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The Casus-belli update

It's been a while since the last update. Indeed, as the game moves closer to "release", I'm trying to favor less frequent updates with more content and hopefully more stable instead of faster paced more experimental ones.

This update represents many months of work and focuses on a complete redesign of war mechanics with the introduction of casus-bellis, war types, war morale and war automatic resolutions.

A long lasting issue with the game was caused by human nature and the inherent multiplayer nature of the game: players almost always refused to negotiate or make peace, and every single war would escalate into a war of total annihilation as it was always considered better than leaving a potentially vengeful player around.
This however was detrimental to the game and created an effect of condensing all wars in early days then to leave the server uneventful once the initial cleansing was over.
Cleansing that was often done by veterans ganging up on anyone they didn't know around them simply because of risk management.

The goal of this update is to add rules of war to counter the suicidal and intransigent behavior of players so that it creates more realistic conflicts and reduces the better spans war across the game's progress instead of everything happening in the early days, as it will be harder to insta-eliminate players in a single war.

Casus-bellis


Wars now require a motive to be started. This then defines the war type, each one with its specific properties. 
The war types comes with predetermined war resolution effects which are applied when either side wins the war.

Politics Points


This update replaces Honor with Politics Points, which are now used to perform some actions and especially declaring wars or signing treaties with some specific terms such as Joining a Nation.

Politics Points are produced by having a positive Legitimacy. The higher the legitimacy the more points. 

Like Honor, Politics Points are also used as a commitment to respect treaties and it is lost if illegally breaking a treaty. There's now also a minimum engagement for all treaties.

War morale


Winning or losing a war is now defined by War Morale: each belligerent in a war has a war morale specific to the war, and if it reaches 0 the belligerent is auto-eliminated and war effects apply.
Of course it is still possible to end a war "manually" if both sides agree to peace, but experience shows this rarely happens hence this update.

The starting war morale is defined by the war type and casus-belli. War morale mostly only decreases, like the "life bar" in a fight. 
The parameters reducing the war morale are also casus-belli dependent: for instance in an annexation war, it will be mostly who controls the target territory that affects war morale. 
In other wars, it can be the proportion of territories being occupied.
Aggressors also often suffer a passive decay which insure wars can't last for ever.
In most wars, battle results also affect morale based on the ratio of lost troops with your total armies.

War belligerents


Each war opposes 2 main belligerents: a main agressor against a main defender.
The war resolution effects only apply to the main belligerent, and a war ends only if a main belligerent is eliminated or capitulates (or signs a manual peace).

Other States can also participate in wars as co-belligerents. They can be eliminated individually from the war if their morale falls to 0, which does not end the war. 
Co-belligerents are not affected by the war resolution effects. If they lose they are condemned to pay war reparations (pending the war resolution and only if their side loses), and are unaffected if the war is won. They participate strictly as allies of the main belligerent to help him in his goals.

Co-belligerence is mostly automatic: as a subordinate you are automatically called into the wars of your liege even if its a war where he is the attacker: a Nation king entering a war will therefore now have all its nation automatically at war with him as well, unlike before where it was only defensive.

While subordinates are forced into wars of their lieges, when its the other way around joining the war is optional for the liege: if a vassal declares war, he can chose to "call-to-arms" his liege which is free to refuse with no consequences or to accept and join the war as cobelligerent (bringing all its own vassals with him, escalating the war).
Note that nations still include a defensive pact making everyone of the nation enter as cobelligerent of the defender regardless.

Co-belligerents get a "war participation" score.
If a war ends and with a very low participation, the main belligerent can choose to publicly "denounce" them, inflicting a great political penalty.
This mechanic will allow players to punish fake allies or uncooperative vassals not fulfilling their duties.



War resolution


When a main belligerent is eliminated the war ends and its effects are automatically applied based on the war type. At any point a main belligerent can also chose to capitulate, thus triggering the auto-resolution of the war as well.

Effects generally include Political penalties and war reparations for the agressor if defeated.
For the defender the effects are more dependent on the war's casus-belli: losing a territory in an annexation war,  being forced to pay tributes, becoming subjugated, losing Victory Points etc...
These effects come as au automatic "armistice" diplomatic treaty between the 2 main belligerents which also creates a forced cease-fire during its engagement period with hefty penalties if broken.
That engagement period also depends on the war type.

Breaking treaties


Breaking some of these more serious armistice treaties (such as breaking a subjugation treaty) can now have more interesting consequences: instead of being either ignorable (and making the agressor unable to rely on it) or unbreakable because of honor penalties (and making the defender give up with no perspectives), what it does now is that it gives a special "punishment" casus-belli to the other party.
This allows to start a second war. However, if won again, this war will KILL the treaty breaker for good as he is deemed unreliable and rebellious, unworthy of negotiating.

