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1.00.00 (Not published now)

Balancing/Gameplay changes: / QoL

Bugs:

Story (and story related bugs):

0.99.99

Balancing/Gameplay changes: / QoL

Bugs:

Story (and story related bugs):

0.99.98

Balancing/Gameplay changes: / QoL

Bugs:

Story (and story related bugs):

0.90.51

Balancing/Gameplay changes: / QoL

  • If you destroy a building you will get some ressources back. Onyl wood, iron, bricks and marble. No money:
    Beginner: 50%
    Normal: 25%
    Hard: 0%
    If you build an engineer and upgrade it, you will get 85% regardless of the difficulty

Bugs:

Story (and story related bugs):

  • Wrong button text in stroy (descision): fixed

0.90.50

Balancing/Gameplay changes: / QoL

Bugs:

Story (and story related bugs):

0.90.49

Balancing/Gameplay changes: / QoL

Bugs:

Story (and story related bugs):

  • Number of bricks changed in story mode mission 1.

0.90.48

Balancing/Gameplay changes: / QoL

  • 75 peregrini instead of 25 cives to unlock the large scriptoria
    https://discord.com/channels/795928814180892673/1357118379005055077
  • A regional brick delivery added to the largest map (10) with lower requirements for respect
  • Camera focus building that collapsed
  • Money donation from tribes changed. Old value random between 20and 35, new between: 3 and 7
  • Merchants on world map labeled
  • Unlock claymine old: 100 peregrini, new 10 peregrini
  • Weekly costs of draw-well with stone floor changed from 1 to 2
  • Aceleration change of the cart on the world map: 2.3 to 3.5.
  • Added a red marker on the world map to the pimp-my-cart shop and the bank
  • Costs for trading license on world map reduced by 50%
  • Respect for trading license on world map reduced by 50%
  • Suregon values Equites and Senators switched
  • Values for gap filler domus changed
    https://discord.com/channels/795928814180892673/1357368194787971355

Bugs:

Story (and story related bugs):



0.90.47

Balancing/Gameplay changes: / QoL

Bugs:

  • Suregon visual values and upgrades fixed

Story (and story related bugs):



0.90.46

Balancing/Gameplay changes: / QoL

Bugs:

Story (and story related bugs):



0.90.44

Balancing/Gameplay changes: / QoL

Bugs:

Story (and story related bugs):



0.90.43

Balancing/Gameplay changes: / QoL

Bugs:

Story (and story related bugs):

0.90.42

Balancing/Gameplay changes: / QoL

  • Mission 1 withouth bribe before. Old: 600 bricks, new: 80

Bugs:

Story (and story related bugs):

0.90.41

Balancing/Gameplay changes: / QoL

  • Renting out market stalls old income each stall: 0.25, new: 0.1
  • Arriving/Fleeing liberti/peregrini/cives random event only appear if you have in minimum 1 inhabitant for the specific stage. Trigger will only be fired once each city loading process.
  • The names of the savegames are changed. If you want to use old savegames, rename them:
    World
    Old: worldSave_3_9.dat
    Rename it to: world_9.dat
    City
    Old: CitySave_2_3_9.dat
    Rename it to: world_3_city_9.dat
    Settings
    Old: 3_settings.dat
    Rename it to: settings.dat

Bugs:

Story (and story related bugs):

0.90.40

Balancing/Gameplay changes: / QoL

  • Respect points at start changed
    beginner old: 30 new: 100
    easy old: 15 new: 50
    hard old: 12 new: 35
  • If you go under 30 bricks, once for each city maop you will get a notice from vitruv, you will get emergency bricks. The amount is random and based on the dissiculty level. The bricks are usually close to the harbor. you have to find them there
  • If you play in difficulty beginner or easy, you will get a warning of your bricks go bellow 75. You can deactivate this warning for the future.
  • If you play in difficulty beginner or easy, you will get a warning of your food go bellow 150. You can deactivate this warning for the future.
  • If ypu build a house outside of the green altar radius you will get a warning. Only easy and beginner mode.
  • Small numbers at inhabitants space static tooltip UI
    https://discord.com/channels/795928814180892673/1352309352379322418
  • K key will also show wood fields
    https://discord.com/channels/795928814180892673/1351548798643601490
  • Large marketbuildings available only if you have 25 peregrini
  • Large rostra Altar radius old: 14 new: 9
  • Career gives different bonus for altar radius

