Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Governance
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Update: Jun 26, 2022 @ 10:01am

Update: Jun 26, 2022 @ 2:08am

v1.3.4 - fixed some minor visual bugs

Update: Jun 25, 2022 @ 12:17pm

v1.3.3

- the reform severity from the society skill tree depends on game difficulty, now: (1) "novice" wil get -100% faction morale, (2) "normal" will get -150% faction morale and (3) "expert" will get -200% faction moral during reforms (which has been the default value so far)

- the production upgrade in farms and in mines are now fully separated from the basegame production upgrade, so they work seamlessly like other upgrades when upgrading level 1 to level 2

- improved a few descriptive texts for the newly added upgrade - however, sadly the game won't show tooltips for the new resource building upgrades

Update: Jun 22, 2022 @ 1:40pm

v1.3.2 - small bug fix for "unknown attribute" in capital city

Update: Jun 21, 2022 @ 12:55pm

v1.3.1 - bug fix for the slave uprising event: it will now only try to liberate resource buildings that actually employ slaves

Update: Jun 21, 2022 @ 12:51pm

Update: Jun 18, 2022 @ 3:08pm

v1.3.0

Introduced two new skills in the economy tree and five new buildings:

(1) the "Industry" Skill unlocks
- the Rotary Mill building which gives +25% production in farms,
- the Foundry which give +25% production in nearby mines
- small-scale and large-scale industry is now locked behind "industry"

(2) the "Water-Powered Mill" Skill unlocks
- the Water Mill, which gives +25% production in nearby farms,
- the Stamp Mill which gives +25% production in mines,
- the Saw Mill which gives +25% production in nearby wood nodes

- water mills in cities / forts with riveraccess will be less costly
- mills and foundries can be constructed in forts only if they have the rural settlement upgrade

- rebalanced Necropolis: this give +1 authority and +1 community now, instead of a percentage modifier

- probably some other small improvements along the way

Update: Jun 7, 2022 @ 1:11pm

v1.2.9
- cities will now consume double wood during winter due to heating (i.e. 2 wood /wk. /pop). If wood consumption cannot be met there is a 25% chance /wk. for emigration or death of population, respectively.
- rebalanced temple upgrades: these don't give a percentage amount of authority/community anymore but a fixed contribution. That means they are stronger in smaller cities (in early game), but grow relatively weaker the more the population increases.

Update: Jun 5, 2022 @ 10:25am

v1.2.8
- included compability patch for the Alternate Start Dates mod
- fixed bahaviour of advisor window with governance stats coming up and having to be closed several times at once
- a few more very small inprovements

Update: Jun 1, 2022 @ 2:55pm

v1.2.7 - small bug fix for undefined variable at game start