egypt on the Athenian Tragedies
  • Increased cooldown of city sacking events to prevent cash farming
  • Added costly Ptolemaic dynasty event to optionally acquire Blood of the Argeads trait
  • Researchers with Scholar, Intelligent, Obsessive, and Polymath traits have a chance to generate additional innovations over time. This effect can stack, and will show up when assigning research positions
  • ‘Scientific Breakthrough’ now correctly describes tech progress as a percentage

Missions

  • Added bypass events to the generic infrastructure mission tree

Setup

  • Updated map in Greece, Anatolia, and Phoenicia
  • Added starting trade routes for Antigonids, Macedon, and Egypt to help with their economy, mostly with their own subjects
  • Added new tags in Anatolia, Black Sea, Adriatic, Paeonia, and Balearics
  • Split Bithynia and Cappadocia regions with new region of Cappadocia Pontica
  • Removed Pontic culture from Anatolian group (merged with Cappadocian) and renamed Greco-Pontic to Pontic
  • Added Pisidian, Milyadian, Oroandian, Cabalian, Lalasian, Cennataean, Morimenian, Cataonian cultures to Anatolian group
  • Moved Bithynian and added Mariandynian culture to Dacian group
  • Added Talaiotic culture to Occidental group
  • Added Paeonian culture to Illyrian group
  • Added several major rivers
  • Added many missing historical characters

Other

  • Boni and Traditionalist parties will no longer disapprove of attacking the same religion or culture, instead balking at truce-breaking
  • Updated some laws and tooltips to better accommodate monotheism/Judaism
  • Royal Marriage Character Interaction can now be used on children above the age of 12, with the marriage events firing once both parties are 16
  • Assassinate character interaction renamed to Assassinate Rival, and can now be used on the target directly, as long as they are a rival of the ruler
  • Tutor character interaction can now be used on a child directly, and for any close relative of the ruler or the ruler themselves

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Bugfixes

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Code

  • Best possible province capital will now be picked when annexing a province
  • Fixed on_becoming_adult on_action not firing
  • Threaten War and Demand Military Access actions now work as advertized
  • Fixed some missing line-breaks and names in tooltips listing modifiers
  • Fixed Dismiss button not working for Researchers
  • Fixed stability cost of integrating a culture remaining even if that culture no longer existed
  • Fixed changing resolution on Linux making the game unplayable until restarted
  • Fixed battles against barbarians not accepting reinforcements
  • Fixed Mac crash after a few years of gameplay
  • Fixed ‘Occupation’ war exhaustion modifier appearing on declaring war
  • Fixed glowing borders sometimes not disappearing

Script

  • Fixed the Optimates party disliking that you gave holdings to family heads
  • Fixed the Olympic games events sometimes not firing
  • Fixed infants arguing their corner in senatorial war councils and being used as scapegoats in trials
  • Fixed limit to number of Bloodline traits inherited by eligible children
  • Fixed wrong territory being targeted in the Athenian ‘Hekatomnid Legacy’ mission task
  • Fixed wrong claims given on formation of Assyria
  • Fixed Naval Parity Roman mission task requiring only 1 more ship than Carthage instead of 20
  • Fixed ‘Mutiny!’ event being able to target mercenary generals
  • Fixed Rome being able to make Ancona a feudatory despite differing culture groups
  • Fixed broken goto button in Unfriendly Neighbors event
  • Fixed wrong characters referenced in ‘Wild Oats’ events and ‘Scandalous Dominus’ events
  • Fixed ruler appearing on both sides of the 'Unconventional Politics' event
  • Fixed a missing portrait in the event 'Bountiful Harvest'
  • Fixed rulers receiving loyalty modifiers in some events
  • Fixed several cases where settlements were referred to as cities
  • Fixed Clan Chiefs complaining in the ‘The Neglected’ event
  • Fixed mercenary characters appearing in ‘Veteran’s Due’ and ‘Scholar of the Divine’ events
  • Fixed cases where local instead of global happiness modifiers were used
  • Fixed cases where the wrong party’s approval would be changed
  • Fixed negative tribal subject opinion modifier after reforming to a monarchy/republic
  • Fixed many typos and text overflow issues
  • Fixed some character loyalty modifiers not being cleared when moving country
  • Added some extra checks to reduce the chance of mercenaries being chosen in events where they could be given loyalty (as Mercenaries are always at 100 loyalty)
  • Fixed cooldown of the ‘Gratitude’ tributary subject event
  • Fixed ‘Word from Syracuse’ Roman mission event not starting a war
  • Fixed Epirote Macedon not being eligible for Antipater’s Dream achievement
  • Fixed multiple families of almost the same name in Anatolian countries
  • Fixed ‘Massaesylian Menace’ mission task for Carthage being impossible if they are already removed from the map
  • Fixed Governors and Generals demanding Offices in the ‘Political Ambitions’ event
  • Fixed some cases where numbers in tooltips had too many decimal places
  • Fixed ‘Suppression of the Massyli’ event firing for Carthage when already at war with Massylia
  • Fixed issues with ‘no other diplomatic tasks ongoing’ checks in Epirote mission tasks
  • Fixed disloyal subjects joining scripted wars which they otherwise would not
  • Fixed inconsistent place names in mission tasks
  • Fixed characters taking loyal veterans with them when moving countries
  • Fixed Clan Chiefs taking the Demanding an Office scheme
  • Fixed ‘Adriatic Opportunities’ Roman mission task making feudatories of another culture group

Setup

  • Fixed missing section of the Euphrates
  • Fixed some lakes and shores not being on the painted map
  • Fixed bad Latin and Greek in some territory names
  • Fixed references to yet unborn Roman emperors in some territory names
  • Fixed Antigonos’ half brother’s mother being the wrong character
  • Fixed Salluvian culture being called Alluvian
  • Removed impassable in Egypt’s Eastern Desert which would not be colored
  • Added territory in India to avoid uncolorable impassables
  • Fixed Trapezous starting at tech 0 instead of 2

Update 1.5.3 (3 September 2020)

Gameplay
  • Threaten War and Demand Military Access diplomatic actions now work as advertised
  • Fixed typo that made high ranking countries get 1.6% Integrated Culture Happiness instead of 16%
  • Fixed the first instance of a Food Trade Good not actually giving any food
AI
  • Fixed AI being unwilling to ever build ships due to being bad at maths
Stability
  • Solved issue where non-real countries (like Narnia, or Canada) were considered real during setup
  • Fixed bad error logging for invalid diplomatic relations on startup
  • Solved crash in Barbarian Diplomacy if Barbarian gets killed when the view is open
  • Solved crash in Barbarian diplomacy if you had previously selected a Barbarian horde that is now dead, and then opened the diplomacy view again

Update 1.5.2 (20 August 2020)

Game Balance
Pops & Culture
  • Happiness penalty per integrated culture reduced from 5% to 4%
  • Added 4% happiness for integrated cultures per nation rank, starting at Local Power (effectively, 1 extra integrated culture per nation rank)
Characters
  • Added monthly stability change to various traits (status traits mostly, and the Argead trait).

  • Loyalty penalty from deceitful trait reduced from 15% to 10%

  • Penalty to loyalty from being a scorned family reduced by 20%

  • Loyalty from power base of supporters toned down by 25% (it was huge)

  • Succession crises no longer raise gargantuan giga-armies

  • Internal Stability

  • Stability decay from aggressive expansion reduced by 25%

  • Senate support malus from neither consul belonging to faction reduced by 50%

  • Stability decay from tyranny increased by 25%

  • Character loyalty reduction from tyranny reduced by 25%

  • Aggressive expansion decay from offices that reduce aggressive expansion increased by roughly 60% per skill point

  • Diplomatic Reputation now grants 0.03% aggressive expansion decay per point while not in an offensive war

Economy
  • Income from unused trade routes reduced by 50%
Governments
  • Tyranny decay from aristocratic monarchy reduced from -0.1 to -0.05
War & Peace
  • Happiness loss from war exhaustion reduced from -2.5% per point to -1% per point
  • You can now take provinces whilst also making the other nation a subject in a peace deal.
AI
Economy
  • AI army budget slightly increased.
War
  • AI will be slightly more willing to engage in wars against similarly strong opponents
  • AI Rome will now be more aggressive
Diplomacy
  • Diplomatic Relations are now properly updated - this fix should also result in improved AI performance in various areas, particularly as regards targeting war declarations and planning.
Script
Events
  • Epirote matchmakers will no longer attempt to trick their ruler into arranging foreign royal marriages with prisoners or members of their own family
  • Tweaked the Greco-Persian City DHE event to target specific culture's happiness instead of all other cultures
  • Suppression of the Massylii event will no longer fire for subjects and allies of Carthage, or enemies of Massylia
  • Legitimizing a bastard that is also in the royal family will now only make them lose 10 loyalty instead of 20, in the event “Discreditable Dalliance”
Missions
  • Cult of Achilles task for Epirus will now rename Ilion to Achilleion
  • Master of Magna Graecia optional task in Hegemon of Magna Graecia Syracusan mission tree no longer requires Sicilian or Maltan territories
  • Reduced price of granary and prospecting in generic infrastructure mission
  • Fixed Italiote Leadership Epirote task sometimes creating non-Hellenistic subjects, and thus blocking mission progress
Decisions
  • Fixed Armenia formable requirements to use the new Anatolian culture group instead of Persian
Setup
  • Siculian no longer begins as an integrated culture in Syracuse
  • Fixed city of Hatria producing grain with their innovative wheat field/public housing urban hybrid experiment
  • Fixed Philippos IV Antipatrid wrongly having the regnal number VI
  • Fixed Illyrian culture group not using Hellenic emblem sets after group was split
  • Eleian citizens now moderately chuffed about Olympic games rather than frighteningly ecstatic (heritage happiness modifier reduced from 60% to 8%)
Bugfixes
  • Subunits are now properly shown again when selecting multiple armies
  • Fixed crash in the mission view related to mouse movement
  • Fixed a weird issue which made you crucify your own people if you won a civil war where the opposing leader was at sea at the time of annexation (during an eclipse on a Tuesday in the Bermuda Triangle)
  • Claims should now work properly even if the Province Capital has moved after they were made.
  • Governorship size for characters now updates properly
  • Various stability fixes.
  • Fixed desired pop ratios potentially being negative party_type trigger no longer erroneously checks if character is party leader
  • Poptype output tooltips should now yield more concise (not to mention correct) entries.
  • AE reduction from claims now shows. AE increase for non-targets now applies and a number of those values have now been exposed as defines
  • Improve Relation is now broken upon entering into a war
  • It is now possible to cycle through different barbarian hordes in the same province
  • Mercenaries in your own country are no longer restricted by diplomatic range
  • Original Thinker and other character traits that add siege ability now properly apply to sieges
  • Removed old hidden AE cost on declaring wars
  • UI Commander Change button is now disabled for governor units
  • Alliance now properly removes independence guarantees
  • Co-rulers, like rulers, now start with 50 popularity at the start of the game autojoin now also available for public multiplayer games
  • White peace message to third parties now shows the correct herald
  • Fixed an edge case with civil wars that would instantly end and not handle the resolution properly
  • Fixed a number of issues with forced peace
  • Naval combat enhancements. Non-damaged ships will be prefered over damaged ships for fighting when battle begins
  • Powerbase can no longer be negative
  • Units assigned to a governor can no longer embark on ships
  • Added civil_war check to missions to stop revolt tags from selecting them
  • Fixed issues with party agendas in MP
  • Fixed Apollo Aktiakos task subtracting cost twice (once in mission, once in event)
  • Fixed Macedonian Lessons scope issues and duplicate event
  • Fixed a number of literally unplayable typos
  • Fixed isolated provinces being calculated properly now. It wasn't working in some edge cases
  • Fixed Syracuse mission event tooltip
  • Fixed Troias' father
  • Fixed a number of minor issues in party agendas
  • Fixed children being selected for trial duty, even though it’s true you can’t start teaching them civic virtue too early
  • Fixed free investments belying their name and still costing gold
  • Fixed holy site description wrongly mentioning an effect on local conversion speed
  • Fixed issues with ping event for Magas and improved Ariarathes ping event
  • Removed country trigger from Siceliote Succors, reintroduced removed triggers for Sicilian Champion and added bypass to it if no Siceliote nations exist in Sicily
  • Added cooldown to effects of The X Clan family event to stop stability and centralization exploits
  • Children and prisoners will no longer be brought to hold forth on foreign policy in republic's war councils, although we’re sure they have very interesting opinions
  • Fixed description of Social Mobility Governor Policy ignoring Noble pop type
  • Fixed misleading modifiers in subject tasks of Pan-Hellenic Government mission
  • Fixed unplayable typo in Epirus missions ‘Blood of Alexander’ event referring to Alexander the Great as IV instead of III
  • Fixed overflowing and nonsensical option text in republic and monarchy War Council interaction events
  • Mercenary armies will no longer invoice you for their leader's ransom via a mutiny
  • Republic War Council event will now subtract party approval from ignored advisors rather than add it
  • Countries will now always have a primary culture entry in your cultures list in the Culture tab. This also fixes a crash for nations that have no pops of their primary culture
  • Fixed mismatch between the number of capital trade routes in the trade view compared to the province view when the capital state is selected
  • Fixed PopType Culture Happiness not applying properly
  • Fixed A New City Epirote mission task sometimes upgrading the wrong territory
  • Improved tooltip of Construct Border Forts ability
  • Fixed Roman Colonia becoming cities almost immediately
  • AI rulers can no longer escape loneliness by befriending themselves. No one can.
  • Fixed state modifiers not being applied at end of The Last of the Sikeloi Epirote mission task
  • Fixed revoke city status button not applying a negative happiness modifier

1.5.1 Menander Hotfix 1 (13 August 2020)

  • Fixed a crash in province view

Menander Update 1.5 (11 August 2020)

Expansion Features
  • A new set of missions has been added to the Epirus pack.
  • Pyrrhus now possesses a bloodline trait, for owners of the Epirus pack.
  • Any added content will be applied retrospectively for those who pre-ordered the game.
  • The Epirus pack is made available for purchase.
  • If Epirus dlc is active, Prove Legitimacy may acquire Pyrrhus’ bloodline
Free Features
  • Cultural Integration: Added cultural integration feature, allowing you to grant or remove citizenship (or other poptype) rights for individual cultures within your borders.
  • Cultural Integration: Added Culture UI, giving you an overview of the cultural situation in your nation.
  • Cultural Integration: Added cultural decisions feature, letting you make important decisions on your treatment of individual cultures.
  • Cultural Integration: Added historically integrated cultures for Seleukid Empire, Antigonid Kingdom, Egypt, Thrace, Macedon, Bactria, Maurya, Cappadocia, Parthia and Syracuse.
  • Pops: Nobles poptype added. Nobles generate research and traderoutes, and have a high political weight
  • Pops: Political weight added. This simulates the influence of pops when generating unrestlow numbers of nobles with a high weight will generate more unrest than large numbers of slaves with a low political weight.
  • Rebellion Rework: Provinces can now rebel separately when their provincial loyalty reaches 0. Neighboring provinces will join in a rebellion if their loyalty reaches 0 while a revolt is ongoing.
  • Rebellion Rework: Provinces that rebel will declare their rebellion war using a new offensive wargoal that sets their own capital as the target.
  • Rebellion Rework: Subjects
  • Senate rework: characters now exercise their influence by controlling votes.
  • Senate rework: Nations now have 3 main senate factions, as opposed to 5. 3 unique factions are added for Rome, as well as a set for other republics.
  • Senate rework: senate approval now applies to most actions you may wish to take. Keeping the senate happy will reward you with more absolute power, but displeasing them will cause your rule to be ineffectual.
  • Senate Rework: Approval is now a global statistic, not balanced for each individual action.
  • Senate rework: Faction issues feature added. Fulfilling a faction's agenda will please them, however if they are elected they may attempt to push their agenda without your consent.
  • Trade rework: Trade goods now have a route-price, depending on the goods type. This is modified by whether a trade route is domestic, import, or export, and will generate commerce income for both parties.
  • Trade rework: Citizens and Nobles now generate trade routes for the Provinces in which they reside.
  • Trade rework: Tradegoods have been entirely rebalanced, reducing modifier quantity to a more manageable level, as well as now focusing on poptype modifiers.
  • Added ‘seek spouse’ character interaction.
  • Cross store multiplayer enabled for all our currently supported stores (Steam, Gog, Plaza, and MS Store)
Game Balance
Characters
  • Added new faction impact to character interactions
  • Increased disloyalty modifier of pretenders in Succession Crisis event from -10 to -25 and increased threshold for removing the Popular Successor character modifier from +33 to +40 loyalty
  • Influence a Character interaction now correctly requires the target to have at least 50 prominence
  • Plotting Quietly loyalty modifier is now correctly removed if the scheme is aborted
  • In order to attend a Triumph a commander will leave his army if one is held for them.
  • A Triumph now requires that a character has at least 20 loyalty.
  • Adoptions are now restricted to primary state culture characters unless the cultural decision "Ease Restrictions on Citizenship" has been enacted.
    Economy
  • Slaves happiness no longer affects their output.
  • Slave output reduced marginally to account for the above.
  • Slave default happiness drastically reduced.
  • Slave political weight reduced.
  • Flat commerce income removed from all poptypes
    Governments

    Revolts of Maurya, Seleukids and Antigonids will no longer be given generic empire names

    Religion

    Added new apotheosis effect for converting pops to Nobles

    Units

    We now show country flags on units instead of just their colors

    Other
  • All characters that arrive in your country due to you annexing their homeland will now have a loyalty penalty for 5 years.
  • Country ranks Regional power, Major Power and Great Power now gives -5%, -10% and -15% War Score Reduction respectively.
  • Forming Persia is now possible for Anatolian and Caucasian culture countries, but requires that Persian culture is integrated.
  • Important foreign families that are taken in after annexation will now try to bring female members as well.
  • Reduced assimilation for all pop types.
  • Rome now have a unique invention that removes some of the requirements to intervene in wars
  • The Invention Career Negotiators now Gives War Score Cost Reduction.
  • The Invention Diplomatic Immunity now gives increased Subject Opinions.
  • The Invention Humane Conduct now gives War Score Cost reduction.
  • The Invention Noble Envoys now gives +1 Diplomatic relations.
  • The Invention Open Negotiations now gives +2 Diplomatic Reputation instead of +1.
  • The National Idea "Casus Belli" now gives War Score Cost reduction.
  • Deified rulers giving free investments will now never give more than 1.
  • Triumphs now give a more substantial loyalty boost, for 20 years, and their price is 30 Political Influence. A character being given a Triumph will gain either Victorious or Conqueror traits if they do not have a Status trait already, which will increase their Senate influence.
  • Added new culture map mode functionality. Cultures can be selected individually.
  • Added province selection secondary mode for culture and religion map modes
AI
Diplomacy

Fixed huge AI budget reservation for opinion_diplomacy and removed it and army and navy_construction maximums from hardcode and put into script.