Bugs:

Story (and story related bugs):

0.90.37

Balancing/Gameplay changes: / QoL

Bugs:

Story (and story related bugs):



0.90.33

Balancing/Gameplay changes: / QoL

Bugs:

Story (and story related bugs):

0.90.31

Balancing/Gameplay changes: / QoL

  • Changed maintenance costs:
    beginner: 0.2% (old) 0.1% new
    easy: 0.5% (old) 0.3% new
    hard: 1% (old) 0.8% new

Bugs:

Story (and story related bugs):

0.90.27

Balancing/Gameplay changes: / QoL

  • Brick and iron ressource exchanged in Cives houses

Bugs:

Story (and story related bugs):

0.90.24

Balancing/Gameplay changes: / QoL

  • Random event cold spring changed from 600 to 200 inhabitants
  • Random event hot summer changed from 500 to 400 inhabitants
  • Random event low slave price = 12 weeks
    Random event high slave price 50 weeks

Bugs:

Story (and story related bugs):

0.90.23

Balancing/Gameplay changes: / QoL

  • A thief tent is implemented on the world map. It will apear at random position.
  • The keys 1 / 2 / 3 will set the speed of the game.
  • Forum decoration elements will deliver some respect points
  • If you press the C key, the camera will follow the cart.
  • 12 new slaves to buy on the world map implemented

Bugs:

Story (and story related bugs):

0.90.22

Balancing/Gameplay changes: / QoL

  • Tooltip above year (calendar) to explain the year 700
  • New road system implemented. You can drag streets over others.
  • Large slave cage offices needed from 11 to 8 reduced
  • Medium slave cage offices needed from 5 to 6 increased
  • Small Kiln weekly cost from 6 to 12
  • Alrge kiln weekly cost from 18 to 44
  • Clay pits will have weekly costs: 1, 4 and 10 (depending on the scale),
    they will also need wood and slaves
  • Unlock clay facility: old value: 25, new: 100
  • Sandboy maps will be unlocked if you got the steam achievement. They are not save local anymore
    https://discord.com/channels/795928814180892673/1343004323671703613
  • Doctor houses got new values.
  • The auto border scrolling is disabled by default.
  • The player will spawn next to the city on the world map so not into the city detector.
  • Clay Warehouse is always unlocked again
  • Files will be deleted forever and not only re-labeled

Bugs:

Story (and story related bugs):

0.90.21

Balancing/Gameplay changes: / QoL

Bugs:

Story (and story related bugs):

0.90.20

Balancing/Gameplay changes:

Bugs:

Story (and story related bugs):

0.90.19

Balancing/Gameplay changes:

Bugs:

Story (and story related bugs):

0.90.18

Balancing/Gameplay changes:

Bugs:

Story (and story related bugs):

0.90.17

Balancing/Gameplay changes:

  • Slave trader can deliver up to 12 slaves each cart

Bugs:

Story (and story related bugs):

0.90.16

Balancing/Gameplay changes:

Bugs:

Story (and story related bugs):

0.90.15

Balancing/Gameplay changes:

  • Popina gambling upgrade 0.1% corruption (old) – new: 0.5%
  • Marble quarry can be connected from both tiles

Bugs:

Story (and story related bugs):

0.90.14

Balancing/Gameplay changes:

Bugs:

Story (and story related bugs):

  • Lupanar Bug in CashCow city (at the beach with the hill in the center) is not in an endless loop.

