Together We Rule Expansion

TreVor_ish

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Sep 29, 2020
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I am somewhat vary of leverage resource just lying on the ground (map). So, I just walk around and pick stuff up to get more power in diplomatic forum exchange? Is that really how it works? I can pick it up with any agent, or if having Diplomatic Affinity with any unit. I guess resource generator will be favorable for those with wast lands.
Palace of Versailles with -20% leverage cost for owner and +20% for everyone else is looking like a must build for Diplomatic game.
Stealth mechanic and demilitarization are intriguing.
This might be fun :smoke:
 
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I am somewhat vary of leverage resource just lying on the ground (map).
The important factor here, but that's not readily visible just from watching some gameplay footage, is that these Leverage "curiosities" spawn when and where a grievance is triggered, rather than at random. So it will usually be quite hard to find them in your own territory.
 

TreVor_ish

Warlord
Joined
Sep 29, 2020
Messages
292
The important factor here, but that's not readily visible just from watching some gameplay footage, is that these Leverage "curiosities" spawn when and where a grievance is triggered, rather than at random. So it will usually be quite hard to find them in your own territory.
I assumed it's not random and tying it with grievance is not illogical.
The question is visibility of said curiosities. Will it be visible for everyone regardless of who triggered a grievance, or only between the parties that had a dispute.
Another thing, how often one player can trigger a leverage spawn. Let's say Sumerians are playing rather aggresive and attack any unit that comes close, which should trigger "You attacked me!" grievance. Would it generate leverage every time it happens? Which also means being a Diplomatic can pick it up with any unit. Which also plays against my biggest pet peeve in Humankind - simultaneous turns.
 
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Also, the Metternich Beta now public per Daarkarrow's announcement on G2G, though be forewarned there is a long list of known issues:

In the past weeks we have been revealing all the different elements and additions that will change with Together We Rule, like the Embassies, Agents or the Congress. Alongside the expansion, a new patch will arrive, Metternich Update, which will be free to everyone.

With only one week left before the launch, we thought, what if you could start trying the elements of the new patch? We are super glad to announce a Preview version that will start today (4th of November) and will remain active until the 8th of November.

As we wanted to keep it short, here are the main changes that will arrive with the Metternich Update that you will be able to try on this Preview version

How to access this Beta
  1. Go to Steam > Right Click on Humankind
  2. Click on Properties > Betas
  3. Select "metternich_beta"


We’ve already had a closed beta and made many improvements based on it, but now we want to give all of you a chance to share your feedback. As you can imagine, with less than a week to release, we won’t be able to address a lot of changes from all your feedback, but it will be super important for future updates after release.


Before we finish let’s do a small FAQ
  • Can I keep playing my game after the end of the beta and the release of the patch? Yes, any game during this preview will be compatible after the release of the patch. If you are on the base game I will recommend to start a new game, to avoid any kind of problems, as there are quite a few changes.
  • Dates Reminder: From 4th of November to 8th of November
  • Can I play on Epic Store? No, it is only available on Steam (Windows and Mac)
We have created some dedicated forums, here on G2G to talk about the changes and any other feedback you might have.
There, we have included the list of Known Issues as well.


Enjoy the beta ^-^
 
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As per Daarkarrow's announcement on G2G:

We are super excited about this, and here we are, the date has arrived and now it is the time to release the first expansion on Humankind, Together We Rule.

In the past weeks we have been covering the most important aspects that will change on the game in a series of blogs.


First of all we wanted to thank you, the community, from your help with this expansion and the update. Some of you may be aware of this (and if not here is a bit of context), but a couple of weeks ago we decided to have a closed beta with some of you that have been active on the forums to try all the new things, such as the Leverage system, cultures, agents etc. This has been super helpful to the team in order to introduce some improvements on the UI, balance cultures and more. As we were close to release we didn't have the time to implement all of the suggestions but do not worry as we will be doing some updates & bugfixes in the following weeks.


