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Age of Empires IV launches October 28th, available for Pre-order Now!

Welcome back explorers!

It’s that time again as we’re excited to announce our latest update for Age of Empires III: Definitive Edition!

Along with a number of notable fixes, this update brings additional new features to look forward to. Here’s just a glimpse at some of highlights coming in this update:

  • Added support for custom hotkey profiles in addition to the Default and Legacy profiles.
  • Added map and game information to the game summary panel both in-and-post-game.
  • Added the ability for a host to “Rematch” from the postgame screen during Casual & Ranked Multiplayer games.
  • Fixed an issue where units would become stuck in buildings due to pathing waypoints being created that would sometimes cut through buildings.

There’s a lot more to dive into in the full patch notes below, including a large number of UI fixes as well as map balance tweaks so be sure to scroll down and check them out in detail. Once you’ve done so, we’d love to see your thoughts, feedback, and discussions on any of our official channels below:



We’re thankful to have such an amazing community along with us on this journey, and hope the changes in this update make your experience even better!

—The Age of Empires Team

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Download on the MICROSOFT STORE

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 26865

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!

Download on STEAM
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 26865

That’s it; you’re ready to play!

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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!

GAME

Stability & Performance

  • Fixed a multiplayer crash that would occur immediately after starting a game. This mainly occurred when restoring a saved game where one of the players is already out, but was also possible to occur in any multiplayer game.
  • Fixed a multiplayer crash that would occur when playing a scenario where the host had changed a slot from Human to AI.
  • Fixed a networking crash that could occur while the game was shutting down.
  • Fixed a rare issue where units/buildings would flicker.
  • Fixed an issue where a unit’s animation would flicker when shot by artillery.
  • Fixed a rare issue where settings and progression were reset after closing and restarting the game.

Graphics

  • Fixed a graphical glitch that would occur when the Battleship unit dies.

UI

  • Added player numbers to the game setup page, the in-game score panel, the chat window, etc.
  • Added a Game Summary panel both in-and-post-game that displays information on the current map and game settings.
  • Moved Multiplayer pause information (who paused, and their pause count) to the in-game chat window so that it’s possible to view the game’s pause history.
  • The in-game score panel now only shows icons for a player’s individually-owned trading posts, rather than for the entire team.
  • Fixed an issue where UI elements did not appear while taking control of the hill in a King of the Hill game.
  • Fixed an issue with non-English languages where spaces were removed from text when they came after punctuation marks.
  • Fixed an issue with the Card panel UI where the deck selection preview would remain visible after viewing a deck with the USA civ.
  • Fixed an issue with the Card panel where invalid UI might be displayed when switching from one player’s home city to view another via the player summary screen if one was using the USA civ.
  • Fixed an issue where accessibility narration would not properly work with UI tooltips.
  • Fixed a number of minor issues and made improvements to accessibility narration.
  • Fixed an issue where the bonus XP trickle rate from Gift Ceremony at the Community Plaza would show incorrect values when below 1 per second.
  • Removed the redundant password enabled checkbox when choosing to password protect a custom multiplayer game.
  • Fixed an issue where changing teams in a multiplayer lobby would cause all players to be set as not ready.
  • Fixed an issue where the incorrect flag was shown for Tokugawa during campaign in the score panel.
  • Fixed a tooltip issue where text was cutoff in a multiplayer lobby.
  • Fixed an issue with overlapping text and arrows on drop down boxes.
  • Fixed an issue where text was clipping on the Edit Home City when using the Hindi language.
  • Fixed an issue with text overflowing in the Tech Tree.
  • Fixed minor keyboard navigation issues in the Home City customization and Multiplayer lobby screens.
  • Fixed an issue where scrolling with the mouse wheel would not work in the Invite to Games multiplayer menu.
  • Fixed an issue where scrolling up with the keyboard would not work in Compendium menus.
  • Fixed an issue where a Yes/No popup could remain on screen when a player is disconnected from the lobby.
  • Fixed an issue where whispers sent from players outside the game would not appear in the lobby or during gameplay.
  • Fixed an issue with sending whispers from in-game or the lobby where any errors may not appear correctly.
  • Updated the popup message that appears when a client is asked to download a save game file from the host so that it correctly refers to a save game file rather than a mod.