This creates a dynamic of allowing a player who lost a war to still try an "all or nothing" rebellion, while the agressor can see this opportunity to finally get rid of an uncooperative player for good, offsetting the frustration of having to win a war a second time.



Rivalry


This update introduces "rivalry", a new diplomatic status which comes with special effects. Most States can only design 1 rival State at the time.

Rivals can't merge in a Nation and having diplomatic relations with your rival hurts Legitimacy. However, rivalry gives you different perks against your rival State: a special casus-belli of "humiliation" which slashes Victory Points of your rival by half if won, protects you against subjugation, gives war morale bonus, makes your cities more resistant to occupation, and reduces political costs to fabricate claims.

The top 5 nations also get something called "forced rivalry": they are automatically rival with their superior in ranks: nation 5 auto-rivals nation 4, which auto-rivals nation 3 etc...
This will force the leading nations to oppose one another, and prevent the classic cartel strategy of veteran groups which remain split as different pretend-nations to farm more Victory Points then to merge and instawin the game before anyone can react.
It will now be in the interest of the big allied players to merge into a nation as soon as possible to prevent the risk of ending forced rivals, thus making Nations better reflect the reality of alliances.
Not only that, but joining another nation now comes with the effect of forfeiting 75% of your victory points, which will hopefully put a definitive end to this strategy of last minute nation merging.

Raiding


Raiding is now the default casus-belli which is always available and has a low cost of Politics to be started.
Raiding wars are particular that they do not auto-resolve and can only be won by manually ending it through a treaty, much like wars before this update.
However they only permit raiding: you cannot for example occupy enemy territories with this war.

Raiding battles have also been improved to become more viable.
It's now finally possible to loot monies from raiding buildings: raided houses or production buildings give money pillaged from the population. 
Pillaged government buildings give more money, which is taken from the enemy's treasury as well. 
And finally, the special buildings of the Palace and the Treasury, if pillaged, will transfer 20% of the defender's treasury to the raiders, making those critical buildings to defend against raids.

The battle "AI" for raiding has also been improved, and is now better at choosing buildings to raid and to spread more efficiently for a faster battle.

It is also now possible to specify raiding targets to prioritize: resources or coins (or slaves, not implemented yet). You can also specify a particular resource category to prioritize (ex foods).



Battle engagements


In addition to the raiding battle improvements, I've also added the first battle options to affect the behavior of attackers during battle: you can now filter which "siege actions" a formation can perform in a battle: disabling breaching, climbing, or embarking. 
This means you can for example send raiders with the order to do neither of these things, which will result in them only targeting things directly available in the area where they deploy instead of trying to cross a river and break in an impossible fort.
This is available for all battles: you can for example send an army only allowed to breach (gates & palisades), which will allow you to make sure that they wont be try climbing cliffs or walls, or wont try to cross water.

Pathfinding


Another big improvement of this update is the offloading of the first big game component into the Ymir c# DLL: regional pathfinding. 
This means performances gains for server battles, as pathfinding is now much more efficient and can finally take advantage of multi threading which the current engine previously made impossible.
Larger battles can now be more fluid, with less "pauses" between each battle turn.

The pathfinding between different defensive areas of territories during battles has also been improved to be more accurate as a proper nodal-pathfinding system which should result in a better navigation of troops through complex fortified cities.

World news


Main world events such as war declarations and resolutions or important discoveries now generate automatic chronicles so that all players can be more aware of what's going on and to make the world feel more eventful.
A global world channel has also been added in the diplomatic chat.



Turnips and pumpkins


Notably, 2 new food types have been introduced to replace Apples as a stock food: turnips for the north and pumpkins for continental.
Apples are now like grapes: a pleasure food and a material for cider.
There's also new sprites for potatoes and carrots.



Next update


I'm well aware that since the increase in server load with the addition of countryside territories, the server lag has made late-game almost unplayable. 
This update already includes some optimizations to improve things, but the next update will be one focused mostly on technical aspects to optimize the game by migrating more components to the c# dll.
It will also focus on a long list of pending "quality of life" features to reduce the time consumption of managing your State.

Servers


For the occasion of this new update, Server 5 is being restarted with a fresh new game at 18:00 Paris time.

