[p] Several bug fixing, including diplomacy cancellation and tentativly fixing sea land ownership, [/p]
[p] Fix on Military Crafts for Bronze and Gundpowder focuses [/p]
[p] Balanced was changed with Sedentism, Urbanization and Pastoralism [/p]
[p] Fertility now react slower to change of Granary strategy [/p]
[p] Granary is now boost more by peasant and Modern Fertiliser [/p]
[p] Granary is slighlty easier to build [/p]
[p] Game should be more compatible with linux OSes [/p]
[p] Battle with Supermacy and Superior Firepower will inclifct less damage to army if it fights a empty army [/p]
[p] Factories output more goods[/p]
Sub-version A
Fix Trade Volume Calculation
Experimental native Linux Version
1.1.4
Several bug fixing
Investment near the target now correctly show the priced pay by the Player and not just the theorical price
Righ clicking on the Player Power UI allows you to go to the node detail of this node
The AI now consider less valuable proportionally a huge amount of the same commodity
Granaries have now a Dropdown option to be able to have strategic food reserves! The state's Food Control policy in Granaries determines the percentage of the food surplus held in reserve. This reserved food is not factored into Fertility's calculation for population growth, allowing for a strategic stockpile at the cost of a potentially slower growth rate.
Urbanization auto-research and auto-invest by Sedentism and Civil craft was slown down
Sedentism auto-research and auto-invest by Agriculture was slown down
Granary auto-research and auto-invest by Peasant Class was slown down
Pastoralism auto-research and auto-invest byAnimal Husbandry was slown down
Urbanization is now slower to increase by investement
Pollution now requires 1000 pop to spawn in pre-industrial civs
Tweak on Fertility 'reaction speed'
Achievements now have translation for French and Japanese
Small localization changes
Ai tweaks for the new granary stuff, you will probably be able to trade more food with Agricutlure heavy civs now!
Sub-version A
Some more bugfixing
1.1.3
Several bug fixing, including the Player Power expense not being comprehensive, a bad spawning of node when settling empty land, colonization of emerging civ and some null checks
Sub-version A
Hotfixing for starting in an empty land
Dates now take into account the most advanced Civilization to trigger the time slowdown, also the starting dates are a bit faster
Sub-version B
Hotfixing date issues (currently back to the older system)
Tweaks for the AI
Rebalancing of massive Flood and Climate Inhospitality
Techs now leaks faster to other civs
1.1.2
Several bug fixing, including ones with region hitboxes and focus windows
You can now compress saves!
Culture can make your music go to new heights! Music is also slower to invest
Extraction now check the maximum of the node extracted to apply priorities, a node already full or nearly full will have less priorities
Electric Infrastructure now needs Copper Ore to not decay way faster
Fix some problems with maximum Citizenship and Thermal Power Plants
Aviation now help with uncovering the remaining fog of war
Port capacity boost to fishing was nerfed
Boost food production of animal husbandry
Fix some problematic pairing in cultural traits
Small localization changes
Chinese characters should be now compatible in the game for a potential Chinese translation
Subversion A
Re-Design of Aviation, faster and cheaper to get, is now boosted by Maths and Industry Tech, will start around 700-800 values, will uncover all map if you reach 900
Religious Conversion is now more efficient but more expensive
Working Conditions now invest faster and cost Political Power instead of Wealth
Elite Class decrease in Working Conditions is now less aggressive
1.1.1
Some tweak on Slavery Emancipation and Institution
Some tweak on Access Difficulty on oceans to prevent too early ocean exploration
Small buff of industrial Pollution Regulation
AI now consider its own land more valuable
Small localization changes
Sub-Version A
Buff on Constitution production of Political Power and lower it's reduction of Centralized Governement
Fixed an edge case issue with Civil Craft not producing any more Civil Goods, also it consumes a bit more of metals if used
Improves Tool Supply alert system
Sub-version B
Tentatively try to add 2K and 4K resolutions, this is widely untested expect strange behavior of the UI
Fix some coastline resources
Fix a incorrect maximum on Citizenship
Luxury Availability was nerfed for high values and will have diminishing returns
Fix Factory Efficency spawing in pre-industrial societies
Reduced decay in Reg Irrigation
Wealth Tax have now more agressive diminishing returns
Laborer have diminishing return to increase Extraction, and take less space for industries