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Age of Empires III: Definitive Edition — Release Day Gameplay Changelog

Hello Explorers! We hope that you’re enjoying the release of Age of Empires III: Definitive Edition as it continues the story that began 15 years ago while writing an all-new chapter in the Age of Empires saga!

Leading up to today’s launch, we received questions about all the things that changed since the release of the Complete Collection in 2013. Well, the short answer is: quite a lot!

It’s likely you’ve already heard about the upgraded graphics, new UI configurations, new campaign missions, and new gameplay modes—such as the Historical Battles and Art of War series. While these capture several of the most visible new features and systems we’ve added to the game, there have also been a multitude of balance and gameplay changes which long-time fans of the series will have begun to notice during the recent Streaming Event. In fact, of the 133,000+ individual changes and additions made over the course of remastering the Age of Empires III: Complete Collection, the team over at Forgotten Empires has (very kindly) curated a list of the notable gameplay additions you’ll discover as you once again venture forth into Age of Empires III: Definitive Edition.

Here are some of the highlights:

  • New Civilization: The Inca!
  • New Civilization: The Swedes!
  • New Revolutions
  • New European Politicians
  • Definitive Politician Rebalance
  • Authentic and Respectful representation of the Native American and First Nations Civs
  • Grenadier Rebalanced and Firing Animation Reworked
  • Added a New ‘Grenade Launchers’ Card for Grenadiers
  • Naval Unit ‘RNG’ Removed
  • Added Naval Formations
  • Greatly Expanded Legacy Hotkeys and added ‘Grid Layout’ Keybindings
  • Information Such as Gather Rates and Rate of Fire are Now Displayed on the UI
  • Light Infantry (‘Coyote Runner’ style units) renamed to Shock Infantry
  • Rebalanced Maps
  • Added More Maps
  • Definitive Consulate Rebalance
  • All Cards Definitively Unlocked
  • Added Premade Decks and ‘Copy’ Deck Button
  • Definitive Adjustments to ‘Lackluster’ Cards and Units
  • Definitive Improvements to Native Warriors
  • Supremacy, Treaty and Deathmatch Balance Changes
  • Many, many Bug Fixes

An important forewarning: this is a *rough* list of the adjustments and additions to the game, and has not been cleaned up or translated for casual players.

Parts of it will come across as “dev speak-y,” or may dive deeper into the gears and inner-workings of the game than normally visible to casual players. That’s okay; more than 75 pages of changes is a lot to digest (having done it, we don’t expect anyone else to read and memorize everything for Friday’s quiz). Over time, you’ll find most of these changes cleaned up and properly categorized on the Age III wiki; but for now, we hope that this provides some insight into the game for those who want a deep-dive into everything that changed since they last played; that, and the inspiration to jump in and experiment with some of the changes to your favorite civs, maps, and strategies yourselves!

So, without further ado, read on for the full, DEFINITIVE changelog—one that will establish a new beginning for Age of Empires III over the next 15 years!

—The Age of Empires Team



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NEW PLAYABLE CIVILIZATIONS

NEW CIV! The Inca

“A vast South American empire known for the power of its defenses and administration.”

Overview

In Age of Empires III, the Inca are tooled to build-up and maintain firm control over a wide area. On the whole, they are a robust, defensive civilization.

  • Kancha Houses produce food.
  • Receives a free Chasqui each age who can construct Tambos: defensive Trading Posts in which Villagers can garrison.
  • Military units can garrison in Kallankas and Strongholds.
  • Priestesses can convert enemies and work at the Community Plaza.

Unique Buildings

Kancha House (I, 135w)

“A large Inca House that supports 12 population and produces food.”

  • Useful for spotting incoming attacks (18 LOS)

Tambo (I, 250w)

“Defensive Inca Trading Post that supports 5 population and can shelter civilians, who strengthen its attack.”

  • Gains +5 additional ranged attack per garrisoned villager (up to a maximum of 10 villagers); can garrison up to 20 civilians
  • Is a Home City spawn point

Kallanka (III, 200w 100c)

“Military building that trains Inca elite infantry and reduces the population cost of garrisoned units.”

  • Garrisons up to 10 military units, which cost -1 population until un-garrisoned (does not discount or ignore build limits)
  • Kallanka build limit is 3

Stronghold (III, 350w 350c)

“A powerful military building that can train and garrison all military units to strengthen its attack.”

  • Ranged Attack fires 6 arrows which increase in damage when military units are garrisoned (each arrow gains +1 damage per solider and up to 50 units can garrison); has 6 minimum range
  • Anti-ship attack does not scale with a garrison or have a minimum range
  • Can be constructed by the Warchief in the Fortress Age and grants twice as much Build XP than usual (280xp); initial build limit of 1, which increases by +1 in Ages 4 and 5

Unique Units

Inca Warchief (I)

“The Sapa Inca is a powerful, Heavy Infantry Warchief armed with a polearm and long-range javelin ability; effective against Treasure Guardians and cavalry. As Emperor, his leadership aura inspires Native Warriors and increases their hit points.”

  • Is a Heavy Infantry unit effective against Cavalry (bonus damage does not apply to cavalry heroes)
  • Has the “Recruit Guardian” ability
  • Also has the new “Condor Eye” ability: which launches a powerful Javelin attack that slows enemies and can be thrown further than expected if the Warcheif has line of sight on his target; 70 second cooldown
  • Grants an aura which improves Native Warrior hit points by +20%

Priestess (I, 2 pop)

“Heals injured units and converts enemy units.”

  • “Conversion” is a click ability that takes 6 seconds to ‘cast’ and has 12 range. Almost all units can be converted; however, many units have conversion resistance. This ability improves in later ages (see appendices for full details)
  • Up to 10 Priestesses can work at the Community Plaza at the same effectiveness as 2 villagers
  • Priestesses are trained similarly to Warrior Priests, but take longer to spawn and have a build limit of 15; hit points upgrade for free in later ages: +30% HP (III), +40% HP (IV), +50% (V)

Chasqui Messenger (I, 40w 40c, 0 pop)

“Fast Inca scout with a great deal of utility. Is a powerful treasuring companion who can construct various buildings to expand the Inca empire.”

  • Initial build limit of 1; can loot treasures and is effective against guardians; can garrison wherever villagers can to help defend
  • One is delivered for free with each age-up (also adds +1 to build limit) and upgrades for free starting in the Fortress age: +10 atk & +30% hp (III), +15 atk & 40% hp (IV), and +15 atk & +50% hp (V)
  • ‘Sees Stealth’ and can receive Home City shipments after aging with ‘The Messenger’

Plumed Spearman (II, 100f 20w, 1 pop)

“Heavy Infantry armed with a feathered spear. Good against cavalry and buildings.”

  • Powerful, cost-effective, anti-cavalry

Chimu Runner (II, 65f 35w, 1 pop)

“Fast moving warrior armed with a mace. Can easily disengage from fights. Good against skirmishers and artillery.”

  • Shock Infantry unit which cannot be ‘snared’, but also cannot ‘snare’ enemies

Jungle Bowman (II, 90f 20w, 1 pop)

“Foot Archer with envenomed arrows, which inflict poison damage over time. Good against Heavy Infantry and Light Ranged Cavalry.”

  • In addition to regular damage, the Jungle Bowman’s poisoned arrows will inflict 1 damage per second for 4 seconds (ignores resistances and stacks)

Elite Bolas Warrior (III, 35f 65c, 2 pop)

“Ranged warrior who hurls bolas for a wide area of effect. The bola slows down enemies. Good against cavalry.”

  • Can ‘snare’ enemies with its ranged attacks
  • Is a Heavy Infantry unit effective against Heavy Hand Cavalry (2x), Light Ranged Cavalry (1.5x) and Shock Infantry (1.6x); also deals 0.938x to Eagle Runner Knights and 0.5x to Riffle Riders to ensure appropriate damage against these units

Elite Huaraca (III, 30w 90c, 2 pop)

“Anti-building ranged infantry. Good against artillery and buildings.”

  • Pseudo-artillery, as its ranged attacks inflict siege damage; cannot ‘kite’

Elite Maceman (III, 150f 150c, 3 pop)

“Powerful Heavy Hand Infantry which inflicts splash damage with a large bludgeon. Good against buildings, cavalry, and anything within range.”

  • Expensive late-game brawler which uses 3 population

Chincha Raft (II, 200w 150c)

“Strong seagoing raft which fires multiple projectiles.”

  • The Inca’s only military naval vessel; build limit of 8 (increases by +8 upon reaching Ages 3 and 4)
  • Gathers from Fish at 0.45 f/s and from Whale at 0.3 c/s

Peruvian Dog (I, 50f)

“Peruvian Hairless Dog. A smart and agile canine that obeys commands.”

  • Unlocked from the Home City; build limit of 7
  • Has 10 LOS; can sniff out treasures (loot them!)

Notable Features

Starting Units:

  • Inca War Chief
  • 5 Villagers
  • 4 Crates of Food
  • 3 Crates of Wood
  • 1 Llama
  • Home City: Cuzco
  • Unique cards
    • No villager shipments available until the Fortress Age
  • Unique ‘Big Button’ technologies (see appendices section at the bottom of this changelog)
  • Trains Llamas by default from the Farm (instead of Sheep)
  • Llamas can work at the Community Plaza, but are not very effective (1 villager works at the same rate as 4 llamas); llamas cannot be harvested whilst working
  • Ranged units gain +1 range with each upgrade
  • Can perform the Moon Ceremony at the Community Plaza to generate wood
  • Can perform the Supay Ceremony at the Community Plaza to spawn Macemen
  • Must construct Town Centers and Tambos to reach 200 population; Kancha build limit is 13
    • Note: Town Center build limit can be increased via Home City shipments, which is especially useful on maps where Tambos cannot be constructed
  • A complete list of age-up ‘Council Members’ and their effects are listed in the appendices at the bottom of the changelog

NEW CIV! The Swedes

“The Swedish Empire became one of the greatest in Europe through innovation in military tactics and logistics. Its artillery and cavalry charges dominated the battlefields, particularly during the Thirty Years War. Despite a relatively small population, the Swedes fielded some of the largest armies in Europe, partly through the recruitment of mercenaries.”

Overview

In Age of Empires III, the Swedes have easy access to military technology, and utilize soldiers that are tactically divergent from traditional European units. With no Skirmisher or Dragoon, they rely more heavily on the Saloon to cover weaknesses and unlock the right Mercenaries to accommodate their playstyle. Ultimately, the Swedish must strive to maintain control over their natural resources to field impressive armies.

  • Torps gather nearby resources.
  • Mercenary shipments are cheaper and arrive more quickly.
  • Advanced improvements available at the Arsenal.

Unique Buildings

Torp (I, 115w)

“A Swedish House that spawns a small Berry Bush and automatically gathers nearby resources.”

  • Supports 10 population and spawns a Berry Bush containing 150f when built
  • Gathers all resources next to it simultaneously at half the speed of a settler (via aura; depletes the resources; not improved by villager upgrades)
  • Huntables: 0.42 f/s; one dead animal at a time nearby the Torp
  • Herdables: 1.0 f/s; one dead animal at a time nearby the Torp
  • Berries: 0.335 f/s; one bush at a time directly next to the Torp
  • Mines: 0.3 c/s; one mine at a time directly next to the Torp
  • Trees and Groves: 0.05 w/s; all trees directly next to the Torp
  • Cherry Orchard: 0.335 f/s; one at a time directly next to the Torp; Japanese only
  • Crates: 4.0 /s; all crates nearby the Torp; enabled after sending a card
  • Has a hunt attack which fells mother nature animals in a single shot

Unique Units

Carolean (II, 60f 40c, 1 pop)

“Swedish Musketeer that fires quickly and counters Cavalry from range instead of at melee distance. Can charge quickly with his sword equipped. Good in melee combat.”

  • Short-ranged Heavy Infantry who fires quickly; much stronger in melee combat, which grants +1 speed to charge enemy lines
  • Gains +1 range with their ‘Veteran’, ‘Guard’, and ‘Imperial’ upgrades

Leather Cannon (II, 300f 100w, 3 pop)

“Light, affordable artillery than can fire and reposition quickly. Good against infantry.”

  • Available in Age 2, but has less range and resistance than other artillery
  • Moves quickly and is always in bombard mode; benefits from ‘Gunpowder Infantry’ arsenal upgrades
  • Gains +1 range and +0.5 speed with the “Infantry Guns” (IV) and “Imperial Infantry Guns” (V) upgrades

Veteran Hakkapelit (III, 90f 110c, 2 pop)

“Heavy Hand cavalry from Finland with a powerful short-ranged attack.”

  • Heavy Hand cavalry with a high damage melee attack
  • Also armed with a powerful short-range carbine to blast enemies before drawing his sword; effective when combined with other cavalry—particularly in large groups
  • Note: Ranged attack deals 0.5x to Hand Infantry (Shock Infantry and Pets are damaged normally)

Notable Features

Starting Units:

  • Explorer
  • 5 Villagers
  • 3 Crates of Food
  • 2 Crates of Wood
  • 1 Crate of Coin
  • Home City: Stockholm
  • Unique cards
  • Advanced Arsenal improvements available by default

Unit Roster:

  • Carolean
  • Pikemen (Royal Guard)
  • Hussar
  • Hakkapelit (Royal Guard)
  • Grenadier
  • Leather Cannon
  • Falconet
  • Culverin
  • Horse Artillery
  • Mortar
  • Petard

Additional Notes:

  • Leather Cannons are an alternative to Skirmishers, and Caroleans become a powerful Dragoon replacement in the ‘late-game’ (See: Home City cards); Sweden rely more heavily on Mercenaries in the interim (can easily gain access to Jaegers and Blackriders at the saloon, among other mercenaries)
  • A complete list of age-up ‘Politicians’ and their effects are listed in the appendices at the bottom of the changelog
  • Inca minor natives removed from all maps where they were previously present and replaced with Mapuche natives instead (except on ‘Andes – Upper’, where the Inca play an important role in the ‘Treaty’ game mode)
  • A new Mapuche unit can be trained when allied to the Mapuche: a ranged bolas warrior who can snare enemies from range; Native Treaties updated accordingly (now delivers 2 Ironwoods and 1 Bolas Riders)
  • Finish Hackapell Mercenary replaced with a new British Harqubusier (costs 330c), which is similar, but also has a ranged attack similar to the Hakkapelit. Cards and Improvements which delivered Hackapells adjusted accordingly
  • All Archer and Rifle units now deal 0.75x vs AbstractCoyoteMan (changed from xpCoyoteMan) so that they properly damage Chimu Runners and other similar Shock Infantry
  • Llama train points reduced to 20 (from 60); can now be trained in age 1 (down from age 2); hit points increased to 100 (so Llamas tasked to the Community Plaza are less vulnerable to area damage); villager damage against Llamas adjusted accordingly
  • The following units now have the ‘Sees Stealth’ benefit due to the increased prevalence of the stealth mechanic in Age III: DE: Pets, War Hut, Nobles Hut, Outpost, Asian Outpost, Castle, Regent’s Castle, Fort, Advanced Hot Air Balloon, Hot Air Balloon, Inca Stronghold

Improvements

  • Heated Shot (improvement): now improves all “Actions Damages” so that it properly improves case shot attacks
  • Infantry Breastplate (improvement): now also tags Jungle Bowmen
  • Ranged Cavalry Caracole (improvement): now also improves Heavy Ranged Cavalry Range and LOS by +1 (in addition to the existing benefit of granting +2 range and LOS to Light Ranged Cavalry); the +10% damage improvement now tags all Ranged Cavalry units

Cards

  • Mercenary Loyalty: now also affects relevant Swedish ‘Native’, ‘Hire’, and ‘Contract’ mercenary cards
  • British: TEAM Musketeer / Grenadier Hit Points: now also benefits Bolas Warriors and Caroleans
  • British: TEAM Fast-building Houses: now also benefits the Kancha and Torp
  • Chinese: TEAM Provincial Administration: now also benefits the Kancha and Torp
  • Chinese: TEAM Art of War: now also benefits the Kallanka
  • Chinese: TEAM Engineering School: now also benefits the Leather Cannon and Huracca
  • French: TEAM Early Skirmishers: now also reduces Jungle Bowman and Jaeger train points (but does not enable Jaegers in Age 2)
  • French: TEAM Hand Cavalry Attack: now tags ‘AbstractCoyoteMan’ instead of Coyote Runners (so that it also improves Chimu Runners)
  • German: TEAM Cheap Stables: now also benefits the Kallanka the same way it improves the Nobles Hut
  • Ottoman: TEAM Cheap Trading Posts: now also benefits the Tambo
  • Portuguese: TEAM Early Dragoons: now also reduces Black Rider, Bolas Warrior and Eagle Runner Knight train points (but does not enable them in Age 2)
  • Russian: TEAM Barracks Hit Points: now also benefits the Kallanka in the same way that it improves the Nobles Hut
  • Russian: TEAM Cheap Healers: now also reduces Priestess train points by the same percentage as Warrior Priests
  • Spanish: TEAM Cheap Barracks: now also benefits the Kallanka the same way it improves the Nobles Hut
  • Spanish: TEAM Archaic Soldier Training: now also benefits Jungle Bowmen, Plumed Spearmen and Puma Spearmen

NEW & REWORKED REVOLUTIONS

NEW! Barbary States

“Ships 10 Corsair Marksmen and enables Privateers to be recruited from the Dock. Settlers become Barbary Warriors instead of Revolutionaries.”

  • Population cap is set to 200; Imperial Age is disabled; Settlers are disabled; Barbary Warriors are enabled at the Town Center; a new Home City with different cards is assigned
  • All Settlers transform into Barbary Warriors (similar to a Barbary Corsair but balanced as a Revolutionary)
  • Ships 10 Corsair Marksmen (cheaper skirmisher with more speed and ranged resist, but fewer hit points)
  • Barbary units can gather treasures and their soldiers do twice as much damage to villagers and buildings
  • The location of all treasures is revealed on the minimap
  • Privateers can be recruited from the dock, and can train Falconets in addition to the same units trained by the Galleon. Privateers cost 500c and have a build limit of 4
  • Enables Corsair Marksmen and Barbary Warriors to be trained from the Barracks, Fort, Galleon, and Privateer
  • Enables Falconets and their upgrades at the Artillery Foundry (for Portuguese)

Deck List

  • INF 1 Fort Wagon
  • INF 16 Barbary Marksmen
  • INF 16 Barbary Warriors
  • INF 3 Falconets
  • INF 3 Privateers
  • Dhimma: Ships 6 Settlers and re-enables Settlers at the Town Center
  • Corsair Captain: Ships a powerful Corsair Captain to reave and plunder! He enables your soldiers to gather enemy crates, collect twice as many resources from treasures, and yield coin from destroyed ships and buildings (instead of Kill XP)

Revolution Availability

  • Available to the Ottomans
  • Available to the Portuguese

NEW! Canada

“Your settlers gain a powerful ranged attack instead of becoming Revolutionaries.”

  • Population cap is not set to 200; Imperial Age is disabled; Settlers are not disabled; Revolutionaries are not enabled at the Town Center; a new Home City with different cards is assigned
  • Units tagged as AbstractVillager (Settlers, Coureurs, Settler Wagons, and so on) gain +13 ranged attack damage
  • Settlers become Métis Pathfinders and Coureurs become Métis Voyageur (an aesthetic change to indicate their increased strength)

Deck List

  • INF 2 Ironclads
  • INF 1 Fort Wagon
  • INF 7 Grizzlies: Delivers 7 “Honcho The Pet Grizzly”
  • INF 14 Blackwatch: Costs 1000c and delivers 14 Blackwatch (Highlanders)
  • INF 15 Elk
  • INF 10 Métis Voyageur (French-only card)
  • INF 12 Métis Pathfinders (British-only card)
  • Native American Allies: Delivers 3 Native Embassy Travois; enables the ability to train Cree, Huron, Nootka, and Cherokee units there, and activates the appropriate Warrior Societies upgrades. You are considered allied to these tribes for the purposes of “Native Treaties”
  • TEAM Great Buffalo Hunt: Delivers 10 Bison; increases Hunt gathering by +10%

Revolution Availability

  • Available to the British
  • Available to the French

NEW! Egypt

“Every shipment delivers a bonus Mameluke.”

  • Population cap is set to 200; Imperial Age is disabled; Settlers are disabled; Revolutionaries are enabled at the Town Center; a new Home City with different cards is assigned
  • Settlers transform into Revolutionaries
  • All shipments deliver a Mameluke in addition to the usual benefits
  • Enables Mamelukes and Stradiots at the Stable, Fort, Galleon, and Saloon

Deck List

  • INF 16 Revolutionaries & 1 Mameluke
  • INF 1 Fort Wagon & 1 Mameluke
  • Citizens & 1 Mameluke): Ships 6 Citizens (Settlers) and enables them to be trained from the town center for 70c; Fishing Boats are re-enabled at the Dock
  • INF 5 Stradiots & 1 Mameluke
  • INF Egyptian Fleet & 1 Privateer: Ships 1 Frigate and 1 Monitor. Instead of a Mameluke, you get an extra Privateer

Revolution Availability

  • Available to the British
  • Available to the Ottomans

NEW! Finland

“Delivers 4 Frontier Blockhouse Wagons. Your settlers become Karelian Jaegers instead of Revolutionaries. They can gather from Crates and Trees and can construct Blockhouses.”

