Oxide is preparing for the next patch, and they've just published the changelog for version 2. And it's massive, as it includes an overhaul of many leaders and traits, and a lot of more things..
You can find the changelog here https://steamcommunity.com/app/2021880/discussions/0/595158486787095691/ or below in the spoiler
Highlighted Changes
NOTE: Multiplayer is disabled in the Preview Build. Mods are currently broken in this build. We are working on fixing this.
To access Preview Build please do the following:
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August 26th, 2025 v2.0 Changelog
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Culture System
A new civilization development mechanic providing strategic advancement options beyond traditional expansion:
Priority Crafting Queue System
Advanced production management system enabling sophisticated city planning:
AI Resource Management Update
Ingredient Protection System: Prevents resource depletion with intelligent reserves
Crisis Response System: Dynamic priority adjustments for resource shortages
Production Systems
Priority Crafting Queue: Strategic item production with difficulty-based scaling
Reserve Saturation: Smarter military unit production based on actual needs
City Management
Improvement Priority Starvation System: Prevents building types from being permanently neglected
Amenity Selection: Intelligent city slot management based on population needs
Adaptive AI System (Prince+ Difficulty)
System Parameters
AI Personality-Driven Diplomacy
AI Decision Making Update
Unique Units
Leader Differentiation Improvements
Every single leader in Ara: History Untold has been completely redesigned to improve distinctiveness, encourage a wider variety of play styles, and create more interactive than passive content. Rather than minor statistical variations, each leader now offers unique mechanical advantages that fundamentally change how their civilization develops and competes.
Major Leader Redesigns
Genghis Khan
Feature: Lord of the Steppes
• +2 Wealth for each Unit engaged in combat
• +10 Happiness and +20 Wealth in all Cities for 40 turns after conquering a City
Traits: Aggressive, Vigilant, Protective, Disciplined
Ieyasu Tokugawa
Feature: Study Patience
• Cities gain +2 Production for each Force stationed in them while not at War
• +1 Golden Age Point for each turn since last combat while at War
Traits: Aggressive, Paranoid, Traditional, Sage
Elizabeth I
Feature: Gloriana
• +1 turn duration to Golden Ages for each active Alliance
• +100% Tax Income during Golden Ages
Traits: Seafaring, Paranoid, Charismatic, Stately
Ashoka
Feature: Conquest by Dharma
• +5 Religion Spread Strength to Forces in regions that are not your religion
• +2 Health for each Religion Improvement in your Cities
Traits: Adventurous, Impulsive, Spiritual, Efficient
Catherine the Great
Feature: Siberian Expanse
• +10% Growth in all Cities per Alliance
• +20 Production in Cities during Golden Ages
Traits: Persuasive, Charismatic, Lavish, Sage
Isabella I
Feature: New World
• +10 Production in non-Capital Cities at City Tier 10 or less
• +1 to all citizen stats in the Capital per City you control
Traits: Adventurous, Seafaring, Mercantile, Spiritual
Harriet Tubman
Feature: Friend of the Oppressed
• +10 Happiness for each active Alliance
• +1 Prestige per turn for each active Alliance
Traits: Collaborative, Independent, Charitable, Resolute
Irene Sarantapechaina
Feature: Iconophile
• +0.01 Influence per religion convert per turn during Golden Ages
• +0.01 Gold per religion convert per turn during Golden Ages
Traits: Aggressive, Lavish, Spiritual, Resolute
Cesare Beccaria
Feature: Tyrants Never Read
• +5% Research per Alliance
• +400 Base Relationship with other Nations during Golden Ages
Traits: Pacifist, Collaborative, Stately, Sage
Alexander the Great
Feature: Hammer and Anvil
• +50 to all citizen stats in Capital while at city cap
• +15 Production to non-Capital Cities while at city cap
Traits: Aggressive, Adventurous, Disciplined, Rash
George Washington
Feature: Minutemen
• +1 Unit Speed to Units for 5 turns after being attacked
• +5 Prestige for each City you control after winning a war
Traits: Formidable, Independent, Aloof, Woodsman
Julius Caesar
Feature: Triumphant Legions
• Forces gain bonus Strength when they gain experience
• Earn Golden Age Points for each Unit defeated by Land Forces
Traits: Unyielding, Bureaucratic, Disciplined, Stately
Boudicca
Feature: Lady of Vengeance
• +2% Force Strength per turn while in defensive war (non-civilian Units only)
• +1 Prestige per turn while at war with War Weariness below 50
Traits: Formidable, Unyielding, Collaborative, Traditional
Charlemagne
Feature: Carolingian Renaissance
