Greetings Emperors & Kings,
today we have released a major update to New World Empires: province building grounds.
A province now has a limited amount of building grounds within the province that can be used to build buildings on. Every additional type of building needs a free ground to be build. You can increase the number of available grounds by increasing the province level. It starts with 1 ground in a level 1 Colony and eventually reaches 6 grounds in a level 10 Core Province.
Higher building levels do not require additional grounds.
This change comes along with a new balancing for province levels, which will also give you a higher boost on resource production in higher levels.We believe that this will add some nice additional complexity, since it is now important to decide where to build what and of course it makes the leveling up gameplay even more interesting.
(Already running rounds will keep all buildings, but constructing new ones will not be possible if there are no free grounds.)
Next to this we have also added a lot of functionality for the adviser and it will now ask you how you want to play the game and tailor the advice which is given to you. You can choose between the different main strategies: Warfare, Economy and Colonization.
Find below the complete list of changes:
Features & Fixes
Your New World Empires Team
today we have released a major update to New World Empires: province building grounds.
A province now has a limited amount of building grounds within the province that can be used to build buildings on. Every additional type of building needs a free ground to be build. You can increase the number of available grounds by increasing the province level. It starts with 1 ground in a level 1 Colony and eventually reaches 6 grounds in a level 10 Core Province.
Higher building levels do not require additional grounds.
This change comes along with a new balancing for province levels, which will also give you a higher boost on resource production in higher levels.We believe that this will add some nice additional complexity, since it is now important to decide where to build what and of course it makes the leveling up gameplay even more interesting.
(Already running rounds will keep all buildings, but constructing new ones will not be possible if there are no free grounds.)
Next to this we have also added a lot of functionality for the adviser and it will now ask you how you want to play the game and tailor the advice which is given to you. You can choose between the different main strategies: Warfare, Economy and Colonization.
Find below the complete list of changes:
Features & Fixes
- Support for displaying & handling building grounds
- Higher province levels now unlock more building grounds
- All buildings (except for the “capital”) now require a building ground to be built
- Many new adviser tasks
- Adviser asks for focus selection “Warfare” vs. “Economy” vs. “Colonization” and will adapt the advice
- Production buildings are now both, listed on their page as well as in the buildings tab in production
- Production screen now summarizes the possible researches to avoid clutter
- Production screen now guesses the proper tab to open when clicked on the production icon of a province. When in capital -> Civilians, when a Harbor is present -> Ships, etc.
- Actions which consume civilian units now have an explanation / confirmation popup. Players can select a “Do not show again” box in that popup which will not show it again in that browser.
- Unit popups list the HP of the units per terrain (difference between land / sea)
- Reworked most tooltips in the province bar removing obsolete information, changing wording & display and adding new relevant infos
- Province bar progress bars were partially broken in shared map when looking at an allied province
- Province bar: clicking on the relation icons (war / peace / etc) now also opens the diplomacy list centered on that player.
- Ordering a new capital will now ask for confirmation and inform that the capital will in fact be moved to the new location
- Province level popup tooltips now show the production bonus not as a relative change to some for the player not visible base production but as the actual total production of that level
- Closing the espionage view on the left side now also closes any open espionage windows
- Various small layout, wording, typo fixes
- Updated all unit images to nicer version
- Heavy ships can now be named
- Explorer no longer can be named
- System proposes default names for units which can be named
- Rebalanced the map: province levels, base production and produced goods can be changed
- Provinces in colonizable land no longer produce Goods
- Fixed money balancing (province levels now increase tax production)
- Reduced the upkeep of all fortress levels
- Province Level bonus now also affects money production
- Province level 3 no longer needs a colonist to be built
- Increased the view range of all units by 25%
- Market level 3 now gives 70% bonus on money production, instead of 20%
- Market (all levels) and fortress level 2 cannot be built in colonies
- Adjusted the production of trade company (The bonus is now bigger for higher province levels)
Your New World Empires Team