
Welcome explorers to a very exciting update for Age of Empires III: Definitive Edition! While there are plenty of notable fixes today, there’s lots of new features – including quality of life updates, plus a long list of balance changes and campaign fixes, and so much more! There are so many more new things in today’s update so make sure to dig down into the notes before jumping in game to experience them firsthand!
Changes applied right before, during or after the Open Beta are marked with * (asterix).
Plus, the newest DLC, The Baltic Powers, is available now!

Thank you for sharing in yet another major milestone for Age of Empires with us!
—The Age of Empires Team
Remember that you’ll need to update your game in the Microsoft Store:
- Open the Microsoft Store.
- Click the [ ∙ ∙ ∙ ] symbol next to your profile picture.
- Select Downloads and updates.
- Press the Get updates button to automatically detect, download, and install the latest changes to your game!
- Open the game. The title screen should show you on Build 19.18309.
If you are unable to launch the game after downloading the update, make sure you add (or re-add) the Age of Empires III: Definitive Edition client or folder as an exception to your firewall and antivirus program.
That’s it; you’re ready to play!
Remember that you’ll need to update your game in Steam:
- Open Steam.
- Click on Library to see your games list.
- Click Downloads at the bottom of the Library window.
- [If the new build does not download automatically,] click the Download Now button to manually download the new update.
- Open the game. The title screen should show you on Build 19.18309.
That’s it; you’re ready to play!
Remember that you’ll need to update your game in the Xbox App for Windows.
- Open the XBOX app.
- Games that are installed show up on the left side of the app.
- Hover over the game or click it, and then select Update.
- [If the new build does not download automatically,] hover over the game, select More Options (…), choose Manage. Under the Files tab, choose the option to Check for Updates.
- Open the game. The title screen should show you on Build 19.18309.
That’s it; you’re ready to play!
Please note that custom mods may not be compatible with the latest game update. If you are experiencing issues launching or playing the game after downloading the new build, try disabling your installed mods before trying again.
Still having trouble? Visit our support site!
Build Spotlight
Quality of Life Improvements
Spectator Mode
The Spectator UI has been massively overhauled with extra displays and functionality:

- The new top panel provides an exhaustive breakdown of Team performance in both 1v1 and Team games. This includes aggregate data on the sides for Team Populations as well as Units and Buildings Defeated/Lost.
- The bars offer side-by-side comparisons for Total Resources Gathered, Military and Economic population counts across all competing teams.

- A new queue panel displays sent shipments for the currently viewed player.

- Both views can be toggled out through the Advanced Information toggle on the Spectator/Replay controls.

- The Player display now features colored player and team ID indicators. The third row shows current counts for: Military units, Civilian units, Sent shipments.
- The player view can be switched through the Ctrl+F+(Player number) shortcut.
Deck Manager
We have improved the accessibility of the Deck Manager through new hotkeys and displays:
- Hotkeys: Added hotkey support for faster deck management. The hotkeys are now displayed within the buttons’ tooltips.
- Ctrl+N: Create a new deck.
- Ctrl+S: Save a deck.
- Del: Delete a deck.
- Ctrl+Del: Fast-delete a deck (no prompt).
- Ctrl+C or Ctrl+D: Copy/duplicate a deck.
- Dialogs: All deck-related prompts can now be quickly confirmed with the
Enterkey or closed withEsc. - Revolution Decks: Added a new toggle above the Deck list that allows you to view the cards of Revolutions available to the selected civilization.

- Home City Data: The screen now shows the civilization name, its corresponding flag, as well as the level and name of the currently selected Home City.
- Technology Tree Button: Added to the Deck Manager above the “Clear” button.
Multiplayer
- Civilization Switch Button: Added a button to change civilization in the quick match searching dialog.
- Restored ESO Ranks: Replaced the ‘Casual Rank’ display with restored legacy rank titles such as Lance Corporal, Brigadier, and Major General.
- Rank Badge: Added an explanation in the badge’s tooltip how stars and stripes work.
- Top Bar: Re-arranged the buttons in the top bar according to most frequent use (from left to right): 1. Leaderboard, 2. Friends, 3. Chats, 4. Clans, 5. Settings.
- Friends list: Moved positive interactions to the top of the player context menu.
- Lobby Filter: Multiplayer Browser region filter default changed from Closest to All Regions.
- Quick Search: Now plays a sound when a match has been found.
- Play Button: Now has an icon assigned like all the other buttons.
User Interface

- Hitpoint Bars: Are now also displayed in the player colors in the HUD.
- Kill Counter: Added individual kill counters to units and buildings with attacks so you can finally verify the effectiveness of your cannons!

- Charged Actions: Can now be toggled on or off per unit selection via click or grid hotkey on the charged action icon.
- Delete Building Command: Added a new command that forces allied AI players to destroy any building highlighted by the player in the game world. Use it to claim Trading Posts for your own!
- Team Resources: Added a new check box to lobbies that shares all player resources across their team.
- Train & Research times: Tooltips of units, buildings, and technologies now display how many seconds it takes for training or research to be completed.
- Population & Garrison space: The statistics panel of buildings and ships now display how much population and garrison space they provide.
- Profile Icons:
- Profile Icons related to specific DLCs (i.e. Knights of the Mediterranean or The African Royals) are now unlocked when owning those DLCs.
- Profile Icons related to the previous USA and Mexico DLCs are now unlocked for owners of the updated base game.
- Profile Icons not related to DLC, but to past events are now unlocked through the The Baltic Powers DLC.
- Bombard Brawl Profile Icon rewards are now properly awarded when attaining the intended score.
- XP Rate: You can now see your current XP rate in the tooltip of the Home City button.
- Scores: Names of resigned or defeated players are now struck out in the scoreboard.
- Minimap: Added a button and hotkey to reset the minimap orientation.
- Photo Mode: The Photo Mode button is now also shown when the game is over.
- Technology Tree:
- Added new sheets that show all Natives, Mercenaries, and Outlaws.
- Added Revolutions and their unique units to every civilization’s technology tree.
- Postgame Statistics:
- Added star icons to cells in order to see the best statistics more easily
- Hovering flags in Player Summary now displays the civilization name
- Fixed the Postgame Timeline getting stuck on the screen if the game ends while viewing it.
- Map Selection:
- Added a search bar.
- It is now possible to navigate and cycle through maps by hitting the starting letter keys, i.e. the key C will jump to California.
- ‘All Maps’ is now automatically re-selected if all filters were manually toggled off, preventing the map list from being displayed as empty.
- Lobby:
- Now properly remember the last used civilizations and teams for AI players whenever applicable.
- Changed the small icon button of the Technology Tree into a larger text button for better visibility.
- Home City: Pressing the Esc key now properly returns from the Home City to the World view.
- Menu:
- Added new ‘Campaign’ sub-menu to the main with: Story Mode, Historical Battles, Tutorial, The Art of War and Challenges buttons in it.
- Removed ‘Tutorial’ button from ‘Tools’ sub-menu.
- Moved ‘News’ button to ‘Tools’ sub-menu.
- Added ‘Scenario Editor’ Button to Main Menu.
- Localization:
- Sejm: Fixed incorrect translations in several languages.*
- Brazilian Portuguese:
- Fixed the incorrect use of ‘Fuzileiro’ (Fusilier) for Skirmisher-type units and vice versa.
- Fixed outdated descriptions for:*
- The Warrior (Aztec Age-up, II): Corrected 1 Skull Knights to 2 Skull Knights
- Calmecac (I): No longer mentions a Warrior Priest.
- Summer Palace (Chinese Age-up, V): Corrected 10 Iron Flails to 2000 food.
- Guard Azap: Corrected from “Proteger o Azap” to “Azap da Guarda”.
- Volunteer: Standardized the National Guard name across Latin-script languages.
- German: Big spawn buttons in Native American Town Centers are now called: Vorhut, Gefolge and Kriegszug, instead of the modern Spähtrupp, Stoßtrupp, Kampftrupp.
- Spanish:
- Corrected Esquimal to Inuit.
- Corrected the translation of Espingol from “Trabuco” to “Espingarda Danesa”.
- Corrected the translation of Gun Running from “Correr con armas” to “Contrabando de armas”.*
- French:*
- Winged Hussar: Fixed being labeled as a French unit.
- TEAM Times of Troubles: Corrected from “Époque conflictuelle” to “Temps des troubles”.
- Lowlander: Corrected from “Habitant des plaines” to “Lowlander”.
- Hindu Villager: Corrected from “Village hindou” to “Villageois hindou”.
- Fish Trap: Corrected “Trappe à poissons” to “Piège à poissons”.
- Malay: Corrected the mistranslations of Poles from “Tiang” to “Orang Poland”.*
Free DLC Content
To celebrate the release of The Baltic Powers DLC, we are excited to share these gifts with every loyal fan of Age of Empires III: Definitive Edition to enjoy:
New Taunts

- Added over 25 new taunts to fire up the next team game!
- “Is that what you call a raid??”
- “Excellent work, men!”
LIVONIA
Revolution

This new Baltic revolution is all about the power of knights and Hanseatic trade. Construct Forts and unleash the Teutonic Knights!
- Fortress Age Revolution
- Available to: Germans, Maltese, Poles, Swedes
PRUSSIA
Revolution

The longly requested Prussian glow-up for the Germans is here: Ditch the heavy Zweihänder and Crossbow for some new firepower!
- Industrial Age Revolution
- Available to: Germans
Fish Traps

Fishing Boats of all civilizations can now construct Fish Traps! For a cost of 80 wood this slow, infinite source of food can only be built in the vicinity of Docks.
Whaling Ships

Three new kinds of Whaling Ship cards have been added to civilizations that had notable, historical whaling industries:
- [NEW] Recruit Whaling Ships (II, 400c*): 2 Whaling Ships.
- French, Haudenosaunee, Japanese (2x), Portuguese, Spanish
- [NEW] Hire Whaling Crew (II, 400c*): 1 Whaling Ship with 4 Harpooners inside.
- British, Chinese, Dutch, French, Germans, Japanese (2x), Portuguese, Russians, Swedes, United States
- [NEW] Nantucket Sleighride (III, 600c*): 2 Whaling Ships with 4 Harpooners inside each.
- Dutch, British, United States
NATIVE ALLIES CARDS
Aside from the Danes & Poles the following civilizations will also receive cards from the new minor civilizations:
House of Stuart



- [NEW] 10 Stuart Allies (III, 500c): Sends 10 Clansmen.
- British
- [NEW] 4 Stuart Allies (III, 500c): Sends 4 Bagpipers.
- British
- Indians
- [NEW] 24 Stuart Allies (IV, 1000c): Sends 24 Lowland Dragoons with Royal Guard status.
- British
- French
Sámi

- [NEW] 4 Sámi Allies (III, 500c): Sends 4 Sámi Noaidi, powerful gatherers.
- Russians
- Swedes
MERCENARY CARDS
The Baltic Powers introduces 3 new mercenaries which are also shared with Home Cities of Definitive civilizations:

- [NEW] 4 Gallowglasses (II, 500c): Ships 4 Gallowglass Mercenaries.
- British, French, Maltese, Spanish
- Quick heavy Gaelic Swordsman that inflicts damage in an area.

- [NEW] 4 Cranequiniers (II, 500c): Ships 4 Cranequinier Mercenaries.
- French, Maltese, Portuguese
- Heavy mounted Crossbowman good against infantry.

- [NEW] 2 Fortified Wagons (II, 600c*): Ships 2 Fortified Wagon Mercenaries.
- Germans (+2 Uhlans), Russians
- Artillery wagon that absorbs damage. Good against artillery and infantry.
Burgher Militia

