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The early incomes update

This update focuses on modifying the mechanics of early income sources.

[h2]Privileges[/h2]
Notably, Privileges have been completely changed as it was at the center of too many exploits: instead of generating new income derived from wealth, it now reduces some government expanses (territory & army upkeeps). This makes it now impossible to "wealth farm" and generate incomes ignoring waste.
To compensate for this change especially in the early game, other forms of income have been rebalanced as well.

[h2]Forced labor[/h2]
Community work is now renamed 'forced labor' as it was a more fitting term.
Forced labor being historically one of the first ways of taxation, it makes sense to make it more prevalent.
Its associated penalties have been lowered, and its yield increased. Instead of a flat 60% conflict it now generates a proportional loyalty penalty like other taxes.

[h2]Agricultural levies[/h2]
Tributes have been renamed 'Agricultural levies' to better illustrate what this tax represents and what resources are affected.
Historically it is also one of the earliest forms of taxation legitimized as a payment for land use.
It now affects all agricultural goods and not just foods, so it includes things such as flax and barley, wool and cotton etc...
Its loyalty penalty mechanic has also been modified: it now only angers farmers, which means the loyalty penalty is higher in territories with a high ratio of farmers. This means that for example, offloading angry farmers into surrounding territories can be a good way to increase your stability in your capital city.

[h2]Income Tax[/h2]
The "classic" income tax is also now available much earlier since the Treasury policy instead of post coinage.

[h2]Victory Point rewards[/h2]
To definitively fix the issue of last minute score manipulation to win Victory points at the end of a cycle, Victory point production is now continuous throughout the cycle.
Hegemony also now rewards not only the 1st score nation, but also the 4 other leading ones with degressive rewards. This means if the 2nd nation finally takes the lead, it wont be starting to increment towards victory back from 0 which would make the game far too long.

[h2]Administration & waste rebalances[/h2]
Different values of administration have been modified to prevent exploits and improve the balance of the game especially to reduce burden in the early game.



The early incomes update
v0.4.2.x
- Elder's circle workers changed from official to teacher
- bug with hegemony rewards of sub-scores
- sub-territories cannot produce local administration (scribes disabled)
- further reducing reward cycle length from total game duration
- "tributes" renamed "agricultural levies"
- agricultural levies applied to all agricultural goods (ex barley, flax, cotton ect... )
- loyalty penalty from agricultural levies is factored by the ratio of farmers/total actives
- "community work" renamed "forced labor"
- forced labor now affects loyalty proportionally like other taxes
- forced labor 60% flat conflict lowered to 5%.
- removed gift eco negative budget causing State power penalty
- removed meat from production tributes
- changed victory cycle into a continuous production instead of punctual rewards to prevent last-minut score exploits.
- Added degressive VP rewards for nation's position instead of just the 1st nation
- multiplied VP rewards and goal by 10
- restored degressive VP contributions based on nation rank
- Tutorial: now using the same worldmap & spawn to make tutorial the same for all players.
- Tutorial: fix selecting herd not working
- Debt / -CW flag not being properly cleared after fixing the budget/SP
- applying log soft cap to stored wealth per resource type, factored by territory pop size
- more clay per tile + admin less clay
- increased efficiency of clay pits
- Increased productivity of paper production + reduced material cost
- increased community workforce income by 50%
- changing "privileges" and leader contribution mechanic: instead of generating coins, it will reduce government costs.
- added decimals support for state salaries
- added scrollbar to projects in research tab
- income tax policy now available with treasury tech
- Implemented server update clearing all generated non-settled territories so new resources added by an update can appear on pre existing games
- added x0 and x0.5 speed in solo. removed x40.
- barter gives -5% waste reduction
- territory status "village" +5 base admin
- price calculations: increased profit margin rates from production costs.
- lowered dominance need for officials
- lowered admin cost of population for smaller populations (below 600)
- barter, currency and coinage give +5 administration in all territories each
- lowered base admin of territories to 15.
- applying administrative overextension penalty to sub-territories as well. region center: 50 per extra territory. regional territories: 10 per extra territory
- fixed issue with debt event preventing to cancel debt.
- fixed foreign fields always appearing dead
- fixed exploit allowing to recruit formation in incorrect territory types
- fixed not being able to disband troops in territories where recruiting is not allowed
- fixed upgrading buildings in territories not using materials of parent territory
- fixed gathering livestock mission not detecting higher tier paddocks
- fix attempt of bug of missing resources (meat, fish) in territory generator
- fixed bug of Succession/Rebel starts spawning without leadership
- fixed bug of player starting as primitives on someone's ruins and inheriting their culture stats
- fixed bug where new character spawned in existing faction instead of new faction
- fixed lvl 2 granaries not counting towards the granaries objective in the Thriving Agriculture mission
- fixed not being able to wake a building after putting it to sleep in a regional territory of max 5 prod buildings
- Fixed bug with invalid industry demand calculation
- Fixed terrain generator issue: shore resources spawning entirely underwater
- fixed score inertia not working
- fixed bug of industry producing despite missing material
- fixed bug of phantom tax values still affecting incomes or loyalty

