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Steam News14 September 20241y ago

The Thinite Update

The 0.62 update is here ! Called the Thinite Period update, this update will add two more startdates where Egypt is playable with its narration and events around the troubles that came in the centuries after its unifica

Full notes

Full Rise and Fall: Bronze Age update

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

What changed

0 fixes2 additions5 changes0 removals
  • UI and audio
  • Events
  • Maps
addedThe 0.62 update is here ! Called the Thinite Period update, this update will add two more startdates where Egypt is playable with its narration and events around the troubles that came in the centuries after its unification. For the land of the Pharaohs is not quiet, and in the shadows linger the dark power of the Master of Nagada... Numerous bugs correction and tweaks have been made, and some assets have been also added to make the UI better and more clothings elements for the characters in the game. Of course, here the complete patch note:
addedEvents added Events before the unification of Egypt -Added one event for the faction of Ma-Hedj in 3400BC that if they take Nekhen, they become the new Horus -Added one event for the factions of Sha and Uab in 3400BC that if they take Nagada, they become the new Set -Added three events for Upper Egypt after its unification if its capital is south of Abdjou to move it there. One for Nagada, one for Nekhen and one for the other factions -Added 6 events for the dates of 3400 and 3250BC. They are 3 sets of two events that will occur after the first year of the second and of the third ruler of a united Egypt. Each depending of the culture of the ruler(Lower Egyptian, Middle Egyptian and Upper Egyptian). It will give an increase of 15 and then 10 Revolt over all the territories of the last region or the last regions that you have conquered when uniting Egypt. A Lower Egyptian will have revolt on all Upper and Middle Egypt regions. A Middle Egyptian will have revolt on all Lower and Upper Egypt regions. And an Upper Egyptian will have revolt on all Lower Egypt region -Added two more events during regencies, one that reduce the loyalty of all your clergies, one that do the same for the nobles -Added one event for when the egyptian cultures begin to practice incestual mariage for their rulers around 3300BC
changedEvents after the unification of Egypt -Added two events coming after you unite Egypt and if your ruler is less than 45 years old. It will give you the choice to marry a noblewoman(from Upper Egypt if you are Lower Egyptian, from Lower Egypt if your are Upper Egyptian). This will reduce your Maat and put the territories of this region at 75 Autonomy. But if you do so, you will not have the revolt events at thes death of the first and second ruler of Egypt. This event should mimic the possible fact that the mother of Hor-Aha was of Lower Egypt where Narmer was a king from the south -Added an event happening between 3050 and 2900BC where if you have a regency that last at least 4 years, the Queen Regent will reduce the Temporary Influence of both clergies and nobles. Its inspired by the regency of the Queen-Regent Merneith/Meryt-Neith -Added an event giving you the possibility to rename your ruler to Narmer when you form Egypt -Added two more events for the first century of unification of Egypt. If you let a territory slip of your control in Lower Egypt if you are Upper Egyptian, or in Upper Egypt if you are Lower Egyptian, then the whole region will have a +15 in Revolt that may push more revolts -Added an event about the increase in size of Ineb-Hedj in the 2950BC startdate -Added 4 more events around an epidemics that occur around 2980BC -The event making you choose between the clergy of Set or the Clergy of Horus or none will now happen more that once in 3100BC. Also choosing the option "None" will now make you lose 5 Maat -Added an event giving you the choice to build a palace in the first 2 centuries after the egyptian unification. Accepting will build a palace and give you Maat, refusing will make you lose Maat -Fully added the 1st Civil War events, they should be a total of 19 events, with a third of those being choices that will give different consequences when the civil war occur and during the civil war -The event mission for the East of Egypt in 3100BC will happen 10 years later. The event for the End of the tribes will happen 5 years later. The event of the Legacy of Hor-Narmer will happen 2 years earlier -Added 7 events around the attack of a Libu horde and the founding of Men-nefer after the death of the first ruler of Egypt. All those events should happen in the 25-30 years after the death of the 1st King of a united Egypt -Added two events happening 15 years after the death of the 2nd king of Egypt and 15 years after the death of the 5th king of Egypt. The first event is about the Horus of Gold name, the 2nd regnal name of a King of Egypt. The other event is about the Nebty-name, the 3rd regnal name of a King of Egypt -Added another event around the expansion of Ineb-Hedj for the 2800BC start date -The 2nd Civil War. Coming 40 years after the end of the 1st Civil War, with events around a rise of conflict between the clergies of Horus and Set will come. You will have the choice between a direct civil war by remaining true to Horus, or favoring Set and push back for a few decades the civil war.By beginning in the 2800BC start date, you will begin just after this choice with the ruler of Egypt have chosen Set. Depending of your choices, this civil war have 34 events. For the moment you need to choose Horus in the first civil war to have it in full, but later we will add events for the path of Set if you choose him in the first civil war -Added 4 events for after you had the Egyptian culture event and that you don't have Horus as Dynastic God and Abdjou as capital. They will give you the choice to move your capital at Abdjou and after that to choose Horus as dynastic god. Those events are only there for you to have the content for Egypt after the Egyptian culture event. Later I hope to add crisis for the other path around the first centuries of Egypt -Increased the loss of Maat for the 1st civil war, cause it was too easy -Added some more sumerian gods for the event about the rise of Elam -Now the events where you have to choose between the clergy of Set, the one of Horus or neither of them, will happen for the dates of 3400BC and 3250BC -Added 4 new events, coronation events for Upper and Lower Egypt and for Egypt before and after the civil wars of Horus and Set(for the Thinite Period and for the Old Kingdom). It will give you the choice between either losing some Maat, or earning Maat by spending wealth -Added 4 events before the 1st civil war so that the player truly feel that it will divide Egypt. Before that there was only events in the years just before, now it will be during the 30 years before, so that the player don't think its unfair
changedGameplay added -Added a new value to the revolt system. Now when you conquer a new territory, its revolt value will increase by 2.5 each year. This value will decrease by a basis of 0.05 + 0.05 if the territory is of the same culture than the faction each year until it reach 0. This should represent resistance to your rule, pushing you even more to give autonomy to this new territory -Now the consanguinity of characters(in the ruling dynasties of egyptians cultures) affect the max health of their characters -Now each domain of techniques have 6 different techniques from 5. In Agriculture, the technique increasing the production of wealth by the rural populations is now the 6th for this domain. In Administration, you have now a technique reducing the corruption coming from scribes. In Culture you have a technique giving a bonus to loyalty to all the nobles families. In construction you have a technique reducing the maintenance cost of forts. And in Urban you have two techniques, one increasing the production of metals from the mines, the other increasing their production of wealth. -The 2950BC startdate now fully work -The buildings are now properly set for each start date -You cannot change your capital now. Many events chains were linked to your capital placement, so by moving it you blocked yourself from having those events -Added a new administration gameplay. Now for each 500 scribes, it will reduce the production of administration points from the scribes by 1%. It will be reduced to 1% for 1000 scribes with the Administrative hierarchy idea. It represent the Parkinson's Law -Changed how the levying of troops work. Now you will levy once per year your troops, either by a button in the Army Menu or automatically at your first campaign of the turn. You will use those levied troops for all the year and your campaigns. The losses will only be for the territories that you begin your turn with. The increase to revolt will happen once when you levy or at your first campaign, depending on what comes first -Changed how the Nobles rent priviledges work. previously it was a strange thing where you paid a bit more for your Court and it was messy in the code. Now each level increase the spendings of your Court by 10% more -Now, if you increase a priviledge of an Elite, you will earn 10 Maat per level. And if you reduce a priviledge, you will lose 10 Maat per level. And so, you can stabilize your ruler by giving priviledges to your elites and if you wish to curb their power, it may destabilize your rule -Now the faction launching a military campaign will have a malus to moral between 0 and 50 linked to how far the attacked territory is from the capital of the faction. The malus is told in the Tooltip of the button to launch a military campaign -Now if you attack the capital of a faction, they will have a +20 to moral
changedTweaks to Gameplay -Changed again a bit the code for the New seeds and Arboriculture ideas -Now the taxes the nobles earn from cities will be between 1 and 10% depending on their influence, from between 0 to 5%. As for the taxes they get from rural areas, it will be between 2 and 12% from between 1 and 10% -Now The Noble Houses will lose between 5 and 10% of their accumulated wealth each year, from always 10% -The events for the clergies where you can give them Temporary Influence is now properly linked with their new system of Temporary Influence -Changed the milestones for the techniques to take into account that they can be up to 24 from 20 before that -Characters will no more see their Health increase when they level up past the age of 50 -Now, the base number of scribes before they give 1 point of Corruption is 150 scribes from 200. So the evolution of this number through the techniques will go between 150 and 250 from between 200 and 300 -Reduced the base bonus to wealth production from roads from between 5 and 9% per level, to between 4 and 8% per level -Reduced the wealth production of the urban populations from between 8 and 12 per 100 people, to between 6 and 10 -Now the events that will put you even more in crisis during regencies will not happen the first year of the regency -Now the biggest level of tomb will take 40 years from 50 to build -Now the level 4 of the temple will take 16 years to build from 20. The level 5 will take 32 years from 40. The level 6 will take 48 years from 80. So building a temple from level 1 to 6 will now take 106 years from 152 years -Now the values of Maat for the construction of a temple are now: 1, 2, 5, 10, 15, 20 from 1, 2, 4, 10, 20, 30. Also, the Sumerians and other cultures building ziggurats will earn as much in Legitimacy(its because we will make them a system where their ziggurats will slowly be destroyed, and so they will constantly be rebuild) -Changed a bit the code for civilizing the Akkadian lands between 3200BC and 2800BC -Gave a boost to civilisation in the region of Mari after 3000BC -The boost for civilisation in Assyria is now starting in 2300BC from 2200BC -Increased the chances of a loss of Health for characters between 45 and their OldAge value -Now, the region of Northern Sumer will be called "Akkad" after 2300BC -Now the loss of Maat during regencies will be of 2 from 1. Also, if your ruler is over 80 you will now lose 1 Maat per year, and if he is over 90 you will lose 1.5 per year -Now the base divider for the size of biomes for the admin cost of a territory is 8 from 10 -You'll begin with more techniques points in 3250BC and beyond -Reduced the reduction to Influence of the clergies and nobles coming from techniques from -5 