Aside from the Poles the following civilizations will also have their Militiamen replaced with the anti-cavalry Burgher Militias:
- Dutch, Germans
Game
Stability and Performance
- Game Size: Reduced the game size by -10 GB through unit texture optimizations
- Anti-Cheat: Implemented additional safety measures to prevent code injection exploits and ensure fair online play.
- Browser UI: Fixed Multiplayer Browser “Loading…” notice hidden behind lobbies.
- Spectator UI: Fixed several Spectator hitching errors for long matches.
- Quick Match: Fixed Quick match lobbies bugging out when a teammate leaves while searching.
- Memory: Fixed various CPU and GPU memory leaks.
- Home Cities: Fixed a freeze lasting several seconds that was related to particle effects and occurred frequently in Home City scenes.
- Fixed a case where the game would not be centered properly when alt-tabbing during initial loading.
- Stability: Fixed multiple crashes.
Graphics
- Clouds: Removed cloud shadows rendering on water that were often interpreted as a bug.
- Trees: Added proper terrain blending to fix noisy pixelations on tree trunks.
- Anti-Aliasing: Is now disabled by default to ensure smoother low-end performance.
- Arsonist: Fixed the missing player color on the unit icon.
- Mameluke: Updated unit visuals to match the high hitpoint pool.
- Chevauleger (House of Wittelsbach): Received a unique horse skin.
- Lipka Tatar (House of Jagiellon): Optimized the topology of the rider model.
- Carolean: Added a new unit design for the Guard level.
- Musketeer: Updated the chevrons on the upper arms of the Guard Musketeer.
- War Dog: Now uses separate graphics from Explorer Dogs to emphasize different stats.
- Boar: Added new visuals for the treasure guardian.
- Japanese Units: Fixed unit visuals not updating immediately upon research.
- Morutaru: Fixed unit visuals not updating at all when researched.
- Rocketeer (Indian): Updated visuals of the upgraded Indian Arsonist.
- Spy: Now wear a historical mask when upgraded via Assassins or Agents.
- Capitol:
- Corrected the tower’s texture of the Eastern European Capitol.
- Added the missing hedgerow for the Eastern European Capitol.
- Restored the original version with the Orthodox roof only for the Russian civilization.
- Church, Commandery, Depot: Now have a unique Maltese building skin.
- Mosque: Added a unique building icon.
- Revolutions: The main building in revolutionary home cities now have varying facades and skies in the background.
- Compendium: Fixed the outdated Cuirassier image.
- Fencible (Canada): Fixed the missing player color support for the uniform.
- Eclaireur (French Revolution): Updated the icon to match the unit visuals.
- Thor (Swedish Explorer): Fixed a bug with the Thor explorer skin not being able to perform the Heavy Strike ability.
- Wood Crate (Native American): Fixed a particular model of a wood crate with a distant log that had negative consequences for obstruction and pathing.
- Dry Dock: Now supports player color.
Audio
- Adjusted the volume of the female Mexican General voiceovers.
- Fixed the missing Revive and Ransom sounds for the Thor skin.
Modding
- Implemented
DataValidationgame config, to allow for quickly identifying common game data setup issues. - Implemented support for enabling Fame resource displaying for a single civilization through the
DisplayFameattribute.
Gameplay Changes
Note: Changes applied during or after the Open Beta are marked with * (asterix). Updates to the Danes, Poles and the Livonia revolution are not marked.
General
- Auto Scout: Feature expanded to additional scouting units such as: Native Scouts, Chasquis, Eagle Scouts, etc.
- AI Melee: Fixed a bug that lifted range restrictions for melee attacks of infantry units when controlled by the AI.
- Cliffs: Ships can no longer unload units over cliffs.
- Snare: Duration of attacked units being slowed down reduced from 3s to 2.75s.
- Stealth:
- Stealth units can no longer use stealth abilities in Multiplayer games if they are the only remaining units of a player.
- Previously stealthed units now continue their original action even after they were discovered.
- Stampede: Fixed a glitch with the Royal Horsemen’s and Royal Dragoons’ stampede mode that made gathering impossible from hunted animals and gather buildings (such as Mills, Estates) affected by the mode.
- Hand Shock Infantry: Increased the selection decal sizes for Hand Shock Infantry units to reflect their higher obstruction radius.
- Shock Infantry: Renamed to ‘Shock Troops’ to prevent misleading players into thinking they’re Infantry units.
- Trading Ships: Can no longer be targeted by Broadside attacks.
- Age-up: Added Shift-A as Age Up shortcut for legacy hotkeys.
- Villagers: Will now properly go idle after 5 seconds instead of infinitely trying to gather from something they cannot reach.
- Defeated players:
- Fixed units and buildings belonging to a resigned or defeated player continuing to attack.
- Fixed automated spawn actions (such as Cannon spawns from Factories) continuing when player is defeated.
- Trading Posts of defeated players are now immediately removed from the map, if no Trade Monopoly victory is active for the team. Additionally, their villagers cease gathering any resources.
- Fixed Resign and Quit hotkeys not working.
- Artillery:
- Shortened the boarding delay to Warships from 3 to 1.5 seconds.
- Fixed artillery units from not unlimbering once in attack range.
- Fixed a glitch where new artillery units such as Papal Bombards or Ottoman artillery units would rotate after attacking.
Units & Buildings
- Explorer: Fixed the redundant display of inactive attacks in the statistics panel.*
- Javelin Rider: Speed increased from 6.75 to 7.
- Pig:*
- Obstruction radius decreased from 0.49 to 0.39 and LOS from 3 to 2.
- Pigs now move very slowly outside the vicinity of Town Centers, Farm Buildings or Livestock Pens of the owning player.
- Now have their fattening rate properly improved by Stockyards and Selective Breeding.
- City Tower: This capturable building can no longer be deleted.
- Community Plaza: Fixed a bug where units did not automatically start working at the Plaza when the Spawn point was set on the Plaza itself.
- Tribal Marketplace: Build time decreased from 30s to 20s.
- Wall: Hitpoints of wall segments reduced from 1000 to 750.*
- Wall Pillar: Updated the aura to account for reduced wall segment hitpoints and keep them at 1500 hitpoints.*
- Arsonist:
- Ranged and melee damage increased by 50%. *
- Negative multiplier against Artillery removed.
- Cranequinier: Melee damage reduced from 40 to 35.*
- Dahomey Amazon: 10% hand resistance changed to 20% ranged resistance. Cost reduced from 280c to 230c.
- Gallowglass: Melee resistance and Hitpoints reduced from 50% and 240 to 40% and 222. Updated walking animations in different stances.*
- Gatling Camel: Negative damage multipliers against Cavalry and Shock Troops removed. Also removed the 1.25x damage multiplier against Heavy Infantry.
- Giant Grenadier: Hitpoints increased from 250 to 260.
- Harpooner: Hitpoints and ranged damage decreased from 230 and 28 to 210 and 20.*
- Harquebusier: Melee damage reduced from 121 to 110.
- Inquisitor: Speed increased from 4.25 to 4.75 and melee damage from 15 to 18.
- L’il Bombard: Added 25% Siege resistance.
- Mounted Rifleman: Range increased from 15 to 18.
- Pandour: Fixed this Counter Skirmisher unit being incorrectly described as a Skirmisher.
- Royal Horseman: Hitpoints increased from 900 to 1200.
- Sailor: 30% Ranged resistance converted into 30% Melee resistance.*
- Whaling Ship:*
- Cost increased from 350c to 400c 100w.
- Hitpoints decreased from 1700 to 1500.
- Fixed an issue where the ship built Trading Posts instead of Docks.
- Fixed crashes related to the special ability and Home City preview.
- American Citadel (Maya): Can now train all Chinese Banner Armies.
- Black Brunswicker (House of Hanover): Moved the unit to the third slot for better grid hotkey use.
- Comanche Horse Archer (Comanche): Ranged damage increased from 13 to 15.
- Holcan Javelineer (Maya):
- Now uses different animations per formation mode to communicate their configuration more effectively to all players.
- Fixed the missing attack sound.
- Fixed the building attack not using torches.
- Husky (Inuit): Cost increased from 70f 10w to 80f 10w. Hitpoint promotions decreased by 5% each.*
- Klamath Rifleman (Klamath): Hitpoints and ranged resistance increased from 135 and 25% to 160 and 30%.
- Lipka Tatar (House of Jagiellon): Cost increased to 80f 70w from 70f 60w.
- Lowlander (House of Stuart):*
- Hitpoints of the infantryman increased from 130 to 135.
- Train time reduced from 28s to 26s.
- Mapuche Bolas Rider (Mapuche): Ranged ROF improved from 3.5 to 3 and Target Lock added.
- Rattan Shield (Shaolin): Now uses run animations to reflect the walking speed and Shock Troop class.*
- Royal Musketeer (House of Bourbon): Melee resistance reduced from 40% to 30% and siege damage from 19 to 16.
- Sudanese Dervish (Sudanese): Damage increased from 9 to 12.
- Tatar Archer (Tengri Shrine): Hitpoints increased from 140 to 155.
Cards & Technologies
- Agents (II): Fixed a bug with the charged Pistol attack dealing hand instead of ranged damage.
- Capitalism (I): Coin Trickle Rate reduced from 1.65 to 1.6.
- Line Grenadiers (III): Now also enables the Grenadier’s upgrades in the Barracks.
- Riding School (II): No longer counterbalances the train time improvement for Hakkapelits and Lancers by -20%.
- Spies (V): Fixed the technology not being possible to research when the cost exceeded 100.000 resources
Native Technologies
- Crown Lands & Congress of Vienna (House of Habsburg): Technologies moved from Age 2 to Age 1.
- Local Forces (I, Somalis, Sudanese): Now available in Age 3.
- Maison du Roi (IV, House of Bourbon): Coin cost increased from 750 to 800.
- Red Sea Trade (I, Sudanese): Can now also construct Mountain Monasteries, Taverns, and Saloons.*
- Inuit Qimmit (Inuit): Cost increased from 200w to 200w 100c.*
- House of Hanover
- Royal Scots Grey: Cost reduced from 500c 500f to 200c 200f.
- Victorian Era: Fixed a bug with the technology’s costs resetting when clicking the icon with insufficient resources.
- House of Jagiellon
- Folwarks: Technology moved from Age 2 to Age 1.
- Jagiellon Inheritance (II): Fixed an issue with the Chinese Temple of Heaven Wonder granting 3 Covered Wagons and 1 Rice Paddy Riksha instead of 1 Covered Wagon and 3 Rice Paddy Rikshas.
- Sarmatism (II): Now increases range of Lipka Tatars only by +1 (down from +2).
- House of Vasa
- Koncerz (III): Technology removed.
- [NEW] Rohatyna (III, 300f 300c): Arms Companions with bear spears that inflict bleeding damage over time and have a chance to stun their target.
- Houses of Phanar
- Filiki Eteria (II): Technology moved from Age 1 to Age 2 and costs reduced to 400c (from 600c).
- Athos Monastery: Now allows the United States to train Surgeons and Mexicans to train Priests.
- House of Wittelsbach
- Philhellenism: Cost changed from 250w 250f to 300w. Technology moved from Age 4 to Age 1.
- Oktoberfest (I): Now refunds 4% cost of each trained unit instead of 1%.
- Alpine Horns: Cooldown reduced from 250s to 220s.
- Schützenfest: Technology moved from Age 3 to Age 1.
- Seminoles
- Seminole Guerilla Wars (I): Cost reduced from 350f 350c to 180f 180c.
- Seminole Invincibles (I): Cost changed from 225f 225c to 200f 75c.
- Tengri
- Kumis (I): Research time corrected from 10s to 30s.
- Shaman Drums (I): Cost changed from 100c 100f to 150f. Research time corrected from 10s to 30s.
- Yoruba
- Yoruba Herbalism (I): Cost reduced from 250f 250c to 150f 150c.
- Yoruba Wrestling (I): Cost reduced from 300f 300w to 100f 100w.
Civilization Balance
Aztecs

- Eagle Knight:
- Now uses different animations per formation mode to communicate their configuration more effectively to all players.
- Fixed the missing attack sound.
- Fixed the building attack not using torches.
- Jaguar Prowl Knight: In Age 2 hitpoints and damage are now reduced by -20%. Original base stats are restored upon reaching Age 3.
- Warrior Priest: Train time increased from 45s to 50s.
- Calendar Ceremony: Is now 10% slower.
- Great Temple of Quetzalcoatl Support (IV): Corrected the amount of Jaguar Prowl Knights from 6 to 12.
British

- Start: Resources changed from 200f 300w to 250f 250w.
- Florence Nightingale (I): Healing range increased to 14 (from 12). Now also increases Manor Line of Sight by +2 and enables Surgeons in Manors.
- Gentlemen of the Pike (IV): Reduces Imperial Pikemen upgrade costs by -50% instead of -75%.
Chinese

- Acupuncture (III): Train time improved from -20% to -25% (Flying Crows & Cannons excluded).*
Danes

- Shipment Tax: Reduced the initial tax from 100c to 80c.
- Customs House: Cost increased from 100w 100c to 150w 150c.
- 1 Shipment (Customs House): Cost reduced from 750 of each resource to 500 of each resource.
- Shipment Delay (Helsingør Customs Chamber): Enemy card delay increased from 25s to 60s.
- Snaphane:
- Cost increased from 60f 25w to 70f 30w.
- Hitpoints reduced from 135 to 120.
- Added a 0.5x damage multiplier against Cavalry and Shock Troops.
- (Imperial) Friskytter (IV/V): Corrected the research time of the Snaphane Royal Guard and Imperial upgrade from 15s to 30s.
- Royal Service (III): Snaphaner now also grant 9 XP once trained or killed.
- Zealand Jaegers (III):
- Damage multiplier improvement against Artillery reduced from 2x to 1.5x.
- Siege resistance improvement reduced from +20% to 10%.
- Disruption (II):
- Fixed the missing damage multiplier against Villagers.
- Fixed the missing damage multiplier missing from the mounted unit version.
- Espingolen (IV, Kongeloven): Now enables Espingolen at the Fort.
- Lockbows (II): Crossbowman wood cost increased from 55w to 60w.
- Order of the Elephant (IV): Lowered the hitpoints improvements per promotion from +10/15/20% to +5/10/15%.
- Schumacher Rockets (IV): Hitpoints reduction increased from -40% to -50%.
- The Royalist (V): Corrected the missing Champion upgrade for Inuit Qamutiks.
Dutch

- Envoy:
- Can now construct Trading Posts by default.
- Build limits now increase by +2/+3/+5/+5 after Age 1.
- Ruyter: Obstruction radius increased from 0.49 to 0.59.
- Advanced Estates (II): Card availability corrected to Age 1.
- Belanda Hitam (IV):
- Fixed an issue that resulted in Akan Ankobias not being available on maps without Akan settlements.
- Fixed an issue where the TEAM Native Weapon Trade would lower build limits rather than increase them.*
- Peace of Münster (I): Now enables Envoys to also construct: Market, Livestock Pen, Dock, Church, Tavern, Arsenal, Capitol.
- Pioneers (I): Card removed.
- [NEW] Schutterij (I): Hitpoints and damage of Merchants notably increased. Envoys can enlist as Burgher Militias, but now cost more resources.
- Waardgelders (II): Now enables Swiss Pikemen in Age 2, but with Age 2 stats. Original strength restored in Age 3. Card arrives in 40s instead of 60s.
Ethiopians

- Gascenya:
- Hitpoints increased from 135 to 140.
- Melee damage reduced from 15 to 12, but damage multipliers against Cavalry and Shock Troops increased from 3x and 2.25x to 4x and 2.5x.
- Neftenya: Coin costs reduced from 70 to 65.
- Oromo Warrior:
- The charged musket attack is now disabled when in melee mode.
- Train time decreased to from 50s to 45s.
- Sebastopol Mortar: Explosive Shot damage increased from 60 to 80.*
- Mountain Monastery:
- Mine-less Mountain Monasteries can no longer be placed within a 65 radius of starting Town Centers until the Fortress Age.
- Fixed an issue where villagers would stop mining when a Mountain Monastery was built on top of a mine.
- Mountain Monasteries that were placed on a mine can now be converted into Mountain Chapels to free up build limits without XP penalty.
French

- Start: Removed the 50f starting crate.
- Coureur de Bois: Ranged resistance reduced from 40% to 30%.*
- Wilderness Warfare (II): Now grants only 15% hitpoints to Native Warriors and Coureurs des Bois (down from 20%).
- Old Guard (Edict of Nantes): Cost increased from 2000f to 2500f and no longer improves ranged resistance by +10%.*
Germans

- War Wagon:
- Added a rider to better distinguish between the unit’s different attacks.*
- Fixed the misleading unit description and outdated history text.
- Gran Colombia: Revolution removed.
- March Revolution (IV): Card removed.
- Prussia Revolution:*
- Bolt-Action Rifles (Spandau Arms Factory): Cost increased from 450w 150c to 450w 250c.
- Hinterlader (Spandau Arms Factory): Cost increased from 600c to 600c 200w. No longer improves Artillery movement speed.
- Barricade Wagon (German Confederation): Now inflicts 0.5x damage versus Villagers.
- Settlers: The build limit can no longer be exceed when revolting to the German Confederation.
- Blood Brothers (IV): Mitigated the huge score increase after card arrival.*
- Polish Winged Hussars (IV): Now sends 9 Guard Winged Hussars of the Polish civilization. Cost of 500 food added.
- Prince-Electors (I): Corrected the population costs of Royal Hunters from 2 to 1.
- [NEW] Nuremberg Gunsmiths (II): Converts all Pikemen into Burgher Militias, who now lose hitpoints slower and can be trained from the Arsenal, +1 Arsenal Wagon.
Haudenosaunee

- Beaver Wars (IV):
- Ranged resistance of Rams and Mantlets reduced from 15% to 10%.
- Siege resistance of Mantlets reduced from 15% to 10%.
- Siege resistance of Rams reduced from 30% to 20%.
- Ram: Damage values are now properly halved in Cover Mode.
Hausa

- Lifidi Knight: Hitpoints increased from 375 to 390.
- Habbanaya (IV): Decreased Cattle to Influence exchange value from 70% to 60%.
- Hadejia Emirate (III): Now sends 4 Lifidi Knights and 3 Raiders instead of 3 Lifidi Knights and 4 Raiders.
- Koose (I): Villager gather work rate for Mill, Farm, Rice Paddy (food), Field (food), and Hacienda (food) increased from 10% to 15%.
- Loyal Warriors (III): Added a check to prevent trained Akan Ankobias granting free Influence when sending Loyal Warriors after the Gaananci card.
Inca

- Canoe: Unit added to the Dock.
- Chincha Raft: Build limit reduced to 7 from 8.
- Bolas Warrior: Melee damage increased from 10 to 15.
- Jungle Bowman: Hitpoints increased from 90 to 95.
- Huaraca:
- Range increased from 21 to 22 in Age 3.
- Siege resistance increased from 10% to 20%.
- Building damage increased from 46 to 50.
- Maceman: Melee attack rate improved from 2.25 to 2.*
- Plumed Spearman: Cost decreased from 100f 25w to 100f 20w.
- Kancha House: Hitpoints increased from 1600 to 1700.
- Chicha Brewing: Increased food production from 60% to 65%.
- Curare (II): Poison damage increased from 25% to 40%.
Indians

- Siege Elephant: Removed redundant fire modes.
- Urumi: Damage bonus against cavalry reduced from 0.75x to 0.6x.
- Zamburak: Hitpoints increased from 120 to 130.
- Royal Mint (III): Fixed a bug that granted +50% Mining rate instead of +25%.
Italians

- Architect:
- Untouched building foundations can now be overwritten by other players’ buildings.
- Buildings constructed by Architects now grant -50% less build XP.
- Basilica: Shipments can now be cancelled via the HUD.
- Broken Lance Company (II): Stradiot hitpoints and damage reduced by -20% in Age 2. Original base stats are restored upon reaching Age 3.
- Galleass:
- Roundel Attack area of effect increased from 1 to 2.
- Ram Attack damage increased from 350 to 400.
- Fixed a stuttering issue preventing the unit from firing consistently.
- Leonardo’s Tank: Siege Attack, Heliocentric Attack, and Toccata Attack damage increased from 100 to 300. Area of effect increased from 3 to 4.
- Papal Guard: Corrected the damage type of the Pistol Attack from melee to ranged damage.
- Pavisier: Cost changed from 50w 35f to 40w 45f.
- Incendiary Grenades: Fixed the Arsenal technology missing for Italians.*
Japanese