• +4 Research and +4 Wealth per Alliance
• +100 Influence when completing a Masterpiece or Paragon
Traits: Lavish, Disciplined, Stately, Efficient
Confucius
Feature: Five Constant Virtues
• +10 Golden Age Progress when researching a Technology
• +25 Minimum Happiness, Education, Health, Wealth, and Aesthetics in all Cities
Traits: Persuasive, Sage, Innovative, Learned
Haile Selassie
Feature: Lion of Judah
• +5% Force Strength per Alliance (non-civilian Units only)
• +1 Unit Speed when within 2 regions of another friendly Force (non-civilian Units only)
Traits: Cunning, Collaborative, Disciplined, Resolute
Hildegard of Bingen
Feature: Sibyl of the Rhine
• +5 Religion Spread Distance for 20 turns after gaining a Paragon
• +2 Religion Spread Strength in Capital per City controlled
Traits: Pacifist, Creative, Spiritual, Innovative
Jeanne d'Arc
Feature: Maid of Orleans
• +50 Prestige when Forces kill enemy Units in regions where your religion is dominant (non-civilian Units only)
• +25% Force Strength in regions where your religion is dominant (non-civilian Units only)
Traits: Formidable, Impulsive, Spiritual, Resolute
Amanirenas
Feature: Land of the Bow
• +1 Action Range for Forces (non-civilian Units only)
• +5 Force Strength for 20 turns after gaining a Paragon (non-civilian Units only)
Traits: Adventurous, Aggressive, Formidable, Traditional
Nefertiti
Feature: Rays of the Aten
• +5 Prosperity from Farms on rivers
• +2 Base Relationship with other Nations per Culture Improvement in your Cities
Traits: Persuasive, Lavish, Spiritual, Agrarian
Nicolaus Copernicus
Feature: Revolutionary Thought
• +5 Culture per Research Agreement in all Cities
• +20 Base Relationship with other Nations for 10 turns after researching a Technology
Traits: Creative, Innovative, Efficient, Productive
Osh-Tisch
Feature: Bade Warrior
• +100% Force Heal Rate in owned regions (non-civilian Units only)
• +2 Health in all Cities per Land Force while at war
Traits: Formidable, Traditional, Sage, Efficient
Otto von Bismarck
Feature: Blood and Iron
• +100% Improvement Production while at war
• +50% Force Strength during Golden Ages (non-civilian Units only)
Traits: Aggressive, Stodgy, Disciplined, Sage
Pachacuti
Feature: Andean Masonry
• +100 Influence when winning a war
• +10% Capital Production per Land Force
Traits: Unyielding, Spiritual, Agrarian, Perfectionist
Ram Khamhaeng
Feature: White Elephants
• +1 Religion Spread Distance per City controlled in all Cities
• +2 Base Relationship with other Nations per Land Force
Traits: Collaborative, Ambitious, Traditional, Spiritual
Sejong the Great
Feature: Hangul
• +100% Improvement Craft Rate for 30 turns after gaining a Masterpiece
• +100% Improvement Build Rate for 30 turns after gaining a Paragon
Traits: Sage, Stately, Innovative, Efficient
Shaka
Feature: Buffalo Horns
• +10 Capital Production when engaging in combat
• +200% Force Heal Rate when engaging in combat (non-civilian Units only)
Traits: Aggressive, Disciplined, Productive, Perfectionist
Simon Bolivar
Feature: March on Bogota
• +1 Unit Speed when 3+ regions away from friendly Forces (non-civilian Units only)
• +1 Action Range when within 2 regions of friendly Forces (non-civilian Units only)
Traits: Cunning, Collaborative, Charismatic, Disciplined
Tamar the Great
Feature: Whom the Sun Serves
• +5 Masterpiece Create Rate during Golden Ages
• +1 Golden Age Progress per Alliance
Traits: Unyielding, Independent, Spiritual, Creative
Wilma Mankiller
Feature: The Word for Water
• +10 Health per Alliance in all Cities
• +2 Culture per Paragon when all Paragons are tasked in all Cities
Traits: Independent, Charitable, Traditional, Sage
Xerxes I
Feature: King of Kings
• +5 Production in non-Capital Cities
• +1 Golden Age Progress per City controlled
Traits: Aggressive, Cunning, Ambitious, Rash
Yaa Asantewaa
Feature: Golden Protector
• +30% Force Strength for 20 turns after ending a war (non-civilian Units only)
• +2 Golden Age Progress per turn when War Weariness is 50 or higher
Traits: Formidable, Independent, Traditional, Agrarian
Howard Florey
Feature: Medical Genius
• +10 Production in Cities with Health 70 or higher
• +5 Culture in Capital for each active Research Agreement
Traits: Pacifist, Collaborative, Sage, Innovative
Itzcoatl
Feature: Flower Wars
• +1 Prestige for each Unit engaged in combat
• +100 Population growth in all Cities each turn a Force is in combat
Traits: Aggressive, Disciplined, Spiritual, Perfectionist
John A. Macdonald
Feature: Boreal Forest
• +10 Harvest Production while not at War
• +5 Base Relationship with all other Nations for each turn since last combat while at War
Traits: Adventurous, Pacifist, Stately, Woodsman
Leopold I
Feature: Nestor of Europe