For those of you that is the first time that you heard about this expansion, this is what Together We Rule will add to the game:
  • Embassies: Form stronger ties with other empires and access cooperative treaties, like mutual access to Emblematic Units.
  • Agents: A new class of units that can serve as diplomats or hidden agents that will perform certain actions as siphoning districts or tracking armies.
  • The Congress of Humankind: Vote on globally enacted laws and resolve conflicts through diplomatic pressure.
  • New Cultures: Sumerians, Hans, Bulgarians, Swiss, Scots and Singaporeans
  • And more

Apart from all of those changes we wanted to remind you that today we release a free update to the base game, Metternich Update, that will add new elements and rework others. Here you have the quick summary:
  • Stealth Rework: Based on depleting a “reserve” of stealth rather than a binary yes/no check and introduction of Ambushes.
  • Changes to Independent Peoples: Stronger competition for patronage and more detailed treaties.
  • 3rd Party Reinforcement: Lend control of your armies to an ally for a battle.

Before finishing we wanted to mention a couple of things:
  • There are issues with certain Mac configurations, and therefore you might encounter some issues on the Multiplayer. The team is working on solving that.
  • The modding tools have not been updated yet, but we will update them soon, including localization modding tools. Until then, please remember that old mods may not work properly with the new version of the game.
  • In the following weeks we will be delivering a series of updates and bugfixes for the game and the modding tools

That's all for today folks!

Enjoy the expansion and the Update ^-^
 
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And patch notes for Metternich as per Emilien on G2G:

[1.0.17.3494] "Metternich Update" Version Notes

ADDITIONS - Together We Rule Expansion pack

- New feature: Inter-empire Forum: Congress of Humankind
- New Currency: Leverage
- New Quarter: Embassy (unlocking new interactions with other empires)
- New Unit Family: Agent
- 6 New Cultures with a New Affinity: Diplomatic
- 6 New Wonders
- 15 New Narrative Events (including 4 inter-empire events)
- 7 New Independent People
- New In-Game Themed Music Tracks composed By Arnaud Roy


MAJORS CHANGES
- New stealth system! Stealth units are now concealed until their stealth value reaches zero in enemy territories.
- Third party reinforcement! You can loan your armies to help your allies in battle.
- New Independent People system! You can now sign treaties with Independent People.
- Updated main screen UI! A few UI elements have been moved around the main UI for a clearer experience.


BALANCING AND OTHER CHANGES
- Independent People now spawn Armies less often on Hamlet, Town and Metropolis difficulties.
- Modified the formula to lower Civic Enact costs when many Civics had already been enacted (average reduction of -50% to costs).
- Lowered the Influence gains of the Aesthete "Culture Bomb" ability, especially on territories with many neighboring territories.
- Reworked the effects of the Authority domestic ideology to provide extra Stability on Garrisons (instead of deprecated "Detection Range").
- New Effects for the "Colonization" Civic: Vassal Colonies choice now gives bonus Money and Industry on cities founded on a new Continent, while the Naturalized Colonies choice gives bonus Stability on cities founded on a new Continent.
- Aztec Jaguar Warriors can now be upgraded from Swordsmen.


FIXES OF ISSUES SPOTTED BY THE COMMUNITY (THANKS!)
- Made adjustments to how the Wonder-Full achievement unlocks. Players are now asked to build 22 wonders.
- Fixed an issue where on rare occasions, points of interest could spawn on Natural Wonders.
- Fixed a few instabilities that could lead to indefinitely pending turns.
- Fixed an issue where some FIMS previews on infrastructures were not working correctly.
- Fixed an issue where the "[Enacted]" civics tag wasn't translated in languages other than English.
- Fixed Issues that were sometimes occurring when launching a nuclear strike on multiple locations during the same turn.
- Fixed some localization issues that where occurring with the Empires names in the Megalomania grievance.
- Fixed an issue where the Assyrian Raiders' Pillager ability only mention Outposts and Independent Camp.
- Fixed an issue where the "Share maps" treaty causes both empires to be first when discovering a natural wonder.
- Fixed an issue where the Roman Emblematic Unit (Praetorian Guards) tooltip for Tactical Superiority was misleading.
- Fixed an issue where wrong tutorial text would display for breaking treaties.
- Fixed an issue where an inaccurate "No line of sight" debuff was appearing when attacking with torpedo boats.
- Fixed an issue where the player could have access to shared projects outside of their territories.
- Fixed an issue where loading custom maps were not properly displayed in the Caps section.
- Fixed an issue where the Culinary Trend narrative event was triggered too early.
- Fixed an issue where luxury resource deposit could spawn on a Natural Wonder tile.
- Fixed an issue where Debug text was displayed in the Event "Left Out".
- Made the difference between linking a Steam account to G2G and connecting to G2G in game clearer.