  • Population cap is not set to 200; Imperial Age is disabled; Settlers are disabled; Revolutionaries are not enabled at the Town Center; a new Home City with different cards is assigned
  • Settlers transform into Karelian Jaegers (Veteran Skirmishers)
  • Enables Skirmishers to gather from crates (8/s), trees (0.5/s) and mango groves (0.5/s); gather rates are not improved by villager upgrades
  • Enables Skirmishers to construct Blockhouses, Trading Posts, Stables, Artillery Foundries, and Houses/Torps
  • Changes Skirmisher cost to 100w, build limit to 99, and enables them to be trained at the Town Center, Barracks, Fort, and Galleon
  • Enables Guard Skirmishers to be researched at the Blockhouse
  • Ships 4 Blockhouse Wagons, removes the build limit, activates Frontier Blockhouse and Frontier Outpost

Deck List

  • INF 1600 Food
  • INF 1600 Coin
  • INF 6 Blockhouse Wagons
  • Turku Academy: Ships 1 Explorer; gives Explorers an area heal ability and allows them to construct Field Hospitals and train Surgeons. Ships 4 Surgeons.
  • INF 15 Elk
  • Northern Wilderness: Enables Skirmishers to gather from all natural resources at the same rate as settlers. Skirmisher gather rates are not improved by villager upgrades
  • Blackberries: All currently constructed Houses, Torps, and Blockhouses spawn 1 Berry Bush
  • INF 8 Hakkapelits: Also Activates Veteran Hakkapelit
  • INF Finnish Taiga: All currently constructed Houses, Torps, and Blockhouses spawn 1 tree
  • INF 4 Prospector Wagons: Delivers 4 Prospector Wagons which transform into Copper Mines (2000c)

Revolution Availability

  • Available to the Russians
  • Available to the Swedes

NEW! Hungary

German Variant

“All Outposts spawn a Pandour (Jaeger) and every shipment delivers a bonus Outpost Wagon. Settlers become Grenzers: Revolutionaries with more range but less hit points.”

  • Population cap is set to 200; Imperial Age is disabled; Settlers are disabled; Grenzers are enabled at the Town Center; a new Home City with different cards is assigned
  • Settlers transform into Grenzers (Revolutionary), which has -20% hp, +2 Range, 3x versus Guardians, and can loot treasures
  • Newly constructed and existing outposts spawn a Pandour (Jaeger)
  • Jaegers gain +10% speed (does not stack with Pandour card)
  • All shipments deliver an Outpost/Blockhouse Wagon and increase the build limit by +1

Ottoman Variant

“All Outposts spawn a Hungarian Hussar and every shipment delivers a bonus Outpost Wagon. Settlers become Grenzers: Revolutionaries with more range but less hit points.”

  • Population cap is set to 200; Imperial Age is disabled; Settlers are disabled; Grenzers are enabled at the Town Center; a new Home City with different cards is assigned
  • Settlers transform into Grenzers (Revolutionary), which has -20% hp, +2 Range, 3x versus Guardians, and can loot treasures
  • Newly constructed and existing outposts spawn a Hungarian Hussar (Hussar)
  • Activates “Veteran Hussar” and “Guard Hussar”. Hussars gain an additional +100% hit points (does not stack with the Hungarian Hussar card. Note: Hungary replaces Chile, aka O’Higgins, for the Ottomans)
  • All shipments deliver an Outpost/Blockhouse Wagon and increase the build limit by +1

Russian Variant

“All Outposts spawn a Hungarian Grenadier and every shipment delivers a bonus Blockhouse Wagon. Settlers become Grenzers: Revolutionaries with more range but less hit points.”

  • Population cap is set to 200; Imperial Age is disabled; Settlers are disabled; Grenzers are enabled at the Town Center; a new Home City with different cards is assigned
  • Settlers transform into Grenzers (Revolutionary), which has -20% hp, +2 Range, 3x versus Guardians, and can loot treasures
  • Newly constructed and existing outposts spawn a Hungarian Grenadier (Grenadier)
  • Grenadiers gain +6 Range (does not stack with Hungarian Grenadiers card)
  • All shipments deliver an Outpost/Blockhouse Wagon and increase the build limit by +1

Deck List

  • Hajduks & 1 Outpost Wagon: All existing Outposts and Blockhouses spawn a Renegado. Renegados upgrade to Hajduks, which cost 1 population and gain +10% speed
  • Hungarian Grenadiers & +1 Outpost Wagon: All existing Outposts and Blockhouses spawn a Hungarian Grenadier. Grenadiers upgrade to Hungarian Grenadiers which have +6 range
  • INF Military Frontier & +1 Outpost Wagon: All existing Outposts and Blockhouses spawn a Grenzer
  • 5 Crabats & +1 Outpost Wagon: Ships 5 Stradiots. Stradiots upgrade to Crabats, which have +10% speed
  • 7 Pandours & +1 Outpost Wagon: Ships 7 Jaegers. Jaegers upgrade to Pandours, which have +10% speed
  • Hungarian Hussars & +1 Outpost Wagon: All existing Outposts and Blockhouses spawn a Hungarian Hussar. Hussars upgrade to Hungarian Hussars which have +100% hit points (Note: does not enable veteran + guard upgrades)
  • Danubian Flotilla & +1 Outpost Wagon: Ships 3 Galleys
  • INF Fort Wagon & +1 Outpost Wagon
  • Citizenship & +1 Outpost Wagon: Ships 6 Citizens (Settlers) and enables them to be trained from the Town Center for 70c. Fishing Boats are re-enabled at the Dock

Revolution Availability

  • Available to the Germans
  • Available to the Ottomans
  • Available to the Russians

NEW! Indonesia

“Ships 4 Cetbang Cannons and enables you to construct them. Wokou Junks can be recruited at the Dock. Settlers become Javanese Spearmen instead of Revolutionaries.”

  • Population cap is set to 200; Imperial Age is disabled; Settlers are disabled; Revolutionaries are enabled at the Town Center; a new Home City with different cards is assigned
  • Settlers transform into Javanese Spearmen: “tanky” Pikemen with high hit points and ranged resistance
  • Ships 4 Cetbang Cannons: highly cost-effective, mobile artillery that counter ships and infantry
  • Enables Javanese Spearmen and Cetbang Cannons to be trained from the Barracks/Foundry, Fort, Galleon, and Wokou Junk
  • Wokou Junks can be recruited from the Dock and can create the same units trained by the Galleon

Deck List

  • INF 16 Revolutionaries
  • INF 1 Fort Wagon
  • INF 16 Javanese Spearmen
  • INF 4 Cetbang Cannons
  • INF 2 Wokou Junks
  • INF Sufi Support: Activates “Sufi Discipline Training” and “Sufi Honor Training”, and causes all future shipments to deliver a bonus War Elephant (stackable)
  • Aceh Pepper Exports: Enables a 4.65 f/s trickle and re-enables Settlers and Fishing Boats

Revolution Availability

  • Available to the Dutch
  • Available to the Portuguese

NEW! Romania

“All Outposts spawn a Roshior Dragoon and every shipment delivers a bonus Outpost Wagon. Settlers become Dorobants: Revolutionaries with less range but more hit points.”

  • Population cap is set to 200; Imperial Age is disabled; Settlers are disabled; Dorobants are enabled at the Town Center; a new Home City with different cards is assigned
  • Settlers transform into Dorobants, which have +10% hp and -2 Range
  • Newly constructed and existing outposts spawn a Roshior Dragoon (Dragoon)
  • Activates “Guard Dragoon” and grants an additional +10% speed and +15% damage at the expense of -15% hit points
  • All shipments deliver an Outpost Wagon/Blockhouse wagon and increase the build limit by +1

Deck List

  • Hajduks & 1 Outpost Wagon: All existing Outposts and Blockhouses spawn a Renegado. Renegados upgrade to Hajduks, which cost 1 population and gain +10% speed
  • INF Military Frontier & 1 Outpost Wagon: All existing Outposts and Blockhouses spawn a Grenzer
  • 5 Crabats & 1 Outpost Wagon: Ship 5 Stradiots. Stradiots upgrade to Crabats, which have +10% speed
  • 7 Pandours & 1 Outpost Wagon: Ship 7 Jaegers. Jaegers upgrade to Pandours, which have +10% speed
  • Danubian Flotilla & 1 Outpost Wagon: Ship 3 Galleys
  • INF Fort Wagon & 1 Outpost Wagon
  • Citizenship & 1 Outpost Wagon: Ships 6 Citizens (Settlers) and enables them to be trained from the Town Center for 70c. Fishing Boats are re-enabled at the Dock
  • INF 2 Horse Artillery & 1 Outpost Wagon
  • Wallachian Horse Archers & 1 Outpost Wagon: All existing Outposts and Blockhouses spawn a Horse Archer. Horse Archers become Wallachian Horse Archers which gain +10% speed, fire 33% faster (-0.5 RoF) but also have -33% hit points
  • Roshior Dragoons & 1 Outpost Wagon: All existing Outposts and Blockhouses spawn another Dragoon

Revolution Availability

  • Available to the Ottomans
  • Available to the Russians

NEW! South Africa

“Settlers gather more quickly instead of becoming Revolutionaries and can garrison in Trek Wagons for transport and protection. Ships 3 Trek Wagons.”

  • Population cap is not set to 200; Imperial Age is disabled; Settlers are not disabled; Revolutionaries are not enabled at the Town Center; a new Home City with different cards is assigned
  • Settlers, Fishing Ships, Caravels, etc. gain +10% to all gathering rates
  • Banks trickle coin +10% faster
  • Ships 3 Trek Wagons (that gain speed and damage per garrisoned settler, to a maximum of 10 settlers)
  • Enables Trek Wagons to be trained from the Town Center (which cost 250w and have a build limit of 10)

Deck List

  • INF 1 Fort Wagon
  • Huguenots: Coureurs become available at the Town Center (build limit of 30)
  • 5 Military Wagons & 2 Trek Wagons
  • 3 Homestead Wagons & 2 Trek Wagons
  • 4 Outpost Wagons & 2 Trek Wagons
  • Diamond Rush: Ships a Diamond Prospector Wagon which transforms into a mine containing 100,000c
  • INF Wanderlust: All settlers and wagons gain 5% speed, and all units gain 5% hit points (stackable)
  • INF Xhosa Foods: Delivers 900 food, 3 cows, 3 goats, 3 sheep, and 1 Homestead wagon
  • Factory Wagon: Cannot be sent twice
  • Industrial Revolution: Cannot be sent twice
  • Robber Barons: Cannot be sent twice

Revolution Availability

  • Available to the British
  • Available to the Dutch

Argentina

“Ships 10 Gauchos and 10 cows. Enables you to recruit Gauchos, which can gather from livestock and slow enemies with bolas.”

  • Population cap is set to 200; Imperial Age is disabled; Settlers are disabled; Revolutionaries are enabled at the Town Center; a new Home City with different cards is assigned
  • Settlers transform into Revolutionaries
  • Ships 10 Cows (and increases build limit by +10)
  • Ships 10 Comanchero
  • Upgrades Comanchero to Gauchos which can ‘snare’ with their ranged attack, construct Livestock Pens, train cows, gather from livestock, cost food instead of coin, and use up 1 population
  • Enables Comancheros at the Stable, Fort, Galleon, and Saloon

Deck List

  • INF 4 Gatling Guns
  • INF 16 Revolutionaries
  • INF 2 Ironclads
  • INF 1 Fort Wagon
  • Citizenship: Ships 6 Citizens (Settlers) and enables them to be trained from the Town Center for 70c; Fishing Boats are re-enabled at the Dock.
  • Granaderos: Ships 10 Cows, adds +10 to Cow build limit, and ships 10 Granaderos (new mounted Outlaw which throws explosives like a Grenadier). Enables Granaderos to construct Livestock Pens, train cows, gather from livestock, cost food instead of coin, and use up 1 population. Enables Granaderos to be trained from the Stable, Fort, Galleon, and Saloon. Also makes the Incendiary Grenades tech obtainable.
  • Argentine Mortars: Ships 1 Mortar; upgrades Mortars to Imperial Howitzers
  • INF Cattle Drivers: Ships 8 semi-fattened Cows, 1 Gaucho, and 1 Homestead Wagon. Adds +8 to cow build limit.

Revolution Availability

  • Available to the Germans
  • Available to the Spanish

Brazil

“Voluntarios da Patria rally to your cause!”

  • Population cap is set to 200; Imperial Age is disabled; Settlers are disabled; Revolutionaries are not enabled at the Town Center; a new Home City with different cards is assigned
  • Revolutionaries are weaker, but you receive twice as many
    • Settlers transform into Voluntarios da Patria (Revolutionaries)
    • Ships a number of Voluntarios da Patria based on your villager count
    • Revolutionary attack and hit points reduced by -50% (xp bounties and cost adjusted accordingly)
    • Note: Upgrades which improve the Voluntario will ‘scale’ from the original Revolutionaries base stat and is intended as a feature
  • Town Centers spawn Voluntarios da Patria for free (in batches of 9 every 146 seconds). The train rate is not affected by technologies (e.g. “Standing Army”)

Deck List

  • INF 4 Gatling Guns
  • INF 2 Ironclads
  • INF 1 Fort Wagon
  • INF 2 Covered Wagons: Also adds +2 to Town Center build limit
  • Jaguncos: Ships 10 Cows, adds +10 to Cow build limit, and ships 10 Jaguncos (new mounted Outlaw armed with a rifle to counter heavy infantry and heavy cavalry). Enables Jaguncos to construct Livestock Pens, train cows, gather from livestock, cost food instead of coin, and use up 1 population. Enables Jaguncos to be trained from the Stable, Fort, Galleon, and Saloon.
  • INF Cattle Drivers: Ships 8 semi-fattened Cows, 1 Jagunco, and 1 Homestead Wagon. Adds +8 to Cow build limit.
  • Minas Gerais: Enables a 3.30 c/s trickle and re-enables Settlers and Fishing Boats
  • Guard of Honor: Activates Guard Dragoons and equips them with a lance that improves their melee attack damage by +250%; all melee multipliers are set to 1x (the attack deals 42 flat damage). Enables Dragoons to be trained from the Stable, Fort, and Galleon (for Dutch). Ruyters receive similar benefits.
  • INF 15 Tupi Blackwood Archers: Activates “Tupi Warrior Societies”
  • Legendary Native Warriors: Activates “Legendary Native Warriors” upgrade

Revolution Availability

  • Available to the Dutch
  • Available to the Portuguese

Chile

“Grants 10 Hussars of Death which clear all their wake”

  • Population cap is set to 200; Imperial Age is disabled; Settlers are disabled; Revolutionaries are enabled at the Town Center; a new Home City with different cards is assigned
  • Settlers transform into Revolutionaries
  • Ships 10 Hussars
  • Activates “Veteran Hussar” and “Guard Hussar”
  • Hussars upgrade to “Hussar of Death” which grants +100% attack damage (Note: this is instead of becoming Imperial Hussars and is intended as a balance change)

Deck List

  • INF 4 Gatling Guns
  • INF 16 Revolutionary
  • INF 2 Ironclads
  • INF 1 Fort Wagon
  • INF 7 Mapuche Bolas Riders: Activates “Mapuche Warrior Societies”
  • Salitrera: Trading Posts trickle 0.5 c/s, enables Citizens (Settlers) to be trained from the Town Center for 70c, and re-enables Fishing Boats.

Revolution Availability

  • Available to the Spanish

Gran Colombia

“Ships 2 Ironclads. Settlers become Independence Guard; powerful but slow-marching musketeers.”

  • Population cap is set to 200; Imperial Age is disabled; Settlers are disabled; Musketeers are enabled at the Town Center; a new Home City with different cards is assigned
  • Settlers become Independence Guard (Musketeers)
  • Activates Veteran Musketeers and applies an additional +15% hit points and -15% speed
  • Enables Musketeers to be trained and their upgrades to be researched (for Germans)
  • Ships 2 Ironclads

Deck List

  • INF 4 Gatling Guns
  • INF 2 Ironclads
  • INF 1 Fort Wagon
  • Citizenship: Ships 6 Citizens (Settlers) and enables them to be trained from the Town Center for 70c; Fishing Boats are re-enabled at the Dock.
  • INF Albion Mercenary Legion: Ships 2 Highlanders, 2 Jaegers, and 3 Harqubusiers
  • Llaneros: Ships 10 Cows, adds +10 to Cow build limit, and ships 10 Llaneros (new mounted Outlaw armed with a lance to counter infantry). Enables Llaneros to construct Livestock Pens, train cows, gather from livestock, cost food instead of coin, and use up 1 population. Enables Llaneros to be trained from the Stable, Fort, Galleon, and Saloon.
  • National Hero: Simón Bolívar arrives to lead your revolutionary armies! (See: ‘Peru’ Revolution for details)
  • INF Cattle Drivers: Ships 8 semi-fattened Cows, 1 Llanero, and 1 Homestead Wagon. Adds +8 to Cow build limit.

Revolution Availability

  • Available to the Germans
  • Available to the Portuguese
  • Available to the Spanish

Haiti

“Revolutionaries have 25% more hit points, but are more expensive. Town Centers and Saloons spawn pirates for free. Privateers can be hired at Docks.”

  • Population cap is set to 200; Imperial Age is disabled; Settlers are disabled; Revolutionaries are enabled at the Town Center, a new Home City with different cards is assigned
  • Settlers become Revolutionaries
  • Revolutionaries gain +25% hit points and cost +20 food; build/kill XP bounties increased by +2
  • Pirates train for free from Town Centers and the Saloon (1 every 48 seconds)
  • Enables Pirates to be trained from the Saloon, Privateer, Barracks, Fort, and Galleon, and reduces their population cost to 1
  • Privateers can be recruited from the Dock and can create the same units trained by the Galleon (they cost 500c and have a build limit of 4)

Deck List

  • INF 1 Fort Wagon
  • INF 3 Falconets
  • INF 2 Covered Wagons
  • INF 3 Privateers
  • INF 15 Carib Blowgunners
  • Letter of Marque: Passes a law which permits Pirates to carry firearms, gather from chests, and loot treasures. Pirates and Privateers are better at looting treasures than other units. Privateers now also provide a steady flow of coin obtained from piracy.
    • Grants Pirates 12 LOS and enables the “Volley Mode” stance which, when enabled, allows them to attack from range. This attack deals 15 dmg, has 20 range and does 2x to Heavy Infantry, 2x to Light Ranged Cavalry, and 0.75x to Cavalry and AbstractCoyoteMan units.
    • Enables Pirates to gather enemy crates
    • Enables Pirates and Privateers to loot treasures, which yield double their normal resources
    • Grants Privateers a trickle of 0.5 c/s
    • Grants Pirates and Privateers 3x damage vs. Treasure Guardians
  • Citizenship: Ships 6 Citizens (Settlers) and enables them to be trained from the Town Center for 70c; Fishing Boats are re-enabled at the Dock

Revolution Availability

  • Available to the French

Mexico

“Your settlers become Vaqueros which can gather from livestock and are armed with a revolver.”

  • Population cap is set to 200; Imperial Age is disabled; Settlers are disabled; Vaqueros are enabled at the Town Center; a new Home City with different cards is assigned
  • Settlers become Vaqueros (similar to a Comanchero, but also tagged as Hand Cavalry and balanced as a Revolutionary)
  • Vaqueros are armed with a revolver and fire four rounds before reloading; the damage is dealt similarly to an organ gun; they can also construct Livestock Pens, train cows, and gather from livestock

Deck List

  • INF 2 Ironclads
  • INF 1 Fort Wagon
  • Citizenship: Ships 6 Citizens (Settlers) and enables them to be trained from the Town Center for 70c; Fishing Boats are re-enabled at the Dock.
  • 10 Vaqueros, 10 Cows, 1 Homestead Wagon: Also adds +10 to Cow build limit
  • INF Cattle Drivers: Ships 8 semi-fattened Cows, 1 Vaquero, and 1 Homestead Wagon. Adds +8 to Cow build limit.
  • Charros: Vaqueros upgrade to Charros, which gain a 3x multiplier against infantry and +2 melee range
  • Central American Allies: Delivers 3 Native Embassy Travois and enables Zapotec, Maya, Navajo ,and Apache units there; also activates the appropriate Warrior Societies upgrades. You are considered allied to these tribes for the purposes of “Native Treaties”
  • INF 11 Renegados
  • Chinacos: Renegados upgrade to Chinacos, which cost food instead of coin, gain +2 range, cost 1 population, and do -50% ranged damage but shoot +50% faster (-1.5 RoF)

Revolution Availability

  • Available to the Spanish

Peru

“Simón Bolívar leads the cause! He grants +5% hit points to nearby units.”

  • Population cap is set to 200; Imperial Age is disabled; Settlers are disabled; Revolutionaries are enabled at the Town Center; a new Home City with different cards is assigned
  • Settlers become Revolutionaries
  • Ships Simón Bolívar
    • Grants a +5% hp aura to nearby units
    • Has 1500hp, 40% melee resist, 40 Ranged dmg, 16 range, 5 speed
    • Eye of the Assassin ability
    • Heavy Strike ability
    • Can construct Town Centers, Trading Posts, and train Revolutionaries
    • Can receive Home City shipments

Deck List

  • INF 4 Gatling Guns
  • INF 2 Ironclads
  • INF 1 Fort Wagon
  • Peruvian Guard: Ships 10 Revolutionaries and upgrades Revolutionaries to Peruvian Legions, which have a powerful grenade attack at long range; they automatically switch between their musket and throwing explosives
    • The grenade attack deals 24 damage with 3 splash radius, has 12 minimum range and 18 maximum range
    • Peruvian Legions will continue to use their musket to fire at targets within 12 range (like an ordinary Revolutionary)
  • INF Andean Warriors: Ships 6 Huaraca, activates “Champion Huaracas” and “Legendary Huaracas”
  • Citizenship: Ships 6 Citizens (Settlers) and enables them to be trained from the Town Center for 70c; Fishing Boats are re-enabled at the Dock.
  • Morochucos: Ships 10 Cows, adds +10 to Cow build limit, and ships 10 Comanchero. Upgrades Comanchero to Morochucos which are armed with a revolver and fire four rounds before reloading; the damage is dealt similarly to an organ gun. Morochucos can construct Livestock Pens, train cows, gather from livestock, cost food instead of coin, and use up 1 population. Enables Morochucos to be trained from the Stable, Fort, Galleon, and Saloon.
  • INF Cattle Drivers: Ships 8 semi-fattened Cows, 1 Morochuco, and 1 Homestead Wagon. Adds +8 to Cow build limit.

