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描述

Old World is a historical strategy game where you lead your empire through multiple generations, building a grand legacy to last beyond your own years. This is an era of great leaders, from the revered to the feared. Which will you be?
Marry for politics, raise your heirs, and manage your relationship with the families of your kingdom. In the fast and furious world of kings and queens, family matters.
Each of the 7 kingdoms has four noble families that provide various benefits when put in charge of your cities.
Manage family ties through events, actions, and marriages to keep them happy and reap additional benefits. Upset them, or make them too powerful, and you risk their ire.
Maintain a strong family unit, or distract yourself with more illicit adventures.
The world is full of great characters with distinct personalities, strengths, and weaknesses. Use them to forge your kingdom, defend your borders, and build ties with other leaders.
Seek out and recruit famed warriors, philosophers, builders, and more. Have them tutor your children, lead your armies, and further your reign.
Different personality archetypes allow your court members to perform different tasks in similar roles. Find the right combinations to take full advantage of governors, diplomats, spymasters, and even your spouse.
Characters develop new personalities and traits over time, growing old, gaining experience, and finally falling ill and passing away, leaving room for the next generation.
Unsettled tribes, barbarian marauders, and remnants of previous cultures are all waiting in the vast unexplored wilderness.
Discover artifacts and great heroes of the past at ruins scattered across the map.
Experience over 3,000 unique events inspired by history and mythology.
Contact with foreign dignitaries triggers event chains, stories, and courtroom drama.
Pursue ambitions and legacies related to conquest, development, faith, and more.
Historically inspired scenarios, weekly challenge games, and a choice between randomly generated and handcrafted maps to explore. Lead Carthage to victory as Hannibal in the Punic Wars, hold your own against Barbarian Hordes, or compete against other players in tackling fictional scenarios.
Why do things the way they've always been done? Old World brings a new take to key elements of the 4X strategy genre:
Go beyond the traditional resources. Buildings are made of wood and stone, not "industry." Population doesn't grow off "food" alone.
Orders are a resource shared across your realm. Instead of moving every unit once per turn, each unit can be moved multiple times until fatigued or Orders are depleted.
Technological advancement is not predetermined. Randomization helps keep technology trees feeling fresh with each new playthrough.
Quality of life improvements, such as the ability to undo mistaken commands and nested tooltips, ensure you're always making informed decisions.
Play with friends in countless multiplayer modes — from hotseat, to asynchronous, to cloud play.
Experience a Grammy-nominated soundtrack blending Arabic music with contemporary influences.
Mods further open up infinite options for new worlds, empires, and dynasties — inspired by our real world, and by works of fiction as well.
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視頻
新功能
- 版本: Windows, MacOS
- 發佈日期:
- 80522 (2025-11-04)
Main Branch 1.0.80522 Release 2025-11-04
Hotfix release that fixes some game hang issues, particularly when using Road pings, issues with cloud game Host Controls, event text not always displaying correctly in some languages, changing terrain height in the game editor, tile visibility issues when in an alliance and borders not updating for Observers
80396 (2025-10-29)Main Branch 1.0.80396 release 2025-10-29 Headline changes
Leader archetype balancing for Heroes, Builders, Zealots and Diplomats
Added Road Improvement Ping (Map pin)
Rebel chance icon added to Cities Screen and City tooltip
MP setup and observer mode improvements
Design
Hero leaders can now Launch Offensive after attacking. This still puts the Hero unit on cooldown, so they cannot act after Launch Offensive
Add Urban (Builder Leader ability) stone costs doubled (20 on flat and 40 on hill)
Spending Civics to Enlist (Zealot Leader ability) no longer expires after 3 turns, but the effect is removed when the leader is removed from the unit
AI now requires a Diplomat leader to start a National Alliance. Increased probability of an alliance offer
Duplicate nations are now allowed even with preset leaders, as long as dynasties are not duplicated
Mounted units no longer get attack bonus into Marsh. Renamed Flat to Open for Mounted Attack bonus
Harbors give 100% bonus to adjacent nets, up from 60%
AI now aims to have have a minimum of about a tenth of its units be its Unique Unit
Eliminating the last unit of a tribe outside of a camp now also counts as eliminating the tribe and triggers elimination events
Specialist builds are allowed to continue after their improvement has been pillaged
Map options limiting the number of city sites now concentrate sites around player starts
Consorts can now be Regents without needing to be Royal. Ill characters will not be picked to be Regents
Added repair cost to Town and Village improvements
Free-for-all player starts no longer try to separate human players
Ambitions that require Wonders now consider Wonders owned by teammates to be impossible to acquire
When a preset character joins a preferred family their children now join the same family
Reduced the amount of Forest on the Desert map script. Removed option to specify starting inland or on the coast
Tribe units can now heal after moving
In No Events / No Characters, truce offers cost nothing if you're winning the war
Unit position swaps clears temporarily hidden state of the swap initiating unit
Characters with an active mission on them (like marriage) cannot be auto-married in the meantime
Great Lighthouse now applies faster upgrade bonus to existing hamlet class improvements, not only newly constructed ones
Added initial turn timer time stockpile. Slow adds 3 minutes, Medium 2 and Fast 1
Programming
Fixed several memory leaks (more improvements here coming next update)
Memory allocation optimization
Minor MP performance optimization
Improved AI for Zealot leader enlisting
AI no longer attacks civilians if doing so puts their units in danger of being killed
Unhardcoded some AI diplomacy parameters, made warState.xml more mod-friendly
Updated AWS SDK to 3.7
Modio version upgrade
Unity package updates
Added option for CRC tracing when loading mods
UI
Added Road improvement ping
Cities with effects that give Rebel chance are marked with a Rebels icon in the city list screen and city tooltip
Default player name in MP and network server name are now taken from the online platform nickname
MP Setup screen newly added players duplicate the parameters of the previous player
Cloud game hosts can now rename the game using the host control popup
In sequential turn network games, observer view automatically switches to the next player when the observed player's turn ends. This is disabled after manually switching to a different player
Observers now use their set language rather than the language of the observed player
Chat hotkey no longer works for non-host observers
Population in the city list screen is now a link to city specialists
Worker build action button yields no longer subtract unimproved tile yields
Map Overlay Customizer now has seperate options for Urban and Rural Improvements
Renamed the City Number options and City Site Density to City Site Spacing
Show Foreign Family Colors option now also applies to city widget crests
Clicking a General portrait on a selected unit now selects the character
Law tooltips now show family opinion changes instead of family class opinion
New Place Bonus decisions get sorted to the front of the event queue
Improvement pings no longer removed after a terrain change if the improvement is still valid or after a resource is added if the improvement matches the resource
Added foreign opinion helptext to specify the portion of the Ruthless AI opinion that is due to a player alliance
Added character archetype crest to mission targets
When a unit cannot complete a move, camera pans back to unit location and fatigued sound is played
Right-clicks on UI widgets now work with a tooltip locked
Moved some help text to the advanced help text option
Temporarily hidden units show a timer
Temporary hidden status is ignored for damage preview if unit has to move for previewed attack
Last choices for customized leaders are remembered
Succession list helptext (tooltip for the Inheritance button) shows archetype icons
Removed Follower list when selecting families
Remove the separate popups for dead/retiring governor, agent and general
Improved goal instructions in Learn to Play scenarios
City religious improvement tooltip now includes unfinished and pillaged improvements
Added tribe elimination notification
Bugs Fixed
Fixed AI development claiming more than the nation's share of city sites when using limited City Site Number options
Fixed agent tab not properly updating after assigning agent character
Fixed setup screen bug with number of players
Fixed modified trade values not being calculated in trade bonus helptext
Fixed city culture tooltip flicker
Fixed overlay customizer not updating toggles when re-opening after making unsaved changes
Fixed locked overlay highlight switching off of Custom when toggling customizer
Fixed improvement filter issues, include unfinished improvements
Fixed pillaging, burn and launch offensive not clearing hidden status
Fixed some issues with temporarily hidden units
Fixed retry cloud upload directing to succession UI
Fixed map selection with character assignment UI active
Fixed double state religion reference in happiness help text
Fixed AI leaving Wonders unfinished if interrupted