Economy

AI now decides where to build forts partially decided on the economic value of its states

War
  • AI armies will now prefer to deep strike less.
  • AI calculation for target number of generals and admirals have been made independent, helping nations with lots of fleets (e.g. Carthage).
  • AI invasions should be a bit more conservative selecting armies that could walk to goal
  • AI is a bit better at gathering its armies together into fewer stacks to match leader count.
  • AI may now decide to use its navies to blockade enemy fleets and ports if it doesn't have anything better to do and thinks it is safe.
  • AI will now achieve donkey
  • Fixed AI declaring war with non-adjacent claim somewhere far away when they could get a much closer claim by fabricating.
  • Fixed big AI countries like Maurya and Seleucids scheduling lots of naval invasions on land.
  • Made sure big AI countries are more keen to fight each other (WAR_POWER_FACTOR in defines).
Interface
  • Added culture UI to track all cultures in a nation
  • Senate UI updated with new changes
  • Senate approval now tracked in top bar for republics
Script
Events
  • Added a backup solution if Pyrrhos decided to stay at home in the pre-order event chain.
  • Added a handful of flavour events for specific deities.
  • Added minor events on completion of provincial investments
    Setup
  • Added new barbarians for the two new culture groups that were split from Gallic
  • Added new Scythian cultures: Sakan, Thyssegetian, Legian, and Agathyrsian.
  • Added new Odrysian culture for Odrysia as well as parts of Thrace.
  • Renamed Celto-Pannonian, and split it into Scordiscian and Eraviscian.
  • Split the Gallic culture group into Gallic, Belgae, and Pannonian.
  • Split the old Belgae culture into several smaller cultures.
  • Split up Dacian culture.
  • Added Atavi culture for the tribal forest peoples in north eastern india.
  • Added Dardic culture for the north western Aryan areas.
  • Added a port to Naupaktos in Aetolia
  • Blemmyan culture is now part of the Meroitic group
  • Changed culture of Elis to Aetolian
  • Messenia now starts in the Mantineian defensive league, this should help their survivability against Sparta
  • Moved Rosmerta holy site from Cunetio in Britain to Scarponna in Gaul
  • Renamed Nilotic Culture Group to Egyptian. Moved Garamantic culture to the Numidian culture group.
  • Split Aryan into two culture groups. A new eastern group called Pracyan now represents the north eastern Indian cultures where Magadhi was the dominant court dialect.
  • Split Egyptian culture into Boharic, Sahidic and Faiyumic.
  • Changed Phthia Menid's culture to Thessalian
  • Ambrakia now starts as an OPM tag in Epirus
    Other
  • Added 4th Diadochi war events for Thrace
  • Added event to introduce Jewish minority characters in some cases.
  • Introduced tribal tattoos to some Egyptians out in the desert. They are now considered Tribesmen rather than Citizens.
  • Added historically integrated cultures for Seleukid Empire, Antigonid Kingdom, Egypt, Thrace, Macedon, Bactria, Maurya, Cappadocia, Parthia and Syracuse.
  • Added some characters in Dardania and Paeonia
  • Added tooltips to some 4th diadochi war events for clarity
  • Diadochi ultimatum events will now only release tributary subjects
  • Generic conquest missions are now disabled when a country has specific content for that region
  • If Cappadocia accepts Ariarathes back on the throne this will now make them independent of Phrygia. Phrygia will be able to go to war with Cappadocia to stop this if they are at peace when it happens.
  • Making Carthage a tributary as Rome will no longer transfer their subjects to Rome
  • Opened up road building in subject land.
  • Reduced price of granary and prospecting in generic infrastructure mission
  • Roman Colonia now take two years to become cities if not already
  • Seleukids now gain a temporary siege assault modifier for abandoning the Indus
  • Simplified tooltips of Seleukid-Mauryan starting event
  • The Armenian events relating to their Cappadocian pretender now has a chance to fire any year rather than always after 3 years.
  • The Diadochi war between Macedon and Antigonids will now include Antigonid's subjects
  • The Epigoni event will no longer fire for successor kingdoms who manage to reunify the Argead empire before their second ruler's death
  • added on_reign_ending onaction, filling the same purpose as
  • added party: has_active_agenda = yes/no trigger, which will
  • added party: has_agenda = agenda_key trigger, which will check
  • added party: pick_random_agenda = yes/no effect, which will
  • added population_happiness, local_population_happiness
  • Changed party support entries to be party approval
  • Changed some script to fix an issue
Bugfixes
  • Improved daily and monthly tick performance compared to version 1.4
  • Fixed AI Setting CallToArms affecting other nations joining you in the war instead of the other way around
  • Fixed Become Great Warrior 'finished_when' tooltip
  • Fixed civil war resolution not giving occupied provinces to their occupier
  • Fixed crash in the mission view related to mouse movement around GUI animations
  • Fixed culture of Mutasiva Vijaya to be Lankan just like his country and people.
  • Fixed destroyed subunits not reinforcing combat ( naval battles )
  • Fixed is_unit_locked trigger
  • Fixed isolated provinces being calculated properly now. It wasn't working in some edge cases
  • Fixed isolated provinces being calculated properly now. It wasn't...
  • Fixed the issue where recruited ex-Mercenary Rulers would not be able to befriend other characters using the 'Make Friend' Character Interaction.
  • Made Aleuadae, Philaidae, and Aiakidai names consistent with other Greek families names (Aleuadid, Philaid, Aiakid)
  • Revolts, etc, now copy military traditions alongside with tech alliance now properly removes guarantees
  • fixed add_morale effect not working
  • fixed appearance of 'damage_unit_x_percent' effect
  • fixed appearance of 'damage_unit_x_percent' effect descriptions
  • fixed food shortage caused by units to flip-flop every monthly tick
  • fixed governor troops sacking the wrong city
  • fixed randomly generated rulers having a duplicate entry in the Our Rulers ledger category
  • fixed country claims not updating when conquering, releasing nations or selling provinces
  • mercs now get full food when hired
  • revolts no longer bring entire governorships
  • single-province countries now more likely to generate valid civil wars.
  • stopped rooting out pirates from deleting land mercs
  • tech progress now overflows instead of being reset to zero
  • unit action modifiers now factored into maintenance cost. Drill Army is no longer free
  • Added adulthood checks to the candidates chosen in Rising from Obscurity event, so no more infants rising to glory
  • Added bypass for Sicilian Champion mission if no Siceliote countries exist in Sicily
  • Added civil_war check to missions to stop revolt tags from selecting them
  • Added custom tooltip making Desecrate conditions clear
  • Added more limits to Hades hunger - the world is safe again
  • Added ping for Aeolia losing land in 4th Diadochi deal with Thrace
  • Changed pop setup so no province would start over pop capacity
  • Changed some misplaced islands off the coast of Italy
  • Fixed minor_character leaders of civil wars being executed immediately if the war ends quickly
  • Fixed references to Phrygia left over from 1.4
  • Fixed the issues with the first Athenian mission occasionally showing "null_family".
  • Hera will no longer give Citizen Happiness as both passive and active effects.
  • Removed loser portraits from civil war pings. Losers.
  • Tweaked Roman Assembly laws to better reflect historic party approval
  • Fixed clan chiefs spawning into enemy units
  • Added highlighting to the Magna Graecia development decisions
  • Ariarathes will now correctly lose the Foreign Citizen modifier on returning to Cappadocia
  • Child rulers can no longer start schemes through character interactions, no matter how ruthless that 8 year old things he is
  • Dismissing a Governor who was given free hands will now remove their loyalty benefit from it
  • Eagle Falls event for Rome disabled for naval battles
  • Event choosing capital after reunifying the Argead empire will no longer remove state investments
  • Fixed consort not dying in Eager Consort events. Death comes for us all.
  • Fixed swapped name and description for Matrist deities Perkunas and Mother Goddess
  • Roman deity Venus now grants passive modifier to population growth instead of population capacity
  • Term extension from Appoint Dictator is no longer removed after a year included in the original term
  • Characters will no longer seek underage patrons
  • Fix issue where minor characters created from script could end up as major characters by inheriting one of their parents' family
  • Fixed the issue with the mission task 'Securing the Coast of Africa' not having a proper count of provinces you held, if some of the provinces were held by subjects.
  • Make hordes have a 50% chance of female leaders when playing with mixed gender rules
  • Merging regular army units with migrants will no longer yield them migrant access.
  • You can no longer reassign leaders before the one year minimum by moving around cohorts to another unit.
  • Tweaks made to character marriage targeting. The first family in a country should no longer be preferred when doing marriage calculations.
  • Various engine level fixes and improvements

1.4.2 Patch (16 April 2020)

Game Balance

Economy
  • Reduced population output from occupied territories by 20%.
  • Manpower from tribesmen and freemen reduced by approximately 45%, non-primary dominant culture territories now provide 20% less output.
    Governments
  • Moving Province capital now reduces Province Loyalty instead of Political Influence. It is no longer possible to move the Province Capital if you are below 50 Province Loyalty (up from 33%). Moving province capital to a City or even more so a Metropolis will result in a lesser hit.
  • Slightly reduced pop type happiness reductions from passive deity modifiers.
  • War & Peace
  • Macedon will now be far more likely to oppose Phrygian demands in the initial Diadochi War event series.
  • Slightly reduced base experience decay for units.
  • Slightly increased war exhaustion from battles.
  • Tweaked Military Traditions to reduce very expensive units in mercenary stacks (elephants and heavy cavalry).
    Characters
  • Halved how much money is gained from selling Characters into slavery, because the sight of your former adversaries toiling in the salt mine is the real reward.
  • Halved loyalty impact, decay rate and maximum from giving away holdings.
  • Characters will now gain loyalty from being made Generals or Admirals, just as they do when they are given an office or Governorship.
    Heritages
  • Argive heritage increased from 2% ruler popularity to 4, to match other ruler popularity gain heritages.
  • Spartocid Heritage now gives higher defensiveness instead of discipline.
  • Pontic and Massalian Heritages changed from wrong culture happiness to wrong culture group happiness.
  • Epirote Heritage now gives lower commerce instead of fewer diplomatic relations.
  • Epirote Heritage now gives global freemen output instead of a war exhaustion reduction.

AI

  • AI will be more reluctant to change its worshipped deities simply because it can. Will be more mindful of conserving its stability.
  • AI will better consider naval access when declaring wars.

Script

Achievements
  • Changed every country specific achievement to have a variable backup, so even if you change the country name (through a formable decision or a mission), you should still be able to get the achievement in question. Among other things this means Sparta can get ‘Molon Labe’ and ‘Laconic If’ even if they first form another country. This will not affect games started before the 1.4.2 patch.
  • Meroitic culture countries are now valid for the “New Kingdom” achievement.
    Decisions
  • Fixed formables for the two new culture groups, Meroitic and Illyrian.
    Events
  • Added a 2 year cooldown per territory for the city sacking event for ruler led armies
    Missions
  • 'Planning for War' generic mission task reward increased from 2.5 to 5 military experience
  • The Spartan mission tasks 'Reincorporating Messenia' and 'Lands of Messenia' will no longer ask you for a building you cannot build in the territory.
  • The mission task ' Greek Allies' in the 'Subduing Greece' mission will now highlight the potential nations when you hover the task, making it easier to find nations that might be relevant for it.
    Setup
  • Fixed Madurai not being a city at start.
    Tutorial
  • Objective to build a larger navy now requires a navy of 10 ships rather than 20.
  • Objective to build a larger army now requires an army of 12 000 men rather than 30 000.
    Religion
  • Tag exclusive deities will no longer disappear or become unavailable after you complete a formable or otherwise change names in some way.

Bugfixes

  • Fixed bug that resulted in characters acquiring multiple spouses.
  • Fixed bug that caused all Roman characters at start to belong to the same party.
  • Fixed more missing localization in Spanish.
  • Fixed combat deployment issue for multiple large armies
  • Armies without a leader now also loot provinces instantly. Province loot modifier is now visible right away in the tooltip
  • Armies with no food detaching support units will no longer result in the creation of food out of thin air.
  • Armies no longer cause food to be added to the province they are in, because wow, the Thirty Years’ War would have looked a lot different if that were true.
  • Fixed bug that caused subjects to cheekily draw manpower from their overlord instead of transferring manpower to the overlord.
  • Fixed starting scripts sometimes being run twice in Ironman.
  • Fixed a number of rare crashes and out of syncs.
  • Fixed trade view resetting sorting whenever a Trade Route was cancelled or accepted.
  • Fixed Integration family event not awarding popularity if no families are accepted
  • Fixed Weary of War event firing for mercenary armies
  • Fixed broken loc strings in Befriend Tribe Roman mission tasks
  • Fixed issue where allied countries couldn't be made into feudatories in the Siceliote Overtures task for Syracuse
  • Fixed issues with the religious subjects released by Sparta and Athens in their missions.
  • Fixed the switched loyalties of clan leaders in the 'From One Clan to Another' event.
  • Fixed so that the economics tabs is no longer translucent when you have no subjects
  • Fixed opengl shader issues related to map modes with colored water when zoomed in
  • Fixed broken loc string in wealth modifier from Expand Estate character scheme, and probably other literally unplayable typos somewhere

1.4.1 Hotfix (3 April 2020)

GAME BALANCE

  • Corruption now scales character wages up to 250% instead of just 100%, because what’s the point of theft and graft if you go small time?
  • Sanctioned Privileges National Idea now decreases corruption by 5% instead of 10%.

INTERFACE

  • Updated capital tooltip to be more descriptive.
  • Many fixes to the non-english localization files.

SCRIPT

Events
  • Added a 2 year cooldown per territory for the city sacking event for ruler led armies
  • Moving country now clears interaction loyalty modifiers.
  • Antigonus now remembers what country Seleukos is in charge of, when ceding land to him.
  • Fixed bad reference to location in desecration popup.
  • Added goto button for Sack event
Missions
  • Fixed Destroy Apulians bypass to require both Apulian nations as subjects.
Setup
  • Added trait to forgotten daughter Ptolemais in Miletos
  • Athens now starts with regular old Athena in its pantheon. Fitting, since she gave the city its name and all.
  • The people of Acragas have overcame their initial crisis of faith, and decided on what deities they want to worship at the start of the game.
Deities
  • Kanya Devi now uses Monthly Stability Change rather than Monthly Stability Decay. Fixes an issue which made the deity harmful to worship.
  • Tag exclusive deities will no longer disappear or become unavailable after you complete a formable or otherwise change names in some way.
  • Fixed problem with Krishna’s deity modifier.

MAP

  • Added Golden Horn to Byzantion, so Constantine XI will have something to stretch his chain across.

BUGFIXES

  • Restored missing option to change player name in the main menu, fixing an issue locking people out of logging in for multiplayer.
  • Fixed the 'Laconic If' achievement, so Sparta will once again be able to sack Pella properly.
  • Fixed checking for Agathokles dead father rather than Agathokles in the Potter to King achievement and the Pyrrhus events. His ID was changed in the 1.4 setup update.
  • Game won’t crash if there is an invalid entry for province treasure
  • Fixed a number of rare crashes and out of synchs.
  • Fixed Diplomatic Range modifier having a full stop
  • Initializing crowdmap on recalculatecache
  • Added 'Blood of the Lagidai' trait to Ptolemy's children by Thais.
  • Armies without a leader now also loot provinces instantly. Province loot modifier is now visible right away in the tooltip.
  • Fixed rival's name not appearing in Twisting the Knife event
  • Fixed literally unplayable typo in the Pan-Hellenic government mission description
  • Satrap armies no longer get a +70% morale boost from the Satrap Project event.
  • Fixed Incompetent Storage and Stockpile Disappears food events sometimes not subtracting food
  • Fixed minor characters having unrelated negotiators in marriage proposal events
  • The Spartan mission task 'Civilizing the Valley' now states that the territory in question must be a city.
  • Fixed Seleukid event for all languages, rather than just English.
  • Fixed broken custom loc due to typo
  • Fixed typos in some heritages
  • Fixed typo in Archimedes event
  • Purged Remulus typo for the third time. Let us hope it stays purged this time…
  • Fixed some issues with the religious subjects released by Sparta and Athens in their missions.
  • Fixed a 'null_family' issue in the 'Athens in Chains' mission.
  • Units in a lot of formables and Oreos will now use proper colors on their armor, rather than rave green.
  • Troops in hired pirate fleets drown when said fleet is stackwiped as opposed to walking on water.

