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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
  • The first attack that would kill the Immortal instead reduces it to half strength.
Rome - Legionnaire
  • Starts with extra promotion slots
  • Builds a fort when fortifying
Arabia - Mamluk
  • Build with gold
  • Reduced gold supply cost
China - Cho-ko-knu
  • Attacks twice
Greece - Companion Cavalry
  • Mounted unit that can claim hexes
France - Imperial Guard
  • Starts with Vanguard
Aztecs - Jaguar
  • Can melee attack and ranged attack
  • Starts with Woodsman
Russia - Cossack
  • Flank attacks do bonus damage and splash damage
Egypt - Horse Archer
  • Mounted ranged unit
  • Starts with Vanguard
England - Longbowman
  • 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
Rome
  • +1 extra build per turn per city
  • +1 hammer yield on hexes with a road
Arabia
  • +1 gold for all resources sold
  • Holy Sites give +2 culture and +2 gold
China
  • +1 hammer from mine, workshop, forge, lumber mill, and warehouse
  • Shuffle cost reduced to 1 gold
Greece
  • Can adopt multiple civics of the same type
  • Adopting a civic gives 4 gold
France
  • +2 culture per city
  • Easier for border growth to steal an enemy hex
  • +50% damage from artillery units
Aztecs
  • Get 3 gold and 2 culture when killing an enemy unit
  • Get +1 Victory Point when killing an enemy unit
Russia
  • +2 food on all city hexes
  • 50% reduced unhappiness yield penalties
Egypt
  • Wonder gold cost reduced by 100%
England
  • 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!