per level to -3 per level -Now the Centralisation in the chiefdoms of Lower Egypt in 3400BC will begin between 35 and 60 -Increased the wealth with which Egypt begin with in 3100BC -The events telling you when the egyptian culture happen will also make that your characters are now egyptians -Now, Ineb-Hedj will be Ineb-Hedj in 2800BC and before, and it will be named Men-nefer from 2650BC onward. Also the event proposing it as the new capital will change its name at the same time -Halved the natural loss of priests -Doubled the wealth cost for mines -Increased by 33% the population that initialize in cities when a game is launched -Increased the Health of Hor-Aha in 3100BC. Also he is 26 years old and should have a son -Now the technique for Health for characters will apply even for not seeable characters, like sons of a noble. Increased a bit the health of those characters -Now the centuries events will happen at the end of the century, and not its beginning. So that you will not have one of those events each time you begin a game at a startdate ending with 00 -Reduced the earning of Maat from military victories from 5 to 4 and for tribal territories it is reduced to 2 -Now the egyptian high kings are called Nesou-bity(kings of Upper and Lower Egypt) -Doubled the increase to revolt from levying troops in parallel to the new system -Now Babylonia under the Kassites will be called Karduniaš -Now, when the temporary influence of the clergies or the nobles is superior to 0, it will have 50% chances to be reduced by 1, from always be reduced by 1 -Increased the size of cities at launch. Abdjou is now at 6 from 4 and Nagada is at 3 from 1 in 3250BC. Abdjou is now at 7 from 4 and Nagada is at 3 from 1 in 3100BC. Ineb-Hedj is at 3 from 1, Abdjou is now at 8 from 5 and Nagada is at 2 from 1 in 2950BC. Ineb-Hedj is at 5 from 1 and Nagada is at 2 from 0 in 2800BC -No more should a character be named Narmer after the 1st King of Egypt -Now the corruption coming from a too big treasury will be calculated like this: (Number of territories x 25) + 1000, from (Number of territories + 1) *100. This will advantage smaller nations under 12 territories, and disadvantage bigger ones -Now if one side in a military campaign, lose 90% or more of its original troops, it will see its morale drop to 0 automatically. Also an army can lose from 50 morale and not 49 like before. So it can lose if its morale is between 1 and 50, and automatically at 0 -Reduced the gain of progression for the appearance of a new idea. Now it will be at 0.05 each time its increased, then it will be 0.1 when its 40 years prior its historical appeareance, then 0.15 when its 30 years prior, 0.2 when 20 years, 0.25 when its 10 years and 0.3 when it hit its historical date and afterward -Now the first ruler of your playthrough will have automatically children if he is more than 25 years old(2 if more than 30 and 3 if more than 35). More children can be there if he is even older -Increased by 5 the max age of new characters(like the first rulers on a playthrough, etc) -Consanguinity will now be affected if your new ruler is a brother or uncle of the previous king. A new dynasty may begin with no or a bit of consanguinity -Now the other powerful nobles will be in the list of succession after the 1st family head -For each full 10.000 rural pops, it will increase the max rural wealth of the territory by 0.5%, from the base 12.5% of the rural population. Up to 15% at 50.000 rural population on the territory -Increased the cost of the levies, from 1/12th to 1/8th of their number. Also, each territory past the capital, increase the base cost by 2% -Increased the base cost of scribes from half their number to their number. So now when you increase your number of scribes, you know that you will increase your spending by this value, multiplied by your corruption of course -Changed the appelation of the last level of Autonomy of a territory from "Allied state" to "Tributary state" -Now if your capital revolt, you will lose 20 Maat instead of either doing nothing, or destroying your faction if you are a nation(Upper, Lower Egypt, Sumer, etc) -Divided by 2 the revenus from the slaves. Now you will earn 1 per 10 slaves from 1 per 5 slaves -Increased the cost of vassalisation from 250 per territory of the faction to 400 per territory. Increased the cost of confederation from 500 per territory of the faction to 600 per territory of the faction -Increased the loss of slaves if the faction have more than 10.000 -Changed a bit how the fertility of characters work. Also, now if a character has 0 in Fertilty, they can't have children. Reduced the chances of loss in fertility for the women of characters after a birth, from 50% each time, to 33% chances -Increased a bit the revolt from distance of the capital, from +1/25th of the distance to 1/20th of the distance -Now the consanguinity of the children of the ruler will not always be the same but may be worse or better from each other -Now the incest and growing consanguinity for the egyptian rulers will begin to happen around 3300BC -Reduced the base poprurmax for plains from 50 to 30. But also the effect of rain has been increased from 10 per level to 15 -Now the rain also affect the poprurmax from the hills -Added much more granularity and realism to the rain map -You will earn urban techniques points with a ratio of 8% of your urban population from 10% of it. You will earn construction techniques points with a ratio of 25% from 50% of your spending in infrastructures -Now corruption impact the cost for the nobles to increase their influence -Almost doubled the maintenance cost for roads and forts. Also they have the same maintenance cost for the same level -Doubled the cost of construction of roads -Reduced the base % of the Court spending to admin points from a base of 10% and +5% each level to a base of 8% and a +3% each level. So at max level you will have only 20% from 30% of your Court Spending going into your administration -Now the Sumerians will have only a 33% chances to have a beard from 100%(in their representations they are most of the time without it, but beards are cool) -Boosted a bit the loss of tribalism along the Tigrus past 2600BC and 2400BC
changedBugs corrected -Corrected an omission in the code, where the bonus to reduce unrest of a territory from its status will not be set to 0 if you set the minimum autonomy to 0, but instead keep the previous bonus -Corrected an error about the clergy of a territory and its effect on revolt -Corrected an omission of code where between 20 and 60, the effect on revolt from the clergy loyalty was not set to 0 -Corrected the bug where each time you change your faction in a game(becoming Egypt for example), will increase how much Centralisation you earn by 1. So if you began in Upper Egypt, became Upper Egypt then Egypt, you earned 3 Centralisation each year and not just 1 -Now, Agressive expansion will only be for existing factions. So if you destroy a faction, then its splinter factions will not hate you for all the conquest you have done previously -The technique that increase the wealth production bonus of roads now work as intended, as does its tooltips -The technique that impact the admin bonus from the sovereign/vizir now work as intended. At the beginning, the ruler/vizir will give you his admin skill in bonus to your admin points. Each level of the technique will increase it by 25% -The technique that impact the cost of the forts now work as intended -The technique that impact the morale bonus of the forts now work as intended. I has been increased to giving a bonus between 8 and 12, from between 5 and 9 -Now, new dynasties of egyptian cultures will not inherit the consanguinity value of their predecessors -Now the technique for the cost of road maintenance work as intended. Choosing it will reduce the road maintenance, so because Construction technique points is linked to it, you will basically reduce how many points you earn, but its like for the scribes, so it should not be a problem. I may later add in the code that it not reduce how many points you earn, but I'll see -Now the event where you can give Temporary Influence to clergies in exchange to loyalty, work as intended -Corrected a bug during vassalisation of other factions where not all territories were vassalized -Corrected a bug on initialization when you launched a game in 3250BC with Middle Egypt -Ended the bugs around the Dynastic God of factions -The three tooltips in the City sub-menu are no more interactable -Now the tooltips for the roads show the good bonus to wealth production -Corrected errors in the tooltips for the character traits -Corrected an error in the dates of rule -Corrected a bug for the Gold of Nubia event -You will now have only one event when you have numerous tributary territories in a region and the tribes revolt -When you had a fifth character that is a child, an adult portrait was behind the child portrait. Its no more the case -Corrected some errors in the code for the revolts in Nubia, Libya, East Egypt and the Sinaï. Notably those revolts will not happen the first 2 turns -Corrected the bug where on new game start, if your ruler had numerous sons, they would have the same age -Corrected a but when you loaded from the main menu a save -Now the sons of your ruler when you begin a new game have stats and personallity sets depending from their age from having 0 in each stat and 5 in each personallity traits -The cultures and their effects, the cultures on the map and the flags for the AI(on where to build on the map), are now saved -The tooltip for the beginning of a regency now tell you that you will lose 2 poins of Maat, as intended -The effect on loyalty for the nobles coming from priviledges was interverted. it is now corrected -Corrected a bug in calculation for the tooltips for the stats of the characters -Now the dates for the new ideas are saved. So you will no more jave new stuff locked after a save -Now the term used depending of each stat of a character are properly set -Corrected a bug where each wife of rulers around the world was egyptian, making egyptians everywhere after a time, or putting back the locals on the throne when a new dynasty arise -Now the culture and appearances of characters are saved -The values of the cults(to which pantheon they belong and what type of pantheon it is), are now saved as intended. And so the bug where Mastabas were unlocked a each load save past 3200BC is no more -Corrected bugs coming from the nomination of heirs and that were happening during the succession(like the 1st noble staying as such when he became ruler) -Corrected an error(a 7 in place of a 6) that made that every territory had 10% more marsh than intended. So territories had always 10% marsh no matter did the player, and so some prerequisite for ideas and stuff(to have less than 5 or 10% of marsh on a territory) cannot happen -Now the numerotation of kings work as intended -The priviledge for the noble guards now work as intended -Corrected an error of placing that resulted on all the characters cloths not saved -Corrected an error for the name of the ruler when you become another faction(like when you form Upper Egypt) -Corrected one more last remnant of the old code that made that increased consanguinity didn't affect its own increase past a certain time -Now if you lose a military campaign, you don't conquer the territory -Corrected a bug on which faction portraits are shown if its the ruler or an old ruler or a foreign ruler -The FAMINE value for the territories never went down, it have been corrected -Changing the coronation name of a ruler increased the value for the crisis, it have been corrected -You still earned techpoints when at Level 24, it is now corrected -Now, new factions will have a ruler when they begin. Also depending if its via revolt or via end of tribalism, the value of their Centralisation will be be 100 or 40 respectively -When you attained the max level in a tech, you couldn't go down even with more loss than gain. It has been corrected -Now the cost of your military campaign past the first one of the year will take into account the losses of your elvies in the previous campaigns, reducing the cost each time -Now when a faction becomes another one, the date of end of rule of this ruler will be added. So that when this faction comes back decades or centuries later, this last ruler will not have ruled in the shadow until this come back -The gaining of Maat from upgrading a temple was shifted a notch to the next level, making you earn more Maat than expected

