Current version is 2.1.3 and I've done a ton of balance changes since last time:
- You can now only build 1 of each territory building in a territory (works similar to cities now)
- You now need 25 pops per building
- Raised unrest in unhappy provinces
- Different cultures are now harder to convert
- Mismatched deities no longer decrease conversion
- Great battles now trigger with 3000 men
- Lowered AE decay for extremely large empires
- Lowered levy size for extremely large empires (to simulate bureaucratic inefficiency)
- Raised wages for larger empires
- Raised stability cost for larger empires
- Cities now only provide 1 trade good automatically (metropolises only provide 2 now instead of 3)
- Lowered building slots and popcapacity from Cities and Metropolises
- Nerfed harbours to 2 trade goods per state (from 4)
- Nerfed ziggurats to 2 assimilation/conversion speed (from 3)
- Slightly nerfed fisheries
- Nerfed trade building to only provide 1 trade route along with a higher cost
- Lowered commerce income from various sources
- Lowered assault ability by 40% for everyone
- Assaulting takes more dmg now
- Slaves become unhappy now if you treat them poorly (for some reason they didn't care before)
- Slightly nerfed Anabasis
- You can no longer get palaces from random events
- Buffed Gutium again
- Made slave revolts more common
- Increased size of tribal hordes
- Nerfed some OP government ideas
- Fixed a bug with Egyptian missions
- New heritage effects for Uruk/Ur
- Fixed the Development of x missions again
- Fixed Akkadian Empire decision not requiring owning Akkad
- Fixed conversion to tier 4 government because you were too advanced in Bureaucracy so you were stuck with tier 3
- Fixed a lot of broken GFX
- Reduced mod file size
- Fixed broken commerce modifier
- Removed more legacy code
- Most buildings now grant civilization value
- Added yearly event that makes AI colonize areas
- Palaces cost a lot more
- Fixed Aquaducts
- Slightly nerfed Scribe Schools
- Gave Garrisons a boost
- Nerf to pop happiness for non primary/integrated culture pops, same for different religion pops
- Fixed single provinces having -50 food capacity
- Decreased AE decay heavily the larger you get, if you do a large conquest you will now need appeasing stance to deal with AE
- Added a slight reduction to province loyalty per nation rank to simulate the troubles of imperial administrations
- Fixed Fisheries not counting as farms
- Fixed missions requiring farms be built in cities
- Nerfed fruits by 60%
- Fixed desecrating holy sites giving Stability due to deleted epicurean tech
- Made secret decision appear slightly quicker
- Removed trade goods not on the map from the game
- You now only need 3.85x the fort level to siege to allow sieges after taken 1 attrition hit with minimum levy
- Made sure the naval attrition workaround is always activated and not dependent on player idea choices
- Fixed many bugs with the Infrastructure mission, you should now be able to complete it all the time (no need to avoid taking it anymore)
- Removed unnecessary old monument code
- Fixed Iron being used in some events, replaced with copper
- Fruits are now food
- Actually fixed the Trading Colony this time and added a tooltip
- Stopped ai from building City Infrastructure when it can build other stuff
- Heavily nerfed City Infrastructure so you should only build it when there's open building slots and nothing else to build
- Buildings now take 20 pops
- Fixed generic missions requiring Iron before it was invented
- Slightly nerfed large empires
- Fixed a bunch of scripts related to trade goods so no events/missions should break any more
- Harbors are now Harbours as British English is superior to American English (No need to thank me Lambert)
- Removed the militant religion tech as it's broken
- Fixed crash related to trading colonies
- Fixed looping debug event
- You can now only build 1 of each territory building in a territory (works similar to cities now)
- You now need 25 pops per building
- Raised unrest in unhappy provinces
- Different cultures are now harder to convert
- Mismatched deities no longer decrease conversion
- Great battles now trigger with 3000 men
- Lowered AE decay for extremely large empires
- Lowered levy size for extremely large empires (to simulate bureaucratic inefficiency)
- Raised wages for larger empires
- Raised stability cost for larger empires
- Cities now only provide 1 trade good automatically (metropolises only provide 2 now instead of 3)
- Lowered building slots and popcapacity from Cities and Metropolises
- Nerfed harbours to 2 trade goods per state (from 4)
- Nerfed ziggurats to 2 assimilation/conversion speed (from 3)
- Slightly nerfed fisheries
- Nerfed trade building to only provide 1 trade route along with a higher cost
- Lowered commerce income from various sources
- Lowered assault ability by 40% for everyone
- Assaulting takes more dmg now
- Slaves become unhappy now if you treat them poorly (for some reason they didn't care before)
- Slightly nerfed Anabasis
- You can no longer get palaces from random events
- Buffed Gutium again
- Made slave revolts more common
- Increased size of tribal hordes
- Nerfed some OP government ideas
- Fixed a bug with Egyptian missions
- New heritage effects for Uruk/Ur
- Fixed the Development of x missions again
- Fixed Akkadian Empire decision not requiring owning Akkad
- Fixed conversion to tier 4 government because you were too advanced in Bureaucracy so you were stuck with tier 3
- Fixed a lot of broken GFX
- Reduced mod file size
- Fixed broken commerce modifier
- Removed more legacy code
- Most buildings now grant civilization value
- Added yearly event that makes AI colonize areas
- Palaces cost a lot more
- Fixed Aquaducts
- Slightly nerfed Scribe Schools
- Gave Garrisons a boost
- Nerf to pop happiness for non primary/integrated culture pops, same for different religion pops
- Fixed single provinces having -50 food capacity
- Decreased AE decay heavily the larger you get, if you do a large conquest you will now need appeasing stance to deal with AE
- Added a slight reduction to province loyalty per nation rank to simulate the troubles of imperial administrations
- Fixed Fisheries not counting as farms
- Fixed missions requiring farms be built in cities
- Nerfed fruits by 60%
- Fixed desecrating holy sites giving Stability due to deleted epicurean tech
- Made secret decision appear slightly quicker
- Removed trade goods not on the map from the game
- You now only need 3.85x the fort level to siege to allow sieges after taken 1 attrition hit with minimum levy
- Made sure the naval attrition workaround is always activated and not dependent on player idea choices
- Fixed many bugs with the Infrastructure mission, you should now be able to complete it all the time (no need to avoid taking it anymore)
- Removed unnecessary old monument code
- Fixed Iron being used in some events, replaced with copper
- Fruits are now food
- Actually fixed the Trading Colony this time and added a tooltip
- Stopped ai from building City Infrastructure when it can build other stuff
- Heavily nerfed City Infrastructure so you should only build it when there's open building slots and nothing else to build
- Buildings now take 20 pops
- Fixed generic missions requiring Iron before it was invented
- Slightly nerfed large empires
- Fixed a bunch of scripts related to trade goods so no events/missions should break any more
- Harbors are now Harbours as British English is superior to American English (No need to thank me Lambert)
- Removed the militant religion tech as it's broken
- Fixed crash related to trading colonies
- Fixed looping debug event
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