An earlier 0.3.0 build has a visual glitch that sometimes does not reveal fogs and tiles correctly. This has been fixed, please make sure you are on 0.3.0 Build 182
New Content
- Wonder: Grand Bazaar: Manage all your markets. Adjacent caravansaries get +5 Production and Storage Multiplier. Adjacent markets get different trades (Education)
- Great Person: Zenobia - +1h Petra Warp Storage (Classical)
- Building: Concrete Plant - 1 Brick + 2 Sand + 1 Tool -> 1 Concrete (Steam Engine)
- Gunpowder Mill's visual has been revamped
Warehouse Enhancement
- Export Below Max Amount: Allow other buildings to transport a resource from this building even when its amount is below the max amount
- Export to the Same Type: allow other buildings of the same type to transport a resource from this building
- Autopilot Setting: Require Storage < Cap - autopilot will only transport resources whose amount in storage is below the cap
Player Trade Rework
- You can fill a trade from multiple caravansaries at once
- Show tiles with active trades on the world map
- Sea Trades (unlocked by Geography with 1% Tariff. Optics reduces tariff to 0.5%. Capitalism reduces tariff to 0.1%)
- Production multipliers will now apply to Caravansary and Warehouse - it will increase the resource transport capacity
Market Rework
- All markets will have the same trades, different markets still have different price fluctuations
- Market trade amount will be based on the value of the buy and sell resources
- Markets will have less price fluctuation, which will be based on the tier difference between the buy and sell resources Selling a low-tier resource and buying a high-tier resource will result in positive price fluctuation and vice versa
- Market trades will update immediately after a new resource has been unlocked
Balancing
- Oxford University: Each building upgrade in your empire provides +5 Science per cycle (from +1 Science per cycle)
- Wonder building time is be more streamlined: wonders from the same era have similar build time, with earlier wonders take significantly less time to build. Read more details
- Construction and upgrade costs of Tier I, II and III buildings have been adjusted. They now require a small amount of materials other than their input for construction and upgrade
Wonder Construction Cost Adjustment
- Hagia Sophia: costs Knight instead of Brick
- Angkor Wat: cost Marble instead of Stone
- Oxford University: cost Philosophy instead of Marble
- Saint Basil's Cathedral: cost Gunpowder and Lens instead of Faith and Gold
- Forbidden City: cost Banknote and Marble instead of Paper and Poem
- Himeji Castle: fix the cost of Galleon and Frigate (it was incorrect before)
- Rijksmuseum: cost Newspaper, Culture and Concrete instead of Painting
- Summer Palace: cost Gatling Gun instead of Brick
- Neuschwanstein: cost Rifle, Bond and Cannon instead of Dynamite, Brick and Marble
- Brandenburg Gate: cost Politics and Concrete instead of Brick and Marble
Gameplay
- Streamline Construction/Upgrade Flow: You can adjust the building upgrade level when a building is being constructed. The building will be upgraded immediately after being constructed. Because of this change, the upgrade priority has been removed - both construction and upgrade will take construction priority instead.
- Optimize performance when switching between game scenes (City View -> Tech Tree -> Trade World Map)
Changed files in this update