Patch!

This small patch fixes miscellaneous bugs following the big update with a few new minor things.

[h2]Auto backups[/h2]
This update adds auto-backups for servers at every daily restart to prevent the corruption or loss of a game to prevent any incident like server 5 to happen again.
Backups are stored in the \AppData\Local\Ymir\backups folder.

[h2]Market study[/h2]
A bug was found in the calculation of the 'market study' factor of resource prices: it caused the resulting value to be often higher than they should. Fixing this bug caused a global decrease of market study values.
The calculation was also modified to make outliers (ex single Leader with high wealth) less influent over it.

[h2]World seeds[/h2]
World maps are now generated from a customizable seed, and so are regional territories.
While this allows players to technically share interesting map seeds, the main point of this for now is to allow for better debuging of random terrain generation isssues (such as missing critical resources).



Patch
v0.4.1.x
- reduced combustible cost of making bread from flour
- flour no longer subject to production tributes
- Improving public market study calculation with a better wealth average so that outliers (ex leader) have less influence on the result.
- Fix bug where non active pop affected market study (piglets, sows, oldpigs)
- Arithmetics project now require scribes instead of philosophers.
- removed island spawns
- made region generation seed based
- made world generation seed based
- fixed server issue of 0 spawns after a restart
- fixed bug allowing to transfer capitals in treaties
- fixed evacuating a city into on of its territories causing loss of both
- fixed bug allowing to evacuate regional territories of an occupied region
- fixed moving capital to an outpost (auto converts to hamlet)
- Regional territory now revert to Outpost if attached to a non region-center (ex another outpost)
- Fixed formation desertion not working properly during "insolvency"
- Made negative community work affect State power negatively like debt.
- Made "insolvency" event trigger at a flat -10 community work balance in gift economy
- Fixed "regional territories" status being available before leadership
- Fixed colonies being still available as a status
- Fixed bug where normal same-device detection triggered a ban despite blocking connection
- implemented server auto backups during daily-restarts / shutdowns

The Biggest Update

IMPORTANT: due to the extent of this update, retro-compatibility is not supported. To continue games started on the previous version, move to the "previous_version" beta branch of the game. This also applies to ongoing games on Official servers.
Official Server 1 will be restarted on this new version on June 23rd 18:00 Paris time.


This update is the biggest update since the early access release that cumulates more than 9 months of features, exploit-fixes and bug-fixes!
It adds capital buildings, an overhaul of Governance techs and policies with more complex Legitimacy gameplay, new mechanics to make the growth of States and Nations more gradual, new economic systems in the early ages, and regional territories attached to cities which can send their production to the cities.



[h2]Capital buildings[/h2]

This update adds capital buildings: some government policies -especially State power ones- now work in tandem with special unique buildings that can only be placed in the capital.
Most State power  production now comes from these buildings activity instead of intangible policies, and cities will visually reflect their importance and status: you can grow your capital government from a unique Chief's hut to an impressive modular palace used to manage an empire whose layout you can design yourself: government buildings are designed to visually connect or to stand on their own.