- Shrine: Increased gather rates per second from 0.133 food to 0.14 food, 0.095 wood to 0.1 wood, and from 0.095 coin to 0.1 coin.
- Seven Lucky Gods (I): Shrine XP generation increased from 0.323 to 0.34.
- Blue Guard (Dutch Consulate): Corrected the visuals from the Portuguese Legionario to the Dutch Blue Guard.
- Clan Offerings (II, Japanese Isolation): Each Castle spawns 1 Samurai after 30 seconds instead of 45 seconds.
- Meiji Restoration (IV, Japanese Isolation): Cost reduced from 4000 to 3000 export. Now replaces archaic Japanese units with European-style equivalents. Adds a generous Export trickle, but disables all other Consulate options, Hero retraining and greatly slows the XP rate.
- Dojo: Units are now also updated in the Meiji Restoration.*
- Good Faith Agreements (I): No longer affects units made available through Meiji Restoration.*
- Bakufu (IV): No longer impacts Heavy Cannon train time after Meiji Restoration.*
- Onin War (II): Now improves the the siege attack of Meiji Grenadiers.*
Lakota

- Bow Rider:
- Hitpoints increased from 225 to 230.
- Cetan Bowman: Damage multiplier against Heavy Infantry increased from 1.5x to 1.75x.*
- Tashunke Prowler:
- Now available in the Fortress Age.
- Hitpoints and damage reduced from 220 to 215 and from 15 to 14.
- 11 Bison (infinite, IV): Corrected the misleading number 13 on the card icon.*
- Marauders (IV): Moved to Age 3.*
Maltese

- Fixed Gun: Reduced population from 5 to 4.
- [NEW] 1 Culverin (III, infinite): Card added.
- German Tongue (I): Wood costs reduced from 450 to 425.
Mexicans

- Bandido: Damage of the charged Dynamite attack reduced from 20 to 17.
- Cuatrero: Area of Effect and Damage of the charged Lasso attack reduced from 2 to 1 and 20 to 18.
- Bad Boys: Outlaw train time reduced by -40% instead of -50%.
- Baja California Revolution:
- Soldier of Fortune: Bounty coin income reduced from 100% to 75%.*
- TEAM Trickle Economics: Trade routes now generate +50% resources instead of +60%.
- Robber Barons (Baja California): Added cost of 500 coin for the duration of the revolution. Removed upon returning to Mexico.
- Yucatan Revolution:
- Liberation March, Habanero Peppers, Chipotle Tactics: Cards added.
- British Weapon Trade (Maya Revolution): Now improves Light Cannon hitpoints by 50% instead of 70%.
Ottomans

- Start: Now starts with 350w instead of 400w.
- Abus Gunner: Damage reduced from 36 to 34.
- Bashibozuk: Ranged damage multiplier against Heavy Infantry reduced from 1.5x to 1.25x.
- Great Bombard: Now spawns 5s slower, matching the same rate as Heavy Cannons.
- Humbaraci:
- Reduced speed and ranged resistance from 4.5 to 4.25 and from 30% to 25%.
- Train time increased to 40s (from 38s).
- Negative damage multiplier against Cavalry further reduced from 0.4x to 0.25x.
- Janissary: Hitpoints reduced 215 to to 210.
- 5 Sipahi (III): Cost increased from 1000f to 1200f.
- 7 Humbaracis (IV): Card removed.
- Acemi Oglan School (IV): Now reduces Humbaraci food and coin costs only by -10% instead of -20%.
- Mosque Construction (III): Now reduces the costs of the advanced Mosque technologies enabled by the Palace Intrigue card by -30% (instead of -50%). Note that standard Mosque technologies continue to be discounted by -50%.
Poles

- Civilization Bonus: Buildings are now only 18% weaker instead of 25%. Town Centers are excluded.
- Retainer:
- Cost adjusted from 90f 60w to 90f 50w.
- Hitpoints increased from 200 to 210.
- Melee resistance reduced from 30% to 20%.
- Konfederatka Uhlan (IV, Treaty of Lublin): Reduced the Defence Promotions for hitpoints from +8/16/24% to +5/10/20%.
- Sobieski’s Janissaries (II, Treaty of Lublin):
- Cost changed from 750c to 800w.
- Crown Janissary building damage increase reduced by 50%.
- Tavern Wagon: Fixed a missing flag that prevented shared build limits with Taverns.
- 3 Settlers (I): Card added.
- Assembly cards: Fixed the missing Shipment cost for these cards:
- Robocizna (IV, Settlers): Cost changed from 500f to 600w.
- Piechota Dymowa (III, Piechurs): No changes.
- Towarzysze Pancerni (III, Cavalry Archers): Cost changed from 500f to 600w.
- Towarzysze Husarze (IV, Winged Hussars): Cost changed from 750f to 600w.
- Koncerz (II): Now also increases charge range from 3 to 4.
- Szlachta (III): Cavalry Archer costs reduced by -10% instead of -15%.
- Pancerni (IV): Now increases Cavalry Archers’ hand and ranged resistance by +5% each instead of ranged resistance by +10%.
- Polish Horsemanship (II): Winged Hussar’s Stampede damage weakened from 4 to 2 and ROF from 1 to 1.5.
- Leičiai Crossbowmen (IV): Increased 15% siege resistance to 20%.
- Imperial Leičiai Crossbowmen (V): Removed the extra 15% siege resistance and fixed the upgrade icon.
- Uprising cards (Cossacks & Warsaw Revolution): Added a cap of 40 possible units to all 5 Uprising cards.
- Cossack Hetmanate Revolution:
- Chern / Khutorian:
- Renamed to Khutorian.
- Gather rate reduced for Mines by -10% and for Trees by -5%.
- Building damage reduced by -6.
- Haidamaka:
- Obstruction radius increased from 0.59 to 0.79.
- Movement speed decreased from 7.25 to 7.
- Melee damage reduced from 14 to 9 and damage multipliers increased from 2x to 3x.
- Haidamaka Rifleman: Fixed an issue where the unit could not be detected in Stealth.
- Tabor: Now inflicts 0.5x damage versus Villagers.
- Haidamaky Uprising (Haidamakas): Cost added of 500f.
- Kosiński Uprising (Cossack Daredevils): Cost added of 250c.
- Khmelnytsky Uprising (Serdyuks, Starshyna): Cost added of 500c.
- Korsun Regiment (Cossack Daredevils): Now sends 8 Khutorians instead of 10.
- Chern / Khutorian:
- Duchy of Warsaw Revolution:
- Partitions: Standardized the number of units per Partition to 20. Now arrive in 60s instead of 40s.
- Second Partition: Now sends a mix of Vistula Hussars and Vistula Uhlans instead of only Vistula Hussars.
- Third Partition: Reduced the possible maximum of Artillery units to 10.
- 2 Cannons: Card removed.
- Duty-free Area (Kraków Republic): Cost changed from 300f 100w to 100 of each resource.
- Tax Haven (Kraków Republic): Cost increased from 300f 100w to 500w.
- Contraband (Kraków Republic): Cost increased from 300f 100w to 400f 200c.
- Kościuszko Uprising (Pikemen, Skirmishers): Cost of 250f added.
- November Uprising (Horse Artillery, Vistula Uhlans): Cost of 250c added.
- Jozef Bem Rockets: Cost of 1000w added.
Portuguese

- [NEW] Acobertados (III, 1000c): Sends some Portuguese Acobertado cavalry (heavy Elmetti) and enables them at Forts in the Industrial Age. Removes them from Taverns, if available.*
- Hire Italian Elmetti (IV): Card removed.
- TEAM House of Aviz (I): Now also applies to Hakkapelits.
- Grapeshot (IV): Organ Gun fire rate is now reduced by -0.15 instead of -0.25.*
- Ordenança: No longer reduces the costs of Ordinance Rifleman and keeps it at 40w 40f.*
Russians

- Strelet: Corrected the weapon sound from Musket to Rifle as well as weapon use in Defend and Melee animations.
- [NEW] 6 Cossacks (III): Card added.
- [NEW] Gulyay-Gorod (II): Sends 1 Fortified Wagon and allows producing them from Artillery Foundries for a split cost of wood and coin.*
- Strelet upgrades:*
- Veteran & Guard Streltsy (III, IV): Now each grants +1 range to the Strelet.
- Imperial Streltsy (V): Grants +1 range to the Strelet instead of +2.
- Strelet Horde (IV): Grants +1 range to the Strelet instead of +2.*
- Landed Gentry (I): Card moved to Age 2. Now also sends 3 Cavalry Archers (non-veteran).
- Treaty of Mozhaysk (II): Cost reduced from 350f to 300f.
Spanish

- Civilization Bonus: Shipment rate slightly decreased from -26% to -25%.
- Reconquista (II): Now also enables the training of up to 20 Conquistadors* in the Embassy, which cost 2 population slots.
- Tercio (IV): Now researches in 15s instead of 20s.
Swedes

- Carolean: Cost reduced from 65f 40c to 60f 40c.*
- Hakkapelit:
- Hitpoints increased from 205 to 215.*
- Range resistance reduced from 20% to 15%.*
- Corrected the melee damage from 26 to 24.
- Fixed the Trample mode that got lost after a previous update.
- Lowered Trample movement speed by 60% instead of 50%.*
- 2 Privateers (II), TEAM 2 Privateers (IV): Cards removed.
- 11 Vasa Allies (II): Card removed.
- [NEW] Archipelago Fleet (IV): Enables Gunboats with long-range ability, +4 Gunboats.
- [NEW] Contract Royal Arquebusiers (II): Sends 9 Royal Arquebusiers and enables them for training in the Barracks, costing 1 population slot.
- Gustavian Guards (Treaty of Roskilde): Reduced the amount of Halberdiers from 16 to 12, but now enables them in the Barracks.*
- Hire Royal Horsemen (IV): Card removed.
- Ranged Cavalry Combat (III): Fixed a bug that resulted in this being a team card.
- Savolax Jaegers (III, Treaty of Roskilde) : Savolax Jaeger costs increased from 80w 80c to 90w 90c.
- Surströmming (I): Increased fatten rate of 1 food per second to 2 food per second.
United States

- Cowboy: Damage of the charged attack reduced from 38 to 30.
- State Capitol:
- Train time of ALL State Capitol Wagons increased from 5 to 10 seconds.
- Mill and Estate Wagons are now properly affected by the Sudanese Hakura System technology.
- Chinese Immigrants (I): Trading Post Rickshaw Levy cooldown now takes 30% longer to recharge.
- Scottish Immigrants (II): Maximum count of Highlanders reduced from 10 to 9.
- Moultrie’s Militia: State Militia build speed reduced by 20%.*
- Shotgun Messengers (III): Now fires 6 bullet projectiles instead of 1 cannonball.*
- Kosciuszko Fortifications (IV): No longer reduces Fort build time and Cost time discounts reduced from -50% to -35%.*
- Connecticut Shipwrights (V, Connecticut): Now improves the build time for defensive buildings such as Outposts and Forts only by 15% instead of 25%.*
Revolutions
General
- Now grants a faster, standardized XP rate for civilizations with lower XP rates:
- Germans, Italians, Maltese.
Argentina

- Lancers: Lancers and the Garrochistas upgrade are now also available in German and Italian Stables.
- Mounted Granadero: Costs reduced from 130f 50c to 120f 50c.
Brazil

- Bonifacio: Can now only be sent once and either sends a Gold or Diamond Prospector Wagon (instead of Coal, Silver, Copper). Mine yield effect increased from 8% to 15%.
- Brazilian Importers: No longer affects Basilica shipments.
Canada

- Fencibles: No longer improves Musketeer hitpoints by +10% and now increases range by +1 instead of +2.
- [NEW] Nova Scotia Gaels (1500f): Ships a mixed army of Stuart troops, featuring Lowlanders, Clansmen and Bagpipers.
- 14 Blackwatch Highlanders: Is no longer infinite and can only be sent twice.*
- Canadian Loyalists: Is no longer infinite and can only be sent twice.*
Finland

- Allotment System: Also researches Veteran and Guard Caroleans (Finland only).
- Armfelt Autonomy: Fixed an issue where the imperial Russian Cavalry Archer upgrade would not be discounted.*
- Gunboats: Now enables Gunboats in Docks instead of Imperial Monitors.
Haiti

- Revolution: Now also ships 6 Privateers upon revolting.*
- Maroon: Settlers turned into Maroons upon revolting no longer start damaged.
Hungary

- Magyar Hussar:
- Population costs increased from 2 to 3 and now has identical base hitpoints as the Magyar Hussar from the Habsburg natives.
- Fixed two instances where Magyar Hussars could get better combat values than intended.
- The Magyar Hussar will now overwrite Georgian Hussar visuals if the Georgian Hussars card was sent prior to revolting.
- Riding School, Cavalry Combat. Grenade Launchers: Cards added.
- [NEW] Honvédség: Crossbowmen, Azaps and Streltsy are fully replaced with Honvéds in Barracks, Blockhouses, and on the map. Honvéds are riflemen that inflict bonus damage against native auxiliaries and mercenaries.
Livonia

- Trade Monopoly: Is now available for this revolution.
- 1200 Mixed resources (infinite): Card added.
- 4 Fortified Wagons: Corrected string to 2 Fortified Wagons. Cost reduced from 500c to 250c.
- Kontors: Increased the resource trickle per Trading Post from 0.6 to 0.7.
- Mercenary Camps, Witch Hammer: No longer sends Uhlans for other civilizations than Germans. Fixed the Witch Hammer card missing for the Swedes.
- Monastic Granges: Enabled aura now properly improves Priest gather rate for natural resources.
- Riga Blackheads: Added a cost of 1000c.
- Teutonic Knight: Melee damage increased from 25 to 35 and multiplier against Cavalry reduced from 2.5x to 2x.
- Steel Bolts: Updated the tooltip to clarify the card’s application limited to Order Crossbowmen alone.
- Knight Brother:
- XP corrected from 30 to 24.
- Melee, trample and charge damage reduced from 30, 20 and 60 to 24, 16 and 50.
- High Master: Hitpoints and movement speed reduced from 1100 and 7.5 to 900 and 6.5.
- Order Musketeer: Ranged damage increased from 23 to 25 and Hand resistance increased from 20% to 30%.
- Order Crossbowman: Ranged damage increased from 18 to 21.
Mexico

- 6 Soldados (infinite): Card added.
Peru

- Galleon: Can now also train Inca units.
- Manco Inca: Fixed an issue where the Champion Macemen did not have Champion strength.
Romania

- Wallachian Horse Archers: Now improves Cavalry Archers’ rate of fire to a lesser degree if the Ottoman Flight Archery card was sent.
South Africa

