Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Governance
Showing 31-40 of 93 entries
< 1  2  3  4  5  6 ... 10 >
Update: Oct 4, 2022 @ 11:53am

v1.3.14

- introduced a script on startup that sets the fort marker introduced in v1.3.10 to catch upgrades built before v1.3.10

Update: Oct 3, 2022 @ 8:11am

v1.3.13

- created a "governance panel" task within the governance objective so you may always monitor number values for the three governance statistics virtue-decadence, authority-corruption and community-animosity

Update: Oct 2, 2022 @ 9:53am

v1.3.12

- created a new task within the "governance" objective where you can ask the "Council of Elders" to give you more info on current governance statistics. Basically same as the info that comes up when your king enters a city, just accessible from a different and likely more convenient place.

Update: Sep 11, 2022 @ 7:22am

v1.3.11
- localized more variables
- new event to alert player if the custom wood consumption is high relative to wood production and wood stockpiled

Update: Sep 7, 2022 @ 11:36am

v1.3.10 - implemented a few measures that should boost performance of the scripts (localized variables, introduced a marker for cities and resource buildings with relevant upgrades)

Update: Aug 6, 2022 @ 12:16pm

v1.3.9 - updated icon for shrine upgrade in "sacred caves"

Update: Aug 4, 2022 @ 1:49pm

v1.3.8 - fixed certain skills in the economic skill tree being "forgotten" upon reloading a game

Update: Aug 2, 2022 @ 12:06pm

v1.3.7
- migration starts (e.g. in the Alternate Start Dates mod) should be supported now (i.e. no errors coming up in console due to nonavailable capital city)
- fixed bug in the calculation of Slave-Worker-Ratio: colonists (=workers) were counted as hostages (=slaves), which could give nonsensical governance stats in migration starts
- fixed missing attribute description in cities/forts for the custom "noriveraccess" attribute
- the water-milling skill will not be unlocked by the milling skill anymore but requires the resource production and acvanced resource production skills

Update: Jul 23, 2022 @ 8:18am

v1.3.6 - some small bug fixes

Update: Jun 26, 2022 @ 10:03am

v1.3.5 - the wood consumption in cities will now draw wood from nearby forts if there's not enough wood in the city. Population drop will only happen after the nearby wood stock has been considered.