Rise and Fall: Bronze Age changes

addedThe 0.62 update is here ! Called the Thinite Period update, this update will add two more startdates where Egypt is playable with its narration and events around the troubles that came in the centuries after its unification. For the land of the Pharaohs is not quiet, and in the shadows linger the dark power of the Master of Nagada... Numerous bugs correction and tweaks have been made, and some assets have been also added to make the UI better and more clothings elements for the characters in the game. Of course, here the complete patch note:
addedEvents added Events before the unification of Egypt -Added one event for the faction of Ma-Hedj in 3400BC that if they take Nekhen, they become the new Horus -Added one event for the factions of Sha and Uab in 3400BC that if they take Nagada, they become the new Set -Added three events for Upper Egypt after its unification if its capital is south of Abdjou to move it there. One for Nagada, one for Nekhen and one for the other factions -Added 6 events for the dates of 3400 and 3250BC. They are 3 sets of two events that will occur after the first year of the second and of the third ruler of a united Egypt. Each depending of the culture of the ruler(Lower Egyptian, Middle Egyptian and Upper Egyptian). It will give an increase of 15 and then 10 Revolt over all the territories of the last region or the last regions that you have conquered when uniting Egypt. A Lower Egyptian will have revolt on all Upper and Middle Egypt regions. A Middle Egyptian will have revolt on all Lower and Upper Egypt regions. And an Upper Egyptian will have revolt on all Lower Egypt region -Added two more events during regencies, one that reduce the loyalty of all your clergies, one that do the same for the nobles -Added one event for when the egyptian cultures begin to practice incestual mariage for their rulers around 3300BC
changedEvents after the unification of Egypt -Added two events coming after you unite Egypt and if your ruler is less than 45 years old. It will give you the choice to marry a noblewoman(from Upper Egypt if you are Lower Egyptian, from Lower Egypt if your are Upper Egyptian). This will reduce your Maat and put the territories of this region at 75 Autonomy. But if you do so, you will not have the revolt events at thes death of the first and second ruler of Egypt. This event should mimic the possible fact that the mother of Hor-Aha was of Lower Egypt where Narmer was a king from the south -Added an event happening between 3050 and 2900BC where if you have a regency that last at least 4 years, the Queen Regent will reduce the Temporary Influence of both clergies and nobles. Its inspired by the regency of the Queen-Regent Merneith/Meryt-Neith -Added an event giving you the possibility to rename your ruler to Narmer when you form Egypt -Added two more events for the first century of unification of Egypt. If you let a territory slip of your control in Lower Egypt if you are Upper Egyptian, or in Upper Egypt if you are Lower Egyptian, then the whole region will have a +15 in Revolt that may push more revolts -Added an event about the increase in size of Ineb-Hedj in the 2950BC startdate -Added 4 more events around an epidemics that occur around 2980BC -The event making you choose between the clergy of Set or the Clergy of Horus or none will now happen more that once in 3100BC. Also choosing the option "None" will now make you lose 5 Maat -Added an event giving you the choice to build a palace in the first 2 centuries after the egyptian unification. Accepting will build a palace and give you Maat, refusing will make you lose Maat -Fully added the 1st Civil War events, they should be a total of 19 events, with a third of those being choices that will give different consequences when the civil war occur and during the civil war -The event mission for the East of Egypt in 3100BC will happen 10 years later. The event for the End of the tribes will happen 5 years later. The event of the Legacy of Hor-Narmer will happen 2 years earlier -Added 7 events around the attack of a Libu horde and the founding of Men-nefer after the death of the first ruler of Egypt. All those events should happen in the 25-30 years after the death of the 1st King of a united Egypt -Added two events happening 15 years after the death of the 2nd king of Egypt and 15 years after the death of the 5th king of Egypt. The first event is about the Horus of Gold name, the 2nd regnal name of a King of Egypt. The other event is about the Nebty-name, the 3rd regnal name of a King of Egypt -Added another event around the expansion of Ineb-Hedj for the 2800BC start date -The 2nd Civil War. Coming 40 years after the end of the 1st Civil War, with events around a rise of conflict between the clergies of Horus and Set will come. You will have the choice between a direct civil war by remaining true to Horus, or favoring Set and push back for a few decades the civil war.By beginning in the 2800BC start date, you will begin just after this choice with the ruler of Egypt have chosen Set. Depending of your choices, this civil war have 34 events. For the moment you need to choose Horus in the first civil war to have it in full, but later we will add events for the path of Set if you choose him in the first civil war -Added 4 events for after you had the Egyptian culture event and that you don't have Horus as Dynastic God and Abdjou as capital. They will give you the choice to move your capital at Abdjou and after that to choose Horus as dynastic god. Those events are only there for you to have the content for Egypt after the Egyptian culture event. Later I hope to add crisis for the other path around the first centuries of Egypt -Increased the loss of Maat for the 1st civil war, cause it was too easy -Added some more sumerian gods for the event about the rise of Elam -Now the events where you have to choose between the clergy of Set, the one of Horus or neither of them, will happen for the dates of 3400BC and 3250BC -Added 4 new events, coronation events for Upper and Lower Egypt and for Egypt before and after the civil wars of Horus and Set(for the Thinite Period and for the Old Kingdom). It will give you the choice between either losing some Maat, or earning Maat by spending wealth -Added 4 events before the 1st civil war so that the player truly feel that it will divide Egypt. Before that there was only events in the years just before, now it will be during the 30 years before, so that the player don't think its unfair
changedGameplay added -Added a new value to the revolt system. Now when you conquer a new territory, its revolt value will increase by 2.5 each year. This value will decrease by a basis of 0.05 + 0.05 if the territory is of the same culture than the faction each year until it reach 0. This should represent resistance to your rule, pushing you even more to give autonomy to this new territory -Now the consanguinity of characters(in the ruling dynasties of egyptians cultures) affect the max health of their characters -Now each domain of techniques have 6 different techniques from 5. In Agriculture, the technique increasing the production of wealth by the rural populations is now the 6th for this domain. In Administration, you have now a technique reducing the corruption coming from scribes. In Culture you have a technique giving a bonus to loyalty to all the nobles families. In construction you have a technique reducing the maintenance cost of forts. And in Urban you have two techniques, one increasing the production of metals from the mines, the other increasing their production of wealth. -The 2950BC startdate now fully work -The buildings are now properly set for each start date -You cannot change your capital now. Many events chains were linked to your capital placement, so by moving it you blocked yourself from having those events -Added a new administration gameplay. Now for each 500 scribes, it will reduce the production of administration points from the scribes by 1%. It will be reduced to 1% for 1000 scribes with the Administrative hierarchy idea. It represent the Parkinson's Law -Changed how the levying of troops work. Now you will levy once per year your troops, either by a button in the Army Menu or automatically at your first campaign of the turn. You will use those levied troops for all the year and your campaigns. The losses will only be for the territories that you begin your turn with. The increase to revolt will happen once when you levy or at your first campaign, depending on what comes first -Changed how the Nobles rent priviledges work. previously it was a strange thing where you paid a bit more for your Court and it was messy in the code. Now each level increase the spendings of your Court by 10% more -Now, if you increase a priviledge of an Elite, you will earn 10 Maat per level. And if you reduce a priviledge, you will lose 10 Maat per level. And so, you can stabilize your ruler by giving priviledges to your elites and if you wish to curb their power, it may destabilize your rule -Now the faction launching a military campaign will have a malus to moral between 0 and 50 linked to how far the attacked territory is from the capital of the faction. The malus is told in the Tooltip of the button to launch a military campaign -Now if you attack the capital of a faction, they will have a +20 to moral