0.90.12

Balancing/Gameplay changes:

Bugs:

Story (and story related bugs):

0.90.10

Balancing/Gameplay changes:

Bugs:

Story (and story related bugs):

0.90.09

Balancing/Gameplay changes:

  • Radius of the medium batthouse increased from 20 to 27
    https://discord.com/channels/795928814180892673/1330969696316428380
  • Some port/harbor buildings have the wrong values: fixed
  • Unlock sea-trading building needed happyness of cives, changed to peregrini
  • the maintenance costs are adjusted for every difficulty level:
    Hard = 1% (as it was already)
    Normal = 0.5%
    Easy = 0.2%
  • Better seasonal production in „normal“ and „easy“ mode.
  • Altar radius changed. The Bonus of both rostra will be considered.

Bugs:

  • Changed font in Settings menu
  • Fountain requirementes happyness wrong: fixed
    https://discord.com/channels/795928814180892673/1335294160722198638
  • Map 0 – aequaduct overlapping adjusted
  • Marble production shows the wrong number in the upper menu: fixed
  • The NPC spawing number (graphic settings) didn’t work as expected: fixed
  • Some carts trew errors in the log files: issue fixed
  • Galdiator, Theater and Odeon Company don’t show the values on the world map: fixed
    https://discord.com/channels/795928814180892673/1335466879812239432
  • Clouds still active, even deactivated: fixed
    https://discord.com/channels/795928814180892673/1335464635524059168
  • Red field at market: removed
    https://discord.com/channels/795928814180892673/1335456546615988345
  • Wrong indicator at slave cages for attractivity: removed
    https://discord.com/channels/795928814180892673/1335455722594504764
  • Map 0 overlapping area at river border: fixed
    https://discord.com/channels/795928814180892673/1335550026289647636
  • Target Marker for Clay oven issue with button 2 and 3: fixed
  • It was possible to set the import settings at the harbor even the harbor building is still in construction: fixed
  • Import amount could go down to minus values: fixed
  • Next delivery time at port was is wrong labeled: fixed
  • Arenas and theaters don’t provide happyness to libertis anymore
  • remove a tribe house leads to a loading issue – tiles buildable even if they are already used by buildings: fixed

Story (and story related bugs):

0.90.08

Balancing/Gameplay changes:
Bugs:

Story (and story related bugs):

0.90.07

Balancing/Gameplay changes:

Bugs:


Story (and story related bugs):

0.90.06

Balancing/Gameplay changes:

  • Unlock the clay mine 300 peregrini changed to 25
    https://discord.com/channels/795928814180892673/1330229338569703504
  • Brick storage costs reduced from 15 to 8 plus 1 scriptoria needed
    https://discord.com/channels/795928814180892673/1330226797928775782
  • If you play level very easy or level easy and you lost all respect points, you will get one additional chance to survie.
  • The altar shows a radius
  • French, Spanish and Italian texts are translated (not checked by humans) – only gameplay – not story text
  • Camera zoom adjusted on start at regional map
  • Key code K implemented for activate buildable fields
  • Temples will also have blue arrows to indicate the direction
  • Theater school removed. building too big.
  • Thunderflash removed

Bugs:


Story (and story related bugs):

0.90.05 (Only for Bug testers)

Balancing/Gameplay changes:

  • Marble storage from 40 to 80 increased
  • Option implemented to turn off clouds on world map.

Bugs:

  • If you come back on the world map, the camera looks from north to the world. fixed – looks from south


Story (and story related bugs):

  • Ship faster in the beginning of the story
  • Marble amount at map start (map2) is increased
  • Governor won’t come in a „few weeks“ new. in a „few months“ (city 1)
  • Added some text to explain, you don’t have „fixed goals“ in city 1
  • Added in-game tutorial messages how to produce marble (only inthe story mode).
  • After relaod mission 2, an empty banner appears. fixed

0.90.04 (Only for Bug testers)

0.90.03

Story related issues:

  • Horse attack -9dB (sound volume)
  • 1×3 temple in Aventicum disabled.
  • Two windows at map start – second window removed

0.90.01

0.02.71

Important: The Savegames are not related to the game version anymore. You should have your save games after the update.