GAMEPLAY

Fixes

  • Fixed an issue where units would become stuck in buildings due to pathing waypoints being created that would sometimes cut through buildings.
  • Various fixes relating to Trade Posts as part of a Settlement.
    • Units built by a trade post as part of a settlement will no longer spawn in the middle of that settlement if the military gather point is placed there or if the area is crowded with other units.
    • Units built by a trade post as part of a settlement will no longer try to seek to a military gather point if that gather point is placed in the middle of the settlement
  • Fixed an issue where units would not move when tasked to in games with a large number of units and players.
  • Fixed an issue with the Oklahoma USA event challenge that required an incorrect number of trained units to be completed. The previously indicated 14 units required has been amended to 10 units as intended.

CIVILIZATION BALANCE

General

UNITS & BUILDINGS

Native Embassy: Captured Mortars and other Outlaws available at the Native Embassy can now be assigned a legacy keybinding.

CARDS

Capitalism (I): Increased Coin Trickle from +1.5  +1.65 coins per second.
2 Ironclads (IV): Fixed an issue that prevented this card from being sendable.
Huguenots (South Africa Revolution, IV): Fixed an issue that prevented the trainable  Coureur des Bois it enables from being available in addition to the usual settler build limit.

The Haudenosaunee

CARDS

Renegade French (III): Now properly delivers Veteran Cuirassiers as intended instead of the previously un-upgraded Cuirassiers.

The Incas

UNITS & BUILDINGS

 Inca Warchief: Now correctly receives a 50% hitpoints and 50% damage upgrade when reaching the Commerce Age.

The Portuguese

CIVILIZATION

  Now begin the game with 250 food and 200 wood (down from 300 food and 200 wood).

The United States

CIVILIZATION

Fixed the missing description for   Meeting House in the American Tech Tree.

UNITS & BUILDINGS

General: Reduced kill XP from 100  45.
General: Reduced ransom cost from  150  100.

UPGRADES

Oregon Trail (III): Reduced Wagons hitpoint bonus from +100%  +25%.
Inspiring Flag: Reduced cooldown from  180  160 seconds.

CARDS

Bear Flag Revolt (IV): Reduced the number of  Honcho the Pet Grizzly Bears from 6.
Spanish Immigrants (I): Increased Tercios levied from Pikeman Patrol from 6.