• +5 to all Quality of Life stats in Capital for each Alliance maintained
• +20 Prestige the turn after entering one or more new Alliances
Traits: Adventurous, Charismatic, Mercantile, Efficient
Sappho
Feature: Tenth Muse
• +2 Golden Age Progress for each unassigned Paragon
• +5 Prestige per turn when all Paragons are tasked
Traits: Persuasive, Creative, Traditional, Perfectionist
Sennacherib
Feature: Wolf on the Fold
• +50 Golden Age Progress after winning a war
• +100% Build Production for 10 turns in non-Capital Cities after winning a war
Traits: Aggressive, Disciplined, Rash, Productive
Wu Zetian
Feature: Imperial Examinations
• +20 Prestige after gaining a Paragon
• +30 Base Relationship with Nations not at war with you each turn a Force is in combat
Traits: Formidable, Cunning, Charismatic, Innovative
Yoo Gwan-soon
Feature: Unbreakable
• +100% City Production when average Force Health is below 40% while at war
• +5 Prestige each turn in a defensive war
Traits: Paranoid, Charismatic, Persuasive, Charitable
Askia Mohammad I
Feature: Gold-Salt Trade
• +1 Religion Spread Distance for each active Trade Agreement
• +10 Gold per turn per Alliance
Traits: Cunning, Mercantile, Spiritual, Resolute
Benito Juárez
Feature: Son of the People
• +1 turn duration to Golden Ages for each City controlled
• +200% Capital Population growth during Golden Ages
Traits: Independent, Persuasive, Stately, Efficient
Leader Trait Redesigns
Military Domain Traits
Commerce Domain Traits
Government Domain Traits
Culture Domain Traits
Industry Domain Traits
Science Domain Traits
Religion Domain Traits
Balance and Gameplay Changes
Government and City Management
Difficulty and Starting Conditions
Map Generation (New System)
Improvement Rebalancing
16 improvements overhauled to emphasize cultural development:
Technology Tree Refinements
Resource and Economic Changes
Performance Optimizations
Visual Identity Update
Quality of life improvements
Bug Fixes
You can find the changelog here https://steamcommunity.com/app/2021880/discussions/0/595158486787095691/ or below in the spoiler
Spoiler :
Highlighted Changes
- Per Nation Units. - Every Nation now has a unique unit. The Mongols get the Horse archers. Japan gets Samurai. Etc.
- Priority and Quota System. - The Crafting Queue is GONE along with 90% of the micromanagement that came with it. It has been replaced by a Crafting priority and quota system. - Just tell the game the stockpile level you want, what priority it is in the list and the game takes care of the rest.
- Culture System. - Culture is now part of the game.
- Tier Awards. - At the end of the Act, players are rewarded with a new buff based on what tier they ended in.
- Influence System. - Culture generates influence. Influence is currency (I feel icky writing that). You can use this to add the new Culture traits to your nation as well as buy new region claims to expand your territory. This is a huge deal because before, you couldn't have a Las Vegas type city since getting new regions required cities to level up which required them to be self-sufficient in food.
- More Leader differentiation. - A lot of new traits and abilities have been added on a per nation or per leader basis. The AI has also been updated to play differently based on which leader it is.
- City List Panel. - We have replaced the Terrain Info panel with a panel that shows all your cities with their stats. The terrain info now displayed on the bottom center of the screen based on where your mouse is.
- Adaptive AI option. - This is on by default but at Prince and higher player intelligence, the AI will up its game to play better. Does use a bit more CPU but probably not noticeable. This only comes into play if the player is winning and will back off if it starts to dominate to return to whatever the actual difficulty level is. Can be enabled/disabled at any time in the game options menu.
- Consolidated tech tree. - Techs that were overly focused on one thing have been removed and consolidated into other techs. This improves game pacing (a lot) and gets rid of head scratching techs.
- New Map Generation System. - Resources are placed in a more realistic way with some resources tending to cluster, some, like coffee, only spawning in on place and some not spawning near each other because they are competitors in the same niche.
- Massive AI update. - Too many updates to list here but it's huge. Look in the detailed section to learn more.
- Subregions always visible. - Subregions now displayed on the map as dotted lines.
- More mod friendly. - The save game system has been updated to handle mods better.
- High DPI UI with visual update. - The UI is now high DPI aware and received a visual update. Should make it much easier to read the UI.