Balancing:
All events like collapsing houses, cold spring etc. are implemented.

Story (German):

0.02.70

Balancing:
For every Insuale, you can build 1 arcade (it was 2 before).
The arcades won’t give you 10 denari a week. It’s reduced to 3 denari a week.
Maximum corruption forum offices can deliver: 50 points – https://discord.com/channels/795928814180892673/1314962527251333160

Story (German):
Falsche Nachricht bezugnehmend auf vorherigen Bestechungsversuch: Behoben.
https://discord.com/channels/795928814180892673/1313528492675170368
Karrenerkennung verbessert (Auf Weltkarte):
https://discord.com/channels/795928814180892673/1305168469268103259

0.02.69

Balancing:
Ore delivery in regional map (11) changed to 1 item a week.
Personality values adjusted. Also wvailable in the sandbox mode now.
Food delivery on world map is cheaper.

Bugfixes:
Visual issue at save games: fixed
https://discord.com/channels/795928814180892673/1312122363306840065
Dialogue long name issue: fixed
https://discord.com/channels/795928814180892673/1312124094699012206
Missing upgrade text at stone arena: fixed
https://discord.com/channels/795928814180892673/1311778336552390666
Wrong icon ar ore mine user interface: changed
https://discord.com/channels/795928814180892673/1311369986639659060
Wrong plank texture at harbor: changed
https://discord.com/channels/795928814180892673/1311403985864757389
LOD issue at popina: fixed
https://discord.com/channels/795928814180892673/1311399764356497478
Wrong label text at start/stop production chain: fixed
https://discord.com/channels/795928814180892673/1311393346949746749
Some issues with the bridge arch on several maps: fixed on all maps
https://discord.com/channels/795928814180892673/1311378266749403156
Pyre sound issue – too loud not adjustable: fixed
https://discord.com/channels/795928814180892673/1309958739645829222
Border issue at map 11 at river: fixed
https://discord.com/channels/795928814180892673/1309942743186804807
Bell blocks pathfinding buttons: fixed
https://discord.com/channels/795928814180892673/1312455596783566853
Visual issue with lanista at stone arena: fixed
https://discord.com/channels/795928814180892673/1312442528192004210
Angry people at ore production when they are happy: fixed
https://discord.com/channels/795928814180892673/1312427961701630073
Cart starts at wrong position if a game was opened before: fixed
https://discord.com/channels/795928814180892673/1312433097169436762
Wrong start ressources (only visual issue): fixed
https://discord.com/channels/795928814180892673/1312432599582375937

0.02.68

Balancing:
Large Forum offices have a better costs/office space ratio.

Entertainment buildings need office spaces at the forum.

Small stone theater capacity reduced to 800. Weekly cost reduced to 40.

Weekly costs reduced of the „large“ wooden arena to 50.

You will get 200 more bricks at the beginning of a city map.
The maintenance costs will hit you after 8 and not 4 years.
The values for the first rank (questor) are lowered. 360 money needed and 35 respect points. Everything else is like it was. If you are interested in the calulation, check this post: https://discord.com/channels/795928814180892673/1300897257561788517

Lumberjack: cost change from 3 to 5 denari a week, production from 4 to 7 a week.
Woodwork: cost change from 6 to 22 denari a week, production from 10 to 18 a week.
(Average pcs of wood is about ~2deanri of production cost plus corruption)

Large clay pit: production change from 15 to 20 a week.
Brick production: cost change from 3 to 46 denari a week, production from 20 to 54 a week.
small kiln: cost change from 3 to 6 denari a week, production from 3 to 12 a week, wood usage from 3 to 7.
Brick Storage: capacity change from 250 to 350, weekly costs from 3 to 15 a week.
(Average pcs of brick is about ~3.5 deanri of production cost plus corruption – wood costs included)
Cart of the clay mine can carry 1000 pcs (100 before)).