RANDOM MAPS

🌐 STANDARD MAPS SET

  • Removed Arctic Territories
  • Added Great Plains
  • Added Himalayas

🌐 TEAM MAPS SET

  • Added Great Plains

🌐 LAND MAPS SET

  • Added Great Plains

Map Balance

  • Amazonia:
    • Fixed an issue that occasionally prevented Trading Post sockets from spawning due to cliffs and other terrain features spawned near the river.
    • Fixed a number of issues which could sometimes prevent the Fort from spawning in King of the Hill.
  • Andes – Upper:
    • Starting Town Centers are now placed more accurately — players should now experience less variance with regards to how far/close they spawn to their teammates.
    • Improved map load time.
    • Slightly enlarged the map to create more room during the Treaty game mode.
    • Reduced the size of cliffs, rotated the Native Settlements and slightly altered their spawning positions to create more space and improve the balance of Portuguse Rangefinding Mortars in the Treaty game mode.
    • Updated spawning logic for resources (such as Huntable Animals and Coin Mines) to improve consistency and overall balance.
    • Fixed an issue where cliffs would sometimes prevent some Trading Post sockets from being buildable.
    • Improved the spawning consistency of Tier 2 Treasures (medium value) — these spawn in the mountains/highlands, near the Inca Settlements.
    • Added Tier 3 Treasures (high value) back to the map — these avoid the mountains so objects left behind by treasures (such as trees/rocks) do not interfere with the combat that usually happens there in the Treaty game mode.
  • Araucania:
    • Spread-out each player’s Town Centers a bit more in 3v3 and 4v4 matches and added support for ‘unbalanced teams’ (e.g., 2v6).
    • Adjusted the order in which the different difficulty-level treasures are placed onto the map to improve how they spawn overall.
    • The loading bar now properly animates to show loading progress.
  • Arctic Territories: 
    • Starting Town Centers are now placed more accurately in 1v1, 2v2 and 3v3 — 4v4 and other team sizes (e.g., 1v7) still have a bit of wiggle room to ensure all the players spawn.
    • Whilst Docks are still forbidden on this map, the icon is no longer removed from the Villager’s build panel — this change will stop the buildings shifting down by 1 and interfering with default Grid Hotkeys.
  • Bayou: 
    • Improved map load time.
    • Starting Town Centers are now placed more accurately.
    • Adjusted the starting locations of each player’s Town Centers in team games — players should no longer need to worry about their starting crates being stolen!
    • Altered how the map spawns in the FFA game mode so that the Natives Settlements are centralized
    • Increased the size of each player’s starting area — this should make it easier to place buildings during late-game.
    • Fixed a bug which sometimes prevented starting ‘in-base’ trees from spawning
    • Added a few more trees and improved overall resource spawn rates in each starting area.
    • Adjusted how the islands and various objects are generated/placed, and tweaked some under-the-hood values and constraints to improve the distribution of resources, embellishments and treasures — this should greatly improve the consistency and balance of the map
    • Fixed an issue that could sometimes prevent Town Center wagons from spawning in the Nomad game mode.
  • Borneo:
    • Starting Town Centers are now placed more accurately.
    • Adjusted how resources spawn to improve consistency and overall map balance — these objects should now ‘bunch together’ a bit less.
    • For 1v1 games, the island has been enlarged by approximately 10% to help with balance and spawn consistency.
  • Cascade Range:
    • Starting Town Centers are now placed more accurately.
    • Fixed an issue that could sometimes prevent Town Center wagons from spawning in the Nomad game mode.
    • Adjusted the starting locations of each player’s Town Centers when spawned with ‘imbalanced’ teams — players should now have a bit more space to work with.
    • Fixed an issue where players would sometimes be missing a Coin Mine in 1v1 or 2v2
  • Florida: 
    • Starting Town Centers are now placed more accurately in 1v1, 2v2 and 3v3.
    • Fixed a rare bug that sometimes prevented the Naval Homecity Spawn Point Flag from spawning.
    • Fixed an issue that could prevent Town Center wagons from spawning in the Nomad game mode.
    • Improved the spawning consistency of the free Market — in 1v1, 2v2 and 3v3 it is now always placed on the front side of the player’s base.
    • The Swamp area of the map now appears more ‘swampy’ on the minimap.
  • Great Lakes:
    • Starting Town Centers are now placed more accurately to fix an issue where some players would not spawn into the game. 
    • Fixed a rare issue that sometimes prevented all a player from spawning in 8 players FFA.
    • Added a starting ‘in-base’ hunt and adjusted how resources and treasures spawn around the map to improve consistency and overall map balance. All players should now have adequate access to all resources. 
    • Adjusted the KotH winter spawn, there should now be enough room to build a dock and access the KotH Fort. 
  • Great Plains: 
    • The deeply cherished Great Plains map has undergone some major under-the-hood changes! The map code has been overhauled with the goal of greatly improving how it spawns — due to the changes below, this iconic classic has been re-added to the random map sets.
    • Starting Town Centers are now placed more accurately.
    • It is no longer possible to catch the “first pass” of XP from the Travois by racing to build a Trading Post in the middle socket at the start of a match — this fixes a prevalent balance issue with the map where one player could get their first shipment much faster than their opponent(s).
    • Fixed a number of issues that would sometimes prevent Native Settlements and Trading Post sockets from spawning.
    • Fixed an issue which would sometimes prevent starting resources from spawning.
    • Rebalanced the Huntable Animals so that every player starts with a large Bison herd in front of their base and a smaller Deer herd behind their base.
    • A starting ‘front’ and ‘back’ Coin Mine is now guaranteed near each player starting Town Center (previously varied between 1 and 2 and was not always the same for each player) — like many maps, they sometimes spawn slightly off to the side, but this should still be a huge overall improvement from the original map.
    • Fixed an issue that could prevent Town Center wagons from spawning in the Nomad game mode.
  • Great Plains – Large: 
    • All the same improvements as the ordinary Great Plains map, as well as the following:
      • Added some additional patches of trees on the plains to fill some particularly wide open spaces.
      • Added missing ‘Mercenary code’ — this is an under-the-hood change with no noticeable impact, but may be helpful to modders.
  • Hokkaido:
    • Starting Town Centers are now placed more accurately.
    • Reduced the size of the volcano by approximately 10%.
    • Fixed an issue that would cause starting resources to bunch together.
    • FIxed an issue which sometimes prevented Coin Mines from spawning in there intended positions.
    • Fixed an issue that could prevent Town Center wagons from spawning in the Nomad game mode.
  • Himalayas:
    • Starting Town Centers are now placed more accurately.
    • Adjusted how ‘in-base’ starting resources and all treasures spawn to improve consistency and overall map balance.
  • Himalayas – Upper:
    • All the same improvements as the counterpart Himalayas map, as well as the following:
      • Each player’s first ‘in-base’ herd of animals can now properly be ‘herded’.
  • Kamchatka:
    • Starting Town Centers are now placed more accurately in 1v1, 2v2 and 3v3.
    • Improved spawn locations for imbalanced teams (such as 2v3 or 1v7).
    • Fixed an issue which sometimes prevented a Trading Post socket spawning in team games.
  • Korea:
    • Starting Town Centers are now placed more accurately.
    • Altered Huntable Animal placement rules to improve overall spawn consistency and balance (the overall quantity of food present on the map is unchanged).
    • Fixed an issue that could prevent Town Center wagons from spawning in the Nomad game mode.
  • Manchuria:
    • Improved map load time.
    • In team games, starting Town Centers are now placed in a new circular pattern which should be more enjoyable to play, and enables resources to be placed more consistently when there are higher numbers of players.
    • Fixed an issue which sometimes prevented a Trading Post socket spawning in team games.
    • Fixed a rare bug that sometimes prevented the Naval Homecity Spawn Point Flag from spawning.
    • Fixed an issue which sometimes prevented Town Center wagons from spawning in the Nomad game mode.
    • Improved how starting in-base resources spawn
  • New England:
    • Improved map load time.
    • Starting Town Centers are now placed more accurately.
    • Fixed an issue that would sometimes prevent some players from spawning onto the map in games with ‘unbalanced teams’ (e.g., 2v6).
    • Fixed an issue which sometimes prevented an ‘in-base’ starting huntable animals from spawning when playing a team game.
    • Adjusted the order in which New England’s map features are generated, and tweaked some under-the-hood values and constraints to improve overall consistency and balance.
  • Mexico: 
    • Starting Town Centers are now placed more accurately.
    • Enlarged the mesa on which the Fort spawns in the KotH game mode, and added some additional openings to navigate units to it.
  • Orinoco:
    • Starting Town Centers are now placed circularly in a ring when playing the FFA game mode or with teams.
    • When playing FFA game mode, added additional shallows to the river — there are now always 3 shallow sections to cross the river through.
    • When playing Team Games, there is now always one wide shallow crossing.
    • Added more trees behind each player’s starting positions — this change should greatly improve gameplay in the Treaty game mode.
    • Many under-the-hood updates to improve loading times, resource consistency and overall balance.
    • Whilst Docks are still forbidden on this map, the icon is no longer removed from the Villager’s build panel — this change will stop the buildings shifting down by 1 and interfering with default Grid Hotkeys.
    • Added some more rainforest underbrush.
  • Ozarks: 
    • Improved player starting locations in the FFA game mode.
    • The Trading Route and Cliffs now better accommodate KotH and FFA game modes.
  • Painted Desert:
    • Starting Town Centers are now placed more accurately, and spawn slightly further away from the edge of the map.
    • Resources and Treasures are now more spread out as they can now spawn closer to the edge of the map, rather than ‘bunching up’ in the center.
  • Patagonia:
    • Starting Town Centers are now placed more accurately.
    • Adjusted how in-base resources spawn to improve consistency and overall map balance.
    • Fixed an issue that would sometimes prevent some players from spawning onto the map in games with ‘unbalanced teams’ (e.g., 2v6).
  • Punjab: 
    • Starting Town Centers are now placed more accurately in 1v1, 2v2 and 3v3.
    • Smoothed out some unusual bumpy terrain elevation.
    • For 1v1, adjusted the Huntable Animal and Coin Mine distribution in the south of the map for improved balance and spawning consistency.
  • Saguenay:
    • Starting Town Centers are now placed more accurately.
    • Fixed an issue which sometimes prevented Town Center wagons from spawning in the Nomad game mode.
    • Fixed an issue where the Trading Route would sometimes prevent the map spawning correctly for a 4v4 match.
    • A Coin Mine now consistently spawns in the two nooks on each side of the bay
  • Saguenay – Large:
    • All the same improvements as the ordinary Saguenay map, as well as the following:
      • Tweaked some under-the-hood values and constraints to improve how a larger version of the map is generated.
  • Siberia: 
    • Starting Town Centers are now placed more accurately.
    • Adjusted how ‘in-base’ starting resources spawn to improve consistency and overall map balance.
    • The starting Coin Mine and Tower which spawns next to it are now placed a more consistent distance from each player’s Town Center, and will always appear on the ‘front’ half of each player’s base. 
    • Each player’s first nearby herd of animals can now properly be ‘herded’ (the ‘in-base’ starting Saiga/Musk Deer).
    • Fixed an issue that would sometimes prevent some players from spawning onto the map in games with ‘unbalanced teams’ (e.g., 2v6).
    • Adjusted player spawn location in the FFA game mode for a more balanced and fun layout (previously players 2 through 6 were bunched together along the southern edge of the map).
  • Siberia – Large:
    • Adjusted player spawn location in the FFA game mode for a more balanced and fun layout (previously players 2 through 6 were bunched together along the southern edge of the map).
    • Added some additional patches of trees on the plains to fill some particularly wide open spaces.
  • Silk Road:
    • Fixed an issue in the FFA game mode which sometimes prevented all players from spawning on the map.
    • Fixed an issue which would sometimes prevent ‘in-base’ starting resources from spawning properly.
  • Silk Road – Large:
    • All the same improvements as the ordinary Silk Road map.
  • Sonora:
    • Overhauled the script to generate Sonora’s map features in a more sensible order (this includes the Trading Route, Native Settlements, central chasm, embellishment objects, starting Town Centers, starting resources, general resources, cliffs, treasure nuggets, props and more — this should result in the following improvements and alterations:
      • Fixes an issue where not all players would spawn.
      • Fixes an issue where Trading Post sockets would not spawn.
      • Fixed a prevalent bug where the Trade Travois would fail to spawn on the Trading Route.
      • Results in slightly fewer cliffs and canyons.
      • Results in new starting locations for the FFA game mode.
      • Overall, there should be far fewer placement issues, greater spawn consistency and much improved playability.
    • Starting Town Centers are now placed more accurately than the previous version of Sonora.
  • Sonora – Large:
    • All the same improvements as the ordinary Sonora map.
  • Yukon:
    • Starting Town Centers are now placed more accurately, and no longer spawn so closely to the edge of the map.
    • Improved the spawning of the ‘in-base’ resources and added slightly more trees.
    • In the KotH game mode, Fort spawns farther away from the trade route to ensure it always spawns.
    • Tweaked the shape of the Trading Route slightly to prevent an issue which sometimes prevented the Trade Post sockets from spawning or being buildable. The sockets now spawn equidistant from each player’s starting Town Center.
    • Under-the-hood improvements to the treasure placement code to improve the fairness of where easy, medium and hard difficulty treasures spawn.
    • Fixed an issue which sometimes prevented Town Center wagons from spawning in the Nomad game mode.