- Raadsaal: Coin cost increased from 500c to 1000c.
United States

- Lee’s Continental Light Dragoons: Now converts Dutch Ruyters into Veteran Carbine Cavalry instead of their Guard version, which now needs to be researched in the Stable.
- Pulaski’s Uhlans: Units are now correctly called Polish Uhlans.
Independence Mode
This brand-new game mode available in The Baltic Powers is played without Home Cities and XP. To preserve unique characteristics of each civilization and culture the following bonuses are granted on launch:
- All:
- All Villagers gather resources faster and an unlimited number of workers can construct buildings together.
- Traditional XP sources now yield resources. For example, Level 1 Trade Routes provide a mix of Food, Wood, and Coin.
- Churches, Basilicas, Cathedrals and Meeting Houses no longer have a build limit.
- African:
- Units trained in the War Camp generate Influence.
- African Cattle can now construct and slowly gather from Fields.
- Asian:
- All Wonders can be reconstructed during the final Age.
- Monastery build limit +2.
- European:
- Can build up to 2 Forts in Age 3 and 2 Factories in Age 4.
- All advanced Church technologies are available.
- Federal American:
- Generals can build Town Centers and Factories in Age 4 and Quaker Guns at Artillery Foundries.
- All advanced Cathedral & Meeting House technologies are available.
- Native American:
- Native Scouts receive an automatic upgrade in Age 2.
- All ceremonies are available.
- Community Plaza build limit +2.
Note: Card or Technology names listed behind the civilization name are activated by default.
- Aztecs: Ruthlessness, Silent Strike, Calendar Ceremony
- Fortification build limit +50%.
- Aztec War Chief can build the American Citadel in Fortress Age.
- Skull Knights available in American Citadels.
- British: Agents, Florence Nightingale, Admiralty, Naval Gunners, Fulling Mills
- Factories are 40% cheaper.
- Battleship is available in Fortress Age.
- Grenadiers +10% damage.
- Longbowmen have 22 siege range.
- Hanover Drummers and Stuart Bagpipers available in Forts.
- Chinese: Advanced Wonders, Atonement, Acupuncture, Village Defenses, Food Silos, Water Buffalo Ranching, Stockyards, Great Wall
- Tigermen (Rattan Shields) available in the White Pagoda.
- Iron Troopers available in the Porcelain Tower.
- Danes: Safehouses, Oldenburg Kings, Scanian Resistance (ability)
- Buildings, Villagers and Heavy Infantry regenerate hitpoints.
- Warships -25% wood.
- Round Church build limit +3.
- Customs House generates coin (50% of a Bank), grants extra coin per researched technology and can buy resources crates (1:1).
- Order Hospitallers, Espingols and Zealand Bosniak available in Forts.
- Dutch: Advanced Dock, Advanced Trading Post, Peace of Münster
- Warships and Hand Infantry move 15% faster.
- Bank/Merchant limit +2/+10.
- Villagers coin gathering +15%.
- Battleships can detonate.
- Blue Guards and Red Lancers available in Forts.
- Ethiopians: Bushburning, Tabot, Loyal Warriors & Advanced Agriculture, Era of Chaos, Dejazmach (in Fortress Age)
- French: Colbertism, Hot Air Balloons, French Royal Army, Engineering School, Cent-Suisses, Ancien Regime
- Battleships have Defence promotions.
- Horse Carabiniers (Napoleonic Royal Dragoons) available in Forts.
- Germans: Prince-Electors, Ranching, Mercenary Camps
- Settler Wagons can be trained in Town Centers & Mills.
- Villager mining +15%.
- Houses grant +10 population space.
- Mercenaries +20% hitpoints.
- Leib Fusiliers and Prinz Chevaulegers available in Forts.
- Haudenosaunee: Conservative Tactics, War Houses, Siege Construction
- Gets 1 Builder Travois per Age-up.
- Native warriors 25% cheaper.
- Haudenosaunee War Chief can build the Native Stronghold in Fortress Age.
- Lenape Riflemen and Cannons available in the Native Stronghold.
- Hausa: Massina Madrasahs, Sahelian Kingdoms, Tsetse Sabotage
- Buildings costing 100w or more (except Houses) spawn a Zebu Cattle.
- Inca: American Allies, Llama Lifestyle, Monumental Architecture
- Start with a Chasqui and get +1 Chasqui per age.
- Native warrior limit +20%.
- Stronghold can research Cloud Fortresses in Fortress Age.
- Kancha House can research Autarky in Industrial Age.
- Peruvian Guards and Mapuche Bolas Riders available in the Stronghold.
- Indians: Grazing, Distributivism, Rocketeers, Dukkha Suffering
- Villagers are 15% cheaper.
- Sacred Cows generate Export instead of XP.
- Brahmins can train Tigers.
- Can research The Raj for free in the Karni Mata.
- Rocketeers & Urumis available in the Agra Fort.
- Jat Lancers available in the Tower of Victory.
- War Dhow available in Docks.
- Italians: Venetian Arsenal (no wagon), Merchant Republics, Advanced Politicians (no faster aging), Papal Arsenal (in Fortress Age)
- Pavisier get 18 siege range.
- Battleships have Deflection ability.
- Redshirts and Carabinieri available in Forts.
- Japanese: Sumptuary Laws, Fish Market, Cherry Blossom Festival, Bushido Principles
- Receive 1 Daimyo per Age.
- Receive Shogun in Imperial Age.
- Yojimbo available in the Golden Pavilion.
- Lakota: Kinship Ties, Marauders, North America Trade, Camp Movements (without War Huts)
- Native Warriors train 40% faster.
- Lakota War Chief can build the Native Stronghold in Fortress Age.
- Tokala Soldiers and Cheyenne Riders available in the Native Stronghold.
- Town Centers can train Bison herds in Industrial Age.
- Maltese: Monastic Granges, Greek Fire, Flame Throwers (sends Foundry in Age 2), Advanced Commanderies, Fort Construction, Offshore Support
- Units +1% hitpoints per technology (incl. unit upgrades, native techs, etc).
- Order Cassadors & Settler Wagons available in Commanderies.
- Teutonic Knights and Knight Brothers available in Forts.
- Mexicans: Observers, Guerilla Tactics, Barbacoa, Rancheros, Cinco de Mayo, Port Veracruz, Tlaxcala Alliance
- Start with +200w.
- Revolutionaries enabled at Barracks in Age 2 (auto-upgrade).
- Californios enabled at Stables in Age 4.
- Tulancingo Cuirassiers and Cruzob Infantry available in Forts.
- Ottomans: Acemi Oglan School, Akincis
- Artillery +10% hitpoints.
- Can train Mortars & Horse Artillery in Fortress Age.
- Sipahi, Barbary Warriors and Corsair Marksmen available in Forts.
- Xebec available in Docks.
- Poles: Agrarian Reforms, Wodka Distilleries, Riders of the Apocalypse, Kielbasa, Royal Union
- Cavalry trains 20% faster.
- Factory limit -1.
- Sejm can research Democracy of Nobles in Industrial Age.
- Barracks can research Leiciai Crossbowmen in Industrial Age.
- Serdyuks, Vistula Uhlans/Legionaries/Skirmishers available in Forts.
- Portuguese: Feitorias, Carracks, Naval Infantry, Order of Aviz, Donatarios, Schooners
- Battleships can repair other ships
- Acorbetados (heavy Elmetto) and Independence Dragoons available in Forts.
- Russians: Sawmills, Dueling School, Assassins, Sovnya, Grenade Launchers.
- Counter Dragoons and Counter Jaegers available in Forts.
- Spanish: Caballeros, Llama Ranching, Armada, Reconquista, Unction, Capitalism.
- Technologies research 20% faster (Ages 10%).
- Fort & Warship construction time -30%.
- Settlers +15% hitpoints.
- Battleship limit +1.
- Mounted Granadero and Soldados available in Forts.
- Swedes: Blueberries, Case Shot, Cronstedt Reforms
- Start with a Torp Wagon and receive 1 Torp Wagon per Age.
- All Warships & Mercenaries cost -20% coin.
- Karelian Jaeger and Prospector Wagons available in Forts.
- United States: Advanced Saloon, Advanced Market, Philadelphia Convention, Long Rifles, Hulks, United States Marines (in Fortress Age)
- Villagers +15% damage and train 15% faster.
- Spies have rifles.
- Forts cost -50% wood.
- 1 Factory can be built in Fortress Age.
- Polish Uhlans and Washington’s Grenadiers available in Forts.
Campaigns
Have you waited for the perfect moment to replay the campaigns? That moment is now! Grab a tea or coffee to immerse yourself in the story of the massive Campaign quality pass.
General
- New Difficulty Levels: Added two brand-new difficulties to refresh the campaign experience:
- STORY Mode: A relaxed, leisurely pace designed for players who want to focus on the narrative, granting significantly increased stats to all player units.
- LUDICROUS Difficulty: The ultimate challenge for veteran players, drastically increasing the stats of all enemy and neutral units in the scenario while leaving yours untouched.
- Persistent Home City Progression: Overhauled how Home City levels function across single-player content to eliminate a highly confusing legacy system:
- The Old System: Level progression was completely isolated to individual missions. Replaying an early scenario would reset your Home City back to a lower level and fail to contribute to your progress in later Acts.
- The New System: Your Home City level is now entirely persistent across each Act (and across specific civilizations for the Asian Dynasties campaigns). Every action you take contributes to a unified persistent level, allowing you to max out your level or grind cards on Moderate difficulty before tackling Hard mode.
- Note: All selected campaign cards and custom decks will be reset with this update. However, your highest achieved Home City level will safely carry over to the new system.
- Home City Card Requirements: Removed all hidden Home City level requirements for unlocking campaign cards that were completely hidden from the user interface, causing confusion when cards were locked without explanation. Due to the old level-reset system, many of these cards were previously impossible to obtain, too.
- AI Aggression & Targeting: Significantly reduced the chance of enemy armies being idle or walking passively past player units instead of attacking.
- AI Economy Constraints: Confined many AIs to their base for gathering resources to prevent their Settlers sprawling across the map, stealing player resources or becoming easy targets.
- Asian Campaign AI: Fixed a critical bug that completely broke the AI’s ability to Age-up during the Asian Dynasties campaigns.
- Co-op Medals: Fixed a progression bug that prevented players from earning completion medals when playing Historical Battles in Co-op mode, especially when a single player medal was already awarded.
- Choose New Cards: This button inside the Home City screen now dynamically changes appearance when you have unlock points available, helping players to recognize that new cards can be picked.
- Disabling obsolete UI:
- The player communications window that can send orders to allied AIs is removed in all scenarios as campaign AIs are not scripted to accept player requests.
- The player & game summary screens have been hidden for all campaigns and single-player Historical Battles, as they do not track mission-relevant data.
- Post-Cinematic Zoom: Updated all introduction cinematics to smoothly end on the Definitive Edition zoom level. Previously, camera tracks were still set to the zoom level of the legacy game.
- Speaker Icons: Fixed many speaker portraits showing a wrong portrait relative to the unit that’s actually speaking. Also corrected transparent icon parts.
- Native American civilization: The generic campaign civilization now uses the Lakota flag instead of no flag.
- Cursor Consistency: Hovering over non-interactable units no longer displays context-specific cursors, ensuring it consistently remains the default pointer.
- Explorer Animations: Explorers now always properly use a building animation when tasked to construct a structure, such as a Trading Post.
- Herd Behavior: Changed many animals to have proper herd behavior.
Blood, Ice, and Steel: Act 1
- Hoop Throwers: Can now be trained from Forts and Galleons, but no longer from Native Embassies.
- 8 Crossbowmen: Fixed this card not sending any units at all.
- Card icons: Fixed incorrect icons and icon borders of 1 & 2 Falconets, 5 Rodeleros, 2 Fireships.
- The Falcon Lands on Malta (Cinematic): Fixed 2 groups of Janissaries bumping into each other.
- Morgan Black: Fixed the player name being the same as the civilization name. The player name is now “Morgan Black” in the respective scenarios.
- Estates: Can now be constructed by the player.
- Alain Magnan: Can now gather treasures.
1. Breakout

- Reduced the amount of Janissaries and Sipahi spawned on all difficulties.
- On Standard difficulty:
- Settlers lighting the fire are no longer raided.
- The player now receives the Fortified Outpost upgrade for free.
- Fort Towers now inflict 50% more damage.
- Fixed some Janissaries randomly disappearing during the intro cinematic.
- Settlers distribute themselves more evenly at the start of the game. (fewer on wood and more on food/coin).
- You can now only build Outposts, the other buildings are deactivated.
- All Hussars and Alain Magnan are now highlighted after they’re converted to your side, some Hussars and Alain were missing the highlight before.
- Fixed some Sipahi going idle next to the Fort.
- Fixed the Great Bombards rarely entering the Fort. They will now attack your buildings more reliably.
- The UI no longer shows the side objective as rewarding 300 experience as at this point in the campaign you haven’t learned about experience yet. The 300 experience will be invisible, but still be rewarded.
- Fixed the player name of the reinforcements being the same as the civilization name, which is “Alain Magnan”.
- The Fort Walls are no longer interactable, forcing the enemy to focus on your buildings instead.
2. Into The Caves

- The Swiss Pikemen you can set free no longer display an invalid player and civilization name before you take control of them.
- You can no longer incorrectly discover a side objective during the intro cinematic.
- The main objective no longer grants 1 experience. Instead it awards 0 so it’s not displayed at all.
- The secondary objective text has been adjusted to reflect the actual condition, which is is to have 10 Hoop Throwers alive instead of training 10.
- The enemy base is now defended from the start with a difficulty-based army, making it harder to take out this enemy AI.
- The initial Janissaries attacking your base will no longer randomly go idle.
- On Moderate there are now fewer Janissaries attacking your base at the start.
- On Hard The enemy AI now starts with more Settlers and resources.
3. Pirates!

- You no longer have vision over all water from the start of the mission.
- Changed the movement of your surviving ship during the intro cinematic so that it doesn’t clip into the shoreline anymore.
- Fixed the Fire Ship attacking your Flagship not properly exploding, but instead making unneeded turns before exploding.
4. The Ottoman Fort

- Reworked the intro cinematic:
- Changed the camera track so that the relevant characters are center stage.
- Sahin stays in the shot for longer since he’s talking at the beginning.
- Morgan now faces the units/wagon that also disembark, as he’s speaking to them.
- There no longer is a 3 second wait between the ship reaching the shore and the units disembarking.
- Fixed units being able to walk through some native settlement buildings.
5. Temples of the Aztec

- The “Native Americans” civilization has been replaced by the actual Aztec civilization in order for the proper to receive a proper name and flag.
- You no longer have Home City access since the start of the mission, since you can’t send anything at that point. You gain access once you’ve built a Town Center.
- The objective Trading Post now remains hidden until Morgan learns its location from Aztec prisoners.
- The optional objective of saving more than 1 Temple stated that you would get extra experience the more temples you saved. This wasn’t actually the case. Now you get 300 experience per extra temple you saved at the end of the mission.
- You can now fail the optional objective of saving more than 1 temple and it will be reflected in the user interface.
6. A Pirate’s Help

- Native Boy unit:
- Fixed the unit having empty actions shown in the unit stat panel.
- Can no longer be selected with military selection hotkeys, preventing you from accidentally giving him orders while you want him walking to the village.
- Unit is removed from the map, once you’ve completed that optional objective. This is done to prevent a map objective marker from infinitely persisting.
- The Church is now also converted to the player after defeating the initial native attack.
- You now need to gather all chests of coin for the side objective to complete, instead of a specific one.
- You now also get a flare on the Cows once you discover the lost herd side objective.
- The little side quest to retrieve the stolen Canoe now has better indicators to tell you where to go.
7. Spanish Treasure Fleet

- The native warriors you can set free no longer display an invalid player, civilization name and color before you take control of them.
8. The Fountain of Youth

- The objective for destroying the base to the east of your starting position is easier to achieve. And once you do, all buildings and units from that player are automatically removed. This has been done so you don’t have to spend time clearing all of it out to get space for yourself to build. You can now instantly focus on the Fountain of Youth instead.
- The base to the east can no longer be attacked from the start of the game, you now need to first capture the Fixed Gun before they turn hostile.
- You no longer have vision over all water from the start of the mission.
Blood, Ice, and Steel: Act 2
- Stuart: Fixed having an empty action being shown in the unit stat panel.
- Card icons: Fixed incorrect icon border and sometimes unit counters of 12 cards:
- Asian Mercenary Army
- Mediterranean Mercenary Army
- Highland Mercenary Army
- Holy Roman Mercenary Army
- Ship 7 Sheep + 1 Homestead Wagon
- Ship 15 Sheep + 1 Homestead Wagon
- 1 Falconet
- 2 Falconets
- 2 Culverins
- 2 Mortars
- 1 Monitor
- Ship Balloon
1. Defend the Colony

- Significantly increased the enemy attack sizes. Before it was possible to win the mission (even on Hard) by being completely absent for the entire duration of the 15 minute timer.
- On Moderate/Hard difficulty:
- The enemy units now have higher stats.
- The attacks start to ramp up in strength after 5 minutes instead of 11.
- You start with fewer Outposts.
- The enemies that spawn to intercept the refugees are more numerous and spawn at places better positioned to actually intercept the refugees.
- The starting Town Center and the Town Center you can acquire by completing a side objective can now be selected together.
- Upon completing the secondary objective of protecting the village you now properly get all units converted to your side. Previously, if you managed to save some specific units they would not be converted since the expectation was that they would’ve been killed. All units are now also properly highlighted upon conversion.
- Your units no longer go into an automatic formation during the cinematic.
- The Cherokee Archers and Horse Archers now have a damage bonus against settlers, making them more effective at taking out the refugees.
- Prevented a case where sometimes the Settlers you had rescued wouldn’t be converted into Skirmishers.
- Picked a more fitting icon for the Native American Chief.
2. Strange Alliances

