* Two New Scenarios Based on the Peloponnesian War (Coming Soon)
* Sandbox Mode: Play as any faction on the map without objectives. (More factions coming soon).
* Dynamic Diplomacy System: Make truces and alliances between factions in the new diplomacy window.
* Revolt Tweaks: Rather than being able to eliminate revolts by tearing down walls, it now just greatly reduces the garrison needed to prevent revolts. As before, the size of the garrison is also tied to the faction's hostility but now that hostility is dynamic don't be too hasty to break an alliance because it could mean you need more revolts.
* New Population System: The global population system has been replaced with a pool of recruits local to each city that are used to build units and replace troops that are killed in battle. Units no longer recruit in the field but draw recruits from their home city when they are in resupply range of a friendly building and there is an open supply route back to their home city.
* Cavalry Charge: Cavalry now receive a combat bonus against light infantry when they can run into combat.
* Flanking Bonus: Units now receive a significant morale penalty if simultaneously attacked from opposite directions.
* Camping/Foraging: Rather than reduce food consumption, camping now produces a small amount of food so that units with high logistics can potentially recharge their food supplies in the field.
* Close to Home Bonus: Units fighting within their home city's resupply range no longer receive morale penalties and can fight to the death.
* Supply Line Upgrades: Longer supply lines can now be upgraded at a cost to act like shorter supply lines and transfer more food per week.
* Unit Stat Adjustments: Unit siege strength has been reduced to make it harder to siege well supplied cities without catapults and phalangites have been made more defensive in order to hold enemies in combat while cavalry flank and charge.
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