LOBBIES & MATCHMAKING

General

  • Fixed an issue with Multiplayer Scenarios where the AI personality would default to Spanish rather than the intended one when changing a slot from Human to AI.
  • Fixed an issue where a players civ would default to Spanish when a client leaves the lobby of a scenario or restored save game.

MODDING

Scenario Editor

  • Fixed an issue with the Scenario Editor where player names were sometimes set to the AI personality that had previously been involved in a Skirmish or Multiplayer game.
  • Fixed an issue with the Scenario Editor where player names were sometimes empty.

ONGOING...

Investigation

As always, our team continues to track issues that are reported by the community for future updates. Here is a brief update from our Production team with a look at some of the things they’re still working on:

  • Pathfinding Issues: The team believes it has fixed the route cause of various pathfinding issues, including:
    • Units becoming stuck in buildings.
    • Unit groups becoming stuck in Trading Posts.
    • Livestock moving into Trading Posts making them impossible to gather.
  • Attack Move
  • Crashes in treaty

While additional pathfinding investigation work is planned In addition, the team has requested that those encountering stuck units reach out with additional information.

For other known issues, please visit this page to see what’s being tracked!

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.

HOTFIX 27330

This hotfix restores cross-platform MP, along with rectifying the US Civilization progress loss error for most players. If you still run into issues after, please contact support here.

HOTFIX 27812

This hotfix brings additional fixes for some users whose United States Civilization challenge event progression was not restored with the previous patch. If you continue to experience issues with your progression, please contact support here.