Revolution Availability

  • Available to the Spanish
  • Available to the Portuguese

United States

“Ships 1 Fort Wagon. Gatling Guns have +25% more hit points and all Forts spawn one for free.”

  • Population cap is set to 200; Imperial Age is disabled; Settlers are disabled; Revolutionaries are enabled at the Town Center; a new Home City with different cards is assigned
  • Settlers become Revolutionaries
  • Ships 1 Fort Wagon (+1BL)
  • Newly constructed and existing Forts spawn a Gatling Gun
  • Gatling Guns gain +25% hit points
  • Gatling Guns enabled at the Artillery Foundry and Fort

Deck List

  • Conscription: Ships 16 Minutemen; Minutemen no longer lose hit points and can be called from Forts (“Levy” enabled at Forts). If the “Town Militia” card has been sent, then “Conscription” levy is also enabled at Forts.
  • Volunteers: Newly constructed and existing Forts spawn 4 Volunteers: highly-skilled American snipers which shoot from a very long range and deal exceptional damage to Heavy Infantry and Light Ranged Cavalry
  • INF 4 Gatling Guns
  • INF 2 Ironclads
  • INF 1 Fort Wagon
  • Cowboys: Ships 10 Cows, adds +10 to Cow build limit, and ships 10 Comanchero. Upgrades Comanchero to Cowboys, which are armed with a revolver and fire four rounds before reloading; the damage is dealt similarly to an organ gun. Cowboys can construct Livestock Pens, train cows, gather from livestock, cost food instead of coin, and use up 1 population. Enables Cowboys to be trained from the Stable, Fort, Galleon, and Saloon.
  • INF Cattle Drivers: Ships 8 semi-fattened Cows, 1 Cowboy, and 1 Homestead Wagon. Adds +8 to Cow build limit.
  • Citizenship: Ships 6 Citizens (Settlers) and enables them to be trained from the Town Center for 70c; Fishing Boats are re-enabled at the Dock.
  • Native American Allies: Delivers 3 Native Embassy Travois and enables Comanche, Cheyenne, Seminole, and Klamath units there; also activates the appropriate Warrior Societies upgrades. You are considered allied to these tribes for the purposes of “Native Treaties”

Revolution Availability

  • Available to the British
  • Available to the French
  • Available to the Dutch
  • Available to the Swedes
  • Large availability reshuffle to reflect historical appropriateness (see the ‘Appendices’ section at the bottom of this changelog for a full Revolution roster)
  • Revolution no longer causes enemy teams to become unable to Revolution (stalemates should theoretically be impossible due to “Citizens” and similar cards)
  • Revolutionary build and kill XP bounties reduced from 12 and 12 to 10 and 10
  • Upon Revolution, Settler Wagons now yield 2 Revolutionaries (or civ-specific unit, e.g., Barbary Warrior, Javanese Spearman, etc.) or 4 Voluntario De Patria (Brazil); the additional units are delivered as a shipment
  • The Socket Bayonet improvement now properly affects Revolutionaries, and is now available to the Germans and Dutch when a Revolution with access to Revolutionaries is researched (previously remained unavailable)
  • The Counter Infantry Rifling improvement now tags Volunteers (United States) and Barbary Marksman (Barbary States)
  • The Counter Infantry Rifling, Flit Lock, and Paper Cartridges improvements now also affect the Pirate’s ranged attack when enabled by the Letter of Marque card
  • Pirate Shock Infantry multiplier corrected from 4x to 3x
  • The Wild West and Compunction improvements now also benefit Llaneros, Jaguncos, Vaqueros, and Granaderos
  • Spanish Hand Cavalry Combat and Hand Cavalry Damage now tags Hand Cavalry instead of Lancers and Hussars (so that Vaqueros can be improved by Spanish cards). Note: This was already the case for TEAM Hand Cavalry Hit Points.
  • British Cavalry Combat, Cavalry Damage, and Cavalry Hit Points cards now tag AbstractCavalry (instead of Hussars and Dragoons) so that they improve Mamelukes granted by the Egyptian Revolution

NEW POLITICIANS

The Knight (V)

Added The Knight (V) to all European civilizations as an option to advance to Age 5.

  • The Knight activates the Knighthood and Peerage upgrade at the Capitol

The Logistician (II)

Added The Logistician (II) to all European politicians (except Ottoman) as an option to advance to Age 2. The politician costs 900f and has the following unique benefits for each civilization:

British

  • Enables Archaic Infantry to be recruited from Outposts. These units are granted the Infantry Breastplate technology
  • Manor Houses grant Longbowmen instead of Settlers

Dutch

  • Ships 1 Military Wagon and 1 Halberdier
  • Enables Veteran Halberdiers to be trained early

French

  • Ships 1 Military Wagon
  • Ships 1 Arsenal Wagon

Germans

  • Ships 1 Arsenal Wagon
  • Exploration (I) and Commerce Age (II) cards deliver a bonus Uhlan

Portuguese

  • Commerce Age (II) Infantry gain +1 range and can be recruited from Town Centers

Russians

  • 1 Military Wagon
  • Blockhouses support +5 population (for 10 total)

Spanish

  • All Exploration (I) Age shipments arrive twice as quickly and deliver additional resources (+200f 100w and 100c) in addition to the given shipment’s usual benefits

The Logistician (IV)

Added The Logistician (IV) to the British, Dutch, Ottomans, and Russians as an option to advance to Age 4 with the following benefit:

  • Grants a Fort Wagon

The Mercenary Contractor (III)

Added The Mercenary Contractor (III) to the British, Dutch, Ottomans, and Portuguese as an option to advance to Age 3 with the following benefits:

British

  • Enables Jaegers (III) and Harqubusiers (III) at the Saloon

Dutch

  • Enables Fusiliers (III) and Elmeti (IV) at the Saloon in the appropriate Ages

Ottoman

  • Enables Barbary Corsairs (III) and Mamelukes (IV) at the Saloon in the appropriate Ages

Portuguese

  • Enables Ronin (III) and Li’l Bombards (IV) at the Saloon in the appropriate Ages

The Mercenary Contractor (V)

Added The Mercenary Contractor (V) to all European civilizations as an option to advance to Age 5 with the following benefits:

  • Grants all Outlaws +50% atk and hp
  • Grants all Fortress Age Mercenaries +50% atk and hp
  • Grants all Industrial Age Mercenaries +35% atk and hp

The Papal Guard (IV)

Added The Papal Guard (IV) to the French, German, Portuguese, and Spanish as an option to advance to Age 4 with the following benefits:

French & Germans

  • Upgrades Pikemen and Crossbowmen to Guard Status; enables Imperial upgrades to be researched in Age 5

Portuguese

  • Upgrades Pikemen to Guard Status and Crossbowmen to Royal Guard ‘Ordinance Besteiro’; enables Imperial upgrades to be researched in Age 5

Spanish

  • Upgrades Pikemen to Royal Guard Status and Crossbowmen to Guard Status; enables Imperial upgrades to be researched in Age 5

The Inventor (II)

Added The Inventor (II) to all European civilizations as an option to advance to Age 2 with the following benefit:

  • Enables Explorers to use the Hot Air Balloon ability

The Inventor (V)

Added The Inventor (V) to all European civilizations as an option to advance to Age 5 with the following benefit:

  • Ships 1 Advanced Hot Air Balloon

DEFINITIVE AGE-UP 'POLITICIAN' CHANGES

European Politician Changes

  • The Bishop (II) now advances from Age 2 to 3 (instead of 1 to 2)
  • The Bishop (II) now ships a Covered Wagon (instead of 2 settlers)
  • The Bishop (II) is now available to the French and Dutch, but is no longer available to the Portuguese
  • The Naturalist (II) ships 2 Settlers and 2 semi-fattened Cows (was 4 non-fattened Cows) for all European civilizations except the Germans
  • The Naturalist (II) now ships 1 Settler Wagon and 2 semi-fattened Cows (changed from 4 cows) for the Germans
  • Removed The Philosopher Prince (II) from the French and Dutch to make room for new politicians
  • The Adventurer (III) now delivers 9 Crossbowmen for the Spanish (up from 4 Crossbowmen and 4 Pikemen)
  • Removed the The Gentleman Pirate (III) from the British and Dutch, who both had 2 naval options; added to the French, who had no naval options
  • Removed The Scout (III) from the French, which was replaced by The Gentleman Pirate (III)
  • The Mohawk Statesman now delivers 7 Tomahawks and 1 Native Scout (changed from 3 Mantlets and 2 Native Scouts)
  • The Sergeant at Arms (III) now delivers 6 Halberdiers for the Dutch (up from 5)
  • The Sergeant at Arms (III) now delivers 4 Doppelsoldners for the Germans (up from 3)
  • The Cavalry Marshal (IV) now delivers 7 Uhlans for the Germans (up from 6)
  • The Cavalry Marshal (IV) now delivers 7 Cossacks for the Russians (up from 6)
  • The Cavalry Marshal (IV) now delivers 6 Lancers for the Spanish (up from 5)
  • The War Minister (IV) now delivers 12 Rodelero for the Spanish (up from 10)
  • The Viceroy (IV) now delivers 5 Settlers and 500f for the British (changed from 4 settlers and 3 Grenadiers)
  • The Viceroy (IV) now delivers 5 Settlers and 400c for the Dutch (changed from 4 Settlers and 5 Ruyters)
  • The Viceroy (IV) now delivers 3 Settler Wagons and 300w for the Germans (changed from 4 Settlers and 3 Uhlans)
  • The Viceroy(IV) now delivers 6 Fishing Boats and 400w for the Portuguese (changed from 4 Settlers and 3 Dragoons)
  • The General (V) now delivers 3 Rockets for the British (changed from 2 Rockets and 9 Musketeers)
  • The General (V) now delivers 2 Great Bombards for the Ottoman (changed from 1 Great Bombard and 10 Janissaries)
  • The General (V) now delivers 2 Heavy Cannons for all other European civilizations (changed from 1 Heavy Cannon and 12 Musketeers for the French, Portuguese, Spanish, and Russians) and (changed from 1 Heavy Cannons and 10 Skirmishers for the Dutch and Germans)

American Council Member Changes

Aztecs

  • The Wisewoman (II) now grants 1 Farm Travois and +10% Farm/Estate gather rate (up from 0 Farm Travois +10% Farm/Estate gather rate)
  • The Wisewoman (III) now grants 2 Farm Travois and +10% Farm/Estate gather rate (up from 1 Farm travois +10% Farm/Estate gather rate)
  • The Wisewoman (IV) now grants 2 Farm Travois and +15% Farm/Estate gather rate (up from 2 Farm Travois and +10% Farm/Estate gather rate)
  • The Elder (III) now grants 2 Nobles Hut Travois and +20% War/Nobles Hut attack and hit points (up from 2 Nobles Hut Travois and +10% attack and hit points)
  • The Elder (V) now grants 2 Nobles Hut Travois and +30% War/Nobles Hut attack and hit points (up from 2 Nobles Hut Travois and +10% attack and hit points)

Haudenosaunee

  • The Warrior (II) now grants 2 Aenna and 1 Travois (changed from 1 Mantlet and 1 Travois)
  • The Warrior (IV) now grants 2 Light Cannons and 1 Travois (changed from 5 Mantlets and 1 Travois)
  • The Warrior (V) now grants 5 Light Cannons and 1 Travois (changed from 10 Mantlets and 1 Travois)
  • The Chief (II) now grants 3 Villagers and 1 Travois (changed from 2 villagers and 1 Travois)
  • The Chief (III) now grants 6 Villagers and 1 Travois (changed from 4 villagers and 1 Travois)

Lakota

  • The Warrior (II) now grants 1 Tokala Soldier (changed from 1 Axe Rider)
  • The Warrior (III) now grants 2 Tokala Soldiers (changed from 4 Axe Riders)
  • The Warrior (III) now grants 3 Tokala Soldiers (changed from 5 Axe Riders)
  • The Warrior (V) now grants 5 Tokala Soldiers (changed from 10 Axe Riders)
  • The Elder (V) now grants 2500 food (up from 2400 food)

Asian Wonder Changes

Chinese

  • The White Pagoda (III) now grants +30% disciple attack and hit points (up from 20%) in addition to its other benefits (6 disciples, +100% monk attack and hit points, and +5 to disciple build limit)
  • The White Pagoda (IV) now grants +40% disciple attack and hit points (up from 20%) in addition to its other benefits (12 disciples, +100% monk attack and hit points, and +5 to disciple build limit)
  • The White Pagoda (V) now grants +50% disciple attack and hit points (up from 20%) in addition to its other benefits (16 disciples, +100% monk attack and hit points, and +5 to disciple build limit)
  • The Temple of Heaven’s (all ages) “Trancendance” ability now fully restores all units to their maximum hit points (previously shared up to 1000 hit points between all damaged units)

Indians

  • The Taj Mahal’s (all ages) “Cease Fire” ability now also decreases the user’s military unit speed by 15% for its duration
  • Agra Fort (III) now also activates the Delhi Gate technology in addition to its other benefits (5 Gurka)
  • Agra Fort (IV) now also activates the Delhi Gate and Red Fort technologies in addition to its other benefits (7 Gurka)
  • Agra Fort (V) now also activates the Delhi Gate and Red Fort technologies in addition to its other benefits (14 Gurka)

Japanese

  • The Great Buddha’s (all ages) “Informers” ability duration increased to 20 seconds (up from 10 seconds)
  • Great Buddha (all ages) now also ships 1 Cherry Orchard Rickshaw in addition to the other benefits
  • Torii Gates (all ages) now enables a 1.6x build bounty multiplier (up from 1.5x) in addition to the other benefits

 

DEFINITIVE EDITION CHANGES

Representation Changes

  • The “Sioux” have been renamed to the “Lakota”
  • The “Iroquois” have been renamed to the “Haudenosaunee” (hoe-dee-no-SHOW-nee)
  • The “Discovery Age” is now the “Exploration Age”
  • The “Colonial Age” is now the “Commerce Age”
  • The “Firepit” has been renamed to the “Community Plaza”; dances renamed to ceremonies; visuals and animations adjusted
  • Some flags, units, and buildings have been altered or renamed to account for historical considerations

The Lakota and Haudenosaunee can no longer task villagers to coin mines; mining has been replaced with a new coin income mechanic, the Tribal Marketplace:

  • The Tribal Marketplace is a buildable structure that costs 25w (yields 5 ‘build’ and 0 ‘kill’ xp) with 1500 hp
  • Can only be placed next to coin deposits; up to 10 villagers can be tasked to the Tribal Marketplace, which will deplete the nearby deposit at the usual rate
  • Ignores the ‘Treaty’ game mode placement restrictions; cannot be placed directly next to each other to form a wall that would block enemies from gathering a mine; can be built on ice
  • The first coin-gathering upgrade usually purchased at the market is now a free improvement automatically researched at the start of the game
  • Relevant Technologies and TEAM Cards which improve mining now also improve the Tribal Marketplace gathering rate

Added a Cooportation Big Button to the Tribal Marketplace which costs 600f and 600w in Age 2, and provides the following benefits:

  • Villagers generate 0.1 xp/s whilst working at the Tribal Marketplace
  • Reduces the cost of all ‘Support’ shipments by 10% and causes them to arrive in 40 seconds (down from 60)
  • Cards and Improvements which effect big buttons adjusted accordingly

The Nature Friendship ability has been replaced with the Recruit Guardian ability, which is similar and can be used on any human treasure guardian (90s cooldown):

  • All War Chief’s now also have adjusted ‘treasuring’ capabilities in the form of new abilities and other changes. An example: when an American War Chief uses an ability, all abilities go on cooldown for the length of the activated ability’s cooldown
  • Aztec Abilities
    • Recruit Guardian: 90s cooldown
    • Cauchic Ascension: “Aztec nobles do more damage to Treasure Guardians for 45 seconds” (Warrior Priests and other Nobles’ Hut units deal 3x damage to Treasure Guardians); 90s cooldown
    • Warrior Priest speed increased to 4.5 (from 4); LOS increased to 16 (from 12)
  • Haudenosaunee Abilities
    • Recruit Guardian: 90s cooldown
    • Eagle Eye: now does 60 damage to treasure guardians (malice lifted); cooldown increased to 70s (from 50s)
    • Sharpshooter: added; 60s cooldown
  • Lakota Abilities
    • Recruit Guardian: 90s cooldown
    • Beserk Attack: “Kills treasure guardians in one blow”; 45 cooldown
  • Added the following cards to the Lakota Great Council and Haudenosaunee Home City:
    • Fur Pelts (I): “More valuable pelts enable your Villagers to gather Coin from the Tribal Marketplace faster.”
    • TEAM 2 Native Scouts (I): “Delivers 2 Native Scouts and increases their damage against Treasure Guardians.”
    • 4 Native Scouts (I): “Delivers 4 Native Scouts and enables your War Chief to recruit additional scouts”

The following cards have been reworked:

  • Lakota Morning Star (II) now reads: “The approach of dawn temporarily reveals all enemies and treasures on the map. Preparedness enables your Axe Riders to loot treasures and gain greater resource rewards from them.” Also grants all hand cavalry 3x vs Treasure Guardians
  • Lakota Smoke Signals (I) renamed to War Chief (II), now reads: “Makes your War Chief deadlier in combat. His aura now also improves your units’ siege attack damage.” (by +10%)
  • Haudenosaunee High Chief (I) now reads “Your War Chief is better in combat and at organizing defenses. His aura now also slightly increases building hit points.” (by +5%)
  • Aztec High Priest of Ixtiliton (I) now reads “Improves your War Chief in combat and enables you to Construct Nobles Huts.” (in Age 2; Jaguar Prowl Knights are enabled; moves Big Button to Age 2)

Additional changes:

  • The following shipments have been removed from the Lakota Great Council: 6 Coyotes (I), 4 Cougars (I), TEAM 4 Coyotes (I), 6 Wolves (II), 3 Grizzlies (II)
  • The following shipments have been removed from the Haudenosaunee Home City: 5 Back Bears (I), TEAM 4 Pet Bears (II)

Unit Changes

  • Unit selection: added ‘Grid Hotkey’ layout and greatly expanded legacy keybinding functionality
  • Villager gather rates are now properly displayed on the UI
  • Units and buildings now properly display their rate of fire on the UI using the following symbol:
  • Units which fire multiple projectiles now display the number of missiles fired (in parentheses) as a part of their attack value
  • Naval units no longer fire at random intervals, and instead fire predictably like other units (overall rate of fire is unchanged); all inaccuracy removed
  • Naval units can now use a selection of formations (Standard, Line, Flank, Square, and Circle); as a result ‘pull trick’ is now possible with naval units
  • Fixed an issue causing Grenadiers to restart their firing animation during combat; Grenadier and Consulate ‘Young Guard’ now use a new “Volley Mode” animation which releases their projectiles sooner (overall rate of fire is unchanged)
  • Added a new Grenade Launcher card with the following description: Enables Grenadiers to be trained and equips them with a hand mortar which quickly propels explosives and increases their range. The effect is as follows:
    • Available to all European civilizations in the Fortress Age
    • Enables Grenadiers to be trained at the Artillery Foundry (if not already available)
    • Equips Grenadiers with a Firearm (hand mortar), which enables them to shoot much quicker; can kite; overall rate of fire is unchanged
    • Increases Grenadier range by +2
  • Grenadier and Consulate Young Guard tweaked as follows:
    • Now have perfect accuracy
    • Cavalry, Shock Infantry, and Villager multipliers reduced to 0.3x (from 0.5x)
    • Ranged resistance reduced to 40% (from 50%)
    • Siege attack rate of fire increased to 4 (from 3)
    • British Improved Grenades (II) card now grants 45% siege damage (down from 87%); moved to the Industrial Age (from Commerce)
    • Ottoman Light Artillery Hit Points (II) now grants +20% hit points (down from 25%)
    • Arsonist and Chakram “heavy infantry” unit-tag removed
    • Engineering School and TEAM Engineering School no longer tag Grenadiers so that they cannot be trained instantly when combined with infantry improvements such as the Fencing School card
  • Created a new tag ‘AbstractGrenadier’ (back-end) which displays as ‘Explosive Thrower’ (front-end). This has been assigned to the following units:

Grenadier, Young Guard, Granadero, Arsonist, Repentant Arsonist, ypNatChakram, ypNatMercChakram

  • Incendiary Grenades improvement moved to Age 2 so it can be researched at early arsenals enabled by the Logistician; siege damage improvement reduced to +0.15x against buildings (from 0.3x); now instead improves units tagged as ‘AbstractGrenadier’; also affects the Peruvian Guard’s Grenade attack
  • The following cards now tag ‘AbstractGrenadier’ (instead of Grenadier, Young Guard, etc):