OTHER FIXES
- Fixed an issue where the Land Rights and Knowledge Authority civics were not unlocked correctly.
- Fixed an issue where Jaguar Warriors made Great Swordsmen seem obsolete.
- Fixed an issue where animals could reinforce each other.
- Fixed an issue where on rare occasions, armies would not execute an attack from an elevated position.
- Fixed an issue where Garrisons were exploiting tiles around them.
- Fixed an issue where instant war support was not being calculated correctly.
- Fixed an issue where the Narrative Event "Justice for All" might not trigger properly.
- Fixed an issue where the "You successfully plundered" in Ransack Successful! notification was not informative enough.
- Fixed an issue where placeholder text is sometime displayed in the grievance "Thwarted our occupation of".
- Fixed an issue where eliminated empires have the "Joining" status during multiplayer sessions.
- Fixed an issue where slots occupied by eliminated empires appear as available inside the "Join Game" menu.
- Fixed an issue where placeholder text is displayed in the description of the Ming's emblematic quarter.
- Fixed an issue where the tutorial about Deployment was not showing up.
- Fixed an issue where placeholder text was displayed in the Battle Result.
- Fixed an issue where placeholder text was displayed when attacking wood wall with artillery.
- Fixed multiple missing or incorrect texts displayed in the help layer.
- Fixed an issue where no grievance or War Support changes happened when a tile has been ransacked.
- Fixed an issue where the civics osmosis refusal penalty had the same duration for all game speeds.
- Fixed some debug text appearing if the city targeted by "The Human Cost II" event gets destroyed before the event is triggered.
- Fixed an issue where the AI would sometimes keep making demands each time the player had refused another demand.
- Fixed an issue where tutorial windows and tooltips can display severe flickering in specific situations.
- Fixed an issue where Exploitation Tiles had a health bar in the tooltip.
- Fixed an issue where the "A Totem for the Tribe" Narrative Event was triggered by another empire's Army.
- Fixed an issue where invalid characters were allowed when saving a custom map inside the map editor.
- Fixed an issue where false information was displayed when an opponent refused a Crisis Defusal proposal.
- Fixed an issue where the event "Propaganda Machine" wasn't triggered when meeting the requirements.
- Fixed an issue where players couldn't buy resources through world map on the turn you signed a trade treaty.
- Fixed an issue where the tooltip for non-district tiles claimed to have +1 vision.
- Fixed an issue where "Under One Banner" displayed an incorrect duration.
- Fixed an issue where grievances were triggered because of stopped trade agreement after vassalage is enforced.
- Fixed an issue where the narrative event “An Envious eye” was triggered incorrectly for players first in fame.
- Fixed an issue where the Neolithic Legacy Trait Narrative Event did not trigger if the Knowledge star is earned on Turn 1.
- Fixed an issue where Unit industry cost reduction structures show no gains in Infrastructure Effects.
- Made the message that appears when attempting to use a missile on units that are in a battle between other empires clearer.
- Fixed an issue where false information was displayed when attempting to break a treaty after recently signing one.
- Fixed an issue where the help layer UI button could get misaligned with the rest of the UI.
- Fixed an issue where the Latin America DLC Culture "Caralans" showed up as "Norte Chico" in the Polish language.
- Enacting the "Public Happiness" Civic choice in the "Fundamental Values" now correctly reduces the production cost of emblematic districts that "count as" Public Order districts.


