Patch “Renaissance” - v0.224.41 ▶️ v0.300.19
Hello builders!
This update is, without doubt, the most ambitious since the launch of early access. And with good reason: the Renaissance Age is finally here! But that's not all...
Many of the game's elements from Antiquity and the Middle Ages have been reworked. For a detailed overview of these changes, take a look at our January 24 news.
Two major improvements guide this update:
The feeling expressed by some players that the game “plays itself”, without any real constraints, forced us to review our copy. But don't forget that we're working on a 4-Ages scale, and that antiquity is just the preamble, the prologue to the game.
We therefore decided to do away with the chaptering system, which was too restrictive, to simplify the conditions for changing age, and then to review the complete balancing. As far as balancing is concerned, our aim is to increase the challenge as the game develops.
Our playtests have shown that the game is now more demanding... Perhaps even a little too demanding 😏 We're counting on you to tell us what you think!
This new version of the game is a step in that direction, and we hope you enjoy the result.
In addition to these changes, we've added the Renaissance age.
New buildings, new wonders, different trading and political city management systems to those of the Middle Ages, and a new map for added challenge. I'll leave you to discover all this in-game!
For all these reasons, we strongly advise you to replay the game from antiquity, even if your old saves are compatible with this new version of the game.
Enjoy the game!
[h2]Access to the Renaissance[/h2]

[h2]New Progression System[/h2]

[h2]Revamped Ruins[/h2]

[h2]A New, More Challenging Map[/h2]

[h2]New Language[/h2]
This update is, without doubt, the most ambitious since the launch of early access. And with good reason: the Renaissance Age is finally here! But that's not all...
Many of the game's elements from Antiquity and the Middle Ages have been reworked. For a detailed overview of these changes, take a look at our January 24 news.
Two major improvements guide this update:
- Clearer objectives
- More freedom in how to achieve these objectives
The feeling expressed by some players that the game “plays itself”, without any real constraints, forced us to review our copy. But don't forget that we're working on a 4-Ages scale, and that antiquity is just the preamble, the prologue to the game.
We therefore decided to do away with the chaptering system, which was too restrictive, to simplify the conditions for changing age, and then to review the complete balancing. As far as balancing is concerned, our aim is to increase the challenge as the game develops.
Our playtests have shown that the game is now more demanding... Perhaps even a little too demanding 😏 We're counting on you to tell us what you think!
This new version of the game is a step in that direction, and we hope you enjoy the result.
In addition to these changes, we've added the Renaissance age.
New buildings, new wonders, different trading and political city management systems to those of the Middle Ages, and a new map for added challenge. I'll leave you to discover all this in-game!
For all these reasons, we strongly advise you to replay the game from antiquity, even if your old saves are compatible with this new version of the game.
Enjoy the game!
Highlights
[h2]Access to the Renaissance[/h2]
- New buildings and wonders
- New factions and a new faction request: Private Properties
- New political system: Magnum Concilium
- New commerce system: The Trade Palace lets you upgrade trade routes with Trading Posts


[h2]New Progression System[/h2]
- Chapters removed – progression now happens through downtown upgrades
- The Esplanade Panel replaces Cultural Radiance
- Score system removed
- Revamped age transition

[h2]Revamped Ruins[/h2]
- New options available at each age

[h2]A New, More Challenging Map[/h2]
- Put your city-building skills to the test!

[h2]New Language[/h2]
- Russian language added at last

Changelog
- New features and improvements
- Add Renaissance
- Add Fjord map
- Add Magnum Concilium
- Add Trade Palace and Trading Posts
- Add russian language
- Add new wonder in middle age: Lonja de la Seda
- Add faction property requests in Renaissance
- Revamp ruin system
- Revamp progression system
- Revamp age transition
- Update tutorial with new game mechanics
- Add building know-how effects to the following interfaces: Building Tree, construction validation, building selection
- General balancing of all features
Fixes
- Building selection: the production per cycle value's color was not changing for quarries
- Building selection: can't pause service buildings anymore
- Building selection: 'Modification' button was not hidden while demolishing a quarry or a mine
- Building selection: resource modification of a quarry was disabled when only two resources were available
- Building tree: fix levels 5, 6 & 7 being grayed out for forester and quarry in the building tree
- Building tree: fix description text typography of the Brickwork's building Level V, VI & VII is displayed in Italic under building tree
- Customization: fix the player was able to enter blank spaces on the 'Customization' screen
- Faction: expansion request POI could remain if faction was banished from the city and lead to a crash if clicked
- Faction: fix:'Cultural points' not reduced by 50% during a 'Building Request'
- Faction: speed up first faction arrival by decreasing requirements
- Faction: incorrect trust points were displayed on faction expansion requests
- Faction: faction requests could softlock in some cases
- Faction: keep decree request from being triggered when player has reached max decree in progress
- Faction: cancel all requests from barricaded faction
- Faction: faction trust alert POI was not centered
- Farm field: 'Demolish' button was not hidden while a field was demolished
- Filters: remove all unused and obsolete filters
- Filters: fix improve attraction filter visibility and UI
- Filters: fix resource filter not appearing with shortcut while creating a new building
- Filters: fix the 'Wood' filter was activated by clicking on the 'Resources filter' button
- Filters: fix the selection highlight over the 'Faction filter' button icon was missing after clicking on it
- Library: fix 'Know-hows' fails to get unlocked after evolving any Cultural building
- Library: fix status message 'Its effect is active' does not get updated in real-time after the user activates a 'Know-how' in the library
- Music: fix danger music not resetting on loading a save or new game
- Politics: fix decree cost computation at all ages
- Politics: decree vote result was not displayed when loading a save with an ongoing vote
- Ramparts: fix 'Shrink' button fails to get greyed out on the 'Rampart Construction' prompt when no rampart shape is selected
- Settings: fix changed video settings not reflected immediately upon selection
- Top bar: fix the total worker count was missing from the tooltip when hovering over the 'Workers' icon in the top bar
- Top bar: gemstone probability was displayed with a x100 in UI
- Tutorial: remove access to to tech tree if not unlocked in tutorial
- Tutorial: keep faction from making expansion or other requests in tutorial
- Tutorial: remove "open faction panel" and "expel faction" buttons on district selection in tutorial
- Urbanism: fix icons and values in Urbanism interface
- Fix Buildings being constructible with insufficient Cultural points
- Fix terrain modification for function and wonders in water
- Fix satisfaction icons did not appear on completed cultural buildings
- Fix a crash when moving buildings around the map
- Fix launching the game with invalid language in settings
- Fix various bugs linked to autosave not taking some events into account
- Fix disable save button in various cases to avoid invalid game state
- Fix population food consumption
- Fix a watchtower was constructible while another tower was demolished and the maximum amount was reached
- Fix a possible crash when creating a new game
- Fix leaks and crashes