Fixed not being able to change language when it's not your turn
Fixed popup and decision processing when not the active player's turn
Fixed foreign characters showing on 1st turn of Hotseat game
Fixed custom nickname bugs
Fixed improvement net yield help text to include income from adjacent tiles that belong to a different city
Fixed game reload inconsistent state
Fixed pathfinder not being reset when a new tile is revealed
Fixed implicit conversion with maiMinStats/maiMaxStats
Fixed Recruit button not appearing with no orders
Fixed assassinating heir mission not giving achievement when heir exploring
Fixed AI not building most projects
Fixed map scripts sometimes generating marsh on hills
Fixed Regicide achievement not always triggering
Fixed characters incorrectly showing under Court filter
Fixed tile widgets not always updating after place bonus decision resolved
Fixed not being able to retire when there are no opponents in SP
Fixed possible null reference when a city is razed
Fixed Mounted unit attack bonus incorrectly being listed in tooltips as a negative defensive modifier
Fixed tribal unit movement bug
Fixed extra divider in improvement tooltip for improvements with no yields
Fixed event trigger text not always showing correctly
Fixed camera hotkeys not working in map editor
Fixed MP setup when playing scenarios where player order doesn't match scenario save
Fixed new tribe leaders not following their tribe's religion in Wrath of Gods scenario
Fixed mod infos initialization, source effects were not being properly set on new game. Fixes Rebel text in the Wrath of Gods scenario
Text and event fixes
80048 (2025-10-07)Main Branch 1.0.79872 release 2025-09-24 Main Hotfix 1.0.80048 release 2025-10-07
Hotfix updates Unity version to resolve a security vulnerability and fixes a potential AI hang
Design
Temporarily hidden units (i.e. Scouts bounced out of Trees) now become visible after 5 turns (or after attacking or moving)
Temporarily hidden units can no longer occupy territory that they would not be able to occupy if not hidden (i.e. foreign territory while at Truce)
Scouts are no longer removed from the map after establishing an Agent Network and instead get a 5 turn cooldown and are hidden for 10 turns
Veneration Theology gives +10% spread chance, up from 5%
Revelation Theology gives +20% spread chance, down from 25%
Enlightenment Theology now gives +3 Happiness only for Monks in Monasteries of Religions that have that Theology
Tribe unit behavior is less predictable
Barbarians cannot enter a nation's territory before raids are possible
Increased Discontent per turn on Sufficient, Modest and Fragile Prosperity levels (Glorious, Magnificent and Great difficulty levels)
Removed free Crossbowmen bonus tech
Nomad effect now gives +25% strength in Arid as well as Sand tiles - affects Camel Archer, Libyan Cavalry and Elite Libyan Cavalry
Highlands map script now has 27% more tiles to compensate for less useable area
Bypassed events are less frequent and tied to event level
Bypassed relationship penalty increased from 60 to 80
Automatic (non-event) marriage will prefer candidates with a lower age difference
Removed orders for refusing tribal truce in No Characters
Tribes can only adopt world religions
Poet trait gives positive opinion of other poets
Further decreased likelihood of AI founding religions early based on AI Development and Aggression (applies for at most first 16 turns)
Assault bonus to attack against forts no longer applies when forts give no defensive bonus
Disabled some more ambitions in One City Challenge
Rightful Heirs can no longer become Missing, Exiled, Imprisoned or Fugitive
Games with two human players and AI no longer place the humans at opposite ends of the map and the AI in the middle. Instead, they are treated like a FFA.
Added ambitions for building Wonders added in Wonders and Dynasties
Delvers have an opinion penalty towards Stewards of the Land. These traits are now mutually exclusive (Wrath of Gods)
Programming
AI improvements:
AI water control improvements and bug fixes
Tweaks to exploration and retreat
Keep potential danger separate from actual danger
Increased value of heir tutor mission
No longer guards starting empty city sites unless there is another player nearby
No longer imports horses until they can build horse units
Hittite Scouts avoid chopping trees that will unhide them
Further reduced AI emphasis on tile buying
Tribe AI improvements
Other programming changes:
Performance optimization
AI performance improvements
Missing shaders in asset bundles are now replaced with game versions where possible (affects mods)
Updated Epic dev tools and SDK
UI
Turn timer changes (MP):
There are now 2 warnings that turn time is running out
First warning triggers at 30 seconds remaining, turns timer text red and plays audio warning
Second warning triggers at 15 seconds remaining, increases timer text size and plays audio warning again
These times are configurable using a mod in globalsInt.xml
Other UI changes:
Renamed Rider projects from Import to Supply
'Only Show Map Tacks For Worker' option renamed to 'Contextual Map Tacks'. Now shows improvement pings whenever workers, settlers or disciples are selected
Improvement helptext and unit build option prereqs take into account tile owner rather than unit owner
Added helptext warning when trying to build Improvement for teammate who doesn't have required Tech
Improved some luxury trade help text
Yield production graphs also display the total accumulated up until the hovered point (after game is over and for observers)
Learn to Play is removed from the main menu after completing all the LTP or LBP scenarios or on disabling the tutorial
Added help text for event options that give archetypes in Roleplaying mode
Imprisoned trait removed from characters on death
Updated difficulty descriptions
Bugs Fixed
Tribe AI fixes
Fixed city and culture limits not showing on Encyclopedia entries for relevant improvements
Fixed uneven distribution of tribal unit types
Fixed some bugs with AI use of missions
Fixed converting a game to play-by-cloud not working when not your turn in Strict turnstyle
Fixed missions continuing for dead target character
Fixed camera focus on tile bug
Fixed changing capital clearing sent luxuries
Fixed modded asset bundles not loading in some cases
Fixed load/save error from adjacent unit effects
Fixed bug with AI exploring units trying to harvest when they cannot
Fixed AI peace offers sometimes using the no events popup when events are enabled
Fixed yield stockpiling ambitions being offered when close to already being completed
Fixed duplicate event option archetype help text
Fixed tribal camp events not resetting with Reset Random Seed on Load option enabled
Fixed bug preventing DLC related hints being shown in Encyclopedia
Fixed potential null reference in Map Editor
Fixed some temporary invisibility issues
Fixed audio tracks not always being listed in Main Menu audio options
Fixed tribal units with a raid target counting towards a tribal camp's defend threshold or raid start threshold
Fixed AI not knowing how to repair improvements that cannot be built (e.g. Towns)
Fixed edge case with Carthage3 African Invasion goal not completing
Fixed iGovernorCostModifier applying to orders (affects Darius dynasty and mods)
Fixed unbuildable units and tech cards showing on the tech tooltip (affects mods)
Fixed mod version mismatch being displayed incorrectly, preventing modded saves from being loaded in some case
Fixed foreign occurrence effects on units, movement and visibility not being applied immediately (Wrath of Gods)
Fixed some occurrence load/save issues (Wrath of Gods)
Fixed some non-global Occurrences showing as global in helptext (Wrath of Gods)
Fixed Wrath of Gods scenario map size
Fixed wrath from difficulty not being applied in the Wrath of Gods scenario
Fixed displayed prosperity level not matching effect in the Wrath of Gods scenario
Text and Event fixes
79872 (2025-09-24)Main Branch 1.0.79872 release 2025-09-24 Design
Temporarily hidden units (i.e. Scouts bounced out of Trees) now become visible after 5 turns (or after attacking or moving)
Temporarily hidden units can no longer occupy territory that they would not be able to occupy if not hidden (i.e. foreign territory while at Truce)
Scouts are no longer removed from the map after establishing an Agent Network and instead get a 5 turn cooldown and are hidden for 10 turns
Veneration Theology gives +10% spread chance, up from 5%
Revelation Theology gives +20% spread chance, down from 25%
Enlightenment Theology now gives +3 Happiness only for Monks in Monasteries of Religions that have that Theology
Tribe unit behavior is less predictable
Barbarians cannot enter a nation's territory before raids are possible
Increased Discontent per turn on Sufficient, Modest and Fragile Prosperity levels (Glorious, Magnificent and Great difficulty levels)
Removed free Crossbowmen bonus tech
Nomad effect now gives +25% strength in Arid as well as Sand tiles - affects Camel Archer, Libyan Cavalry and Elite Libyan Cavalry
Highlands map script now has 27% more tiles to compensate for less useable area
Bypassed events are less frequent and tied to event level
Bypassed relationship penalty increased from 60 to 80
Automatic (non-event) marriage will prefer candidates with a lower age difference
Removed orders for refusing tribal truce in No Characters
Tribes can only adopt world religions
Poet trait gives positive opinion of other poets
Further decreased likelihood of AI founding religions early based on AI Development and Aggression (applies for at most first 16 turns)
Assault bonus to attack against forts no longer applies when forts give no defensive bonus
Disabled some more ambitions in One City Challenge
Rightful Heirs can no longer become Missing, Exiled, Imprisoned or Fugitive
Games with two human players and AI no longer place the humans at opposite ends of the map and the AI in the middle. Instead, they are treated like a FFA.