Magna Graecia Content Pack update 1.4 (31 March 2020)

  • Apotheosis: Living and deceased rulers can now be deified and worshipped as gods. This comes at a cost of Political Influence and requires high popularity and family prestige. Deification requires selecting an existing deity that your character will assume the attributes and ceremonies of, as well as passive and active bonuses. Invoking an Omen of a deified character will result in a powerful effect that the base God did not provide, the strength of which will often be based on the skills or attributes of the deified character.
  • Added 4 new Mission Trees for a resurgent Sparta and the rise of a new Peleponesian league.
  • Added 4 new Mission Trees for Syracuse, allowing the player to realize the dreams of Agathocles and highlighting the history of Greek Italy.
  • Added 4 New Mission Trees for a resurgent Athens and the creation of a new Delian League.
  • As part of the Expansion Features 30 Greek Sacred Treasures have been placed in countries and Holy Sites around the Greek World.
  • Added 12 new deities local to Athens, Sparta and Syracuse, with special artwork.
  • Ostracism: Utilizing one of its older political traditions, Athens can now banish its citizens to an unknown destination without first imprisoning them by paying a hefty Tyranny cost.
  • Heroic Frieze: This new Spartan province investment increases the output of citizens in the entire province as well as the local supply limit.
  • Free Helots: This new province investment lets Sparta increase the freeman output, primary culture happiness and recruit speed in an entire province.
  • Create Mercenary State: Syracuse can release any city as a militaristic subject state under a puppet governor. A Mercenary Subject state gets a 50% increase to base Manpower. The overlord will receive a reduction in mercenary cost for each subject of this kind they have, and can recruit new rulers from them.
  • Added new land unit models for Athens, Sparta, Syracuse and Crete.
  • Added new fleet unit models for Athens, Sparta, Syracuse and Crete.
  • Added a new port model for Greek cultured countries all around the world.
  • Added a new Acropolis style Fort model for all Greek countries around the world.
  • Added a number of historical flavor decisions to owners of specific significant provinces in the Greek World.
Free Features
  • State Pantheon: Religion has been overhauled. Instead of a set of Omens that are invoked periodically, each country now has a State Pantheon of 4 primary Deities that they can choose themselves from among all the Deities worshipped by their population, even those not of the State Religion. Each Deity will provide +5% happiness for pops from its associated religion as well as passive benefits specific to that Deity.
  • Omens: As before each deity also has an Omen that gives a larger temporary boost to its country. Rare personified deities (such as Alexander the Great or Zoroaster) also give a second immediate effect when worshipped. Their character page can also be accessed in game.
  • Holy Sites: Each Deity in the game can have one Holy Site. Holy sites exist in territories around the map and apart from some local benefits they also provide a boost to the effectiveness of their associated Deity if a country owns their holy site.
  • Holy Treasures: Treasures are objects that can be placed on Altars in Holy Sites, and which will benefit the entire Province to which the Holy Site belongs. How many Altars a Holy Site has depends on the type of territory. A settlement has one Altar, a city has two and a Metropolis will have 3. There are circa 100 treasures spread around the holy sites of the world as part of the Archimedes Update.
  • Desecration: Holy Sites can be desecrated by their owner or a visiting army in control of their territory. Desecrating a Holy Site will transfer all of its treasures to the country performing the desecration. Desecration also causes other countries in the same religion group as the desecrated deity to lose opinion of the offender, but don’t let that stop you, because wolves aren’t concerned with the opinions of sheep.
  • Honored Prophets: Since Judaism is monotheistic, it does not have a State Pantheon. Instead it will compose a group of 4 honored dead Prophets of the faith. These work similar to Deities in some respects, but give more powerful benefits when activated while also being possible to use more rarely. Monotheistic countries also cannot honor a Deity from a different religion, they are limited to only their prophets.
  • Trade: You can now specify Trade Goods for which you will automatically decline all requests in the Trade View.
    • Multiplayer: You can now configure AI settings that will dictate what the AI can and cannot do if you leave a game.
  • Continue Button: When the game end date is reached, you can now choose to continue playing, while forsaking any achievements or custom content after this point. Go nuts, proclaim Pax Romana in 1939 AD if you want, but please send us screenshots.
    • Holdings no longer stop the promotion of Slaves; instead there is now a button to halt slave promotion in a territory at a cost of Slave Happiness. Wolves, sheep, yadda yadda.
  • Character Loyalty: Character Loyalty has been changed away from a system of drift over time to instead function as a sum of known modifiers. This means that at any given time characters will occupy different parts of the loyalty spectrum instead of all characters always drifting towards blind loyalty or complete defiance. To account for this all sources of character loyalty in the game has been revised and rebalanced. Traits now also play a much larger role in the base loyalty of a character.

GAMEBALANCE

Economy
  • Freemen now give a bit of tax income.
  • Slaves now produce a bit less tax income.
  • Base Happiness for Slaves is now 90%.
  • Base Happiness for Tribesmen is now 80%.
Governments
  • Heir support now depends on popularity and traits as well as stats. Martial and Charisma stats are now worth more than finesse and zeal for supporters.
Characters
  • Imprisoning a Head of Family now always requires a trial and risking a Civil War.
    • All sources of Loyalty in the entire game have been rebalanced as part of the rework of how Character Loyalty works.
    • A Character will now always take their holdings with them into a Civil War, and there is no longer a limit on how many Holdings a Character can have.
  • Trials are no longer blocked by a character having 40 or more Power Base. Instead they will always be possible if the base chance is above 1%.
  • The “Proscribe” Character Interaction can now be used on an imprisoned head of family to confiscate all holdings of that family. They will fall from grace and no longer be considered a Great Family of your country.
  • It is now harder to take a Co-Ruler to trial.
  • “Persuade Character” interaction now replaces Bribe if your ruler has orator or silver tongued. Bribe and Persuade now cost Political Influence in addition to any other effects.
    • Only Heads of Family will now purchase Holdings, though any Character can acquire them through schemes or events.
    • Enticing governors now requires that the governor has at least one state at low state loyalty and bordering the enticing country. Any such provinces will defect to the enticing country.
Religion
  • Religious Conversion is now less quick in general to account for being able to placate pops by honouring their gods.
Units
  • Elephants now have a maneuver of 0, meaning they can only target opposing units directly in front of themselves. The intent here is to simulate that elephants were largely one-dimensional battering rams on the battlefield, with enormous striking power but limited tactical maneuverability.
  • Mega Polyremes now have a maneuver of 0, meaning they can only target opposing units directly in front of themselves. Ditto above, bigger is not always better.
  • Fixed a number of bugs in combat deployment and also added new rules to ensure more desirable deployment outcomes:
  • Supply Trains now only ever join battle once all other units on their side are depleted.
  • Non flank units now reinforce the center from behind instead of from the flanks. Primary units are deployed first and secondary units second.
  • Flank Units still reinforce the flanks. Designated flank units are always preferred to reinforce if available.
  • Units that are instantly deployed when an army arrives to a battle that has been ongoing long enough that the retreat block has been removed will now deploy with a morale penalty.
  • Units that reinforce the center but are not designated as secondary rank will now take a small hit to morale.
    • Units can now require multiple things to be built. Heavy Ships now require both the right Military Traditions and Wood.
War & Peace
  • The base speed for a siege tick is now 25 days instead of 30 days.
  • Mercenaries now cost Gold to recruit instead of Military Experience.
  • Conquered provinces now start somewhat less loyal than they used to.
  • Increased War Exhaustion from Battles.
Other
  • AI should care more about strength when agreeing or disagreeing to becoming a feudatory.
  • Converting religion now gives a 75% discount to changing deities in pantheon for a period of time. News gods on sale, limited time offer, while supplies last.
  • High tribute level now only reduce subject opinion by 50.
  • Legitimacy no longer affects max loyalty. Monarchies default to 100 loyalty as max.
  • Lowered the zeal requirement for Divinity Statutes law to 10 from 12.
  • Only Civilized overlords can have Feudatories.
  • Rivals of your ruler now get a lower wage and will get a reduction of Family prestige over time.
  • Starting Army Sizes and Navy Sizes are now slightly smaller.

AI

Diplomacy
  • Fixed an esoteric case where AI could attack subjects of an ally without breaking the alliance (thus incurring harsh penalties).
  • AI slightly more likely to accept becoming a Client State or Feudatory based on the strength of the potential overlord.
  • AI should now be better at judging when to start another concurrent war to speed up expansion (if at all).
  • AI now knows that they can enforce demands having fully captured the war goal (and will do so if situation isn't improving).
  • AI now properly checks strength balances on changing conditions, leading to fewer suicides.
    • AI is now able to void the guarantees they committed to like the true bastards they ought to be.
Economy
  • Fixed so that the AI can properly create trade routes via the action plan.
War
  • Added additional qualifying criteria before AI decides to send out armies on naval expeditions when wargoal is being contested and can be pathed to.
  • AI units now dynamically increase search range in case they find too few options or fail to reach their current destination pathed to. Should result in less indecisiveness and staying in poor locations.
  • AI should be slightly more interested in pursuing the war goal as well as state capitals.
  • AI should consider if they really have food prior to besieging non-wargoal forts (imperfect heuristic).
  • AI may try to assault if its troop is unavoidably attriting away due to lack of food and there is nothing else for it to do, because come on you dogs, do you want to live forever?!
Other
  • AI tribes can now migrate.
  • AI may Deify their ruler to celebrate a large-scale victorious conquest.
    • Added AI functionality for destroying buildings

INTERFACE

Icons/Art
  • Added a small animation for when a mission is in progress.
  • The style of the buildings in a city on the map will now correspond to the dominant culture of that city, and will change if the dominant culture changes during the game.
  • There is now an alternative icon for Sacrificing to the gods for countries that follow religions that would not have sacrificed a pig, such as Judaism, Jainism, etc.
Mapmodes
  • Add government type Map Mode
  • Add province rank Map Mode
  • Added Naval Range Map Mode
  • Added Holdings Map Mode
  • Added additional Map Modes to the in game lobby
Tooltips
  • Changed modification_display for several buildings to actually show comparable number effects. Also changed so that displays are consistent in showing mods in order: first "output" then "happiness" and then other effects such as ratios etc
    • Fix wrong background widget for OOS window
    • Updated lobby hotkey

SCRIPT

Achievements
  • Added 7 new achievements for Archimedes update.
Decisions
  • Imperial Cult now requires that the entire Pantheon of your country is composed of Deified rulers, if you own the Magna Graecia content pack.
  • Added formable Epirus
  • Added a formable for Euboea
Religion
  • Added a large number of new deities around the world (ie deities that do not correspond to any pre-existing Omen).
  • Alexander the Great now exists as a personified deity that can be worshipped by anyone in possession of his body.
  • Buddha, Mahavira, Alexander, Zoroaster and all Jewish Prophets are now scripted as characters that can be viewed in game by anyone honoring their respective religion.
Events
  • Added a new event series about the hostilities between the Diadochi kingdoms, pitting Phrygia against Macedon, Egypt and the Seleukids.
  • Added an alternate version of the Etruscan Fortune event, which works similarly to the original, but is a country event that can fire on a yearly basis (rather than specifically when you conquer something in Sardinia).
  • Added variable that stops main_event_pulse while mission monthly_on_actions are active
  • Added warning to Persian Heiress event to inform the player about what they are forsaking.
  • The ruler can no longer be adopted
    • Added checks to ensure physician and patient are not same person, because that’s probably some sort of violation of the Hippocratic Oath
    • Added 4 DHEs for Thrace
    • Added divorce effect and applied it to relevant events.
    • Made accidents more likely if physician has less than 4 finesse or is a rival of the patient
    • Made sure Ambrakia becomes provincial as well as country capital when Pyrrhus returns
    • Stopped city fall events from occurring if new owner is in a civil war
    • Increased the rewards from Scientific Breakthrough event significantly
Missions
  • Added 4 new Mission Trees for Greek countries in Greece, the Black Sea region, Italy and the far west.
  • Disabled Destroy Latins task for AI, as it is an alt history scenario for particular strategies/circumstances
  • Fixed FPS drop for Aegis of Africa mission
    • Added highlighting to Indo-Greek decision
    • Timed tasks now prevent mutually exclusive tasks when in progress
Setup
  • Starting Tech levels now vary between countries, between 0 and 2 to better reflect differences in development already in place in 304 BCE. Countries that start above tech 0 still have to buy the inventions of the previous tech levels.
  • Heads of Family will now start with some Holdings in all countries big enough to support that.
  • Adjusted the starting border between the Seleucids and Phrygia.
  • Added country specific heritages for: Ionia, Aeolia, Delphi, Boeotia, Elea, Croton, Acragas, Aetolia, Megara, Elis, Miletos, Epidauros, Eretria, Byzantium, Bithynia, Bosporan Kingdom, Halicarnassus, Metapontum, Knidos, and Kios.
  • Added cultural heritages for the following cultures: Achean, Arcadian, Siceliote, Italiote, Cretan, Aegean, Graeco-Pontic, Bosporan, Euboean, and Bithynian.
  • Added Ptolemy Soter's father and brother
  • Added more Greek heritages around the Mediterranean
  • Adjusted some province trade goods
    • Added a set starting pantheon for many historical countries.
    • Made Agathokles friends with his brother to help with disloyalty
  • Added a new Meroitic culture group.
  • Reorganized pops in Sparta
    • Added Blood of the Argeads to Neoptolemos II and Kadmeia Aiakidai (children of Alexander the Great's sister, Kleopatra)
    • Added Chalkidian Fortifications modfiier to Chalkis (+15% fort defense) and a starting level 2 fort
    • Added Phila Antipatrid (prior wife of Demetrios I, mother of Antigonos Gonatos & Stratonike), Alkia (wife of Agathokles I, mother of Lanassa & Agathokles II), Phthia (mother of Pyrrhos, Deidamia & Troias), and Krateros (son of Krateros & Phila Antipatrid)
    • Added full historic regnal numbers for Epirus and Macedon
    • Added starting friendship between Pyrrhos of Epirus and Glaukias of Taulantia
    • Added starting rivalry between Glaukias of Taulantia and Kassandros of Macedon
    • Diversified starting population of Thebes based on their re-settlement
    • Fixed Hipparchia Maroneid being Krates Askonid's daughter instead of wife
    • Fixed advanced age of Archagathos Agathokles (Agathokles I's grandson)
    • Fixed heir to Paeonia being 10 years younger than their father
    • Made Beroaia Otid the starting spouse of Glaukias of Taulantia
    • Made Eurdyike Miltiatid the starting spouse of Demetrios Poliorketes
    • Moved Khotanese, Yuezhi and Tocharian cultures into the Bactrian group.
    • Removed Seleukos, child of Antiochos and Stratonike, as not born yet
    • Tweaked Boeotian trade goods: Anthedon now produces Wine, Tanagra now produces earthenware
  • Added a number of deceased historical characters to the game world.
  • Structure of the setup files for provinces and characters have been completely overhauled, allowing for much greater moddability of flexibility when working in setup.
Other
  • Standardized and updated governor policy tooltips
  • Added character interaction to revoke a holding.
  • Added scheme for heads of family to expand a family estate in one of their holdings, this can be done multiple times to increase the value of that land.
  • Cleaned up tooltips, reduced chance, and increased cooldown for Discreditable Dalliance and Price of Wild Oats event chains
  • Fixed huge heir attraction modifier in The Brothers event chain
  • Hid Adopt character interaction on dead characters
    • Archimedes is now in Archimedes
    • Added more loading screen quotes
    • Made Isis a viable deity for nations who have the Isis cult
    • Stopped characters from seeking patrons among children
    • Overhauled renaming of Seleukids and Maurya to not rely on founding family existing in code
    • Simplified opinion modifiers in Raze and Pillage unit abilities and reordered effects
    • Purged all remaining uses of Omen Duration and Omen Cost.

MAP

  • Made map changes to Attica, Euboea, Argolis, and the Aegean Sea. Adding new tags and provinces in the process to create a more detailed view of the Greek World.
    • Introduced the new countries Opus, Amphissa, Delphi, Elateia, Dyme, Pellene, Tegea, and Hermione - in addition Euboea has now been divided between Oreos and Eretria.
  • Introduced a large number of new countries in India and reworked the starting event about the Seleucid-Mauryan war to account for this.
  • Added dynamic province names for new territories in Peloponnese
  • Added some Egyptian dynamic province names
  • Renamed Sale in Thrace to Maroneia
  • Swapped some cities in Upper Egypt to the famous cities from smaller places
  • Added further Egyptian names
  • Corrected location of Alexandreia Nikaia and Areia
  • Fixed Ake name for non-Seleukids and changed Etruscan Sena to Sena Rasna to avoid duplicate
  • Changed names in Persia based on beta feedback
  • Changed some of the start trade goods in Cyrenaica.
  • Improved accuracy of some province names
  • Made Heraia name consistent with country, added Nikomedia name if Bithynia owns Astakos.
  • Fixed an upside down port in Africa
  • Travelers from Keos will no longer go directly to Athens, but will now properly have to go through Thorikos first.
BUGFIXES
  • Readjusted the Tyrian Purple to need a surplus of 5 or higher, rather than than a surplus of more than 5.
    • Slave revolts that end in unowned territory will now still count as ended in the origin country.
    • Experience decay is now not a fraction of a percentage.
    • Fixed bad controller check when razing/pillaging fortified provinces.
    • Fixed pillaged opinion using max instead of min, now correctly gives -50 each time instead of -200 instantly
    • Added has_siege = no trigger to city.20 which gives a free fort level.
    • Added bypass to Befriend Ibero and Gaul based on a variable set when the task is taken
    • Added bypass triggers to generic conquest mission
    • Added missing Tooltip for Capital Cities.
    • Added checks to prevent highlighting functions being called while parent window is animating, should help prevent a crash.
    • Added cooldown for overlords and tributary events.
    • Added fallback potential for Hispania and Africa missions in case Punic Rivals never appeared.
    • Added gender neutral description for Olympics.
    • Adriatic Adventures now allowed if a subject borders Ancona and bypassed if a subject owns Ancona territory
    • Annex Apulia now bypasses if Mesapia or Apulia is a subject rather than just both
    • Fixed multiple Archimedes’ appearing over and over until the world was full of mathematicians.
    • Fixed Neuter Carthage mission triggers when they have no subjects
    • Fixed a food calculation logic bug.
    • Fixed age order of Phila Antipatrid's kids (Krateros > Gonatos > Stratonike)
    • Fixed babies making friends and rivals in Bond of Childhood event.
    • Fixed event being confused about who was who when marrying within family.
    • Fixed literally unplayable typos
    • Fixed treatment giving money to patient
    • Fixed typos in: Inspiring Hellene, Polemic Speech event, Fixed typo in Sounding Out the Opposition, The Administration of Asia, The Fate of Pergamon
    • Fixed crash caused by trying to check unit abilities on a unit without location
    • Fixed crash when trying to access alive data for dead character under modifier updates
    • The game now uses the governorships scriptlist for the "governorships" scriptlist. Previously it was using holdings.
    • Game will no longer create empty units for revolts without loyal veterans
    • Fixed issue where generic conquest missions would abort if you conquered the entire region they targeted.
    • Fixed the Captured Roman Eagle event showing the wrong description text.
    • Fixed the Germania Magna achievement, it no longer looks at the incorrect region.
    • Assaults no longer continue indefinitely if started with too few cohorts, although “Neverending Assault” would be a pretty great heavy metal album title.
    • A country should no longer be able to run out of females (or males). We offer no such guarantee for zebras, however.
    • Governor wages are now properly taken from the income of the provinces under the Governor, reducing what they send to the state treasury by the same amount that the governor is paid.
    • Fixed bug that made province capitals appear in random locations at start, instead of the largest city in the province.
    • Fixed bug which made script that affected province food always fail, except on developer builds.
    • Fixed bug that could make battles last forever if any unit had a maneuver of 0.
    • An annexed country that revolts or is released again will never appear unless it would own its former capital.

