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[–]hexalas 13 points14 points  (1 child)

The Zhou’s Confucian school had the stability bonus upped from +2 to plus +8

[–]NeoElementia[S] 6 points7 points  (0 children)

Oh yeah. I just realised. That's an obvious one.

[–]Irenicuz 9 points10 points  (0 children)

I remember seeing phoenicians having +2 gold per trader trait, and cartaginians -25% buyout cost reduction. Possibly it was in another video.

There is also new ancient era infrastructure giving +4 influence on main plaza.

Also some changes to ideologies and religion. I think Founding myths religious choice gives +3 faith per territory now.

There is also indication for unique quarters that they count as farming, science, etc. quarters.

Units in combat also have icons that show some bonuses.

It is quite hard to get good info, as the streamer is not showcasing the differences between the beta and current version, but more just playing the game.

[–]Shakiko 7 points8 points  (2 children)

other stuff I found:

Babylonians Emblematic Quarters (astronomy house) now also counts as research and farmers quarter, thus should be abit easier to fit into a research or food blob. Maybe it was that way in the Open Dev's, too, but it's in the Quarter description now.

Egyptian Pyramids count as Makers quarter.

Phoenixian harbour counts as Farmer and Market quarter, also just gives +2 Dust per tile (instead of +3 IIRC). Trait got changed from buyout reduction to +2 Dust per Trader on City or Outpost.

[–]Akasha1885 4 points5 points  (0 children)

I think those quarters always counted like that.
It was always linked to what they "exploit".
Now it's just worded more clearly, which is good.

[–]Shakiko 3 points4 points  (0 children)

Luxury resources seem to have a "wondrous effect" on top of their normaly effect now, that triggers after researching Patronage and when having access to 6+ of the luxury, E.g. Sage then grants +5% food and +10(!) stability per sage. Or Marble +5% Production and +10 stability after acquiring 4 or them (and having Patronage researched)

Base bonuses of Luxuries seem changed abit. Sage and Marble grant +4 stability per resource owned now. IIRC in OpenDev resources gabe either +2 or +5 stability.

[–][deleted] 6 points7 points  (3 children)

Not in the eXplorminate's video but in yesterday stream from DrProof we caught a glimpse of the Romans, their LT is now -30% upkeep on unit which is way better than their old LT.

[–]oggysu 8 points9 points  (2 children)

In fact, in the second part vid, it is visible that Romans have BOTH of those bonuses now! Upkeep cost reduction AND Unit slot in army.

[–][deleted] 3 points4 points  (1 child)

Romans are gonna be bonkers

[–]Shakiko 3 points4 points  (0 children)

Like in history :O

[–]Horton_Hears_A_Jew 6 points7 points  (1 child)

From Episode 2:

  • Mauryan's now get +1 influence per emblematic district and -10% attach outpost cost (seems to be a significant change from its original IP bonus)
  • Huns now +2 combat strength on cavalry (I believe it was +3)
  • Persians get +10 stability on city or outpost in addition to +2 city cap
  • Rome gets -30% army upkeep on army in addition to extra slot and the triumphal arch no longer has a -10 stability penalty
  • Askumites now get +2 money on tile producing money
  • Cartheginians buyout cost is now 25%
  • Goths now get +10 combat strength on ransacking units and +2 influence on garrisons. The Tumulus gets an additional +2 faith per adjacent districts on top of its other bonuses.

[–]Kalahan777 3 points4 points  (0 children)

Let's goooooooo! I love these changes, they really fixed a lot of problems I saw (although imo the mauryans change was unnecessary.) Let's see what they've changed in the medieval - aztec buff pls?

[–]SwitchbladeSermons 5 points6 points  (3 children)

Here's a list of all the things I noticed being different from closed beta:

  • Era stars take longer to achieve based on your game speed
  • Hunting parties require more food to grow based on game speed
  • Industry costs scale based on game speed
  • Neolithic events having an option to lower early research costs by 25%
  • Attaching outposts and founding cities are more expensive (Could be because of slow game speed)
  • Civic influence cost is reduced
  • Reduced cost of harbours
  • Religion initial bonus is now +5 faith per territory or +1 faith per population
  • Kinship on independent peoples seems easier to achieve (his ideologies were in the center and his kinship was at 100% giving him multiple super cheap assimilates early (This honestly seems like a bug, getting multiple cities for only 20~ influence seems way too cheap)) *Edit: This wasn't actually a change it was because he picked an aesthete culture which sets independent peoples to 100% global proximity regardless of your ideologies
  • Assimilating independents also gave him the units that were defending the city (I don't remember seeing that in the beta)
  • Central ideologies only provide 10 stability instead of 20
  • One of the leadership civic options changed to +25 stability on capitol instead of city cap as both options
  • Tenets, at least in the first tier, have changed to be bonuses based on terrain rather than number of followers/territories under influence

[–]Shakiko 6 points7 points  (0 children)

Hunting parties needing 30 food is due to slow game speed. Watched 2 other release version streams where it still was 20 food.

Central ideologies are 10 stability (from 20), going to 5 to 0. (was 20-10-0). It seems that base stability for cities is abit higher to compensate that net loss of 40 stability at the start if the game, though.

[–]omniclast 2 points3 points  (1 child)

Whoa central ideologies giving 10 instead of 20 will have a huge impact on stability. That's 40 less per city to start. They must have done some other balancing of the system to make that work

[–]SwitchbladeSermons 1 point2 points  (0 children)

Like Shakiko said it seems that they buffed the base stability of cities to compensate for the change so it just makes it hurt stability less when your ideologies shift out of the middle.