The wholesale prices update
[h2]Wholesale prices[/h2]
This update introduces the wholesale price for resources: from now on, state buying is done at a 25% lower price than the normal 'retail' price of a good representing the 'wholesale' price at which producers would sell their production when there is no cut from merchants reselling.
This allows players to generate more profits when exporting goods on the market, as the cost of purchasing the goods from their local producers is now lower. It allows buyers to also potentially offset the 25% merchant cut when reselling imported goods, as prices on the market could decrease.
[h2]Military overhaul[/h2]
This update also contains a significant rebalance of combat calculations and stats.
- Heavy armored infantry like Hoplites are now much more powerful and useful. Hoplites (and to lower extent immortals) are much more likely to withstand heavy cavalry charges and defeat them (cataphracts).
- Axepigs as a very offensive unit is much stronger vs heavy spear infantry like Hoplites or immortals.
- 3 new units have been added for more equipment flexibility: light horsepigs and camelpigs, and snouts equiped with a wooden shield.
- Armor is no longer reduced by damage linearly: only damage above 5 starts to reduce the target's armor save odds. Armor is therefore much stronger overall.
- Armor has a small buff when deflecting ranged attacks, making armored infantry stronger in siege assaults.
- The recruitment menu has been cleaned up and improved to finally add some missing stats such as defensive melee skill and attack speeds.
- Unit strength score calculation has been rebalanced to better estimate the combat capabilities of the unit type.
- The effects of unit mass have been reduced and rebalanced to be less powerful, so that heavy infantry can still stand a chance vs cavalry.

The new recruitment menu with all unit stats.
The wholesale prices update
v0.4.4.x
- implemented "wholesale price" when state buying/exporting, lowering state purchasing prices by 25%
- Resource menu: cost of state backing production now calculated and displayed in the UI
- trade history UI: added balance average expressed per eco cycle to make budget management easier
- fixed bug with industries consumption in gift economy
- reworked unit recruitment menu to add missing stats and make it easier to read
- improved trade history capacity
- added merchant cut prediction on the trading orders UI
- irrigation tech now gives fields productivity +0.1
- fixed bug in market study "mean" average calculation causing market studies to be lowered than what they should be.
- combat: rebalanced melee mass factor
- combat: rebalanced all armor equipment stats
- combat: lowered "toughness" unit stat influence in saving from confirmed wounds from 15% per point to 12%
- combat: armor reduction from weapon damage now starting only from damage 5+ instead of 0.
- combat: armor base rate changed from 16% per point to 14%
- combat: armor base rate vs ranged attacks increased by +2 (16%)
- combat: reach bonus vs higher mass (ex spears vs cavalry) now also gives a damage bonus instead of just a skill bonus.
- combat: removed padded armor from infantry units that had 2 armor equipments
- new unit: light horsepig (no helmet, no shield)
- new unit: light camelpig
- new unit: shielded snout
- auto relocating formations belonging to a territory that cannot own formation types
This update introduces the wholesale price for resources: from now on, state buying is done at a 25% lower price than the normal 'retail' price of a good representing the 'wholesale' price at which producers would sell their production when there is no cut from merchants reselling.
This allows players to generate more profits when exporting goods on the market, as the cost of purchasing the goods from their local producers is now lower. It allows buyers to also potentially offset the 25% merchant cut when reselling imported goods, as prices on the market could decrease.
[h2]Military overhaul[/h2]
This update also contains a significant rebalance of combat calculations and stats.
- Heavy armored infantry like Hoplites are now much more powerful and useful. Hoplites (and to lower extent immortals) are much more likely to withstand heavy cavalry charges and defeat them (cataphracts).
- Axepigs as a very offensive unit is much stronger vs heavy spear infantry like Hoplites or immortals.
- 3 new units have been added for more equipment flexibility: light horsepigs and camelpigs, and snouts equiped with a wooden shield.
- Armor is no longer reduced by damage linearly: only damage above 5 starts to reduce the target's armor save odds. Armor is therefore much stronger overall.
- Armor has a small buff when deflecting ranged attacks, making armored infantry stronger in siege assaults.
- The recruitment menu has been cleaned up and improved to finally add some missing stats such as defensive melee skill and attack speeds.
- Unit strength score calculation has been rebalanced to better estimate the combat capabilities of the unit type.
- The effects of unit mass have been reduced and rebalanced to be less powerful, so that heavy infantry can still stand a chance vs cavalry.

The new recruitment menu with all unit stats.
The wholesale prices update
v0.4.4.x
- implemented "wholesale price" when state buying/exporting, lowering state purchasing prices by 25%
- Resource menu: cost of state backing production now calculated and displayed in the UI
- trade history UI: added balance average expressed per eco cycle to make budget management easier
- fixed bug with industries consumption in gift economy
- reworked unit recruitment menu to add missing stats and make it easier to read
- improved trade history capacity
- added merchant cut prediction on the trading orders UI
- irrigation tech now gives fields productivity +0.1
- fixed bug in market study "mean" average calculation causing market studies to be lowered than what they should be.
- combat: rebalanced melee mass factor
- combat: rebalanced all armor equipment stats
- combat: lowered "toughness" unit stat influence in saving from confirmed wounds from 15% per point to 12%
- combat: armor reduction from weapon damage now starting only from damage 5+ instead of 0.
- combat: armor base rate changed from 16% per point to 14%
- combat: armor base rate vs ranged attacks increased by +2 (16%)
- combat: reach bonus vs higher mass (ex spears vs cavalry) now also gives a damage bonus instead of just a skill bonus.
- combat: removed padded armor from infantry units that had 2 armor equipments
- new unit: light horsepig (no helmet, no shield)
- new unit: light camelpig
- new unit: shielded snout
- auto relocating formations belonging to a territory that cannot own formation types