Update 1.3.2 [Livy] (17 December 2019)

Game Balance:
  • Base Stability Decay is now halved.
  • Aggressive Expansion decay from Foreign Minister & Praetor offices increased from -0.01 to -0.015 per skill point.
  • Aggressive Expansion decay from Arbitrator office is now -0.01.
  • Omen Power from the High Priest & Augur offices increased from 2% to 3% per skill point.
  • National Tax bonus from Steward & Tribune of the Treasury offices changed from 1% to 1.5% per skill point.
  • Tribesmen Happiness from the Elder office increased from 1% to 1.5% per skill point.
  • Characters now receive a monthly Statesmanship increase from their Finesse skill.
  • Supply Trains now cost 16 gold to construct, and their maintenance is therefore also higher.
  • Horse Archers now carry more food (up to 3 from 2.4).
  • Elephants now deal more damage to Heavy Infantry (up to 1.4 from 1.3) and less damage to Light Infantry (down to 1.3 from 1.5).
  • Stability gains from events reduced by around 30% across the board.
  • AI tribal nations will now only reform their governments if they have at least 25 Civilization in their capital.
Complete Soundtrack DLC:
  • Three new songs added: Tyros, The Mediterranean, and The Punic Wars.
Bugfixes:
Stability & Performance:
  • Fixed startup crash related to shadowmap resolution setting.
  • Fixed crash related to using the back button to negotiate with barbarians.
  • Fixed two more rare crashes related to ingame popups and account login.
  • Slightly improved performance related to ai threat calculations.
Modding:
  • Fixed mods being unable to load localization files.
Gameplay:
  • Fixed game not applying Naval Damage Taken modifiers correctly.
  • Fixed Slave Raid naval unit ability being available to everyone.
  • Fixed problem where countries would not be properly called into wars which affected both humans and AI.
  • Adoption will now exclude prisoners in all cases (instead of just some cases).
  • Fixed local modifiers being used in Nabatean and Helot Heritages, which made them do nothing.
  • No longer possible to teleport armies between Athens and Keos.
  • Orontid family now properly a great family in Armenia.
  • Fixed all remaining food vanishing when detaching a supply train.
  • Made it impossible to adopt Mercenary captains.
  • Olympic competitors can no longer form families while they are competing, leading to that family then being dispersed over the entire Mediterrenean world.
Missions:
  • Fixed badly scripted mission requirements for the Roman task to subdue Greece.
  • Fixed bad tooltip in Roman Mission relating to Crete.
  • Fixed problem with the Roman Mission events relating to acquiring subjects in Italy.
  • Fixed problem with Roman Mission tasks to befriend a tribe not finding appropriate countries for their events.
  • Carthaginian mission bonus for same culture happiness reduced from 50% to 15%.
  • Fixed the generic conquest mission aborting if you conquered every last territory in the region it targeted.
  • Fixed bug where Musalamii would not properly turned to a client state in Carthaginian missions if they civilized before the mission was completed.
  • Fixed problem with selection of Governorship capital for the General Development Mission.
  • Fixed problem related to the dominant culture in the governorship capital changing mid-mission.
  • Fixed problem with mission task wanting you to appoint a governor but in fact never actually considering that requirement fulfilled.
  • Fixed issue with mining mission tasks being able to target a place where the Mining mission could not be done and therefore bypassing immediately.
  • Fixed problem where some tasks would sometimes bypass immediately in a mission.
  • General development mission will no longer require only Olives for your slaves but instead Olives or Wood since Olives can be quite hard to come by in Scotland, India or even Germany.
Interface:
  • Fixed the game failing to display last names for minor characters in the minor event window.
  • Fixed Spanish localization having no information about what trade good a trade offer was for, or where it came from.
  • Fixed badly linked text for event about Roman Eagles.
  • Fixed a number of failed references to Family names.

Hotfix 1.3.1 [Livy] (4 December 2019)

• Nakama prevented application from properly shutting down after exiting to desktop • Cross play checking added to Nakama • Ironman savegames and autosaves could not be rewritten after loading game • Mouse panning did not work in windowed mode


Update 1.3.0 [Livy] (3 December 2019)

New Features
  • New Mission System. The player can at any time pick one of up to three missions. Each mission is a tree that is composed of a number of tasks. Tasks can be timed or instant, and some branches of the tree can be exclusive to one another.
  • Added Dynamic and Procedural Missions for conquest for all countries in the game.
  • Added Dynamic Mission for developing a Governorship for all countries in the game.
  • Added mission to reform out of tribalism for Tribes.
  • Great Families: Each country will now have a limited set of Major families that expect to hold a certain influence in the state. By ensuring their members have the amount of jobs they expect, the families will support your rule, but failing to do so will encourage them to rebel.
  • Minor Characters: Characters that are not part of Great Families will appear during the campaign and will wield influence and power, but will not be able to call on their kin to get them jobs and positions.
  • A Great Family’s Prestige rating will now determine their share of the national pool of Power Base, meaning Families that have held many important jobs will become more dangerous over time.
  • Families can now adopt minor characters, and the player can adopt characters to their ruling families in monarchies. Adoption reduces the prestige of the family that adopts and will present the choice of whether to change the family name of the newly adopted person or not.
  • Map Mode Manager: You can now select which map modes will be shown in the bar above the Minimap by dragging and dropping.
  • Armies now consume and carry food: All units can now carry food with them on campaign, and will consume that food if they are in a situation where they would normally take attrition, instead of losing men. Armies in friendly territory will stock up on food from the Provincial stores.
  • Reworked Reinforcement rules: Armies will now only reinforce if they are not currently taking attrition. Consequently sieges can now be lost by the attacker if they run out of food but armies can also operate far deeper into enemy territory without taking attrition, as long as they bring enough food.
  • Added Supply Train unit with greater food carrying capacity for long campaigns and sieges.
  • Updated Map in Greece, Anatolia, Hibernia, and the Baltic region. Added new territories, impassables and countries, as well as more navigable rivers.
  • Statesmanship now governs how well your characters perform in administrative government jobs. Statesmanship is built up by a character over time and acts as a multiplier on their skill, meaning inexperienced characters will not perform to their full potential.
  • Line System: Lines will now mark ongoing migration and trade routes on the map, more clearly illustrating these features when you are looking at their respective interfaces.
  • Subject Interactions: Subjects can now be asked to abandon an ungrateful overlord, and can themselves seek out a new overlord if they are displeased with their current one.
  • Added Minor Event Category: Minor events will not open automatically on your screen but will instead be placed in queue before they take effect. Minor events will primarily be those that are of low impact and connected with characters.
DLC - The Punic Wars
  • Added 9 unique mission trees for Rome.
  • Added 10 unique mission trees for Carthage and other Punic countries.
  • Added unique Numidian unit model for North African armies.
  • Added unique unit model for Punic Ships.
  • Added unique city set for Punic countries.
Balance
Economy
  • Road building now available from Civic tech 4.
Governments
  • Upped legitimacy boost from Strengthen Legitimacy to 0.05 from 0.02, and increased cost to 10 Political Influence from 5.
Characters
  • Pretenders now receive scaling loyalty penalty based on the power base of their supporters.
Units
  • Tweaked starting army and navy sizes. Starting armies and Navies will now be somewhat lower than they were in previous versions.
  • Increased national Maintenance for loyal troops slightly.
  • Disbanding units now restores 25% of their manpower.
  • Unit build costs increased by 20-30% across the board.
  • Horse Archers and Light cavalry now have higher attrition weight.
  • Added roughly 25% base unit movement speed to infantry types, cavalry retain speed bonus.
  • War Elephants now take 10% more morale damage.
  • Added Supply Trains and a Support Units category, which will be deployed last on the battlefield and cannot be part of retinues.
War & Peace
  • The maximum manpower is now 20 years of Manpower gain rather than 25. Overall Manpower will now be lower as a result of this.
  • Base Manpower reduced by 50%.
  • Enslavement efficiency reduced across the board, by 25-50%.
  • Raze and Pillage can now be used regardless of whether you're at war with the province owner. It will add a stacking opinion debuff each time the action is performed. If opinion goes below -180, a war will be declared, treating the pillaging country as attacker.
  • Slave revolts will now be rarer in low population territories.
Diplomacy
  • Doubled claim fabrication speed.
  • Average truce length decreased by roughly 40%.
  • Tyranny now reduces War Score costs in peace treaties.
  • Reduced effect on War Score for the Bellicose stance.
  • Reduced effect of inventions on War Score cost.
  • Reduced effect of Ruler Traits on War Score cost.
  • High tributes now only reduces subject opinions by 50.
Technology
  • No Inventions affect Omen Duration.
Heritages
  • Added Heritage for Heraclea Pontica
  • Thrace’s Heritage is now -5% War Score cost instead of 10%.
  • Seafaring Heritage no longer reduces movement speed on land, instead it reduces manpower.
  • Added Corinthian Heritage for Mission created Corinth.
  • Added Theocratic Heritage for mission created Religious Enclave.
  • Added Epikratea Heritage for Carthaginian mission created country in Sicily.
  • Added Heritage for Pontus.
  • Added Heritage for Iberia.
Mercenaries
  • Mercenary maintenance increased from 125% of normal unit maintenance to 200%.
  • Larger Mercenary armies now get supply trains.
Trade Goods
  • Local Bonus for Leather is now increased Slave Output.
  • Local bonus for Base Metals is now Freeman Output.
Buildings
  • Increased Research Points from Academies.
  • Foundry no longer impacts unit build speed, but instead increases output of territory by 1%.
  • Destroying a building now refunds 25% of its build cost.
AI
Economy
  • Improved AI budgeting for all resources.
  • AI more likely to build farms to counteract being low on Food.
  • AI can now try to not keep as many unit leaders around during peace to cut down wage costs.
  • Governors should no longer pick a governor policy that would negatively impact food unless there is a lot of stored food in a province.
Diplomacy
  • Made AI a bit more mindful about keeping at least one route open for expansion when allying with neighbors.
  • Fixed some logic related to offering alliances and then breaking them due to low opinion.
  • Alliances will become harder to attain for each current alliance the proposer possesses.
  • AI will now make more informed choices on Diplomatic Stances based on its current Aggressive Expansion.
  • AI now considers its income rate and how much money it has saved up beyond "is it currently possible?" before sending gifts .
  • AI now knows it can enforce demands having fully captured the war goal (and will do so if the war situation isn't improving).
  • AI should no longer build forts over their intended maintenance limit.
  • Fixed overzealous optimization causing AI to immediately give up if they could not have their most preferred peace deal, that in turn lead to white peaces where gains could have been made.
Military
  • Tweaked size of AI sea regions to make selection a bit easier.
  • AI desired war exhaustion is now less than 5 instead of 0.
  • AI will now spread out their forces a bit more while at peace rather than leaving them all packed in one area, enabling quicker responses to internal and external threats.
  • Improved AI retinue handling.
  • AI will now pick Military Traditions in a way that makes it prioritize filling out a full path a bit more.
  • AI countries will be a bit more inclined to pick Military Traditions that fit them culturally (Dahae will go for Horse Archers), or situationally (Ship paths are only interesting if you have ports).
  • AI armies will no longer drill when at war or when there are threats nearby
  • Pathfinding should now avoid storms n' deserts when possible.
  • AI may try to assault if its army is unavoidably attriting away due to lack of food and there is nothing else for it to do, because it’s more useful to the nation dying in a breach than dying of dysentery.
  • AI should be a bit better at attacking low morale units defeated in a battle (they were frequently waiting due to having lost some morale of their own).
  • AI should be slightly more interested in pursuing the war goal as well as state capitals.
  • AI should consider if they really have food prior to besieging non-wargoal forts (imperfect heuristic).
  • AI splits up its fleets depending on perceived strength of enemy fleets now, to cover more tasks.
  • AI will no longer recruit mercenaries unless they have a path to friendly capital area or otherwise have access (alleviating need for sea transport).
  • Fixed an issue that made AI forget their army at sea for thousands of years if the original departure port had become inaccessible.
  • It is now possible to restrict the region of operations for an army by clicking on the map when the Select Objective dialog is open.
  • Made AI a bit better at not peacing out when it's got more interesting sieges to pursue in war.
  • Made AI units less likely to chase much smaller forces than them (define IGNORE_STRENGTH_RATIO).
Misc
  • Will consider building forts on provinces with ports.
  • AI absolutely won't pick ship idea without ports now.
  • AI now won't disband forts as a revolter against the player (so your forts won't get deleted by troll AI).
  • AI units now dynamically increase search range in case they find too few options or fail to reach their current destination pathed to. Should result in less indecisiveness and staying in poor locations.
  • Added ai_will_do script weights for inventions, ideas, trade goods, omens. AI modifier weights in ai_plan_goals have a default impact, so it may not be necessary to use these.
  • Made AI less likely to build forts neighboring existing ones.
Interface
Alerts
  • Added alert for when a Mission can be completed.
  • Added alert for when an army is taking attrition due to lack of food.
  • Scorned Families now list their power base in the alert.
Map
  • Desecrating a holy site now sets the city on fire, you maniacs.
  • Cities that are looted will now sometimes visibly burn on the map.
Misc
  • Expanded on the tooltip for Civilization value in provinces.
  • Ruler titles are now also displayed at the character lists.
  • Clicking on a nation flag in the multiplayer lobby will now pan your camera to that location. You can no longer click through some of the GUI elements in the multiplayer lobby.
Modding
  • Extensive support for making missions has been added. The game will attempt to draw any tree you care to make. A guide can be found here: https://forum.paradoxplaza.com/forum/index.php?threads/how-to-make-a-mission-in-imperator.1286456/
  • Add effects to rename provinces, set military traditions and heritage for new countries, and allow specifying type of cohort in new units.
  • Add trigger for number of buildings of type.
  • Changed create_country from being an assignment effect to instead require a province scope and then scope to the newly created country. Also add a special name field so that the name can show up correctly in tooltips
  • The death effect can now take the argument: silent = yes|no to suppress the death dialogue.
Setup & Script
Decisions
  • Lowered party support requirement to declare dictatorship to 70.
  • The Pharos Lighthouse now gives extra Building Slots instead of Trade Routes.
  • Added decision to form Hibernia.
  • Forming Persia now requires being of a Persian culture.
Events
  • Events relating to fires will now use fires on the map.
  • Added event for Heraclea Pontica where they can choose to go Persian or Greek in the early game.
  • Existing events updated to account for changes to families and minor characters.
  • Added new Events related to Piracy.
  • Added Flavor Events relating to the coronation of Antigonus.
  • Added new Flavor Events for Armenia.
  • Added new Flavor Events for Thrace.
  • The Grand Temple Collapses event can now only happen to small countries.
  • Added a number of new Flavor Events tied to Roman Missions.
  • Added a number of new Flavor Events tied to Carthaginian Missions.
  • Added new Flavor Events for Massalia.
  • Added new Flavor Events for Caucasian Iberia.
  • Added New Flavor Events for Pontus and Paphlagonia.
  • Reworked Annexation event to allow taking in fewer people. Anyone accepted will be a Minor Character in their new homeland.
Setup
  • Some countries with recent historical conflicts will now have a negative opinion modifier at start to reflect this.
  • Samnium is no longer allied with Lucania at start, instead Lucania is guaranteeing Samnium.
  • Corinth now has a special modifier for their famous fortress.
  • Reduced the effect of the Rhodian Fortification modifier by half.
  • Added a number of new characters to the starting setup.
  • Changed the Diadochi starting diplomacy to use alliances, these alliances break when the Epigoni event fires.
  • Etruria is now an Oligarchic Republic at start.
  • Scripted a number of historical starting families and characters for various countries.
  • Added founders and main disciples of main philosophical schools (Peripatetic, Pyrrhonic, Stoic, Epicurean, Platonic, Eretrian, Cyrenaic). Changed Latin culture group to Italic culture group.
Map
  • Added a number of new territories and countries in the Baltic area.
  • Added new countries in Hibernia.
  • Added new territories to Caledonia.
  • Added new territories to Greece.
  • Added new countries and territories in Sicily.
  • The Ganges now has additional arms to the Ganges Delta and its tributary, Brahmaputra, is navigable up to Balipura.
  • The Rhone/Rhodanus is now navigable up to Arelatis.
  • The Garonne/Garumna is now navigable to Praemiacum.
  • The Seine/Sequana is now navigable up to Avalocum.
  • The Loire/Liger is now navigable up to Turonorum.
  • The Elbe/Albis is now navigable to Aregellia.
  • The Dniestr/Tyras is now navigable up to Clepidava.
  • The Dniepr/Borysthenes is now navigable for the entirety of the portion before it enters impassable land.
Misc
  • Various character interactions updated with prestige effects.
  • Added Poseidon Omen for countries with capitals in: Corinth, Chalcis
  • Added Herakles Omen for countries with capitals in: Acragas, Kos, Thasos
  • Added Hephaeustus Omen for countries with capitals in: Acragas, Athens, Lemnos
  • Added Asclepius Omen for countries with capitals in: Acragas, Epidauros
  • Added Aphrodite Omen for countries with capitals in: Athens, Aphrodisias, Corinth, Paphos
  • Added Eros Omen for countries with capitals in: Thespiai
  • Added Hera Omen for countries with capitals in: Argos, Samos, Olympia, Elis, Ionia
  • Added Artemis Omen for countries with capitals in: Ephesos, Delos, Ionia, the Nesiotic League
  • Added Helios Omen for countries with capitals in: Corinth, Rhodes
  • Added Persephone Omen for countries with capitals in: Locri
  • Added Dionysus Omen for countries with capitals in: Amphipolis, Orchomenos, Naxos, Thebes, Boeotia, Nesiotic League
  • Added Pan Omen for countries with capitals in: Arcadia
  • Added the following Omens for Cretan countries: Diktynna, Eleuthya, Velchanos, Rhea, Diktean Zeus, Ariadne, Amaya, Karmanor
  • Added the following Omens for Pontus: Herakles, Zeus Stratios, Selene, Cybele, Mithra, Men, Aphrodite, Dionysus.
  • Added Colony Subject type, for now only used in Missions.
  • Added more special flags for formable countries.
Bugfixes
Stability & Performance
  • Added more checking for invalid objects to prevent potential crashes
Multiplayer & Out of Syncs
  • Various fixes to Out of Syncs, especially related to hotjoining.
Script and Events
  • Fixed a number of issues with food events.
  • Annexation event should now work properly in multiplayer.
  • Made some changes to Slave Raid to clarify when there are no viable ports nearby, and when they have simply been recently raided.
  • Fixed problem with event that turns tribal vassals into tributaries when they civilize.
  • Stopped characters from being blind and one-eyed simultaneously.
  • Fixed wrong province id in Babylon formation decision.
  • Slave revolts that end in unowned territory will now still count as ended in the origin country.
  • Added has_siege = no trigger to city.20 which gives a free fort level
  • Added divorce effects to monarchy affair events
  • Added divorce effects to affair event options
  • Mercenaries can no longer trigger the Military Restructuring event.
  • Fixed Attalid triggers, not taking families with them, and reset_scoring scope.
  • Fixed inordinate amounts of food being destroyed in Granary Fire.
  • Fixes for city_events.2 scope and food_events context switch errors.
  • Made sure Ambrakia becomes provincial as well as country capital when Pyrrhus returns.
  • Stopped Friends Across Borders firing between countries fighting a war, because 1914 is some centuries away still.
  • Arsaces now creates the Arsacid family when he is spawned.
Game Mechanic Bugs
  • Slaves should no longer be added above the maximum population capacity of a territory.
  • Slaves that are taken are now somewhat less likely to end up in the country capital.
  • Fixed case where incoming migrating pops had a broken progress bar.
  • Fixed right flanking units attacking the left most unit instead of right most unit
  • Naval combat now respects flanks and properly uses flanking units
  • Local commerce modifiers now apply to monthly earnings.
  • Succession laws now apply properly on events.
  • River presence in provinces now properly calculated.
  • Twins will now inherit relevant bloodline traits.
  • Children of successor women will now inherit their families
  • Firstborn rulers from bookmarks have their popularity set.
  • Split army now doesn't care for unit loyalty, it only tries to create even stacks.
  • A city that is created with ongoing constructions that will produce invalid buildings will be interrupted.
  • Fixed bug that could in rare cases generate empty retinues.
  • Added the effect for reducing city rank to the harshest option of the city fall events.
Text & UX
  • Academies now show final research value improvement.
  • Fixed some UI flags not highlighting country.
  • Commerce income tooltip now counts bonuses granted by trade.
  • Centralization tooltip now shows information about active modifiers and changes.
  • Consul now considered employed by character view filters.
  • Fixed event option for "Accident in X" being a bit too liberal with its grammatical structure.
  • Added gender neutral description for Olympics.
  • All duplicate province names fixed.
  • Improved presentation of Research Progress tooltip.
  • The last event option for "Accident in [city]" event should now follow a more traditional notion of grammar.
Misc
  • AI will now better respect subject's overlord in finding war targets.
  • Barbarians now stay for a couple of days after their last conquest.
  • Fixed case where you could still declare war on a subject of a country you are fighting a war together with.
  • Fixed rare crash when revolts failed.
  • Fixed ship selection circle sometimes remaining on the map after the ship had been moved to a port.
  • Changed trade goods in Laus and Stylacium to fish to give Calabria some food
  • Fixed Lake Copais texture.
  • Fixed Salamis port location
  • Fixed the strait between Epidauros & Kythera going through the incorrect sea zone, causing faulty naval blockades
  • Improved accuracy of Grand Trunk Road route and removed minor connecting routes.
  • Empty families now get removed from play.
  • add_{attribute} effect now properly adds value to attribute
  • Fixed roof and wall flickering bug with tribal forts
  • Gave movement arrows an outline to contrast better with terrain.
  • Increased Stonehenge size from 1.0 to 1.7
  • Made the Baltics more habitable-looking and opened up the forests for potential cities.
  • A correct co-ruler will now be assigned.
  • Build ships to navy now will build using naval distance for prioritization.
  • Added a few Wastelands around the map that didn’t get shaded when surrounded to the list of those that are shaded.
  • Added valid animation states for unit ability. If current animation state is listed in available animations, the animation state won't change.
  • Will now cancel movement if there is no access in target province anymore.
  • Fixed the problem of State Improvements saying they'll take 2 years, and only actually taking 1.
  • You can no longer abort assaults by retreating and then aborting the retreat.
  • Mercenaries are no longer caught in an endless loop between two cities after employment.