- You now lose vision over your old town after the British take it over.
- The British forces that disembark to take over your town no longer constantly bump into each other while walking towards your Town Center.
- Fixed a timing issue where the British naval shelling announcement played after the attack was already over. The shelling now continues during the voiceover, and a mini-map flare has been added to help you locate the enemy ships.
- The British now actually take over the entire town, before some buildings would belong to a neutral player instead.
- You now win the mission by destroying the British Town Center, instead of clearing out all units/buildings in a certain area.
- Fixed the 2 Coyote treasure guardians in the eastern part of the map getting converted to the red player.
- Changed 4 preplaced Houses so they have the correct visuals.
- During the introduction cinematic your Skirmishers no longer bump into your Town Center.
- The military forces the AI starts with in their town are now based on difficulty.
- The AI will only start attacking once a difficulty based time has passed. Preventing them from instantly rushing you with its starting forces.
3. The Rescue

- Created a completely new custom AI script for this mission to enable the intended design of you needing to pressure the AI from the south/east to halt the attacks on the north. This attack/retreat logic is now properly functioning Definitive Edition.
- Changed the primary objective from destroying all enemy buildings to all enemy military buildings.
- Your primary objective now switches to destroying the British base after you’ve dealt some damage to the southern or eastern walls, instead of damaging military production buildings inside the base. This ensures you receive the objective right as you begin the siege, rather than halfway through it.
- The map is no longer revealed once your primary objective switches to destroying the British base.
- Changed the condition for completing the secondary objective to ally with the Haudenosaunee: You now only need 1 native ally instead of 2. This better reflects the text associated with this objective.
- The AI no longer has an Explorer, a unit that is never meant to be present during campaigns.
- Your player name is now correctly set to “John Black”.
- The Champion Haudenosaunee upgrade can now be researched.*
4. The Seven Years’ War

- You now start with more Coureurs and some resources crates, to speed up the start.
- There are now some deer in the back of your base, to speed up early game food gathering.
- Changed the intro cinematic so that your units no longer bump into a House.
- Changed the intro cinematic camera so that the end point is closer to the battle taking place on your screen.
- The Trading Post on the west side of your base is no longer occupied by your French ally, allowing you to claim it during gameplay.
- Removed an idle Trading Travois on the trade route.
- Moved the southern treasure away from the cliff to prevent one treasure guardian Wolf from spawning on the cliff while the rest is not on there.
- Your player name is now correctly set to “John Black”.
5. The Great Lakes

- The Outpost on the final island is now protected by the AI.
- The intro cinematic establishes that the wood on the map isn’t suited for building ships. As such the AI now no longer has any Docks, and it won’t build any ships either. The only ships that are part of the mission are introduced as reinforcements from outside the map.
- The AI now waits a set amount of time before attacking based on difficulty, resulting in you no longer being rushed minute 1.
- Changed 2 preplaced Houses so they have the correct visuals.
6. Respect

- Reduced the amount of XP required to complete the mission on Moderate to 7,500 and on Easy to 5,000. This is done to match lower enemy spawn rates on those difficulties.
- Removed some enemy units instantly entering your base on hard difficulty.
- Excluded the White Buffalo and Greta from military selection hotkeys to prevent accidental command overrides while they return to the village.
- You now have to walk up to the White Buffalo in order to get it converted to your side, alongside killing the guards. You will now get a flare on the minimap and a unit highlight once the conversion happens to help making you aware of this event and not accidentally lose the White Buffalo.
- Once you discover Greta you will now get a flare on the minimap and a unit highlight to make you aware of this event and not accidentally lose her.
- Once you bring back Greta (warchief’s daughter) she is now converted to the tribe and no longer remains under your control.
- After you herd 5 horses they now not only all path to the bottom of the map, they also disappear once they’ve arrived there.
- You now need to collect all gold crates on the island for that objective to complete, instead of a specific one.
- The Canoe that is meant as your transport towards the island can no longer be killed by the enemy while you haven’t even gotten control of it.
- You can no longer get control of the Canoe without having your own units near it, before if your allied AI walked up to it you would already get control of it.
- Once you discover the Canoe you will now get a flare on the minimap and a unit highlight. This all is to help make you aware of this event and not accidentally lose the Canoe.
- The AI inside the base no longer wanders out of the base to gather/build. This prevents the chief that’s closest to the base attacking the Settlers which then pulls the chief to the base where he ends up dying for no reason.
- The chiefs and their retinue now stick closer to their original location.
- Made the 2 villages on the right side stronger by giving the chiefs better units for their retinue.
- The native units no longer go into an automatic formation during the cinematic.
- The “Great Plain Chiefs” now passively regenerate hitpoints out of combat and have a hero aura glow to make them easier to distinguish.
- Enemy waves targeting the Chiefs now loop continuously and dynamically shift to the next target upon a Chief’s death.
- The minimap icon for White Buffalo and Greta (warchief’s daughter) is now the map objective marker.
- Once you’ve brought back the White Buffalo or Greta (warchief’s daughter) the respective unit now gets removed from the map. This is to prevent the map objective marker from infinitely persisting.
7. Bring Down the Mountain

- The AI now waits a set amount of time before attacking based on difficulty, resulting in you no longer being rushed minute 1.
- The secondary objective no longer incorrectly gets marked as completed when a Great Cannon actually escapes instead of you intercepting it.
- The Miners can no longer be selected with military selection hotkeys, preventing you from accidentally giving them orders while you want them working on collapsing the rocks.
- The Miners now use an animation containing a pickaxe when working on collapsing the rocks. They also play an acknowledgement sound once you task them onto the rock bridges.
- The AI’s military will now gather inside its base instead of outside where it actually was within the player’s LOS.
- When a Great Cannon gets killed its retinue no longer starts walking to the bottom of the map where they will remain idle afterwards. The units will instead continue fighting and retreat to the AI’s base to defend.
- The objective markers are no longer blue but white, to increase visibility.
- The secondary objective’s details had false information in it. The text has been completely rewritten to better indicate what to do.
Blood, Ice, and Steel: Act 3
- Major Cooper and Bolivar no longer show 3 empty attacks in their statistics panel.
1. Race for the Rails

- You no longer get Settlers and Crates if you build your second Town Center, as you did for your first Town Center.
- Enemy AI no longer has an Explorer, as normally in campaigns the AIs don’t have one.
- Enemy AI now starts with fewer Settlers and Musketeers. Before, it started with a great numerical advantage that the first attack was unreasonably difficult.
- Enemy AI now waits with attacking until a difficulty-based time has passed.
- There are now forces defending and attacking the Trading Post sites. Before, the AI wouldn’t bother specifically playing around the trade route, which gave the player the opportunity to just claim them and win while ignoring all the enemies.
2. Hold the Fort

- In the “Beaumont the Prospector” cinematic 4 Musketeers no longer take a detour before walking into the Fort and the gate now stops continuously opening and closing.
- The enemy Mexican army is now actually the Definitive Edition’s Mexican civilization.
- The enemy AIs no longer build but already start with bigger bases to compensate. This makes their attacks more consistent and prevents them from building much inside your fort.
- To make the mission a bit easier, the enemy AI now has custom Settler limits based on difficulty and generally has a reduced maximum army size
- Beaumont is now confined to the Fort, preventing him from running out and dying.
- You now lose the mission if you lose your Command Post and have no Town Centers remaining inside the Fort. Previously, you would lose if you lost a specific set of preplaced buildings. This was highly intransparent as rebuilding any of them wouldn’t count, still resulting in loss.
- The outer ring of walls is no longer connected to the Fort walls. This is because otherwise damaging the wooden walls would propagate its damage to the Fort, practically instantly destroying those high hitpoints walls.
3. The Boneguard’s Lair

- There are now clearly defined areas where you can deliver the food carts to near the native villages.
- Reduced the size of the final army to defeat and made its size more difficult-based.
- Some areas are no longer permanently revealed.
4. The Lost Spanish Gold

- In the “Back to Florida” cinematic a tree blocking the view of Beaumont was removed. Also replaced 3 Mamelukes standing next to Amelia and Cooper with Hussars as you do not get Mamelukes in the following mission.
- Fixed Amelia’s and Cooper’s movement during the introduction cinematic as they weren’t facing the right way.
- Fixed the map being weirdly revealed during gameplay.
- You now start with a few extra Settlers to speed up the slow start.
- You now also get flares on the native settlements the moment you discover that secondary objective.
5. Bolivar’s Revolt

- Changed Bolivar’s Musketeers to Soldados in the “In the Middle of War” cinematic.
- Bolivar no longer has Musketeers and Skirmishers but Soldados and Salteador instead, utilizing the Mexican civilization.
- The village related to artillery no longer has a Barracks associated with it.
- When capturing the village with the Church you no longer get 2 Mills that are in range of enemy Outposts. You now get 1 Mill that has been moved to a safe position.
- You now only get access to your Home City once you free the first village, since after that you can actually send shipments.
- The Imperial Skirmishers upgrade is no longer shown in the Barracks, since you can’t reach the Imperial Age in this mission.
- You no longer keep active vision over the village with the Church after it’s been initially revealed to you, just like you lose active vision over the other 2 villages as well.
- Ensured Bolivar’s starting army moves as a coherent group towards the first village at the start of the mission. This prevents Bolivar from rushing in on his own and instantly dying.
- Slowed down the rate at which Bolivar gets new units slightly.
- The enemy AI who owns a base can now go up to the Industrial Age, instead of being stuck in the Fortress Age.
- The enemy AI now starts with a Market, an Artillery Foundry, and some more huntable animals in its base.
- Slowed down the start of the enemy AI as its first attack armies were excessively large.
- Bolivar’s civilization in the cinematic “The Rebel Leader” is now Mexican, changing the flag on the buildings and the Musketeers to Soldados.
6. Journey Through the Andes

- You now have to stand closer to the campfires to get healed. This forces you to actually go into the caves for healing, instead of just being able to walk by it.
- In the “Inca Pacamayo” cinematic all Inca units and buildings now properly belong to the green player as opposed to sporadic blue units/buildings.
7. Last City of the Inca

- Changed the introduction cinematic so that Amelia and Ká;nien remain in frame.
- You now start with slightly more hunt inside your base.
- The three temples you need to defend are now actual temples. Before, they were changed into Inca strongholds. These temples now also have a map objective marker and get a flare to help the player understand what they need to defend.
- The initial Inca soldiers are now use their proper equivalents of Definitive Edition’s Inca civilization instead of legacy native versions.
- The Inca ally now also has Jungle Bowman in his army and now consistently defends his remaining temples.
- After you destroy the Russian Town Center this player is now actually defeated and all the attacks from that side cease.
- You no longer get 3 crates worth 300 resources total after destroying the Russian Town Center.
- New artillery now gets spawned every 120 seconds instead of every 250 seconds to prevent the mission solely becoming about waiting for your artillery pieces to arrive.
- Updated the artillery counter to reflect how many artillery pieces you actually have gathered at any given moment.
- Fixed the Fort in the west belong to the Circle of Ossus missing a wall piece.
- Moved 2 Llamas away from a native village in the west as they were actually stuck behind it, rendering them useless to the player.
- The houses of your Inca ally no longer convert herdables, which allows you to properly convert Llamas now.
- Fixed a few Houses inside your base belonging to mother nature, which meant they could get destroyed. They now belong to the allied Inca player.
8. Last Stand of the Boneguard

- The objectives and minimap markers at the start of the mission are now more structured:
- You’re first guided to the shoreline without Havana being flared yet.
- Once you land on the shoreline the minimap marker moves to Havana’s Town Center and you get a flare.
- Only after you’ve built your Town Center do the secondary objectives become available.
- The objective markers are no longer present on the Weapons Caches, since they’re not actual objectives in this mission. Instead, they now appear on the Ossuary and the Fixed Guns, which are the real objectives.
- You can no longer capture the Fixed Guns, they now must be destroyed instead.
- Lowered the intensity and timing of attacks after you get your Covered Wagon, instead of potentially instantly. The Covered Wagon you receive is now also highlighted and you receive a flare.
- The main enemy is now significantly stronger, while your Havana ally has been weakened.
Fire and Shadow: Act 1
- The War Chief and General Washington no longer have an empty attack shown in the unit statistics panel.
- Covered Wagons now construct Town Centers faster, like in Blood, Ice, and Steel.
1. War Ceremony

- The Seneca can now train more unit types than just Aenna.
- The Mohawk no longer has a predetermined unit roster. This roster consisted of all Fortress Age units and since the AI started in Commerce Age it couldn’t do anything at the start.
- The War Chief that gets converted to your side is no longer erroneously called “Nathaniel Black”.
- One enemy AI now no longer has an Explorer.
2. The Rescue

- You now start with a larger army on easy difficulty.
- You no longer get a reduced amount of Settlers on moderate difficulty.
- The villagers you can set free no longer display an invalid player name, civilization name and color before you take control of them.
- The Hessians can now properly attack and on hard difficulty gets a few extra Settlers after 10 in-game minutes.
- Some preplaced units no longer have their name set to “Test”.
3. Breed’s Hill

- Fixed a bug that would cause the “Fixed Gun captured” voice line to be played while the Fixed Gun would actually be destroyed.
4. Crossing the Delaware

- Trenton will now be controlled by an AI when it’s your objective to destroy the Capitol. Before, the enemy would be completely idle since it had no AI attached at all. This change should make the second part of the mission come alive, instead of encountering only some static forces.
- Extended the city with 1 Town Center, 1 Mill, and 1 Outpost. These are meant to enable an economy for the newly added AI.
- You now get objective markers on the tents you need to destroy at the start of the mission.
- The campfires take much shorter to construct.
- You now get a point to send naval shipments to once you obtain Princeton.
- The Outposts in Trenton no longer belong to the enemy while you’re busy destroying tents, that also have less hitpoints now.
- You now get a map objective on the rearguard units you need to kill.
- You get a few more Settlers on Easy/Moderate now.
- There are no longer 3 enemy Grenadiers standing around in Trenton at the start.
- The campfires you built at the start of the mission are now also transferred to the red player once Trenton gets captured.
- Your Settlers properly appear as European style now.
5. Saratoga

- You now get a few starting resources based on difficulty, instead of starting with nothing.
- On Moderate and hard the escorting enemy Musketeers for the Fort Wagons now become veteran after 10 minutes of the Fort race starting.
- On Hard the escorting enemy Falconets for the Fort Wagons now become Field Guns after 15 minutes of the Fort race starting.
- Replaced the Forest Prowler in the introduction cinematic with a Native Scout.
- Nathaniel no longer has a higher movement speed than normal during gameplay.
- If you destroy the bridge after the initial timer has passed the attacks from the bridge will now correctly cease to happen on easy/moderate. On Hard this ceasing of the attacks already worked.
- If you destroy Kuechler’s Outposts at the back of the map the attacks from that position will now also cease.
- Burgoyne’s Supply Line now builds his Town Center further back and starts with fewer resources.
6. Valley Forge

- You now start with 225 wood to speed up the stretched out Hut building section.
- You now get an objective marker on the Fort you need to destroy.
- The British can now actually train Settlers.
- The Coureurs des Bois the natives award you for allying with them during the food collecting section are no longer taken away from you after you’ve collected the required 3000 food.
- When you find the scattered Food Wagon, you now also get a flare on that position to help you identify the wagon.
7. The Battle of Morristown

- Reworked the starting conditions for the enemy AIs. The initial attacks aren’t so large anymore, but the AIs progress better throughout the game now.
- The Tomahawk prisoner you free no longer has an invalid player and civilization name.
- Added static defenses to the first 2 towns.
8. The Battle of Yorktown