- Performance improvements. - The game should play substantially faster, particularly late game. You're going to notice the performance and framerate difference first turn. It's that significant. Just move the camera. You'll see. You're going to be shocked.
- Power friendly. - The engine has been updated to be less CPU intensive (we lose about 1fps from this) but your fans shouldn't go nuts now.
- Lots of balance improvements.
- Lots of bug fixes.
NOTE: Multiplayer is disabled in the Preview Build. Mods are currently broken in this build. We are working on fixing this.
To access Preview Build please do the following:
- Select ARA: History Untold in your Steam Library list
- Right-click and select Properties
- Select the BETAS tab
- From the dropdown, select "Preview" and click Close (if you don't see this option, restart Steam)
- Steam should pull down the changed files; if you ever want to go back, do the same as above but select "default."
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August 26th, 2025 v2.0 Changelog
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Culture System
A new civilization development mechanic providing strategic advancement options beyond traditional expansion:
- Influence Currency: New resource earned through various gameplay activities
- Culture Shop: Interface for purchasing Culture Traits and Regional Claims
- Culture Traits: Permanent civilization bonuses with per-turn purchase limits
- Cultural Claims: Territorial expansion beyond traditional borders
- Dynamic Pricing: Cost scaling based on player purchases rather than global competition
- AI Integration: Intelligent AI purchasing behavior scaled by difficulty level
- Notification System: Visual alerts when new purchases become available
Priority Crafting Queue System
Advanced production management system enabling sophisticated city planning:
- Priority-Based Queuing: Set crafting order with intelligent queue management
- Quota System: Define precise production targets (finite quotas or infinite with quota=99)
- Job State Control: Full control with Disabled/Paused/Crafting states
- AI Integration: Enhanced AI nations utilize priority-based crafting strategically
AI Resource Management Update
Ingredient Protection System: Prevents resource depletion with intelligent reserves
- Core resources (Food, Wood, Stone): 1,000 unit reserve
- Money: 1,000 reserve, allows 5/turn spending
- Specialized resources: 50 unit threshold
Crisis Response System: Dynamic priority adjustments for resource shortages
- Wood < 50: +10 priority bias
- Food < 25: +10 priority bias
- Happiness < 10: +8 priority bias
- Health < 15: +4.2 priority bias
Production Systems
Priority Crafting Queue: Strategic item production with difficulty-based scaling
- Easy: 10 item priority list
- Medium: 15 item priority list
- Hard+: 20 item priority list
- 10-turn persistence prevents indecisive changes
Reserve Saturation: Smarter military unit production based on actual needs
- 0-5 reserves: 100% production
- 6-10 reserves: 50% production
- 11-15 reserves: 10% production
- 16+ reserves: 10% production
City Management
Improvement Priority Starvation System: Prevents building types from being permanently neglected
- Tracks turns each improvement type waits
- Applies exponential growth formula: turnsWaiting^(1+biasValue/10)
Amenity Selection: Intelligent city slot management based on population needs
- Small cities focus on basic amenities
- Large cities pursue specialized benefits
Adaptive AI System (Prince+ Difficulty)
System Parameters
- Evaluation Frequency: Every 10 turns
- Activation: Prince+ difficulty when human leads in prestige
- UI Integration: Toggle option in game settings with tooltip
AI Personality-Driven Diplomacy
- Aggressive Leader Limitations: 30% reduction in positive standings, 20% amplification of negative standings
- Relationship Thresholds:
- Base: 500 relationship prevents war consideration
- Aggressive civs: Need 700+ relationship for friendship immunity
- Peaceful civs: Only need 400+ relationship for friendship immunity
- Trade Partner Protection: Non-aggressive civs won't attack active trade partners
AI Decision Making Update
- Enhanced Scoring System: 2x relationship weight increase, trade deal penalty increased from -50 to -100
- Human Targeting: Reduced bias from +10 to +3
- Territory Bonuses: +30 for very close targets, +15 for nearby
- Cultural AI: Intelligent purchasing of Culture Traits and Claims
- Difficulty Scaling: AI behavior affected by difficulty level
- Advanced City Management: Dynamic food requirements, smart resource valuation, difficulty-based rival blocking
- Comprehensive Improvements: Enhanced planning, warfare AI, technology management, and nation coordination
- Smarter Peace Treaties. AI is smarter about handling peace offerings so it's not so easy to get out of a war you're losing.
Unique Units
- Per-Nation Unique Units: Every civilization now commands unique historical forces, from Mongol Horse Archers to Japanese Samurai, adding tactical depth and flavor.