Added ambitions for building Wonders added in Wonders and Dynasties
Delvers have an opinion penalty towards Stewards of the Land. These traits are now mutually exclusive (Wrath of Gods)
Programming
AI improvements:
AI water control improvements and bug fixes
Tweaks to exploration and retreat
Keep potential danger separate from actual danger
Increased value of heir tutor mission
No longer guards starting empty city sites unless there is another player nearby
No longer imports horses until they can build horse units
Hittite Scouts avoid chopping trees that will unhide them
Further reduced AI emphasis on tile buying
Tribe AI improvements
Other programming changes:
Performance optimization
AI performance improvements
Missing shaders in asset bundles are now replaced with game versions where possible (affects mods)
Updated Epic dev tools and SDK
UI
Turn timer changes (MP):
There are now 2 warnings that turn time is running out
First warning triggers at 30 seconds remaining, turns timer text red and plays audio warning
Second warning triggers at 15 seconds remaining, increases timer text size and plays audio warning again
These times are configurable using a mod in globalsInt.xml
Other UI changes:
Renamed Rider projects from Import to Supply
'Only Show Map Tacks For Worker' option renamed to 'Contextual Map Tacks'. Now shows improvement pings whenever workers, settlers or disciples are selected
Improvement helptext and unit build option prereqs take into account tile owner rather than unit owner
Added helptext warning when trying to build Improvement for teammate who doesn't have required Tech
Improved some luxury trade help text
Yield production graphs also display the total accumulated up until the hovered point (after game is over and for observers)
Learn to Play is removed from the main menu after completing all the LTP or LBP scenarios or on disabling the tutorial
Added help text for event options that give archetypes in Roleplaying mode
Imprisoned trait removed from characters on death
Updated difficulty descriptions
Bugs Fixed
Tribe AI fixes
Fixed city and culture limits not showing on Encyclopedia entries for relevant improvements
Fixed uneven distribution of tribal unit types
Fixed some bugs with AI use of missions
Fixed converting a game to play-by-cloud not working when not your turn in Strict turnstyle
Fixed missions continuing for dead target character
Fixed camera focus on tile bug
Fixed changing capital clearing sent luxuries
Fixed modded asset bundles not loading in some cases
Fixed load/save error from adjacent unit effects
Fixed bug with AI exploring units trying to harvest when they cannot
Fixed AI peace offers sometimes using the no events popup when events are enabled
Fixed yield stockpiling ambitions being offered when close to already being completed
Fixed duplicate event option archetype help text
Fixed tribal camp events not resetting with Reset Random Seed on Load option enabled
Fixed bug preventing DLC related hints being shown in Encyclopedia
Fixed potential null reference in Map Editor
Fixed some temporary invisibility issues
Fixed audio tracks not always being listed in Main Menu audio options
Fixed tribal units with a raid target counting towards a tribal camp's defend threshold or raid start threshold
Fixed AI not knowing how to repair improvements that cannot be built (e.g. Towns)
Fixed edge case with Carthage3 African Invasion goal not completing
Fixed iGovernorCostModifier applying to orders (affects Darius dynasty and mods)
Fixed unbuildable units and tech cards showing on the tech tooltip (affects mods)
Fixed mod version mismatch being displayed incorrectly, preventing modded saves from being loaded in some case
Fixed foreign occurrence effects on units, movement and visibility not being applied immediately (Wrath of Gods)
Fixed some occurrence load/save issues (Wrath of Gods)
Fixed some non-global Occurrences showing as global in helptext (Wrath of Gods)
Fixed Wrath of Gods scenario map size
Fixed wrath from difficulty not being applied in the Wrath of Gods scenario
Fixed displayed prosperity level not matching effect in the Wrath of Gods scenario
Text and Event fixes
79513 (2025-08-27)Main Branch 1.0.79513 release 2025-08-27
Design
Duel map size is now smaller (45x45) and defaults to 2 players
Added new map size Tiny, which is the same size as the old Duel
Maximum Number of Opponents allowed is now set per map size at twice the default number of players
Random map size can no longer result in an actual map size that is too small to accommodate the chosen number of players
Added new Ultra-wide aspect ratio option to MP setup (map width is 40% of map height)
Each Victory condition is disabled for other players after first being achieved
It is no longer possible to lose the game after being the first to complete a victory condition
Tribes, Raiders, Rebels and Barbarians now more likely to pillage improvements and attack units rather than cities
All members of a team with a nation allied to a tribe can found cities on that tribe's sites, for an extra cost
The AI avoids founding a religion for a certain number of turns, depending on AI aggression and development levels
The AI can no longer start with improvements that are required for founding a religion (Shrines and Pastures)
Units that are no longer hidden because of an effect being removed remain hidden until they move or attack
Hidden scouts no longer get bounced several tiles away just to remain hidden in Trees
Make Peace/Alliance with a Tribe ambitions no longer require tribe contact and don't fail if the last contacted tribe is eliminated
Adad-Guppi and Ramesses II cannot die for the first 50 years (Wonders and Dynasties)
Slum improvements are now Urban (Behind the Throne)
Added new map script Desolation, a fertile land with deserts that expand over time (Wrath of Gods)
Occurrences no longer change terrain on a tile with an improvement (excluding roads) to a terrain type that is not supported by that improvement (Wrath of Gods)
Occurrences no longer remove roads when changing terrain to a type that doesn't support roads, unless impassable (Wrath of Gods)
Added new Sacrifice Courtier goal to the Wrath of Gods scenario
Drought raid event in the Wrath of Gods scenario can no longer occur in the first 20 turns or at all on Weak Tribe Level
Programming
AI improvements:
Pathfinder enhancements
Improved movement plans on congested maps
Combat tactics improvements
Fixed AI being less aggressive against other players than intended
Improved attacks out of staging areas
Founds cities for protection instead of retreating
Less likely to retreat healthy units after attacking in the same area
Better accounting for enemy power when allocating units to city defense and attack staging
Anchored ships are higher priority targets
More urgent repair of pillaged improvements
Revised specialist and improvement building priorities
Other programming changes:
Minor performance improvements
Occurrences are processed for each player separately during their turn
New game loading screen no longer waits for the prehistory to finish, improving load times on fast machines
Expanded and tweaked wording of warning of potential crashes on Raptor Lake CPUs
Owned DLCs on GoG are now cached in memory after receiving ownership
Better handling of modded XML paths on Windows
UI
Victory screen is updated when a player has met one of the victory conditions
Victory popup on game over mentions the last victory earned instead of the first
Score threshold for victory no longer shown after double/points victory achieved
Net yield tooltip now groups yields that subtract from each other (affects mods only)
Added loading screen hint about Advanced Help Text
Specialist help text without the advanced help text option now includes a simple yield total in the place of net modified yields
Cleaned up culture help text
Player and tribe tooltips no longer show relationship with unmet entities
Replaced icons for Strength and Weakness
Removed tile change notifications from game log
Localization text updates
More UI related actions allowed during another players turn (i.e. renaming cities, setting reminders)
Cloud notification emails no longer show details in Summary section if they appear in another category
Network games are now removed from the Current Games list for eliminated players
Bugs Fixed
Fixed 11th ambition / 2nd National ambition sometimes getting offered
Fixed null reference on exit to menu
Fixed tooltips clearing unnecessarily between turns
Fixed governor icon not updating after losing control of a city
Fixed tile recommendation icon interactability when tile status is active
Fixed possible crash if a mod eliminates a council position
Fixed tile border expansion when using the Game Editor
Fixed leader trait achievements not working when new leader already has trait
Fixed AI behavior for congested battlefields
Fixed pinned characters being shared between players
Fixed some game editor actions not working when it's not the active player's turn
Fixed AI building too many forts and in bad locations
Fixed incorrect AI danger calculations
Fixed Caravan animation being affected by "Follow AI moves" setting
Fixes to Multiple Continents map script
Fixed trigger text for some city culture events