Meanwhile, following community polls for the Server 1, its been decided to keep the Server 1 on the previous version for a few days. The server is being moved to the "previous version" branch meaning that to still play on it you must make sure to change your "beta" version to "previous version" in Steam (right click on the game > properties)



The Casus-belli update
v0.6.x

- reworked effect of treasury reserves on monetary unit values to lower its effect. effect is now factored by state's total GDP.
- minimum distance of 1 tile between towers
- simplified forced distance between buildings (mine shafts, clay pits...) to be more rectangular on low distances (1 or 2) making it simplier to plan
- distance between mining shafts reduced to 1
- destroyed buildings (ex palace) no longer invalidate policies/territories relying on it
- pillaging the treasury or the palace steals 20% of the defender's treasury each
- coins pillaged from government buildings (state power & admin) will affect the player's treasury
- battles: optimized management of building districts for pillages
- battles: improved troops pathfinding between defensive layers
- implemented coins loot in pillage
- random territory events are now only for regional centers
- militias in invalid territory types (countrysides) now auto-disband
- added "steal tributary" casus-belli if trying to subjugate and already subjugated state (with the liedge state).
- added display of full title name in avatars of characters
- lowered max inter-state taxes to 15%
- partisans uprising odds are more likely when there's no occupying forces on the territory or low forces compared to resistance amount
- moved "tributaries" knowledge (subjugation) after "council" instead of "governance" to be available earlier in game
- reduced base wealth of goods besides gold & silver by -25%
- increase Freetrader prices for stores of value (gold & silver) by 30%
- increased gold bar wealth to 2
- disabled speed boost event
- added politics points reward in startup missions to provided initial capital
- server save backups now auto-zip to prevent disk space overuse
- dynamic armistice durations for annexion wars based on quantity of annexed territories & importance
- non linear legitimacy penalty from political debts
- new casus belli "vengeance" if a defeated character illegally breaks its armistice treaty (ex after a subjugation) wich then kills the character if he is defeated again.
- moved techs "cuves" and " barrel" to bronze age
- Politics points cost of fabricating claim is proportional to total population of target territory
- added averaged market sales incomes to state taxable incomes for inter-state taxes (nation & treaties)
- fixed many State income factors missing from inter-state taxable incomes
- Non capital hamlets & village are now disabled under City State policy
- movement cost on enemy territories increased by +200% (except claims)
- added 'internal' succession mode in nation (now default) which controls if character is available as a spawn
- implemented option to "denounce" co-belligerents that failed to honor their engagement in a war (no meaningful participation)
- harmonized stats of 4 alcohols crops: barley, sugarcane, apples, grapes
- increased & improved Free Traders prices decay from Free Traders stocks
- added war automatic resolutions and predetermined victory effects based on casus-belli type
- eliminated co-belligerents give auto rights of passage to all enemies until war ends
- new casus belli: liberate city, if a territory is lost from an annexion war
- formations in enemy territories are auto-repatriated to nearest regional center when hostilities cease.
- added global chat channel
- cleaned up and improved the "send missive" UI
- added signup political cost to "join nation" treaty term
- added minimum political engagement of 25 to treaties.
- added a confirmation event to launch military coup when ready, after completing the leadership mission.
- new sprite for potato fields
- new sprite for carrot fields
- changed apples into pleasure food
- new resource pumpkins as continental/oceanic basic food
- new resuorce turnips as nordic basic food
- potential fix for autowiped servers not changing world seed causing the same map to repeat.
- difficult techs can now require to complete innovation project multiple times before unlocking (ex Iron working)
- blocked overstacking researchers in innovation projects
- moved tavern service from social to entertainment as a placeholder measure.
- reduced work of military innovation projects to make them faster
- rustic house 4 cost +1 saw
- comfortable house 4 cost changed from 2 saws to 1 pickaxe
- comfortable house 3 cost -1 plaster -1 stonebloc -1 saw +1 life quality
- removed saws from paddock 3 building materials
- Philosophy idea easier to trigger
- added automatic chronicles for joining or leaving Nations
- blocked building platforms, walls, towers, or modify terrain heights near territory borders.
- added notification events for cobelligerants dragged into wars
- added automatic chronicles for war declarations & resolutions
- UI: improved world news menu