Update 1.2.0 [Cicero] (24 September 2019)

  • You can now disband loyal cohorts, for double the cost, but those loyal cohorts will turn into "veteran cohorts" for that character that impact their powerbase, and will be raised as experienced cohorts if that character revolts.

  • Pops now no longer instantly promote or demote to another type, assimilate their culture or convert their religion. All of these changes will now instead happen over time due to a combination of factors that you can speed up through government policies and other actions. An overview for current changes underway in a city can be opened from the city interface.

  • Pops now migrate over time to neighboring cities, cities in the same province, or between provinces with a port in your empire. Manual movement of pops is now only possible for Slaves and Tribesmen (if you are a Tribe).

  • Monarch power has been removed as a concept. Instead mechanics have been changed to happen over time, use other currencies or opportunity cost. A new currency, Political Influence, is now generated by loyal members of your Government over time. Political Influence will be used to perform actions directly relating to your country's government such as selecting National Ideas or implementing Laws.

  • Reworked Experience. Unit Experience no longer decays from losses in combat but instead decays over time. All armies now have access to the Drill ability which will increase their cost and loyalty gain chance while allowing them to build up experience.

  • Reworked Military Traditions. Military traditions are now acquired using Military Experience, a countrywide value that measures the degree of Military Experience your country has built up. Military Experience increases from your average cohort experience and War Exhaustion, where reliance on mercenaries reduce the speed it accumulates by.

  • Split cities into Cities, Settlements and Metropolises, collectively known as territories. Only Cities and Metropolises are now represented by 3D buildings on the map.

  • Settlement is the basic owned territorial unit. A settlement has lower population cap than a city and can only have one building. Settlement buildings are different from those available in cities and focus more on production and output. In a settlement the population will trend towards being slaves or tribesmen (if owned by a tribe).

  • A city can be founded in a settlement for a cost of Gold and Political Influence. A city can have multiple buildings and will have a higher population cap than a settlement. In cities more slaves are required to produce surplus goods, and over time pops will be more likely to become Citizens or Freemen.

  • A Metropolis can be upgraded from a provincial capital city with high population. City buildings are still available but it will have a higher migration attraction, and more building slots than a city.

  • A City or Metropolis can be turned back into a settlement for a cost of Tyranny, this costs less Tyranny for Tribes.

  • Added 11 new building types, to create more depth to develop your cities,

  • Added 5 new buildings for Settlements.

  • Fabricating claims is no longer instant, instead it is done over time.

  • A new character interaction to bestow a regional nickname on governors has been added.

  • A new character interaction to impose corruption sanctions on a character has been added, reducing their corruption at a cost of loyalty and tyranny.

  • Food is now produced in all owned territories, the amount is dependent on the local terrain. Food is consumed by Pops and Military units that would otherwise take attrition. Any surplus food is stored in the Province. A large food store will increase population growth and local defensiveness. A depleted food storage results in starvation and lowered defensiveness.

  • Surplus Trade Goods can now also generate food, these can be imported to feed big cities.

  • Added a new governor policy: Harsh Treatment, reducing migration attraction and population output, in return for higher provincial loyalty.

  • Added a version of the War Council government interaction for Republics.

  • Added a Curiate Assembly government interaction for Republics.

  • All Republic Laws reworked, with certain categories unlock from tech.

  • All Monarchy Laws reworked, with certain categories unlock from tech.

  • All Tribal Laws reworked, unlocked by certain Centralization thresholds.

Gamebalance
Economy
  • Each Holding now gives a boost to commerce income in the city in which they are situated.

  • Economic Policy for Wages now only affect those characters that are getting wages.

  • Economic Policy for Wages reduced to 0.05 loyalty when increased, down from 0.1.

  • Building cost inventions previously targeting specific buildings are converted to -0.05 build_cost, with the exception of Granaries

  • All traits yielding build_cost are now -0.05 build_cost from -0.1

  • Aqueducts now require civ of 30.

  • Mercantile Diplomatic Stance now reduces Trade Route creation cost by 40% instead of 25%.

  • Reduced price of province investments.

  • Increased effect of Military Province investment.

  • Removed the free Capital Trade Route for all countries, instead the mid setting for Trade taxation will now provide 1 extra capital Trade Route.

  • Increased effect of Military Province investment.

  • Reduced price of province investments.

Governments
  • The higher Government ranks now increases Political Influence gain.

  • Ruler Martial now increases Manpower Recovery Speed & Army Morale Recovery.

  • Ruler Finesse now increases National Commerce Income & reduce Build Cost.

  • Ruler Charisma now increases Tyranny Reduction and Claim Fabrication Speed.

  • Ruler Zeal now increases Monthly Stability Growth and War Exhaustion Reduction.

  • Disloyal Characters are less likely to be elected in a Republic, as the Senate is less likely to trust them.

  • Standardized Construction idea reduced to -0.2 build cost and speed from -0.3

  • Consort or Co-Ruler will now use their finesse instead of rulers for governor policies, if higher.

  • Populists no longer block PI gain, but instead has a -33% modifier to its gain.

  • Finesse impact on governors reduced from 5% to 2.5%.

  • All laws affecting pop ratios now only affect Cities and Metropolises

  • Last 2 tribal laws in the Centralization path now grant 5 Civilization capacity instead of poptype happiness

  • Laws now only reduce stability by 15 when changed.

Characters
  • Popularity from Naval Combat is now 10% of before.

  • Tweaked down popularity gain from combat further.

  • Families now keep track of how many children they have in total.

  • Courtsize limit lowered to 120

  • Foreign characters will now have less children.

  • Families with less than 4 current children will now be allowed more children.

  • Commanders now earn more gold and popularity from taking cities.

  • Frequency of disloyalty schemes has been increased

  • Magnitude of disloyalty schemes has been increased

  • A country will never assume to have less than 5 holdings when calculating powerbase from holdings.

  • A disloyal character will no longer get wages from the government.

  • Ruler Popularity now impacts clan chief loyalty in tribes.

  • The Ruler of a Tribe will no longer make or keep retinues.

  • High Wages economic policy now increases loyalty by 0.05 per month (down from 0.1) and the loyalty is only applied to characters gaining a wage.

  • Characters with prominence will now lose all prominence on leaving the country, with the exception of olympic competitors.

  • Popularity of characters moving country is halved.

  • Cautious Personality now gives better morale recovery and reinforcement times on commanded units.

Units
  • Popularity from naval combat is no longer 1% of what it should be.

  • Cohorts loyal to a rebel commander, but not in their current army will be disbanded at the start of a civil war, and turned into veteran cohorts for that commander.

  • You can now move regular cohorts loyal to a character to another unit. (merge, split, transfer, detach..)

  • You can now assign units to the capital region.

  • Morale from Military Experience reduced by 10x

  • Migrant units no longer have any maintenance costs.

  • Price of Chariots reduced from 8 to 6.

  • Heavy Cavalry now does more damage to light cavalry and camels.

  • Heavy Cavalry price reduced from 15 to 10, but build time has increased from 60 to 120.

  • Archers now have +10% versus Heavy Infantry.

  • Increased Price of Light Cavalry from 6 to 7.

  • Reduced Mercenary Maintenance from +300% to +25%.

  • Latin Traditions are now slightly weaker in their Light Infantry Bonuses.

  • Boosted some of the Barbarian Traditions for Light Infantry and Chariots.

  • Increased Siege impact on experience by x10.

  • Horse Archers now take extra Morale Damage.

  • Building roads now reduce movement by 75% instead of 90%.

  • Mega Polyremes and Octeres no longer take less strength damage.

  • Greatly increased experience gain from combat.

  • Tweaked naval combat strength damage to be notably more significant.

War & Peace
  • Powerbase for Subject Loyalty is based around loyal cohorts, not total population compared.

  • It is no longer possible to demand gold as part of a peace treaty.

  • Experience from combat increased by 10X

  • Fabricate Claims now costs 20 Political Influence

  • A migrant horde without provinces at peace can declare a war even if at low stability.

  • Pirate Raids slightly less frequent.

  • Increased the war score from battles significantly, as well as the maximum warscore from battles.

  • Liberated nations now get a truce from their former occupier.

  • Added beneficial loyalty modifier after civil wars end.

  • Pillage now grants treasury based on unit eight and location population.

Technology
  • Invention costs are now based on cost of X gold per pop in your country.

  • Inventions no longer improve research speed.

  • "Prestigious Trade Goods" invention now increases export value instead of lowering Trade Route cost.

  • "Regulated Money Lenders" invention now increases import value instead of Global Commerce.

  • Material Science Invention now reduces army unit weight.

  • Added a number of country specific inventions.

Martial technology now increases maintenance costs by 3% per level, from 2%. Civic tech no longer reduces wage modifier.

Religions
  • Bon Religion bonus reduced to -0.1 build_cost from -0.15

  • Canaanite Religion bonus is now reduced Naval Maintenance Cost.

  • Zoroastrian Religion bonus is now reduced Army Maintenance Cost.

  • Khaldic Religion bonus is now 10% Freeman Output instead of 5%.

  • Iberic Religion bonus increased to 10% Global Import value.

  • Heptadic Religion is now increased Cohort Starting Experience.

  • All Omens that gave population growth now give increased food output.

Traditions
  • Agema Military Tradition now reduces Heavy Cavalry Cost.

  • Greek Tradition bonuses to mountains now instead apply to hills.

  • Levantine traditions now give 10% Naval morale instead of 5% (so in line with other traditions).

  • March of the Eagles (+10% Land Morale) is now a finisher for latin tradition countries.

  • North African Traditions now reduce War Elephant Cost.

  • Triplex Acies Tactic now available as second tradition for latin countries.

National Ideas
  • State Religion now grants +5 Civilization capacity (from 10).

  • Central urban Spaces now give 5% province loyalty instead of 3%.

  • City Planning now gives 25% population capacity instead of building slots in cities.

  • Discount from standard construction is now 15% (down from 20%).

  • Grain Stockpile now increases food output and food capacity instead of population Growth.

  • Institutional Proselytism now increases pop conversion speed.

  • Siege ability from Siege Training is now 15% (up from 10%).

Heritages
  • Tartessian heritage now increases build cost by 5% instead of 10%.

  • Thracian heritage now reduces Civic Provincial Investment cost by 10% instead of 1%.

  • Byblos heritage now reduces Pop Assimilation Speed instead of Manpower Recovery Speed.

  • Arvernian Heritage now reduces Heavy Infantry Maintenance instead of Slaves needed for Surplus.

  • Rural Heritage now decreases cost to found cities instead of the cost to build roads.

  • Armenian Heritage now reduces subject opinion instead of siege speed and increases manpower recovery speed instead of Hostile Attrition.

  • Seleukos heritage now increases ruler popularity gain by 0.04 instead of 0.02.

  • Ptolemaios heritage now decreases population assimilation instead of reducing diplomatic reputation.

  • Added Kushite Heritage.

  • Added Dahae Heritage.

  • Added Helot Heritage.

  • Added Kalingan Heritage.

  • Added Nabatean Heritage.

Territories & Provinces
  • Governor Policies is now scaled by the finesse of the governor / ruler.

  • High Unrest no longer blocks you from building units or build buildings in a province, only disloyal does.

  • Migration logic will not move pops to a city where it would make it go over the cap.

  • Move Capital no longer costs vast amounts of political influence

  • Encourage Trade reduced to 25% base commerce income, but now provides 10% local monthly food modifier.

  • Farmland changed to 50% population capacity modifier instead of 20 population capacity

Mercenaries
  • Halved the mercenary debt threshold for recruiting.
Pops
  • You can now enslave population in cities protected by Zone of Control as well, but there is an internal cooldown of about 5 years.

  • Non-Tribes will "promote" tribesmen to slaves if they have more than enough freemen.

  • Pop Migrations will not swarm the same place, as each incoming pop reduces target migration value internally by -0.5 at evaluation.

  • Slaves will no longer be sent to cities that are at their population capacity limit. Instead slaves will be spread out to other nearby cities.

  • Slaves now produce more gold.

  • Tribes have less happiness penalties with other cultures.

  • Slaves will not migrate on their own.

  • Slaves will not promote if that would mean you would lose a goods produced, in cities where all holdings are assigned.

  • Slaves may promote to tribesmen in tribes.

  • Pops of wrong religion are slower to assimilate.

  • Pops of wrong culture are slower to convert.

  • Different Poptypes now have individual speeds for assimilation, conversion, promotion, demotion, growing and migrating.

  • Overpopulation no longer reduces Population Growth, instead it reduces migration attraction and Pop Happiness.

  • Starvation now more harmful to Population Growth.

  • Climate now has a smaller effect on Population Capacity but also affects Food Output.

  • Base conversion and assimilation speed for all pop types reduced.

  • Penalty for wrong dominant culture/religion to action speed reduced.

  • Pop capacity now scales per missing pop.

  • Starvation now affects total population capacity. Overpopulation now reduces population growth by a small amount per overpopulation

Tradegoods
  • Furs export and capital bonus changed to -0.5% experience_decay, from starting experience.

  • Marble now increases Civilization Value instead of loyalty, which precious metals already does.

  • Removed Growth Category for Trade Good, replaced it with a Food category.

  • Surplus of Grain, Fish, Livestock and Vegetables now generates food.

  • Salt now increases Population Capacity locally, Surplus of Salt increases Food Storage Capacity.

Buildings
  • Fortresses, works as before but can be built in any type of territory (only 1 level in a settlement).

  • Settlement: All Settlement buildings increase population capacity by 25%

  • Settlement: Barracks increase desired Freemen ratio to around 75%, as well as freemen happiness and manpower by 20%.

