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Territory: Farming and Warfare News

Synchronize the test branch to the main branch: Manage subordinate territories

New function: Subordinate territory management function: appoint governors or enfeoff nobles
New function: Governors manage subordinate territories
New function: Earls manage subordinate territories
New function: Winning or losing each battle will affect the loyalty of the earls in the subordinate territories
New function: Marrying with subordinate territories can increase loyalty
New function: Hide threat tags on the throne and add policy tags
New function: The nobles' "loyalty", "wisdom", "bravery", and "cowardice" characteristics take effect
New function: Detailed display of factors that change the nobles' attribute values
New function: When there is no lord, foreign affairs cannot be performed
New function: After the war, each soldier records the number of enemies killed, and can automatically reward soldiers every year to improve loyalty
New function: Automatic appointment of governors
New function: Automatic political marriage
Value adjustment: After the altar is used, the next cost will increase by 20% of the initial cost
Value adjustment: Cat people fishing and sheep people herding are not only naturally more efficient, but also have the same production increase BUFF as educated dwarves
Value adjustment: After the population exceeds 300, if there is no bed for a year, the residents will leave the territory
Value adjustment: The magic miracle "Soul Flying" is invalid for knights, lords, and wizards
Value adjustment: As a prophet, the three-eyed man doubles the speed of believers' faith increase
Value adjustment: Increased taxes on ports and castles
BUG: When the cell interface is opened, the default tab highlights the wrong display problem
BUG: In the map editor, each time the ancient tomb is moved, the treasure in the cemetery increases
BUG: The problem that the God mode switch is not recorded in the archive
Hint: When the God mode is turned on, the description of this function is displayed

【Test branch】Automatic appointment of governors and automatic political marriage

The problem that the total value of noble descendants is not refreshed in time after inheriting loyalty, management, or military ability
The problem that the military ability is not refreshed in time after killing enemies on the battlefield
The function of automatic appointment of governors
The function of automatic political marriage

【Test branch】Bug fix

Value adjustment: Killing experience, the upper limit of the bonus to military ability is 50
Value adjustment: Rewarding military merit, the upper limit of the bonus to loyalty is 50
Optimization: When a soldier's loyalty reaches the upper limit of military merit, no more military merit will be awarded
New function: Open "Loyalty Book", "Agricultural Policy Book" and "Military Strategy Book"
Optimization: When rewarding military merit, the lord himself should not be rewarded

[Test Branch] Diplomatic Gameplay Part 1: Gameplay of Dependent Territories

New function: Subordinate territory management function: appoint governors or enfeoff nobles
New function: Governors manage subordinate territories
New function: Earls manage subordinate territories
New function: Winning or losing each battle will affect the loyalty of the earls in the subordinate territories
New function: Marrying with subordinate territories can increase loyalty
New function: Hide threat tags on the throne and add policy tags
New function: The nobles' "loyalty", "wisdom", "bravery", and "cowardice" characteristics take effect
New function: Detailed display of factors that change the nobles' attribute values
New function: When there is no lord, foreign affairs cannot be performed
New function: After the war, each soldier records the number of enemies killed, and can automatically reward soldiers every year to improve loyalty
Value adjustment: After the altar is used, the next cost will increase by 20% of the initial cost
Value adjustment: Cat people fishing and sheep people herding are not only naturally more efficient, but also have the same production increase BUFF as educated dwarves
Value adjustment: After the population exceeds 300, if there is no bed for a year, the residents will leave the territory
Value adjustment: The magic miracle "Soul Flying" is invalid for knights, lords, and wizards
Value adjustment: As a prophet, the three-eyed man doubles the speed of believers' faith increase
Value adjustment: Increased taxes on ports and castles
BUG: When the cell interface is opened, the default tab highlights the wrong display problem
BUG: In the map editor, each time the ancient tomb is moved, the treasure in the cemetery increases
BUG: The problem of God mode switch not being recorded in the archive
Hint: When God mode is turned on, the description of this function is displayed

Experience optimization

Optimization: Prevent the burrowing worms from running outside the map
Value adjustment: The mage's ultimate skill is affected by the mage's level
Optimization: In the trade interface, the seed information is displayed in the mouse prompt
Optimization: Shelves, trading tables, etc. can be set not to share porters with other facilities
Optimization: Allow the dock and the trading table to directly exchange transported items