- added automatic chronicles for first discovery of important techs
- casus belli events can also provide a passive war morale bonus in case of war from other.
- new casus belli: breaking treaty 'war' clause creates a "broken treaty" casus belli for the other party instead of immediate war
- co-belligerants in a war do not trigger breaking clauses of treaties when force-entering a war (ex subordinates of the attacker)
- allow 100AP army to attack/invade adjecent tile even if total AP cost is above 100.
- changed treaties minimum duration in solo and persistant presets (increased)
- territories can only be transferred by treaty if other party has made a claim of it, or if transferring an occupation within a common war
- added "call-to-arms" request when declaring war for non-mandatory co-belligerents where they can choose to join the war or not
- cleanup UI code of event display
- distance from defender affects negatively initial war morale, based also on war type.
- added "fabricate claim" diplomatic action to gain an anexion casus belli
- new menu for war declaration to preview allies and war effects
- new war events & UI for ongoing wars to monitor belligerents, objectives, casus belli and progress.
- implementd possible timeouts for events (territory claims, choice events)
- choice events will default to 1st option if no choice is made before they timeout
- splitted armor weapon stat into 2: melee armor & ballistic armor
- heavy shield -0.5 melee armor, +1.5 ballistic armor
- wood, bronze, steel shield +1 ballistic armor
- longsword +1.5 damage +0.7 offensive skill
- battle axe reach -0.4, attack skill -1, defense skill +0.5, attack speed -5%
- characters lose 75% of their victory points when joining a different nation
- characters lose war morale when losing troops in battles, based on a ratio of troops-power lost / total military power
- partisans will now spawn as units of loyal character if that character is still at war with the region owner (instead of generic rebels)
- changed worker type of charcoal clamps and sawmills to woodcutters
- simplified design of events UI
- performances: migrated 'bytemap' datastructure to c# ymir dll
- performances: migrated pathfinding to c# ymir dll
- battles: removed cover bonus for non-defenders.
- added "rivalry" diplomatic action to designate another State as rival
- added "politics points" replacing honor and generated from positive Legitimacy.
- Nation leaders of top5 have automatic rivalry with nation leader of the rank above.
- trade offers of occupied territories are now disabled
- Increased resolution of flag icons x2
- fixed State ownership incorrectly changing in automated trades, making auto trade less viable and causing economic losses.
- fixed issues with meat production amounts and production skill points
- fixed bug of houses being destroyed during battles not showing up until reload
- fixed bug allowing to move ore shafts on invalid ore types
- fixed bug preventing countrysides/claims on some coastal territories
- fixed bug with administration penalty per nb of extra regions counting the capital
- fixed military actions on a tile with high AP cost leading to encampment on the territory instead of starting the action
- fixed bug of troops targeting same building in district when pillaging
- fixed bug blocking the upgrading of community hall because of Expansion Points
- fixed bug blocking disbanding entire formations directly
- fixed bug with goods price in production chains / state buying prices
- fixed glitch with brute huts in battles spawning 1 unit troops.
- fixed bug with starting mission events disapearing if losing capital or migrating
- fixed bug in state buying resources not accounting for levies rate
- fixed problem with occupation freeing after subjugation
- fixed UI bug of recruiting troops costs not considering state ownership
- fixed bug of settling on abandoned city giving empty previously attached countrysides
- fixed stored wealth not counting for population class wealth from privileges
- fixed bug allowing to change the territorial status of occupied territories
- fixed bug in events spawning ennemies where they appeared with defensive roles and retreated from battle
- fixed data refreshing issues on regional transfer routes modifications
- fixed bug with battle report cached data ending up partially corrupted if going back to world map while viewing an ongoing battle
- fixed formation events of deserting formations not deleting when obsolete
- fixed bug with population number when removing researchers from a project
- fixed bug of being able to complete the same mission multiple times
- fixed bug causing a server to be missing from the server list
- fixed bug of formation related events not disappearing (ex militia decay)
- fixed UI issue of Events menu constantly refreshing causing flickering.
- fixed bug allowing to access trading UI of occupied territories
- fixed bug of occupation actions failing on undefended territories because of combined cost of movement + occupation.
- fixed missing battle report events
- fixed glitches with event flags UI
- fixed bug causing state buying expenses in gift economy