  • Settlement: Slave Estate Increases Monthly Food Output by 50%, as well as Slave Output by 40%.

  • Settlement: Mines can be built in Settlements that produce Marble, Stone, Precious Metals, Base Metals or Iron and will decrease the needed slaves for producing trade good surplus by 5.

  • Settlement: Farming Settlements can be built where Grain, Fish, Vegetables and Livestock exists and increases Food output by 50% and reduces slaves needed for producing trade good surplus by 5.

  • Settlement: Tribal Settlement increases Tribesman happiness by 20% and their output by 40%.

  • Settlement: Provincial Legation increases Migration Speed by 75% and assimilation speed by 0.2.

  • City: Training Camps Increase Local manpower by 10%

  • City: Foundry Increases Unit Starting Experience by 5, increases local ship building and recruit speed by 10%

  • City: Markets increase Local Commerce by 25%

  • City: Tax Offices Increase Local Tax by 10%

  • City: Courts of Law Increase Monthly state loyalty by 0.02

  • City: Academy increases Research points Generation by 2.5% and Pop Promotion Speed by 0.5.

  • City: Granaries increase Maximum Food Storage Capacity by 200.

  • City: Libraries increase Citizen Happiness by 3% and Desired Citizen Ratio in the city by 0.06.

  • City: Forums increases Freemen Happiness by 3% and Desired Freemen Ratio in the city by 0.06.

  • City: Mills increases Slave Happiness by 3% and Slave Output by 3% and Desired Slave Ratio in city by 0.06.

  • City: Temples increases Happiness for State Religion Pops by 3% and Conversion Speed by 1.

  • City: Theatres increase Happiness for State Culture Pops by 3% and Assimilation Speed by 1.

  • City: Aqueducts increases population capacity by 4.

AI
Economy
  • AI will consider building economic buildings where appropriate based on scripted weights.

  • AI will consider changing governor policies periodically based on province needs.

Diplomacy
  • Rewrote defensive league formation logic, they will now primarily grow in response to a common threat.
Military
  • AI will now assault given breaches and sufficient manpower.

  • Build ships to navy now will build using naval distance for prioritization.

Misc
  • AI will no longer trade away food if it would cause them to starve.

  • AI monarchies will no longer demand that characters support their heir, even when they already did so.

  • Ai will prioritise disloyal high powerbase characters more with bribes.

Antagonist System
  • Countries can now be defined as Antagonists, which gives them mechanical benefits against other AI countries, and also higher bonuses at higher game-difficulties.

  • Rome, Carthage, Macedon, Thrace, Parnia & Arverni are now Antagonists.

  • Remove deprecated "lucky_nation" bonus for Rome, Bactria and Parnia.

  • All antagonists use the previous Roman Aggressiveness.

Interface
Alerts
  • Alertmanager tooltip for disloyal characters now have more information about the powerbase.

  • You now get an alert if you have free idea slots.

Map
  • Added a pirate haven indicator to provinces with pirate havens in the barbarian, diplomatic, trade and trade route map modes.

  • Made claim stripes yellow in diplomatic mapmode.

Misc
  • Default for trade options is now auto-accept trade, and never give up capital surplus.

  • Reworked Buildings Interface.

  • View Pops screen now changes to another province when you click on the map.

  • View Pops Interface now shows the current pop ratio and desired ratio of pops.

  • Trade Interface reworked with more information and a sortable list of trade routes.

  • New Technology popups will now list what inventions were unlocked.

  • Legitimacy and Centralization is now shown in the top bar for countries that have them.

  • You can now detach damaged ships from a fleet with one button press.

  • All characters with a power base will now be considered as relevant for the disloyal characters in outliner and alert.

  • Added two columns for religious and cultural unity for provinces in the ledger.

  • Made the event window slightly less squished.

  • Policy Window now fits all policies again without a scrollbar.

  • Added sort buttons to the family view.

  • The total unit strength is now displayed when you have multiple units selected.

  • Improved tooltips for colonising.

  • Added outliner category for city building/improvement.

  • Clicking the top bar resources will now open the corresponding interface.

  • The total unit strength is now displayed when you have multiple units selected.

  • Naval mercs are now sorted by naval distance in the Mercenaries Screen.

  • Added confirmation window when loading savegame with different version.

  • Will now show that a save game is from a different game version.

User Modding
New Functionality
  • Prices can now be scripted to be based on "gold_per_pop".

  • Territory types can be fully scripted.

Effects
  • Added 'add_loyal_veterans' effect for character scope.
Triggers
  • Added 'num_loyal_veterans' trigger for character scope.

  • Added state_level_loyalty trigger on state scope.

  • Added has_low_economic_policy, has_mid_economic_policy & has_high_economic_policy triggers.

  • Added 'is_antagonist' trigger for country scope.

  • Added state level loyalty trigger.

Other
  • Buildings can now get scripted triggers to limit them from being built

  • Buildings can now get scripted triggers to limit them from being shown in the build interface as well.

  • Inventions can now get scripted triggers to limit them.

  • UI can now use big terrain icons.

  • All triggers and effects can be printed to your documents folder using the console command ‘script_docs’ (you will need to be in debug mode to access the console)

Setup & Script
Decisions
  • Rome now changes to Roman Empire if Imperial government is adopted.

  • The "A Mediterrenean Capital" decision now moves your capital for you and gives a better modifier than before to the new capital.

Events
  • Roman flavor events added, pertaining to schisms and significant civil wars.

  • Unpopular consuls will now trigger various adverse events on election.

  • High power base characters will now be eligible for various event chains reducing their loyalty and affecting internal stability.

  • New consorts will no longer rival themselves in Discreditable Dalliance and Indecent Affair chains.

  • Fixed military character triggers in military co-consul chain.

  • Stopped consorts demanding offices.

  • Increased cooldown of Bureaucratic Issues event from 5 years to 25.

  • Fixed chance of duplicate characters in Debt Bondage Scandal event.

  • Reduced harshness of modifiers in Incendiary Slave event.

  • Fixed missing event picture in a trial event.

  • Fixed imprisoned characters being scapegoats in trials or appearing in mediation events.

  • Fixed A Venomous Tongue firing for already disloyal provinces.

  • Fixed names of cities in Diadochi startup events.

  • Made Eager Consort and In Good Hands chains mutually exclusive.

  • Removed some charisma from the Incendiary Slave.

  • Rebalanced the Earthquakes so the killed numbers of pop should be more correct to the amount given in the tooltip, and reduced the cost of paying to take care of the affected provinces.

  • Prove Legitimacy interaction now gives bloodlines to character's descendents, if discovered.

  • Added event chain to marriage proposals.

  • Added several Roman flavor events with a civil-war theme.

  • Caught Red Handed correctly reduces loyalty on imprisoned character, preventing exploits.

  • Reduced frequency of Caught Red Handed character scheme.

  • Peace for the eastern satrapies now also applies a truce with all Seleucid subject states.

  • City event that speaks of storm is now connected to having a storm.

Setup
  • Greekified Greek names, family names, nicknames, and regnal names for everyone except Alexander the Great.

  • Added Nikaia, Pleistarchos, and Alexarchos Antipatrid (siblings of Kassandros).

  • Added Arsinoe, and Eurydike (daughters of Lysimachos).

  • Added Blood the Argeads trait to children of Kassandros and Thessalonike (Philippos, Alexandros, Antipatros).

  • Fixed family name of Apama Sogdianid (Seleukos' wife).

  • Tweaked Numidian Kings event for Carthage.

  • Fixed starting Centralization of Massaesylia, Massylia, Musulamia, and Pontus (from 0 to 50)

  • Mithridatids are now Median.

  • Created more starting trade routes for Carthage, Macedon, Thrace, Athens and Syracuse.

  • Kios is now Bithynian country culture.

  • Egypt now starts with Levantine Traditions.

  • The starting great men of the era now have slightly more exceptional stats.

  • Added some more starting characters to the Seleucid Empire.

  • There are now more greek settlements in the Seleucid Empire.

Map
  • Added more dynamic city names, removed duplicates, and fixed some anachronistic city names.

  • Changed Epirus starting capital to Passaron.

  • Changed Euobean starting capital to Karystos.

  • Changed Karystos trade good to marble to represent Cipollino/marmor carystium.

  • Tweaked starting roads in Jharkhand/east Maurya.

Bugfixes
Stability & Performance
  • Fixed a rare crash in longer games.

  • Fixed crash when killing ships with boarded cohorts.

  • Fixed a rare crash when selecting event options.

  • Fixed crash in mercenary view on MacOS.

  • Fixed issue where the game looks unresponsive while loading the game.

  • Fixed potential crash when doing peace treaties.

  • Optimizated map drawing of cities and reduced memory usage.

  • Made UI checking for available decisions much faster.

  • Multithreaded updating of city graphics (units, wonders etc).

  • Save files are much smaller now by default.

  • Fixed case where we kept updating map icons zoomed out.

  • Reduce daily update for spouse death to improve performance. Only check for spouse death on death of a character.

  • Fixed crash when trying to read a savegame in some causes

  • Improved fixedpoint64 implementation.

  • Implemented parallel writing of savegames.

  • Fix for making sure onactions with a single effect still can be called 'delayed'.

Multiplayer & Out of Syncs
  • Fixed rare on-action related OOS.

  • Fixed potential characters OOS.

  • Fixed rare OOS caused by wonders.

  • Fixed rare crash in longer games.

  • Fixed rare crash when revolts failed.

  • Fixed rare crash when selecting event options.

  • Added crossplay functionality for microsoft store.

Script and Events
  • Made Eager Consort and In Good Hands mutually exclusive.

  • Consorts will no longer demand offices.

  • Characters will now correctly become Foreign Citizens upon moving country.

  • Grant stipends no longer charges twice.

  • Seize Assets now reduces loyalty of characters, military colonies checks that province has an owner, and governor policy tooltip no longer displays number of tribesmen promoted.

Game Mechanic Bugs
  • A bug where local modifiers sometimes did not count (also known as Marketplaces do nothing) has been fixed.

  • Units assigned to a Regional Governor will now use their combat tactics in battle.

  • Clan chiefs will no longer start as another position.

  • Fixed a few bugs where the game had hardcoded 1000 instead of the Cohort_size define.

  • Cost Changes for Declaring Wars now work, aka no-cb-wars-omen etc.

  • Can no longer attempt ransom prisoner from char interactions if at war.

  • Lack of Governor will no longer upset pops that governor is of a different religion called "".

  • Hordes can no longer accumulate negative loot.

  • Migrations now use migrating speed and not conversion speed for pops.

  • Pops will no longer migrate into Volcanos or Wastelands.

  • Mercenaries are no longer caught in an endless loop between two cities after employment.

  • Imprisoned disloyal characters can no longer start a civil war.

  • Fixed city dominant culture not being recalculated as it should.

  • It's no longer possible to abort assaults by retreat.

  • Fixed a rare crash when revolts failed.

  • Fixed bug where it was possible to disband navies in the lobby.

  • Fixed bug where re-colonizing a city would clear any permanent modifiers.

  • Fixed right flanking units attack the left most unit instead of right most unit.

  • Navy combat now respects flanks and properly uses flanking units

  • There are no longer child country rulers at start of the game.

  • Declaring war on a country which has allies with whom you are fighting together, won't pull them in that war.

  • Fixed bug where shattered retreating unit was stopped from passing through non-friendly territory, causing odd ping-pong behaviour.

  • Subjects will now join their overlord in war when using the threaten war action.

Text & UX
  • Peace Treaties tooltips will now say who will get the AE.

  • Invalid Characters will be removed from character target selection.

  • Heritage in Ledger is now sorted by name, not by internal index.

  • Now only shows 2 decimals for Unit Weight in attrition tooltip.

  • Fixed the detach siege tooltip when all are loyal.

  • Improved tooltip for Garrisons in cityview.

  • Build Ships UI no longer resets to army when clicking on another port.

  • Fixed bug where building progress was not displayed when building buildings.

  • Fixed gov policy tooltips for decentralize and centralize.

  • Fixed disloyal characters appearing twice in alert.

  • Fixed attrition not being displayed correctly in multi-unit selection view.

  • Fixed trade route cost tooltip lacking the cost icon.

  • The mercenary view will now update as new mercenaries are created or destroyed while open.

  • Fixed case where alliance was preferred over being at war in diplomacy mapmode.

  • Fixed ship selection circle sometimes remaining on the map after the ship had been moved to a port.

  • Fixed superfluous 'our' in the tooltip for the Subjugative diplomatic stance.

  • Fixed trade route cost tooltip lacking the cost icon.

  • Replaced the work 'Rank' with rank icon in diplomacy interface nation list.

  • The Support Rebels (Apoyar a rebeldes) diplomatic action should now properly show up under the Covert Actions (Acciones encubiertas) category when using Spanish language setting.

  • The mercenary view will now update as new mercenaries are created or destroyed while open.

  • Tooltip for Abort Rebel Support now properly shows the name of the target country.

  • Commerce income tooltip now counts bonuses granted by trade.

Misc
  • DLCs which don't affect the checksum are no longer required to load saves.

  • Enabling debug mode will now recalculate the version checksum.

  • Fixed bald characters sometimes growing their hair back.

  • Fixed global script variables not being updated.

  • Fixed ship selection circle sometimes remaining on the map after the ship had been moved to a port.

  • Fixed case where AI would sometimes not run logic for certain armies.

  • No more overwriting ideas when game is in tutorial mode when you load a save.

  • Revanchism is now localized.

Update 1.1.0 [Pompey] (26 June 2019)