A Palace combination, with the main palace, a treasury, a lawmaking hall and a ministry.

[h2]Nation growth[/h2]

State power transfers between nation members are entirely removed, as it was a constant source of exploits and multi-account farming.
A reworked government tech tree now also gradually limits the ability to form larger nations: techs can affect the maintenance cost of nation members and limit the max number of vassals.
From being able to ally only with a single State with the "Alliance marriages" tech in early  game, it evolves into recruiting multiple members under a same Nation leader, then forming a larger nation with each ranks having its own vassals,  and then reducing nation maintenance costs with special capital buildings, administrative techs and new services like Postal relays.
This prevents continental empires formed in the early-game while making it easier in late-game.
There is no more hard-capped limit for State power and in late-game it can be produced by expanding the Palace and employing more officials. 
For the capital of the largest Nations, the expensive Great Hall also greatly reduces the maintenance cost of subordinates, allowing for larger expansionist empires.

[h2]Regional territories[/h2]

Another major change are the introduction of regional territories: cities (now 'regional centers') can now attach these regional territories to themselves in the same way they could claim empty territories and form regions.
These regional territories can use resources of the city directly to build, saving precious time of not having to constantly switch territories to transfer missing resources. They can also send all their production to the region center for free.
However regional territories are limited in number of buildings and cannot have industries. They are the "countryside" around cities, used mostly to farm and exploit natural resources. Because they can't be fully exploited due to this limit, having more territories becomes important for production, putting more value to land surface.

The new regional territories make the regions clearer and the map easier to read with only regional centers standing out.

[h2]Regional centers[/h2]

Cities are no longer just 'cities'. They are now regional centers with evolving administrative statuses. Starting with the default "hamlet", they can grow to village, town , and city. Like how capital have unique capital buildings required to maintain policies, regional centers have unique 'city hall' buildings required to maintain their territorial status and producing local administration. 
These territorial statuses are notably what allow a regional center to control more regional territories and claims.

The new "City Hall" building, required for the "City" territorial status.

[h2]Trade routes and cargo[/h2]

Trade routes and cargo, as a redundant system to market trades, has been removed and retro-fitted into the regional transfers mechanic. 
There is no more cargo, and transfers are one way between region territory to the regional center it belongs to. You no longer set a fixed amount of transfer but rather a maximum limit, and every unused production will be automatically transferred, making it less tedious to manage. No more quantity adjustments, no more breaking routes because of cargo, no more price shenanigans or manipulations as the price of the "trade route" is simply aligned to the local price.

[h2]Legitimacy and Oligarchy[/h2]

A new class, Oligarchy, is introduced and at the center of important new game mechanics: Oligarchs represent all the rich, powerful and influent members of the society whose support is required to legitimize your rule.
Legitimacy factors and policies have been reworked, introducing Oligarchy support as a major factor.
Their support is determined by the effect of various policies, but mostly by their status of dominance: their wealth and life quality has to be above the average population to retain their favors. To do this the first basic way is to pay them with hefty political bribes.

[h2]Community work[/h2]

Gift economy no longer allows for limitless spending, killing its associated exploits. 
It now comes with a new "community work" policy, which represents the percentage of time the members of the tribe will allocate for the tasks of the community such as maintaining huts, palissades or going on expeditions.
Now gift economy also has a budget like in post barter, including building and formation maintenances.
However because there is no storable physical form of money yet, so you have to maintain permanent balance between your available community workforce and the expenses requiring it.

[h2]Tributes[/h2]

In the barter era, things are changed as well. There is no more "voluntary contributions" proto-taxation. 
Instead, there is a new "tributes" policy allowing the government to seize a portion of all produced cattle and agricultural foods (making them 'state owned'), mimicking early pre-currency societies where food itself was taxed  by governments and then used as payments.
Actual taxation only comes later with currency and coinage.

[h2]Economy fixes[/h2]

This update is filled with countless economic bug-fixes and balance changes to counter exploits such as price manipulation and waste-avoidance.
Loading resources with formations is now subject to waste even if state owned to definitively kill the advantage of having to tediously manually transfer goods to avoid waste.
Production costs are saved to prevent the old "stop production buy low, restart production sell high " exploits. 
Prices also have strong inertia to changes to make price manipulation exploits much harder.