- Every playable civilization now features a unique unit with nation restrictions:
- Total: 40 unique civilization units with custom artwork and mechanics
- Ancient Era
- Jaguar Warriors (Aztec Empire) - Bronze Working
- Hoplite (Greece) - Bronze Working
- Andes Slinger (Incan Empire) - Archery
- Kandake Warrior (Kush) - Bronze Working
- Immortal (The First Persian Empire) - Bronze Working
- Impi Warrior (Zulu) - Bronze Working
- Bronze Age
- Royal Chariots (Egypt) - Chariots
- Asante Spearman (Ghana) - Ironworking
- Plains Horse Archers (Crow Nation) - Chariots
- Levy Spearman (Assyria) - Code of Laws
- Iron Age
- Legionnaire (Rome) - Legions
- Camel Archer (Abbasid Caliphate) - Elite Training
- Cataphract (Byzantine Empire) - Elite Training
- Shotel Warrior (Ethiopia) - Elite Training
- Woad Warrior (Celts) - Elite Training
- Tomahawk Warrior (Cherokee) - Elite Training
- Early Middle Ages
- Gaucho Cavalry (Argentina) - Stirrups
- English Longbow (England) - Longbows
- Gendarme Knight (France) - Feudalism
- Khevsur Warrior (Georgia) - Feudalism
- Landsknecht (Germany) - Feudalism
- Teutonic Knight (Holy Roman Empire) - Feudalism
- Royal War Elephant (India) - Feudalism
- Condottiero (Italy) - Stirrups
- Samurai (Japan) - Feudalism
- Mangudai (Mongol Empire) - Feudalism
- Cataphract Horse Archer (Palmyrene Empire) - Feudalism
- Winged Hussar (Poland) - Feudalism
- Elephant Archer (Thailand) - Feudalism
- Chu Ko Nu (China) - Crossbows
- Sahel Cavalry (The Songhai Empire) - Feudalism
- Renaissance Era & Beyond
- Mountie (Canada) - Firearms
- Hwacha Rockets (Korea) - Gunpowder
- Rurales Cavalry (Mexico) - Firearms
- Cossack Cavalry (Russia) - Firearms
- Conquistador (Spain) - Gunpowder
- Llanero Cavalry (Venezuela) - Firearms
- Digger Infantry (Australia) - Rifling
- Minutemen (United States) - Rifling
- Redoubt Infantry (Belgium) - Interchangeable Parts
Leader Differentiation Improvements
Every single leader in Ara: History Untold has been completely redesigned to improve distinctiveness, encourage a wider variety of play styles, and create more interactive than passive content. Rather than minor statistical variations, each leader now offers unique mechanical advantages that fundamentally change how their civilization develops and competes.
Major Leader Redesigns
Genghis Khan
Feature: Lord of the Steppes
• +2 Wealth for each Unit engaged in combat
• +10 Happiness and +20 Wealth in all Cities for 40 turns after conquering a City
Traits: Aggressive, Vigilant, Protective, Disciplined
Ieyasu Tokugawa
Feature: Study Patience
• Cities gain +2 Production for each Force stationed in them while not at War
• +1 Golden Age Point for each turn since last combat while at War
Traits: Aggressive, Paranoid, Traditional, Sage
Elizabeth I
Feature: Gloriana
• +1 turn duration to Golden Ages for each active Alliance
• +100% Tax Income during Golden Ages
Traits: Seafaring, Paranoid, Charismatic, Stately
Ashoka
Feature: Conquest by Dharma
• +5 Religion Spread Strength to Forces in regions that are not your religion
• +2 Health for each Religion Improvement in your Cities
Traits: Adventurous, Impulsive, Spiritual, Efficient
Catherine the Great
Feature: Siberian Expanse
• +10% Growth in all Cities per Alliance
• +20 Production in Cities during Golden Ages
Traits: Persuasive, Charismatic, Lavish, Sage
Isabella I
Feature: New World
• +10 Production in non-Capital Cities at City Tier 10 or less
• +1 to all citizen stats in the Capital per City you control
Traits: Adventurous, Seafaring, Mercantile, Spiritual
Harriet Tubman
Feature: Friend of the Oppressed
• +10 Happiness for each active Alliance
• +1 Prestige per turn for each active Alliance
Traits: Collaborative, Independent, Charitable, Resolute
Irene Sarantapechaina
Feature: Iconophile
• +0.01 Influence per religion convert per turn during Golden Ages
• +0.01 Gold per religion convert per turn during Golden Ages
Traits: Aggressive, Lavish, Spiritual, Resolute
Cesare Beccaria
Feature: Tyrants Never Read
• +5% Research per Alliance
• +400 Base Relationship with other Nations during Golden Ages
Traits: Pacifist, Collaborative, Stately, Sage
Alexander the Great
Feature: Hammer and Anvil
• +50 to all citizen stats in Capital while at city cap
• +15 Production to non-Capital Cities while at city cap
Traits: Aggressive, Adventurous, Disciplined, Rash
George Washington
Feature: Minutemen
• +1 Unit Speed to Units for 5 turns after being attacked
• +5 Prestige for each City you control after winning a war
Traits: Formidable, Independent, Aloof, Woodsman
Julius Caesar
Feature: Triumphant Legions
• Forces gain bonus Strength when they gain experience
• Earn Golden Age Points for each Unit defeated by Land Forces
Traits: Unyielding, Bureaucratic, Disciplined, Stately
Boudicca
