This file includes all former patches and fixes all known bugs and adds lots of new buildings, bonuses, techs and features.
Patch 6.12: 06.06.2022
-) new leader promotion: Overview (+1 sight, 100% flight, -99% strength, disappears after first fight)
-) higher amount for copper, tin, lead and iron on random maps
-) pastures, quarries, plantages cut forests (except savanna)
-) emigrants can build cottages (unit gets disbanded, no costs for the improvement)
-) open borders when CIVs are cautious to get an earlier use for merchants
-) cults have half bonuses and less distr. costs
-) auxiliar cheaper
-) StartingPoints for Eurasia Huge JD
-) dying slave rate in bordells decreased from 10% to 6%
-) Kalos Kagathos can be promoted to Lochias now
-) new scenario: Iberian Conquest by Barcas
-) AI: rams get collateral damage instead of City Attack
-) Bugfix: escaping floatsam
-) settler pedia: list of terrains where you are able to found cities
-) after finishing a project: pop up of strategy text
-) new leader: Tomyris, Queen of Scyths (600BC)
-) meteorites and comets can create an iron resource
-) hunter -50% city attack
-) jungle gets same bonuses as normal forest (2 food + 1 Hammer, instead of only 3 food)
-) distributable bonus goods can be loaded/stolen/bought on neutral/foreign/enemy plots
-) work boats can distrib. crabs and clams (from Classic Era)
-) higher growth rate per pop (+50 instead of +25)
-) stronger Roman infantry (from Principes), cavalry and units of late antiquity
-) Bonus: Ivory gets a model and can be used for scenarios
-) new unit: Papyrus- and reed boat (for future scenario rivers)
-) new techs: Blacksmithing Art (bronze era), Aquaculture (classical era)
-) new buildings: Goldsmith (bronze era), Jeweler (classical era)
-) new bonus resources: Jewelery, Garum, Sculptures
-) salines produce salt (for trade routes)
-) new buildings: Stonemason (bronze era), Sculptor (classical era)
-) new special building for Assyria: Magazine (replaces warehouses)
-) warehouses delay the degradation of buildings due to missing bonus resources
-) new buildings: Furrier, Tannery, Foundries (lead, copper, tin, zinc and iron)
-) religion pedia: shows civs that can found which religions
-) emigrants can join cottages (like slaves)
-) new scenario: India (by JD)
-) new scenarios: bronze age and iron age only (by LJ)
-) animal update (spawn and plot movement) by brett
-) new scenario: Eurasia XL 52 Civs
-) new domestic advisor
-) new buildings and tech (Delimitations): Thorn hedge (special building: Blackberry hedge)
-) Foundries are limited to the amount of available bonus resources
Patch 6.13: 26.09.2022
-) Iron ore must be processed into iron
-) Palace Library (Tech Library): Can only be built in capitals
-) Tech: public buildings: normal library and palm leaf library
-) If a hero moves into the city (with revolt) (onMove and not only at TurnFeatures): Sets revolt to 1 turn (e.g. when conquering a city)
-) when a wagon picks up bonus on neutral terrain: setMoves(0)
-) Movement of injured ships slightly adjusted
-) longswordsmen and federates had the same button
-) Double fighter (special unit): Type: melee combat instead of axe combat bonus
-) Emigrants can be built if the city becomes almost unhappy or unhealthy (>=0)
-) +2 attitude when released from vassalage, +1 attitude when donating a city
-) Domestic Advisor: Which cities have which resources
-) Domestic Advisor: Which city which bonus: clicking on city name: centers map
-) Civil war feature lightly defused for AI
-) Stonemason can only be built in cities (status), does not produce stone, gives production and money bonus
-) Marble workshop: produces marble for trade, can only be built at marble quarries
-) Smokehouse again +1 health
-) Tech horseshoe becomes hoof shoes. Horseshoes as a new tech around 600 AD.
-) New unit with horseshoe: Light Cavalry (the first early medieval unit in PAE) from Charlemagne Mod
-) Magnetite: new promo: magnetic compass. TerrainDoubleMoves on Ocean and Deep Ocean
-) Ships: Prod costs slightly more expensive.
-) Markduk Priest: No more combat units; if the unit is in a city, all units created in it will get the Blessed promo
-) New special unit for Assur, Babylon and Sumer: Saglite (swordsman, skin from former Marduk priest)
-) Dense forest: no -1 food penalty
-) Sheep Pasture: instead of +2 Commerce -> +1 Food and +1 Commerce
-) Fight on your own feet can go away at every fight (chance 20%). If heroes or generals are present 50%.
-) Veterinary medicine brings +1 food for pastures
-) Bank renamed to House of Money, new button
-) Hunters can build camps (unit is consumed, no costs)
-) Savannah +1 Commerce instead of +1 Food
-) Fortresses and Castellum +1 Prod, food and commerce on trade routes
-) Increased movement on roads
-) New skin for trade road: base of normal road (no straight model like Roman Roads)
-) Bonus for pasture improved by one value per resource
-) Iron foundries can now be built depending on the number of resources in the trade network
-) Movement of all ships increased (also damaged ships, except workboats)
-) Foreign Advisor: Scrollbar at the top of the resources
-) New trade orders and canceled trade orders from cities are logged