Map 11 ist the map where we test the production balancing: Wood and Bricks are 180% more expensive at regional trade instead of own production and the amount is very low.

If you run out of materials for maintenance, every ~4th week (hard mode) a building gets destroyed (random factor). If you play the easy mode, it will be every ~13th week.

The farm building on the city map will have larger costs to build.

Emergency support from rome costs are reduced. Also the loss of respect.

Ressources to build latrines increased.

Ressources to build a lupanar increased.

Needed iron to build the small stone theater reduced.

Ore mines needs more slaves.

Merchants on wold map have new values.

Gameplay:
The tutorial is available again.
The rostra buildings (forum) allow you to extend the altar radius once.
The red border of the barbarian village is smoother.
More space at the hill of map11 to build buildings.
Additional info about events in the events menu regarding the bell icon.
Random dice button removed.
The necropolis, market and slave market buildings are not activated until you build the master building or reload a map. It’s to make it in the very beginning easier for new player.
Gladiatorschool available with 50 Cives instead of 50 Equites
It’s easier to buy small amounts of goods from a harbor.
Little blue arrows also implemented at scriptorias.

Story fixes/changes (German):
1. Zwischen Räuber und Villabesuch speichern und Spiel neu Starten bringt das Spiel durcheinander: Behoben
https://discord.com/channels/795928814180892673/1301162824311242814
2. Geht man zum Desktop von der Weltkarte aus, wird nichts gespeichert: Behoben
https://discord.com/channels/795928814180892673/1306544185486217216

0.02.67

Balancing:
The entertainment companies are balanced. points you will get, costs etc.
All buildings are balanbced when it comes to respect points.
City gates are much more expensive than before.
The respect points for the careermodus are balanced.
Port costs and capacity values changed.
The start ressources and respect points are lowered according to the new salary system.

Gameplay:
The market buildings have arrows to show the directions.
https://discord.com/channels/795928814180892673/1305921887510990848
Map 11 is activated and ready to test.

IMPORTANT CHANGE: If you will have 0 respect points, the game is over. The cities and world save will be deleted, the game is lost.

Story fixes/changes (German):
1. Es war schwierig, die Stadt zu gründen da der Triggerpunkt zu klein war: Angepasst
https://discord.com/channels/795928814180892673/1305168469268103259
2. Speichert man zwischen der ersten und zweiten Bestechung in Germania, geht das Spiel nicht weiter: Behoben
https://discord.com/channels/795928814180892673/1305923950941048935
3. Familien Villa – kleiner Temple hat gefehlt: Behoben.
https://discord.com/channels/795928814180892673/1305915801357783090
4. Soldaten Geräusch auf Hispania Map: Entfernt.
https://discord.com/channels/795928814180892673/1305196319979077692
5. Falscher Räuber verdächtigt Mini-Game. Kein Ansehensverlust: Behoben.
https://discord.com/channels/795928814180892673/1301285453856509962
6. Germanien Stadt – Fluss Spiegelung: Behoben
https://discord.com/channels/795928814180892673/1301280873127084173

0.02.66 (only for Bugtester)

Balancing:
Minimum money to found a city: 10 denari (before 200).

Gameplay:
There is a new ferry close to Juliomagus:

Story fixes/changes (German):
1. Kommt man von der Marmorstadt zurück auf die Karte, gab es ein dead-end wenn man alles seriös gelöst hat (ohne Korrupt zu sein): Behoben
2. Entlaufener Sklave Story Part endete immer in einem dead-end: Behoben

0.02.65 (only for Bug Tester)

If a house is older than 4 years, It needs about 1.5% of the (regular) materials you used to built it weekly for maintenance. You can check the weekly usage in the city administration panel. If you ran out of resources, the chance of a building collapse is about 1.5% every week. Important note: It only affects residential buildings. If you hire a slave as an engineer, you can reduce the costs from 1.5% to 1%.