Previous Patches:
- added military innovation to academia as a temporary gap-filler until it specific gameplay is implemented.
- rebalanced calculation of Free Traders buy price to better reflect average production costs.
- moved construction innovation to "construction" tech instead of "architecture"
- fixed error of expansion points check when trying to upgrade town halls.
- fixed bug of fish herds not loosing inventory from fishing actions
- fixed bug with scavenging cool-off not working
- lowered amount of fish resources per fish unit from 5 to 3
- national armies can no longer perform civilian actions (scavenge, woodcut, prospect, hunt... )
- fixed bug allowing to disband settlers in occupied territories
- rebalanced "plaster" idea trigger
- fixed culture conversion problem when releasing occupied territories
- reduced weight of knowledges in score calculation by 50%
- fixed bug with loyalty corruption in territories with 0 actives
- fixed UI issue needing a scroll to the government's active policies tabs.
- fixed bug of invalid high resistance growth from occupied inactive or NPC characters
- fixed occupied territories upkeep still affecting treasury
- tile movement costs: removed "is settled" effect for enemy territories
- fixed networking issue affecting some players, especially in solo mode.
- problem with external IP not working for server listing
- State-buying does not deduct costs based on levy % for agricultural goods

The City-State update

[h3]City-State policy[/h3]

This update rebalances the gameplay for "mono-city" players as opposed to the default wide gameplay of "multi-cities players.
Until now, players who couldn't or would not grow beyond a single capital region in the copper age would suffer only disadvantages against players growing wide as much as they can and who accumulate more production, population, and military power.
The Democracy policy that was introduced in previous updates existed, but came way too late to make any meaningful difference.

To make the choice or remaining a single-city more viable to compete against the wide players, a new "City State" policy is introduced with the Council knowledge.
It gives notably a +50% in culture and +20% in buildings efficiency, as well as reductions of waste and conflict, and the ability for the capital region to claim 2 more countryside territories.
This earlier policy now compounds with the later Democracy which requires it, giving a potential maximum of +100% culture bonus yielding much more Civilization Points, which is something wide players can't compete with no matter how powerful.
The other perks are here just to reduce the gap between the two playstyles.
Some penalties to multi-city gameplay have also been added on the other side: more waste and more penalty for very high taxes.

[h3]Occupations[/h3]

This update also starts to fixes numerous issues with occupations since the introduction of regional territories.
The integrity of territorial statuses is now better preserve, so that occupying a region center no longer makes the countrysides attached to it lose their status. Freeing an occupation also reverts to the previous status of the territories.
Besides that, resistance rules have been modified: an occupied territory now needs to be pacified before its status can be changed and resistance only decreases if troops are present. Otherwise, it keeps growing expodentially.
Lastly, occupied territories are now in a 'frozen' state to prevent exploits and sabotage from occupants: they have no budget and no growth.
The occupant no longer has any access to territories beyond simply visibility. They can't edit, build, demolish or access resources.

[h3]Managing the update[/h3]

Main nerfs:
* +10% waste from for the elites and +10 from regional administrations
* taxes higher loyalty penaly, especially for high rates. about -20 loyalty difference at max tax rate.
* bugfix in building incomes from state backed productions causes decrease in tax income for those buildings.

Main buffs:
* doubled leader contribution effect
* privileges more efficient as stored wealth now counts
* brutes hut available again after code of laws
* gold and silver mines now generate lots of income through free traders.
* City State policy for single city players

Players most affected negatively by this update are multi-city players in post bronze age.
Potential things to change to re-stabilize:
* re enable privileges with at least 10% leader. This will now reduce 20% of costs which can easily yield a few 100s of additional income.
* add a few percent for officials as well: you will need richer officials to counter the waste.
* reduce taxes if above 60% , re enable agricultural levies, relocate farms away from cities to lower farmer penalty
* cut back on excessive state backed productions
* re open brute huts or new guard towers.


After this update, i'm off for the holidays: so have a nice Christmas and New Year!


The City-State update
v0.5.2.x
- "democracy" -2 expansion points, military support capacity +50%, state power +20, +2 capital countrysides
- added new "city state" policy: +50% culture, -20% waste, -20% conflict, +20% efficiency, +2 capital countrysides, -3 expansion points
- "Aristocracy" reduced upkeep to 20 coins, reduced added Oligarchs to +5, increased Oligarchs support to +15
- "for the elites" influence lowered to 0.8 and added 10% waste
- "regional administrations" policy +10% waste and revokes "city state"
- removed "code of laws" disabling brute huts
- fixed bug of gaia claims becoming outposts when cutout from regional centers
- fixed evacuation failing because of loyalty or resistance
- treaties reset engagement period when renegociated
- fixed bug where building revenues considered state purchases made at retail price instead of gross price, causing inflated incomes
- growth frozen in occupied territories
- budget frozen in occupied territories (no costs, no incomes)
- russian translation update
- resistance now decreases in occupied territories based on strenght of occupying formations in the territory
- resistance now grows in occupied territories based on already existing resistance
- fixed regional transfers interrupting when region is occupied
- removed honor penalty when partisans of resistant territory win
- fixed countryside of occupied regions reverting as outposts
- fixed claims of occupied regions auto-unclaiming
- coinage tech now requires treasury
- "store of value" property makes free traders buy & resell at 150% production price and available to all
- added "store of value" to gold and silver
- rebalanced free trader buy/sell prices to better reflect world price averages
- blocked settling of new territories if insufficient Expansion points
- disabled haste for innovation projects
- doubled innovation projects research time
- reduced research points production from population
- Rebalanced taxe rate loyalty penalties to be more parabollic (higher malus on high rates)
- Privileges are applied to total region wealth instead of only produced wealth again.
- doubled effect of leader contribution (10% privileges now reduce costs by 20%) and reduced max privileges rate to 25%
- Changed back culture XP production to consider only State culture production.
- Nepotism culture penalty increased to -20%
- added UI locators to locate production buildings when trying to build over max territory limitation
- Renaming status "regional territories" as "countryside"
- Increased maintenance costs of Libraries to 15 and 25 for each tier.
- increased merchants distribution capacities to 8, 15, and 20 for each respective evolution.
- removed prodskill requirements for schools and academias
- removed prodskill requirements for all stone types (ex Limestone, Marble, Sandstone...)
- Moved back tier 2 Forum earlier (bronze age)
- Fixed merge failure of free traders offers visibility
- Fixed pressing "Esc" crashing the game.
- rustic house 3 uses shovels instead of saws, and planks instead of wood

