The 2nd beta for 0.64 update is here !
It mainly adds the startdates of 2350BC and 2200BC(2 of the 4 narrative paths for Egypt), a full rework of the military campaigns et the adding of the garrisons and other systems.
Remember that to have access to it, you need to go in the Properties of the game in Steam and choose the beta. Also, don't hesitate to bring us every bug or suggestion on our Discord ! [next_update]
Events added/changes
-Added proto-events for Akkad in 2200BC to mimic its fall in the first decade of the game
-Added an expansion of Sumer and Kish in 2350BC. It will end 66% of the time in the victory of Kish over Sumer. The victor will then extend to Mari and north of Sumer
-Added two events for Egypt at the beginning of the kiloyear event 4.2 where Libu tribes will move to the west of Lower Egypt
-Added 3 events for Egypt before the secession of Upper Egypt in 2200BC
-Added 12 events for Egypt if the player choose the path of the Heirs of Pepi II for 2200BC
-Added 6 events for Uaset/Upper Egypt if you choose this path when Upper Egypt revolt for 2200BC
-Added 9 Court events during Regencies so that you can push your young ruler in directions for his personnality
-Now the events for new rulers will come after the historical events(for example, after the assassination of your ruler)
-Added 8 more Court Events, bringing it from 23 Court Events to 31
-Added 13 events for 2350BC, around the rise and fall and rise again of the 6th Dynasty under Teti and his heir and how Ouserkare is in all that
Gameplay added
-Now characters will have 3 different hair and beard colors(not the egyptians)
-Now the Garrison Idea works. It means you have now access to the Army sub-menu in the Military Menu. You will have access to recruitment of soldiers, soldiers that will help defend your territories from tribes and other factions depending if the territory is close to your capital. The farther it is, the more another faction can attack without fighting your reinforcements
-Now the Police Idea works. It means that depending of your number of soldiers, it can reduce up to 1 Revolt over all your territories. You need 100 soldiers per territories to have this complete bonus. If you have less, then it will give a smaller scaled bonus
-Now if a Fort is present, you will fight on it for the first rounds until the rounds go above the level of the Fort. So for example, if a territory have a Fort of a level 3, your troops will then fight for the 3 first rounds against the fort. So your chariots will not work and your troops will only do 10% of their damages
-Now the Urban Defense Idea work. It will give a boost to the morale of defenders if a city is present on the territory
-Added a special factor for damages for battle. To test some things here and there. From this, I reduced all damages by 20%
-Added Battle Stances for Military Campaigns. Basically you can now be defensive, normal or aggressive during simple battles, and either siege a fort or assault it. It will affect either the damages you do and take, or change the battle biome against fort. Also, sieging forts will push back the number of assault you have to do to take it
-The gameplay of garrisons now work. Basically, your garrisons set in the Army Menu will give you more troops in defense. Between 10 and 50% of your soldiers will serve in defense during battles. A base of 10%, then + 10% if there is a fort on the territory, then up to +30% depending of the distance to the capital. Finally, if its the capital of the faction, 100% of your soldiers will serve at its defense. Also, if your garrisons are well paid and trained, they will increase the moral of your defense, or decrease it if its the other way
-The military techniques for reducing the pay of your professional army now works
-Now, each priviledge given to your elites will increase the max corruption of your faction, by 1 point per 10 territories + 1(so +1 between 1 and 9, +2 between 10 and 19, etc etc)
-Added a new system of taxation: labour tax/corvée. You will now have to set the rate of workers for your buidling constructions between rural and urban labour. It will of course affect revolt, making so that you can increase base tax in exchange with less labour and vice versa
Tweaks to gameplay
-Now the Corruption of the administration value for the Crisis of the Fall of the Old Kingdom will increase the egyptian corruption by 10 for EACH point
-Now the Power of the nobles value for the Crisis of the Fall of the Old Kingdom will increase the influence of the nobles by 5 for EACH point
-Now the Weakness of the kings value for the Crisis of the Fall of the Old Kingdom will reduce the egyptian Maat by its value when a king dies
-Now the techniques reducing Nobles and Clergies Influence will at the beginning increase them by 10 and each level of techniques invested will reduce it by 5 from by 3
-Now the recruitement of the scribes is not divided by the number of territories(making all territories give the same number of recruits) but by the ratio of population of the territories. So territories with less populations will contribute less than territories with more populations
