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Update 0.9.8 - Diplomacy Options, Balancing, GUI, Bugfixes

Latest Update:

  • Game Option "Strict Diplomacy": for strict diplomacy (default), protectorates with the same protector cannot go to war with each other. Existing wars stop.
  • Game Option: Diplomacy can be turned on/off.
  • Game Option: Total War - Everyone is at war with each other when the game starts.
  • Game Option: Total Peace - Everyone is at peace with each other when the game starts.
  • Balancing Administration: the cost is now based on f(x) = -x^3 + 3x^2. The previous function used a circle equation to determine costs which would result in the cost suddenly to skyrocket and the abruptly resolve to linear. Please note that administration will increase a few gold for smaller nations!
  • Balancing Research: it is now only based on commerce income (not all the income sources combined).
  • Mediterranean Sea (1.0.7)/Template: Peasants are now (a) weaker, (b) cost more food/wood, and also (c) have higher food-upkeep cost. They were too cheap before!
  • Mediterranean Sea (1.0.7)/Template: Peasants cannot be restored, i.e. re-supplied/fixed.
  • Mediterranean Sea (1.0.7)/Template: City Repair costs slightly more stone.
  • Mediterranean Sea (1.0.7)/Template: Craftsman & Market require more iron/stone but less wood. They also produce more gold now.
  • Mediterranean Sea (1.0.7)/Template: War ships cost slightly more iron to produce.
  • Mediterranean Sea (1.0.7)/Template: City walls cost less gold.
  • Mediterranean Sea (1.0.7)/Template: Quarry output reduced.
  • Mediterranean Sea (1.0.7)/Template: Troop offense/defense costs updated, i.e. less gold, more iron! More consistent also.
  • Mediterranean Sea (1.0.7)/Template: Population food consumption decreased by about 20%.
  • Mediterranean Sea (1.0.7)/Template: Troop food consumption increased by about 15-20%.
  • Mediterranean Sea (1.0.7)/Template: Iron Mines: cost less gold to build.
  • Mediterranean Sea (1.0.7)/Template: Farms cost less stone to build.
  • Mark as Done: troops can now be marked as done for a turn (new checkmark button). They will be ignored while going through the unmoved troops.
  • Protectorates: Protectorates cannot change their protector (only cancel the relation). Other nations cannot ask existing protectorates to switch their protector.
  • Exploration: for nations that become allies or protectorates, there territory will be fully visible after the treaty is signed.
  • Decree Icons: they are now shown on the village overview & city views. Indicate if a decree can be executed or not (non grayed out). Please note, you need to download the latest map versions to see them.
  • Decree Icons/Modding: please download the latest template.ZIP & apply the bundle.config to your map to have them contain decree icons!
  • Strength Bars: non-full if troops need repair (was rounded up before!).
  • Troop & Produce Management: the buttons for each item are now disabled if actions are not possible, e.g. troops cannot be repaired etc.
  • Troop Information: the attack ranges are also shown when building/going to troop info (i.e. only when 2+ tiles away).
  • GUI Production: farms, city structures etc. that produce output have the output now displayed in blue (to make it easier recognizable).
  • GUI/Menu: improved incl. the top bar which is now narrower.
  • GUI Input: Bugfix for text-selection in text-input (multi-line; position was thought to be centered while it wasn't). Also, newline now should work correctly :)
  • GUI Input: up/down cursor-key should now work :-D
  • Server: monitoring updated (Admin only).
  • Server: performance update during reboot (backup was slow - increased speed by moving backup finalization outside). Also using Liquibase 3.5.3 which should be faster.
  • Server: backend server updated (Jetty 9.2.20)
  • Bugfix: acquiring troops should now show the city name (not "null").