Fixed assign governor tooltip showing incorrect opinion change
Fixed some duplicate titles in cloud email notifications
Fixed caravan missions not being able to be completed through unrevealed territory
Fixed governor project reminders not being dismissable
Fixed toggle buttons closing reminders panel
Fixed yield previews showing for improvement placement on invalid tiles with map tacks
Fixed custom overlay not restoring properly after hovering to build a road
Fixed a city site assignment bug that could result in AI cities on higher development levels not being grouped together
Fixed null icon in eliminated player text on MP game tooltips
Fixed cities not being able to be razed in no-character mode
Fixed AI sometimes not clearing or claiming city sites
Fixed net yield change tooltip for adjacent improvement modifiers
Fixed events incorrectly showing origin of foreign occurrence
Fixed display of family tab when large numbers of luxuries are sent to family
Fixed helptext performance issue
Fixed units sometimes not getting bounced from occurrence impassable tiles
Fixed XP floating text sometimes not appearing
Fixed map scripts allowing unreachable non-boundary tiles
Fixed missing Tribal Truce and Peace missions in No Characters
Fixed ethnicity helptext issue in Heroes of the Aegean 6
Fixed Kingship god icon positioning (Wrath of Gods)
Fixed global Occurrences (e.g. Drought, Plague) being more frequent than intended (Wrath of Gods)
Text and event fixes
79004 (2025-07-31)Main Branch 1.0.79004 Release 2025-07-31
Hotfix release that fixes a couple of potential game hangs. It also reverts the UI change requiring ctrl+click to load cloud games from previous versions on release builds.
78921 (2025-07-23)Main Branch 1.0.78921 Release 2025-07-23 Headline Changes
Added support for Multiple Victories and Succession Games
Custom Map Overlay added, Overlay and Map Pin UI improvements
AI improvements
Design
Multiple Victory support
On achieving a Double, Points or Ambition victory, players will be prompted to either accept victory or try to pursue another victory condition
While pursuing additional victories, defeat can still occur if another player satisfies a victory condition
Multiple victories are tracked in the Hall of Fame
Succession game support
Added 'Send to Player' option to in-game menu for Single Player games
This is designed to support Succession games and can also be used generally for sharing saves
Select a friend from the dropdown or enter their platform ID
Games will appear on both the sender and recipients Current Games list on the main menu
The Current Games entry will be deleted automatically after the recipient loads the game and can be manually deleted in Host Controls by both parties
Other design changes
Religious improvements may now be adjacent to improvements of different religions
Launch Offensive now gives the unit and leader 20 XP
Events can no longer end a war with a tribe that has a player ally
Resources added during the game (events or other bonuses) can now be placed adjacent to resources of different types
Holy site legitimacy events are now guaranteed to trigger on improvement completion
Distant raid probabilities are now based on each player's Prosperity rather than global Tribe Level
Gadarat's Subjugator trait spawns worker at cleared site rather than capital (Wonders and Dynasties)
Akhenaten can build Altar of the Aten improvements which spread Atenism, a new unique religion for this dynasty. Disciple bonuses removed. (Wonders and Dynasties)
Nebuchadnezzar I's brother now recognized as Royal (Wonders and Dynasties)
Occurrences no longer change or remove existing resources, or add resources to improved tiles unless the existing improvement matches the new resource (Wrath of Gods)
Occurrences no longer add vegetation to tiles with resources that don't allow that vegetation (Wrath of Gods)
Added goal Declare War on Tribes Three Times to the Wrath of Gods scenario
Programming
Enabled cloud games on test builds
AI attack and retreat tweaks
Added some AI flexibility in still getting kills when an attack doesn't go as predicted
AI is a little more careful with sacrificing its good units
AI is less eager to buy tiles
AI makes truce with other AI more easily when it detects a stalemate
Adjusted the target number of units for the AI
AI places more value on walls after reaching its unit target
AI now tries to explore rival territory, if possible, to reveal cities
Decoupled subject picking from events
Missions now take an arbitrary list of subjects and relations
UI
Custom Map Overlay added, giving a lot more flexibility in what is shown on a map overlay
Map pins can now be added and removed using a grid of icons from the Overlay Customizer
Map pin UI improvements
Map Overlays can now be locked with right click
Added option to set default map overlay
Added option Advanced Help Text. Some tooltip information is removed when this option is not enabled
Event triggers are now displayed at the top of events where relevant
Added popup notifications for some bonuses (Diplomatic, Subjugator, King of Kings, Fickle Band)
Landmark discovery popups no longer shown when starting an alliance
Cloud games that were last played on a different version will be greyed out with a warning. Use Ctrl+click to load a game from an earlier version. Saves from later version cannot be loaded
Added starting characters to SP setup stats screen
Added support for cycling through occurrence tiles on click
Added turns of/since conflict to player and tribe tooltips
Mission subject info now shown in Encyclopedia
Up/Down arrows cycle through encyclopedia entries
Added yellow warning text to specialist "replaces" text
Added visual flood effect for extreme Iteru flooding in Pharaohs of the Nile campaign
Added Governor Project reminder category for religious dissent (Sacred and Profane)
Added custom helptext for Ebbing Sea occurrence (Wrath of Gods)
Bugs Fixed
Fixed yield previews getting stuck
Fixed bug that could cause games to fail to start after selecting Learn to Play scenarios
Fixed map generation for games with 2 human teams where the middle of the map is not suitable for player starts (e.g. Hardwood Forest)
Fixed border expansions sometimes including urban tiles that belong to other city sites
Fixed free improvement UI not triggering when completing Jebel Barkal
Fixed free improvement UI not showing dynamic improvement text (i.e leader name on Stele)
Fixed data issue with some tile status text
Fixed succession list character links showing effects of being a leader instead of current character effects
Fixed empty categories in cloud emails
Fixed project net yield bug
Fixed MP setup spacing and text wrapping issues
Fixed rout preview sometimes being shown incorrectly
Fixed Caravans consuming orders when they cannot move
Fixed subject matching for characters in eventlinks
Fixed Road To overlay not clearing after selecting tile
Fixed some parts of the research UI sometimes being uninteractable
Fixed note map pings
Fixed AI build choices not respecting the Guilds law
Fixed selected city widget not being interactable
Fixed tribal units not getting allied territory water movement bonus
Fixed toggle sizing on some resolutions
Fixed Event Browser not using full screen
Fixed Encyclopedia errors
Fixed anarchy road building bug
Fixed Lose a City goal not completing when losing a city due to an event
Fixed ship harvest helptext showing xp is gained from harvesting
Fixed player count not resetting when switching from premade to random map
Fixed units counterattacking when they could not have targeted the attacking unit on their own turn
Fixed AI trying to start a Caravan mission over and over when it's not possible
Fixed heir sometimes getting auto-married instead of getting a marriage offer
Fixed portrait loading error when toggling mods in SP setup
Fixed custom nicknames for leaders not being applied from events
Fixed chat and pings not working when not your turn in network MP games
Fixed players not being able to act after ending their turn when still their their teams turn with Strict (Teams) turn style active
Fixed AI behavior for congested battlefields
Fixed issues when removing tile visual effects, which were causing problems in the Pharaohs of the Nile scenarios
Fixed Pharaohs of the Niles scenario 1 undo back over army deployment
Fixed minor victory broken link in Pharaohs of the Nile scenario 6
Fixed bug that could cause turns to be skipped in the Wrath of Gods scenario
Fixed Occurrence effects applying multiple times to cities (Wrath of Gods)
Fixed Occurrence overlay sometimes not clearing (Wrath of Gods)
Fixed Occurrence terrain change notifications appearing for out of bounds tiles (Wrath of Gods)
Fixed mod upload error
Mod browser and upload page fixes
Text and event fixes
78527 (2025-06-25)Main Branch 1.0.78527 Release 2025-06-25 Headline Changes
Clerics family changes
Guilds law now allows building Elder specialists directly, skipping prerequisite specialists
New UI system for placing free improvements and resources
Design
Cleric family now gets free Divine Rule law on founding. Removed free Monasticism and Found Religion Project from Clerics
Cleric seats can build Christian and Manicheist Disciples after the religions have been founded without the religion being present