TEAM Artillery Hitpoints (Portuguese), TEAM Artillery Hitpoints (Ottoman), Light Artillery Hitpoints (Ottoman), Artillery Attack (Ottoman), TEAM Musketeer / Grenadier Hitpoints (British), Improved Grenades (British)

  • French Young Guard and Middle Guard improvement made obtainable by the Edict of Nantes (II) card moved to the Fortress Age (from Commerce) and Industrial Age (from Fortress) respectively
  • All Settlers and Villagers can now construct Town Centers at half the speed of a hero (including European settlers)
    • Upon completion, Villagers will gather nearby resources automatically
    • The builder limit of 8 applies to Town Centers as it does to other buildings
  • Ottoman Tufanci Corps improvement enabled by the Palace Intrigue (II) card reworked.
    • Renamed to New Order Infantry and tooltip adjusted to: “Delivers 15 Nizam Fusiliers whose reformed drills make all heavy Infantry train faster and counter cavalry in melee combat more effectively. You will now receive Nizam Fusiliers from your Home City instead of Janissaries.”
    • Technology cost increased from 1000w to 2500w
    • Now delivers 15 Nizam Fusiliers (changed from Jannisaries)
    • Improves Heavy Infantry train time by -15%
    • Grants all Heavy Infantry +0.5x against cavalry and +0.3x against Shock Infantry in melee combat
    • Homecity cards now deliver Nizams instead of Jannisaries
    • Nizams tooltip reads: “Exceptionally well-drilled ranged infantry prepared for any encounter. Counters other infantry in Volley Mode. Counters Siege units in Stagger Mode. Has more speed in Melee Mode. Counters Cavalry in Defend Mode. Has more range in Stand Ground Mode.”
  • Renamed the unit-tag Light Infantry (which encompasses e.g., Coyote Runners, Chimu Runners, Eagle Runner Knights, etc) to Shock Infantry to better-reflect their role in the counter system and to avoid confusion with units such as Skirmishers and Crossbowmen, which are commonly referred to as ‘Light Infantry’ (as the logical counterpart to Heavy Infantry e.g., Musketeers and Pikemen)
  • Moved the Wild West and Compunction technologies to the Fortress Age (from Industrial), cost halved to 200f and 250w (from 400f, 500w); hit point bonus reduced to +20% (from +35%); now also improves train points of affected units by -50%; description updated accordingly
  • Priest and Imam cost reduced to 150c (from 200c); bounties adjusted to 15xp (from 20xp); healing rate set to 10
  • Missionary cost reduced to 50w, 50c (from 100w, 100c); bounties adjusted to 10xp (from 20xp); hit points decreased to 200 (from 300)
  • Adjusted Priest, Imam, Missionary, and Surgeon train point to 30 (down from 40)
  • Healer (previously Medicine Man) population cost reduced to 0 (from 1); cost reduced to 150c (from 200c, for score calculation purposes); adjusted xp bounties to 15/15
  • Surgeons and Native Healers (previously Native Medicine Man) hit points corrected to 360 (from 240 and 200 respectively) to match all other healing units (with the exception of the cheaper Missionary)
  • Surgeon healing rate increased to 20 (from 10) to better reflect its 300c cost and Home City exclusivity
  • Field Hospital healing rate increased to 20 (from 3) to better reflect its 200w cost and build limit of 4; Field Hospitals can now train Surgeons by default
  • The British Consulate “2 Surgeons” improvement cost increased to 300 export (up from 200)
  • Adjusted Spy population cost to 1 (from 2); removed hidden x4 multiplier against Native Warriors; (also removed Ninja hidden x5 multiplier against Native Warriors)
  • Tashunke Prowler attack and hit points now increase by 25% in Industrial Age and by 50% in Imperial Age; hit points increased to 220 (from 170); is now a siege trooper (takes 50% less damage from buildings); siege attack increased to 22 (from 15); LOS increased to 28 (from 12); build limit increased to 15 (from 12)
  • Corrected Fusilier multipliers; now tags Cavalry and Shock Infantry at range (previously Light Cavalry and Shock Infantry) and no longer tags Light Cavalry in melee (previously tagged Cavalry and Light Cavalry causing the later to take twice as much damage)
  • Warrior Priests and Inca Priestesses are no longer tagged as ‘LogicalTypeValidSharpshoot’ (so they cannot be killed by the Eye of Assassin ‘crackshot’ and similar abilities)

Native Warrior Improvements

General

  • Native Warrior Societies and Discipline Training upgrade costs halved
  • All Native warriors now have perfect accuracy, like other units
  • Native Warrior Combat shipment improvement reduced to 20% (down from 25%)
  • Native Warrior Champion upgrades reduced to 35% improvement (from 40%)
  • 8 Cherokee Allies (II) card increased to 9
  • 8 Cree Allies (II) card increased to 9
  • 6 Huron Allies (II) card increased to 7; cost decreased to 450c (from 500c)
  • Native Scout now deals 0.1x to Villagers; malus removed upon reaching the Commerce Age; build and kill xp corrected to 9 (from 0 and 14 respectively); now gains +25% hit points upon reaching the Fortress Age and +50% hit points upon reaching the Industrial Age
  • Advanced Scouts shipment now enables snare for Native Scout; grants Native Scouts +10x vs Mercenaries and +20x against Heroes; tooltip adjusted to: “Scouts can now be trained from your Town Center and their combat ability is enhanced, especially against Mercenaries and Heroes.”
The Zapotec

ZAPOTEC LIGHTING WARRIOR

  • Hand attack increased to 12 (from 11)
  • Cavalry multiplier increased to 2.5 (from 2)
  • Shock Infantry multiplier increased to 2 (from 1.5)
  • 2.5x Heavy Infantry multiplier added
  • Train time increased to 30 seconds (from 20)
  • Siege attack reduced to 24 (from 30)
  • Adjusted tooltip to: “Zapotec warrior armed with a shield and a sword to counter Infantry and Cavalry.”

TECHS

  • No Changes

The Maya

MAYAN HOLCAN SPEARMAN

  • Build Limit increased to 17 (from 15)
  • Hand attack increased to 10 (from 8)
  • Hit points increased to 185 (from 180)
  • “Siege Trooper” and “Siege Unit” tags removed
  • Train time increased to 30 seconds (from 20)
  • Siege Attack decreased to 24 (from 45)
  • Siege Attack ROF decreased (improved) to 3 (from 4)

TECHS

  • Maya Cotton Armor: (+20% Hand Infantry Hitpoints) cost reduced to 250w 250c (from 300w 300c)

The Nootka

NOOTKA CLUBMAN

  • Build Limit increased to 16 (from 15)
  • Hand Attack increased to 12 (from 10)
  • Train time increased to 30 seconds (from 20)
  • Siege Attack reduced to 28 (from 30)

TECHS

  • Loyal Nootka Warchief: now spawns a Nootka Warchief. Enables him to be retrainable at the Nootka Settlement, Embassy, and Hero; adjusted tooltip to: “Grants a powerful Nootka War Chief and enables you to retrain him should he fall in battle.”

The Caribs

CARIB BLOWGUNNER

  • Speed increased to 5 (from 4.5)
  • Heavy Infantry and Light Cavalry multiplier removed
  • All-Infantry x1.5 multiplier added
  • Train speed increased to 30 seconds (from 20)
  • Carib Ambusher adjusted accordingly

TECHS

  • No changes

The Seminole

SEMINOLE SHARKTOOTH BOWMAN

  • Build Limit increased to 16 (from 15)
  • Range increased to 16 (from 12)
  • Siege range increased to 10 (from 6)
  • LOS increased to 18 (from 12)
  • Train time increased to 30 (from 20
  • Cost increased to 50f 50w (from 75f 25w)

TECHS

  • Seminole Bowyer decreased to 15% archer damage (from 20%)
  • Seminole Bowyer cost decreased to 250w 250c (from 300w 300c)

The Tupi

BLACKWOOD ARCHER

  • Build Limit increased to 16 (from 15)
  • Missing “Archer” tag added
  • Range increased to 20 (from 18)
  • LOS increased to 22 (from 20)
  • Train time increased to 30 seconds (from 20)

TECHS

  • Tupi Animal Lore now also allows cougars to be trained from the Explorer; adjusted tooltip to: “Tupi Animal Lore enables your Explorer and Town Center to train Tame Cougars”

The Apache

APACHE CAVALRY

  • Build Limit increased to 9 (from 8)
  • Train Time increased to 40 seconds (from 30)
  • Now deals 1.5x to artillery

TECHS

  • No changes

The Cheyenne

CHEYENNE RIDER

  • Cost changed to 95f 90w (from 40f 110w); bounties adjusted accordingly
  • Increased Cavalry multiplier to x1.5 (from 1)
  • Increased shock infantry multiplier to x1.25 (from 1)
  • Train time increased to 40 seconds (from 30)
  • Adjust tooltip to: “Cheyenne horseman armed with a spear. Good against other Cavalry.”

TECHS

  • Cheyenne Fury now increases Cavalry multiplier by x1.5 (down from 2)
  • Cheyenne Fury now increases Shock Infantry multiplier by x1 (down from 2)
  • Cheyenne Hunting Grounds cost increased to 175w 175c (from 150w 150c)

The Comanche

COMANCHE HORSE ARCHER

  • Cost reduced to 70f 60w (from 70f 80w); bounties adjusted accordingly
  • Train time increased to 35 seconds (from 30)

TECHS

  • No changes

The Huron

HURON MANTLET

  • Cost changed to 100f 60w (from 50w 100c); bounties adjusted accordingly

TECHS

  • Huron Fish Wedding decreased to 15% fishing/whaling (from 20%)

The Navajo

NAVAJO RIFLEMAN

  • Build Limit increased to 16
  • Ranged damage increased to 20 (from 11)
  • 0.75x Villager multiplier added (from 1), all other multipliers removed
  • Speed while in stealth mode increased to 3.5 (from 2.5)
  • Range increased to 14 (from 12)
  • Melee damage increased to 11 (from 6)
  • Hit points decreased to 190 (from 200)
  • Train time increased to 30 seconds (from 20)
  • Cost increased to 60f 50w (from 60f 40w); bounties adjusted accordingly
  • Counter infantry rifling no longer improves Navajo

TECHS

  • Navajo Craftsmanship cost increased to 175f 125w (from 150f 100w)
  • Navajo Weaving cost decreased to 100w 200c (from 100w 250c)

The Cherokee

CHEROKEE RIFLEMAN

  • Build Limit increased to 16 (from 13)
  • Train time increased to 30 (from 20)

TECHS

  • No Changes

The Klamath

KLAMATH RIFLEMAN

  • Build Limit increased to 15 (from 13)
  • Train time increased to 30 (from 20)

TECHS

  • No changes

The Inca (legacy minor)

INCAN HUAMINCA

  • Huaminca Train time increased to 30 seconds (from 20)
  • Huaminca Siege attack decreased to 28 (from 48)
  • Huaminca Siege attack ROF corrected (improved) to 3 (from 4)

INCAN BOLAS WARRIOR

  • Bolas Warrior Build Limit increased to 10 (from 8)
  • Bolas Warrior Cost decreased to 40f 55w (from 40f 60w)
  • Bolas Warrior Train time increased to 28 seconds (from 20)

TECHS

  • No changes

The Mapuche

MAPUCHE IRONWOOD CLUBMAN

  • Hit points increased to 200 (from 165)
  • Melee Resistance increased to 20% (from 10%)
  • Melee Attack increased to 18 (from 12)
  • 2 Area added (from 0)
  • Cavalry multiplier increased to x2.5 (from x2)
  • Shock Infantry multiplier increased to x1.75 (from x1.5)
  • Cost increased to 100f 65w (from 85f 15w); bounties adjusted accordingly
  • Speed decreased to 4.75 (from 5)
  • Siege damage decreased to 26 (from 30)
  • Train time increased to 35 (from 20)
  • Build Limit decreased to 8 (from 15)

[New] MAPUCHE BOLAS RIDER

  • Added new unit; is a mounted bolas warrior similar to the Inca Bolas Warrior trained at the Kallanka

TECHS

  • When allied to the Mapuche, the Native Treaties card now delivers 2 Mapuche Clubman and 1 Mapuche Bolas Rider

Udasi

CHAKRAM

  • Range increased to 14 (from 10)
  • Heavy Infantry unit-tag removed

TECHS

  • Army of the Pure now only grants Chakram +2 range (from +4)
  • Army of the Pure cost reduced to 125w 125c (from 300w 300c)
  • Sikh Gurus cost increased to 130w 130c (from 100w 100c)

Jesuits

CONQUISTADOR

  • Ranged attack increased to 19 (from 17)
  • Train time increased to 35 seconds (from 30)

TECHS

  • Christian Schools moved to Age 2 (from Age 3)

Shaolin

RATTAN SHIELD

  • Build Limit increased to 16 (from 15)
  • Melee attack increased to 16 (from 15)
  • Train time increased to 30 seconds (from 20)

TECHS

  • Clenched Fist now improves Carolean melee damage by 10% (continues to grant +25% melee damage to all other ranged infantry units)

Zen

SOHEI

  • Build Limit increased to 16 (from 15)
  • Speed increased to 5.25 (from 5)
  • Siege attack decreased to 27 (from 38)
  • Train time increased to 30 seconds (from 20)

TECHS

  • No changes

Bhakti

TIGER CLAW

  • Hit points increased to 160 (from 150)

TECHS

  • No changes

Sufi

WAR ELEPHANT

  • Build Limit increased to 8 (from 7)
  • Infantry multiplier increased to x1.75 (from x1.5); negative heavy-infantry multiplier adjusted accordingly.

TECHS

  • No changes

Map Changes, Additions, and Adaptations

The following maps have rebalanced for competitive matches

  • Andes (Split into “Andes” and “Andes – Upper”, the later is suitable for Treaty)
  • Araucania
  • Borneo
  • California
  • Carolina
  • Deccan
  • Himalayas
  • Hispaniola
  • Indochina
  • Mongolia
  • New England
  • Orinoco (docks disabled for Treaty balance; among other changes)
  • Ozarks
  • Painted Desert
  • Pampas
  • Patagonia
  • Rockies
  • Siberia
  • Sonora
  • Unknown
  • Yellow River
  • Yukon
  • Amazonia
  • Silk Road
  • California

The following user-created maps are now officially supported

  • Alaska (By Garja)
  • Andes – Upper (Renamed Rikikipu’s “Andes TR”)
  • Arctic Territories (Renamed Rikikipu’s “Herald Island”)
  • Baja California (By Garja)
  • Bengal (By Garja)
  • Cascade Range (By Garja)
  • Central Plain (Adapted from Garja’s “High Plains”)
  • Colorado (By Rikikpu)
  • Dakota (Adapted from Rikikipu’s “Mendocino”)
  • Fertile Crescent (By Garja)
  • Florida (By Garja)
  • Gran Chaco (By Garja)
  • Hokkaido (Adapted from Durokan’s “Mt Fuji”)
  • Kamchatka (By Garja)
  • Korea (Adapted from Garja’s “Adirondacks”)
  • Malaysia (By Rikikipu)
  • Manchuria (By Garja)
  • Mexico (Renamed Garja’s “Arizona”)
  • Pampas Sierras (By Garja)
  • Parallel Rivers (By Garja)
  • Punjab (Adapted from Garja’s “Arkansas”)
  • Saguenay (Renamed Garja’s “Hudson Bay”, replaces previous Saguenay)

Added the following map sets

  • Standard Maps (a new tailored pool of maps used for ‘quick search’ matchmaking)
  • Team Game Maps (popular maps for Team Games)
  • Competitive Maps (all suitable maps for competitive matches)
  • Land Maps (all competitive land maps)
  • Naval Maps (a selection of heavily naval maps)
  • American Maps (to accompany the existing ‘Asian Maps’ set)
  • Asian Maps (adjusted accordingly to include the new maps)
  • Removed the legacy ‘Fast Random’ set

Consulate Changes

  • All consulate units now correctly scale from base stats identical to their counterpart proto-units
  • Consulate artillery now also benefits from the +10% atk and hp shadow improvement which every other consulate unit receives at the beginning of each game (this now affects consulate Falconets, Mortars, Horse Artillery, Heavy Cannons & Great Bombards)
  • The Carabineer, Kalmuck, Jinete, Roger’s Ranger, and Prussian Needle Gun now correctly receive their +20% atk and hp shadow improvement upon reaching the Fortress Age (inline with their default counterparts)
  • Consulate Horse Artillery now correctly receive their +25% atk and hp shadow improvement upon reaching the Industrial Age (inline with the Mortar, Falconet, and Culverin shadow upgrades)
  • End Relations research points reduced to 45 seconds (from 60)
  • British Allies (I, Passive) hitpoints bonus reduced to 7% (from 10%)
  • Japanese Allies (I, Passive) Land Unit Attack bonus reduced to +7% (from 10%), erroneous description (which wrongly stated 5%) updated accordingly
  • Ottoman Allies (I, Passive) now improves Land Unit and Building LOS by +7 (down from +10)
  • German Allies (I, Passive) now reduces Banner Army Food Costs by -20% (changed from banner armies costing -15 food, wood & coin; which for some armies resulted in negative costs that added resources to the stockpile)
  • Intervention (III, Card) now delivers the following units when allied with the:
    • Spanish: 4 Garrochista (changed from 11 Tercio to make it distinctive from Japanese 10x Yamabushi)
  • Konsha Yamabushi (II, unit) now costs 65 export (up from 60)
  • Spanish Expeditionary Company (II, trainable army) now trains 8 Tercio (up from 7)
  • All Expeditionary Forces (III, trainable armies) have been adjusted to deliver units worth a nominal resource value of 1400 (up from ~1300). This increases the value of export spent in this way by +7% (1 export now yields 1.75 resources, up from 1.63) and should make stockpiling for more expensive armies more compelling
    • British Expeditionary Force now delivers +1 Redcoat (1400 resources total)
    • Dutch Expeditionary Force now delivers +1 Carabineer (1440 resources total)
    • French Expeditionary Force (no changes, worth 1440 resources total)
    • German Expeditionary Force now delivers +1 Prussian Needle Gunner (1405 resources total)
    • Ottoman Expeditionary Force now delivers +1 Tufanci Corp (1405 resources total)
    • Portuguese Expeditionary Force now delivers +1 Besterio (1440 resources total)
    • Russian Expeditionary Force now delivers +1 Siberian Cossack (1400 resources total)
    • Spanish Expeditionary Force now delivers 9 Espada and 1 Falconet; changed from 10 Tercio & 1 Falconet, tooltip adjusted accordingly (this unit composition better delivers the utility expected of a Fortress Age army valued at 1400 resources total)
  • All Expeditionary Armies (IV, trainable armies) have been adjusted to deliver units worth a nominal resource value of ~3000 (varied wildly before). Note: Alliances with less useful late game passive abilities have been rounded up (rather than down). Export spent in this way now yields ~1.88 resources, though, each army supplies multiple artillery units which generally represent greater utility/value than their resource cost
    • British Expeditionary Army now delivers +1 Life Guard Hussar (2900 resources total)
    • Dutch Expeditionary Army now delivers +7 Carabineers and +1 Mortar (3060 resources total)
    • French Expeditionary Army now delivers +1 Gendarme (3000 resources total)
    • German Expeditionary Army (no changes, worth 2865 resources total, more than half of which are Heavy Cannons)
    • Ottoman Expeditionary Army now delivers +2 Tufanci Corps (2980 resources total)
    • Portuguese Expeditionary Army now delivers +2 Guerreiros (3000 resources total)
    • Russian Expeditionary Army now delivers +2 Kalmucks (3120 resources total)
    • Spanish Expeditionary Army now delivers 7 Garrochista & 3 Falconets; changed from 13 Espada & 3 Falconets, tooltip adjusted accordingly (this unit composition better delivers the utility expected of an Industrial Age army valued at 3100 resources total)
  • The cost of all Brigade (V, tech) has been reduced to 2300 export (down from 2400) to maintain their relative value against the trainable armies
  • Merchant Marine (II, Spanish consulate tech) cost reduced to 125 export (down from 200)
  • Nanban trade (II, Spanish consulate tech) cost reduced to 325 export (down from 400)
  • Clan Offerings (II, Japanese consulate tech) cost reduced to 400 export (down from 500)
  • Bushido Principles (II, Japanese consulate tech) cost increased to 300 export (up from 250 export)

Card Improvements

  • The following cards can now be sent infinite times; the German and Indian variants have been adjusted accordingly:

2 Falconets (IV), 2 Mortars (IV), 1 Falconet (III), 2 Culverines (IV), 10 Crossbowmen (III), 10 Pikemen (III), 1 Caravel (II), 1 Galley (II), 2 Settlers (I), 2 Villagers (I), 2 Coureurs (I)

  • The following cards can now be sent infinite times to enable greater synergy with Mercenary Loyalty (III); German variants adjusted accordingly

Hire Highland Mercenary Army (IV), Hire Mediterranean Mercenary Army (IV), Hire Asian Mercenary Army (IV), Hire Holy Roman Mercenary Army (IV)

