Hexarchy Alpha 0.588
[h3]Civilization Specific Units[/h3]
Units are unlocked by researching any tech at a certain tier. The tier varies per civilization.
Persia - Immortal
[h3]Civilization Passive Bonuses[/h3]
Persia
[h3]Tech Tree Changes[/h3]
[h3]Balance Changes[/h3]
[h3]Misc[/h3]
[h3]Bug Fixes[/h3]
Thanks everyone!
Units are unlocked by researching any tech at a certain tier. The tier varies per civilization.
Persia - Immortal
- The first attack that would kill the Immortal instead reduces it to half strength.
- Starts with extra promotion slots
- Builds a fort when fortifying
- Build with gold
- Reduced gold supply cost
- Attacks twice
- Mounted unit that can claim hexes
- Starts with Vanguard
- Can melee attack and ranged attack
- Starts with Woodsman
- Flank attacks do bonus damage and splash damage
- Mounted ranged unit
- Starts with Vanguard
- Shoots over terrain that normally blocks ranged attacks
- Ignores enemy terrain defense bonuses
[h3]Civilization Passive Bonuses[/h3]
Persia
- 50% reduced unit supply gold cost
- 50% reduced city upkeep gold cost
- +1 extra build per turn per city
- +1 hammer yield on hexes with a road
- +1 gold for all resources sold
- Holy Sites give +2 culture and +2 gold
- +1 hammer from mine, workshop, forge, lumber mill, and warehouse
- Shuffle cost reduced to 1 gold
- Can adopt multiple civics of the same type
- Adopting a civic gives 4 gold
- +2 culture per city
- Easier for border growth to steal an enemy hex
- +50% damage from artillery units
- Get 3 gold and 2 culture when killing an enemy unit
- Get +1 Victory Point when killing an enemy unit
- +2 food on all city hexes
- 50% reduced unhappiness yield penalties
- Wonder gold cost reduced by 100%
- 25% chance to gain 1 hammer when selling a resource
- +1 gold yield from water tiles
- Borders expand more quickly over water tiles
[h3]Tech Tree Changes[/h3]
- Many things moved in the tech tree. Most techs now have fewer cards
- New techs: Animal Husbandry, Mining, Architecture, Astronomy, Logistics
[h3]Balance Changes[/h3]
- Units spawned on Barracks are immediately mobilized so they can move that turn
- Settlers no longer immune to ranged attacks
- Harbor gold increased to 2 and now immediately gives bonus resources when built
- Courthouse maintenance reduction increased
[h3]Misc[/h3]
- Culture can steal hexes from enemy players
- Culture can grow a city's borders multiple times in a turn
- Simple culture overlay toggle
- Shuffle disabled in daily challenges
- Can select your "preferred civilization" for multiplayer games
- Various AI changes
- Tech tree panel improvements
- Multiplayer game start countdown no longer skips seconds
[h3]Bug Fixes[/h3]
- Fix that should address some recurring multiplayer disconnect issues
- Other minor fixes
Thanks everyone!