The early Incomes update


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

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.

Forced labor
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.

Agricultural levies
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.

Income Tax
The “classic” income tax is also now available much earlier since the Treasury policy instead of post coinage.

Victory Point rewards
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.

Administration & waste rebalances
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
– 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 labour”
– forced labour now affects loylaty proportionnally like other taxes
– forced labour 60% flat conflict lowered to 5%.
– removed gift eco negative budget causing State power penalty
– removed meat from production tributes
– changeed 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 someones 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 puting 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

The biggest update

This update is the biggest update since the early access release that cumulates more than 9 months of features, exploit-fixes and bug-fixes!

Capital buildings

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.

Nation growth

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.

Regional territories

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.

Regional centers

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.

Trade routes and cargo

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.

Legitimacy and Oligarchy

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.

Community work

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.


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.

Economy fixes

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.

Officials and State employees

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.

Despotism, Democracy and Republic

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.

City states

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.

Player life-quality features

  • 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.


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

– 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 8×8
– pastures size increased to 12×12
– 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 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

– 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

Improving the Civilization Points Update

This update focuses on polishing the previous update that introduced the Cultural system with Civilization Points.
Based on community feedback and experience from the ongoing games, it rebalances many aspects of the Cultural system.

  • Traits can now be revoked, but it requires a significant time to do so and it can only be done one at a time.
  • The bonuses given by production skill levels have been rebalanced and are now specific to each resource to ensure each resource is more worth specializing into.
  • Military units no longer require the equipment techs to be recruited, allowing for more weaponry trading and specialization (ex: archers can now be recruited out of bows even if you don’t have the bow production skill or knowledge)
  • The formula for progress towards new Cultural levels has been changed. Instead of being simply the total of produced State Culture, it is now the total of State Culture produced per habitant *100. The reason for this is to eliminate the population amount of this equation, as it favored too much players with lots of city vs players playing with only one or two. Now both can earn new Civpoints at the same rate, and average life quality in their city is what will differentiate them.
  • Cultural traits are now reset when spawning in a colony or as a new leader, and automatically reassigned based on the city’s contents. 

This update also sees the introduction of the Official Test Server, that will be running in the Tester branch to test upcoming patches before they are applied to the Main branch. 
To play on the Tester branch, you need to go into the game steam properties, in the beta tab, and select the branch “tester”. 
This will allow less frequent and more stable updates on the main branch, and therefore the rest of the servers, but it does require players willing to play in a more unstable test version of the game. I had tried this before when the early access started but the Test server couldn’t maintain enough active players to be worth it. As long as this one remains active, it will allow for more stable and smooth game updates.

Improving the Civilization Points Update
– cutural traits are procedurally reset and reassigned for colonies and new leader spawns
– added confirmation popups before making cultural point changes
– added ability to revoke cultural traits one at a time (about 48h for persistent games)
– progress of cultural level changed from ‘total produced state culture’ to ‘total produced state culture per habitant x100’
– fixed culture intelligence feedback loop: culture generated by population is now affected by Life quality rather than intelligence
– fixed issues with bloomery tech idea
– agricultural food skills now provide a much bigger productivity bonus (about +20% per level)
– made custom productivity/materials bonus per resource instead of 1 single value for all resources
– updated wealth production of buildings to account for productivity bonus of cultural skills
– units can be recruited out of available equipment even if the techs to produce these equipments are not known
– all consumable related techs now auto enable consumption trait as well as production (when these are required)
– free production skill for pottery, cloth, and leathercloth
– wooden battlements are now unlocked by ‘construction’ knowledge (same time as wooden platforms)
– production skill of meat only unlocks with ‘Animal capture’ knowledge
– increased range of flint collectors, mud camps, woodcutters
– free production skill for flour resource