  • Wallenstein’s Contracts no longer effects the above ‘armies’ so that it continues to not improve cards which can be sent infinite times; tooltip corrected to: “Mercenary shipments are free.”; cost reduced to 3000c and Mercenary Loyalty (II) card now sets the cost of Wallenstein’s Contracts to 1500c (from 2000c)
  • Ottoman 3 Spahis (III) costing 600f and 4 Spahis (IV) costing 800f can now be sent infinite times
  • 5 Spies (II) increased to 6 Spies; tooltips adjusted accordingly; German variant adjusted accordingly
  • 8 Spies (III) Increased to 10 Spies; tooltips adjusted accordingly; German variant adjusted accordingly
  • Frontier Defenses (II) (aka 2 Outpost Wagons) can now be sent infinite times; no longer improves Blockhouses hit points by +25%; removed from Russian Home City; added a new (separate) Frontier Defenses card to the Russian Home City with an identical effect as in legacy.
  • Advanced Frontier Defenses (III) (aka 4 Outpost Wagons) now delivers 3 Outpost wagons (down from 4) but also techs Frontier Outpost or Frontier Blockhouse
  • Castrametration (IV) now also enables Explorers to rebuild lost Forts (150 build points) and construct Outposts/Blockhouses (in addition to delivering a Fort Wagon and adding +1 to build limit); now available to all European civilizations (previously unavailable to Spanish)
  • Advanced Artillery (IV) moved to Age 3 (from Age 4); now enables Mortars and Horse Artillery in the Fortress age (instead of previous effect which activated Field Guns and Howitzers)
  • Spanish Hand Infantry Hit Points (II) and Hand Infantry Combat (III) now also improves Crossbowman (in addition to Pikemen and Rodeleros); renamed to reference “Archaic Infantry” instead of “Hand Infantry”; tooltips adjusted accordingly (Note: TEAM Hand Infantry Attack has not been changed)
  • Spanish Tercio Tactics (III) moved to Age 2 (from Age 3)
  • Sawmill (I) card now also improves yield from Trees and Groves by +15% (in addition to +15% wood gathering rate); tooltip adjusted accordingly
  • French TEAM Sawmill (I) card now also improves yield from Trees and Groves by +5% (in addition to +10% wood gathering rate); tooltip adjusted accordingly
  • Japanese Sawmill (I) card which can be sent twice now also improves yield from Trees and Groves by +7.5% (in addition to +15% wood gathering rate); tooltip adjusted accordingly
  • Japanese Silversmith (II) card which can be sent twice now also improves yield from Mines by +10% (in addition to +20% Mine gathering rate); tooltip adjusted accordingly
  • Silversmith (II) card now also improves yield from Mines by +20% (in addition to +20% Mine gathering rate); tooltip adjusted accordingly
  • Aztec TEAM Silversmith (I) card was moved to Age 2 (from Age 1); now also improves yield from Mines by +10% (in addition to +10% Mine gathering); tooltip adjusted accordingly
  • Aztec Aztec Mining (III) card now also improves yield from Mines by +20% (in addition to +40% Mine gathering rate); tooltip adjusted accordingly
  • Furrier (I) card now also improves yield from Hunted Animals by +7.5% and Berry Bushes by +10% (in addition to +15% Hunt and +20% Berry gathering rates); tooltip adjusted accordingly
  • Spice Trade card now also improves yield from Hunted Animals and Berry Bushes by +10% (in addition to +20% Hunt and +20% Berry gathering rates); tooltip adjusted accordingly
  • TEAM Furrier (I) and TEAM Spice Trade (II) now also improve yield from Hunted Animals by +5%, Cherry Orchards by +5% and Berry Bushes by +7.5% (in addition to +10% Hunt, +15% Cherry Orchard, and +15% Berry gathering rates); TEAM Spice Trade moved to Age 1 (from Age 2) since its effect was identical TEAM Furrier; tooltips adjusted accordingly
  • Medicine card now also decreases the cost of all Villagers by -15% (in addition to -15% train speed); no longer benefits fishing boats; tooltip adjusted accordingly; moved to the fortress age for the Portuguese
  • Ottoman Team 600 Coin (IV) reduced to 400 Coin and moved to Age 3 (from Age 4); tooltip updated accordingly
  • 1 Covered Wagon (III) and 2 Covered Wagons (IV) now also increase Town Center build limit; German variants adjusted accordingly
  • Portuguese Donatarios (IV) moved to Age 3 (from Age 4); no change to effect (which increases Town Center build limit by +2)
  • Portuguese House of Braganca moved to Age 2 (from Age 3); now also makes the Iron Horse and Iron Llama upgrades available in Age 2 (in addition to making trade route upgrades free); tooltip updated accordingly
  • Portuguese Portuguese White Fleet moved to Age 3 (from Age 4); no change to effect (which causes all newly constructed and existing docks to muster 4 fishing boats – they take 140 seconds to spawn)
  • British Florence Nightingale moved to Age 1 (from Age 2); no change to effect (which causes Manor Houses to heal nearby units at 5 hp/s)
  • 7 Cows (II) now delivers 7 Semi-fattened cows (which have an initial food value of 200/500); tooltip adjusted accordingly
  • 7 Sheep (II) and 15 Sheep (III) now also deliver a Homestead Wagon (builds a Livestock Pen, Mill or Estate providing the player meets the age requirement for the desired building); (Farms and Rice Paddies are available to American/Asian civilizations); card added to the British Home City
  • Native Lore (II) moved to Age 1 (from Age 2); German variant adjusted accordingly
  • Dutch TEAM Cohorn Mortars now also improves the Hand Mortar attack granted to Grenadiers by the Grenade Launcher (II) card
  • Fort (III) shipment now also grants +1 Fort Build Limit; German variant adjusted accordingly; Russian “National Redoubt” adjusted accordingly (to maintain maximum possible Forts)

BALANCE CHANGES

General

  • Improvements that deliver “approximately 1 unit for every x minutes of game length, up to 30 minutes” now actually deliver 1 unit for every x minutes of game length, up to 30 minutes”, resulting in intuitive and proportionate scaling (affects certain Aztec, Haudenosaunee and Lakota ‘big buttons’, as well as several minor native improvements; descriptions updated accordingly)
  • The Exiled Prince” and Fortress Age The Messenger age-time increased to 45s (from 40s); all other Fortress Age councils and politicians (not wonders) age-time decreased to 105s (from 110s)
  • Apache Raiders improvement decreased to +1 Apache Cavalry villager multipliers (from +2)
  • Blunderbuss improvement cost reduced to 75f (from 110f)
  • Cavalry Cuirass improvement cost reduced to 300c (from 100w, 300c)
  • Eastern Medicine and Spirit Medicine improvements cost reduced to 120f (from 150f)
  • Infantry Breastplate improvement cost reduced to 100w, 100c (from 200w, 200c)
  • Mass Cavalry improvement decreased to -35% cavalry train-time (from -50%)
  • Socket Bayonet improvement cost reduced to 200w, 200c (from 400w, 400c)
  • Artillery Foundry cost reduced to 250w (from 300w); bounties adjusted to 25xp (‘build’, from 30xp) and 50xp (‘kill’, from 60xp)
  • Castle cost reduced to 250w, 50c (from 250w, 100c); bounties adjusted to 60xp (‘build’, from 72xp) and 120xp (‘kill’, from 144xp)
  • Estate cost reduced to 600w (from 800w); bounties adjusted to 120xp (‘build’, from 160xp) and 240xp (‘kill’, from 320xp)
  • Town Center cost reduced to 500w (from 600w); ‘kill’ bounty adjusted to 200xp (from 240xp)
  • Wall hit points decreased to 1500 (from 3000); line of sight decreased to 1 (from 4); Chinese ‘Great Wall’ and Portuguese ‘Team Improved Walls’ cards adjusted (improved) proportionally
  • Bastion improvement increased to +400% wall hit points (from +150%); moved to Fortress Age (from Commerce); now also increases Wall build-time by 50%
  • Honcho The Pet Grizzly treasure-guardian and hero multipliers decreased to 1.2 and 0.5 (from 3 and 1), respectively
  • Crossbowman inaccuracy removed
  • Dragoon ranged resistance decreased to 20% (from 30%)
  • Fishing Boat cost reduced to 70w (from 100w); bounties adjusted to 7xp (from 10xp)
  • Halberdier hand attack increased to 28 (from 25); hand resistance increased to 20% (from 10%); Russian Halberdiers adjusted accordingly
  • Jaeger cost increased to 200c (from 180c); bounties adjusted to 20xp (from 18xp)
  • Spy hit points now correctly increases by 25% in Fortress Age
  • Hire Egyptian Mamelukes shipment decreased to 4 Mamelukes (from 5)
  • Advanced Dock shipment no longer affects Fishing Boat train-time
  • Advanced Dock shipment heal work rate for ships decreased to 50% (down from 100%)
  • Advanced Trading Post shipment decreased to -40% Trading Post cost, +20% Trading post hitpoints and Trading Post attack-action enabled (from -40% Trading Post cost, +50% Trading post hitpoints and Trading Post attack-action enabled)
  • East Indiamen shipment changed from -30% Fishing Boat cost and 1 Dock Rickshaw to -20w Fishing Boat cost and 1 Dock Rickshaw
  • Schooners shipment changed from -60% Fishing Boat cost to -20w & -40% Fishing Boat cost & train-time, respectively
  • Canoe line of sight and range decreased to 22 and 18 (from 24 and 20), respectively
  • War Canoe line of sight and range decreased to 29 & 25 (from 34 and 30), respectively
  • Monitor cost reduced to 600w, 200c (from 800w, 200c); bounties adjusted to 80xp (from 100xp); “Long-range Bombardment Attack” cooldown increased to 90 seconds (from 60) & range decreased to 70 (from 100)
  • Admiralty shipment changed from increased warship build-limits to Dock warship improvements cost & research-time reduced by 60%
  • European Cannons shipment changed from “+20% warship attack and +5 warship range & line-of-sight” to “+20% warship attack and +2 warship range & line-of-sight”
  • Offshore Support shipment changed from “+20% warship attack and +5 warship range & line-of-sight” to “+20% warship attack and +2 warship range & line-of-sight”
  • Before Commerce Age, rescued warriors (treasure rewards) now do 1/2 damage to heroes and villagers
  • Outlaw Rifleman (treasure guardian) line of sight and range decreased to 17 (from 20) and 15 (from 18), respectively
  • War Hut anti-ship and unit inaccuracy removed
  • Mercenaries obtained from technologies enabled by the the ‘Advanced Church’ cards now use appropriate voice over to reflect their geographical origin
  • Stagecoach-type units line of sight decreased to 8 (from 15)
  • Native Embassy enabled for Chinese, Indians, and Japanese
  • Native Scout snare effect removed (no longer slows target)
  • Trading Post income decreased by 15%.
  • Church now provides a small 0.6 XP/s trickle; cost increased to 150w (from 100w); bounties adjusted accordingly; construction time increased to 25 seconds (from 10); adjusted Dutch Consulate Church accordingly
  • Forts now grant 110 build xp (up from 0)
  • Town Ceremony card no longer improves wall hit points; moved to the Exploration Age for all civilizations which have access to it
  • Offshore Support and European Cannons cards now grant 15% Warship attack (down from 20%)
  • TEAM Coastal Defenses card now increases building attack against ships by 0.80 (from 1.0); now correctly assigned to age 1 for the French
  • Dock anti-ship attack now correctly does 0.5x to AbstractSiegeTrooper

The Aztecs

  • Starting crates fixed to 400f 300w

UNITS & BUILDINGS

  • Jaguar Prowl Knight hand attack increased to 20 (from 18); hit points increased to 240 (from 230)
  • Nobles’ Hut anti-ship and unit inaccuracy removed
  • Puma Spearman hand attack Shock Infantry multiplier increased to 3.5 (from 3); “siege trooper” unit-tag removed
  • Skull Knight hit points increased to 320 (from 300)
  • Warrior Priests no longer cost population

CARDS

  • 5 Coyote Runner (II) card increased to 6 (660 resources)
  • 11 Macehualtin (III) card increased to 12 (840 resources)
  • 6 Jaguar Prowler Knight (III) card increased to 7 (1050 resources)
  • 7 Coyote Runner (III) card increased to 8 (880 resources)
  • 8 Puma Spearmen (III) card increased to 9 (900 resources)
  • 6 Arrow Knight (III) card increased to 7 (875 resources)
  • 3 Skull Knight (III) card increased to 4
  • 4 Skull Knight (III) card increased to 6; now costs 350 food to send
  • Aztec Artificial Islands card now reduces canoe wood cost by 35% (down from 50%)
  • Great Temple of Quetzalcoatl Support shipment cost reduced to 1500c (from 2000c); “Religious Unity” shipment adjusted accordingly
  • Great Temple of Huitzilopochtli shipment cost reduced to 1500c (from 2000); “Religious Unity” shipment adjusted accordingly
  • TEAM Cheap Fishing Boats shipment changed to -20w (from -25%) Fishing Boat cost
  • Temple of Xipe Totec shipment now increases Coyote Runner ranged resistance by 0.1; grants 12 Coyote Runners (up from 11)
  • Temple of Centeotl shipment now also increases Macehualtin line of sight and range by 2

The British

  • Starting crates fixed to 300f 300w

UNITS & BUILDINGS

  • Manor House “kill” bounty increased to 81xp (from 54xp)
  • Rocket projectile velocity increased to 45 (from 30); train-time decreased to 90s (from 98s)

UPGRADES

  • Guard Longbowmen, Guard Pikemen, Imperial Longbowmen, and Imperial Pikemen improvements set to available by default; “Yeomen” shipment updated accordingly

CARDS

  • Naval Gunners card warship damage improvement reduced to 20% (down from 25%)

The Chinese

  • Starting crates fixed to 200f 300w
  • Village Cost reduced to 190w (from 200w); build xp adjusted to 38 and kill xp adjusted to 76; build points reduced to 19 (from 20)
  • Village livestock fattening rate decreased to 25% before Fortress Age (from 50%)

UNITS & BUILDINGS

  • Black Flag Army (3 Arquebusiers and 1 Flamethrower) changed to 4 Changdao Swordsmen and 2 Meteor Hammers; cost changed to 380f, 350c (from 170w, 425c); description updated accordingly; train-time decreased to 33s (from 40s); added to “Russian Allies” Blockhouse and Fort, respectively
  • Summer Palace Territorial Army train-time increased from 193s to 210s
  • Imperial Army (3 Arquebusiers and 2 Iron Flails) train-time decreased to 29s (from 33s)
  • Forbidden Army (2 Iron Flails a 2 Meteor Hammers) train-time increased to 33s (from 29s)
  • Keshik obstruction radius decreased to 0.65 (from 0.79)
  • Qiang Pikeman hand attack Shock Infantry multiplier increased to 3.5 (from 2.25)
  • Steppe Rider speed increased to 7.25 (from 6.75); obstruction radius decreased to 0.65 (from 0.79)
  • Territorial Army (3 Arquebusiers and 3 Changdao Swordsmen) train-time decreased to 29s (from 33s)

UPGRADES

  • All Honored upgrades cost increased to 350w 350c (from 300w 300c)

CARDS

  • Hire 26 Rattan Shields card reduced to 24 Rattans
  • Old Han Reforms shipment decreased to +50% (from +100%) Chu-Ko-Nu and Qiang Pikeman attack and hit points, and +20% (from +50%) unit costs; 1k food requirement removed; now also applies to Keshiks and Steppe Riders; renamed “Old Dynasty Reforms”
  • Mongolian Army (3 Keshiks and 3 Hand Mortars) changed to 2 Keshiks and 2 Steppe Riders; cost changed to 230f, 170c (from 495f, 270w); description updated accordingly; train-time decreased to 25 (from 30); moved to Commerce (from Fortress) Age; added to “Russian Allies” Blockhouse and Fort
  • TEAM Improved Warships card now improves Warship attack and hit points by 10% for allies (down from 15%); still grants the full +15% to the Chinese player who sent it

The Dutch

  • Starting crates fixed to 500c 200w

UNITS & BUILDINGS

  • Bank build-limit increased to 5 (from 4); bounties increased (standardized) to 140xp (‘build’, from 70xp) and 280xp (‘kill’, from 140xp)
  • Envoy train-time decreased to 15s (from 30s)

CARDS

  • 4 Hussars shipment increased to 5 Hussars
  • Admiral Tromp card now increases Fluyt hit points by 75% (down from 100%)
  • Tulip Speculation shipment increased to +20% Bank coin trickle (from 15%)
  • Team Infantry Hit Points shipment decreased to +10% (from 15%) infantry hit points for non-Dutch allies

The French

  • Starting crates fixed to 400f 200w

UPGRADES

  • Imperial Gendarmes improvement reduced to +40% attack and hit points (from 50%)

CARDS

  • TEAM Early Skirmishers shipment no longer moves Black Flag banner-army to Commerce (from Fortress) Age; Now moves Imperial and Territorial banner-armies to Commerce (from Fortress) Age
  • Thoroughbreds shipment no longer decreases the train time of Cuirassiers

The Germans

  • Starting crates fixed to 300f 100w 100c

UNITS & BUILDINGS

  • Doppelsoldner hit points increased to 240 (from 230)
  • Settler Wagon ranged attack huntable multiplier increased to 5.75 (from 4)

CARDS

  • Advanced Dock shipment increased from +50% damage, +50% heal-rate to +100% damage, +100% heal-rate and -33% Warship train-time
  • Hire Hessian Jaegers shipment decreased from 13 to 12 Jaegers
  • Team Cavalry Attack shipment decreased to +10% (from 15%) cavalry attack for non-German allies

The Haudenosaunee

  • Starting crates fixed to 500f 100w

UNITS & BUILDINGS

  • Siege Workshop cost reduced to 200w (from 300w); bounties adjusted to 40xp (‘build’, from 60xp) and 80xp (‘kill’, from 120xp)
  • War Chief hit points aura decreased to 10% (from 15%)

CARDS

  • Crates of 200 Food, 200 Wood, and 200 Coin shipment increased to 300f, 300w, 200c
  • TEAM Birchbark card now decreases wood cost of canoes by 15% (down from 25%)

The Indians

  • Starting crates fixed to 400w 200f
  • Per-shipment experience-points required decreased (improved) to 106% (from 108%)

UNITS & BUILDINGS

  • Brahmin Monk Stomp passive ability moved to Commerce (from Exploration) Age
  • Flail Elephant hand attack increased to 10 (from 5); population cost reduced to 3 (from 4); Mansabdar updated accordingly
  • House hit points decreased to 1000 (from 1200)
  • Rajput siege attack increased to 25 (from 20); speed increased to 5.5 (from 5); Mansabdar updated accordingly
  • Sepoy hit points decreased to 180 (from 190)
  • Siege Elephant cost reduced to 300w, 350c (from 300w, 400c); line of sight increased to 34 (from 29); Mansabdar updated accordingly
  • Sowar heavy infantry multiplier decreased to 0.5 (from 0.67); infantry multiplier increased from to 2 (from 1.5); “Desert Terror” shipment heavy infantry multiplier effects adjusted accordingly to -0.1 (from -0.17); Mansabdar adjusted accordingly
  • Urumi delivered to allies now properly receive their ‘Disiplined’, ‘Honoured’, etc shadow improvements upon reaching the appropriate age

UPGRADES

  • Terror Charge (Indian Monastery improvement) now affects all cavalry trainpoints (instead of just Elephants); adjusted tooltip to “Increases Indian Monk speed and increases the speed of nearby elephants. Elephants, Camels and all Cavalry train faster.”