Discuss of 14 comments

  • cioranico May 13, 2021
    Hi, thank you for the updates! Just want to mention some troubles with inca. First one, the travois often gets stuck when sending them to trading post. This is super annoying, because i can see my colour on the symbol of the tp, but when i check in the map, the travois remains iddle next to the tp, and i end up losing like 5min of xp from that tp, or worse, my travois gets killed. Second one, i changed my strategy from llamas to villagers in the community plaza and when i select a bunch of villagers to gather at the comunity plaza, like 30/40% of them get stuck and become iddle, and then it's kinda difficult to to put them all circling. This issue is not present with lamas, just villagers. i didnt' check priestess yet. Thank you all for upgrading the game!
    Reply
  • ludio-nomen May 12, 2021
    Thanks for the update! Any news on a fix for the buggy/stuck 'We need more wood!' achievement?
    Reply
  • april-2 May 11, 2021
    Where is swe,inca nerf?
    Reply
  • shah-3 May 11, 2021
    Please give Hakkapelit of Sweden some purpose
    Reply
  • arrivedleader22 May 11, 2021
    Amazing fixes. Could you give us a hint of the purpose of the battleship unit?
    Reply
  • kanthippus May 11, 2021
    Capitalism trickle card didn't change at all after the patch , still 1.5 coin per second
    Reply
  • slavtino May 11, 2021
    Thanks, great work as always! Yeah I know there are always tons of comments like this one and nobody ever reads them, but I would like to mention this one bug that's always bothered me and never seen anyone address it. Usually, when the game ends I like to check game stats. That is vills trained, res gathered, etc. And sometimes, after checking them, once I return to the game map I still see a graph and there's no way to remove it. I can't check any other stat because this graph (usually res graph) will be stuck on my screen. But it doesn't end there. At this point I will just quit the match and go to matchmaking again. The issue is, once I load a new game, the graph from the past game will be once again stuck all over my screen! I can't do anything, only quiting the game and loading a new match fixes this bug. It's no biggie since the match is over and you are only required to quit the game, but it happens way too often! Like maybe 1 game in every 6. If any dev reads this it or anyoneis kind enough to contact a dev who can fix it, I would appreciate it a lot! Thanks again for all the hard work and dedication!
    Reply
    • slavtino May 11, 2021
      And just because everyone else is doing it: Sweden should be fixed already, make vills cost 110 res or idk but once sweden gets to 10 min they are way too op in mid and late game. Wouldn't change a lot but could be a start. Sweden is still way too OP, specially in team games.
  • levitexislam May 11, 2021
    Very disappointed Russia didn't get a small much-needed buff such as reducing the settler cost to 255f and additionally giving wood trickle a 5% yield to wood (while increasing India's house cost by 5w).
    Reply
  • woomeddorld May 11, 2021
    Could you guys please take a look at the US states, some are much more powerful that others and some you would never take. It would be nice to have all of them be viable in certain situations
    Reply
  • matuiss4 May 11, 2021
    Very good job with the maps.
    Reply
  • alpini May 11, 2021
    Great job devs 👍🏻 Remember we want more content after african expansion for this great game . Please keep working on new DLCs & contents in 2022 . Some great civilizations like Persia & Italy are missing from our game .
    Reply
  • basilisk May 11, 2021
    Thanks for the update. But please explain this: Why do you buff the Age I trickle Card Capitalism from 1.25 coin per second to 1.50 coin per second in last patch and now 1.65 coin per second in this patch, without adjusting the Coin trickle from the German consulate? The coin trickle from the german consulate is still at 1.25 even though its not available in Age I or Age 2 from the German consulate. Instead, it is only unlocked in Age 3. At that point, a long time has passed already so its highly debatable if this upgrade is even worth going for. I suggest you adjust the Coin trickle from the German consulate to be also 1.65 coin per second. Because in fortress Age, this upgrade for 250 export competes directly with 400 export for 6 Redcoats, which are also 20% stronger due to being in fortress Age. Also you should consider to simply move the coin trickle to Age 2 like the wood and food trickle. The french consulate offers all 3 ressources crates in Age 2, but the german consulateonly offers food and wood trickle in Age 2 and even wood and coin were locked behind Age 3 and Age 4 and thus were never used at all up until recent patches. We hope you consider doing something for the german trickles, it would allow China some more builds to play in Age 2 apart from playing fast fortress in most games.
    Reply
  • yukietty May 11, 2021
    still waiting for Ottoman buff
    Reply
    • yukietty May 13, 2021
      well otto isnt balanced they have no proper economy like other civs they cant just keep up with other civs all civs scale easily and abus are so expensive to mass for otto eco if you think about it you need to send a lot of card to have a proper eco and its too slow anyway
    • slavtino May 11, 2021
      Ottos are alright as they are. They are very good balanced actually. If anything it's civs like Japan, Sweden, and perhaps still Ports that should get nerfed.
  • unbrokenbook0 May 11, 2021
    Good fixes, hope you will work on adding more achievements to the game, maybe for US Civ and the historical battles
    Reply

of 14 comments