-Put forts in 3400 and 3250BC at Nekhen, Nagada, Per-Wadjet and Uruk
-Changed the value for the calculation of the corruption from too much wealth from ((25 x your number of territories) + 1000) to ((25 x your number of territories) + 500)
-Gave 3 more sons to Pepi II in 2200BC. But they should die before Merenre and their father
-Now the next biome will be set at the end of a round during Campaigns
-The general of the defenders when their capital is attacked will now be their general of the armies
-Now the ratio of adult population defending a territory went from 20% for all territories, to 15% if not of the culture of the faction, 20% if of the same culture and 25% if it is the capital
-The ratio of adult defenders for tribal territories will now range between 25 and 50% of their numbers from between 20 and 60%
-Now morale will be calculated differently during battle. Instead of your percentage of loss giving a loss between 1 and 100 of your morale, it will reduce your morale by multiplying it. So instead of beginning at 120 morale, 50% of loss will not give you a -50 to the morale, but take your morale and divide it by 2, making it 60
-Now the years for promoting or demoting a noble house is of 20 years from 25
-Now when a house is demoting because you lack territories, it will not be eligible for the events earning influence for the nobility
-Now, factions coming from a civil war will have the tech and ideas of their previous faction and will have to respec their techniques points
-You will not have regencies event for the first year of a regency
-Added the Kingdom of Kerma for 2350BC and 2200BC
-Now, your clergies will have the gift privilege when you launch a new game and that they need privileges
-Now, adult urban population will only provide their number instead of 3 times its number as workers for your projects
-Now, rural and urban taxes will affect pop growth rate. Less taxes will help those populations to grow, and higher taxes will make them grow less
Bugs corrected
-Corrected an error in the button of the last tutorial where you didn't had the return to the menu who worked
-Corrected an error when setting the biome at the beginning of a round during the Military Campaigns
-Pushed the attack window later in the scene so that you can't click on another territory, changing the territory goal of the campaign
-Forgot to take the value of the territory attacked. It is now corrected
-Corrected some errors during military campaigns. Now rushing Nagada as Nekhen is impossible
-The morale bars for the Military Campaigns now work as intended
-The generals in defense were not set, its corrected
-Corrected bugs with the Secession of the Nobles event
-Now the ideas that increase max levels of buildings are working as intended
-Now, the factions names on the map are above the animated coastlines
-There was a bug because two lines were interverted for the events of Influence for the Nobles. It has been corrected
-Now, you will lose invested tech points, only if you have invested all of them. Before that you could have negative techniques level if you lost a level when not having invested a previously earned level
-Resized the levels text in the Techniques sub-menu, it was too big when you attain two digit levels
-Reworked how base workers for a territory is calculated. Before, there was errors of calculus where if you had more peasants than farmers, it used peasants as base workers. Now your base workers for a territory should be: its number of farmer + (its number of peasants / 4)
-The urban taxes will now affect revolt of a territory. It will do so if there is at least 1000 inhabitants in the city
UI changes
-Now each start date scenarios will show only the factions for the chosen area as recommended
-Added forts, walled city and high walled city(in 3 sizes) to the fresco of the Territory Menu
-Now, the fresco of biomes of a territory is shown at the beginning of a military campaign, so that you know what biomes are there
-Added a quote from Rudyard Kippling
-Updated the sub-menu of the Populations for the Territory Menu
-Now clicking back on the map modes buttons(administrative cost, levies and the mines) will bring back the mapmode used by the dropdown
-Updated the Population sub-menu of the Territory Menu
-Reworked the Battle screen
-Now rulers who lasted only one year will not be presented as "ruled from XX to XX", but only as "ruled in XX"
-Reworked the main screen for military campaign. Up to 20 soldiers will be on the side who have the bigger size of troops. Later the weapons and armors of the troops will take into account the one used by your main army and in proportion of your main army compared to your levies.
-The current biome during this round of the military campaign will be shown visually as the battlefield
-Changed the Loading Bar at the launch of the game and when launching a game
-Reorganized the Taxes sub-menu