Previous hotfixes
– fixed empty chat notifications at every restart
– fixed “my games” tab not working
– fixed armies retreating voluntarily (ex out of ammo) from not auto encamping
– fixed crushing victories not giving loot to winner
– added failsafe to prevent invalid nb of used civpoints
– fixed missing recruitable units: wolf warriors, bearserkers, elephants
– fixed but with hunting mission not completing if first attempt failed
– fixed nations names not updating when game is over
– fixed UI issue with GDP exceeding value limit in territory menu
– fixed UI issues in the trade orders text inputs
– fixed another issue in battle pathfinding between defensive layers causing battle issues
– fixed bug where production skill levels don’t provide correct bonuses (lvl3 is lvl2)
– fixed bug where civpoint monopolized by ongoing projects is not freed before trying to auto-enable trait, causing it to fail
– fixed bug causing migrants resettling to generate too much local culture in small settlements
– excluded workmarkers (building platforms & terrain) from inaccessible self destruction
– fixed NPC factions having 0 skills/consumptions
– fixed problem with state ownership costs when combined to an export trade route
– implemented max values for trade offers
– paused auto-destruct of infrastructures if there’s an ongoing battle
– fixed bug causing erratic movements of units in battles leading to server crashes and stuck battles.
– theater, baths, washing and tavern services don’t require production skill

The Civilization Points Update

The Civilization Points Update

Adds Cultural policies, resource consumption choices, production specializations, battle balance improvements, and server performances improvements.


Civilization Points and Cultural Traits
This update adds a significant new long-time planned gameplay mechanic to the game: Cultural Traits.
Cultural Traits are like Policies but for Culture. Unlike Policies, they are – at least for now- permanent once enabled, and they require “Civilization Points” to be enabled.
Civilization Points are earned in 2 ways: one can earn them by completing the early missions or by levelling up your culture.
This happens in a similar way as an RPG game: the ‘XP’ is the State Culture all your cities are producing and everytime the XP bar is filled you gain a new level and unlock an additional Civilization Point.
As with RPGs, with every new level it requires more State Culture to be produced before reaching the next one.

This update comes with 2 cultural traits: consumption customs and production skills.
– Consumption customs represent the adoption of a resource by your population and the cultural custom to consume it.
Indeed, from now on, distributable resources are no longer automatically consumable by the population. Each resource needs to be adopted with a custom costing 1 Civilization Point, although some common resources have the special property of not requiring a cultural custom (ex: the Doctor service).
– Production skills unlock the ability to produce a resource. From now on, like the consumption of resources, a cultural trait is required to enable their production. Like Customs, some common resources also have the property not to require a cultural skill to be produced (ex: tools).
However, unlike consumption customs, production skills have up to 5 levels: the first level enables the production while investing additional Civilization Points will increase the productivity of the resource and reduce its material costs or increase the natural sources productivity (depending on the resource type).
The result is that it now costs a minimum of 2 Civilization Points to enable both the consumption and production of a resource, and it is also possible to choose to only adopt the consumption or production of resource types, or to invest mode points to specialize in the production of a specific one.

The reason behind this system is to favor specialization, trading, and teamwork against players trying to do everything by themselves.
It will now be much harder to hoard all food types right at the game start, and players working together to specialize in complementary resources will be necessarily more efficient than someone spreading Civilization Points to produce everything.

Battle improvements & anti-small troops rebalancing
Besides this new system, this update brings significant fixes and improvements to battles and server performances.
It aims to fix the recent overused practice of making many troops with only a few units instead of a single maxed out troop, as it turned out to provide an absolute advantage versus the bigger troops.
It also aims to improve the resolution of larger battles that, combined with the practice of using many small troops, have caused huge strains on the servers (and even causing Server 5 to be shut down unable to resolve a giant battle taking place there).

Many things have been modified to re-balance big troops versus smaller ones, especially for range units who now get a ballistic malus below 5 units, and extra attacks for larger troops. 
All troops in general now cost 1 extra coin of upkeep, so that using multiple small troops comes at as more expensive as well.
Cavalry has been significantly buffed with the addition of a special “melee mobility” property that makes them considered as ‘in movement’ even when engaged in melee. This gives them an extra advantage against range units, because moving units benefit from a bonus proportional to their moving speed against missile attacks (harder to hit). The ballistic range of mounted archers was also increased, and a bug causing their attack rate bonus to be ignored was fixed.
On top of that, troop mass now plays a significant role in melee combats at every turn and not just during the initial charge. This also strengthen the melee advantage of larger troops versus smaller one, as well as cavalry units in general.
Mounted archers should now be a much better anti-archer unit  (although they still lack a skirmisher movement ability to avoid being engaged in melee).