changedTweaks to Gameplay -Changed again a bit the code for the New seeds and Arboriculture ideas -Now the taxes the nobles earn from cities will be between 1 and 10% depending on their influence, from between 0 to 5%. As for the taxes they get from rural areas, it will be between 2 and 12% from between 1 and 10% -Now The Noble Houses will lose between 5 and 10% of their accumulated wealth each year, from always 10% -The events for the clergies where you can give them Temporary Influence is now properly linked with their new system of Temporary Influence -Changed the milestones for the techniques to take into account that they can be up to 24 from 20 before that -Characters will no more see their Health increase when they level up past the age of 50 -Now, the base number of scribes before they give 1 point of Corruption is 150 scribes from 200. So the evolution of this number through the techniques will go between 150 and 250 from between 200 and 300 -Reduced the base bonus to wealth production from roads from between 5 and 9% per level, to between 4 and 8% per level -Reduced the wealth production of the urban populations from between 8 and 12 per 100 people, to between 6 and 10 -Now the events that will put you even more in crisis during regencies will not happen the first year of the regency -Now the biggest level of tomb will take 40 years from 50 to build -Now the level 4 of the temple will take 16 years to build from 20. The level 5 will take 32 years from 40. The level 6 will take 48 years from 80. So building a temple from level 1 to 6 will now take 106 years from 152 years -Now the values of Maat for the construction of a temple are now: 1, 2, 5, 10, 15, 20 from 1, 2, 4, 10, 20, 30. Also, the Sumerians and other cultures building ziggurats will earn as much in Legitimacy(its because we will make them a system where their ziggurats will slowly be destroyed, and so they will constantly be rebuild) -Changed a bit the code for civilizing the Akkadian lands between 3200BC and 2800BC -Gave a boost to civilisation in the region of Mari after 3000BC -The boost for civilisation in Assyria is now starting in 2300BC from 2200BC -Increased the chances of a loss of Health for characters between 45 and their OldAge value -Now, the region of Northern Sumer will be called "Akkad" after 2300BC -Now the loss of Maat during regencies will be of 2 from 1. Also, if your ruler is over 80 you will now lose 1 Maat per year, and if he is over 90 you will lose 1.5 per year -Now the base divider for the size of biomes for the admin cost of a territory is 8 from 10 -You'll begin with more techniques points in 3250BC and beyond -Reduced the reduction to Influence of the clergies and nobles coming from techniques from -5 per level to -3 per level -Now the Centralisation in the chiefdoms of Lower Egypt in 3400BC will begin between 35 and 60 -Increased the wealth with which Egypt begin with in 3100BC -The events telling you when the egyptian culture happen will also make that your characters are now egyptians -Now, Ineb-Hedj will be Ineb-Hedj in 2800BC and before, and it will be named Men-nefer from 2650BC onward. Also the event proposing it as the new capital will change its name at the same time -Halved the natural loss of priests -Doubled the wealth cost for mines -Increased by 33% the population that initialize in cities when a game is launched -Increased the Health of Hor-Aha in 3100BC. Also he is 26 years old and should have a son -Now the technique for Health for characters will apply even for not seeable characters, like sons of a noble. Increased a bit the health of those characters -Now the centuries events will happen at the end of the century, and not its beginning. So that you will not have one of those events each time you begin a game at a startdate ending with 00 -Reduced the earning of Maat from military victories from 5 to 4 and for tribal territories it is reduced to 2 -Now the egyptian high kings are called Nesou-bity(kings of Upper and Lower Egypt) -Doubled the increase to revolt from levying troops in parallel to the new system -Now Babylonia under the Kassites will be called Karduniaš -Now, when the temporary influence of the clergies or the nobles is superior to 0, it will have 50% chances to be reduced by 1, from always be reduced by 1 -Increased the size of cities at launch. Abdjou is now at 6 from 4 and Nagada is at 3 from 1 in 3250BC. Abdjou is now at 7 from 4 and Nagada is at 3 from 1 in 3100BC. Ineb-Hedj is at 3 from 1, Abdjou is now at 8 from 5 and Nagada is at 2 from 1 in 2950BC. Ineb-Hedj is at 5 from 1 and Nagada is at 2 from 0 in 2800BC -No more should a character be named Narmer after the 1st King of Egypt -Now the corruption coming from a too big treasury will be calculated like this: (Number of territories x 25) + 1000, from (Number of territories + 1) *100. This will advantage smaller nations under 12 territories, and disadvantage bigger ones -Now if one side in a military campaign, lose 90% or more of its original troops, it will see its morale drop to 0 automatically. Also an army can lose from 50 morale and not 49 like before. So it can lose if its morale is between 1 and 50, and automatically at 0 -Reduced the gain of progression for the appearance of a new idea. Now it will be at 0.05 each time its increased, then it will be 0.1 when its 40 years prior its historical appeareance, then 0.15 when its 30 years prior, 0.2 when 20 years, 0.25 when its 10 years and 0.3 when it hit its historical date and afterward -Now the first ruler of your playthrough will have automatically children if he is more than 25 years old(2 if more than 30 and 3 if more than 35). More children can be there if he is even older -Increased by 5 the max age of new characters(like the first rulers on a playthrough, etc) -Consanguinity will now be affected if your new ruler is a brother or uncle of the previous king. A new dynasty may begin with no or a bit of consanguinity -Now the other powerful nobles will be in the list of succession after the 1st family head -For each full 10.000 rural pops, it will increase the max rural wealth of the territory by 0.5%, from the base 12.5% of the rural population. Up to 15% at 50.000 rural population on the territory -Increased the cost of the levies, from 1/12th to 1/8th of their number. Also, each territory past the capital, increase the base cost by 2% -Increased the base cost of scribes from half their number to their number. So now when you increase your number of scribes, you know that you will increase your spending by this value, multiplied by your corruption of course -Changed the appelation of the last level of Autonomy of a territory from "Allied state" to "Tributary state" -Now if your capital revolt, you will lose 20 Maat instead of either doing nothing, or destroying your faction if you are a nation(Upper, Lower Egypt, Sumer, etc) -Divided by 2 the revenus from the slaves. Now you will earn 1 per 10 slaves from 1 per 5 slaves -Increased the cost of vassalisation from 250 per territory of the faction to 400 per territory. Increased the cost of confederation from 500 per territory of the faction to 600 per territory of the faction -Increased the loss of slaves if the faction have more than 10.000 -Changed a bit how the fertility of characters work. Also, now if a character has 0 in Fertilty, they can't have children. Reduced the chances of loss in fertility for the women of characters after a birth, from 50% each time, to 33% chances -Increased a bit the revolt from distance of the capital, from +1/25th of the distance to 1/20th of the distance -Now the consanguinity of the children of the ruler will not always be the same but may be worse or better from each other -Now the incest and growing consanguinity for the egyptian rulers will begin to happen around 3300BC -Reduced the base poprurmax for plains from 50 to 30. But also the effect of rain has been increased from 10 per level to 15 -Now the rain also affect the poprurmax from the hills -Added much more granularity and realism to the rain map -You will earn urban techniques points with a ratio of 8% of your urban population from 10% of it. You will earn construction techniques points with a ratio of 25% from 50% of your spending in infrastructures -Now corruption impact the cost for the nobles to increase their influence -Almost doubled the maintenance cost for roads and forts. Also they have the same maintenance cost for the same level -Doubled the cost of construction of roads -Reduced the base % of the Court spending to admin points from a base of 10% and +5% each level to a base of 8% and a +3% each level. So at max level you will have only 20% from 30% of your Court Spending going into your administration -Now the Sumerians will have only a 33% chances to have a beard from 100%(in their representations they are most of the time without it, but beards are cool) -Boosted a bit the loss of tribalism along the Tigrus past 2600BC and 2400BC