  • Private Slave „Engineer“ implemented:
    positive: material usage reduction
    positive: less maintenance costs
    negative: more denari needed to build buildings
  • Private Slave „Administrator“ implemented:
    positive: reduction of corruption
    positive: higher taxes
    negative: slower move in of residents
  • Private Slave „Slave trader“ implemented:
    positive: lower prices to buy slaves
    positive: larger cage capacity
    negative: higher corruption
  • Private Slave „Entertainer“ implemented:
    positive: less weekly costs
    positive: more entertainment value
    negative: higher corruption
  • Private Slave „Augur“ implemented:
    positive: Higher chance of more entertainment slots
    positive: less Temple building costs
    negative: higher corruption
  • Private Slave „Merchant“ implemented:
    positive: Regional merchants offer more
    positive: Regional merchants charge less
    negative: tax reduction

Balancing:
Income and food production of gap fillers changed.
More iron at the map start.
Money to reach the next career step is adjusted.
The barbarian villages will offer between 6 and 30 food and between 20 and 35 money a week.

0.02.64 (Only for Bugtesters)

0.02.63

If you have more than 10% corruption in the city, it’s possible people steal goods from the warehouses.

Balancing:
The income of the market stalls is increased from 0.15 to 0.25. In this case, a regular marketing stall will cost 2 a week and if you rent it out you will get 3.75 a week.
Not enough graves means: (5-25% reduction (old) – new: 5-15%
The storage capacity of kilns is reduced (both size) – firewood and input storage
The slave market value is reduced by 85% (!). The value can be increased by point of sales buildings. The value is equal to the maximum slaves that traders will offer there at the same time.
Local god UCETIS effect reduced 5 times (save goods for construction).
Backyard buildings for Cives weekly income vs. costs balanced (much more expensive to build)
Clay pits deliver 50% less clay.

  • From time to time carts were stuck in the storage and didn’t deliver wood to any facilities: fixed
  • Gap fillers for Cives (houses) don’t accept a right click: fixed

0.02.62

Gameplay:
If a building burns, the camera will focus on it and the speed will be reduced to 1x

0.02.61 (Only for Bugtesters)

Gameplay:
The career mode is implemented (not balanced)
If you get a rank in the career, you get a yearly taxation by the emperor
The maximum salary you can ask for is related to your rank

0.02.60 (Only for Bug testers)

  • Doctor house doesn’t show the costs: fixed
    All upgrade issues at the doctors house fixed
  • Aqueduct street crossing didn’t save street type at save game: fixed
    https://discord.com/channels/795928814180892673/1297456026055872554
  • If you travel on the world map, your cart will only meet people if the city where the contact is, is also your final destination.
  • Release somebody in a patronat system gives adds instead of subtract respect: fixed

0.02.59

Balancing:
Gap Filler Peregrini (D) old food: 1 new food: 2
Popina and Taberna needs more ressources to build

0.02.58

0.02.57

0.02.56

Balancing:
Small Stone theater needs more resources, increased weekly costs.
Weekly costs of a poppina is 22 a week

0.02.55

Balancing:
Slave Cages needs much more scriptorias than before (be careful)

Features:
The foreign trade menu offers an exchange market where you can exchange goods.

0.02.54

Balancing:
Peregrini needs 0.4 Food for each inhabitant (old 0.32)
Cives needs 0.75 Food for each inhabitant (old 0.38)
Marble storage capacity from 200 to 40 reduced

0.02.53

Balancing
The chance that you can build a big tomb monument starts at 400 inhabitants but gets lower if you have more inhabitants.
Fire Towers and Fire Station needs scriptorias at the forum
It’s easier to get the education bonus than before. Not a lot party, missing, kidnapping etc anymore
80 happiness instead of 90% needed to build a fisherhouse

Feature
It’s possible on specific maps (5 and 7), part of the map gets flooded.