Cleric seats have double speed Disciples only for State Religion
Religion spread no longer has a distance limit from the Holy City
Guilds law now allows building Elder Specialists directly, skipping any prerequisite specialists. Hamlet happiness bonus removed
Tribe-owned units no longer get a strength modifier against other tribes at strong and raging tribe levels
Regents now become Royal if they usurp the throne or continue ruling after the rightful heir's death
Projects and specialists that are automatically removed from the build queue because they are no longer valid now refund any invested resources to the player's yield stockpile
AI governors now emphasize growth and build fewer growth units when city has no citizens
Persia's Shapur dynasty gets the Found Religion project (Wonders and Dynasties)
Rising Stars are now less common and ask to become a Grand Vizier less (Behind the Throne)
Opulence project now requires a luxury in addition to estates (Behind the Throne)
Reduced probability of Occurrence ready events (Wrath of Gods)
Multiplayer Turn Style changes
Loose turn style can be selected only with a turn timer
Renamed normal turn style to adaptive
Tight turn style is now the default
Strict turn styles no longer allow players to perform any actions when not their turn (this also affects single player)
Programming
Performance optimization
Memory allocation optimization
Bug reporting system improvements
Improved AI valuation of Disciples and Religions
AI now uses Cleric seat ability to build disciples of non-present religions
Improved AI use of unit staging before an attack
AI checks whether a city can have an effect from resources before building a project that gives that same effect (i.e. Riders Import Horses)
AI knows to use units that do not require orders when it's out of orders
Improved sprite loading thread safety
Added safeguards against unexpected UI resets from a game restart
Added 3 additional resource categories to the default map script for use by mods
Added support for partial counterattack strength for use by mods (replaced InfoUnit.mbMeleeCounter with miMeleeCounterPercent)
Added support for upgrading rural improvements for use by mods
Generalized event subject picking so it no longer needs an event, just a list of subjects
Various missions started by the leader now no longer block all events with a leader subject
UI mod files (UI/includes and UI/styles) are excluded from game CRC
Added UI/templates to UI modding paths
UI
Free improvements and resources are now added to the event queue and placed by clicking a valid tile
Tooltip in tech tree shows the date team mates have discovered each tech, as well as for observers in MP games, and all players when the game is completed
Games with custom names (i.e. Game of the Week) now show their name in the parameters tooltip
Improvement net yield now includes Patrons Precious Resource culture bonus
Border expansion preview has the correct border colors for families
Added Items to Encyclopedia in their own category, with unique events listed
Encyclopedia now lists DLC source for traits where applicable
ESC clears luxury selection before opening menu
City luxury tooltip improvements
Valid unit types now listed for 'New units start with
' helptext
Improved luxury tooltip positioning
Removed tile raw yield from the city net yield tooltip
Added min height for OK button on turn summary popup
Scripted tutorial events blur the background UI, preventing events being bypassed
Added strength/weakness icons to concept links
Improved Riders 'Import Resource' project helptext
Yield and unit strength previews when assigning jobs now take into account the opinion change caused by the job switch
Mission requirements in tooltips are no longer shown in some situations where these requirements are all met
Ratings shown on character tooltip when they are 0 if they produce a yield (i.e. Schemer Agents)
Removed resource ping from improvements dropdown. This was made obsolete by the new UI to place free resources
Improved tooltips and interactions between Behind the Throne traits and imprison/assassinate missions
Bugs Fixed
Fixed event job forcing not always working
Fixed trade breakdown tooltip
Fixed governor marker showing in city widget for No Characters
Fixes to the Old World premade map - re-added dynasty start positions and fixed empty tiles warning
Fixes to the Punic Duel premade map - removed underwater trees and fixed missing city name
Fixed border expansion preview not updating after changes in player decision queue
Fixed Stele placement not being restricted to chosen city
Fixed a bug with AI unit effect evaluation
Fixed Game.canStartOccurrence modifying the game state
Fixed players being unable to surrender in MP games when they are the last active human player
Fixed events checking for mutual attraction selecting divorced spouses
Fixed incorrect amount of orders when ending the turn without founding a city
Fixed temporarily impassable tiles getting counted for minor city creation
Fixed leader bio paragraph indentation inconsistencies
Fixed farm model roof bug
Fixed visibility load/save error from terrain height change
Fixed an AI bug that made it misjudge large battle outcomes and attack when it should be retreating
Fixed number of improvement ambitions becoming impossible after losing control of a city
Fixed mini tech tree names not being accounted for in scroll area
Fixed council character tooltip positioning with selection active
Fixed reference to Stun in Retreat helptext
Fixed Guilds help text inconsistency
Fixed top bar yield arrows for selected character
Fixed events giving characters jobs getting invalidated when character is general of a unit on cooldown
Fixed yield preview showing incorrectly when replacing an improvement with a specialist
Fixed duplicate characters getting generated from events
Fixed AI bug that caused retreat from non hostile AI units
Fixed critical hit chance not resetting on General wisdom change
Fixed flicker when hovering over improvement recommendations
Fixed border expansion algorithm
Fixed family and religion crest color and opinion display
Fixed potential infinite recursion in AI bonusValue calculations
Fixed another case of Carthage scenario 4 Epic Victory achievement not being granted
Fixed Pharoahs of the Nile scenario 4 being continuable after winning
UI modding fixes
Text and event fixes
78114 (2025-06-02)Main Branch 1.0.78053 Release 2025-05-28 Hotfix 1.0.78114 Release 2025-06-02
Hotfix fixes bugs with some events and automated workers that could cause the game to get stuck
Design
Garrison and Governor changes:
Governors no longer require a Garrison
Capital no longer gets a free Garrison
Garrison and Stronghold stone cost reduced by 20 (80/100 -> 60/80)
Darius dynasty now gives 50% discount to appointing Governors (Wonders and Dynasties)
Law changes:
Guilds now gives +10 money per specialist type per city instead of -10% Rebel chance
Freedom now gives -5% Rebel chance instead of +1 happiness per city
Calligraphy now gives +10 culture per city instead of +4 culture per library
Swapped Calligraphy and Iconography upkeep costs
Swapped Colonies and Serfdom upkeep costs
Other design changes:
Library class improvements Science increase changed from 20%/30%/50% to 10%/20%/30%
Courthouse class improvements Civics increase changed from 20%/30%/50% to 20%/30%/40%
Market class improvements Money increase changed from 20%/30%/50% to 30%/40%/50%
Rider family Import projects allow cities to build relevant units directly instead of adding resources to map. Added extra order to rider seat (1 -> 2)
Increased AI penalties on The New difficulty (20% -> 25%)
Ruthless AI declares war on a winning player even if that player is not directly reachable
Ruthless AI gets more chances to conduct diplomacy when a player is close to winning
Ruthless AI now takes alliances and national ambitions into account for determining if a player is close to winning
The Old World premade map edits - boundaries slightly expanded, marshes added and resources redistributed
When a unit move cannot be completed because a lack of orders, a partial 1-tile move results in a unit swap, if possible
Damaged cities cannot be gifted to another team
Added 'No city gifting' option to MP setup
Disjunction mapscript with King of the Hill option balance improvements
Minor cities can be created even if the site is occupied
Borders with team-owned tiles on opposite sites are now claimed by the city with the most adjacent tiles
Barbarian Horde will now spawn inside player territory if there are not enough tiles available otherwise
In Rise of Carthage scenario 3, Orator-recruited mercenaries now count as hired and contribute to the optional merc hiring goal
Drought effect tweaks (Wrath of Gods)
Occurrences that result in small seas (18 tiles or less) convert that water to lakes. Mainly affects Ebbing Sea mapscript (Wrath of Gods)
Occurrences can now cause terrain changes on improved tiles, as long as the improvement remains legal for that tile (Wrath of Gods)
New Events
14 new events added - 11 for base game and 3 for Behind the Throne DLC
A City Like No Other
Deadly Inheritance
I Love It When A Plan Comes Together!