The 0.62 update is here ! Called the Thinite Period update, this update will add two more startdates where Egypt is playable with its narration and events around the troubles that came in the centuries after its unification. For the land of the Pharaohs is not quiet, and in the shadows linger the dark power of the Master of Nagada... Numerous bugs correction and tweaks have been made, and some assets have been also added to make the UI better and more clothings elements for the characters in the game. Of course, here the complete patch note:

AI changes -Now the AI will improve its techniques, just like the player

Events added Events before the unification of Egypt -Added one event for the faction of Ma-Hedj in 3400BC that if they take Nekhen, they become the new Horus -Added one event for the factions of Sha and Uab in 3400BC that if they take Nagada, they become the new Set -Added three events for Upper Egypt after its unification if its capital is south of Abdjou to move it there. One for Nagada, one for Nekhen and one for the other factions -Added 6 events for the dates of 3400 and 3250BC. They are 3 sets of two events that will occur after the first year of the second and of the third ruler of a united Egypt. Each depending of the culture of the ruler(Lower Egyptian, Middle Egyptian and Upper Egyptian). It will give an increase of 15 and then 10 Revolt over all the territories of the last region or the last regions that you have conquered when uniting Egypt. A Lower Egyptian will have revolt on all Upper and Middle Egypt regions. A Middle Egyptian will have revolt on all Lower and Upper Egypt regions. And an Upper Egyptian will have revolt on all Lower Egypt region -Added two more events during regencies, one that reduce the loyalty of all your clergies, one that do the same for the nobles -Added one event for when the egyptian cultures begin to practice incestual mariage for their rulers around 3300BC