0.02.50 (only for Bug testers- 0.02.51 not published)

Balancing
The radius of the water tower and castellum divisorium is extended

0.02.49 (Only for Bug Testers)

Balancing
Important Change: the season to produce food is more harsh than in mediterran maps (3 and 8).

0.02.48 (Only for bug testers)

Balancing:
The iron production chain is adjusted.
The large basilica offers some corruption reduction.
More inhabitants needed to unlock the apartment building stages
Firetower will costs more ressources. Their weekly costs are increased

0.02.47 (Only for bug testers)

Balancing
Small kiln needs-25% wood
Engineer saves 30% instead of 10% at wood usage for kilns
Radius of the medium bathhouse increased from 13 to 20 tiles

0.02.46 (only for Bugtester)

0.02.45

0.02.44

Balancing:
The chance an engineer will come back with knowledge is increased by 35%

0.02.43 (only for Bugtesters)

  • Street construction costs money even they are blocked: fixed
    https://discord.com/channels/795928814180892673/1142409205958053958
  • Not possible to build the lower aqueduct: fixed

0.02.42

Balancing:
Level 1 house „C“ needs more resource but offers more space for inhabitants.

  • Cart path finding on world map was buggy: probably fixed
    https://discord.com/channels/795928814180892673/1285658492824457276
  • The user interface in the administration panel for food is updated. You should have a better understanding why you don’t produce food
  • Color of sea is changed on world map
  • some regional producers didn’t deliver food on map 3: fixed
  • The Rostra will show you news from the empire.

0.02.41

0.02.40

Balancing:
The rented-out market stalls will give you 0.15 money per week instead of 0.05

  • The main market building blocks the carts: fixed
  • Two brick and two wood producing companies are added to map 3

0.02.39

Balancing:
Liberti will eat 10% more food
Slave merchants will deliver slaves based on the attractivity of the slave market.
All merchants can carry 500 pcs instead of 100

0.02.38

Balancing:
The costs of the Harbor is increased.
The internal storage of the farm is increased.
The spoilrate of the large horreum is reduced from 3 to 1%

0.02.37

Balancing:
The costs of the Aqueduct construction are increased.
The clay production station can store 450 items (60 before)
The wood storage can store 600 items (300 before)

0.02.35 – 0.02.036

There was a bug that prevent you from start the maps. It’s fixed in the next version. Sorry.

0.02.34

Balancing:
The costs of the engineers house are changed.
The capacity of the medium wooden arena is reduced to 1000 inhabitants.
Tax income of insulaes reduced by 25%

New features:
there is an engineer available that will bring back 50% of the material (wood, iron, bricks, marble) you spent to build the building if you destroy it.

0.02.33

0.02.32

0.02.31

Balancing:
Amount of residents reduced in Insulae by 60%
Tax income from Insulae residents reduced
The pier is available with 40 instead of 120 insulae residents
The clay mine will costs 7 money a week
The impact of the gallo-roman gods is 5 times higher

New features:
If you build a building that has a supply radius, you will see the supply of other buildings during the cursor movement process
There is a new small button where you can see some insights of your city.
You will be able to build only one tax station

0.02.30

Balancing:
Costs for every bathhouse increased

0.02.29

Balancing:
Most of the buildings only need 1 scriptoria/office on the forum
Small arenas weekly cost: old = 25, new = 15

0.02.27

  • I removed the two test buttons on the city map.
  • The denarii icon is changed on the world map
    https://discord.com/channels/795928814180892673/1272476664626020392
  • Icon in private money summary changed
    https://discord.com/channels/795928814180892673/1272476664626020392
  • Wrong calculation of the city founding respect points: fixed
  • Respect points tracking list not reset after map reloading: fixed