New Features
  • Civil Wars have been reworked to be based upon the disloyal power base versus the total power base of a country. Each character have a power base that depends on their holdings,commanded units, wealth, titles, governorship importance etc. This value is displayed in overview, character listings, character and family views.
  • Stability has been reworked to no longer be on a scale of -3 to +3, instead it ranges from 0 to 100, and gravitates naturally towards 50. Stability below 50 will give penalties to unrest, happiness and loyalty, as well as lowering the thresholds for civil wars and rebellions. Stability above 50 will benefit research, commerce, population growth, and will make the thresholds for civil war and rebellion higher.
  • Increasing stability is no longer instant. Instead sacrifices to the gods will give an increase of Stability over time, and multiple sacrifices in short time will increase the rate of this increase.
  • Added Coastal and River Terrain types for naval combat.
  • Population Capacity now dictates how many pops can live in each city. Population capacity is primarily increased by things like climate, rivers, ports, but is also possible to increase through building granaries in a city. A city over capacity will get penalties from overpopulation but no city will grow over its cap naturally. Most things that previously affected population growth will now instead affect capacity.
  • All countries can now convert religion if their high priest is of the new religion and a majority of the free pops in their capital also follow it. Republics require the approval of their Senate, Monarchies must have 70 Legitimacy and Tribes must have the approval of the Clan Chiefs.
  • Seleucid bloodline trait now gives a bit of ticking province loyalty to better allow them to control a far flung empire.
  • All Religions now come with their own associated Omens, with their own effects.
  • Added country specific Omens to a number of countries and some culture specific ones. More context specific Omens will keep being added in future patches.
  • Added Specific Omens for Hellenic countries following the Serapis Cult.
  • Every country in the world now has a “Heritage” providing it with passive benefits and a penalty. Heritages are dependent on the capital of the country but can also be specific to other circumstances.
  • Added Country specific Heritages to: Rome, Sparta, Carthage, Phrygia, Macedon, Egypt, Seleucid Empire, Mauryan Empire, Judea, Tartessos, Byblos, Armenia, Epirus, Thrace, Rhodes, Athens, Etruria, Syracuse, Icenia, Arvernia, Atropatene, Tarentum, Argos, and Thebes.
  • Added the possibility of on map eruptions for the following volcanoes: Vesuvius, Aetna, Ararat, Methana, Aragats, Argaeus Mons, Argaios Mons, Ausara, Bamni, Qarqar, Caucasus Mons and Iberia Mons. A volcano eruption will cause considerable damage to the local economy until cleaned up.
  • Added storms that can strike at sea, in deserts or during winter. Storms will cover a number of sea zones, or cities and will deal heavy attrition to present units. While a storm is ongoing it will be visible on the 3D Map.
  • Added Navigable Rivers. A navigable river can be forded at specific locations, which can be blocked like straits by a navy. Light ships will perform better than others in a river.
  • Legitimacy is no longer instantly increased from a button press, but a stackable over time ticking improvement.
  • War Exhaustion is no longer a button to magically decrease it instantly, but instead works like the changed stability.
  • You can now embark & disembark armies while in a port, and you have a big enough navy.
  • You can now view foreign characters from the diplomatic view.
  • Reworked the province view, adding more information, including pierchats of population.
  • You can now tell units to start building roads, and they will continue doing it as long as you have power, instead of stopping in each new location to await new orders.
  • Monarchies now have access to an Anabasis unit ability, which lets the ruler boost province loyalty in a province capital where he or she is present.
Dual Rulers:
  • Aristocratic Republics now have Co-Consuls. Co-Consuls provide power in attributes where they are better than the current ruler, and their ruling traits are applied to the country along with those of the primary ruler. Popularity of ruler is average of both of the Consuls, while corruption is the sum of their corruption.
  • Consorts: In Monarchies the consort of the ruler will now count as a co-ruler and give benefits to the country in the form of their stats supplanting the ruler’s if they are better. A consort with living children will get a ticking reduction of loyalty if the primary heir is not their child.
Province & City Improvements
  • Urban development interaction added for cities. Using the interaction increases local Civilization Capacity, as well as Civilization growth rate.
  • You can now set what unit types your clan retinues should be. Changing will update retinues as well but strength is dropped to 0.
    • Added four Province-level investments, corresponding to each of the Power types: Population Output and Province Loyalty for Military Power, Building Slots for Civic Power, Local Import Routes for Oratory Power, Same Religion Pop Happiness for Religious Power
Naval Rework:
  • Reworked Navies to form lines of battle and split Galleys into 6 classes with different roles, ranging from Light (Highly maneuverable and with a high chance to attempt to board) to Medium (all around balanced) and Heavy (Can only target ships directly opposed, withstand more damage and very hard to board). Heavy Ships are unlocked in some Military Tradition Trees (Persian, Indian and Greek) and can perform special unit abilities to help project power overseas. Navies now also make use of their own Combat Tactics and can shattered retreat to a friendly port.
  • Added Liburnian ship type in the Light Ship Category.
  • Triremes now belong to the Light Ship Category.
  • Added Tetrere and Hexere Ship types in the Medium Ship Category.
  • Added Octere and Mega-Polyreme Ship types in the Heavy Ship Category.
  • Added Capture Port Naval Unit Ability allowing Heavy ships to capture unguarded adjacent ports.
  • Added Port Raid Naval Unit Ability allowing Heavy Ships to create a breach in an ongoing adjacent port with an ongoing siege.
  • Added Port Assault Naval Unit Ability Allowing Mega-Polyremes to remove 1 fort level from an adjacent enemy port.
  • Added Naval Range: Naval Range is calculated from your closest owned port and any ship that goes out of range will take Attrition damage. Heavy Ships will take increased Attrition damage when out of range.
  • Ships can now be captured in Naval combat: A capture attempt will happen if a ship takes enough morale damage to retreat from the battle. Since Light ships primarily deal morale damage this means that they will get more chances to capture opposing ships. Success chances are however also based on chance: Light ships have -20% chance to successfully capture heavy ships, while heavy ships have a +20% chance to capture lights. Medium is +/-10% vs the other. Capture chance is further impacted by admiral Martial skill and national modifiers. Captured ships joins their new owner’s navy but will not take part in the ongoing battle. Number of captured ships will be shown in the combat report.
  • Pirates Reworked: Pirates can now be hired to supplement your navy in the Mercenary Tab. Unemployed pirates will eventually go on a raid, harming the economy of an unfortified target city before returning to their old home port. Any country can root out a pirate nest using a unit ability in enemy territory when at war, or in their own territory if they have banned piracy.
  • Province Capitals are now fixed, and will never relocate naturally unless the city is lost in a war. Province capital can be moved by the player to another city in the same Province for a cost.
  • Added the capability to release a subject country out of any owned Province, from the country overview screen.
  • Country capital can now be moved for a power cost that is dependent on the difference in population between your current capital and the desired new location.
Holdings Rework:
  • Characters can now hold multiple holdings, limited by their capabilities (mainly finesse). A city can also have multiple holdings, one for each 10 slaves present. Unowned Holdings can be granted to characters by the state or purchased by them over time. Holdings can also be confiscated by the state, lost to starvation, or lost if a city change hands, causing a loss of loyalty for their old owner (this loyalty modifier will last 5 years per lost holding).
  • A holding will provide its owner with income, boosting their personal wealth over time.
  • If more than half of the Holdings in a city belong to a character on the Rebel side in a Civil War then that city will defect at the start of the conflict.
  • It is no longer possible to move or promote slaves if it would mean the loss of a holding for a character.
Ledger
  • Ledger: Added a ledger with a sortable overview of data about the player country as well as other countries in the world. Pages include:
    • Countries: Lists all countries in the world, together with relevant statistics, army sizes, military traditions, heritages, stances, etc.
    • Rulers: Lists all current rulers in the world, and lets you interact with them.
    • Provinces: All Provinces in the currently played country, listed with pops, trade routes, loyalty as well as tax and commerce income.
    • Inventions: Lists all currently bought inventions in the current country.
    • Our Rulers: lists all former rulers of the current country.
Government Interactions
  • Government Interactions: Added the concept of Government Interactions. Actions you can take in the government view that are dependent on your current government type: Monarchy Government Interaction: Summon War Council, usable once every 10 years, allowing you to choose a free claim on neighboring territory at the cost of the loyalty of one or more officers.
  • Monarchy Government Interaction: Demand Oaths of Allegiance, costing 200 Oratory and Religious Power, and yielding +25 Primary Heir Attraction for 5 years.
  • Monarchy Government Interaction: Hold Games has been converted to a Government interaction for monarchies and tribes, allowing your ruler to participate in the games.
  • Monarchy Government Interaction: Patronize the Arts, costing 300 Civic power, and yielding 5% Primary Culture Happiness and 0.01% Global Civilization Gain per month, for 5 years
  • Republic Government Interaction: Empower Civic Faction decreases build cost by 15%, but increases populist influence by 0.25 per month for 5 years. Costs Civic Power and is cheaper to perform if the Civic Party is in power.
  • Republic Government Interaction: Empower Military Faction increases discipline by 2.5%, but increases populist influence by 0.25 per month for 5 years. Costs Military Power and is cheaper to perform if the Military Party is in power.
  • Republic Government Interaction: Empower Mercantile Faction decreases Create Trade Route Cost by 25%, but increases populist influence by 0.25 per month for 5 years. Costs Oratory Power and is cheaper to perform if the Mercantile Party is in power.
  • Republic Government Interaction: Empower Religious Faction decreases Convert Pop Cost by 25%, but increases populist influence by 0.25 per month for 5 years. Costs Religious Power and is cheaper to perform if the Religious Party is in power.
  • Republic Government Interaction: Empower Populist Faction decreases monthly corruption of all characters by 0.05 per month, and reduces Populist Faction Influence by 0.5 per month for 5 years. Costs gold, and requires a Populist Consul.
  • Tribal Government Interaction: Assembles Raiding Parties costs 200 military and 200 oratory power, increasing Enslavement Efficiency by 10% for 5 years.
  • Tribal Government Interaction: Encourage Tribal Migration which will decrease the Centralization of a Tribal Nation, but cause 5 pops to move out of your realm, into a nearby province (preferring empty provinces).
  • Tribal Government Interaction: Tribes can also make use of the Hold Games and “Hold War Council” interactions.
Macrobuilder
  • Macrobuilder Improvements: The Macrobuilder to promote, assimilate or convert Pops, as well as constructing buildings will now show the expected return of each action to give you providing better information to decide what action to take. You can also sort your available target cities on these numbers to find the most ideal spot for performing the chosen action.
Gamebalance
Economy
  • Removed the free Capital Trade Route for all countries, instead the mid setting for Trade taxation will now provide 1 extra capital Trade Route.
  • Lax Taxation is now -50% tax
  • Reworked how commerce work, so it primarily a province income.
  • Commerce Economic Policies now impact how much you get from imports vs exports.
Governments
  • Non Scripted rulers at start of the game now have 50 popularity, no longer tanking starting legitimacy
  • Electable Governments can now be set to have an minimum age for its elections.
  • Health now impacts electability in republics.
  • Endorse Party cost up to 50 from 25, and Tyranny down from 5 to 2.
  • Republics now only have 1 law reducing unrest like other government forms.
  • Disloyal Co-Rulers and Consorts now increase power costs by up to 25% at 0 loyalty up from 0% at 50 loyalty.
  • Friends of the ruler in a Monarchy will now have a strong preference for Primary Heir.
  • A family married to ruler or heir in a monarchy will have a strong preference for primary heir.
  • Characters preferring other heirs now has less of an impact on Legitimacy.
Characters
  • Inspire Disloyalty now reduces loyalty of target by 0.5 per month.
  • Increased base amount children per couple by +1.
  • Tweaked some traits
  • Governor finesse skill now impact the output in a province.
  • Loyalty now impacts effect of office holders.
  • Loyalty now impacts how well researchers perform!
  • Loyalty of generals, admirals and governors is now dropping slowly by default for Major Powers & Great Powers.
  • Disloyal employed characters can no longer be dismissed or imprisoned. Instead they need to be brought to trial, potentially sparking a civil war.
  • Random Characters now gain 2 traits instead of 3 traits.
  • At least one other family member that is not head of family will now always marry.
Units
  • Boarding Tactics is now +10% Ship Capture Chance.
  • Changed lots of trireme_cost to ship_cost
  • Changed some attrition modifiers to impact weights of units instead.
  • Clan leaders that get regular cohorts loyal to them will make them into retinues.
  • Enslaved Efficiency from unit modifiers are now considered as well when enslaving.
  • Exiled retinues at strength 0 will now disband.
  • Reduced impact from troops on unrest from -5 to -4.
  • Reduced size of clan retinues a fair bit, and they are now less likely to grow beyond average supply limit in home areas.
  • Reward Veterans: removed oratory cost, increased gold cost to 6x monthly income
  • Attrition reduction modifiers is now applied AFTER cap is applied.
  • Chariots are now more efficient against Archers and Light Infantry.
War & Peace
  • AE reduction from high AE is -3 instead of -5
  • Tweaked combat prediction to be more accurate
  • Battle Result can now have a larger impact on wars, and not always +1/-1.
  • Some war declarations like truce breaking and/or no-cb wars will now also incur some Aggresive Expansion
Technology
  • Tweaked technology ahead of time to be MULTIPLIED on speed.
  • There is now a behind on tech speed multiplier that increases your tech speed.
  • Technology is now 33% more costly to get.
  • Reduced a few loyalty increases from inventions.
  • Reduced benefits on happiness from inventions.
Traditions
  • Agema Military Tradition now reduces Heavy Cavalry Cost.
  • Greek Tradition bonuses to mountains now instead apply to hills.
  • Levantine traditions now give 10% Naval morale instead of 5% (so in line with other traditions).
  • March of the Eagles (+10% Land Morale) is now a finisher for latin tradition countries.
  • North African Traditions now reduce War Elephant Cost.
  • Triplex Acies Tactic now available as second tradition for latin countries.
Cities & Provinces
  • Your own Forts and Friendly Zone of Control now saves you from attrition due to winter and terrain.
  • Country Capital now has one extra building slot.
  • Rome and its surroundings now has more Farmlands.
  • Marketplaces no longer boost commerce income, but instead gives +10% tax income.
  • Provinces that are isolated and not adjacent to other provinces in your country now get a small loyalty hit.
  • Each road in a city now gives a minor boost to civilization growth
  • Each port in a province now adds +1 trade route to that province.
Mercenaries
  • Tweaked Mercenaries to be less numerous and a bit more spread out.
  • Can no longer recruit mercenaries that have not recovered their strength.
  • mercenaries marching home to their home position will not reinforce.
  • mercenary maintainance increased by 50%
  • Mercenary Captain is now a status that gives +5 martial while they have a mercenary company
  • Mercenaries that would have been stackwiped now charge their disband fee from employer, and leaves his employment.
Pops
  • Assimilation and Conversion of pops now cost 30 Monarch Power.
  • Unrest no longer causes negative population growth. (no spiral of doom)
  • Colonization can now be done over two seazones.
  • Slaves are now far more distributed over your empire, and looks at holdings of general as well.
Tradegoods
  • Glass now increases local civilization.
  • Precious Metals is now city loyalty.
  • Spices are now for citizen output, while dye is for citizen happiness.
  • Surplus of wood in capital is now +50% ship building speed, and export is +20% in ship building speed.
Barbarians
  • Barbarian Hordes have no attrition in unowned provinces.
  • Barbarians are no longer clever enough to use zone of control propagation.
  • Barbarians now use the cultural graphics type of their commander
  • Barbarians reinforce twice as quick when not sieging.
  • Barbarians that have not fought in a battle will never accept surrender.
  • Barbarians will now grow in size as they take over provinces containing tribesmen.
  • Removed potential strength from barbarian negotiations.
  • Reworked the size of barbarian spawns to take population, and particularly tribal population into account, instead of always being 1 cohort per barbarian power.
Other
  • Tweaked lots of trireme_* modifiers to use common naval modifiers
  • countries now get +50 loyalty in all current loyal states when they end up in a civil war OR a rebellion.
  • Reduced wrong culture happiness for outlawing Judaism to -10% from -25%
  • Integration speed is now boosted by 0.05 per parent nation Rank
  • Selling a city now removes your claim from it.
AI
Economy
  • AI less likely to pick the low wages option.
  • Made AI relinquish certain economic policies when in a deficit.
  • Constrained AI overspending during distress a bit (it led to a much shorter deficit period than DEFICIT_YEARS).
  • AI will no longer run at low maintenance if neighbor with player and not allied.
Diplomacy
  • Upped AI's tendency to negotiate for military access.
  • War balance acceptance can now not go below -40. (Added define PEACE_ACCEPTANCE_WAR_BALANCE_CAP).
  • AI will use shorter paths if not worried about safety of army/navy.
  • Substantial Land Lost - If demanding 20% or more of a country's cities in a peace deal, they have an extra -10 acceptance.
  • Fixed bug in AI military access calculation that made it take longest rather than shortest path of countries negotiated with.
  • AI may now prefer to plan/declare wars adjacent to countries already declared on so it doesn't have to move its troops as much.
  • AI no longer accepts all vassalization offers. (Buggy diplo action serialization.)
  • AI now improves relations with nations they want to trade with.
  • AI now knows how long time integration takes and that it's probably not worth waiting for it prior to declaring war.
  • AI pays off barbarians if they get out of control.
  • AI settles barbarians whenever possible.
  • AI uses Enforce White Peace
  • AI will no longer insult or support rebellion on you unless they have an extremely untrustworthy personality.
  • AI will no longer insult or support rebels on an ally unless they have an untrustworthy personality.
  • AI will only integrate subjects they have a border with.
  • The largest most recent land battle (with weight decaying over time) will if won by a nation increase their War Enthusiasm by 10.
Military
  • Tweaked AI in a number of cases that should result in fewer suicides (fingers crossed).
  • Tweaked AI tactic selection to be a bit more likely to use the best choices.
  • More accurate war length prediction with ML and incentive to choose shorter wars in planning.
  • Fixed AI detach from unit.
  • Fixed a reason for AI forgetting that it's about to go to war, thus messing up its preparations.
  • AI handling of barbarians tweaked to avoid excessive treasury draining. Also fixed up strike teams to work more as intended instead of constantly running around as huge blobs of troops. Which should also help with handling Barbarians.
  • AI builds fewer regular troops when manpower pool is being drained. (Added define ARMY_BUDGET_MANPOWER_REDUCTION.)
  • AI doesn't try to merge units into those with disloyal generals.
  • AI evaluation of units now take damage taken/done factors into account as well.
  • AI now ignores barbarians they have paid off.
  • AI now uses Recruit To to gather up newly recruited regiments a bit more effectively.
  • AI should be faster in starting to attack into a city a friend is attacking into in some cases.
  • AI should no longer immediately go for a respawned enemy retinue.
  • AI troops will now attempt to move closer to war target before declaring if they have a land path. This should save some time for them.
Misc
  • Improved AI Legitimacy handling.
  • AI can use scripted GUIs if ai_is_valid evaluates to true and ai_chance is above 1 for actions requiring a price to be paid (for which it is the plan value), or above 0 (specifying probability of happening) for other actions.
  • AI demands surrender of barbarians whenever possible.
  • AI now checks if the omen can actually be called.
Interface
Alerts
  • Clicking the "unassigned titles" notification will now open the offices tab
  • Added an alert for when you can enact a decision.
  • Barbarian alert will now ignore paid off barbarians.
  • You now get an alert if you have free idea slots
Map
  • Simple Terrain Map Mode now displays terrain types in Ocean, Lake and River Zones when zoomed out.
  • The on-map widgets should now elide long names, rather than let them overflow.
  • Added a new mapmode widget when zoomed in, for the population mapmode.
  • Added in red striped in the population mapmode for provinces that are above capacity.
  • Sea gulls will now appear around ports as well as potential ports in uncolonized land, signifying the potential for a port in that location.
Misc
  • Reworked colonisation to not be a UI, but an automatic sending of a pop.
  • Clicking the top bar resources will now open the corresponding interface
  • When moving pops, the target provinces are now sorted by amount of pops in them.
  • The "+" and "-" characters outside of the keypad can now be used to alter game speed.
  • Pressing Enter will now save the game in the save menu.
  • changed minimum resolution to 1080p
  • Wage tooltip in economy screen is now sorted.
  • Separated land & navy building menus
  • Split Army & Navy stats into two seperate tabs in the military view.
  • Show changes in province values when building buildings and when promoting/converting/assimilating pops in tooltips and in macrobuilder
  • Added more details to revolt & civil war tooltips to explain why.
  • Added the generals wages to the unitview maintenance info
  • Added tooltips for when a country is too small for a civil war.
  • Clarified governor policy tooltip to include mention of it being useful to purge barbarian strongholds.
  • War Exhaustion is now displayed in the top bar!
  • Added mouse panning & focus on combat to settings menu
  • Replaced the work 'Rank' with rank icon in diplomacy interface nation list (SUL-4107)
  • Add shortcurs for mercenary view and macro builder
  • Added font icon for hotkey 'Z', and added both space and pausbreak as hotkeys for pause. It'll now show the spacebar font icon in the tooltip.
Macrobuilder
  • Improved Map Tooltips for building buildings through the macrobuilder.
  • Show breakdown of cost in price tooltip in the macro builder
User Modding
New Functionality
  • Character-Interactions can now have province and country select targets.
  • TimedModifiers now keep track of how long they have been active, to be used for progress bars.
  • Omens can now have triggers, so different countries can have different omens.
  • Tyranny, Warexhaustion and Aggresive Expansion can now be set in prices (together with power, manpower, gold & stability.)
Effects
  • added 'add_breach' siege effect.
  • added 'divorce_character = char' character effect.
  • added 'set_state_capital = ' state-effect
  • added 'show_animated_text = ' effect for provinces.
  • Added 'remove_building_level = building' effect to province
  • Added 'remove_holding' effect for character effect
  • Added a 'start_civil_war = ' effect to countryeffects.
  • Added an 'add_holding=' to character scope.
Modifiers
  • added 'add_and_extend' to modifier modes.
  • added a scaled holding modifier for characters.
  • added available_holdings modifier for provinces
  • added civil_war_threshold & rebellion_threshold modifiers for countries.
  • added power_base modifier for characters.
  • added holding_income_modifier modifier for characters.
  • added holdings_possible_for_character modifier for characters.
  • Separated population growth and population capacity into two separate modifiers.
  • Added unique modifier to use for army/navy weight modifiers. (as original tooltip claimed attrition did)
  • Added 'naval_damage_done' modifier for country/commander/unit.
  • Added 'naval_damage_taken' modifier for country/commander/unit
  • Added in adjacent-to-major river and contains minor river modifiers for cities.
  • Added 'ship_capture_chance' modifier.
  • Added 'ship_cost' and 'cohort_cost' modifiers.
  • Added 'non_retinue_morale_modifier' modifier.
Triggers
  • Made strength_percentage & morale_percentage consistent with other percentages
  • added 'has_co_ruler_government' country scope trigger
  • added 'has_holding_in = trigger for characters.
  • added 'has_minor_river' province scope trigger
  • added 'is_adjacent_to_major_river' trigger to provicne scope
  • added 'is_co_ruler' trigger to char scope.
  • added 'is_isolated' trigger to state scope.
  • added 'max_amount_of_holdings ' trigger for province.
  • added 'max_holdings_owned' character trigger.
  • added 'non_loyal_power_base' country trigger.
  • added 'num_holdings_owned' trigger for characters
  • added 'is_state_capital' trigger for province-scope.
  • added 'current_amount_of_holdings' trigger for province.
  • added ' power_base' trigger for character scope.
  • Added a 'ship_category = light/medium/heavy' trigger for subunits.
  • Added 'has_breach' siege trigger
  • Added 'heritage = xyz' trigger for country scope.
  • Added 'possible_holdings' trigger to country scope.
  • Added percentage_characters_below_max_loyalty.
  • Removed num_characters_below_max_loyalty
Scopes & Lists
  • added 'XXX_neighbor_area' lists.
  • added 'XXX_neighbor_region' list.
  • added '_holdings' lists from character to province list.
  • added 'current_co_ruler' link
  • added '_holding_owners' list from province to characters.
  • added 'siege_controller' scope switch from siege to country.
  • added 'sub_unit_type = heavy_infantry/trireme/etc..' subunit-trigger.
  • added 'subunit_strength_percentage' and 'subunit_morale_percentage' subunit triggers.
  • added 'total_holdings' trigger to country scope.
  • added 'total_power_base' country scope trigger
  • added primary_heir, secondary_heir & consort event-target links from country to character.
  • added siege scope switch from unit/province
  • added location switch from siege to province
UX
  • added GetTimedModifier('NAME') promote from country/states/unit/province/character.
  • added HasTimedModifier('NAME') promote from country/states/unit/province/character.
  • added a "GetBuildingProgress" to the UI in "Province"-scope.
  • added functions for getsecondaryheir
  • Added 'GetInverseProgress' for timedmodifiers, so they go from 100 to 0 as well.
  • Added a debug mapmode for climate
Other
  • Added support for morale_damage_done & strength_damage_done attributes on sub unit types.
  • Different heritages can have different opinions of other heritages.
  • Moved a few more hardcoded defines to prices.
  • Moved all the logic of getting stability hits from declaring war at various states to be using prices.
  • You can now define co_ruler in the setup file.
  • Added some more defines to use for battle impact on warscore.
  • Added support for _co_ruler and _consort titles per covernment.
  • Added support for historical regnal number from start as well.
  • Areas now know if they are adjacent to another area.
  • Less likely to crash game while editing omens/military traditions etc.
  • Hooked in on_action for holding lost.
Setup & Script
Decisions
  • Form Arcadia can now only be formed by someone with an Arcadian tag or Arcadian Capital City.
  • Form Arcadia and Form Achaea are now mutually exclusive from one another.
  • Seleucids can now found Antioch and not only Seleucia Pieria.
  • Forming a nation now grants between 2 and 5 Free Province Improvements, based on the size/difficulty of the formable.
Events
  • More events now make use of portraits for involved characters.
  • Added more Dynamic Historical Events for Carthage.
  • Added more Dynamic Historical Events for Italic Minors.
  • Added more Dynamic Historical Events for Rome.
  • Added events relating to Slavery.
  • Added events relating to Dual Rulers in Monarchies and in Aristocratic Republics.
  • Characters are now less likely to suffer lunacy
Setup
  • Added Regnal Numbers to Macedon, Odryssia, Dardania, Sparta, Armenia, Bosporan Kingdom and Epirus
  • Fixed Turdetania and Edetania, so they are Iberic rather than Druidic.
  • Fixed Albania, Pontus, and Gutonia country cultures and Gutonian starting capital
  • Fixed Scythia, Maeotia and Kharesmia being the wrong primary culture.
  • Changed the religion of some Aestuian pops to be Matrist rather than Tuistic
  • Changed three tags in the eastern Alps to be Hellenic rather than Druidic, to fit the population under their rule.
  • Corrected a Barbarian Spawn Point in Eastern Arabia.
  • A number of starting rulers with a military past now have more impressive character statistics.
  • Made horses more prevalent in Southern Italy and Greece while reducing their numbers slightly in Western Europe and Britain.
Map
  • Fixed units not having the correct rotation when stationary
  • Added more greek cities in the Seleucid Empire.
    • Added Navigable River Zones in the Nile Delta, the lower Rhine, Euphrates, Tigris, Indus, Ganges and Echedoros.
  • Added new cities in Cappadocia, Egypt, Babylonia, the Rhineland and Cyprus.
  • All volcanoes are now named. Volcanoes can now be searched for in the province finder by typing “Volcano”.
    • Volcanoes are now more clearly visible on the map, with a big caldera as a sign of volcanic presence.
    • Changed names of cities east of Carthage to better fit reality.
    • Fixed all the single pixels in areas being incorrect
    • Atmospheric fog has been tweaked to be less opaque and adapt more with zoom level and camera tilt. (edited)
Bugfixes
Stablity & Performance
  • prevent crash when trying to play sfx without event info, log and error instead
  • Fixed crash from older saves
  • Fixed potential crash when doing peace treaties
  • Fixed potential crash when returning to lobby in multiplayer
  • Fixed potential crash when unit constructions finish
  • Fixed CTD in ownable_provinces list.
  • Fixed CTD when dismissing governor in non-capital province
  • Optimized script events & country score calculation
  • Fixed issue where game sometimes hangs for a very long time
  • Fix for random deadlock when saving game
Multiplayer & Out of Syncs
  • Fixed Potential Out os Syncs related to Combat.
  • Fixed out of sync related to AI.
  • Fix objectives oos in ai threat map caused by only deleting first matching entry in an unordered map
  • Fix oos caused by checksumming ironman manager
  • Fix oos caused by incorrect reading of scripted gui ai power estimations
  • Fix oos caused by province isolation being recalculated on client when loading save from host
  • Fix oos caused by setting NeverGiveUpTradeSurplus from unsyncrhonized code
  • Fix oos caused by unsynced parts of ai being included in ai checksum
  • Fix oos caused by battle names being saved localized
  • Fix oos caused by wrong kind of random in ai pop promotion planning
  • Fix oos when switching language while playing in a multiplayer session
  • Fix potential oos caused by imprisoning dead characters
  • Fixed OOS caused by localized family names being used in synchronized code
  • Don't break alliances on hotjoin
  • Fix an issue where a player hotjoining back in after dying would instantly game over
  • Remove combat location post-read fix since that could cause OOS
Game Mechanic Bugs
  • recruitment cancelled by lack of resource now is properly refunded.
  • ships can no longer become loyal.
  • zero strength barbarians will now disappear.
  • religious unity is recalculated when you convert the religion of a pop.
  • Capital bonus is now only shown when you actually get it from a trade.
  • You now get new inventions when you get new technology from events, unit abilities and other effects.
  • Removed hardcoded wealth stealing of banished characters (wealth still stolen through script).
  • Can no longer remove disloyal commanders from their armies
  • Fixed bug where in some cases a 'zero' navy or army could exist
  • Fix has_law trigger returning true for inactive law groups, causing Princeps event to fire too often
  • Fix owns_or_subject_owns trigger problem causing subjects being able to snatch some decisions from their overlord
  • Fix party conviction being several magnitudes too large when loading an ironman save
  • Fix to Intervene War failing.
  • Fixed an issue where the paid off barbarian would just stand still.
  • Flanksize on units are now saved and loaded properly.
  • Fixed the oldest child not always inheriting the throne for relevant succession types
  • The game will no longer resend all diplomatic messages to the player thats been saved, each time the game is loaded.
  • The last pop can now die!
  • Characters now consider all titles they have, so party leaders will no longer cause their family to be scorned.
  • Battle Prediction is no longer shown for when paid off barbarians would be in same province as you.
  • Can no longer settle the same barbarian tribe endless amount.
  • Dismiss from Office now works again.
  • Don't allow clan retinues on ships to gain new cohorts past the transport capacity
  • Overrun will now give proper combat ends.
  • Prevent migrant units from moving into water
  • Removed auto-divorce when someone goes abroad.
  • Make sure transferred subjects join revolter in civil war
Text & UX
  • Improved Disreputable Dalliance tooltip and fixed scope issues with banish and child scopes
  • corrected tense for death message!
  • Header for outliner should now be properly centered in all languages
  • When having no siege progress, the text will no longer be all upper case.
  • Attrition in unit window now only has 1 decimal and a percentage sign.
  • Fixed the word 'equilibrium' being misspelt in the stability tooltip.
  • Increased width of textfield in account creation interface to fit non-English localization
  • Fixed message about traderoute giving bonus to entire province when it should just be the capital.
  • Fixed some values showing too many decimals.
  • Fixed top-right corner of topbar visually overlapping score indicator
  • The fourth trait displayed in the Characters & Families tab should now properly show a tooltip when hovered.
  • Added dynamic culture name for PROV123 "Iguvium / Icuvium"
  • Fixed spelling error in alert for scorned family.
  • Fixed spelling error in Spanish localization, Caño (sprout) to Daño (damage)
  • Fixed spelling error of 'Inventos' in TECHNOLOGY_MENU
  • Fixed type in PROVINCE_TOOLTIP_players, "Treasurey" -> "Treasury"
  • Minor loc fix to a Hellenic Flavor event
  • Modifier icons in province interface should no longer overflow, instead they overlap when more than 7
  • The "No Deficit!" text should be properly centered now, and deficit modifiers should elide when too long.
  • Tooltip for Economy interface button in topbar no longer references converting power to gold
  • Fixed unit morale damage/strength damage done shown in red instead of green in macro builder.
  • Entries in the message log will now elide if longer than two rows
  • Fixed missing localization for DECISIONOTHER_* strings
  • Fixed missing string for PEACEACCEPTOTHER_ALLY_LOG for all languages
  • Fixed "sexy" Russian province names into something less sexy.
  • Fixed outdated description of inventions in tutorial.
  • Fixed tooltip when no corruption progress
  • Fixed case where country name would contain unlocalized text
  • Fixed spelling error of "Deceanglia"
  • Fixed a few spelling errors "lead by" is now consistently "led by".
  • Fixed issue with the “Man of Action” event triggering.
  • Fixed broken scopes in English, Chinese and Spanish loc for dip_friends_rivals.11.desc
  • Fixed bug where provinces couldn't be searched for when playing with Russian or Chinese language
  • Fixed incorrect promote scopes in German/Spanish governor policy tooltips
  • Fixed scope issue with Man of Action
  • Fixed a spelling mistake in an invention.
  • Fixed various minor errors in the Pyrrhus events.
  • Improved localization for military alliance acceptance message
  • Added some missing Russian Localization.
  • Description for Punic Ascendance now correctly mentions requiring to play as Carthage
Misc
  • Updated a number of events that had triggers that were very hard to meet, they should now trigger more regularly.
  • Fixed ships sometimes flickering in ports
  • After losing, observing is no longer seen as playing an ironman game
  • Enabling debug mode will now recalculate the version checksum
  • Fixed the Colossus of Rhodes fire being visible on the flat map
  • Fix cultural clothing gene modifiers always overwriting random factor with 0
  • The port of Appolonia is now linked to the proper sea-zone
  • Stopped Etruria selling themselves to Carthage.
  • Fixed world conquer achievement not possible
  • Forming Cyprus now requires you to be suitably small.
  • Added check that both involved characters can get friends and rivals when adding friends or rivals.
  • Added missing age check to ip_monarchy.15
  • Prevent subject nations from having civil wars
  • The 'Bottleneck' tactic should now play a sound when chosen
  • Achievement checking for the Alexandria Lighthouse now functions even if the most ambitious version of the lighthouse was built.
  • Fixed Lofty Notions not giving office if target already had one
  • Fixed bug which made Media unable to form.