Networking upgrade

[h3]Networking[/h3]

This is a technical upgrade replacing the infamous built in networking of Gamemaker by my 'own' one for improved stability, speed, and to allow for easier future upgrades or debugging.

Many years ago when I started this project, as a complete beginner I chose to develop it on an engine called "Game Maker". As some of you know, it's been since then a major limitation to the growth of the project due to how inadequate to this project it turned out to be. Not only that but also buggy with no means to fix the issues as it is a rather "black box" engine.

But by then it was too late to change it, as it was and still is beyond my workforce capabilities to do so.
A more feasible plan was devised: offload as much mechanics as possible from the engine into an in-house DLL.
In that DLL, things could be designed my way, executed with much higher performances, and I'd finally have the ability to fix any potential issues or upgrade it in any way as I'd be in control of its actual code.

Today marks a first step of that plan: the migration of networking.
The gamemaker's networking has always been broken, causing constant disconnections for some users or total impossibility to connect at all.
Being a closed engine, all I could do at best was try to work around the bugs instead of being able to fix them.
Now with my own networking (based on the Darkrift 2 library) no more!

- Connection stability should be much better
- Significant decrease in loading times for some users, especially those who were before affected by the Gamemaker bugs.
- Supports upnp, making hosting servers much simpler for those with rooters that support it: no need for manual port forwarding.
- Distant user (ex SE asia) should now be more able to connect to the Official servers (in Europe).

It's noteworthy to add that In the short term, there will probably be more issues than before as new bugs are discovered with testing but unlike before, it will actually be possible to fix them.

The DLL is developed in collaboration with community member Penca53, so thanks to him as well are due!

[h3]Device ID[/h3]
This update also notably replaces the external program called "device_id" as it's now also been integrated into the DLL.
This small tool used to create regular issues with antiviruses flagging it or even deleting it, preventing the game to launch properly. So this shouldn't happen anymore.

[h3]Next upgrade[/h3]
After networking, the next planned DLL migration will be that of the pathfinding systems which should yield huge performance gains, especially for servers when managing larger battles.
I hope that thanks to this, i'll finally be able to see large battles in realtime without "pausing" between each battle turn.

Minor Patches

Here are the changelogs of the multiple minor patches that have been applied since the last update.

The next update will be a purely technical one: finally changing the broken built-in networking of the engine by my "own" networking which should be more stable and fix the issues some people have with constant disconnections or failed loading.