METTERNICH AND TOGETHER WE RULE BETA FIXES (THANKS! AGAIN!)
- Fixed an issue where the Terra incognita stayed undiscovered during battles.
- Fixed an issue where the UI could disappear and potentially crash the game.
- Fixed an issue where an incorrect FIMS preview for Commons Quarter appeared when placing it next to most base quarters.
- Fixed an issue where demanded territories could not be obtained with war resolution.
- Fixed an issue where on rare occasions, the game could crash when exiting Diplomacy Screen.
- Fixed an issue where players could encounter a large number of unexpected notifications.
- Fixed an issue where Spymasters did not cost population.
- Fixed an issue where the game could become stuck if an embassy was lost before an agreement is signed.
- Fixed an issue where the game could crash when switching tabs in Diplomacy Screen.
- Fixed an issue where the Spy, Spymaster, and Envoy Units did not get a bonus for attacking from high ground.
- Fixed an issue where Expansion pack name was wrong.
 

The_J

Say No 2 Net Validations
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Uberfrog

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I’m on board with most of the new cultures, but do we really get to choose between playing as the “British” or the “Scots” in the Industrial era? :crazyeye:
 
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Metternich hotfix notes per Emilien on G2G:

[1.0.18.3510] "Metternich Update Hotfix 1" Version Notes

CRITICAL FIXES

- Fixed an issue where an "urgent affairs require you attention" mandatory notification may lead to the game being blocked.
- Fixed an issue where on some occasions, Epic Game Store players could not access the content of the "Together We Rule" expansion pack.
- Note: Some players who do not own the expansion pack may not be able to load saves created between November 9th and November 15th. If you are encountering this issue, please create a new game

CHANGES AND ADDITIONS
- Added an indication of the empire targeted by a leverage curiosity.
- Added a mention of the patronage extending Independent People cycle of life, as well as other missing feedbacks on Independent People.
- Added a preview of the duration of Agents actions.
- Added a new legacy trait for Singaporeans: +5% Fame Gain Multiplier per Client State Independent People. The former legacy trait has been added directly as a Unit Specialty of the Reservists.

FIXES OF OTHER ISSUES SPOTTED BY THE COMMUNITY (THANKS!)
- Fixed an issue where Units could be upgraded to emblematic units obtained by "arms deal".
- Fixed an issue where the "Spider's Web" Narrative Event could be triggered by opponent's city.
- Fixed an issue where after refusing an agreement proposal by another empire, then same agreement proposal could be sent again immediately.
- Fixed an issue where the tooltip for "Cultural Blessing" was missing information on when to unlock the civic.
- Fixed an issue where the "Cultural Blessing" could can be unlocked in Ancient era.

OTHER FIXES
- Fixed an issue where Decoy army that have Stealth units were not correctly displayed.
- Fixed an issue where armies could not move due to the presence of stealth allied armies (it now starts an ambush).
- Fixed an issue where Spawn points were not deactivated when disrupting them with an Agent.
- Fixed an issue where Osmosis events would not appear when Manipulating a city that was not in the Player's influence.
- Fixed an issue where incorrect feedback was displayed when trying to add reinforcement that has no movement point left.
- Fixed an issue where incorrect information was displayed when a civilization was falling.
- Fixed an issue where, very rarely, the game could become stuck when choosing "Seek Wisdom" tenet.
- Fixed an issues where AIs could declare war while in peaceful mode.
- Fixed an issues where the bonuses coming from independent people treaties could be inconsistent because of the era level.
- Fixed a few localization issues.
- Fixed issues with narrative events and civics unlocks.
- Fixed other UI issues (in the Congress of Humankind, Embassies and the Help Layer).
 
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I’m on board with most of the new cultures, but do we really get to choose between playing as the “British” or the “Scots” in the Industrial era? :crazyeye:

FestinaLente offers historical context behind the decision on G2G, and I agree the Scots and the British were up to substantively different things in the Industrial Era. Whether they need to be as powerful as I hear they are...
 
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