Events after the unification of Egypt -Added two events coming after you unite Egypt and if your ruler is less than 45 years old. It will give you the choice to marry a noblewoman(from Upper Egypt if you are Lower Egyptian, from Lower Egypt if your are Upper Egyptian). This will reduce your Maat and put the territories of this region at 75 Autonomy. But if you do so, you will not have the revolt events at thes death of the first and second ruler of Egypt. This event should mimic the possible fact that the mother of Hor-Aha was of Lower Egypt where Narmer was a king from the south -Added an event happening between 3050 and 2900BC where if you have a regency that last at least 4 years, the Queen Regent will reduce the Temporary Influence of both clergies and nobles. Its inspired by the regency of the Queen-Regent Merneith/Meryt-Neith -Added an event giving you the possibility to rename your ruler to Narmer when you form Egypt -Added two more events for the first century of unification of Egypt. If you let a territory slip of your control in Lower Egypt if you are Upper Egyptian, or in Upper Egypt if you are Lower Egyptian, then the whole region will have a +15 in Revolt that may push more revolts -Added an event about the increase in size of Ineb-Hedj in the 2950BC startdate -Added 4 more events around an epidemics that occur around 2980BC -The event making you choose between the clergy of Set or the Clergy of Horus or none will now happen more that once in 3100BC. Also choosing the option "None" will now make you lose 5 Maat -Added an event giving you the choice to build a palace in the first 2 centuries after the egyptian unification. Accepting will build a palace and give you Maat, refusing will make you lose Maat -Fully added the 1st Civil War events, they should be a total of 19 events, with a third of those being choices that will give different consequences when the civil war occur and during the civil war -The event mission for the East of Egypt in 3100BC will happen 10 years later. The event for the End of the tribes will happen 5 years later. The event of the Legacy of Hor-Narmer will happen 2 years earlier -Added 7 events around the attack of a Libu horde and the founding of Men-nefer after the death of the first ruler of Egypt. All those events should happen in the 25-30 years after the death of the 1st King of a united Egypt -Added two events happening 15 years after the death of the 2nd king of Egypt and 15 years after the death of the 5th king of Egypt. The first event is about the Horus of Gold name, the 2nd regnal name of a King of Egypt. The other event is about the Nebty-name, the 3rd regnal name of a King of Egypt -Added another event around the expansion of Ineb-Hedj for the 2800BC start date -The 2nd Civil War. Coming 40 years after the end of the 1st Civil War, with events around a rise of conflict between the clergies of Horus and Set will come. You will have the choice between a direct civil war by remaining true to Horus, or favoring Set and push back for a few decades the civil war.By beginning in the 2800BC start date, you will begin just after this choice with the ruler of Egypt have chosen Set. Depending of your choices, this civil war have 34 events. For the moment you need to choose Horus in the first civil war to have it in full, but later we will add events for the path of Set if you choose him in the first civil war -Added 4 events for after you had the Egyptian culture event and that you don't have Horus as Dynastic God and Abdjou as capital. They will give you the choice to move your capital at Abdjou and after that to choose Horus as dynastic god. Those events are only there for you to have the content for Egypt after the Egyptian culture event. Later I hope to add crisis for the other path around the first centuries of Egypt -Increased the loss of Maat for the 1st civil war, cause it was too easy -Added some more sumerian gods for the event about the rise of Elam -Now the events where you have to choose between the clergy of Set, the one of Horus or neither of them, will happen for the dates of 3400BC and 3250BC -Added 4 new events, coronation events for Upper and Lower Egypt and for Egypt before and after the civil wars of Horus and Set(for the Thinite Period and for the Old Kingdom). It will give you the choice between either losing some Maat, or earning Maat by spending wealth -Added 4 events before the 1st civil war so that the player truly feel that it will divide Egypt. Before that there was only events in the years just before, now it will be during the 30 years before, so that the player don't think its unfair

Gameplay added -Added a new value to the revolt system. Now when you conquer a new territory, its revolt value will increase by 2.5 each year. This value will decrease by a basis of 0.05 + 0.05 if the territory is of the same culture than the faction each year until it reach 0. This should represent resistance to your rule, pushing you even more to give autonomy to this new territory -Now the consanguinity of characters(in the ruling dynasties of egyptians cultures) affect the max health of their characters -Now each domain of techniques have 6 different techniques from 5. In Agriculture, the technique increasing the production of wealth by the rural populations is now the 6th for this domain. In Administration, you have now a technique reducing the corruption coming from scribes. In Culture you have a technique giving a bonus to loyalty to all the nobles families. In construction you have a technique reducing the maintenance cost of forts. And in Urban you have two techniques, one increasing the production of metals from the mines, the other increasing their production of wealth. -The 2950BC startdate now fully work -The buildings are now properly set for each start date -You cannot change your capital now. Many events chains were linked to your capital placement, so by moving it you blocked yourself from having those events -Added a new administration gameplay. Now for each 500 scribes, it will reduce the production of administration points from the scribes by 1%. It will be reduced to 1% for 1000 scribes with the Administrative hierarchy idea. It represent the Parkinson's Law -Changed how the levying of troops work. Now you will levy once per year your troops, either by a button in the Army Menu or automatically at your first campaign of the turn. You will use those levied troops for all the year and your campaigns. The losses will only be for the territories that you begin your turn with. The increase to revolt will happen once when you levy or at your first campaign, depending on what comes first -Changed how the Nobles rent priviledges work. previously it was a strange thing where you paid a bit more for your Court and it was messy in the code. Now each level increase the spendings of your Court by 10% more -Now, if you increase a priviledge of an Elite, you will earn 10 Maat per level. And if you reduce a priviledge, you will lose 10 Maat per level. And so, you can stabilize your ruler by giving priviledges to your elites and if you wish to curb their power, it may destabilize your rule -Now the faction launching a military campaign will have a malus to moral between 0 and 50 linked to how far the attacked territory is from the capital of the faction. The malus is told in the Tooltip of the button to launch a military campaign -Now if you attack the capital of a faction, they will have a +20 to moral

