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RIS 0.6.7
← changelog · older: 0.6.6
What's changed (v. 0.6.7)
- Eased growth by 1% on all regions.
- Added a small growth bonus to player capitals.
- Reworked the trade routes for ports, ensure your capital has a port to maximize income!
- Removed flat tax cost from military training buildings, transferred empire size based tax costs into them.
- Reduced cost and construction turns for recruitment centres;
- Recruitment centres max out at minor city level, so the full factional units do not need a large or huge city anymore (the unit tier is bond to the city size still)
- The tier5 recruitment centre is now available at minor city level. All other tiers are also pushed down the city tier levels. Both the reduction in cost and construction time will help to achieve higher tier and factional units earlier or in many cases, at all.
- Shifted the cost for military buildings around. They are now shown in the building itself.
- Disabled the script enforcing city revolts going to native faction or Greeks/Illyrians/Thracians factions if the native factions were defeated, as this script likely had some hard-to-track errors and affected end turn times.*
- Some additional small fixes to scripts and descr_strat.txt.*
- Rebels now start with negative treasury to improve first end turn time.*
- AI starting bonuses now apply at campaign start, not after the first turn end.*
- Some additional small fixes to scripts and descr_strat.txt.*
- The bottom right corner mechanics cities now cannot build anything besides the governor buildings, and are also prevented from growing.*
- Disabled extreme mode due to max entity save corruption concerns.*
- Very minor descr_strat.txt improvements*
* = Need to start a new campaign for changes to have an effect