Feature: Lady of Vengeance
• +2% Force Strength per turn while in defensive war (non-civilian Units only)
• +1 Prestige per turn while at war with War Weariness below 50
Traits: Formidable, Unyielding, Collaborative, Traditional
Charlemagne
Feature: Carolingian Renaissance
• +4 Research and +4 Wealth per Alliance
• +100 Influence when completing a Masterpiece or Paragon
Traits: Lavish, Disciplined, Stately, Efficient
Confucius
Feature: Five Constant Virtues
• +10 Golden Age Progress when researching a Technology
• +25 Minimum Happiness, Education, Health, Wealth, and Aesthetics in all Cities
Traits: Persuasive, Sage, Innovative, Learned
Haile Selassie
Feature: Lion of Judah
• +5% Force Strength per Alliance (non-civilian Units only)
• +1 Unit Speed when within 2 regions of another friendly Force (non-civilian Units only)
Traits: Cunning, Collaborative, Disciplined, Resolute
Hildegard of Bingen
Feature: Sibyl of the Rhine
• +5 Religion Spread Distance for 20 turns after gaining a Paragon
• +2 Religion Spread Strength in Capital per City controlled
Traits: Pacifist, Creative, Spiritual, Innovative
Jeanne d'Arc
Feature: Maid of Orleans
• +50 Prestige when Forces kill enemy Units in regions where your religion is dominant (non-civilian Units only)
• +25% Force Strength in regions where your religion is dominant (non-civilian Units only)
Traits: Formidable, Impulsive, Spiritual, Resolute
Amanirenas
Feature: Land of the Bow
• +1 Action Range for Forces (non-civilian Units only)
• +5 Force Strength for 20 turns after gaining a Paragon (non-civilian Units only)
Traits: Adventurous, Aggressive, Formidable, Traditional
Nefertiti
Feature: Rays of the Aten
• +5 Prosperity from Farms on rivers
• +2 Base Relationship with other Nations per Culture Improvement in your Cities
Traits: Persuasive, Lavish, Spiritual, Agrarian
Nicolaus Copernicus
Feature: Revolutionary Thought
• +5 Culture per Research Agreement in all Cities
• +20 Base Relationship with other Nations for 10 turns after researching a Technology
Traits: Creative, Innovative, Efficient, Productive
Osh-Tisch
Feature: Bade Warrior
• +100% Force Heal Rate in owned regions (non-civilian Units only)
• +2 Health in all Cities per Land Force while at war
Traits: Formidable, Traditional, Sage, Efficient
Otto von Bismarck
Feature: Blood and Iron
• +100% Improvement Production while at war
• +50% Force Strength during Golden Ages (non-civilian Units only)
Traits: Aggressive, Stodgy, Disciplined, Sage
Pachacuti
Feature: Andean Masonry
• +100 Influence when winning a war
• +10% Capital Production per Land Force
Traits: Unyielding, Spiritual, Agrarian, Perfectionist
Ram Khamhaeng
Feature: White Elephants
• +1 Religion Spread Distance per City controlled in all Cities
• +2 Base Relationship with other Nations per Land Force
Traits: Collaborative, Ambitious, Traditional, Spiritual
Sejong the Great
Feature: Hangul
• +100% Improvement Craft Rate for 30 turns after gaining a Masterpiece
• +100% Improvement Build Rate for 30 turns after gaining a Paragon
Traits: Sage, Stately, Innovative, Efficient
Shaka
Feature: Buffalo Horns
• +10 Capital Production when engaging in combat
• +200% Force Heal Rate when engaging in combat (non-civilian Units only)
Traits: Aggressive, Disciplined, Productive, Perfectionist
Simon Bolivar
Feature: March on Bogota
• +1 Unit Speed when 3+ regions away from friendly Forces (non-civilian Units only)
• +1 Action Range when within 2 regions of friendly Forces (non-civilian Units only)
Traits: Cunning, Collaborative, Charismatic, Disciplined
Tamar the Great
Feature: Whom the Sun Serves
• +5 Masterpiece Create Rate during Golden Ages
• +1 Golden Age Progress per Alliance
Traits: Unyielding, Independent, Spiritual, Creative
Wilma Mankiller
Feature: The Word for Water
• +10 Health per Alliance in all Cities
• +2 Culture per Paragon when all Paragons are tasked in all Cities
Traits: Independent, Charitable, Traditional, Sage
Xerxes I
Feature: King of Kings
• +5 Production in non-Capital Cities
• +1 Golden Age Progress per City controlled
Traits: Aggressive, Cunning, Ambitious, Rash
Yaa Asantewaa
Feature: Golden Protector
• +30% Force Strength for 20 turns after ending a war (non-civilian Units only)
• +2 Golden Age Progress per turn when War Weariness is 50 or higher
Traits: Formidable, Independent, Traditional, Agrarian
Howard Florey
Feature: Medical Genius
• +10 Production in Cities with Health 70 or higher
• +5 Culture in Capital for each active Research Agreement
Traits: Pacifist, Collaborative, Sage, Innovative
Itzcoatl
Feature: Flower Wars
• +1 Prestige for each Unit engaged in combat
• +100 Population growth in all Cities each turn a Force is in combat
Traits: Aggressive, Disciplined, Spiritual, Perfectionist
John A. Macdonald
Feature: Boreal Forest