Tweaks to Gameplay -Changed again a bit the code for the New seeds and Arboriculture ideas -Now the taxes the nobles earn from cities will be between 1 and 10% depending on their influence, from between 0 to 5%. As for the taxes they get from rural areas, it will be between 2 and 12% from between 1 and 10% -Now The Noble Houses will lose between 5 and 10% of their accumulated wealth each year, from always 10% -The events for the clergies where you can give them Temporary Influence is now properly linked with their new system of Temporary Influence -Changed the milestones for the techniques to take into account that they can be up to 24 from 20 before that -Characters will no more see their Health increase when they level up past the age of 50 -Now, the base number of scribes before they give 1 point of Corruption is 150 scribes from 200. So the evolution of this number through the techniques will go between 150 and 250 from between 200 and 300 -Reduced the base bonus to wealth production from roads from between 5 and 9% per level, to between 4 and 8% per level -Reduced the wealth production of the urban populations from between 8 and 12 per 100 people, to between 6 and 10 -Now the events that will put you even more in crisis during regencies will not happen the first year of the regency -Now the biggest level of tomb will take 40 years from 50 to build -Now the level 4 of the temple will take 16 years to build from 20. The level 5 will take 32 years from 40. The level 6 will take 48 years from 80. So building a temple from level 1 to 6 will now take 106 years from 152 years -Now the values of Maat for the construction of a temple are now: 1, 2, 5, 10, 15, 20 from 1, 2, 4, 10, 20, 30. Also, the Sumerians and other cultures building ziggurats will earn as much in Legitimacy(its because we will make them a system where their ziggurats will slowly be destroyed, and so they will constantly be rebuild) -Changed a bit the code for civilizing the Akkadian lands between 3200BC and 2800BC -Gave a boost to civilisation in the region of Mari after 3000BC -The boost for civilisation in Assyria is now starting in 2300BC from 2200BC -Increased the chances of a loss of Health for characters between 45 and their OldAge value -Now, the region of Northern Sumer will be called "Akkad" after 2300BC -Now the loss of Maat during regencies will be of 2 from 1. Also, if your ruler is over 80 you will now lose 1 Maat per year, and if he is over 90 you will lose 1.5 per year -Now the base divider for the size of biomes for the admin cost of a territory is 8 from 10 -You'll begin with more techniques points in 3250BC and beyond -Reduced the reduction to Influence of the clergies and nobles coming from techniques from -5 per level to -3 per level -Now the Centralisation in the chiefdoms of Lower Egypt in 3400BC will begin between 35 and 60 -Increased the wealth with which Egypt begin with in 3100BC -The events telling you when the egyptian culture happen will also make that your characters are now egyptians -Now, Ineb-Hedj will be Ineb-Hedj in 2800BC and before, and it will be named Men-nefer from 2650BC onward. Also the event proposing it as the new capital will change its name at the same time -Halved the natural loss of priests -Doubled the wealth cost for mines -Increased by 33% the population that initialize in cities when a game is launched -Increased the Health of Hor-Aha in 3100BC. Also he is 26 years old and should have a son -Now the technique for Health for characters will apply even for not seeable characters, like sons of a noble. Increased a bit the health of those characters -Now the centuries events will happen at the end of the century, and not its beginning. So that you will not have one of those events each time you begin a game at a startdate ending with 00 -Reduced the earning of Maat from military victories from 5 to 4 and for tribal territories it is reduced to 2 -Now the egyptian high kings are called Nesou-bity(kings of Upper and Lower Egypt) -Doubled the increase to revolt from levying troops in parallel to the new system -Now Babylonia under the Kassites will be called Karduniaš -Now, when the temporary influence of the clergies or the nobles is superior to 0, it will have 50% chances to be reduced by 1, from always be reduced by 1 -Increased the size of cities at launch. Abdjou is now at 6 from 4 and Nagada is at 3 from 1 in 3250BC. Abdjou is now at 7 from 4 and Nagada is at 3 from 1 in 3100BC. Ineb-Hedj is at 3 from 1, Abdjou is now at 8 from 5 and Nagada is at 2 from 1 in 2950BC. Ineb-Hedj is at 5 from 1 and Nagada is at 2 from 0 in 2800BC -No more should a character be named Narmer after the 1st King of Egypt -Now the corruption coming from a too big treasury will be calculated like this: (Number of territories x 25) + 1000, from (Number of territories + 1) *100. This will advantage smaller nations under 12 territories, and disadvantage bigger ones -Now if one side in a military campaign, lose 90% or more of its original troops, it will see its morale drop to 0 automatically. Also an army can lose from 50 morale and not 49 like before. So it can lose if its morale is between 1 and 50, and automatically at 0 -Reduced the gain of progression for the appearance of a new idea. Now it will be at 0.05 each time its increased, then it will be 0.1 when its 40 years prior its historical appeareance, then 0.15 when its 30 years prior, 0.2 when 20 years, 0.25 when its 10 years and 0.3 when it hit its historical date and afterward -Now the first ruler of your playthrough will have automatically children if he is more than 25 years old(2 if more than 30 and 3 if more than 35). More children can be there if he is even older -Increased by 5 the max age of new characters(like the first rulers on a playthrough, etc) -Consanguinity will now be affected if your new ruler is a brother or uncle of the previous king. A new dynasty may begin with no or a bit of consanguinity -Now the other powerful nobles will be in the list of succession after the 1st family head -For each full 10.000 rural pops, it will increase the max rural wealth of the territory by 0.5%, from the base 12.5% of the rural population. Up to 15% at 50.000 rural population on the territory -Increased the cost of the levies, from 1/12th to 1/8th of their number. Also, each territory past the capital, increase the base cost by 2% -Increased the base cost of scribes from half their number to their number. So now when you increase your number of scribes, you know that you will increase your spending by this value, multiplied by your corruption of course -Changed the appelation of the last level of Autonomy of a territory from "Allied state" to "Tributary state" -Now if your capital revolt, you will lose 20 Maat instead of either doing nothing, or destroying your faction if you are a nation(Upper, Lower Egypt, Sumer, etc) -Divided by 2 the revenus from the slaves. Now you will earn 1 per 10 slaves from 1 per 5 slaves -Increased the cost of vassalisation from 250 per territory of the faction to 400 per territory. Increased the cost of confederation from 500 per territory of the faction to 600 per territory of the faction -Increased the loss of slaves if the faction have more than 10.000 -Changed a bit how the fertility of characters work. Also, now if a character has 0 in Fertilty, they can't have children. Reduced the chances of loss in fertility for the women of characters after a birth, from 50% each time, to 33% chances -Increased a bit the revolt from distance of the capital, from +1/25th of the distance to 1/20th of the distance -Now the consanguinity of the children of the ruler will not always be the same but may be worse or better from each other -Now the incest and growing consanguinity for the egyptian rulers will begin to happen around 3300BC -Reduced the base poprurmax for plains from 50 to 30. But also the effect of rain has been increased from 10 per level to 15 -Now the rain also affect the poprurmax from the hills -Added much more granularity and realism to the rain map -You will earn urban techniques points with a ratio of 8% of your urban population from 10% of it. You will earn construction techniques points with a ratio of 25% from 50% of your spending in infrastructures -Now corruption impact the cost for the nobles to increase their influence -Almost doubled the maintenance cost for roads and forts. Also they have the same maintenance cost for the same level -Doubled the cost of construction of roads -Reduced the base % of the Court spending to admin points from a base of 10% and +5% each level to a base of 8% and a +3% each level. So at max level you will have only 20% from 30% of your Court Spending going into your administration -Now the Sumerians will have only a 33% chances to have a beard from 100%(in their representations they are most of the time without it, but beards are cool) -Boosted a bit the loss of tribalism along the Tigrus past 2600BC and 2400BC