[h2]Officials and State employees[/h2]

As unprofitability now applies to all types of buildings and as State power and administration comes mostly from actual buildings and not policies, there is now much more government employees and not paying them is not an option.
Additionally, officials behave a bit similarly as Oligarchs that they need their wealth and life quality to be above average to keep the temptation of corruption in check: a new waste modifier for "officials corruption" can add -or remove- 25% of waste in territories depending on their wealth. This will require to divert substantial wealth to them as privileges, or to pay costly salaries.

[h2]Despotism, Democracy and Republic[/h2]

New policies allow players to customize their type of government a bit more and to give it more flavor.
A set of Despotic policies increase your Authority, allowing you to counter all the loyalty penalties that the high privileges and tributes generate (which you're often forced into in the early game at least).
Later in game, players who wish to remain city-states can give up Leadership for "Democracy" in the fashion of ancient Greek cities, unlocking the special Agora government building and gaining a bit cultural boost.
The "Republic" policy allows for the Senate building, and rebalances Legitimacy factors.

A Palace complex with a Great Hall, State departments, and the Agora

[h2]City states[/h2]

Everyone is now a city-state until at least the Bronze age where developments in administration and governance allow for the management of multiple regions (and thus multiple 'cities').
The Democracy option then gives a perk to those who wish to remain as city-states even in the later ages.
In the first age, all players are bound to their capital and its surrounding territories.

The first capital building: the Chieftain's hut

[h2]Player life-quality features[/h2]

To increase life quality for players, formations can now "prospect" tiles from the worldmap and get a list of all its natural resources. The result is also saved (although locally on the device) so that selecting the tile later on will display the list of known resources discovered on it. 
Additionally, a new "scavenging" action permits you to directly exploit these resources with formations to immediately retrieve small quantities of it, which is especially useful to gather plant seeds for agriculture: players no longer have to make temporary settlements for it.
Hunts now auto-resolve so that players don't have to wait for the 'battles' to resolve, saving time.
Evacuation of cities is changed to make it easier and less problematic to migrate: you now need an established outpost first, and then select the destination when evacuating. Once the event completes, all your city is evacuated: no more migrant formations causing maintenance and support issues.
New Victory conditions

Victory conditions have been simplified and reworked to prevent stale games and make future balancing easier. 
No more "victory points per score". Instead, it works in "reward cycles" where at the end of every cycle, the players meeting victory conditions earn a Victory Point reward. 
For now, the main condition is "hegemony" where about every day (in persistent speed) the leading nation is simply awarded 1 Victory Point.
This gives players a clear deadline and visibility on the game's progression as well as making it more feasible for competing Nations to challenge the leading one: instead of having to destroy it -and most others- to win, they now just need to close the gap and take the lead themselves which is easier to envision.
It also allows to end stale games quicker, as cycles will shorten with time and with player inactivity.

[h2]Colonies[/h2]

Colonies are removed until they can be properly reworked, due to be being at the center of too many exploits and due to the new features causing too many problems with colonies.



