New Traits: Added 8 new cultural and religious traits to diversify civilizations: `Gold Fever`, `Marine Treasures Fever`, and `Rare Feather Fever` increase satisfaction and consumption of their specific luxury good. `Holy Incense` allows priests to consume incense for Faith. `Caste System` boosts Legitimacy and Elite Satisfaction at the cost of Popular Satisfaction. `Royal Lineage` provides a constant Legitimacy bonus. `Justiciars` increases the effectiveness of Tribunals. `Exclusive Purity` makes all colonization efforts less effective.
You can now reroll the choices available in your first Trait Selection
You can now zoom more, and you can change the base size of nodes for bigger resolutions
You can change the autosave speed
Fixed an error with military and mercenary rebellions
Extraction logic was tweak to not focus too much on one resource
Cultural Assimilation cost a little more
Religious Conversion was a bit boosted
Fishing got slightly nerfed
National Propaganda and Citizen Right got their cost reduced
Working conditions give higher satisfaction but even more a decay on Factory Efficiency
Stability, Elite and Popular Satisfaction got their decay slightly increased
Slavery Emancipation now reduce Slavery Institution and the Elite dissatisfaction only exist if there is any slave left
Elites will stop trying to search Slavery Institution if you reach Philosophy 50
Fix Coastlines for Chitzen Iza region
Small localization changes
1.0.10
State Building Edict: A new state-level policy designed to streamline the development of large empires. Through this edict, you can direct your bureaucracy to automatically fund the research and construction of Flood Control, Irrigation, Roads, and Ports across all your territories. This centralized approach offers convenience at a premium, being slightly more costly than managing each project individually. It's the perfect tool for rulers who wish to manage their sprawling domains with broad strokes, ensuring foundational infrastructure is developed everywhere without micromanagement.
Fix bug with Regional Roads, and one with maximum tooltip not updating correctly
You can now properly delete saves from the game
Fish, Fauna & Flora have now higher growth rate if you have good tech
Fix Polar hardiness Trait
Fixed some edge case for Companies trade generation
Slight Nerf of Great Library Fire
Boost Philosophy generation from Academia
Literature now generate a bit of Philosophy
May have fix an issue with Working Conditions for early spawn
Sub-Version A
Fix Ezochi province with a wrong value for soil fertility
Fog of War wear off more quickly with late Sailing and Trade techs
Added a bunch of AI rules for AI having more possible decisions
1.0.9
New option to resize the screen in the settings
Fix several crucial bugs
Tweaks for Cultural and Religious Conversion, the smaller your minorities the harder they are to fully assimilate
Foreigners now help with Academia
Elites now search Slavery slower
Agressives AI will now recruit more
Small localization changes
1.0.8
The Great Library Fire: A new, rare event can now trigger for civilizations with a highly developed Academia but without the means to mass-produce knowledge via the Printing Press. A civilization that is a lone beacon of knowledge in a less advanced world is particularly at risk. This devastating event will set back your scientific progress, destroying a significant portion of your accumulated knowledge in Mathematics, Natural Science, Philosophy, and Medicine. The development of the Printing Press is the surest way to safeguard your legacy.
Player Power tooltip is now revamped, when full it merges small amounts into a "Other" Category, but you can click on it to only show expenses or income to see the details
Fix several crucial bugs, including a localization picker error, and a error with culture traits
AI trade behavior tweaks
Fertility node behavior was changed to have more inertia with population growth and fall
Working Conditions now scale a bit with Laborer Class for its reduction of discontent
1.0.7 Hotfix
New Steam launch option to start in windowed mode for some big resolution that cannot access the main menu due to a problem with very large resolution
Fix several crucial bugs, including not saving a rename of civilisation, error during saves, node out of bounds...
Rework on Horse spread, it can now more easily spread to islands but cannot naturally pass "arctic" seas, it also got a small boost overall
AI now is a bit more serious about being late in the power projection
Horse growth recovery now take into account horse husbandry
You now use "," to enter values in nodes
Informative pie chart in Luxury Availability, and rework how rare resource are consumed more based on available supplies
Feudalism Elite generation now properly scale as intended
Guilds got a corrected cap from Trade Tech
Wealth Tax will now generate more discontent to your Elites
Working Conditions was buffed
Working Discontent self spawn was nerfed and self decay was boosted
Rare Resources from culture now scale less aggressively with their industry
Trade Tax maintenance cost now use Log and not Sqrt for cost calculation from trade, resulting of it scaling less aggressively
Small tweak on Communist and Fascism regimes on spawn conditions and spawn behaviour
Epidemics are now more common and deadlier, a badly timed plague can be very devastating