In this update6
Full notes
Full City States: Medieval update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey Everyone,
What changed
- UI and audio
- Balance
- Fixes
- Maps
- Gameplay
City States: Medieval changes
We have another solid update for you this week - focused mostly on UI improvements, especially on the world map.
The biggest part of this update is the reworked Trade Goods UI. The world map trade goods bar is now cleaner, easier to read, and shows more useful information, including monthly production and trade agreement consumption.
We`ve also reworked the Resources UI, with a major round of fixes to income and upkeep tracking. Tax income, base income, and happiness bonuses should now be shown much more clearly and accurately.
In addition, this update includes a lot of balancing work, especially around battle food drain, looting, naval combat, AI unit training, siege weapons, livestock, and mid to late game wood economy.
There are also several important bug fixes, including fixes for Home City recruitment, RTS wall defense construction, and world map building options, along with some new art polish for mounted unit portraits, Muslim stone towers, and campaign map terrain.
And once again - thank you so much for the reports, feedback, and support during Early Access!
And now, here are the full notes for Update #5:
Reworked Trade Goods UI
World Map Trade Goods bar has been reworked to be cleaner and show a lot more information
Shows how many trade goods are being produced monthly
Mouse over a trade good to see city production and trade agreement consumption
Trade goods text is now easier to read on the world map
Trade Goods bar no longer shows 0 for goods the player does not have
Reworked Resources UI
Major round of fixes to resource income and upkeep shown on the World Map Resources UI
Tax income is now properly shown
Fixed issue with how base income was added and tracked
Fixed issue with tracked values increasing when a city or army is opened
Added tracking for happiness bonuses to silver, food, wood, and stone production
Fixes and Additions
Fixed major issue with armies being unable to recruit units from the Home City
Fixed RTS wall defense construction - Ballista and Catapult could be built without research
Level 3 trade buildings now have a Disable option on the world map
In naval combat, ship catapults can now be targeted by melee units
On the world map, hero portraits on hamlets are now much larger - players can no longer lose track of the hero
Game speed is now much easier to see in both RTS mode and on the world map
Major Balance Changes
Player can now loot during battle, with silver going over the cap
Food drain in battles increased by 25% - more attention is now required to food during sieges
In naval combat, the more siege weapons the player army has, the more siege catapults will spawn
During combat, AI will train new units much faster
During siege combat, progressing quickly and destroying AI buildings is now key to stopping them from training more units
Other Balancing Changes
Swordsmen can no longer be trained by Western culture with just a Mustering Hall - Barracks are now required
Livestock now generates 20% less food over time in RTS mode
Corrected cost of some trade goods buildings to only require wood and stone, not silver
Fixed issue with some trade goods building upgrade costs being extremely low
Siege weapons now have higher wood upkeep, adding more pressure to the mid to late game wood economy
Art Updates
Reworked and improved portraits of mounted Western units
Mounted portraits no longer show low-poly horse models
Improved the art of Muslim stone wall towers
Polish to campaign map terrain
Source
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