The biggest update
v0.4.0.x

- reworked "market study" price factor to reduce volatility for very small distributed amounts
- replaced oceanic ambiant sounds
- bath and theater services both generate +1 culture
- Academia service culture increased to +4 culture
- school service culture increased to +2 culture
- "Capital" is no longer a territorial status but a property of a territory
- removed old policies of "governors", "senate" and "parliament"
- added policy requirements in the policy info UI
- policies no longer meeting requirements will now auto-disable themselves.
- added new territory status of "hamlet"
- added new territory status of "village"
- added new territory status of "town"
- added new "oligarchy suppot" legitimacy factor
- rebalanced all legitimacy policies & legitimacy factors
- added new Oligarchy dominance calculation based on their wealth compared to average wealth
- added "aristocracy" policy, enabling privileges for Oligarchs
- removed colonies
- lowered loyalty from population to +/- 75 instead of 100.
- added "community work" policy, allowing for a new primitive source of 'income'
- implemented a gift economy workforce-based 'money'
- added possibility to cancel ongoing projects
- "insolvency" event when negative budget in gift economy: triggers auto abandon of buildings, units, policies & projects
- primitive tribe rebellions will now be of anarchic faction instead of barbarian, making it a valid spawn point if they win.
- added mechanic of buildings required to enable and maintain policies.
- added new building "community hall" required for the "village" territorial status.
- added new building "town hall" required for the "town" territorial status.
- added new building "city hall" required for the "city" territorial status.
- leadership project now triggers the leadership mission instead of knowledge, and it's the mission that awards the knowledge.
- adding mechanic of event choices having possible conditions
- adding new event of nomad traders giving shells
- increased efficiency of water collectors but increased min range as well
- removing civilians from primitive tribe rebellions
- primitive tribe rebellions will now be of anarchic faction instead of barbarian, making it a valid spawn point if they win.
- lvl 1 fisher efficiency reduced by 50%
- more lvl1 buildings can be moved for free (ex woodcutters)
- added auto resolution of hunting actions
- updated spawning process of NPC units on the worldmap
- added prospection action to list discovered natural resources of a territory
- added scavenge action to get chances to gather a selected natural resources from wild territories
- added huntable fish formations on sea tiles
- added a cooldown time for territory exploitation actions (scavenging, wood)
- removing unclaim penalty
- increased AP cost to claim
- increased admin cost of extra claims
- claiming now requires an adjascent region-center or at least 2 adjascent territories of the same region and cannot claim diagonally
- added new territorial status of "regional territory"
- regional territories can build using resources of the regional capital directly
- rebalanced authority from stationned troops to be factored by total population of the territory
- added mechanic to limit the number of building per category based on territorial status
- removed cargo buildings (until re-implementation in future updates)
- retrofitted cargo trade routes system into regional transfers for sub territories
- reduced farms efficiency gain in level upgrades
- reducing efficiency of fields from 1 to 0.65
- tech "manure fertilizing" now gives +0.1 base efficiency to fields
- removed State power transfers in nations
- waste is now applied even to state owned resources when manually loading resources into formations.
- added nb of max regions limit (cities) and 'regional administrations' tech & policy that unlocks it -> forcing city-states until this tech
- added automatic territorial status regression if status conditions are no longer met (ex: village needing community hall)
- territories are now evacuated by events with a selected destination instead of spawning "migrant" formations
- modified houses building materials to make mudbricks and lvl2 comfort house more relevant.
- lowered wealth production of trading service
- added memory diagnostic tools for debugging
- all buildings can now be moved, for some cost in materials
- added new capital building "chief's hut" required for "leadership" policy
- added new capital building "great hall" required for the "court" policy
- added new capital building "treasury" required for the "treasury" policy
- added new capital building "agora" required for the "democracy" policy
- added new capital building "lawmaker's hall"
- added new capital building "state archives"
- added new capital building "state department" producing extra State power
- added new building "postal relay"
- added new policy "tributes" that allows to tax a portion of produced food & cattle, making them state owned.
- added new animations for buildings
- added mechanic of Nation maintenance cost being influenced by active policies.
- added new "alliance marriages" tech & policy allowing for 1 nation subordinate.
- added new "diplomatic treaties" tech & policy allowing for unlimited nation subordinates.
- added new "tributaries" tech allowing for the "subjugation" action.
- added penalty when over the maximum limit of subordinates.
- added new "republic" tech & policy
- added new "democracy" tech & policy
- added new "treasury" policy
- added new "court" policy
- added new "lawmaking" policy
- added new "council" tech & policy
- blocking contruction + UI warning for buildings missing a cultural trait (ex Baths )
- warriors damage +1 and attack skill +0.2
- added max nb of claims limit per territory status
