In this update7
Full notes
Full Imperial Ambitions update
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What changed
- Gameplay
- Maps
- Balance
- Performance
- Fixes
Imperial Ambitions changes
New labor production scheme Steam post image
Peasants 1 labor, Apprentices 3 labor, Artisans 5 labor, Master 1 labor +30% bonus to town labor.
now 2 beverage is produced using 1 wheat/grape/coffee/tea and 1 labor.
cigar is replaced with stimulant.
2 stimulants are produced using 1 tobacco/poppy and 1 labor.
Gameplay
Tiles within 1 or 2 distance from every town reveals their resources to ALL players. not only their owners. (distance is difficulty dependent)
Revealing ores within your own land reveals it to all factions.
Inflation is now calculated from existing spending and earnings but changes slowly.
Merchants now require seasoning and are recruited from apprentices.
Depression causes units to give labor equal to their prior classes.
Riots causes laborers take 1 labor instead of giving any.
Slaves can now be Emancipated.
Slaves get sick and plagued faster.
Towns lose half of their logistic level when invaded.
Higher grudge decrease post battle.
Insult ability for Linguist is now a faster way initiate war.
Multiple logistic levels can be changed in a single turn.
Any replantable resource can be subject to seed saving as long as they are produced at least +1 per turn by locals.
Now Grapes and Olives contribute to self-sufficiency as well as food resources
AI
Computer dynamically sets the trade policy depending on grudge and strength
Computer actively tries to make peace
Computer tries to recruit more balanced armies
Computer seeks to establish colonies more effectively
Note: Computer still does not spawn armies out of air.
Visual
Selecting a town will highlight its production on the map (like it does for builder and merchant but for only selected town)
Exclamation mark is shown on the unit banners (top of the screen) if the unit is "starving" or has HP less than 25
Now camera can center at the edge of the map, making Seediary work properly at the western edge of the map.
Some out of date end game visuals are updated.
An indicator now shows whether a citizen was supplied locally (self sufficiency) or by the capital or neither. If citizens are capital supplied, the missing item is indicated. This should make it easier to follow the citizen status.
Map
Plant Resources now spawn only at suitable locations.
Initial plant resources in the real map are now placed only at locations with matched conditions.
Performance
The performance issue when a merchant next to a town is selected is now resolved.
Memory-related issues are addressed.
Fixes
Builder can now be produced when the net reserves allow.
Maize and tobacco bugs are fixed.
Road building and demolishing animations fixed.
Russia correctly gets presbyter instead of priest
Mamluks can longer produce knights
Disbanded merchants and shadowmasters now successfully remove their trade/smuggling routes
Local trade imports now not shown in Production tab, since local imports are consumed by private sector
Capital trade imports/exports now show in the Production tab if they are not consumed by privates sector.
Recruitment projections now showing correctly in the Recruitment Tab
Enclosure Acts no longer cause food production to require labor.
issues with battles at the edge of the map are resolved
Steel production is now correctly shows in the the production list
Source
Changelog.gg summarizes and formats this update. How we read updates.