CARDS

  • 2 Siege Elephants +1 Villager shipment cost reduced to 350f (from 500f)
  • 3 Siege Elephants +1 Villager shipment cost reduced to 350f (from 600f)
  • 600 Coin (II) shipment increased to 700 Coin
  • 600 Wood (II) shipment increased to 700 Wood
  • Bombay Marine card now improves warship train speed improvement reduced to 30% (from 40%); build bounty improvement improved to 30% (from 25%)
  • Dravidian Martial Arts shipment effect increased to +15% all unit hand attacks damage and +15% Rajput hand attack damage (from +15% all unit hand attacks damage); description updated to “All hand attacks do more damage, but especially Rajputs’, +1 Villager.”
  • Elephant Combat card attack and hit point improvement increased to 20% (from 15%)
  • Hire 7 Chakrams shipment cost decreased to 450c (from 500c)”
  • TEAM 5 Urumi shipment decreased to 4 Urumi Swordsmen
  • Urumi Swordsman Regiment (IV) now also enables the Mansabdar Urumi to be trained from the Charminar Gate (in addition to delivering 9 Urumi and the Mansabdar)

The Japanese

  • Starting crates fixed to 500f 300w

UNITS & BUILDINGS

  • Golden Pavilion wonder ranged unit attack bonus decreased to 10% (from 15%)
  • Samurai hand attack increased to 28 (from 25)
  • Shogun Tokugawa aura decreased to +10% hit points (from 20%); cost increased to 750c (from 350c); bounties adjusted to 75xp (from 35xp)
  • Shrine cost reduced to 120w (from 125w); bounties adjusted to 24xp (‘build’, from 25xp) and 48xp (‘kill’, from 50xp)

CARDS

  • Bakufu shipment Daimyo & Shogun work-rate bonus decreased to 50% (from 100%)
  • Naginata Rider Hitpoints shipment reduced to 25% (from 30%)
  • TEAM Chonindo shipment no longer affects hunting or livestock gather-rates

The Lakota

  • Starting crates fixed to 400f 100w
  • Can now construct walls upon reaching the Industrial Age; Bastain upgrade also becomes available

UNITS & BUILDINGS

  • Town Center cost reduced to 400w (from 500w)
  • Bow Rider hit points decreased to 225 (from 250)
  • Cetan Bow hit points increased to 100 (from 90); speed increased to 4.5 (from 4)
  • Rifle Rider cost reduced to 120f, 90c (from 120f, 100c); bounties adjusted to 21xp (from 22xp)
  • Teepee hit points increased to 450 (from 300); may now be constructed by War Hut units by default; aura ranges increased to 20 (from 12); cost reduced to 40w (from 50); build limit increased to 12 (from 10)
  • War Chief “heavy cavalry” unit-tag added; ranged resistance now increases to 30% (from 10%) upon reaching Commerce Age
  • War Club hand attack increased to 11 (from 10); siege attack increased to 30 (from 27)

CARDS

  • 4 Villagers shipment moved to Age 1 (from Age 2)
  • Added 5 Villagers shipment to Home City, which can be sent in Age 2
  • 6 Cheyenne Allies card (II) increased to 7
  • 6 Comanche Allies card (II) increased to 8
  • 4 Advanced War Canoes (IV) card (which delivers 4 War Canoes + 20% War Canoe hit points) added to the Home City
  • The Lakota Birchbark card is no longer a TEAM card
  • 12 Bison (II) shipment changed to 15 INFINITE Bison; moved to Industrial (from Commerce) Age
  • Adoption shipment improved to -40% (from -25%) Villager train-time
  • Earth Bounty shipment now also grants +10% Estate Gather Rate; tooltip adjusted to “For the rest of the game, a small trickle of Wood and Coin enriches you, and your Estates are more productive.”
  • Friendly Territory shipment attack aura range decreased to 18 (from 24)
  • Great Hunter shipment increased to +25% (from 20%) berry and hunting gather-rates; now also improves yield by 10%
  • Recruit Buccaneer Fleet (4 Privateers) shipment moved to Fortress Age (from Industrial); cost increased to 800 coin (from 500)

The Ottomans

  • Starting crates fixed to 100f 400w

UNITS & BUILDINGS

  • Abus Gun reload time (ranged attack ‘rate of fire’) increased to 3.5s (from 3s); artillery multipliers decreased to 0.5 (from 0.75); 0.75x damage multiplier vs Ships (down from 1)
  • Great Bombard train-time decreased to 100s (from 115s)
  • Mosque cost increased to 150w (from 100w)
  • Mosque experience-points trickle increased to 0.7/s (from 0.4/s); unique Settler-related improvements cost halved
  • Spahi ranged resistance increased to 20% (from 10%)

UPGRADES

  • Guard Abus Guns improvement cost reduced to 600w, 600c (from 450f, 600w, 600c); increased to +30% attack and hit points and +1 line of sight and range (from +30% attack and hit points) for Abus Guns
  • Veteran Abus Guns improvement increased to +20% attack and hit points and +1 line of sight and range (from +20% attack and hit points) for Abus Guns
  • Janissary cost reduced to 90f, 25c (from 100f, 25c); bounties adjusted from 13xp to 12xp; hit points decreased to 210 (from 235)
  • Koprulu Viziers improvement moved to Exploration (from Commerce) Age
  • Tanzimat improvement moved to Fortress (from Industrial) Age

CARDS

  • 4 Settlers (II) card increased to 5
  • Janissary Combat Home City shipment increased to 20% (from 15%)
  • Mosque Construction shipment changed from -33% to -60% unique Mosque improvement cost
  • TEAM Silk Road shipment effect increased to 25% (from 15%); moved to Exploration Age (from Commerce Age); TEAM effect removed

The Portuguese

  • Starting crates fixed to 300f 200w
  • Berry and hunting gather-rates increased by 5% via a start of game shadow improvement

UNITS & BUILDINGS

  • Cassador attack increased to 18 (from 17); hit points increased to 110 (from 105); ranged resistance reduced to 45% (from 50%)
  • Spyglass cooldown decreased to 90s (from 120s)

UPGRADES

  • Besteiros improvement cost reduced to 2000w (from 2400w)
  • Organ Gun train-time decreased to 40s (from 45s); unpacked (‘limber’) mode speed increased to 2.4 (from 1.6); packing and unpacking time decreased from 2s to 1.5s

CARDS

  • Genitours shipment effect decreased to +4 Dragoon range (from +6)
  • Gunpowder Infantry Attack shipment moved to Commerce (from Industrial) Age
  • TEAM Gunpowder Infantry Hitpoints shipment moved to Fortress (from Industrial) Age
  • Navigation School card now trains ships 20% faster (down from 25%)

The Russians

  • Starting crates fixed to 600f 200w

UNITS & BUILDINGS

  • Musketeer batch cost increased to 280f, 95c (from 281.25f, 93.75c)

CARDS

  • 11 Musketeers shipment increased to 13 Musketeers
  • 9 Halberdiers shipment increased to 11 Halberdiers
  • 17 Strelets shipment increased to 19 Strelets

CARDS

  • TEAM Cold Water Port card moved to Exploration Age (from Commerce)

The Spanish

  • Starting crates fixed to 300f 200w
  • Per-shipment experience points required decreased to 72% (from 75%)

UNITS & BUILDINGS

  • Rodelero hand attack increased to 11 (from 10)

SHIPMENTS

  • Spanish Gold shipment now grants 400c with every shipment, including itself (instead of boosting Galleons and Saloons); moved from Industrial to Fortress Age
  • Unction shipment now grants 1 Missionary; attack aura reduced to 4.5% per Missionary (down from 5%)
  • Commerce and Fortress-Age Rodelero shipments increased by one unit each
  • Fortress-Age Lancer shipments increased by one unit each
  • Caballeros Shipment changed to +1 hand attack infantry multiplier and +2 hand attack range (from +1 hand attack infantry multiplier) for Lancers
  • 9 Mayan Allies increased to 11 Mayan Allies

CARDS

  • Spanish Galleons card now grants 30% galleon attack & hit points (down from 50%)
  • Armada card now grants 20% warship hit points (down from 30%); now also increases warship LOS by 2 (up from 0)

Treaty and Deathmatch-Specific Balance Changes

  • The Immigrants upgrade now also causes all units to train 10% faster—excluding units which do not cost tangible resources (which instead only train 5% more quickly and includes: Heavy Cannon, Great Bombard, Rocket, Tokala Soldier, Skull Knight, Flying Crow, Travois, Warrior Priest, Priestess and Ottoman Villagers); the Lakota receive this train speed benefit for free upon reaching the Imperial Age, since they are the only civilization which does not have access to the Immigrants upgrade
  • Inca (minor native) Chasqui Messengers upgrade now improves all affected units by 10% less than it did previously (to mitigate the above change); therefore no longer effects Artillery, tooltip adjusted accordingly
  • Eye of the Assassin (IV) ability (European Explorer ‘crackshot’) now deals 475 damage (down from 5000); still scales with age to be an instant kill on all but the highest hp units (e.g., Mahouts)
  • Peerage upgrade no longer improves the damage of abilities; now only affects the Explorer’s ordinary Ranged and Melee attacks
  • Knighthood and Peerage upgrades now also increase the ransom cost by +50 coin each
  • Portuguese Bandeirantes card now delivers 1 Explorer (down from 2); card moved to Age 2 (from Age 4) to maintain its usefulness
  • Exalted Siege Elephant improvement now also grants +2 range and line of sight
  • Exalted Flaming Arrow improvement now also grants +2 range and line of sight
  • Morutaru Range shipment decreased from +6 to +4 additional range and line of sight to Morutarus
  • Ottoman 1 Great Bombard shipment can now be sent infinite times
  • Portuguese Rangefinding shipment decreased from +10 to +8 additional range and line of sight to Mortars
  • Ottoman Artillery Hitpoints (II) is no longer a TEAM card; replaced instead by “Artillery Attack” (II) which is now a TEAM card
  • Portuguguse Artillery Hitpoints (III) card is no longer a TEAM card; no longer improves Abus Guns; effect increased to +20% Artillery hit points (up from 15%)
  • Dutch TEAM Native Warrior Socieities (II) card Native Warrior build limit improvement reduced to 20% (from 30%)
  • Adjusted the number of Native Warriors delivered by the following cards (as shown below); additionally these cards now also grant the respective Champion-level upgrades and cost reduced to 1000c (from 2000c); “Mercenary Loyalty”—the German variant—and “Religious Unity” cards adjusted accordingly (so they maintain the same relative cost reduction)
    • INF 30 Tupi Allies now delivers 15 Tupi Blackwood Archers
    • INF 25 Cherokee Allies reduced to 13 Cherokee Riflemen
    • INF 30 Mayan Allies reduced to 17 Maya Holcan Spearman
    • INF 30 Zapotec Allies reduced to 17 Zapote Lighting Warriors
    • INF 30 Nootka Allies reduced to 17 Nootka Clubmen
    • INF 30 Carib Allies reduced to 17 Carib Blowgunners
    • INF 30 Shaolin Allies reduced to 15 Rattan Shields
    • INF 20 Huron Allies reduced to 10 Huron Mantlets
    • INF 23 Udasi Allies reduced to 11 Chakrams
    • INF 8 Sufi Allies reduced to 6 War Elephants
  • Added the following new cards to the Lakota Home City
    • INF 13 Commanche Allies (IV) which also activates Commanche Warrior Societies and Champion Commanche; costs 1000c to send
    • INF 13 Cree Allies (IV) which also activates Cree Warrior Societies and Champion Cree; costs 1000c to send
  • Engineering School (II) train time improvement reduced to 30% (from 40%)
  • TEAM Engineering School (II) train time improvement reduced to 15% (from 20%)
  • Aztec War Hut Training (II) train time improvement reduced to 35% (from 40%)
  • Russian Dueling School (II) card is no longer a TEAM improvement
  • Riding School card now reduces (improves) European Fortress Age Cavalry (Lancer, Oprichnik, Cuirassier and Hakkapelit) trainpoints by 5% less than other cavalry
  • Russian Imperial Strelets upgrade now also grants Strelets +2 range
  • Russian National Redoubt shipment now also grants Musketeers +10% attack and hit points but their fort build rate has been reduced to 1.33 (from 2)

Bug Fixes

NOTABLE FIXES

  • Repentant Mercenary and Outlaw units trained at the Monastery now have identical stats to those trained at the Saloon; Elmeti, Mamelukes, and Li’l Bombards no longer available in the Fortress Age; and Iron Troops, Fusiliers and Jaegers now perform as intended
  • Shogunate wonder Industrial Age bonus decreased to 600xp (from 1600xp, the Imperial Age value)
  • Flamethrower damage cap increased to 35 (from 20; now deals the intended amount of damage to units); “Disciplined”, “Honored”, and “Exalted” improvements standardized from 30%, 35% & 60% to 20%, 30% & 50%, respectively
  • Fixed the bug commonly known as “Alt-D”, which allowed for knocked-out hero units to wake up on command at any point by using a hotkey to change their tactics/squad mode
  • Players can no longer discern whether general unit shipments and Japanese 2x shipments have been sent, via inspection of other players’ decks
  • Fixed an exploit allowing players to continually reset unit rate-of-fire by canceling an activated ability, such as the Explorer’s crackshot
  • Fixed a glitch (“cover mode bug”) where knocked-out hero units would enter an invalid stance state upon waking up. Such units will now correctly remain in the same stance they were in before being knocked out
  • Aztec Heal Ceremony no longer affects a knocked-out War Chief

GENERAL FIXES

  • Japanese End Isolation improvement now correctly reduces unit attack by 7% (down from 10%).
  • Chinese Repelling Volley Home City shipment now correctly applies increased bonus damage against Eagle Runner Knights.
  • Japanese Close Combat Home City shipment and Cheyenne Cheyenne Fury improvement now correctly apply increased bonus damage against Shock Infantry.
  • Multipliers against Shock Infantry corrected on the following units:

Native Incan Bolas Warrior, Flying Crow, Rescued Haudenosaunee Tomahawk, Siege Elephant, Mansabdar Siege Elephant

  • Berry Bushes now have a maximum villager limit of 8 per bush to alleviate the issue of idle villagers not being displayed as a notification.
  • Galleons can now train Gurkhas when playing as India.
  • Howdahs and Mansabdar Howdahs now have standardized modifiers; Howdahs now get the correct multiplier against Coyote Runners in Melee Mode.
  • Oprichniks now have the correct multiplier against siege units and artillery in Defend and Trample modes.
  • Native Villagers now have the ability to build Caravanserais for Indian allies who get the Aztec TEAM 3 Villager Home City shipment.
  • Turkeys are now able to enhance nearby Shrines.
  • Blood Brothers home city shipment now upgrades everything in the correct order so that units’ names are correct.
  • Exalted Meteor Hammer improvement now properly increases Meteor Hammer base damage by 50%.
  • Heavy Fortifications home city shipment now upgrades in the correct order and displays correct names; it now properly includes the effect of the Revetment improvement.
  • Infantry Breastplate improvement now correctly affects Mercenary Blowgun Warriors, Blowgun Ambushers, Blind Monks and Iron Troops.
  • Klamath Work Ethos improvement now correctly affects Rice Paddies and Mango Groves.
  • Spanish Tercio Tactics home city shipment now correctly displays “Rodeleros” (as opposed to “Redoleros”).
  • Counter Infantry Rifling improvement now properly affects Renegados and Thuggees.
  • Ranged Cavalry Caracole improvement now properly affects Comancheros.
  • Socket Bayonet improvement now properly affects Pistoleros and Dacoits.
  • Indian Royal Green Jackets home city shipment now properly affects Mansabdar Gurkhas.
  • Klamath Huckleberry Feast improvement now properly grants 1 food crate per 3 minutes game time.
  • Indian, Chinese, and Lakota Surgeons can now construct Field Hospitals.
  • British TEAM Musketeer / Grenadier Hitpoints home city shipment now properly affects Janissaries.
  • Mercenary Huron Mantlets now have the previously missing AbstractInfantry tag.
  • Aztec War Chiefs now have proper damage flag added to their Hand Attack and should not hurt allied units after sending the Smoking Mirror home city shipment.
  • Spanish Consulate Nanban Trade improvement now correctly affects experience-points income from Trading Posts and Asian Trading Posts.
  • Corrected displayed icons for the following:

Gatling Gun unit, Hire Li’l Bombards home city shipment, 3 Galleys home city shipment, Chests of 500 coin home city shipment.

  • Chinese can now research the Imperial Cannon improvement at their Factory.
  • British, Chinese, Indians, and Japanese can no longer ship Mercenary Loyalty home city shipment twice.
  • British Yeomen home city shipment now properly increases Longbowmen’s range in all formations.
  • Spanish Quatrefage and Dutch Stadhouders improvements no longer change the position of Barracks improvements in the UI
  • Russian Kalmucks and Bashkir Ponies improvements and German Polish Winged Hussars home city shipment no longer change the position of Stable improvements in the UI
  • French Garde Imperial 1, Garde Imperial 2 and Garde Imperial 3 improvements no longer change the position of Artillery Foundry improvements in the UI
  • Corrected sound files of the following units:

Surgeons (Chinese, Japanese, and Indian), Iroquois Exploration Travois, Fattened Goats received from Sufi Pilgrimage improvement, Portuguese Consulate Ironclads, Silk Road Trading Sites, Russian Kalmucks, Ottoman Consulate Settlers

  • Spanish Quatrefage Halberdiers now have correct Spanish Pikeman audio
  • Dutch Consulate Church and Arsenal now have the correct Dutch texture; the Church is now able to train Spies
  • French TEAM Ranged Infantry Attack home city shipment no longer increases the attack of Cavalry Archers, Bow Riders, Keshiks, and Yabusame
  • TEAM 5 Manchu home city shipment now correctly takes 60 seconds to arrive
  • Arsonists now have the correct ‘Mercenary’ tag
  • Dutch Consulate Bank is now in line with Dutch Bank
  • China Record Game bug caused by ypMonasteryDiscipleAura was changed to have no aura effect and increase Disciple base hit points and base damage by 10%
  • Native Eagle Warrior now has correct modifiers against Cavalry, CoyoteMen, Light Ranged Cavalry, and Eagle Knights
  • Abus Guns have correct modifiers vs Light Ranged Cavalry or Eagle Knights in stagger and defend modes
  • Units tagged as Shock Infantry are affected by Japanese Consulate damage boost & British Consulate hit points boost
  • SaloonOutlawRider now deals correct hand attack damage in melee mode
  • Corrected projectiles used by the following units:

Warriors from the Alarm Ceremony (arrows), Wokou Horseman Guardians (arrows), Native Settlers (spear), Aztec Eagle Knights (spear)

  • Castles’ Bombard Attack now has the correct multiplier against Shock Infantry; range is now properly increased by the Japanese Yamashiro home city shipment
  • Removed dopple effect from Cow, Water Buffalo, Yak, Sacred Cow (their corpses no longer show up as alive and stationary under fog of war)
  • Monitors can no longer target empty Trading Post sockets with their Long-range Bombardment Attack ability
  • Corrected Gribeauval System home city card description
  • King’s Hill fort is no longer deletable
  • Surgeon is now visible under fog while acting as a treasure reward
  • Adjusted Cherry Orchard and Mango Grove placement rules to make them replaceable on the same spot
  • Docks now respect the restricted build radius during the Treaty period
  • Fixed reload animation of gunpowder units, mainly an issue with attack move mode. Units will no longer appear as standing idle while reloading.
  • Spahis will now scale stats correctly even for non-Ottoman players, according to the Spahi owner’s Age (include Inca)
  • Tomahawk unit no longer plays the running animation while idle; now throws an actual tomahawk
  • Flaming Arrow; added missing 0.5 damage multiplier against Arrow Knight
  • Added missing Tracked flag to Bank Wagon, making it potentially usable by AI
  • Fixed Gurkha hotkey name (previously labeled as Urumi Swordsman)
  • Correctly applied passive hit points regeneration to Urumi instead of Gurkha
  • Fixed shipment arrival message of Indian Distributivism misleadingly referring to the card as Agrarianism
  • Samurai: removed nonstandard multipliers vs Villager and Elephant (previously 0.5 and 1.15, respectively)
  • Removed nonstandard Villager multipliers from all AbstractElephant units (previously 0.5 for Siege Elephant’s attack and in hand attack of the rest)
  • Exalted Tekkousen upgrade cost increased to standard 1500w/1500c (up from 1000w/1000c), to be in line with Frigates
  • Fixed a bug that prevented Cherokee Basket Weaving upgrade from removing the wood cost of Amalgamation
  • Obstruction radius will now take proper effect on native settlements under fog
  • Fixed a bug causing Comanche native village (type 3) to always spawn without obstruction objects and therefore being passable by units
  • Fixed an issue that could cause building foundations placed near native settlements to not be actually buildable
  • Prevent Barn from becoming invisible under fog
  • Fixed a bug causing the Disciplined Urumi shadow tech effects to be applied team-wide; especially problematic in combination with the Team Urumi shipment, which enables this tech even for non-Indian teammates
  • Fixed a bug causing certain unit sounds to be heard across the whole game map, regardless of camera distance from the sound origin. The affected units/sounds were:

Flamethrower (death), Flying Crow (death), Howdah (siege), Mansabdar Howdah (siege), Siege Elephant (attack), Mansabdar Siege Elephant (attack), Morutaru (attack), Shogun Tokugawa (attack), Mansabdar Flail Elephant (attack), Asian Fishing Boat (attack)

  • Fixed a bug causing the Lakota Warchief building animation to sometimes not activate.
  • The master game sound level will no longer reset to maximum level whenever the game window regains focus
  • Fixed a bug that could cause a building foundation to be built at a much slower speed than intended when the main builder unit’s action was suspended in an irregular way (garrison)
  • Fixed a bug where garrisoned builders could continue to affect the maximum builder limit of a placed building foundation they were originally tasked on, resulting in less or even no other builders being able to be tasked on the building foundation
  • Fixed a bug where wagon builder units were able to speed up construction of buildings started by other kinds of units. Wagon builders can now only be tasked to their own placed foundation.
  • Damage bonus multipliers with 2 decimal places now display their real value, instead of being rounded to 1 decimal place
  • Stagecoach and Iron Horse shared line-of-sign fully enabled for all six expansion civilizations (previously only available to The War Chiefs civilizations in Campaign or when a match was started in the Post-Industrial/Post-Imperial Age)
  • Bonus effects granted by minor native alliances will no longer persist after the alliance has been broken. This affects the granted unique ship (Canoe / Wokou Junk / Catamaran), as well as certain home-city shipments (Native Treaties, Native Crafts)
  • Cover Mode now decreases attack damage properly for Tiger Claws and Changdao Swordsmen
  • Indian Monks and Sufi War Elephants now have the previously missing AbstractElephant tag. To facilitate this fix, Professional Handlers home city shipment has been adjusted to affect only the Howdah, Mahout, Flail, and Siege elephant (Mansabdars included).
  • Comanche Trade Language now affects Wonder costs
  • Russian Consulate Blockhouse can now be rebuilt by any Chinese villagers, as opposed to only rescued villagers; build limit set to 1; banner armies now spawn properly.
  • “Old Ways” shipment now decreases the cost of Founder big button tech by 50%, instead of greatly increasing its cost in error
  • Unique model/art is now correctly activated on the following units:

Besteiro, Carabineer Ruyter, Garrochista Lancer

  • Corrected references to Crossbows/Longbows in texts (-> Crossbowmen/Longbowmen)
  • Fixed an inconsistency where the second Chinese Monk’s Stun ability had different ranges than the initial Chinese Monk’s Stun ability
  • Added proper garrison UI for Fishing Boats
  • Adjusted some mixed crate shipments to deliver large crates when possible
  • Fixed an issue preventing Navajo Weaving’s effects from being interpreted on the effect details UI
  • Banner-army descriptions updated for accuracy and consistency
  • Fixed a deck inspection glitch allowing players to discern which cards were sent by other players in the game
  • Saloon Pirate now correctly snares/speed boosts and its speed is correctly halved in Cover mode
  • Catamaran now correctly uses its siege attack against ships, rather than using ineffective ranged attack
  • Chukonu no longer have reduced ranged attack accuracy in Stagger/Defend mode
  • Renegados and Thuggees now correctly display as semi-transparent when obscured by other units, based on the “Obscured Unit Alpha” game option
  • Adjusted cost of 2 sentries (enabled by the Village Defense shipment) to 50f/50c (from 80f/80c), consistent with the cost of 2 irregulars
  • Fixed an issue preventing the Aztec Warchief Swashbuckler ability hotkey from working
  • Fixed an issue preventing the Indian Monks and Lakota Warchief from performing certain actions in Trample/Defend mode (build, pick up treasure, heal)
  • Fixed an issue with certain techs being misflagged as unit upgrade techs (Abassid Market, Topkapi, Tanzimat, Rawhide Covers big button, Flaming Arrows big button, Cipatli big button) and therefore being affected by Zen Meritocracy and TEAM Cheap Unit Upgrades
  • Home city-shipped Sohei outdated multipliers adjusted to same values as regular Sohei
  • Fixed an issue with a number of techs awarding “fake” additional score when their effects already fully awarded the intended amount of score indirectly:

BigAztecRaidingParty, BigAztecScoutingParty, BigAztecWarParty, BigDockCipactli, BigFarmCinteotl, BigFarmStrawberry, BigHouseCoatlicue, BigIroquoisRaidingParty, BigIroquoisScoutingParty, BigIroquoisWarParty, BigLonghouseWoodlandDwellers, BigNoblesHutWarSong, BigEstateMapleFestival, BigEstateTezcatlipoca, BigSiouxDogSoldiers, BigWarHutBarometz, ChurchBashkirPonies, ChurchBlackWatch, ChurchGardeImperial1, ChurchGardeImperial2, ChurchKalmucks, ChurchPetrineReforms, ChurchQuatrefage, ChurchRogersRangers, ChurchStadholders, ChurchTopcuCorps, ChurchTowerAndSword, ChurchTufanciCorps, ChurchWaardgelders, ChurchWesternization, ChurchWildGeeseSpanish, ImpArtilleryRegiments, NatChocolateRecipes, NatDogSoldier, NatHuntingGrounds, NatMorningWars, NatSequoyahSyllabary, NatXPCheyenneHuntingGrounds, NatXPHuronTradeMonopoly, NatXPKlamathHuckleberryFeast, NatXPMapucheTreatyOfQuillin, NatXPZapotecCloudPeople, YPNatSufiPilgramage

  • Fixed a bug preventing the following Consulate units from receiving their first-in-line shadow upgrade:

Carabineer, Kalmuck, Jinete, Roger’s Ranger, Prussian Needle Gunner, Horse Artillery

  • Fixed a bug causing Skirmishers to be labeled as “Veteran” instead of “Guard” when starting in the Post-Industrial age as the Dutch
  • Build/kill XP bounties recalculated to correct values for the following units and buildings:

Wakina Rifle (9/9 -> 10/10), Flail Elephant (25/30 -> 25/25), Mansabdar Flail Elephant (60/60 -> 50/50), Monastery (20/40 -> 45/90), Nootka Warchief (20/20 -> 30/30)

  • Urumi multiplier vs Eagle Runner Knight increased to 2x (from 1.5) to be consistent with the damage they do against Light Ranged Cavalry; Mansabdar Urumi updated accordingly
  • Agra Fort anti-ship attack; added missing 0.5x damage multiplier against siege units so Galleons now properly take half damage
  • Fort anti-ship attack; added missing 0.5x damage multiplier against siege units so Galleons now properly take half damage
  • Moved “Offshore Support” card to the Commerce Age for Ottoman (was mistakenly assigned to the Industrial age)
  • “Bloodbrothers” card now properly affects legacy natives units (now also techs “Aztec Warrior Societies”, “Champion Aztecs”, “Lakota Warrior Societies”, “Champion Lakota”, “Haudenosaunee Warrior Societies” and “Champion Haudenosaunee”); German variant card adjusted accordingly.
  • If a Trading Post is constructed and then “Advanced Trading Post” card is sent, the Trading Post will no longer be damaged
  • Removed attack delay on all cannon-based artillery units, fixing an issue that caused them to sometimes fire “blank” shots
  • Mantlets and Light Cavalry units may now choose to utilize their Siege Attack against Ships, when within an appropriate range
  • Fixed an issue causing Abus Guns to sometimes deal reduced damage to ships when attacking from within 10 range
  • “Petrine Reforms” upgrade no longer activates Guard Pikemen
  • Canoes are now affected by naval military upgrades
  • Yojimbo unit-type AbstractGunpowderCavalry replaced with AbstractArcher
  • Dragoon “AbstractCoyoteMan” multiplier corrected to 2.25 (from 2.75); Conquistador adjusted accordingly
  • Cavalry Archer “AbstractCoyoteMan” multiplier increased to 2.25 (from 1.5)
  • When allied to the Cheyenne, the “Native Treaties” shipment now delivers 2 Cheyenne Riders (down from 3)
  • When allied to the Navajo, the “Native Treaties” shipment now delivers 4 Navajo Rifleman (from 5)
  • The “Pillage” arsenal improvement now also properly improves Shock Infantry
  • The “Socket Bayonet” improvement no longer improves Grenadiers
  • The “Infantry Breastplate” improvement now also properly improve legacy minor native Eagle Warriors
  • Fixed a bug where Germans would not receive free Uhlans when sending the Agents shipment
  • German “Dance Halls” card now states the correct number of Uhlans delivered
  • Removed redundant ‘AbstractCavalryInfantry’ multipliers from all Grendaier attacks
  • Mercenaries now properly reflect their cost in the ‘score’
  • Socket Bayonet no longer improves Grenadier type units
  • Infantry Breastplate now properly improves Aztec (legacy minor) Eagle Warriors for the purposes of SPC and user created content

Treasure Changes

  • Pirate guardian hit points decreased to 400 (from 600)
  • Outlaw Rider guardian cavalry tag removed
  • Snow Monkey and Tibetan Macaque obstruction radius x+y corrected to 0.49 (from 0.79)
  • Lion Tailed Macaque hit points increased to 65 (from 60) to balance the Eagle Eye ability
  • 2 Sheep (guarded by 1 Outlaw Rider & 1 Outlaw Rifleman) increased to 3 Sheep
  • 60 food (Cranberries guarded by two Wolves) increased to 70 food
  • 60 wood (Cottonwood guarded by three Wolves) increased to 75 wood
  • 90 food (Squash guarded by two Wolves) decreased to 75 food
  • 150xp (Sasquatch guarded by two Grizzly Bears) decreased to 130xp
  • 110 wood (Tamarack guarded by three Cougars) decreased to 90 wood
  • 150 wood (Redwood guarded by three Grizzly bears) decreased to 130 wood
  • 1 Pet Tiger (guarded by 2 Rhinos) changed to 1 Pet Tiger (guarded by 2 Tigers)
  • +10% infantry hit points (Guide to Healthy Living guarded by 5 Delinquent Thuggees) decreased to +5% infantry hit points
  • +5 population cap and space (Cookbook guarded by 3 Tigers) changed to +5 population cap and space (guarded by 2 Tigers)
  • 2 Water Buffaloes (guarded by 4 Tigers) increased to 4 Water Buffaloes
  • 90 wood (Live Oak guarded by 2 Tigers) decreased to 80 wood
  • 1 Pet Coyote (guarded by 3 Coyotes) changed to 1 Pet Coyote (guarded by 2 Coyotes)
  • 2 Cows (guarded by 4 Cougars) changed to 2 Cows (guarded by 3 Cougars)
  • 1 Settler (guarded by 4 Pirates) now only spawns in team games
  • 2 War Dogs (guarded by 3 Alligators) changed to 1 War Dog (guarded by 2 Alligators)
  • 70 wood (Mahogany guarded by 2 Jaguars) now only spawns outside of starting area(s)
  • 120 coin (Moche Gold guarded by 2 Jaguars) decreased to 100 coin
  • 220 coin (Turquoise Mask guarded by 3 Outlaw Blowgunners) decreased to 160 coin
  • 30 wood (Balsa guarded by 1 Outlaw Blowgunner) increased to 40 wood
  • 135 coin (Chocolate guarded by 2 Pirates) changed to 100 coin (guarded by 1 Outlaw Blowgunner & 1 Pirate)
  • 105 coin (Indigo guarded by 2 Alligators) decreased to 90 coin
  • 120 coin (Jade Skull guarded by 2 Jaguars & 1 Outlaw Blowgunner) increased to 135 coin
  • 60 food (Crawdads guarded by 2 Alligators) increased to 80 food
  • 1 Pet Jaguar (guarded by 3 Jaguars) changed to 1 Pet Jaguar (guarded by 2 Jaguars)
  • +20% hero hit points (guarded by 3 Jaguars) changed to +20% hero hit points (guarded by 2 Jaguars
  • 30 coin (Cochineal guarded by 1 Cougar) increased to 40 coin
  • +30% hero hit points (guarded by 3 Grizzly Bears) changed to +30% hero hit points(guarded by 2 Grizzly Bears)
  • 1 Pet Cougar (guarded by 3 Cougars) changed to 1 Pet Cougar (guarded by 2 Cougars)
  • 1 Native Scout (guarded by 1 Grizzly Bear) changed to 1 Native Scout (guarded by 2 Cougars)
  • 1 Medicine Man (guarded by 4 Cougars) changed to 1 Medicine Man (guarded by 2 Cougars)
  • 150 coin (Tin guarded by 3 Wolves) decreased to 110 coin
  • 10 coin (Muskrats unguarded) increased to 20 coin
  • 1 Cow (guarded by 3 Coyotes) changed to 1 Cow (guarded by 2 Coyotes)
  • 140 food (Sunflowers guarded by 2 Coyotes & 1 Outlaw Rider) decreased to 110 food
  • 210xp (Ferret guarded by 3 Outlaw Riders) now spawns less frequently
  • +30% hero hit points (guarded by 4 Wolves) changed to +30% hero hit points (guarded by 3 Wolves)
  • 1 Coureur des Bois (guarded by 4 Grizzly Bears) changed to 1 Coureur des Bois (guarded by 3 Grizzly Bears)
  • +25% target unit speed (Boots guarded by 2 Outlaw Riders & 2 Outlaw Riflemen) decreased to +10% unit speed; now only spawns in team games
  • 1 Coureur des Bois (guarded by 3 Outlaw Riflemen) now only spawns in team games
  • 1 Pet Grizzly Bear (guarded by 3 Grizzly Bears) changed to 1 Pet Grizzly Bear (guarded by 2 Grizzly Bears)
  • 1 Cow (guarded by 2 Wolves) changed to 2 Cows (guarded by 3 Wolves)
  • 2 Cows (guarded by 2 Pirates) increased to 3 Cows; now only spawns in team games
  • 1 Settler (guarded by 3 Polar Bears) now only spawns in team games
  • 1 Pet Polar Bear (guarded by 3 Polar Bears) changed to 1 Pet Polar Bear (guarded by 2 Polar Bears)
  • 125 wood (Spruce guarded by 2 Polar Bears) decreased to 110 wood
  • 40 wood (Aspen guarded by 1 Polar Bear) increased to 50 wood
  • +20% hero hit points (guarded by 2 Polar Bears) increased to +30% hero hit points; now only spawns in team games
  • 1 Native Scout (guarded by 1 Polar Bear) changed to 1 Native Scout (guarded by 2 Wolves)
  • 150 food (Ptarmigan guarded by 2 Polar Bears) decreased to 120 food
  • 160xp (Journal guarded by 2 Polar Bears) decreased to 130xp
  • 60 wood (Tamarack guarded by 3 Wolves) increased to 75 wood
  • 2 Coureurs des Bois (guarded by 3 Outlaw Riflemen & 2 Outlaw Pistoleros) now only spawns in team games
  • 1 Pet Wolf (guarded by 3 Wolves) changed to 1 Pet Wolf (guarded by 2 Wolves)
  • 80 food (Saskatoon guarded by 2 Outlaw Riflemen) increased to 100 food
  • 1 Pet Rhino (guarded by 5 Black Panthers) changed to 1 Pet Rhino (guarded by 3 Black Panthers)
  • Increased ship line of sight (Farseer guarded by 2 Black Panthers) now only spawns in team games
  • 110 wood (Live Oak guarded by 3 Alligators) decreased to 95 wood
  • +40% hero hit points (guarded by 6 Cougars) changed to +40% hero hit points (guarded by 3 Cougars)
  • 20 wood (Palmettos guarded by 1 Alligator) increased to 30 wood
  • 235 coin (Chest of Pirate gold guarded by 3 Pirates) now only spawns in team games
  • 2 Settlers (guarded by 2 Outlaw Pistoleros & 3 Pirates) now only spawns in team games
  • 1 Settler (guarded by 3 Black Bears) changed to 1 Settler (guarded by 4 Black Bears)
  • 2 War Dogs (guarded by 3 Black Bears) changed to 1 War Dog (guarded by 2 Black Bears)
  • 1 Pet Black Bear (guarded by 3 Black Bears) changed to 1 Pet Black Bear (guarded by 2 Black Bears)
  • +40% hero hit points (guarded by 4 Wolves) changed to +20% hero hit points (guarded by 2 Wolves)
  • 1 Llama (guarded by 2 Wolves) increased to 2 Llamas
  • 2 Llamas (guarded by 1 Outlaw Rider & 1 Outlaw Rifleman) increased to 3 Llamas
  • 2 Llamas (guarded by 3 Pirates) increased to 4 Llamas; now only spawns in team games
  • 60 food (Tomatoes guarded by 1 Outlaw Blowgunner) decreased to 45 food
  • 375xp (Rutters guarded by 5 Pirates) now only spawns in team games
  • 1 Settler (guarded by 4 Outlaw Blowgunners) now only spawns in team games
  • 1 Inca Huaminca (guarded by 2 Outlaw Blowgunners) now spawns less frequently
  • 120xp (Porcupines guarded by 3 Wolves) decreased to 100xp
  • 1 Coureur des Bois (guarded by 4 Wolves) changed to 1 Coureur des Bois (guarded by 5 Wolves)
  • 25 wood (Sandalwood guarded by 1 Monitor Lizard) increased to 35 wood
  • 165 coin (Vanilla guarded by 2 Outlaw Riders) decreased to 130 coin
  • 70 food (Potatoes guarded by 3 Cougars) increased to 100f
  • 50 wood (Cottonwood guarded by 3 Coyotes) increased to 65 wood
  • 1 Settler (guarded by 5 Coyotes) changed to 1 Settler (guarded by 6 Coyotes)
  • +10% cavalry hit points (Guide to Proper Discipline guarded by 5 Mongol Riders) decreased to +5% cavalry hit points
  • +50% Coyoteman and Heavy cavalry damage to villagers (Barbed Spear guarded by 5 Mongol Riders) decreased to +25% Coyoteman and Heavy cavalry damage to villagers
  • Stable Wagon (Construction Team guarded by 3 Mongol Riders) changed to Stable Wagon (Construction Team guarded by 4 Mongol Riders)
  • -10% cavalry train-time (Feed Bag guarded by 2 Mongol Riders) increased (nerfed) to -5% cavalry train time; now only spawns in team games on Thar Desert, and less frequently on Manchuria
  • 30 food (Plums guarded by 1 Lion) increased to 45 food
  • 50 wood (Aspen guarded by 1 Lion) decreased to 40 wood
  • 60 food (Eggplant guarded by 2 Black Panthers) increased to 75 food
  • 80xp (Ferret guarded by 3 Snow Leopards) increased to 120xp
  • 35 food (Barley guarded by 2 Tibetan Macaques) increased to 45 food
  • 50 wood (Aspen guarded by 1 Tiger) decreased to 40 wood
  • 35 coin (Jasmine guarded by 2 Tibetan Macaques) increased to 45 coin
  • 1 Pet Macaque (unguarded) now always and only spawns in every starting area on Kamchatka
  • 5 Pet Macaques (Family of Monkeys guarded by 2 Masterless Samurai) now only spawns in team games
  • +30% hero hit points (guarded by 1 Masterless Samurai & 1 Mongol Rider) changed to +30% hero hit points (guarded by 2 Tigers)
  • 195 food (Wild Mizuna guarded by 10 Tibetan Macaques) changed to 105 food (guarded by 5 Tibetan Macaques)
  • 5% coin discount (Bankbook guarded by 3 Fugitive Dacoit & 1 Tibetan Macaque) changed to 5% coin discount (guarded by 4 Fugitive Dacoits & 1 Tibetan Macaque); now only spawns in team games
  • 5% food discount (Scurvy Prevention Methods guarded by 3 Pandas & 1 Tibetan Macaque) changed to 5% food discount (guarded by 4 Pandas & 1 Tibetan Macaque)
  • 50 coin (Rubber guarded by 3 Black Panthers) increased to 130 coin
  • 110 wood (Spruce guarded by 2 White Tigers) decreased to 95w
  • 250 food (Cashews and Pears guarded by 4 Jaguars) decreased to 140f (guarded by 3 Jaguars)
  • 1 Pet Monkey (unguarded) changed to 1 Pet Monkey (guarded by 2 Snow Monkeys)
  • 1 Llama (guarded by 2 Black Bears) changed to 1 Llama (guarded by 1 Black Bear)
  • “Fragrant cinnamon quills worth 55 Coin” Guarded by 1 Mongol Rider is now guarded by 1 Panda
  • “A grove of chile peppers worth 55 coin” Guarded by 1 Outlaw Rider is now guarded by 1 Jaguar
  • “A den of skunks whose pelts are worth 30 XP” Guarded by 1x Lion-Tailed Macaque now yields 15 xp and 15 coin; tooltip adjusted accordingly
  • “A den of skunks whose pelts are worth 40 XP” Guarded by 1 Black Bear now yields 20 xp and 20 coin; tooltip adjusted accordingly
  • “A curious gibbon worth 30 xp” guarded by 1 monitor lizard now yields 15 xp and 15 coin; tooltip adjusted to “A curious gibbon with an assortment of stolen goods worth 15 xp and 15 coin.”
  • “A curious macaque worth 40 xp” guarded by 2 Tibetan macaque now yields 25 xp and 25 coin; tooltip adjusted to “A curious macaque with an assortment of stolen goods worth 25 xp and 25 coin.”
  • Removed “A stand of chokecherry trees bearing fruit worth 40 food” (guard by 1 Wolf) from the Yukon treasure set
  • “A crate of plumbs worth 45 food” guarded by 1 lion now yield 60 food tooltip adjusted accordingly
  • “A trapped macaque that may join the cause of a rescuer” no longer spawns on Siberia

APPENDICES

Inca

Inca Big Buttons

TOWN CENTER

  • Inca Scouting Party (II, 600f): 5 Plumed Spearmen
  • Inca Raiding Party (III, 600f, 600c): 12 Plumed Spearmen
  • Inca War Party (IV, 600f, 600w, 600c): 20 Plumed Spearman

MARKET

  • Inti Festival (I, 1000c): Grants 1 Shipment (replaces “New Year Festival”)

COMMUNITY PLAZA

  • Royal Festival (III, 300f 400w 500c): Grants 1 Macemen for every 4 minutes of game length, up to 30 minutes

KANCHA HOUSE

  • Queen’s Festival (II, 180f 180w 180c): 4 Villagers

FARM

  • Urcuchillay Worship (I, 400w, 400c): Grants 2 fattened Llama for every 5 minutes of game length, up to 30 minutes

DOCK

  • Totora Reeds (I, 400f 500w, 300c): Grants 1 Fishing Boat and 1 Chincha Raft for every 4 minutes of game length, up to 30 minutes

WAR HUT

  • Hualcana (III, 50w, 500c): Infantry and Shock infantry gain +0.1 (10%) armor

KALLANKA

  • Viracocha Worship (IV, 750w 750c): Delivers 2 Builder Travois and enables them to construct any building

ESTATE

  • Coca Cultivation (IV, 500f, 500w, 500c): Estates trickle 1.0 coin per second

STRONGHOLD

  • Thunderbolds of Illapa (III, 1600c): Delivers 4 Light Cannons; upgrades them to Field Cannon

Priestess Details

COMMUNITY PLAZA

  • The Priestess works at the same rate as 2 villagers (the same as a Warrior Priest)
  • The Priestess has 60 train points (Warrior Priest has 45)

CONVERSION

  • Ability unit restrictions: Hero, AbstractDaimyo, AbstractHealer, AbstractVillager, Building, AbstractWagon
  • Converted units do not retain their improvements but do receive the benefits of any upgrades which would apply to them that their new team (usually the Inca) have researched
  • Conversion is a click ability that takes 6 seconds to ‘cast’ and has 12 range
  • Ability improves by +3 range and -1 second casting time upon reaching Ages 3, 4 and 5
  • Ability casting time is calculated from current (not base) casting time multiplied by the resistance (e.g., in the Industrial Age, a Hussar would take 6 seconds to convert: 4s * 1.5 to convert)