[h3]Minor Patches[/h3]
v0.5.0.x
- always display free trader buy orders even if locked
- increased silver & gold ores production skill material bonus by +2% per level, decreased efficiency bonus by 5%
- fixed UI bug in building menu production summary
- decreased victory cycle reduction factors (server age & active players)
- fixed bug with social access quality not supporting decimal values
- added new state resource tag making state backing automatic for free services like administration or intimidation
- fixed bug of administration and state power state backing not working
- fixed bug of deer hunting spots being deletable
- removed primitive spawns on swamps
- reduced 1st brickworks efficiency and mudbricks workforce needs
- allowed bricks to be produced by 1st brickworks
- reduced difficulty triggering kiln tech idea
- removed need for prodskill lvl 1 for bricks and mudbricks
- monies cost of Aristocracy decreased from 100 to 40
- trade orders mmust now be of minimum 10 monies worth.
- fixed critical money exploit
- increased workforce per production of gold & silver to make foundry management easier
- fixed no-worker buildings (forum, wells...) from appearing as idle
- fixed issue of buildings becoming unprofitable when upgrading
- rebalanced difficulty scaling of innovation projects
- added research points reward to mission prior of sedentarity to prevent waiting
- lowered required work of metallurgy project
- fixed bug of 0% chance projects still suceeding sometimes
- fixed bug in supply/demand calculation for state backed productions when storage variation is negative
- removed need for doctor prodskill lvl1
- fixed UI bug in natural production sources in building menu
- lvl 1 market no longer needs axes or builders
- implemented option to for servers to auto-wipe & restart after victory
- fixed bug in treaties where being in debt prevented any treaty to be signed
- implemented territories auto-reverting to outpost if no longer meeting contiguous conditions
- fixed privileges wealth gains not being decimal
- added missing life quality influence in the UI of breeding rates
- added -30% basic breeding rates to regional territories
- Fixed UI bugs with "max subordinates" of other nation members preventing nation reorg
- techs council & tributes gives +1 subordinate. treaties reduced to +7.
- implemented territories auto-reverting to outpost if attached to overexpanded regional capitals deeply in administrative debt (-100)
- increased 'loot' from barbarian wolves and bears to 100% of killed animals.
- fixed bug where upgrading buildings in regions assumed you passed over the limit of production buildings
- rebalanced fisheries efficiency
- changed fishing boats project material from iron to bronze
- fix attempt of crashes caused by prospection data loss on some clients
- fixed bug where territories of occupied city are accessible to occupant
- fixed bug causing wrong prices in gift economy
- fixed UI bug with wrong available formation types in territories
- fixed UI bug in annexes
- fixed bug with Cultural level having an incorrect speed
- increased work cost for "village" project
- fixed bug not allowing to destroy ruins of unavailable buildings
- increased culture XP gain speed
- fixed bug of regional territories not providing full movement cost reduction like other settlements.
- fixed bug with inactivity timer being too low for newly created characters
- fixed issues with spawning close to another character through invite
- allow recruitement of settlers in territories
- fixed price issue: industrial market study can't be lower than 'minimum price'
- fixed bug with project haste action having no effect in some cases.
- added missing tax services as "state resource"
- reduced hunt action difficulty
- fixed hamlets missing possibility to get 1 territory

The Research overhaul update

This update is an overhaul of research and knowledge mechanics, adding the ability to speed-up projects with Research Points, innovation projects to trigger new ideas, diplomatic knowledge transfers (and not just ideas) and project setbacks when failing instead of having to repay & restart the project from zero.
This update also contains 2 other major features: Expansion points replacing State Power for territory maintenance, and an NPC automatic trader called the 'Free traders'.


[h2]Infallible projects[/h2]
This has been a common criticism of the game for a very long time: frustration from projects failing due to bad luck with RNG.
Now projects can no longer fail. Instead, if the success odds fail when completed, the project suffers a "set back", losing only research progress.
This means its finally no longer required to manually restart failed projects, or to repay materials and costs.
Additionally, suffering a setback now gives a special "experience bonus" increasing the odds of success on the next trial. The bonus is proportional to the initial success odds so that if you had the bad luck of failing a high 80% success rate, it will ensure the probability to fail again further decreased.
This should make research less of a hassle and reduce the frustration from RNG bad luck.

[h2]Research Points[/h2]
Population and research buildings now generate global Research Points which can be accumulated to a certain extent.
These Research Points can be used to 'Haste' ongoing projects at will, insta-finishing them.
The point of this mechanic is to offer a recourse when failing a critical project: now instead of having to wait another day for the second attempt to complete, you can use your stored points to finish it right away.
It also allows player to make better use of their gaming sessions: instead of having to launch the game just to start a critical project and then having to wait the next day to start using what it unlocks, its possible to insta-complete it and use it right away.
This should reduce "RNG" frustration and improve time efficiency of sessions.

[h2]Transferable Knowledges[/h2]
It is now possible to transfer not only ideas, but actual full Knowledges. However these require the sender to pay for the transfer in stored Research Points.
This should help player help out allies that are far behind with many cheap knowledges missing, or to 'sell' valuable knowledges to others.

[h2]Innovation projects[/h2]
A new kind of projects has been added as well to make technological progress more pro-active in mid/late game: innovation projects.
These projects allow you to target a global research domain and potentially earn a random new idea in that domain when successfully completed.
Most Innovation projects become available with the Academia knowledge.
Academies and other research buildings (like Libraries or Architects) now also help by generating extra Research Points, further allowing players to be pro-active in technological progress or knowledge reselling.