New Front
No War Declaration
Not to Be Trusted
Offensive Remarks
Reaping the Whirlwind
The God Queen
Triple Cross!
Tutorial: Upgrade Mercenaries
No Longer of Use (x2) (Behind the Throne)
Support or Scheme (Behind the Throne)
Programming
The AI claims cleared city sites more urgently (with force march, if necessary)
Performance optimization
Replaced valid terrain fields by TerrainTargetType to make improvement requirements more flexible
Family bonuses now check whether the bonus player has that family
Improved AI chokepoint management and attacks with high unit density
Memory allocation improvements
Occurrence terrain change refactor, now more mod friendly
Changed opinion-calculating functions to return a tuple
Event triggers can now have an arbitrary number of subjects
Added EffectUnits miAdjacentDifferentModifier, maeBuyTile, mbPillage, mabHideTerrainTarget and miMarchCostModifier
Added EffectCity aiYieldRateSpecialistRural
Allow the road pathfinder to accept TeamType.NONE, returning a road path which ignores visibility or diplomacy
Promoted Infos validator from ModPath to GameFactory so mods can supply custom validators
Added support for Religions to have a law opinion directly, not just through theologies
UI
Ship unit icons replaced to make the differences between them clearer
Added improvement net yields in tooltip
Foreign city citizen and specialist numbers now shown if the city tile is visible
Foreign city tooltips no longer show defense and damaged state unless the city is visible
Jobs are no longer shown on foreign character tooltips, unless their unit is visible (for Generals) or player has an agent in the relevant city (for Governors)
Added missing improvement warning text to unique unit production buttons
Added opinion gain line to Make Agent tooltip
Improved German grammar for character relationships
Stacked worker count shown on tooltip even when not actively building an improvement
Added "Improvements (Special)" section to the Encyclopedia, to include non-buildable Improvements
Added dynamic helptext for Attribute effects and tweaked Attribute helptext
Added Prosperity to Wrath of Gods setup
Ambitions display no longer gets minimized when clicking on listed ambitions
Pin Character icon has higher saturation when character is pinned
General traits which only affect some unit types now display affected unit types
Character relatives display now left-aligned
Improved border expansion predictions
Leader now shown on Court tab
Leader concept added to Encyclopedia
Horse trait now shown in Encyclopedia
Improved Encyclopedia entry for Citizen concept
Religions now always show founding requirements in the Encyclopedia
Characters entries in Encyclopedia now list unique events and missions
Encyclopedia, when viewed in-game, show entries based on currently enabled DLC instead of owned DLC
Bugs Fixed
Fixed tribal diplomacy cooldown not being enforced
Fixed minor cities not always being created when they should be
Fixed Send Goods icon display
Fixed load/save error from border expansion
Fixed null reference when tribe sites sit outside map boundaries
Fixed incorrect default value for resource hill height offset
Fixed improvement culture prereqs not working with modded culture
Fixed family opinion penalty from the Imprison mission getting applied to the character instead
Fixed net yields for projects to include secondary effects
Fixed sign error in specialist net yield help text
Fixed occurrence notification localization when playing MP with players using different languages
Fixed tech names not showing up on cards in some languages
Fixed changing a tile improvement affecting city build queue specialists on other tiles
Fixed character card not selecting tribe leader
Fixed occurrence overlay getting stuck in some cases
Fixed temporary overlays not getting cleared when blocking popups are active
Fixed units being bounced by an Occurrence before taking damage from it
Fixed bug with Player.canEverHaveEffectCity
Fixed tile territory assignment in game editor
Fixed Grand Vizier interfering with automated unit management
Fixed camera zooming to fog when clicking foreign character with job
Fixed Towers giving extra height instead of extra range
Fixed movement bug that resulted in allied units not getting bounced out of your territory
Fixed some AI retreat confusion
Fixed promotion button icons not aligning to right of button
Fixed nation crest color issues
Fixed tooltip positioning issues with HUD scaling
Fixed missing source traits on some effectCity entries
Fixed Opulence project not granting family opinion bonus
Fixed tooltip for event options that marry away characters
Fixed city production text not updating after builds finish
Fixed founded city territory bug
Fixed extra mission buttons appearing in some cases
Fixed missing at sea bonus description
Fixed production text sometimes not appearing in some languages when city healthbar is visible
Fixed Chancellors with negative discipline not reducing money income
Fixed Learn to Play ambitions not displaying correctly in Hall of Fame
Fixed mods not showing in Upload tab in some cases
Fixed map mod attributes not being checked in setup screen
Fixed scenario victory achievements sometimes not completing
Fixed Heroes of the Aegean scenario 4 tech tree completion achievement triggering too early
Fixed Heroes of the Aegean scenario 4 state religion adoption
Fixed Pharaohs of the Nile scenario 2 Tribal peace/truce/war missions
Fixed Pharaohs of the Nile scenario issues with Urusalim not being a city site
Fixed Pharaohs of the Nile overlapping goals UI
Fixed unwanted VPs in The Hill scenario
Fixed "Wrath of Gods" map script showing with "show hidden map scripts" enabled and content not owned
Fixed occurrences causing rivers with deltas flowing into land tiles (Wrath of Gods)
XML ordering fixes
Text and event fixes
78070 (2025-05-29)Main Branch 1.0.78053 Release 2025-05-28 Main Branch 1.0.78070 Release 2025-05-29
78070 update is a hotfix release that fixes a bug with some events that could cause the game to get stuck
Design
Garrison and Governor changes:
Governors no longer require a Garrison
Capital no longer gets a free Garrison
Garrison and Stronghold stone cost reduced by 20 (80/100 -> 60/80)
Darius dynasty now gives 50% discount to appointing Governors (Wonders and Dynasties)
Law changes:
Guilds now gives +10 money per specialist type per city instead of -10% Rebel chance
Freedom now gives -5% Rebel chance instead of +1 happiness per city
Calligraphy now gives +10 culture per city instead of +4 culture per library
Swapped Calligraphy and Iconography upkeep costs
Swapped Colonies and Serfdom upkeep costs
Other design changes:
Library class improvements Science increase changed from 20%/30%/50% to 10%/20%/30%
Courthouse class improvements Civics increase changed from 20%/30%/50% to 20%/30%/40%
Market class improvements Money increase changed from 20%/30%/50% to 30%/40%/50%
Rider family Import projects allow cities to build relevant units directly instead of adding resources to map. Added extra order to rider seat (1 -> 2)
Increased AI penalties on The New difficulty (20% -> 25%)
Ruthless AI declares war on a winning player even if that player is not directly reachable
Ruthless AI gets more chances to conduct diplomacy when a player is close to winning
Ruthless AI now takes alliances and national ambitions into account for determining if a player is close to winning
The Old World premade map edits - boundaries slightly expanded, marshes added and resources redistributed
When a unit move cannot be completed because a lack of orders, a partial 1-tile move results in a unit swap, if possible
Damaged cities cannot be gifted to another team
Added 'No city gifting' option to MP setup
Disjunction mapscript with King of the Hill option balance improvements
Minor cities can be created even if the site is occupied
Borders with team-owned tiles on opposite sites are now claimed by the city with the most adjacent tiles
Barbarian Horde will now spawn inside player territory if there are not enough tiles available otherwise
In Rise of Carthage scenario 3, Orator-recruited mercenaries now count as hired and contribute to the optional merc hiring goal
Drought effect tweaks (Wrath of Gods)
Occurrences that result in small seas (18 tiles or less) convert that water to lakes. Mainly affects Ebbing Sea mapscript (Wrath of Gods)
Occurrences can now cause terrain changes on improved tiles, as long as the improvement remains legal for that tile (Wrath of Gods)
New Events
14 new events added - 11 for base game and 3 for Behind the Throne DLC
A City Like No Other
Deadly Inheritance
I Love It When A Plan Comes Together!