- The player now has starting resources based on difficulty, to speed up the start.
- You no longer start with a few tents, these are now granted to you the moment you get the Covered Wagon.
- You now get an objective marker and vision over the target British Town Center.
- Swapped the position of the Town Center and the Church in Cornwallis base to make it more challenging to snipe the Town Center in order to win.
- The attack waves from Yorktown won’t stop anymore after a certain amount of time, they will now keep going infinitely.
- The French and British AIs are no longer able to age up to the Industrial and Imperial Ages.
- You no longer retain active vision over the Fixed Gun position after you destroy both of them.
- You now get vision and objective markers on the Redoubts you need to destroy.
- The island in the north of the map no longer has Musketeers and an Outpost on it. This Outpost needed to be destroyed for the secondary objective, but it was so hidden away it made it nearly impossible to even find it.
- Fixed one Outpost not being part of the secondary objective of destroying them all.
- You now get a lot of experience from most of the objectives, instead of 0.
Fire and Shadow: Act 2
- Holme no longer has empty attacks shown in the unit statistics panel.
- The last 3 missions where you play as Lakota now properly progress the Home City you also use for the first 4 missions.
- In the first 4 missions you can now train Priests out of your Church.
- The “Hole in the Wall gang” enemies now use outlaws and mercenaries far more often, since that’s their theme. They can also train Falconets and Culverins.
- You can now properly select the option to collect XP on Trade Routes.
- When playing the Lakota, you can never get less than 200 population space available anymore via losing Houses.
- You can now construct Teepees when you’re playing as the Lakota.
1. The Bozeman Trail

- The enemy camps now actually periodically spawns enemies that attack you instead of nothing happening all mission.
- The enemy camps are now defended by difficulty-based armies instead of one size fits all.
- Weapon Caches no longer have a map marker objective since they’re not your main objective.
- The camps you actually need to destroy do now have objective markers on each set of tents. The three groups of tents per camp are now also further apart so that the new objective markers don’t overlap.
- Rebalanced the initial enemies you face until you get your second Town Center.
- The tent camps are now invulnerable until you get the objective to destroy them. This prevents people from destroying them at the start when they’re defenseless.
2. A Reckoning

- The attacks during the section of the mission where you need to build the Trading Posts have been changed:
- Smaller on easy difficulty.
- Now consistently target the Trading Posts.
- The attacks loop, meaning will not stop.
- Overall made the mission more difficult on hard difficulty.
- The Miners can no longer be selected with military selection hotkeys, preventing you from accidentally giving them orders while you want them to collect gold.
- You no longer retain vision over the Hole in the Wall Gang’s hideout after you’ve completed that objective. One building from the Hole in the Wall Gang’s hideout is no longer invulnerable.
- Once you discover the secondary objective you no longer get an erroneous flare in your base for 75 seconds, instead it’s now a 15 second flare on the actual target.
- Your Saloon is now highlighted when Holme explains you can use it to recruit an army.
- Fixed an instance of Miners not changing ownership to the player after arriving at the Saloon.
- You can no longer build a Town Center since it goes against the custom economic play of this mission.
- If you lose your last Outpost you’re now granted an Outpost Wagon. This gives the player the opportunity to get back a point to send Home City shipments to.
3. Claims

- Reworked the starting conditions of the AIs to make them much stronger from the start. This prevents the mission from being possible to win within 5 minutes.
- Gave the AIs more starting buildings.
- Moved the southern most Trading Post and mining camp towards the west so that they aren’t instantly attacked by the Spanish AI anymore.
- Moved the mining camp east of the southern AI so that it isn’t instantly attacked.
- Provided static defenders for the 3 Barracks that you need to destroy.
- Removed an idle Trading Travois from the trade route.
- Moved many Trading Post sites and Trading Posts so that they’re properly aligned.
- You can now fail the two secondary objectives during gameplay, instead of just not being awarded the experience at the end of the mission.
4. Urgent News

- You now start with a single shipment available.
- Many enemy buildings no longer start on lower hitpoints.
- The enemy AIs no longer periodically get free units.
- The enemy AIs now receive extra Settlers, on Moderate and Hard, after some time has passed. In this mission the AI can’t train new Settlers on its own.
- Inserted a fourth enemy AI and give it some of the bases of the previous AIs. This base shuffling prevents the AIs from being very spread out and instead function better.
- Removed some locations you had to blow up with a Black Powder Wagon. This allows the AIs to actually move between their bases from the start and function better.
- The enemy AIs now have difficulty-based starting armies.
5. To Stop a War

- You now start with a few more Settlers, to speed up the start.
- You now get active vision of the target Fort from the start of the game, and you will get a flare. However, you no longer have vision over some southern parts of the map.
- The Fort is now controlled by a proper AI.
- You no longer get attacked very frequently by small armies walking along the same path. Those attacks have been replaced by proper larger scale attacks.
- Removed the Trading Post directly below the enemy Fort. This will make completing the secondary objective much more realistic since you don’t have to build next to several towers anymore.
6. Trust

- The enemy AI is now able to train Settlers and thus actually function.
- The optional objective for rescuing the Lakota War Chief now properly awards the stated 2,000 experience instead of only 50.
- The optional objective for rescuing the Lakota soldiers now shows the correct amount of experience that will be rewarded, which is 500 per soldier instead of 350.
- After you save a Lakota Warrior or Chief, he now converts to faction of your ally, signaling that you’ve successfully saved him.
- Fixed one Lakota prisoner not converting to the player freeing him.
- Fixed one Lakota prisoner not granting any experience for saving him.
- Every cage you destroy now causes Chayton to say something about having freed prisoners to alert you, previously two cages would not do this.
- Fixed 2 outlaws on the southern side of the map not being incorporated into the secondary objective to kill them all.
- Holme no longer shows up as your ally at the end of the mission. This was done to prevent the player from killing him, but the player is now prevented from doing so via other means.
- Rebalanced the enemy army that spawns in the final cave protecting Holme.
- Rebalanced the initial attacks and made them more difficult on hard difficulty.
7. Battle of the Greasy Grass

- You now lose the mission if you lose your starting Town Center.
- You now have access to Falconet and Culverin upgrades.
- The mission had nearly no difficulty modifiers implemented in relation to Custer’s approaching army and static forces. This made it significantly harder than it should’ve been on Easy and Moderate. The mission now has proper difficulty scaling implemented. Overall the mission has been made harder on hard difficulty.
- The AIs now have starting conditions based on difficulty and can train Settlers.
- The native camp in the east is now accessible without needing to cross the river. The shallow passing north of said camp has been removed and replaced with a river and cliffs. This should make moving around your base much more convenient.
- The cliff near the western shallows now has fewer trees on it so it’s easier for you to put ranged units there and have them be effective.
- The secondary objective to destroy both enemy Town Centers is no longer visible from the start of the game. It becomes visible after you get the objective to defend the Lakota town. The two Town Centers now also have objective markers over them. If you destroy a Town Center the AI it belongs to will now stop playing.
- The secondary objective to destroy all General Custer’s buildings can no longer sometimes fail to be activated.
- The reinforcements that arrive on the battlefield, if you weren’t successful in destroying Custer’s buildings, are now properly mapped to these buildings. One Barracks was not linked to anything, while an Artillery Depot was linked to two reinforcements. There were also several cases of unrelated units being spawned in relation to the building they belonged to.
- There are now outlaws between the player and all the chiefs, before only one chief was “guarded”.
- The original group of outlaws no longer has treasure guardians in it, they are now actual Comancheros.
- The 3 War Chiefs you need to gather are now significantly stronger and no longer show empty attacks in their unit statistics panel.
- There are now 2 extra attacks during the War Chief gathering phase.
- Custer’s Right Wing:
- There are now also static defenders for the redoubt on Custer’s right wing, previously only the Redoubts on Custer’s Left Wing had defenders. Removed 1 Redoubt from Custer’s Right Wing.
- For artillery Custer’s Right Wing now only makes Falconets and Rockets.
- Is no longer able to train Pikemen. This should give the player an easier time using cavalry.
- Custer’s Left Wing:
- Custer’s Left Wing now primarily focuses on training Skirmishers.
- For artillery Custer’s Left Wing now only makes Falconets.
- The gold mines that are removed when playing on Hard are no longer precisely the ones that were placed next to Tribal Marketplaces. In order to avoid frustration now only Mines without a matching Tribal Marketplace are deleted instead.
- The 2 optional objectives now both grant 1000 experience.
The Asian Dynasties: Japan
- Mototada is now properly classified as a hero.
1. The Siege of Osaka

- Fixed 2 Morutaru overlapping in the opening shot of “The Slow March of Death” cinematic. Also removed gun and arrow sounds during the second part.
- The main enemy AI is now a little bit stronger.
- Your allied AIs will no longer attack, but are limited to support in defence.
- Your 500 gold reward from destroying the Ronin camp will no longer be stolen by an AI’s Settler.
2. Uprising!

- You now get 12 more minutes on each difficulty to defeat all the villages.
- All enemy AIs are now activated after you get control of your starting town. Before, you had to walk a unit relatively close to the enemy for it to activate at all.
- You no longer discover a secondary objective during the intro cinematic. Instead you discover it after gaining control of the starting town.
- You now get HC access after you gain control of the starting town, instead of from the start of the mission.
- On Easy and Moderate 2 out of the 3 enemy villages are now allowed to attack while on Hard all 3 are allowed to attack.
- The Eastern Clan now has more resources nearby, allowing it to function better.
- Destroying a Town Center while the red Uesugi army is already walking towards it now prevents reinforcements from spawning. Before, if the army had just started walking it didn’t matter if the Town Center was destroyed when it arrived and reinforcements would still spawn.
- The map objectives on the enemy Town Centers no longer disappear when you are given the objective to destroy the enemy army. Since destroying an unvisited Town Center still prevents the enemy from gaining reinforcements, these objective markers will now remain active until the enemy army actually arrives at that town.
3. Clearing the Road

- Removed 2 trees that blocked the view of the opening shot of the “A Dead Man’s Pace” cinematic.
- Water is no longer revealed at the start of the game.
- On Moderate difficulty fewer enemies are deleted at the start of the game, making it more challenging.
- The AI now uses more upgrades.
- The enemy AI is now considerably more powerful.
- On Hard difficulty, once you destroy all defensive buildings next to a target Trading Post all walls are now granted to you as is the case on lower difficulties.
4. Last Stand at Fushimi

- Slightly reduced the amount of units attacking the main gate.
- Enemy Flaming Arrows now spawn at a higher rate.
- Reduced the amount of defenders on the right side of the map for all difficulties. An exception to this are the defences for the imprisoned Naginata Riders, those defences been strengthened instead.
- The main castle gates start less damaged.
- Destroying the Trading Post on the native site on the eastern side of the map now properly stops attacks coming from that site.
- One cavalry raid is now properly disabled on standard difficulty.
- All the walls apart from the gates are now noninteractive, this prevents the AI from needlessly attacking them.
- Removed a gap in the walls allowing units to walk around and come behind the Barracks of Fushimi Castle.
5. The Battle of Sekigahara

- You now get active vision over the Ishida target area.
- Ishida Army
- Starts with fewer resources on all difficulties, slowing down their very early buildup.
- Has a Dojo on all difficulties, instead of 3 only on Hard.
- Has a smaller starting army on all difficulties as the first attack was too strong.
- Gets stronger over time, with more resource gathering.
- Daimyo Ishida
- Daimyo Ishida and Ishida’s Castle are now much stronger.
- Has an objective marker directly on him after you destroy the Castle, instead of the marker remaining on where the castle first stood.
- Now stays near the Ishida Castle after it has been destroyed.
- After Ishida’s Castle is destroyed the extra units now also spawn on standard.
- The Otani Clan forces on Hard now have fewer Hatamoto Samurai.
- The most southern Outpost of the Otani Clan now has 3 more Yumi Archer protectors.
The Asian Dynasties: China
1. To Finish a Fleet

- The enemy AI now has economic limits before you destroy the western Castle. Once the Castle is destroyed all limits are lifted and the AI gets an extra boost.
- After you destroy the Castle west of your base the enemy AI in the east now gets stronger. Previously the AI was always locked to the Fortress Age and a maximum of 10 military units. These restrictions have been lifted to make the mission more challenging.
- On Hard, once the target Town Center has been damaged for more than 20% 8 Iron Flail troops spawn to defend.
2. Storming the Beaches

- The AI is no longer locked to the Fortress Age and can now reach Imperial Age.
- Moved many of the defending Marathan Catamarans to make naval pathing for the AI possible. This also allows the AI to actually build warships.
- During the opening cinematic you now have a better view of the Indian units coming towards you.
3. Lost Ships

- If you build a Town Center, you now get its starting units.
- Reduced the amount of enemies spawned during the start of the mission on Hard as it was unreasonably difficult, if you didn’t follow a very specific setup.
4. A Rescue in the Wilderness

- Fixed the main objective’s timer sometimes not starting at all.
- If you build a Town Center, you now get its starting units.
- Reduced the amount of guards protecting the prisoners.
- Removed 1 War Hut from the eastern checkpoint.
- The Aztec temple once again appears in the “A New Empire” cinematic. Due to some engine restrictions the camera had to be changed drastically to achieve this.
5. No Empire Lasts Forever

- Moved the player’s base a bit to the east. This is to increase the distance between you and the Chinese Mutineers. Before, it was very easy to accidentally get into contact with them and have them send their entire army to you early into the mission.
- Chinese Mutineers:
- No longer has a starting army as otherwise it would instantly destroy your base.
- Won’t attack in the first 20 minutes after you get your base. Being 1vs2 from the start made the missions unreasonably difficult.
- Now start with a negative handicap to reduce the difficulty of the beginning of the basebuilding section. After 30 minutes this is removed and they regain their full potential.
- Selecting some native settlements no longer also selects a bunch of other random units alongside it.
- Once you gain ownership of the initial town the resources there are no longer partly depleted based on how long it took you to reach the town.
The Asian Dynasties: India
1. Into the Punjab

- You can no longer construct a Native Embassy, since there are no actual Natives to claim in this mission.
- Indian Mutineers:
- Has a larger small military, making the mission more challenging.
- Is now always activates after 4 minutes in-game. Before, it could activate much earlier if you accidentally walked somewhere near or destroyed a Trading Post.
- The final voice over is no longer cut off by the mission ending.
2. Resist!