Least but not last, infrastructures such as walls are no longer allowed on inaccessible tiles and will self destruct on inaccessible tiles.
This will put an end to the practice of the ugly ‘grid wall’ forts made with walls stuck together without any spacing or access.
Yes, this will cause counter intuitive issues in some specific cases of placing walls on cliff edges, but its a price i’m willing to pay to put an end to the practice of these forts which were common due to their cost efficiency.


The Civilization Points Update

– Introducing Civilization Points, used to enable Cultural Traits
– Implemented Cultural Level, which levels up from total produced State Culture and where each level unlocks a new Civilization Point.
– Added new Culture tab in Government Menu for Cultural policies
– New cultural trait: consumption custom, needed to unlock demand of a resource by population
– New cultural trait: production skill, needed to unlock production of some resources + allows for production specialization
– added self-destruction of infrastructures on inacessible tiles (ex walls)
– added visual icon to tag inacessible buildings & infrastructures + delay before making it effective
– penalty of ballistic skill -6% per unit for range troops below 5
– range units +1 attack per 5 units in troop
– +1 upkeep per troop in a formation
– adding ballistic skill malus to range units firing at an enemy that is engaged in melee (-50%)
– improved behavior of range units in open field defensive zones and collisions with enemy troops
– fixed pathfinding bug causing units to sometimes ignore stoping at x distance from path target (ex for range units, causing them to run into melee)
– fixed bug where formation redeploys on territory edge if a 2nd battle happens after it moved into it in a battle
– fixed bug causing some units to have incorrect attack speed (ex mounted units missing extra attack)
– increased ballistic skill of mounted units
– adding “mobile attacker” property to mounted units, so that they benefit from moving cover against range attacks even when in melee
– added melee skill modificator based on the ratio of attacking troop mass to defending troop mass: gives a strong melee bonus to larger troops vs smaller troops.
– added random anim offset for siege rams to prevent all sounds from adding up at the exact same time
– fixed battlecode issue where troops navigating between defensive layers would not see existing wall and gate breaches, causing them to make more useless breaches.
– fixed battlecode bug where stairs on cliffs would have a very high pathfinding cost in siege, causing units to alway climb instead
– fixed battlecode bug where troops have incorrect siege priorities in forts with more than 2 layers (gates)
– server optimization: battle pathfinding avoids calculating same path twice if 2 troops share the same exact path
– server optimization: refreshment of light regions improved to reduce loading/unloading region data frequency
– server optimization: reduced frequency of light regions refreshing and reducing it when there’s ongoing battles
– fixed bug allowing to accept a treaty twice in a row
– fixed a possible server crash happening during a rebel leader spawn if multiple rebel armies are present on spawn location
– colonies income modififactor increased from -75% to -85%
– fixed bug with loyalty not being reset in secondary cities in a succession spawn.
– made separate project and trigger to allow for horseback riding tech out of camels only
– fixed bug causing issues with Goldsmithing tech
– fixed bug causing some hidden resources not to show up when having the idea for it (ex: pearls)
– removed inventory control of national armies for anyone but the formation owner.
– fixed passive troops (civilian units) still doing pillage when part of an attacker’s formation
– fixed UI issues in nation hierarchy of large nations
– fixed logic problems with combinations of gates + cliff + stairs
– fixed edges display glitches when building while heights display is also disabled
– fixed issues with wall logic connections with cliffs causing incorrect tile edges to get blocked or not.
– fixed issues with tribal rebellion event
– battle deployment: improved choice of region border when an army is deploying from the edge but not coming from any previous tile
– reducing adornments need to 25 for leadership mission

In previous hotfixes:
– investigate unusually low or oddly located ressources in terrain generation since last patch
– fixed issue causing invalid resource placement in terrain generation
– fixed issues with “copper age ” mission
– fixed battlecode error causing infinite battle
– fixed bug of black flags missing their amblem
– randomized order of events when inspecting events to trigger
– fixed solo game server not auto closing
– fixed bug with neutral formations registering as main defender in battles
– added mission for animal husbandry
– reduced max wood collection action to 30
– made collecting action unit number based and not strength based
– made formation collecting actions only possible on empty tiles