Patch 0.3.0: Sea Trade, Warehouse + Market Rework, New Content and Balancing
An earlier 0.3.0 build has a visual glitch that sometimes does not reveal fogs and tiles correctly. This has been fixed, please make sure you are on 0.3.0 Build 182
New Content
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Wonder: Grand Bazaar: Manage all your markets. Adjacent caravansaries get +5 Production and Storage Multiplier. Adjacent markets get different trades (Education)
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Great Person: Zenobia - +1h Petra Warp Storage (Classical)
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Building: Concrete Plant - 1 Brick + 2 Sand + 1 Tool -> 1 Concrete (Steam Engine)
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Gunpowder Mill's visual has been revamped
Warehouse Enhancement
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Export Below Max Amount: Allow other buildings to transport a resource from this building even when its amount is below the max amount
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Export to the Same Type: allow other buildings of the same type to transport a resource from this building
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Autopilot Setting: Require Storage < Cap - autopilot will only transport resources whose amount in storage is below the cap
Player Trade Rework
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You can fill a trade from multiple caravansaries at once
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Show tiles with active trades on the world map
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Sea Trades (unlocked by Geography with 1% Tariff. Optics reduces tariff to 0.5%. Capitalism reduces tariff to 0.1%)
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Production multipliers will now apply to Caravansary and Warehouse - it will increase the resource transport capacity
Market Rework
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All markets will have the same trades, different markets still have different price fluctuations
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Market trade amount will be based on the value of the buy and sell resources
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Markets will have less price fluctuation, which will be based on the tier difference between the buy and sell resources Selling a low-tier resource and buying a high-tier resource will result in positive price fluctuation and vice versa
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Market trades will update immediately after a new resource has been unlocked
Balancing
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Oxford University: Each building upgrade in your empire provides +5 Science per cycle (from +1 Science per cycle)
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Wonder building time is be more streamlined: wonders from the same era have similar build time, with earlier wonders take significantly less time to build. Read more details
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Construction and upgrade costs of Tier I, II and III buildings have been adjusted. They now require a small amount of materials other than their input for construction and upgrade
Wonder Construction Cost Adjustment
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Hagia Sophia: costs Knight instead of Brick
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Angkor Wat: cost Marble instead of Stone
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Oxford University: cost Philosophy instead of Marble
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Saint Basil's Cathedral: cost Gunpowder and Lens instead of Faith and Gold
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Forbidden City: cost Banknote and Marble instead of Paper and Poem
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Himeji Castle: fix the cost of Galleon and Frigate (it was incorrect before)
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Rijksmuseum: cost Newspaper, Culture and Concrete instead of Painting
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Summer Palace: cost Gatling Gun instead of Brick
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Neuschwanstein: cost Rifle, Bond and Cannon instead of Dynamite, Brick and Marble
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Brandenburg Gate: cost Politics and Concrete instead of Brick and Marble
Gameplay
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Streamline Construction/Upgrade Flow: You can adjust the building upgrade level when a building is being constructed. The building will be upgraded immediately after being constructed. Because of this change, the upgrade priority has been removed - both construction and upgrade will take construction priority instead.
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Optimize performance when switching between game scenes (City View -> Tech Tree -> Trade World Map)
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