• +10 Harvest Production while not at War
• +5 Base Relationship with all other Nations for each turn since last combat while at War
Traits: Adventurous, Pacifist, Stately, Woodsman
Leopold I
Feature: Nestor of Europe
• +5 to all Quality of Life stats in Capital for each Alliance maintained
• +20 Prestige the turn after entering one or more new Alliances
Traits: Adventurous, Charismatic, Mercantile, Efficient
Sappho
Feature: Tenth Muse
• +2 Golden Age Progress for each unassigned Paragon
• +5 Prestige per turn when all Paragons are tasked
Traits: Persuasive, Creative, Traditional, Perfectionist
Sennacherib
Feature: Wolf on the Fold
• +50 Golden Age Progress after winning a war
• +100% Build Production for 10 turns in non-Capital Cities after winning a war
Traits: Aggressive, Disciplined, Rash, Productive
Wu Zetian
Feature: Imperial Examinations
• +20 Prestige after gaining a Paragon
• +30 Base Relationship with Nations not at war with you each turn a Force is in combat
Traits: Formidable, Cunning, Charismatic, Innovative
Yoo Gwan-soon
Feature: Unbreakable
• +100% City Production when average Force Health is below 40% while at war
• +5 Prestige each turn in a defensive war
Traits: Paranoid, Charismatic, Persuasive, Charitable
Askia Mohammad I
Feature: Gold-Salt Trade
• +1 Religion Spread Distance for each active Trade Agreement
• +10 Gold per turn per Alliance
Traits: Cunning, Mercantile, Spiritual, Resolute
Benito Juárez
Feature: Son of the People
• +1 turn duration to Golden Ages for each City controlled
• +200% Capital Population growth during Golden Ages
Traits: Independent, Persuasive, Stately, Efficient
Leader Trait Redesigns
Military Domain Traits
- Adventurous
- +1 Force Speed while not at War
- Aggressive
- +50% Force Strength (non-civilian Units only) for 5 turns after declaring War
- Formidable
- +50% Force Strength (non-civilian Units only) for 5 turns after War is declared on you
- Seafaring
- +20 Prestige after a Sea Force defeats an enemy Force
- Vigilant
- Forces in Combat gain +2 Sight
- Cunning
- +10% Paragon spawn chance each turn a Force is in combat
- Patient
- +25% Force Strength (non-civilian Units only) when War Weariness is over 50
- Pacifist
- -10 Base Relationship with other Nations for 40 turns after declaring War
- +25 Base Relationship with other Nations when not at War
- Practical
- +1% Paragon spawn chance for each Military Improvement in your nation
Commerce Domain Traits
- Charismatic
- +1 Golden Age Progress for each Trade Agreement and Research Agreement
- Charitable
- -10 Prosperity in Capital
- +2% Paragon Spawn Chance for each City in your nation
- Protective
- +10% Trade Production for each Land Force you control
- Mercantile
- +3 Merchants
- +5 Base Relationship per Trade Agreement
- Lavish
- +1 Merchant for each City controlled
- +100 Base Relationship with other Nations
Government Domain Traits
- Collaborative
- +2 Production in Capital for each active Alliance
- Bureaucratic
- -5 Happiness in all non-Capital Cities
- +2 Happiness and +2 Prosperity in Capital for each City controlled
- Impulsive
- -10 Happiness in all Cities for 10 turns after declaring War
- +20 Prestige each turn a Force is in combat for 10 turns after declaring War
Culture Domain Traits
- Creative
- Improvements gain +2 Production for each Culture Improvement in their region
- Disciplined
- Cities gain +5 Culture for each Military Improvement built in them
- Stately
- Cities gain +5 Culture for each Government Improvement built in them
- Sage
- Cities gain +5 Culture for each Science Improvement built in them
- Spiritual
- Cities gain +5 Culture for each Religion Improvement built in them
- Traditional
- +1% Paragon spawn chance for each Culture Improvement in your Capital
Industry Domain Traits
- Productive
- +50% Build Production during Golden Ages
- Efficient
- Improvements gain +2 Production per Industry Improvement in their region
- Perfectionist
- +200% Craft Production to Industry Improvements during Golden Ages
Science Domain Traits
- Innovative
- +1% Paragon spawn chance for each Science Improvement in your Capital
- Learned
- +50% City Research during Golden Ages
- Rash
- -5 turn duration to Golden Ages
- +10 Production during Golden Ages
Religion Domain Traits
- Resolute
- Cities gain +5% Religion Spread Strength for each Force stationed in them
Balance and Gameplay Changes
Government and City Management
- Adjusted city caps for governments (Great Hearth now provides +1 to city cap)
- Reduced city cap bonuses from governments to enhance Act tier significance
- Amenity slot cap reduced from 20 to 15 slots per city
- Regional claim costs reduced to balance overall claiming mechanics
- Predators can now be killed by non-scouts without taking damage but will no longer get the loot.