New Front
No War Declaration
Not to Be Trusted
Offensive Remarks
Reaping the Whirlwind
The God Queen
Triple Cross!
Tutorial: Upgrade Mercenaries
No Longer of Use (x2) (Behind the Throne)
Support or Scheme (Behind the Throne)
Programming
The AI claims cleared city sites more urgently (with force march, if necessary)
Performance optimization
Replaced valid terrain fields by TerrainTargetType to make improvement requirements more flexible
Family bonuses now check whether the bonus player has that family
Improved AI chokepoint management and attacks with high unit density
Memory allocation improvements
Occurrence terrain change refactor, now more mod friendly
Changed opinion-calculating functions to return a tuple
Event triggers can now have an arbitrary number of subjects
Added EffectUnits miAdjacentDifferentModifier, maeBuyTile, mbPillage, mabHideTerrainTarget and miMarchCostModifier
Added EffectCity aiYieldRateSpecialistRural
Allow the road pathfinder to accept TeamType.NONE, returning a road path which ignores visibility or diplomacy
Promoted Infos validator from ModPath to GameFactory so mods can supply custom validators
Added support for Religions to have a law opinion directly, not just through theologies
UI
Ship unit icons replaced to make the differences between them clearer
Added improvement net yields in tooltip
Foreign city citizen and specialist numbers now shown if the city tile is visible
Foreign city tooltips no longer show defense and damaged state unless the city is visible
Jobs are no longer shown on foreign character tooltips, unless their unit is visible (for Generals) or player has an agent in the relevant city (for Governors)
Added missing improvement warning text to unique unit production buttons
Added opinion gain line to Make Agent tooltip
Improved German grammar for character relationships
Stacked worker count shown on tooltip even when not actively building an improvement
Added "Improvements (Special)" section to the Encyclopedia, to include non-buildable Improvements
Added dynamic helptext for Attribute effects and tweaked Attribute helptext
Added Prosperity to Wrath of Gods setup
Ambitions display no longer gets minimized when clicking on listed ambitions
Pin Character icon has higher saturation when character is pinned
General traits which only affect some unit types now display affected unit types
Character relatives display now left-aligned
Improved border expansion predictions
Leader now shown on Court tab
Leader concept added to Encyclopedia
Horse trait now shown in Encyclopedia
Improved Encyclopedia entry for Citizen concept
Religions now always show founding requirements in the Encyclopedia
Characters entries in Encyclopedia now list unique events and missions
Encyclopedia, when viewed in-game, show entries based on currently enabled DLC instead of owned DLC
Bugs Fixed
Fixed tribal diplomacy cooldown not being enforced
Fixed minor cities not always being created when they should be
Fixed Send Goods icon display
Fixed load/save error from border expansion
Fixed null reference when tribe sites sit outside map boundaries
Fixed incorrect default value for resource hill height offset
Fixed improvement culture prereqs not working with modded culture
Fixed family opinion penalty from the Imprison mission getting applied to the character instead
Fixed net yields for projects to include secondary effects
Fixed sign error in specialist net yield help text
Fixed occurrence notification localization when playing MP with players using different languages
Fixed tech names not showing up on cards in some languages
Fixed changing a tile improvement affecting city build queue specialists on other tiles
Fixed character card not selecting tribe leader
Fixed occurrence overlay getting stuck in some cases
Fixed temporary overlays not getting cleared when blocking popups are active
Fixed units being bounced by an Occurrence before taking damage from it
Fixed bug with Player.canEverHaveEffectCity
Fixed tile territory assignment in game editor
Fixed Grand Vizier interfering with automated unit management
Fixed camera zooming to fog when clicking foreign character with job
Fixed Towers giving extra height instead of extra range
Fixed movement bug that resulted in allied units not getting bounced out of your territory
Fixed some AI retreat confusion
Fixed promotion button icons not aligning to right of button
Fixed nation crest color issues
Fixed tooltip positioning issues with HUD scaling
Fixed missing source traits on some effectCity entries
Fixed Opulence project not granting family opinion bonus
Fixed tooltip for event options that marry away characters
Fixed city production text not updating after builds finish
Fixed founded city territory bug
Fixed extra mission buttons appearing in some cases
Fixed missing at sea bonus description
Fixed production text sometimes not appearing in some languages when city healthbar is visible
Fixed Chancellors with negative discipline not reducing money income
Fixed Learn to Play ambitions not displaying correctly in Hall of Fame
Fixed mods not showing in Upload tab in some cases
Fixed map mod attributes not being checked in setup screen
Fixed scenario victory achievements sometimes not completing
Fixed Heroes of the Aegean scenario 4 tech tree completion achievement triggering too early
Fixed Heroes of the Aegean scenario 4 state religion adoption
Fixed Pharaohs of the Nile scenario 2 Tribal peace/truce/war missions
Fixed Pharaohs of the Nile scenario issues with Urusalim not being a city site
Fixed Pharaohs of the Nile overlapping goals UI
Fixed unwanted VPs in The Hill scenario
Fixed "Wrath of Gods" map script showing with "show hidden map scripts" enabled and content not owned
Fixed occurrences causing rivers with deltas flowing into land tiles (Wrath of Gods)
XML ordering fixes
Text and event fixes
78053 (2025-05-28)Main Branch 1.0.78053 Release 2025-05-28 Design
Garrison and Governor changes:
Governors no longer require a Garrison
Garrison and Stronghold stone cost reduced by 20 (80/100 -> 60/80)
Darius dynasty now gives 50% discount to appointing Governors (Wonders and Dynasties)
Law changes:
Guilds now gives +10 money per specialist type per city instead of -10% Rebel chance
Freedom now gives -5% Rebel chance instead of +1 happiness per city
Calligraphy now gives +10 culture per city instead of +4 culture per library
Swapped Calligraphy and Iconography upkeep costs
Swapped Colonies and Serfdom upkeep costs
Other design changes:
Library class improvements Science increase changed from 20%/30%/50% to 10%/20%/30%
Courthouse class improvements Civics increase changed from 20%/30%/50% to 20%/30%/40%
Market class improvements Money increase changed from 20%/30%/50% to 30%/40%/50%
Rider family Import projects allow cities to build relevant units directly instead of adding resources to map. Added extra order to rider seat (1 -> 2)
Increased AI penalties on The New difficulty (20% -> 25%)
Ruthless AI declares war on a winning player even if that player is not directly reachable
Ruthless AI gets more chances to conduct diplomacy when a player is close to winning
Ruthless AI now takes alliances and national ambitions into account for determining if a player is close to winning
The Old World premade map edits - boundaries slightly expanded, marshes added and resources redistributed
When a unit move cannot be completed because a lack of orders, a partial 1-tile move results in a unit swap, if possible
Damaged cities cannot be gifted to another team
Added 'No city gifting' option to MP setup
Disjunction mapscript with King of the Hill option balance improvements
Minor cities can be created even if the site is occupied
Borders with team-owned tiles on opposite sites are now claimed by the city with the most adjacent tiles
Barbarian Horde will now spawn inside player territory if there are not enough tiles available otherwise
In Rise of Carthage scenario 3, Orator-recruited mercenaries now count as hired and contribute to the optional merc hiring goal
Drought effect tweaks (Wrath of Gods)
Occurrences that result in small seas (18 tiles or less) convert that water to lakes. Mainly affects Ebbing Sea mapscript (Wrath of Gods)
Occurrences can now cause terrain changes on improved tiles, as long as the improvement remains legal for that tile (Wrath of Gods)
New Events
14 new events added - 11 for base game and 3 for Behind the Throne DLC
A City Like No Other
Deadly Inheritance
I Love It When A Plan Comes Together!