[h2]Expansion Points[/h2]
The 2nd major aspect of this update is that territorial statuses now cost "Expansion Points" instead of State Power.
The point of this new feature is to simplify the balancing of players expansion by having a stat dedicated only to it, separating it from State Power that is used for many other unrelated things.
Expansion Points are unlocked by Policies or by new knowledges.

The exceedingly binary balance of city-state + outpost-spam followed by unlimited expansion with "regional administration" policy was also rebalanced thanks to this new stat: Expansion points are now earned much more gradually as the game progresses.
It's possible to grow multiple regions in early game again while "Regional administrations" remains a critical policy unlocking the territorial statuses of towns and cities outside the capital.



[h2]Free Traders[/h2]
The 3rd major aspect of this update is the introduction of the "Free traders" NPC to improve trading by boosting liquidities on the markets.
This NPC trader serves as an expensive intermediary between sellers and buyers operating with very high slippage between buy price and resell price, but whose sell offers are available to everyone regardless of trading agreements.
This NPC trader only buys resources from players that are specialized in production at least to lvl3, and buys at a very low price based on the world average 'minimum price'. However, it's buys are unlimited.

The purpose of Free Traders is double: providing exporting players a guaranteed output for their specialized productions (reducing the hassle of spamming trading treaties to everyone), and populating the market with large stocks of resources available to everyone (thus at a high price) so that players are less likely to be completely locked out of critical resources.

The prices of the Free Traders are also affected by the amount of resources they have in 'stock', and these stocks naturally decay based on the total world population. This prevents excessive exploits of a overselling a unique resource type for infinite incomes.
The free traders also allow Solo players to profit from trade and specialization of productions.

[h2]Cost of Consumption traditions reduced by half[/h2]
The cost of consumption traditions has been reduced by half.
However, because costs of 0.5 wouldn't work, it's the earning speed of new Civpoints that had to be doubled as well as the cost of other traits.
This means cultural levels now cost half the XP (thus being gained twice as fast) and that production skills now cost 2 Civpoints per level instead of 1.
This makes adopting the consumption of new resources much cheaper than before.


The research overhaul update
v0.5.0.x
- lowered difficulty of Herbalism
- lowered difficulty of Metallurgy
- fixed bug can't reinforce units when techs of equipment are unknown
- added retroactive civpoints bonus to compensate for the update's effects
- blocked troop transfers when formation is encamped
- fixed bug of alcohol ideas triggering without needed materials
- upgrading townhall buildings now auto-changes the territory status as well
- it's now possible to upgrade townhall buildings instead of building a new one
- added passive decay of free traders stock based on global world population
- added free trader price variations based on current stocks
- added NPC faction of Free Traders
- "Free traders" resell goods at 200% world average retail price, available to everyone regardless of trading agreements.
- Resource prodskill lvl3+ unlocks NPC "free traders" purchasing offers at 80% of world average minimum price
- fixed various issues with walls & cliffs connections
- fixed bug of abandonning settlements still now properly cleaning population from houses
- added abandonned building visual effects
- cancelling building demolition no longer gives free rebuild unless only 1HP was lost.
- restauring building is free if building has only lost 1HP
- outposts no longer allow for industries
- town & city statuses only available for capital unless "regional governements" policy is active
- excluded State Power & admin buildings from insolvency auto-abandonments
- outposts now require "territorial patrols" tech
- regional territories & settlers are now available pre-leadership
- implemented "Expansion Points", replacing State Power as territory maintenance costs.
- doubled civpoints production + double prodskill costs = consumption traditions cost reduced by 50%
- fixed bug allowing to disband herds on the worldmap
- added possibility to transfer knowledges in treaties, costing Research Points to the sender.
- removed salaries from GDP
- temp reduction of the effect of treasury on monetary value
- added categories to knowledges & category filter in the UI
- added new type of project that has chances to give a new idea in a specific knowledge category when completed.
- agriculture unlocks agricultural innovation projects
- architecture unlocks contruction innovation projects
- academia unlocks innovation projects in society, sciences, economy and metallurgy
- added new "research" tab & UI to territory menu
- Elder circle, library, architect, and Academia services now generate extra Research Points.
- Failure of research projects now cause a progress setback instead of total failure.
- Failing a project gives an experience bonus increasing odds of success on the next trial.
- added bufferable "Research Points" that can be used to haste the completion of ongoing projects.
- improved project completion time prediction
- renammed "teacher" class as "wisepigs".
- libraries now employ wisepigs instead of officials.
- removing profitability rate variations when distributed directly or by merchant: setting everything to 50% rate to prevent profitability issues with state backed industries buying ony at wholesale price.