Difficulty and Starting Conditions
- Easier difficulty levels (Baron, Earl, Esquire, Marquess, Viscount) now start with grain near starting position
- Improved new player experience with guaranteed food access
Map Generation (New System)
- Rarity now pre-determines how many of a resource will be placed:
- Initial resources placed randomly in compatible regions
- Subsequent resources use clustering bias (0-100% probability)
- Respects cluster limits and maximum resources per cluster
- Creates realistic geological formations and agricultural regions
- Resource Exclusion System that prevents incompatible resources from spawning near each other, modeling real-world competition. i.e. Zebra and Bison will tend to be separated, cotton and silk worms will tend to be separated.
- Mod Friendly: MaxPlacementClusters: Global limit on separate geographic clusters (-1 = unlimited) ClusteringBias: Probability to place near existing clusters (0-100%) MaxInCluster: Maximum resources per individual cluster
Improvement Rebalancing
16 improvements overhauled to emphasize cultural development:
- Amphitheatre: Added +10 Culture buff
- Arcology: Enhanced to buff Culture with other QoL stats
- Cemetery: Reduced Happiness buff to +5, Added +5 Culture buff
- Community Garden: Added +5 Culture buff
- Exhibition Hall: Replaced Prosperity buff with +25 Culture buff
- Flower Field: Added +5 Culture buff
- Monument: Reduced Happiness buff to +10, Added +10 Culture buff
- Movie Studio: Added +15 Culture buff
- Art Gallery: Reduced Happiness buff to +5, Added +10 Culture buff
- Opera House: Added +20 Culture buff
- Palace: Enhanced to buff Culture with other QoL stats
- Radio Tower: Reduced Knowledge buff to +10, Added +10 Culture buff
- Reflecting Pool: Reduced Happiness buff to +15, Added +15 Culture buff
- Theater: Replaced Happiness buff with +15 Culture buff
- Topiary Park: Reduced Happiness buff to +10, Added +10 Culture buff
- Stonehenge: Replaced Security buff with +25 Culture buff
Technology Tree Refinements
- Animal Husbandry: Animals requiring domestication moved here for revealing
- Rope Making: Moved to Bronze Age for better progression flow
- Comprehensive Balance Pass: Final adjustments to research progression and costs
Resource and Economic Changes
- Nation Capacity: Cement Plants increased from 3 to 8
- Amenities Rebalance: Now buff Culture instead of Happiness or Prosperity
Performance Optimizations
- GPU present system changed to be event based to reduce CPU use.
- Improvements to Terrain shaders to improve late game performance
- More use of multiple cores to improve framerate (late game)
Visual Identity Update
- New Color Palette: Fresh visual scheme marking v2.0 era
- High DPI Support: Enhanced rendering for modern high-resolution displays
- Icon Consistency: Unified shadow effects and resolution across all resource icons
- Resolution Independent. Game can be set to any size and shape and the UI will adjust. For the person running a 72x9 display. That guy!
- Smart UI scaling. Players can resize the text and UI independently in the Accessibility options (recommend you try this out). UI and text will automatically update their fidelity to always look good.
Quality of life improvements
- Order Interrupted no longer a blocking notification.
- New Game Option: Let cities supply their own Amenities. OFF by default. If an Amenity runs out, the AI mayor can replace it with another amenity until the other one comes back in stock.
- New reveal of resources chime adjusted to not repeat endlessly.
- Lots of tooltip cleanup.
- Ships that come out of dock will always deploy in a region that is adjacent to the open ocean and not a lake.
Bug Fixes
- Text readability improved.
- Seriously, too many minor issues to list here but lots of little bug fixes.