New Front
No War Declaration
Not to Be Trusted
Offensive Remarks
Reaping the Whirlwind
The God Queen
Triple Cross!
Tutorial: Upgrade Mercenaries
No Longer of Use (x2) (Behind the Throne)
Support or Scheme (Behind the Throne)
Programming
The AI claims cleared city sites more urgently (with force march, if necessary)
Performance optimization
Replaced valid terrain fields by TerrainTargetType to make improvement requirements more flexible
Family bonuses now check whether the bonus player has that family
Improved AI chokepoint management and attacks with high unit density
Memory allocation improvements
Occurrence terrain change refactor, now more mod friendly
Changed opinion-calculating functions to return a tuple
Event triggers can now have an arbitrary number of subjects
Added EffectUnits miAdjacentDifferentModifier, maeBuyTile, mbPillage, mabHideTerrainTarget and miMarchCostModifier
Added EffectCity aiYieldRateSpecialistRural
Allow the road pathfinder to accept TeamType.NONE, returning a road path which ignores visibility or diplomacy
Promoted Infos validator from ModPath to GameFactory so mods can supply custom validators
Added support for Religions to have a law opinion directly, not just through theologies
UI
Ship unit icons replaced to make the differences between them clearer
Added improvement net yields in tooltip
Foreign city citizen and specialist numbers now shown if the city tile is visible
Foreign city tooltips no longer show defense and damaged state unless the city is visible
Jobs are no longer shown on foreign character tooltips, unless their unit is visible (for Generals) or player has an agent in the relevant city (for Governors)
Added missing improvement warning text to unique unit production buttons
Added opinion gain line to Make Agent tooltip
Improved German grammar for character relationships
Stacked worker count shown on tooltip even when not actively building an improvement
Added "Improvements (Special)" section to the Encyclopedia, to include non-buildable Improvements
Added dynamic helptext for Attribute effects and tweaked Attribute helptext
Added Prosperity to Wrath of Gods setup
Ambitions display no longer gets minimized when clicking on listed ambitions
Pin Character icon has higher saturation when character is pinned
General traits which only affect some unit types now display affected unit types
Character relatives display now left-aligned
Improved border expansion predictions
Leader now shown on Court tab
Leader concept added to Encyclopedia
Horse trait now shown in Encyclopedia
Improved Encyclopedia entry for Citizen concept
Religions now always show founding requirements in the Encyclopedia
Characters entries in Encyclopedia now list unique events and missions
Encyclopedia, when viewed in-game, show entries based on currently enabled DLC instead of ow
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- 點數: 0 + 47 (4.6) 版本: Windows/Linux/MacOS World of Goo is a multiple award winning physics based puzzle / construction game made entirely by two guys. Drag and drop living, squirming, talking, globs of goo to build structures, ⥯
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- World Warfare & Economics
- GOG 遊戲: 策略 由: Okron Studio
- $29.99
- 清單: 0 + 0 排名: 0 評測: 0
- 點數: 0 + 3 (4.7) 版本: Windows/MacOS Rule Any Nation Take control of any country and lead it through the ever-changing tides of history. Whether you guide a global superpower, a growing regional force, or a small nation ... ⥯
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- World of Goo 2
- GOG 遊戲: 策略 由: 2D BOY, Tomorrow Corporation
- $25.49
- 清單: 0 + 0 排名: 0 評測: 0
- 點數: 0 + 9 (4.3) 版本: Windows/Linux/MacOS Build bridges, grow towers, terraform terrain, and fuel flying machines in the stunning followup to the multi-award winning World of Goo. Discover realistic flowing, splashing, viscous ⥯
- -75%
- World in Conflict: Complete Edition
- GOG 遊戲: 策略 由: Ubisoft
- ▼ $2.49
$9.99-75% - 清單: 0 + 0 排名: 0 評測: 0
- 點數: 0 + 449 (4.4) 版本: Windows Includes the original World In Conflict plus the expansion World In Conflict: Soviet Assault World War III rages and a Soviet-led army has launched a surprise attack on the U.S.A. ... ⥯
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- Craft The World - Lonely Mountain
- GOG 遊戲: 策略 由: Dekovir Entertainment
- $3.49
- 清單: 0 + 0 排名: 0 評測: 0
- 點數: 1 + 0 (4.1) 版本: Windows/MacOS DLC Lonely Mountain adds a new world type to the game. Monsters have occupied a dwarven fortress and it's up to you to take back their home. You're playing to survive. You won't be ... ⥯
- 全新
- Wall World 2
- GOG 遊戲: 策略 由: Alawar
- $10.79
- 清單: 0 + 0 排名: 0 評測: 0
- 點數: 0 + 6 (4.4) 版本: Windows/MacOS The world of the Wall awaits. Wall World 2 builds on the mining rogue-lite experience with expanded mechanics, new challenges, and deeper gameplay. Explore procedurally generated mines ⥯
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- Order of Battle: World War II
- GOG 遊戲: 策略 由: Slitherine Ltd.
- $19.99
- 清單: 0 + 0 排名: 0 評測: 0
- 點數: 0 + 54 (4.0) 版本: Windows/MacOS Please note that Order of Battle: World War II includes Order of Battle: U.S. Pacific DLC. Order of Battle: World War II A breath of fresh air for all strategy fans. It is a game that ... ⥯
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- Egypt: Old Kingdom Demo
- GOG 遊戲: 策略 由: Clarus Victoria
- 免費
- 清單: 0 + 0 排名: 0 評測: 0
- 點數: 0 + 2 (4.1) 版本: Windows/Linux/MacOS Full version of Egypt: Old Kingdom is available here You are one of the multitudes of incarnations of the great Horus, and side by side with the pharaohs, you are fighting against the ... ⥯
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- Expansion - Crusader Kings II: The Old Gods
- GOG 遊戲: 策略 由: Paradox Interactive
- $14.99
- 清單: 0 + 0 排名: 0 評測: 0
- 點數: 0 + 0 (1.0) 版本: Windows/Linux/MacOS Europe is in turmoil. The land has been fragmented into petty fiefdoms. The Emperor is struggling with the Pope. The Holy Father declares that all who go to liberate the Holy Land will ⥯
- -82%
- Floodland: Relics of the Old
- GOG 遊戲: 策略 由: Ravenscourt
- ▼ $5.53
$30.77-82% - 清單: 0 + 0 排名: 0 評測: 0
- 點數: 0 + 0 (5.0) 版本: Windows Relicts of the old: Floodland - Full Game A society survival game, set in world destroyed by climate change. Explore, scavenge and build a settlement to unite the clans. Conflicting ... ⥯
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- Stellar Monarch 2: Old Dynasties
- GOG 遊戲: 策略 由: Silver Lemur Games
- $8.99
- 清單: 0 + 0 排名: 0 評測: 0
- 點數: 0 + 1 (5.0) 版本: Windows Stellar Monarch 2: Old Dynastiesis the first expansion to Stellar Monarch 2, a feudal space empire builder where you feel like the Emperor not a logistics officer. The expansion ... ⥯
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- Conquest of the New World
- GOG 遊戲: 策略 由: Interplay
- $9.99
- 清單: 0 + 0 排名: 0 評測: 0
- 點數: 0 + 95 (4.2) 版本: Windows Conquest of the New World puts you in control of a native civilization or an expeditionary force from one of five European countries. Compete against other players in the hopes of ... ⥯
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- Eador. Masters of the Broken World
- GOG 遊戲: 策略 由: Snowbird Games
- $19.99
- 清單: 0 + 0 排名: 0 評測: 0
- 點數: 0 + 90 (3.3) 版本: Windows Eador is a universe made of countless shards of land drifting in the Great Nothing. Each of the shards is a little world unto itself, with geography and denizens of its own. The power ... ⥯