0.02.26

  • The costs of the arenas are changed to get a better balancing. You won’t get enough entertainment points. You should hire a gladiator company. You will find them on the world map or the people with the bugtester-role on discord with the cheat menu.
  • The entertainment system is changed:
    the arenas etc. will give less points. Get more points, you can upgrade the arenas etc. or you hire an entertainment company on the world map. As soon you have hired the company, you can use it in every(!) city.
  • Brick an food delivery from the region didn’t work: fixed
    https://discord.com/channels/795928814180892673/1272155269727649825
  • Height of the necropolis adjusted
    https://discord.com/channels/795928814180892673/1272236771664461944

0.02.25

New Inhabitants Move in (Balancing)

less than 40% Happiness 10% possibility a resident moves out
40 – 60% Happiness, 10% possibility every week of a new resident
61 – 70% Happiness, 20% possibility every week of a new resident
71 – 80% Happiness, 30% possibility every week of a new resident
81 – 90% Happiness, 50% possibility every week of a new resident
91 – 100% Happiness, 100% possibility every week of a new resident

Tips:
1. Build city streets in front of a residential building. No expensive but weekly costs and a happiness boost.
2. Get taxes from the local tribes. Free money or food – it will help a lot.
3. If you run out of money, rent out your unused market stalls (right click on the market)

How to import goods from the empire map

  1. Meet a merchant on the empire map and sign a contract. If you have a bug-tester role, you can cheat a merchant contract.
  2. Find an area with Vitruv (Engineer/Scout) on the city map, where you can build a harbor.
  3. Build some harbor buildings.
  4. Build a „trade building water“
  5. As soon the „trade building water“ is built, right click on the building and go into the harbor settings. There you can select import/export goods etc.
  6. Important: Merchants where you meet on the empire map will only deliver goods by ships.

0.02.24

0.02.23

  • The harbor buildings needed the wrong resources. Changed to wood and bricks
    https://discord.com/channels/795928814180892673/1261568004982833203
  • Merchant ships foam doesn’t disappear from time to time.
  • Slider in merchant menu changed from percentage to a fixed value from 1 – 5000 pcs.
  • Goods on merchant boats are visible now.
  • Merchant ships come back only after a couple of weeks and not immediately.
  • Information about when a merchant will come back is fixed. Showed always: unknown.
  • Vitruv’s scanner graphic is visible for 360 degrees. Sometimes it was hidden during the scanning process.
  • 10 different merchants are available.
  • If Vitruv found something or he will be spawned on the map for the first time, the magnifier is visually ticked to him or the element he found.
  • Camera rotation speed adjusted. Should be the same on the worldmap and the citymap.
  • If you hold the CTRL (control) key (left or right) and drag the camera with the right mouse button, the buildings stay on the cursor.
  • Added hover text info on market/forum buildings.
  • Burning house smoke is softer.
    https://discord.com/channels/795928814180892673/1261705970292101221
  • Unable to rebuild the bridge Arch: fixed.
    https://discord.com/channels/795928814180892673/1261700299475652629
  • If you open a house/building menu by a right click you can hide the menu with the escape key.
  • Regional merchants and random carts don’t appear: fixed
    https://discord.com/channels/795928814180892673/1261680639762104373

0.02.22

  • The torch in the upper right menu (city) is activated. You can start burn down some buildings.
  • Camera control speed adjusted. Some demo-testers mentioned it was too fast on the world map and too fast in the photo mode.
  • New upgrade possibilities for engineer buildings:
    • -10% wood usage for clay oven
    • +20% capacity for graveyards
    • +15% food production on backyard(gap filler) fields
    • +15% Marble production on Marble factory
    • +20% Ore wash production
    • +15% Harbor capacity
    • +20% Fish production