- added auto unclaiming of territorial claims that are disconnected from their regional center
- damage bonus from height capped at +/- 3
- new victory points system now based on reward cycles
- added "internal only" trade offers to markets
- only the nation leader can have subordinates until the new "vassalage" tech is known
- increased range of chronicles
- addedfaisafe when full inventory for collecting actions (hunts)
- civilians gained in exploration events now received as a separate special "migrant" formation that costs no upkeep.
- +0.1 efficiency of woodcutters lvl 1 and 2
- increased tree clumps minimum density in spawn territories (ex arid starts)
- larger ponds on arid & desertic spawn territories
- removed "permanent" treaties: all treaties now have a duration limit after which they can be broken without penalties.
- added inertia to nation score variations to prevent reward cycle last minut exploits
- rebalanced resources per herd unit
- added missing fish unit icon
- added cosmetic dogs appearing in cities when tech "domestic dogs" is known
- disabled colonies
- increased woodcutters to 3 workers and production range
- increase lvl1 potter to 1.2 efficiency
- fields size increased to 8x8
- pastures size increased to 12x12
- removed gathering actions for "migrant" formations
- olives & grapes pleasure food quality reduced to 0.5
- olives distribution rate increased to 60 rations per unit
- removed "representative money" policy
- culture from services: reducing state power to 0.3. increasing justice to 1. increasing theatre to 3.
- modified tech requirements for road types to make it more progressive
- currency policy building efficiency reduced to +10% but now provides -15% conflict
- increasing fertility of poor ground to 2.5. decreasing fertility of fertile ground to 3.5
- added "tribal council" policy, needed for tribal councils
- added "code of laws" policy, needed for magistrates
- elephants and mammoths are now untradable in markets
- reduced wealth of leather to 0.03
- production & service buildings are now affected by unprofitability
- price arbitrage removed for services
- implemented free resources (water & some services like administration or community)
- state salaries now available since barter
- added "Officials" to the "privileges" policy
- added new waste factor of Officials corruption --> Officials wealth level now affects waste rate +/- 25%
- included treasury in monetary supply -> wealth per coin is now lowered by total treasury
- included state resource sales and exportation profits to the GDP calculation
- added decimals to population classes wealth
- added UI details about monetary unit value in Population wealth
- territory menu: ordering pop classes by wealth and removing sows/piglets/oldpigs.
- guard tech now available from Leadership
- ignored militias for military power & 'protector of the people'
- added increased loyalty penalty from privileges ("privileges tolerance") to the currency policy
- changed first tavern building requirements to unlock earlier
- currency and coinage now provide -10% waste effect each
- added separate salary setting for Officials in the state salaries policy
- added "banditry extortion" policy, trading authority for income.
- added "night terror patrols" policy, increasing state troops authority
- added "summary executions" policy, increasing authority
- added "Nepotism" policy, trading conflict for oligarchy support
- reduced gold in adornments by 5
- added penalty when revoking currency
- added strong inertia (about +/- 1 per eco cycle) to price changes. prices slower to move down than up.
- removing "'importation price" influence in price calculations
- mines +2 workers per building
- worforce per tree reduced to 0.012 from 0.016
- claycamps +1 worker + increased range
- mudcamps +1 worker
- fixed issue with device ID causing a false positive device ban
- fixed bug of double taxation incomes on market sales
- fixed bug allowing to delete defensive zones in territories not controlled
- fixed calculation error in bonuses from cultural skills of annexes
- fixed exploit of selling at a loss in markets to avoid waste: wasted income set to local price instead of sold price as a minimum.
- fixed marshalls being able to unclaim territories of army owner
- fixed bugs in resource state sales calculations
- fixed selling state owned goods giving 100% of income to the state despite the 25% merchant share.
- fixed issue with lvl3 needs having incorrect satisfaction value allowing for lvl4 needs without actual lvl3 satisfaction
- fixed bug causing 0 produced wealth in territories.
- fixed bug with population service access having incorrect values (ex Health services)
- fixed issue with resource wealth is lower than the sum of cheapest materials
- fixed bug with material supply/demand having incorrect value due to other missing materials in industries
- fixed bug of war state reset as neutral after server restarts
- fixed rounding issue in "importation cost" of the Price calculation with regional transfers
- fixed bug with production costs when removing materials from city inventory -> production cost can only lower if resource in being produced
- fixed grape fields being too productive
- fixed issues in market study in regional transfers
- fixed recurrent server & client crashes due to buffers
- fixed importations going into stock not being state owned
- fixed bug in auto-distribution of goods (gift eco) being higher than max demand
- fixed bug with trade income predictions and rounding error of state ownership.
- fixed loss of mission events when spawning as a "succession" type
- fixed bug with production annexes remaining productive when building is asleep
- fixed bug of some new cultural customs missing from the UI
- fixed bugs with industry materials in gift economy (autodistribution)
- fixed bugs with auto-selection of materials for industries

