Balancing changes

As a result of the price reduction for units and research, we observed that especially Rare materials and Manpower lost a lot of their value compared to the other resources. In order to keep the new pacing intact but make the resources more valuable again we increased their costs in different areas.

  • All buildings
    • reduced energy cost growth per level
    • increased base energy costs
    • reduced total energy costs slightly
  • All units
    • increased base manpower cost for units ~20% total
  • Industry
    • increased rare material costs ~50% total
  • Power Plant
    • increased rare material costs ~75% total
  • Recruiting Office
    • increased rare material costs ~100% total
    • replaced fuel costs with food costs and reduced them ~20% total
  • Fortress
    • replaced fuel costs with rare material costs and reduced them ~25% total
  • Research:
    • increased the rare material cost ~15% total

General

  • Production Flow was enabled for all players on mobile.
  • Initial troop setup for existing maps was updated. Now all maps have the following setup: every map has militia in all rural provinces, and player nations have 3-4 units in their capitals (2 infantry plus 1-2 other units).
  • An on/off button for allowing notifications was added on mobile devices.
  • A loading bar was reworked - now it shows a more accurate game loading process.

 

Bug fixes

  • An issue was resolved where the progress bar for time-based adviser tasks didn't update in real-time. The bar will now correctly update along with the task's countdown timer.
  • An issue was fixed where super high HP values were hidden behind the coalition flag. HP over 1000 will now be shortened to "k" notation, providing a clearer view for the players.
  • An issue was resolved that was causing an exception to occur when pressing the "W" hotkey to open the unit production UI in a province.