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Steam News27 July 202620d ago

Week 2 Patch is here!

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.

In this update7

Full notes

Full Imperial Ambitions update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

11 fixes2 additions20 changes2 removals
  • Gameplay
  • Maps
  • Balance
  • Performance
  • Fixes
changedGameplayTiles within 1 or 2 distance from every town reveals their resources to ALL players. not only their owners. (distance is difficulty dependent)
changedGameplayRevealing ores within your own land reveals it to all factions.
changedGameplayInflation is now calculated from existing spending and earnings but changes slowly.
changedGameplayMerchants now require seasoning and are recruited from apprentices.
changedGameplayDepression causes units to give labor equal to their prior classes.
changedGameplayRiots causes laborers take 1 labor instead of giving any.

Imperial Ambitions changes

changedTiles within 1 or 2 distance from every town reveals their resources to ALL players. not only their owners. (distance is difficulty dependent)
changedRevealing ores within your own land reveals it to all factions.
changedInflation is now calculated from existing spending and earnings but changes slowly.
changedMerchants now require seasoning and are recruited from apprentices.
changedDepression causes units to give labor equal to their prior classes.

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

Steam News / 27 July 2026

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