- The British India Company inside the Fort now poses more of an offensive threat.
- You no longer get attacked by a Falconet at the start of the game on hard.
- Gameplay starting is now properly synced with the automatic camera movement ending.
3. Raid in Delhi

- Removed 1 Rocket from the final area.
- Fixed the Dragoons in the second area stopping their patrolling after one circle.
- Removed one Weapon Cache at the very end of the mission on Hard, since the accompanying Elephants do not exist on Hard as a difficulty modifier. Thus the Weapon Cache served no purpose and would only confuse the player into thinking they can release another stampede.
4. Company Confrontation

- The timer for the first wave now takes 4 minutes instead of 2 and slightly reduced its size.
- The British India Company can now only attack after the third wave has been defeated to prevent too much early aggression.
- Reorganized the British India Company’s base slightly.
Historical Battles
- Added flags to the thumbnails of Historical battles for easier identification of the player civilizations.
Algiers

- Moved some Houses away from the western Algiers Fort wall so as to not confuse the AI which would attack them over the gates.
- All wall pieces (excluding the Gates) from the Algiers Fort are now noninteractive, this is to not confuse the AI which would needlessly attack them.
- Completing the secondary objective of destroying the Powder Stores now properly removes artillery from all AIs. Before, it left Falconets trainable from the Forts and only removed Culverins.
- When destroying a Spanish Fort the adjacent Towers now get automatically destroyed as well.
- On Hard, the AI’s belonging to the 4 Spanish Forts can now train more military from the 15 and 25 minute mark onwards. This will make their attacks grow in strength as the game goes on.
- Moved away the Outpost that was next to the fleet you’re meant to destroy. This Outpost was frustrating to deal with while also needing to destroy the fleet.
- You no longer have upgrades visible that are inaccessible due to Age restrictions.
Single Player:
- On Hard, the AIs belonging to the 4 Spanish Forts now get more resources from the 20 minute mark onwards. This will make their attacks grow in strength as the game goes on.
Co-op:
- Shipments for player 2 are now also blocked until the naval blockade has been lifted.
- Converted 1 Dock and 1 Galley from player 1 to player 2 in order to help with clearing the blockade.
- Freeing troops now consistently also gives player 2 new troops instead of only sometimes.
- On Hard, the AIs belonging to the 4 Spanish Forts now get more resources from the 15 and 25 minute mark onwards. This will make their attacks grow in strength as the game goes on.
- After you capture the Estates the second player now receives Settlers that are also standing on an Estate and gets converted to that player’s side.
- Replaced Hire Mediterranean Army (III) With 1 Falconet (infinite, III) for Player 1.
- Added 600 Coin (infinite, I) for Player 1.
- Fixed the mission icon of TEAM Cavalry Scouts for Player 1.
- Added Topçular (III) to the deck of Player 2.
Chuvash Cape

- Starting boats now have sounds.
- The Qashliq Fortress meant to attack the player from inside the Fort is much stronger.
- On Easy, the camp from which the raids are coming now has fewer Outposts defending it.
- On Moderate, more of the Tatars’ units are instantly removed from the map.
- Qashliq Fortress now trains Tatar Archers instead of Cavalry Archers.
Single Player:
- You now properly get rewarded the entire village you were meant to protect after you destroy the camp from which the raids were coming.
- Your Russian ally now purely builds Streltsy. Before, it would sometimes also make Cossacks if it ended up having a Stable.
- The attacks from the raiding camp get stronger after a certain amount of time. Before, this was always 10 minutes, now it’s 20 minutes on Easy and 15 minutes on Moderate, Hard remains 10 minutes. The amount of extra units spawned once this timer runs out has been toned down a bit so that your ally doesn’t instantly lose.
- On Easy, more of the Tatars’ units are instantly removed from the map.
- Replaced Frontier Defenses with the Russian equivalent.
- Fixed the icon border color of 2 Falconets and the counter on Blockhouse Cannon.
Co-op:
- Replaced starting Musketeers for the co-op player with proper Rekruts.
- Fixed the unit counters on Polar Explorer and 7 Cossacks for Player 1.
Raid on the Caribbean

- Technologies of unreachable ages are no longer visible.
- You now get a secondary objective which explains how you can reach the Fortress Age.
- Sir Francis Drake no longer displays an empty Crack Shot attack in the statistics panel.
- Docks now repair ships three times as fast. This should reduce the downtime where the player is waiting for the navy to be servicable again.
- Fixed Offshore Support card description.
- Turned 1 Galleon (II) into an infinite card.
Single Player:
- All Privateers from capturables and shipments are now of the same type.
- The Barracks in the southern pirate base was moved to a more visible position.
Co-op:
- Player 2 now gets a Barracks at the northern pirate base.
- Fixed the unit counter on TEAM Scout Infantry for Player 2.
Fort Duquesne

- You now get access to your Home City after you’ve captured the Fort.
- Wall pieces, excluding Gates, from the French Fort are now noninteractive to prevent confusing the AI, which would needlessly attack them.
- Capturing the Fort automatically restores any destroyed Outposts.
- You can no longer hear the loss sound while you’ve already won, and vice versa.
- Captain de Contrecœur no longer has an empty attack shown in this statistics panel.
- Fixed some units showing seemingly random player colors, not matching with any player in the game.
Single Player:
- You no longer have to destroy 3 Outposts to free the Lenape.
- The Fort now has less units on Easy.
- Some units all across the map are now deleted when playing on Moderate, before Moderate had the same static forces as on Hard.
- Fixed 2 Falconets card icon border color.
Co-Op:
- Increased Fort defence timer from 20 to 25 minutes.
- Moved some buildings from the Shawnee village (north) to prevent British attacks from accidentally targeting them.
- Captured native villages (apart from Lenape) will no longer be actively attacked.
- The boat landing parties on the French economy now appear later.
- Fixed a bug where players received fewer upgrades on Easy than on Moderate; both difficulties now award proper tech upgrades.
- Implemented proper difficulty scaling for attacks, before half of the attacks were the same size regardless of chosen difficulty.
- Reworked all attack timings and sizes.
Battle of New Orleans

- The Choctaw objective works with both the Black Powder Wagon from the Town Center and the one you can capture.
- The Black Powder wagon you can capture no longer displays an invalid player and civilization name before being captured.
- General Jackson’s second ability now has a description.
- You must now destroy the British Town Center in order to win, instead of all military buildings. This objective now also has visual indicators to make you aware of it.
Single Player:
- The “Protagonist” field now correctly shows “General Jackson” instead of no text being shown at all. This is visible while selecting the Historical Battle.
Christopher da Gama’s Expedition

- Removed one layer of the enemy walls.
- Enemy walls are now destroyed once the gates are breached.
- Replaced outdated towers and various units with authentic Ethiopian equivalents.
- Made minor changes to the allied base like adding Abuns for healing.
- Applied minor adjustments to eye candy and cliffs.
- Fixed the 2 Organ Guns card not sending any units for Player 1.
- Polished the intro cinematic so players always start with identical soldier counts.
- The enemy tower (main objective) is stronger to make it a worthy final target.
- The Emperor’s army will now arrive without issues.
- Visibility issues between players have been resolved.
- Optimized enemy attack lanes to alternate waves rather than clustering on one path.
Co-op:
- Expanded Player 2’s deck with additional gunpowder options while removing an unreachable Industrial Age card.
- Also increased the number of enemy village defenders.
Fall of the Hausa

- The AIs have been completely rebalanced.
- Army upgrades and Tower upgrades are now on a timer instead of randomly sprinkled in by the default AI.
- Moved player 1’s starting Granaries a little bit so that 2 Fields now nicely fit between them, instead of only 1.
- Moved both players’ starting berries so that, if you don’t gather them, the starting Granaries can still be effectively used for fields.
- Fixed the broken ranged attack enabled by the Fula Marksmen card.*
Single Player:
- Your ally now starts with a few Fields.
- Fixed Tokens of 500 influence card icon border color.
- Fixed 1 Town Center Builder visual unit counter.
Co-op:
- Fixed the missing unit counter of Fulani Invasion for Player 2.
The Era of the Princes

- The players get a Livestock Market Cart since the preplaced Livestock Markets could get bugged.
- The food crates next to player 1’s Town Center correctly belong to that player now.
- Players no longer have access to Mercenary Artillery.
- All units, belonging to enemy AIs, that are part of the first section of the mission are now properly removed once you get to the base building section. This prevents the enemies from starting with an army whose sized depened what the player did or didn’t skip in the first part. This will also fix the issue where the player would almost instantly face a massive attack.
- Rebalanced the AIs starting conditions during the base building section.
- The AIs no longer start with an explorer.
- When an enemy is defeated its towers, gates, and units are also removed.
- Ensured that players get tribute for taking down an enemy player.
- The Somali Alliance Age-up option has been removed for all ages due to the naval and trade route focus irrelevant to the mission.
- Doing the Livestock side objective now removes all fences around them.
- When the second part of the mission begins, some Cattle spawn in previously explored locations.
- The Palace objective only fires if one of the human players is in the Commerce Age.
- Stockpiles:
- The enemy response army to the first Stockpile is smaller.
- The enemy will now also respond to the second Stockpile being attacked.
- More defenders were added to the first Stockpile.
- Fixed the Stockpile objective marker.
- Made the rewards for objectives more consistent for each one.
- Allied Abuns start with Book of Axum and Mission Fervor researched for easier healing.
- The enemy Mountain Monasteries are destroyed upon resigning.
- All mines can have Mountain Monasteries built upon them.
- Removed the Native Sudanese Villages.
- Tigray now only spawns Sebastopol Mortars on hard difficulty.
- Cannons and Cannon Boats spawn for the enemy players to help defend their Palaces against player cannons. The amount of cannons depends on the difficulty level. On Easy, no Cannon Boats spawn.
- The first two dialogues are adjusted so they fire earlier.
- First dialogue at the beginning of the mission.
- The second dialogue after reaching the village.
- The timers on the cinematics have been slightly adjusted to make it shorter.
- The mines beneath existing Mountain Monasteries will reset once they are captured to avoid them getting depleted.
- The Mountain Monasteries are now more centered on the mines.
- Rotated starting Granaries and Fields so it’s easier to place additional Fields nearby.
- Removed 2 Hippo treasure guardians that had no treasure to defend.
- Made small adjustments to the terrain and eye candy objects.
- Removed trees from the top of cliffs.
- Removed or opened up some of the cliffs.
- Created more open spaces.
- Improved eye candy placement.
Single Player:
- The ally is no longer active in the first part of the mission in the northern part of the map.
- Cattle captured by your ally now properly change to your ownership.
- Increased Mountain Monastery build limit by 4.
- Removed some of the initial builder carts.
Co-op:
- Increased Monastery Mountain build limit by 2 for each player.
- Improved balance of difficulty triggers for both players as the co-op player was heavily disadvantaged.
- The co-op player now has proper line-of-sight of defeated enemies.
- Changed which Mountain Monasteries switch to which player.
- Units from the Ethiopian Village are removed in the second part of the mission.
- When player 2 arrives in the village at the end of the first part of the mission, the game will continue. Before, this only happened when player 1 was in the area.
- The AIs can now also attack player 2 reliably.
- Fixed the visual counter and card icon of Aristocracy for player 2.
- Fixed the card icon of 12 Gascenya for player 2.
The Battle of the Three Kings

- The player now has a second politician option to choose from when aging up to Industrial Age.
- The player can now build Houses.
- Mosques now use the Moroccan design.
- You can no longer get the final Trade Route upgrade as rails and trains were inappropriate for the mission’s timeframe.
- Level Design:
- The bottom part of the map is no longer accessible as it’s all cliffs now.
- Several Portuguese Outposts were moved into more strategic areas.
- The Trade Route runs from the Moroccan to the Portuguese camp rather than at the bottom.
- The towns were altered to be more open, have fewer Houses, and have more consistent rewards.
- The area around the puppet Sultan has been altered.
- The passage east next to the Moroccan camp is no longer blocked by rocks.
- Heavily reduced the static guardians belonging to the Portuguese Army while playing on Easy, and removed some while playing on Moderate.
- The amount of towns you have to take is reduced to 2. The town behind the Portuguese Army no longer counts as part of the objective and can no longer be captured.
- Town defenders are more numerous.
- The middle objective marker in the Portuguese Army camp now disappears when all nearby Portuguese production buildings are taken out, rather than all of the Portuguese production buildings.
- Outpost defenders are more numerous when closer to the Portuguese camp.
- On Hard the Portuguese will send more soldiers.
- Fixed the Outpost Wagon reward on the cliff.
- Some of the units rewarded by the initial objective have been changed.
- The cinematic camera tracks were shortened.
- Reworked when and what upgrades the enemy players get, overall they get more upgrades.
- Fixed the missing icon TEAM Cavalry Scouts, the missing counter for Argan Tree Planting, and the incorrect position of 5 Settlers in the Home City of Player 1.
Single Player:
- The player no longer gets the second camp.
Co-Op:
- Player 2 now starts with a hero of their own.
- Player 2 now starts with regular units rather than mercenaries and natives.
- Player 2 now starts with equal population to player 1 and now gets houses when the town center is also granted.
- The reward for capturing the puppet Sultan now works properly for both players.
The Burning of the USS Philadelphia

- Players can no longer garrison units inside of US Navy ships (allied player).
- You can no longer see upgrades that are impossible to get due to Age restrictions.
- The units on the island now properly spawn off-screen during the cinematic after clearing the island. Each player will always start the next part with 8 Marines and a Naval Officer.
- The rogue Marine that randomly changed color has been removed.
- Enemy patrols and Outposts/Forts that the player can encounter in the initial stealth part, are now revealed. They are no longer revealed during the final escape.
- Removed and moved several assets that could potentially lead to pathing issues.
- Removed one of the Outposts in the bay and replaced it with some land units.
- Removed some Treasure Ships.
- Added a few camels on the map.
- Added minimap flares when a player gets too close to the bay’s Outposts (not all Outposts, just the ones that are relevant).
- Reworked the naval defenders and patrols.
- The stationary ships now have a proper color.
- Created two safe spaces within the bay where your ships can recharge their ability.
- Removed mechanics that would prematurely end the mission if the player performed too well or too poorly.
- Corsair ship:
- Players can no longer garrison units inside of the Corsair Ship. This avoids these units from getting deleted in between the different parts of the mission.
- Modified the behavior of the Galleys defending the Corsair ship in the initial capture scene (part 1). They will only return to the Corsair when they are too far away from it.
- The timer on the Corsair ship and Rowboats has been increased to 45 seconds. This should make sailing to the USS Philadelphia a lot less painful.
- The dialogue about the Corsair ship almost dying no longer plays during the final escape (part 4).
- Adjusted the HP threshold for the dialogue that mentions that the Corsair ship is almost dead.
- Defending USS Philadelphia section updates.
- Lowered the amount of attackers on all difficulties.
- Replaced Berber Arquebusier and Corsair Pirates with other units like archers, spearmen, and cavalry.
- Fixed several bugs regarding the Fixed Gun.
- The Fixed Gun can now shoot the barricade that blocks the passage.
- The Gunpowder Stores now destroy the Outpost as intended.
- Moved the Naval Shipment spawns to reduce the risk of certain shipments not sending due to limited space (part 3).
- Reduced the amount of land defenders at the USS Philadelphia.
- Adjusted naval attack waves and increased the time in between attacks.
- Moved one of the attack spawn points from the right side of the USS Philadelphia to the left side. This is to make the benefit of doing the side objective to destroy the harbor more obvious.
- Adjusted the ‘Rescue the Crew’ side quest in various ways:
- Ensured that the way to liberate them is consistent for all by either killing all guards or destroying the Stockade.
- Half the troops will now go to the co-op player and will no longer depend on the co-op player going to the location. All Stockades divide the units equally among the players.
- Some of the Marines were replaced with Sharpshooters.
- Some Stockades now have fewer defenders, while others have more, depending on the reward.
- The Stockades that grant buildings are now arranged more logically and avoid attack paths. The Stockade left near the docks gives a Sloop to each player, the Stockade right near the coast gives a Barracks to each player, the Stockades further south now each grant a tent with 10 bonus population to each player.
- Moved/removed the flags so it’s more consistent and provides more clear visual feedback to the player.
- Player 1:
- Replaced Naval Training and Marine Volunteers card icons to better reflect effects.
- Fixed Overseas Weapon shipments researching an already researched tech.
- Corrected the Rowboat Marksmen card icon border.
Single Player:
- You now get 2 extra Rowboats during the part where you need to reach the USS Philadelphia.
Co-op (Player 2):
- New Jersey Seaports replaced with TEAM 400 Food, 400 Wood, and 400 Coin.
- Fixed Virginia Oak not affecting all of the ship types that are available to players.
- Fixed the icon border color of the TEAM Tripoli card.
Grito de Dolores

- After freeing all the towns on one side of the river the AI on that side of the river gets stronger.
- The AI can no longer start a Trade Monopoly.
- The AIs can now only go up to Imperial Age after 30 minutes have passed.
- The AIs now have different amounts of Settlers on different difficulties.
- The AIs now destroy their Towers after they’re defeated.
- The AIs are now defeated after you destroy both their Fort and Town Center, those 2 buildings now also have a dedicated objective marker.
- Increased the amount of resources the AIs get on Moderate/Hard.
- Both AI’s bases now have a Gate next to the Trade Route, so their units can walk between both bases more easily.
- Both AIs are no longer allowed to build on their own (apart from Outposts), instead they start with a few more buildings they would want.
- Enemy AIs start with their artillery disabled, upon capturing the second villages do the respective AIs gain access to artillery. The player then has cavalry to counter it.
- The Northern Royalist Army will now exclusively make Falconets and Culverins for artillery.
- The Southern Royalist Army will now exclusively make Falconets and Mortars for artillery.
- When a player captures a town all converted buildings are now properly highlighted. Before, some were missing.
- Players can no longer get access to Falconets before freeing the third village via Forts.
Player 1:
- No longer has an incorrect build limit of Haciendas of 2, it’s now the regular 7.
- Changed Peasant Rally card icon border color to better reflect its effects.
- Added 1000 Coin and Artillery Combat.
Co-op:
- Player 2 no longer has access to Padre upgrades in the Cathedral as this player can’t get a Padre in this mission.
- Added a Factory shipment to the deck of Player 2.
- Upon capturing the second village the respective players get 2 Chinacos.
Battle of Queenston Heights

