Patch 6.2.x (4.3.2020):
- Reward for special trade: skirmishers too (and immortals) and auxiliaries (even Roman auxiliary), to be able to build those special roads
- Reward special trade: amount depends on map size. Tiny-Huge => 3-8
- Building: Acropolis only buildable in cities on or next to hills
- Fix: AI_DIPLO_GREETINGS_ATT_FR_LEADER_GEISERICH_LODBROK_1
- Fix: Gamespeed texts
- Strategy-Text update: Silk Road
- Fix: formations due to veteran upgrade are not adopted
- Fix: double movement for trade caravans
- Fix: double resource distribution (camels)
- Events: amount of necessary units and buildings depends on map size (instead on amount of players (BTS))
- Pedia Info: on how much units goes collateral damage
- Text Fix: "We do not want foreign gods!" instead "We want one religion only!"
- MAP: standard europe map: copper at Sparta too, if Athens is in game
- Boar can appear on a pig resource
- Fix: bronze resource costs changed to a strategic resource as listed
- Fix: on decimation of units
- +1 :4nahr: cancelled for horse stables, because you get this bonus, if horses are in your trade network
- Tech Water Storage enables oat (ca. 2400 BC)
- +1

- New wonder: Baalbek temple complexes
- New wonder: Baal Temple of Palmyra
- New building: Training camp (only available with civic Professional Army)
- New tech: The scythe (enables rye, ca. 1200 BC)
- Neues special building: Nymphaion/Nymphaeum +1

- Public Parks instead of +2 :4gesu: -> +1

- Increased the chance fo mercenary attacks a bit
- Horses, camels and dogs can now distributed via wagon
- Freed slaves cannot be settled as free citizen anymore, but as reservists
- death rate of reservists decreased from 3% to 2% per turn (to compare: death rate of slaves = 6%)
(reservists can be helpful in future civil wars)
- special reservist units for civs: Kleruchoi, Evocati and Soldurii
- Aqueducts are now conquerable (no special building anymore) and checked via python (available for: Assyrians, Babylonians, Hebrew, Greeks, Etruscans and Romans)
- Bamboo Longbowman: 50% city defence
- Bugfix: lost wonders due to Religious Ejector
- New action for Druids: can sacrifice slaves to increase the morale of the troops (like Rhetoric)
- New tile improvement: Kastell/Castrum with Roman Roads
- AI: 50% less food costs for unit creation
- water mill improved (10% -> 25% bonus)
- half death rate not only for house slaves (Patronage), but also for field (Iron Plow) and mine slaves (Mechanics)
- You get a warning pop up when the Huns will appear. Now with sea peoples and vikings.
- Appriciation of bonus resources: forge, bronze forge and market gain more commerce for certain goods
- collateral damage for disc chariots
- ocean needs 2 movement costs
- Bugfix: CityRenegade: if a unit is attacked in a foreign city (city owner != unit owner), the city calculated its takeover
- Barbarians: may not create Quad-, and Quinquereme
- Fix: floatsam moves over sea and does not disappear now
- Fix: if the original owner takes back his/her city, the surrounding cities shall not revolt
- Fix for AI: a gold wagon without a passable route, moves into the next city and even may be sold there: chance 1:20 per turn
- Pedia: slave pedia update, who to use them and their death rate
- Decreased death rate for slaves that joined a building (with the techs Humoral Pathology and Anatomy)
- Fix: wonders disappeared due to Christian fanatics (event)
- Ballista for Greeks (Tech Greek)
- new unit for Romans/Etruscans: Carroballista (replaces Ballista)
- new unit for Romans/Etruscans: Scorpio, as upgrade to Velites (later skirmisher unit for Romans)
- small changes in tech tree around Marian Reform
- Bonus Pedia: now lists buildings that adds a bonus with the bonus resource (health, happiness, commerce, production), eg forge, market,...
- less prod costs for religious ejector
- Bugfix: endless turn in onTurnFeatures
- New function: provincial palace can be removed
- New function: Hegemon can quit a vassal (button via unit in capital)
- New function: Hegemon can give cities to a vassal as a gift, if own culture < 51%
- Governor: double reward when paying the full tribute
- New terrain: deep sea
- Hastati changed to a spearman animation (no swordsman with pilum anymore), fits better for the upgrade of Hasta-Warrior
- Pilumni (Tech Pilum) now also for Romans and no special unit for Etruscans anymore
- CONSCRIPT_MIN_CITY_POPULATION increased from 3 to 4
- Fix: Macedonian Pezhetairos now with tech Armor & Shield instead of Improved Phalanx
- first build a provincial palace, afterwards settle a provincial governor
- cheaper salary
Patch 6.2.0 (15.03.2020):
- Correction on Hasta-Warrior and Hastati
- Correction: swordsman upgrades to Principes instead of Hastati
- Infos added to supply wagon: can transport monuments
- Bugfix: mercenary ships could arise on ocean ice
- Bugfix: AI movement with gold carts
- Samnitian Warrior with tech Linothorax instead with Armor & Shield
- Skin Hasta-Warrior changed to a greco-roman spearman skin; it looked like a hoplite
- Added map Eurasia XL and XXL
- Text-Tool Import
- Tech "The scythe" added to advanced scenarios
Last edited: