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11/10 update.

But also, now that we have a new source of leather, i think it would be cool if leather could be turned into clothing. Niche late game use and makes sense as a luxury good.
 
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Thank you for taking on many reported bugs and player wishes at last! I understand that working on the DLCs prevented you from doing so more regularly in the past. Hopefully, we're going to see more updates like this so that more and more tickets in the bug forum can be closed with the status 'Fixed'.

I'm really excited about this!
 
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Indeed a great list of changes. I extra appreciate that you added the functionality to select input ressources in production chains and the new intermediate "lock state" for workers :)
 
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There is now a third lock state on Improvements. The new intermediate state preserves the current operation – it prevents assigned workers from being removed but allows new workers to be assigned to the Improvement. The new state is “fully locked” and prevents both removal of existing workers and assignment of new workers.

Absolutely amazing. It was driving me nuts, when I locked some metalworks at 2 employees (so I could export some ore into other cities) yet every time population increased, the metalworks would be at 3 employees.

Most special Units, those unlocked by Innovations or National Spirits, are now part of existing Unit lines (as opposed to being independent), meaning they can be upgraded.

TFW no way to upgrade Bow Hunters :(
 
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Thanks a lot, som many fixes!
Just started playing this game two weeks ago and I am stuck. Really like the gameplay and the challenges. Also there is something about it that makes it so quick and modern. There is so many of these games that are to complex and time consuming in animations. This is rapid and feels very well coded. I really really hopes the development of more dlc's continues and that this community playing it continue to grow.
 
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Nice to see that development work still continues.
 
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Happy to see the adding of priorities for improvements, definitely one of my most desired quality of life changes.
 
Great changes, but there are still some improvements I'd like to see:
  1. fully describe innovation's growth and growth of innovation's growth in tooltips: sources like Taj Mahal or some improvements are absolutely unaccounted for
  2. more controll over worker autoassignment - other games in genre allow to choose with outputs to prioritize, here in Millenia I often need to manually remove workers from housing since wealth is for me one of the lowest priority
  3. better multimedia for end of game - for now it's just a text "you won/lost", which is very unsatisfying
  4. more of challenging achivements, like make a city of 100 pops or make all players follow your relligion (currently trivial with compel, should't be)
  5. more reasons to make own relligion or follow someone else's
  6. more difference between nations and relligions
  7. completely rework diplomacy: all changes are helpfull, but feel like work-arounds.
    1. Power level estimation is wrong when playing tall. From my one city and hardly any units nor tech, with enough production I can quickly create huge army strong enough to destroy any enemy
    2. AI does not care at all about its own interest. Difficulty level should not play any role at all, for now its like "I'm far behind in tech, but I won't do science treaty because I don't like you". It should be reverse, "I hate you, but I need your science, and I'll improve my opinion when you give it to me"
    3. speaking of traties, they are too equal. Stronger party should receive less benefit, since there is not much to learn from some savages. And in this situation the weaker side would actually be gratefull for help and not afraid of increasing the advantage even further
    4. weird time locks - why would I send gold to AI if I'll need to wait 3 turns to do anything with the increased opinion, by which time the increase will decay almost to 0
    5. there is no notion of peacfull coexistence, "if you are close I hate you". AI does not see merchants nor inter-city trade, does not value the very fact of having a military ally close by nor anything
    6. last patch started showing acceptance modifiers, but with weird signs instead of proper numbers. I very like the system in EU4, when all modifiers are visible and there is no randomness
    7. compel system should be switched to some acceptance bonus, and give some actual benefit to receiving player, so it makes sense to human players. For now it works like magic, you cast a spell with your mana and the demand gets accepted.
 
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9.5/10, great list of changes, love the new priorities and lock system. Fully agree with @Dekakaruk, the diplomacy is slightly more transparent but could still use a total rework. And the annoyance of moving units triggerring a hard movement stop and a notification every time a new unit comes into their LOS, is still there? Thats a shame, that's basically the main reason I can't bother to finish any game. An option to at least turn that off would be great
 
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Are there any plans to add mod support for multiplayer?? My friends and I would like to play with the longer roads mod, it was a bit of a letdown to be asked to deactivate mods.
 
  • There is now a way to set priority on Improvements to prevent Goods from being used up by other Improvements.
Before, Sawpit in this case will take all Logs before the Papermaker gets any:View attachment 1226345

After setting Papermaker Priority:View attachment 1226346
Though this is a nice tool to have, it does not solve the much more annoying problem of improvements which can process different things. We still can't choose what a kitchen processes. In my current game on the open beta it is again annoying that I would like to process olives (2 wealth) but it takes automatically my heavily buffed meat (5 food, 1 culture).
 
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May we please have a "resync" option for the simultaneous host, which automates the process? I'm finding that every 2-5 turns, I get a desync issue, even when on the same high-speed LAN (gigabit symmetric internet, gigabit LAN)
:(.

For the first few hours, it's not the worst thing in the world to have to make a new lobby, hit load, and then send an invite, but by turn 100ish, it's nonstop frustrating since you never know whether continuing despite desync will cause data loss or not. Simplifying it to "if the host sees that there's a sync issue, they just click a button, forcing the clients (and maybe the host) to reload automatically to match the host, with no further action necessary from anyone" would reduce a LOT of the pain, even if it's still a common occurrence! As much as I'd love a full fix for the simultaneous multiplayer desync issue, simply trading ~1-2 minutes of annoyance every 20 minutes for 15 seconds of annoyance every 20 minutes would be a MASSIVE and INCREDIBLE improvement.

Even better: whenever a desync is detected, just automatically force a sync immediately. Don't wait and hope it solves itself, just force a sync so that players can feel confident that downtime is minimized. You'd never lose more than a single turn, likely just 1-2 actions.

I'd also like to be able to view the map once other players have left - not take any actions or gain new information, but just to be able to open a save file and review my position during times the other players are not available.

Better desync error messages would be nice, too. A way of gauging "this is a bad desync" or "this is something that doesn't matter" would still improve the pain points!
 
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