Update 1.0.3 [Varus] (16 May 2019)

Bugfixes
  • After losing, observing is no longer seen as playing an ironman game
  • Disabled console in lobby
  • Can now always override UI scale between 0.5 and 2.0

Update 1.0.2 [Cunctator] (9 May 2019)

Bugfixes
  • Fixed not being able to take adjacent provinces in peace deals
  • Fixed crash relating to reloading active combats in Ironman save
  • Fixed achievements not unlocking properly. This affects "Cincinnatus", "The Besieger", "Pax Aeterna", "Antipater's Dream", "To the End of the World" and "The Man who would be King"

Update 1.0.1 [Demetrius] (2 May 2019)

Gamebalance
  • Tweaked Mercenaries to be less numerous and a bit more spread out.
  • Country Capital now has one extra building slot.
  • Fortifications in capitals are now normal buildings, and not something that magically appear. First level is still free.
AI
  • Fixed disloyal generals being overly helpful and attacking enemy armies.
  • Fixed AI not attacking rebels/barbarians.
  • Fixed reserve objective behaving rather offensively.
  • Reworked AI reconnaissance objective to patrol on borders rather than around a point.
  • Army and fort maintenance is auto set to normal maintenance on outbreak of war.
Interface
  • Fix to naval combat interface martial skill icon overlap.
  • Fixed top-right corner of topbar visually overlapping score indicator.
  • Added truces to diplomatic mapmode.
  • Tweaked Combat Prediction Indicator to be more accurate.
  • Adjusted default UI scaling.
  • Tactics view is now scrollable when it needs to be.
Performance
  • Optimized daily tick to improve stuttering
  • Added option to run a benchmark. Use the launch options with ‘-benchmark’ to run a ~4 minute benchmark, testing GPU & CPU.
Bugfixes
  • The game will no longer resend all diplomatic messages to the player that has been saved, each time the game is loaded.
  • You now get new inventions when you get new technology from events, unit abilities and other effects.
  • Fixed Out of Syncs related to siege & combat.
  • Fixed wrong type of apostrophe being used in English version.
  • Barbarians no longer have "TRIBE" in their name.
  • Fixed issue where mapicons were showing invalid state (such as ended combat or sieges) after a peace deal.
  • Fixed rare crash if province was no longer owned while trying to build a fort.
  • Fixed rare crash related to events.
  • Saving now happens on a background thread, shows a message and will pause the game in multiplayer.
  • Disabled pause menu interaction when saving.
  • Fixed bug where in some cases a 'zero' navy or army could exist
  • Game will now calculate surplus before removing extra trade routes, to prevent incorrectly removing a trade route.
  • Can no longer remove disloyal commanders from their armies
  • Combat dice rolls are between 1 and 6 now instead of 0 and 5
  • Fixed bug where in some cases a 'zero' navy or army could exist.
  • Fixed case where country name would contain unlocalized text.
  • Fixed potential crash when returning to lobby in multiplayer.
  • Fixed potential crash when unit constructions finishes.
  • Permanent province Modifiers will no longer be removed on conquest.
  • Stopped the Pharos Lighthouse event chain from occasionally concluding prematurely.
  • Updated localization in French, Chinese, Spanish and Russian.
  • Fixed party conviction being several magnitudes too large when loading an ironman save.
  • Fixed incorrect popup when guarantee is upgraded to alliance.
  • Fixed bug where clan chiefs could sometimes have count for more than one.
  • Fixed bug where provinces couldn't be searched for when playing with Russian or Chinese language.
  • Various fixes to the Paradox account creation interface.
  • Fixed searching for lobbies in lobby browser menu
  • Fixed ‘november’ crash due to not enough threads available for processing
  • Fixed startup crash on windows 7
  • Mare Nostrum achievement no longer requires a small part of the northern Spanish coast.
  • Fixed bug with barbarian removal in impassables for minor and major spawn points.
  • Fix potential oos caused by imprisoning dead characters.
  • Fixed bug where the decision to form Kushan did not properly check the current tier of a country
  • Forming Cyprus now requires you to be suitably small.
  • Fixed ironman permitting different mods when loading save.

Paradox Interactive, IMPERATOR ROME® Copyright© [2018] Paradox Interactive AB All rights reserved.

Détails sur le jeu
Fonctionne sur :
Windows (7, 8, 10, 11), Linux (Ubuntu 18.04), Mac OS X (10.13+)
Sorti le :
25/04/2019
Identifiant :
Taille :
1.63 Go
Forum GOG :

Système : Windows 7 / 8 /10, 64 bit
Processeur : Intel® iCore™ i3-550 or AMD® Phenom II X6 1055T
Mémoire : 4 GB RAM
Carte graphique : Nvidia® GeForce™ GTX 460 or AMD® Radeon™ HD 6970
Autres : Requires a 64-bit processor and operating system

Système : Windows 10 , 64 bit
Processeur : Intel® iCore™ i5- 3570K or AMD® Ryzen™ 3 2200G
Mémoire : 6 GB RAM
Carte graphique : Nvidia® GeForce™ GTX 660 or AMD® Radeon™ R9 380
Autres : Requires a 64-bit processor and operating system

Système : Ubuntu 18.04
Processeur : Intel® iCore™ i3-550 or AMD® Phenom II X6 1055T
Mémoire : 4 GB RAM
Carte graphique : Nvidia® GeForce™ GTX 460 or AMD® Radeon™ HD 6970
Autres : Requires a 64-bit processor and operating system

Système : Ubuntu 18.04
Processeur : Intel® iCore™ i5- 3570K or AMD® Ryzen™ 3 2200G
Mémoire : 6 GB RAM
Carte graphique : Nvidia® GeForce™ GTX 660 or AMD® Radeon™ R9 380
Autres : Requires a 64-bit processor and operating system

Système : 10.14 (Mojave)
Processeur : Intel® iCore™ i5-6500
Mémoire : 8 GB RAM
Carte graphique : AMD® Radeon™ R9 M380 with 2GB Vram
Autres : Requires a 64-bit processor and operating system

Système : 10.14 (Mojave)
Processeur : Intel® iCore™ i5-6500
Mémoire : 8 GB RAM
Carte graphique : AMD® Radeon™ R9 M380 with 2GB Vram
Autres : Requires a 64-bit processor and operating system
Classement :
PEGI 12

Langues
Chinese Simplified
Sous-titres
Langues
German
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Langues
English
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Langues
Spanish
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Langues
French
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Langues
Russian
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