The biggest update: now in the test branch

Its been a while since the last updates, and that's because the next update is a big one with a global overhaul of many game aspects that all needed to be completed to become functional.

After more than 6 months, this update's planned content is now completed and beginning public testing.
Because of the extent of the changes, its not going to be applied to ongoing games, and for now it is live only in the Test "beta" branch.
A unique official server, the Test server, has been restarted and is running on this branch where this new version of the game can be tested until its ready to be applied on the normal branch.

You can participate by switching your game to the Tester branch, which will allow you to join the Test server or to try it on local games.
Even when this update is ready for the main branch, ongoing official games will remain on the previous version until they're finished.

This new version changes many core aspects of the game: new victory rules to reduce stale games, state power overhaul with new techs, government and municipal buildings, more gradual expansion capacity of players and nations with city states until the bronze age, regional territories attached to cities, QOL actions to prospect & scavenge resources with formations, reworked government and legitimacy policies and more...
The changes are currently listed in the "completed" column of the Game's Trello table, until the update is applied to the main version.

The duration of the testing phase will depend on the amount of issues and rebalancing necessary, and this version is subject to potential drastic changes.

The decimal prices update

This small update comes to mainly rebalance multiple things related to the price calculation of resources in order to counter price-gouging explotis used to generate easily very high incomes.

Arbitrage & Market study

Both these factors have been modified and rebalanced to complicate price gouging.
Now, all neighboring territories will count to define the "regional price" of a resource used in arbitrage, even territories with whom the player has no trading relations (although at -75% influence), representing the influence of smuggling. The decay of a neigbor's influence from distance has been lowered as well.

For market study, the formula has been reviewed to give less volatile results that are less influenced by the supply/demand ratio. Previous formula was defective on low volumes, causing it to give extremely high results making it easy to achieve high prices and therefore high incomes. The supply/demand was compounded, having influence in the market study and then again in the official supply/demand factor.
New market study is now much more influenced by the wealth of the different social classes.
It will now be very hard to reach high prices in cities with no rich classes.

Victory point changes

The victory points have been simplified, now every player contributes all his Victory points to the nation instead of contributing a different share based on his rank. This was done to simplify things for player and to prevent exploits of rearranging ranks temporarily to get an instant surprise victory.
However, a nation will now need about 75% of the world scores to gain 100 victory points and win.

The upcoming update...

This is just a minor update to rebalance some urgent things. The reason its rather limited after this much time is that i've been working on the next major update which will be the biggest update since the early access began, changing a lot of the game dynamics.
That upcoming update will focus on governance and state power, with many new techs, capital government buildings, regional territories attached to cities, territorial statuses, more progressive growth for nations etc...
This will be a very significant update that requires all the new mechanics to be completed together, and retro-compatibility with current games on this version will not be good due to the extent of the modifications. Therefore until then things will remain quiet.


The decimal prices update
v0.3.2.x

- Added support for decimal prices of resources
- made "base price" factor affected by cultural production skills
- fixed market trade isues causing a modification of recurrent offers sizes
- fixed problems with crushing resolutions & invasion
- all nation ranks now contribute at 100% of their Victory points to the nation
- it now takes 75% of world scores to reach 100VP instead of 50%
- fixed bug in resource price calculation causing invalid market share factor (used in market study)
- reworked price arbitrage formula to increase influence of more distant neighboring territories
- regional price (of price arbitrage) now even includes the territories without any trading relations, but with an influence reduced by 75%
- fixed battle pathfinding issue