Bugs corrected -Corrected an omission in the code, where the bonus to reduce unrest of a territory from its status will not be set to 0 if you set the minimum autonomy to 0, but instead keep the previous bonus -Corrected an error about the clergy of a territory and its effect on revolt -Corrected an omission of code where between 20 and 60, the effect on revolt from the clergy loyalty was not set to 0 -Corrected the bug where each time you change your faction in a game(becoming Egypt for example), will increase how much Centralisation you earn by 1. So if you began in Upper Egypt, became Upper Egypt then Egypt, you earned 3 Centralisation each year and not just 1 -Now, Agressive expansion will only be for existing factions. So if you destroy a faction, then its splinter factions will not hate you for all the conquest you have done previously -The technique that increase the wealth production bonus of roads now work as intended, as does its tooltips -The technique that impact the admin bonus from the sovereign/vizir now work as intended. At the beginning, the ruler/vizir will give you his admin skill in bonus to your admin points. Each level of the technique will increase it by 25% -The technique that impact the cost of the forts now work as intended -The technique that impact the morale bonus of the forts now work as intended. I has been increased to giving a bonus between 8 and 12, from between 5 and 9 -Now, new dynasties of egyptian cultures will not inherit the consanguinity value of their predecessors -Now the technique for the cost of road maintenance work as intended. Choosing it will reduce the road maintenance, so because Construction technique points is linked to it, you will basically reduce how many points you earn, but its like for the scribes, so it should not be a problem. I may later add in the code that it not reduce how many points you earn, but I'll see -Now the event where you can give Temporary Influence to clergies in exchange to loyalty, work as intended -Corrected a bug during vassalisation of other factions where not all territories were vassalized -Corrected a bug on initialization when you launched a game in 3250BC with Middle Egypt -Ended the bugs around the Dynastic God of factions -The three tooltips in the City sub-menu are no more interactable -Now the tooltips for the roads show the good bonus to wealth production -Corrected errors in the tooltips for the character traits -Corrected an error in the dates of rule -Corrected a bug for the Gold of Nubia event -You will now have only one event when you have numerous tributary territories in a region and the tribes revolt -When you had a fifth character that is a child, an adult portrait was behind the child portrait. Its no more the case -Corrected some errors in the code for the revolts in Nubia, Libya, East Egypt and the Sinaï. Notably those revolts will not happen the first 2 turns -Corrected the bug where on new game start, if your ruler had numerous sons, they would have the same age -Corrected a but when you loaded from the main menu a save -Now the sons of your ruler when you begin a new game have stats and personallity sets depending from their age from having 0 in each stat and 5 in each personallity traits -The cultures and their effects, the cultures on the map and the flags for the AI(on where to build on the map), are now saved -The tooltip for the beginning of a regency now tell you that you will lose 2 poins of Maat, as intended -The effect on loyalty for the nobles coming from priviledges was interverted. it is now corrected -Corrected a bug in calculation for the tooltips for the stats of the characters -Now the dates for the new ideas are saved. So you will no more jave new stuff locked after a save -Now the term used depending of each stat of a character are properly set -Corrected a bug where each wife of rulers around the world was egyptian, making egyptians everywhere after a time, or putting back the locals on the throne when a new dynasty arise -Now the culture and appearances of characters are saved -The values of the cults(to which pantheon they belong and what type of pantheon it is), are now saved as intended. And so the bug where Mastabas were unlocked a each load save past 3200BC is no more -Corrected bugs coming from the nomination of heirs and that were happening during the succession(like the 1st noble staying as such when he became ruler) -Corrected an error(a 7 in place of a 6) that made that every territory had 10% more marsh than intended. So territories had always 10% marsh no matter did the player, and so some prerequisite for ideas and stuff(to have less than 5 or 10% of marsh on a territory) cannot happen -Now the numerotation of kings work as intended -The priviledge for the noble guards now work as intended -Corrected an error of placing that resulted on all the characters cloths not saved -Corrected an error for the name of the ruler when you become another faction(like when you form Upper Egypt) -Corrected one more last remnant of the old code that made that increased consanguinity didn't affect its own increase past a certain time -Now if you lose a military campaign, you don't conquer the territory -Corrected a bug on which faction portraits are shown if its the ruler or an old ruler or a foreign ruler -The FAMINE value for the territories never went down, it have been corrected -Changing the coronation name of a ruler increased the value for the crisis, it have been corrected -You still earned techpoints when at Level 24, it is now corrected -Now, new factions will have a ruler when they begin. Also depending if its via revolt or via end of tribalism, the value of their Centralisation will be be 100 or 40 respectively -When you attained the max level in a tech, you couldn't go down even with more loss than gain. It has been corrected -Now the cost of your military campaign past the first one of the year will take into account the losses of your elvies in the previous campaigns, reducing the cost each time -Now when a faction becomes another one, the date of end of rule of this ruler will be added. So that when this faction comes back decades or centuries later, this last ruler will not have ruled in the shadow until this come back -The gaining of Maat from upgrading a temple was shifted a notch to the next level, making you earn more Maat than expected

UI changes -Improved the tooltip for the revolt in a territory -Increased the resolution of some texts in the Choose Faction Menu -Changed how the stats are shown for the Techniques in the Informations sub-menu -Now the Alert for the Techniques will disappear if you have no more points to spend in it -The Diplomacy sub-Menu will now update when you send gifts to other factions(for sending another gift or to vassalize/confederate) -Changed a bit the coloration of territories on the Choose Faction Menu to distinguish tribal territories that are tributaries of a a faction and their other territories -Corrected the coloration in the Macrobuilder for territories who can't build mines or canals or farms, so that its just a very transparent black -The tooltips objects for the mines in the Land sub-menu are now mapmode buttons that show you their mines on the whole map -Changed the assets for the buttons in the Main Menu -Reworked the Options Menu, who is now the Settings Menu -Moved the slider for the rate of Court events to the Settings Menu. So now you change this rate even during a game thanks to a proposition of CAS96 -Corrected an error of localisation for the event ot "Les fêtes (noble family chief name)" for the french localisation -Changed the asset behind the texts for the events and for the intro texts when you launch the game -Changed the assets for the tooltip -Corrected a bug with the interface of the Save and Load Menus, if you activated the auto-save -Added graphical assets for all buildings -Changed the asset for the text and title of the chosen scenario in the Choose Start Date Menu -Changed the asset for the titles of the events -Changed the assets for scenarios buttons for selecting a specific region -Added a roadmap for the next two updates in the first Menu -Changed how is organized the Land sub-menu of the Territory Menu. Added assets for the mines to make the mines differenciable easily -Changed some the assets for the Menu where you choose your faction at a startdate and reorganized the UI -Changed the asset for the alerts for: New Techniques, place in the palace, place in the main temple, death soon of your sovereign -Added 3 bracelets variations, 8 necklace variations and 3 beards variations for the egyptians -Corrected some errors to the bracelets and added 6 more of them and remove 1 so that there is 11 variations of bracelets for the egyptian characters -Changed the panels for the Admin Menu -Changed some panels in the Tomb sub-menu, in preparation of the change of its whole system for next update -Increased the base value for the color of the map mode for cities via the Macrobuilder. Now it will be easier to see where are your cities even if they are only of a size of 1 -Made lighter the green coloration for the main stat of a character -Now the Court expenses, scribes expenses, forts, roads and army expenses shown in the Admin Menu will be shown with their value after the corruption and not before -Now the buttons for the diplomatic actions will update as intended when you use diplomatic actions -Added tooltips for each level of priviledges for the nobles and the clergies -Rounded the effect of the Maat on revolt for your territories to two numbers after the decimal point -Changed a bit how the effects from the capitale distance are presented in the UI of the Territory Menu. The UI will show the actual distance from the capital, and the tooltip will give the effect on the admin cost and on the revolt -Now the tech progression bar will change its colour depending of your gain in tech points -Now the button for launching a game from a save will not be interactable before that you click on the button of a save -Now the tooltips for the roads and forts will show their maintenance cost impacted by corruption -Added two buttons in the Previous rulers UI. One that make it so that it shows your previous rulers, and one that show you the previous rulers of Sumer. Also, now the birthdate of the previous rulers will be there

Source

Steam News / 14 September 2024

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