CONVERSION RESISTANCE

  • AbstractHandCavalry resist conversion 1.5x longer
  • AbstractHandInfantry resist conversion 1.5x longer
  • AbstractRangedHeavyCavalry tag added; now resist conversion 0.5x
  • Units include Hakkapelit and Harqubusier
  • AbstractElephant resist conversion 1.75x longer
  • Mercenary resist conversion 1.75x longer
  • ExclusiveUniqueUnit tag added; resists conversion 1.75x longer
  • Units include ypFlyingCrow, SettlerWagon, ypUrumi, ypUrumiMansabdar, xpDogSoldier, Spahi, xpSkullKnight
  • AbstractMansabdar tag added; now resists conversion 2.5x longer
  • AbstractArtillery reist conversion 3.5x longer; does not effect the Huracca
  • AbstractWarShip resist conversion 8.5x longer

Full Revolution Rosters

British

  • Canada
  • Egypt
  • South Africa
  • United States

French

  • Canada
  • Haiti
  • United States

Dutch

  • Indonesia
  • South Africa
  • Brazil
  • United States

Germans

  • Hungary
  • Argentina
  • Gran Colombia

Spanish

  • Argentina
  • Chile
  • Colombia
  • Mexico
  • Peru

Portuguese

  • Barbary States
  • Indonesia
  • Brazil
  • Gran Colombia
  • Peru

Ottomans

  • Barbary States
  • Egypt
  • Hungary
  • Romania

Russians

  • Finland
  • Hungary
  • Romania

Swedes

  • Finland
  • United States

Full 'Age-up' Rosters

British Politicians

COMMERCE AGE

  • The Governor (1 Outpost + 200c)
  • The Logistician (Outposts train Archaic Infantry + Infantry Breastplate + Manors spawn Longbowmen)
  • The Philosopher Prince (500f)
  • The Inventor (Enables Baloon ability)
  • The Naturalist (2 Settlers + 2 semi-fattened cows)

FORTRESS AGE

  • The Admiral of the Ocean Sea (1 Caravel + 400w)
  • The Mohawk Statesman (7 Tomahawks + 1 Native Scout)
  • The Adventurer (7 Longbowmen)
  • The Bishop (1 Covered Wagon)
  • The Mercenary Contractor (Enables Jaegers & Harqubusier)

INDUSTRIAL AGE

  • The Engineer (2 Falconets)
  • The Tycoon (1000c)
  • The Viceroy (5 Settlers + 500f)
  • The King’s Musketeer (10 Musketeers)
  • The Logistician (Fort Wagon)

IMPERIAL AGE

  • El Presidente (2000c)
  • The General (3 Rockets)
  • The Mercenary Contractor (Imperial Mercenaries)
  • The Inventor (1 Advanced Baloon)
  • The Knight (Knighthood + Peerage)

Dutch Politicians

COMMERCE AGE

  • The Governor (1 Outpost + 200c)
  • The Naturalist (2 Settlers + 2 semi-fattened Cows)
  • The Quartermaster (400w)
  • The Logistician (1 Military Wagon + 1 Veteran Halberdier and enables them)
  • The Inventor (Enables Baloon ability)

FORTRESS AGE

  • The Admiral of the Ocean Sea (1 Caravel + 400w)
  • The Exiled Prince (Age-up fast)
  • The Bishop (1 Covered Wagon)
  • The Sergeant at Arms (6 Halberdiers)
  • The Mercenary Contractor (Enables Fusiliers & Elmeti)

INDUSTRIAL AGE

  • The Cavalry Marshal (9 Ruyters)
  • PoliticianViceroyDutch (5 Settlers + 400c)
  • The King’s Musketeer (8 Skirmishers)
  • The Tycoon (1000c)
  • The Logistician (Fort)

IMPERIAL AGE

  • El Presidente (2000c)
  • The General (2 Heavy Cannons)
  • The Mercenary Contractor (Imperial Mercenaries)
  • The Inventor (1 Advanced Baloon)
  • The Knight (Knighthood + Peerage)

French Politicians

COMMERCE AGE

  • The Governor (1 Outpost + 200c)
  • The Quartermaster (400w)
  • The Logistician (1 Military Wagon + 1 Arsenal Wagon)
  • The Inventor (Enables Baloon ability)
  • The Naturalist (2 Settlers + semi-fattened cows)

FORTRESS AGE

  • The Gentleman Pirate (1 Privateer + 2 Corsairs)
  • The Marksman (6 Skirmishers)
  • The Mohawk Statesman (7 Tomahwaks + 1 Native Scout)
  • The Exiled Prince (Age-up fast)
  • The Bishop (1 Covered Wagon)

INDUSTRIAL AGE

  • The Cavalry Marshal (3 Cuirassiers)
  • The King’s Musketeer (10 Musketeers)
  • The Tycoon (1000c)
  • The Engineer (2 Falconets)
  • The Papal Guard (Guard Pikemen & Crossbowmen)

IMPERIAL AGE

  • El Presidente (2000c)
  • The General (2 Heavy Cannons)
  • The Mercenary Contractor (Imperial Mercenaries)
  • The Inventor (1 Advanced Baloon)
  • The Knight (Knighthood + Peerage)

Germans Politicians

COMMERCE AGE

  • The Naturalist (1 Settler Wagon + 2 semi-fattened Cows)
  • The Quartermaster (400w)
  • The Philosopher Prince (500f)
  • The Logistician (1 Arsenal Wagon + Extra Uhlan with Exploration & Commerce Age cards)
  • The Inventor (Enables Baloon ability)

FORTRESS AGE

  • The Gentleman Pirate (1 Privateer + 2 Corsairs)
  • The Sergeant at Arms (4 Doppelsoldners)
  • The Marksman (6 Skirmishers)
  • The Exiled Prince (Age-up fast)
  • The Bishop (1 Covered Wagon)

INDUSTRIAL AGE

  • The Cavalry Marshal (7 Uhlans)
  • The Viceroy (3 Settler Wagons and 300w)
  • The Engineer (2 Falconets)
  • The Tycoon (1000c)
  • The Papal Guard (Guard Pikemen & Crossbowmen)

IMPERIAL AGE

  • El Presidente (2000c)
  • The General (2 Heavy Cannons)
  • The Mercenary Contractor (Imperial Mercenaries)
  • The Inventor (1 Advanced Baloon)
  • The Knight (Knighthood + Peerage)

Ottoman Politicians

COMMERCE AGE

  • The Governor (1 Outpost + 200c)
  • The Naturalist (2 Settlers + 2 semi-fattened Cows)
  • The Quartermaster (400w)
  • The Philosopher Prince (500f)
  • The Inventor (Enables Baloon ability)

FORTRESS AGE

  • The Admiral of the Ocean Sea (1 Galley + 400w)
  • The Marksman (4 Abus Guns)
  • The Scout (4 Hussars)
  • The Exiled Prince (Age-up fast)
  • The Mercenary Contractor (Enables Barbary Corsairs + Mamelukes)

INDUSTRIAL AGE

  • The Cavalry Marshal (5 Hussars)
  • The Grand Vizier (3 Spahi)
  • The Engineer (2 Falconets)
  • The Tycoon (1000c)
  • The Logistician (Fort Wagon)

IMPERIAL AGE

  • El Presidente (2000c)
  • The General (2 Great Bombards)
  • The Mercenary Contractor (Imperial Mercenaries)
  • The Inventor (1 Advanced Baloon)
  • The Knight (Knighthood + Peerage)

Portuguese Politicians

COMMERCE AGE

  • The Naturalist (2 Settlers + 2 Cows)
  • The Philosopher Prince (500f)
  • The Quartermaster (400w)
  • The Logistician (Commerce Age Infantry gain 1 range and can be trained at TCs)
  • The Inventor (Enables Baloon ability)

FORTRESS AGE

  • The Admiral of the Ocean Sea (1 Caravel + 400w)
  • The Marksman (6 Cassadores)
  • The Mohawk Statesman (7 Tomahwaks + 1 Native Scout)
  • The Exiled Prince (Age-up fast)
  • The Mercenary Contractor (Enables Ronin & Li’l Bombards)

INDUSTRIAL AGE

  • The Engineer (2 Organ Guns)
  • The Viceroy (6 Fishing Boats + 400w)
  • The King’s Musketeer (10 Musketeers)
  • The Tycoon (1000c)
  • The Papal Guard (Guard Pikemen + Royal Gyard Crossbowmen)

IMPERIAL AGE

  • El Presidente (2000c)
  • The General (2 Heavy Cannons)
  • The Mercenary Contractor (Imperial Mercenaries)
  • The Inventor (1 Advanced Baloon)
  • The Knight (Knighthood + Peerage)

Russian Politicians

COMMERCE AGE

  • The Naturalist (2 Settlers + 2 semi-fattened Cows)
  • The Quartermaster (400w)
  • The Philosopher Prince (500f)
  • The Logistician (Military Wagon + Blockhouses support 5 more pop)
  • The Inventor (Enables Baloon ability)

FORTRESS AGE

  • The Gentleman Pirate (1 Privateer + 2 Corsairs)
  • The Adventuer (17 Strelets)
  • The Scout (5 Cossacks)
  • The Exiled Prince (Age-up fast)
  • The Bishop (1 Covered Wagon)

INDUSTRIAL AGE

  • The Cavalry Marshal (7 Cossacks)
  • The War Minister (7 Oprichniks)
  • The King’s Musketeer (10 Musketeers)
  • The Engineer (2 Falconets)
  • The Logistician (Fort Wagon)

IMPERIAL AGE

  • El Presidente (2000c)
  • The General (2 Heavy Cannons)
  • The Mercenary Contractor (Imperial Mercenaries)
  • The Inventor (1 Advanced Baloon)
  • The Knight (Knighthood + Peerage)

Spanish Politicians

COMMERCE AGE

  • The Governor (1 Outpost + 200c)
  • The Naturalist (2 Settlers + 2 semi-fattened Cows)
  • The Philosopher Prince (500f)
  • The Logistician (Exploration Age cards arrive in 20 seconds and grant +200f, +100w & +100c)
  • The Inventor (Enables Baloon ability)

FORTRESS AGE

  • The Admiral of the Ocean Sea (1 Caravel + 400w)
  • The Adventurer (9 Crossbowmen)
  • The Sergeant at Arms (8 Pikemen)
  • The Scout (4 Hussars)
  • The Bishop (1 Covered Wagon)

INDUSTRIAL AGE

  • The Cavalry Marshal (6 Lancers)
  • The War Minister (12 Rodeleros)
  • The King’s Musketeer (10 Musketeers)
  • The Engineer (2 Falconets)
  • The Papal Guard (Royal Guard Pikemen + Guard Crossbowmen)

IMPERIAL AGE

  • El Presidente (2000c)
  • The General (2 Heavy Cannons)
  • The Mercenary Contractor (Imperial Mercenaries)
  • The Inventor (1 Advanced Baloon)
  • The Knight (Knighthood + Peerage)

Swedish Politicians

COMMERCE AGE

  • The Inventor (Enables Baloon ability)
  • The Logistician (1 Military Wagon + 1 Arsenal Wagon)
  • The Naturalist (2 Settlers + 2 semi-fattened Cows)
  • The Governor (1 Outpost + 200c)
  • The Quartermaster (400w)

FORTRESS AGE

  • The Mercenary Contractor (Enables Jaegers & Black Riders)
  • The Gentleman Pirate (1 Privateer + 2 Corsairs)
  • The Exiled Prince (Age-up fast)
  • The Bishop (1 Covered Wagon)
  • The Marksman (2 Leather Cannons)

INDUSTRIAL AGE

  • The King’s Musketeer (10 Caroleans)
  • The Cavalry Marshal (5 Hakkapelits)
  • The Tycoon (1000c)
  • The Engineer (2 Falconets)
  • The Papal Guard (Royal Guard Pikemen)

IMPERIAL AGE

  • The General (2 Heavy Cannons)
  • El Presidente (2000c)
  • The Knight (Knighthood + Peerage)
  • The Mercenary Contractor (Imperial Mercenaries)
  • The Inventor (1 Advanced Baloon)

Aztec Council Members

COMMERCE AGE

  • The Messenger (Age-up fast)
  • The Wise Woman (1 Farm Travois + 10% Farm/Estate gathering)
  • The Warrior (2 Skull Knights)
  • The Elder (1 War Hut + 10% Hut stats)
  • The Chief (20% Warcheif hp + Swashbuckler ability)

FORTRESS AGE

  • The Messenger (Age-up fast)
  • The Wise Woman (2 Farm Travois + 10% Farm/Estate gathering)
  • The Warrior (3 Skull Knights)
  • The Elder (2 Nobles Huts + 10% Hut stats)
  • The Chief (30% Warcheif hp + Swashbuckler ability)

INDUSTRIAL AGE

  • The Messenger (Age-up fast)
  • The Wise Woman (2 Farm Travois + 15% Farm/Estate gathering)
  • The Warrior (5 Skull Knights)
  • The Elder (2 Nobles Huts + 20% Hut stats)
  • The Chief (40% Warcheif hp + Swashbuckler ability)

IMPERIAL AGE

  • The Messenger (Age-up fast)
  • The Wise Woman (2 Farm Travois + 20% Farm/Estate gathering)
  • The Warrior (8 Skull Knights)
  • The Elder (2 Nobles Huts + 30% Hut stats)
  • The Chief (50% Warcheif hp + Swashbuckler ability)

Haudenosaunee Council Members

COMMERCE AGE

  • The Messenger (Age-up fast + 1 Travois)
  • The Wise Woman (200f, 100w, 100c + 1 Travois)
  • The Warrior (2 Aenna + 1 Travois)
  • The Elder (2 Travois)
  • The Chief (3 Villagers + 1 Travois)

FORTRESS AGE

  • The Messenger (Age-up fast + 1 Travois)
  • The Wise Woman (300f, 200w, 200c + 1 Travois)
  • The Warrior (4 Mantlets + 1 Travois)
  • The Elder (3 Travois)
  • The Chief (6 Villagers + 1 Travois)

INDUSTRIAL AGE

  • The Messenger (Age-up fast + 1 Travois)
  • The Wise Woman (400f, 300w, 300c + 1 Travois)
  • The Warrior (2 Light Cannons + 1 Travois)
  • The Elder (4 Travois)
  • The Chief (10 Villagers + 1 Travois)

IMPERIAL AGE

  • The Messenger (Age-up fast)
  • The Wise Woman (600f, 600w, 600c)
  • The Warrior (5 Light Cannons)
  • The Elder (6 Travois)
  • The Chief (20 Villagers + 1 Travois)

Inca Council Members

  • All age-ups also deliver a Chasqui (+1 BL)

COMMERCE AGE

  • The Messenger (Age-up fast + Chasquis are Home City spawnpoints)
  • The Wise Woman (2 Villagers + 5 Llamas)
  • The Warrior (3 Chimu Runners)
  • The Elder (Great Feast + Harvest Ceremonies)
  • The Chief (2 Builder Travois)

FORTRESS AGE

  • The Messenger (Age-up fast + Chasquis are Home City spawnpoints)
  • The Wise Woman (1 Shipment)
  • The Warrior (8 Jungle Bowman)
  • The Elder (Forest Spirit Ceremony)
  • The Chief (1 Town Travois + 1 Builder Travois)

INDUSTRIAL AGE

  • The Messenger (Age-up fast + Chasquis are Home City spawnpoints)
  • The Wise Woman (3 Priestesses)
  • The Warrior (8 Bolas Warriors)
  • The Elder (Earth Gift + Green Corn Ceremonies)
  • The Chief (1 Stronghold Travois + 1 Builder Travois)

IMPERIAL AGE

  • The Messenger (Age-up fast + Chasquis are Home City spawnpoints)
  • The Wise Woman (3 Priestesses + 1000w)
  • The Warrior (5 Huaracas + 5 Macemen)
  • The Elder (Excessive Tribute)
  • The Chief (1 Stronghold Travois + 4 Builder Travois)

Lakota Council Members

COMMERCE AGE

  • The Messenger (Age-up fast)
  • The Wise Woman (6 Bison + 10% Hunt gathering)
  • The Warrior (1 Tokala Soldier)
  • The Elder (500f)
  • The Chief (400w)

FORTRESS AGE

  • The Messenger (Age-up fast)
  • The Wise Woman (12 Bison + 20% Hunt gathering)
  • The Warrior (2 Tokala Soldier)
  • The Elder (1000f)
  • The Chief (800w)

INDUSTRIAL AGE

  • The Messenger (Age-up fast)
  • The Wise Woman (20 Bison + 30% Hunt gathering)
  • The Warrior (3 Tokala Soldier)
  • The Elder (1500f)
  • The Chief (1200w)

IMPERIAL AGE

  • The Messenger (Age-up fast)
  • The Wise Woman (30 Bison + 40% Hunt gathering)
  • The Warrior (5 Tokala Soldier)
  • The Elder (2500f)
  • The Chief (2000w)

Chinese Wonders

COMMERCE AGE

  • Porcelain Tower (Generates either 2w, 2c or 2.5f per second)
  • White Pagoda (4 Disciples + 20% stats & 5 BL + 100% Monk stats)
  • Summer Palace (Produces Banner Armies + 400f)
  • Confucian Academy (Produces Flying Crows + 4 chu ku nus)
  • Temple of Heaven (Transcendence ability + Monk can heal + 3 villagers)

FORTRESS AGE

  • Porcelain Tower (Generates either 4w, 4c or 4.5f per second)
  • White Pagoda (4 Disciples + 30% stats & 5 BL + 100% Monk stats)
  • Summer Palace (Produces Banner Armies + 1000f)
  • Confucian Academy (Produces Flying Crows + 12 arquebusiers)
  • Temple of Heaven (Transcendence ability + Monk can heal + 6 villagers)

INDUSTRIAL AGE

  • Porcelain Tower (Generates either 4.5w, 4.5c or 5f per second)
  • White Pagoda (4 Disciples + 40% stats & 5 BL + 100% Monk stats)
  • Summer Palace (Produces Banner Armies + 1500f)
  • Confucian Academy (Produces Flying Crows + 8 arquebusiers)
  • Temple of Heaven (Transcendence ability + Monk can heal + 10 villagers)

IMPERIAL AGE

  • Porcelain Tower (Generates either 6w, 6c or 6.5f per second)
  • White Pagoda (4 Disciples + 50% stats & 5 BL + 100% Monk stats)
  • Summer Palace (Produces Banner Armies + 2000f)
  • Confucian Academy (Produces Flying Crows + 21 arquebusiers)
  • Temple of Heaven (Transcendence ability + Monk can heal + 20 villagers)

Indian Wonders

COMMERCE AGE

  • Tower of Victory (Inspiration ability + 400w)
  • Agra Fort (Agra Fort + 2 Sepoys)
  • Charminar Gate (Trains Mansabdars + 2 Sowars)
  • Karni Mata (Gathering aura + 200f, 200w, 100c)
  • Taj Mahal (Ceasefire ability + 500c)

FORTRESS AGE

  • Tower of Victory (Inspiration ability + 800w)
  • Agra Fort (Delhi Gate + 5 Gurka)
  • Charminar Gate (Trains Mansabdars + 1 Mahout)
  • Karni Mata (Gathering aura + 400f, 300w, 300c)
  • Taj Mahal (Ceasefire ability + 800c)

INDUSTRIAL AGE

  • Tower of Victory (Inspiration ability + 1200w)
  • Agra Fort (Red Fort + 7 Gurka)
  • Charminar Gate (Trains Mansabdars + 2 Mahouts)
  • Karni Mata (Gathering aura + 400f, 500w, 500c)
  • Taj Mahal (Ceasefire ability + 1500c)

IMPERIAL AGE

  • Tower of Victory (Inspiration ability + 2000w)
  • Agra Fort (Red Fort + 14 Gurka)
  • Charminar Gate (Trains Mansabdars + 3 Mahouts)
  • Karni Mata (Gathering aura + 800f, 800w, 800c)
  • Taj Mahal (Ceasefire ability + 2400c)

Japanese Wonders

COMMERCE AGE

  • Toshogu Shrine (Large shrine + 200 export)
  • Great Buddha (Informers ability + 1 Naginata + 1 Orchard Rickshaw)
  • Golden Pavilion (Unit Improvments + 3 Yumi)
  • The Shogunate (Unit training bonuses + 400xp)
  • Torii Gates (1.6x XP + 1 Military Rickshaw + 1 Samurai)

FORTRESS AGE

  • Toshogu Shrine (Large shrine + 400 export)
  • Great Buddha (Informers ability + 3 Naginata + 1 Orchard Rickshaw)
  • Golden Pavilion (Unit Improvements + 6 Yumi)
  • The Shogunate (Unit training bonuses + 300xp + 1 Daimyo)
  • Torii Gates (1.6x XP + 1 Military Rickshaw + 3 Samurai)

INDUSTRIAL AGE

  • Toshogu Shrine (Large shrine + 800 export)
  • Great Buddha (Informers ability + 5 Naginata + 1 Orchard Rickshaw)
  • Golden Pavilion (Unit Improvements + 10 Yumi)
  • The Shogunate (Unit training bonuses + 600xp + 1 Daimyo)
  • Torii Gates (1.6x XP + 6 Samurai)

IMPERIAL AGE

  • Toshogu Shrine (Large shrine + 1200 export)
  • Great Buddha (Informers ability + 9 Naginata + 1 Orchard Rickshaw)
  • Golden Pavilion (Unit Improvements + 16 Yumi)
  • The Shogunate (Unit training bonuses + 1600xp + 1 Daimyo)
  • Torii Gates (1.6x XP + 12 Samurai)

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