- Starting conditions for all players and AIs now have more difficulty-based modifiers.
- American Army:
- The first river attack on the Canadian player is not as strong anymore.
- Attacks with fewer units early on and grows stronger over time.
- Can now more reliably gather resources.
- The Town Center is now in the center of the town instead of on the edge. This makes it more challenging to destroy and win the mission.
- Static forces belonging to the teal AI are now removed based on chosen difficulty.
- Will now only be able to go to Imperial Age from minute 30 onwards.
- The Haudenosaunee player (either AI or human) has one extra gold mine near his base.
- During the intro cinematic the British units no longer have a graphic showing at their feet.
- The War Cry ability of the Lenape native soldiers now takes significantly shorter to cast, making it more viable.
- Player 1:
- Fixed the unit counter on Fort George’s Reinforcements and changed its card icon to better reflect its effects.
- Fixed Captain Runchey’s Company card icon to better reflect its effects.
- Added 6 Sharpshooters, 7 Sharpshooters, 2 Congreve Rockets and 7 Hanover Allies to Deck.
Single Player:
- The British troops you can receive from exploring the bottom left of the map will now always be given to the human player.
- Your Haudenosaunee AI now functions significantly better, and will actually help and no longer steal native settlements from you.
Co-op:
- The Haudenosaunee player will now be periodically attacked as long as the secondary objective “Retake Queenston Heights” hasn’t been completed.
- Player 2
- Replaced Excellent Leadership card icon to better reflect its effects.
- Fixed the unit counter on TEAM Scout Infantry visual.
- Added Crates of 400 Food, 400 Wood, and 400 Coin as well as TEAM 300 Food, 300 Wood, and 200 Coin to the deck.
Random Maps
New Historical Map
Celebrating the release of The Baltic Powers all players gain access to a Historical Map:
The Seven Years’ War
Definitive Edition

“Players start in different corners of a miniature world separated by the seas and try to gain global control of strategic points. “
Capture the majority of trading posts or flags to trigger a victory countdown.
- The two victory countdowns are not exclusive.
- Revolting is possible on this Historical Map.
- Dry Docks can be captured for warship construction and repair.
2 New Random Maps
Caspian Sea
Definitive Edition
Malta
Knights of the Mediterranean DLC


“A large mountain range blocks early attacks, but can be cut through for direct attacks. Establish your water dominance to secure landing areas. Be careful about the narrow passage far east, which may be used for sneak attacks.”
Settlements: Sufi, Tengri
Outlaws: Crabat, Cossack Daredevil
“On Malta players start with walled cities and nearby Fixed Guns that can be captured to keep invaders at bay. The picturesque Mediterranean landscape and access to European Royal Houses shall permit you enjoying life like a Knight of Malta.”
Settlements: Bourbon, Hanover, Phanar
Outlaws: Inquisitor, Sailor
Map Changes
- England, Ireland, Scotland, Wales: These maps now also have access to the new treasure set with British and Gaelic guardians present on new maps such as Shetlands, Faroe and Heligoland.
- The new House of Stuart is also available on these 3 maps: Ireland, Scotland, Wales.
- Baltic Sea, Finland, Karelian Lakes: Now also have access to the new Sámi natives.
- Alaska: Terrain changed from grass to snow. Now supports Inuit natives and new Outlaws.
- Arctic Territories: Map renamed to Arctic Island. Now supports Inuit natives and new Outlaws.
- Yukon: Now also have access to the Inuit natives.
- Scandinavia: Map renamed to Jutland. Only supports the House of Oldenburg, but no longer the Houses of Vasa and Wittelsbach.
- Archipelago: Fixed an issue where the islands with mines couldn’t be landed on.*
- Florida: Markets now properly spawn for the new civilizations and player closest to the Trade Route in 4v4 no longer start without a Market.*
- France:
- Replaced the capturable Trade routes with standard ones.
- The previous version is now a separate map called France – Trade.
- Unknown:
- Fixed an issue with several spawns.
- Disabled several spawns of hero units to prevent confusion with hero skins (like Lao Chen or Fodio)
- Xebec: This naval mercenary is now available on the following 5 maps:
- Gold Coast, Ivory Coast, Pepper Coast, Niger Delta, Tripolitania.
- War Dhow: This naval mercenary is now available on the following 6 maps:
- Horn, Swahili Coast, Ceylon, Indonesia, Malaysia, Borneo.
Standard Maps
- Removed: Deccan, Horn, Arctic Island (previously Arctic Territories)
- Added: Siberia, Panama, Painted Desert, France, Hudson Bay, Labrador, Nunavut, Nova Scotia, Quebec, Swedish Lakes
Team Maps
- Added: Bering Strait, Greenland, Sápmi, South Norway, Heligoland, France
Historical Maps
- Fixed a bug that would continue to render a red outline for corrected civilization picks.
- Danes & Poles have been added as recommended civilizations to: Thirty Years’ War, The Deluge, The Great Northern War, The Napoleonic Wars.
- Poles have also been added as recommended civilization to: The Great Turkish War, The Russo-Turkish War.
Scripting
- Minor optimizations for
rmAddTriggerConditionandrmAddTriggerEffect. - Implemented
rmSetTriggerConditionParamUnitandrmSetTriggerEffectParamUnitsyscalls for safely assigning unitIDs to trigger condition/effect parameters in RM triggers. Takes up the same parameters asrmSetTriggerConditionParamIntandrmSetTriggerEffectParamInt, respectively. - Implemented
rmTriggerAddScriptLinesyscall for appending a script line to the generatedtrigtemp.xs. - Implemented
rmTriggerAddScriptIncludesyscall for including a trigger XS script file, which will be read either from the game data Trigger folder or from local user data Trigger folder. - Implemented
rmGetUnitScenarioName, for returning the internal string identifier for a provided unit ID. Syntax:rmGetUnitScenarioName(int unitID). - Implemented
rmGetIsRegicide(),rmGetIsIndependence()andrmGetIsRecommendedSettings()syscalls to check whether or not we are on Regicide Mode, Independence mode or playing a map with Recommended Settings set as enabled, respectively. - Fixed cases in which Trade Route trader could get permanently removed during Random Map generation.
Scenario Editor
We have given the Scenario Editor a thorough makeover, starting with a sleek new Dark Theme. Here are some more highlights!
- Quick Playtest: Added a dedicated Playtest button in the right top corner, allowing creators to instantly test their scenarios.
- Animation Viewer: Implemented a brand-new tool in the Objects menu to easily preview animations, attachment points, and visual variations of placed units directly inside the editor.
- Convert Units Tool: Implemented a new tool to instantly convert the player ownership of units.
- Camera Editor Overhaul: Upgraded the Camera Editor with precision sliders for Scroll Speed and Pitch, toggles for Camera rotation and lock, and buttons for reset commands. Additionally, creators can now set custom starting camera positions for each player using the new Camera Start Location tool.
- XS Scripts Tool: Implemented a dedicated tool for managing and executing XS Scripts directly within the editor.
- Game Settings: Can now be accessed via the File menu.
- Active Player:
- Decoupled the object placement player from the active player and added a feature to choose the Active Player in the Scenario Editor.
- A warning is now displayed when attempting to save a scenario while active player is not set to Player 1.
- Unsaved Changes: Scenarios are no longer internally marked as ‘modified’ upon opening, even if no changes have been made, avoiding improper prompts for discarding unsaved changes from being displayed.
- Distance Checker: Implemented a new Distance Checker tool in the World menu to precisely measure spacing and range across maps.
- DLC Toggles: Removed deprecated toggles for The Warchiefs and The Asian Dynasties toggles from menu bar.
- Ignore Placement Restrictions and Terrain Grid: Actual gameplay is no longer affected when toggled in the Editor.
- Object Placement: Moved the Place Wall and Convert to Gate tools into this menu
- Player Data:
- Extended Player Data dialog to allow for modifying handicap, starting population and population limit for players, and displaying file paths for AI and HC files for each player, when applicable.
- Implemented support for assigning raw text to Fake Player and Fake Civilization names, without the need of relying on existing stringtable IDs.
- Removed unused Color 2 and Color 3 fields from Fake Player Data dialog.
- Fixed Editor Scenario Player data being replaced with last Skirmish lobby information
- File Loading:
- Selecting AI, Home City or Grouping files no longer causes the file browser to improperly prompt for discarding unsaved changes.
- The editor’s temporary playtest file is now properly displayed in the Recent Scenarios dialog.
- Edit Cliff Tool: Now properly displays cliff name when selecting a cliff.
- Forbidden Units/Techs: Added a player selection dropdown.
- Object Info: Implemented support for Object Notes and displaying Linked Triggers for Object Info dialog.
- Place Route Tool: Implemented support for selecting trade route types.
- Added an attribute to triggers that allows writing notes.
- Implemented support for displaying linked triggers, when viewing trigger conditions and effects
- Implemented global copying/pasting for Effects and Conditions
- Implemented support for displaying radius for conditions and effects that support such attribute
- Within Trigger Editor, added search fields for condition/effect types, protoUnits, unitTypes, technologies and trigger group filtering for trigger attributes.
- Adjusted prefix for copied triggers, ensuring copying triggers does not generate triggers with overly long names.
- Adjustments for Conditions & Effects:
- Implemented support for setting custom values for player color, character name, portrait and sound file in the Play Dialogue.
- Added arithmetic operator for Quest Var Modify and Quest Var Modify 2 trigger effects
- Adjusted ProtoUnit modification effects to allow for modifying all PUs within a given unitType
- Added Player: Set Global Yield
- Added Unit: Set Variation
- Added Scenario: Enable Revolutions
- Added ProtoUnit: Set UnitType
- Added ProtoUnit: Set Flag
- Fixed Auto Formations trigger effect, ensuring it works properly in multiplayer scenarios, without triggering desyncs.
AI
- Reworked how the AI decides what army composition to go for.
- Old System: 3 separate unit types would be trained, which could in the worst case end up being a composition of 3 different mercenaries or 3 different types of artillery and nothing else.
- New System: Mercenaries and Native Warriors are sprinkled in but do not prevent mainline units from being trained. The AI will always maintain a set of infantry and cavalry and on top of that add artillery. This ensures AI armies are more varied and always contain proper units.
- Overhauled deck building: The AI should now be more consistent in picking useful upgrades and genuinely strong unit shipments.
- Improved the training of dedicated scouts so that the AI doesn’t train too many of them, and ensured they aren’t accidentally recognized as a valid army unit.
- Fixed a bug that would cause the AI to not recognize Trade Routes on some map types.
- Added support for a lot more unqiue Historical Map mechanics such as building unique buildings or attacking map objectives.
- Fishing Ships that no longer have resources to gather may now be deleted by the AI to free up population space.
- Changed the logic for when the AI starts fishing so that it’s more consistent, allowing it to happen earlier into the game.
- The AI will no longer constantly deny your attack requests via the “player communication” window. Selecting a position on the water will now actually trigger a naval attack if possible.
- Improved the reliability of the AI using its army to either attack or defend, lowering the chance of an idle army.
- The AI no longer tries to transport an army by water while there also is a full land route available.
- Reduced the chance of transports getting stuck and never board or unboard.
- On Hardest difficulty or higher, the AI can now keep attacking if it has a large army, instead of needing to wait for a set amount of time.
- While playing team games, multiple AIs will no longer focus attacking the same enemy player all the time.
- Improved how and when the AI decides to defend allied players.
- Fixed the AI not being able to properly attack the objective in King of the Hill.
- Improved the AI’s capability of attacking Trading Posts when an enemy Trade Monopoly is active.
- The AI will no longer keep destroying bases of players that are already defeated.
- Significantly reduced the chance of the AI losing its Explorer to enemy Town Centers at the start of the game.
- Improved the reliability of the AI being able to rescue or ransom a downed explorer.
- The AI will now collect all treasures around its base once it has an army strong enough to clear all the guardians.
- Fixed a bug on water maps that would sometimes prevent the AI from taking any treasures at the start of the game.
- Fixed an issue where some explorers or other starting units remained idle at the start of the game instead of exploring.
- Allowed the Explorer to construct more buildings if it’s able to do so.
- The AI now has a 50% chance in the Exploration Age to build a Market, and forcibly gets one once it reaches Commerce. House-booming civilizations never build the Market in the Exploration Age.
- Changed Dock building to work more reliably. The AI can now select from multiple potential Dock locations if water is nearby, rather than building every Dock in the exact same spot for the entire game. The AI will now also defend its Docks by placing an Outpost-like building close to them.
- The AI is now far more consistent when constructing a large-scale base. For example, it will now group Mills and Estates together in the back of the base instead of spreading them randomly across the map. Building construction improvements also affect any civilization specific buildings.
- Fixed a bug that could cause the AI to no longer recognize the area around new Town Centers to be buildable which prevented making a proper base and resulted in the AI being deadlocked.
- Resolved a bug where maps granting an Explorer, Settlers, and sufficient wood for a Town Center resulted in the AI failing to build the Town Center or function at all.
- Improved the reliability of high starting resources / Deathmatch startup build order.
- Fixed a bug that prevented the AI from using Fixed Gun wagons (including those obtainable via TEAM cards).
- The AI is now far more consistent in what technologies it will get and at what time. This also fixes a lot of technologies not being researched at all.
- The AI can now react to higher starting ages much quicker, instead of needing around 30 seconds to realize a game started in a later age.
- Fixed a bug that could lead to many minor native technologies not being researched.
- The AI is now less likely to drastically fall behind in Age-ups. There is a new system which is meant to identify earlier when it would be wise to focus on advancing to the next age.
EUROPEANS
- Fixed a bug that caused several Politicians to not be recognized as valid at all.
- Fixed a bug that prevented Factories from ever being set to produce artillery.
- The AI’s handling of Revolutions has been overhauled. It can choose from more valid revolutions and will now always send cards to rebuild its economy again. Logics that are no longer valid in a revolution will be halted, such as attempting to construct buildings when that ability has been temporarily removed.
Dutch
- Now builds more Banks.
Maltese
- Can now build Fixed Guns.
NATIVE AMERICANS
- Reworked the Community Plaza logic so that Ceremonies are properly performed and Villagers aren’t constantly moved around.
- Optimized the choices and timings of Ceremonies to better suit the current game state.
- Will now research “Big Gun Running”, allowing the AI to utilize Captured Mortars.
Aztecs
- Immediately starts building a Community Plaza and shipping 3 Warrior Priests upon reaching the Commerce Age.
Lakota
- Can now build Teepees.
ASIANS
- Improved Consulate handling, allowing the AI to more consistently train Consulate armies.
Chinese
- Fixed a bug that mistakenly designated set Villages as Home City drop-off points while a Town Center was still available.
AFRICANS
- A Granary will now be built for every herd the AI is gathering from, rather than constructing only Granary at the start until Field construction much later in the game.
- Hunted animals will now be properly herded back toward Granaries instead of Town Centers.
- Fixed a bug that could cause multiple starting livestock being harvested simultaneously at the start of the game, ensuring the AI only harvests the unique high-yield starting livestock.
- The AI can now train Livestock and will build more Livestock Markets to accommodate them and thereby significantly increase its Influence income.
- Now consistently builds multiple Palaces.
Ethiopians
- Mountain Monasteries will now be built for every mine the AI is gathering from, instead of constructing only one at the start of the game. The AI can also delete Mountain Monasteries that no longer have an accompanying mine and thereby turn them into Mountain Chapels.
- Abuns can now be trained.
Hausa
- Can now build multiple Universities and properly place them next to Palaces to maximize bonuses.
- Now uses a separate, dedicated logic for training Maigadi, ensuring it manages their unique Influence costs properly.
DISCLAIMER
Please note that this list is subject to change, and should not be considered a comprehensive list of all the known issues we’re tracking. The above is to inform you of the team’s current priorities, which will change as other issues arise or take precedence.
For the latest updates and announcements, please visit our social channels.