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The Brute's hut update



[h2]Brute's hut[/h2]
The new primitive building called the "Brute's hut" acts as a proto-police building and represents powerful warriors whose loyalty to the chieftain is purchased with goods and who ensure nobody else in the tribe dares to show disloyalty.
The building consumes meat and goods (leather clothes, adornments or silver) to produce a "brute" service that gives significant authority (loyalty).
Meanwhile the authority effect of regular guard towers has been reduced: towers are now more for external defense while the brute's hut are for internal authority.

[h2]New policies[/h2]
Multiple new policies are introduce to keep helping balancing the early game:
- 'delegated forced labo'r & 'blood feuds' give additional oligarchy support at the cost of conflict or growth.
- 'bannishment' is a simple policy giving a flat bonus of -10 conflict

[h2]Price improvements[/h2]
- Arbitrage influence is now weighted in comparison to the local distribution: a single neighbor distributing only 1 of a resource that you are yourself selling 30 of will now have almost no arbitrage influence on you while his price will be fully influenced by yours.
- Arbitrage UI details now show which neighboring territory has the most arbitrage influence on yours, giving players someone to blame.
- Production cost calculations have been improved to prevent exploits: it now also calculates the average production cost of previously produced resources in stock to counter the exploit of producing with cheap materials and then switching to expensive ones to pump prices and resell.

[h2]Custom game speed settings[/h2]
It is now possible to customize various speed settings for server hosts.
A reference file called default_balance_settings.ini is available in the game's installation folder: renaming it by removing the "default_" prefix and placing it in a save's folder will trigger the overriding of the game mode default preset values with those contained in the file.
This allows to customize the overall speed of the game, such as economic cycles, demographic cycles, research speed, likelihood of new tech ideas... etc


The brute's hut update
v0.4.3.x
- new building "brute's hut" for authority source
- new policy: delegated forced labor, oligarchs support +10, conflict +10%
- new policy: blood feuds, oligarchs support +5, conflict -5%, murders +15%
- new policy: bannishement, reduces conflict by a flat rate of -10
- price arbitrage UI: add territory name and weight of the main foreign influence
- adding weighted influence to world price comparing neighbors production to local production
- adding average-production cost of resources in storage to prevent production cost manipulation exploits.
- fix issue of 0 production cost before any resource is produced.
- minimum profit margin of 30% on production costs is now always active.
- implemented custom balance settings .ini for servers
- added more population classes icons
- fixed client side logic display bug around platforms
- added forced labor tolerance policy effect
- currency and coinage policies decrease forced labor tolerance
- privileges tolerance -10% moved from currency to taxation policy
- added progressive forced labor inefficiency on higher income values
- fixed bug of food quality averages for sows, piglets and oldpigs being rounded
- added details to conlflict UI tabs
- removed coins cost of "state salaries" policy
- increased minimum price profit margin when distributed through merchants by 10%
- prod rate of guard service lowered from 1.5 to 1.
- Limit the price of goods to the first decimal, to avoid this gaming of prices. (the .01 also doesn't show in the UI, but the .1 does)
- restaured "state backed production" for free services.
- Fixed issue causing infinite battles on server.
- "copper age" mission: lower prod to +1 copper
- fixing more issues related to the forever server
- included policies upkeep in leader contributions
- increased barter mission coins reward to 500
- fixed bug receiving coins in succession spawn despite gift economy
- removed 5 coins cost of political bribes
- added doctors buildings animation
- nordic health bonus lowered to +3
- tropical health malus lowered to -3
- fixed bug with spawn auto-restauring ruined/abandonned buildings despite lack of required techs
- rebalanced work rate of pearls from 0.25 to 1.2
- easier privileges project
- aristocracy policy available earlier with 'council' tech
- nepotism: conflict 25 -> 20%, culture -10% -> -15%, state power -5 ->+5
- fixed problem of no oldpigs in early game