For more details, read the full update notes.
- The Oligarch archetype has been renamed to Orator
- Romulus is now the Schemer archetype
- Urban buildings such as Markets and Theaters are no longer required to be built adjacent to one another
- The build requirements will be lower if they are built adjacent to one another
- The penalty for not having a Governor in a city has been removed
- The hurry specialist and raise improvement effects have been swapped between the Orator and Judge archetype
- Judges can now hurry specialist production with money
- Orators can now raise improvements
- Some archetype stats have changed
- Zealots: -1 Wisdom (up from -2)
- Schemers: -1 Courage (up from -2)
- Orator: -1 Discipline (up from -2)
- Relationships have been updated
- Some relationships will now remove others, making opinion changes more consistent
- Some Unique Units have been renamed
- The Mahout is now the African Elephant
- The Howdah is now the Turreted Elephant
- The Camel Rider is now the Akkadian Archer
- The Camel Lancer is now the Cimmerian Archer
- Assyria now starts with the Trapping tech (This replaced Ironworking)
- Carthage now starts with the Divination tech (This replaced Stonecutting)
- Egypt now starts with the Stonecutting tech (This replaced Divination)
- The Engineering law now requires 3 training per year for upkeep costs (Changed from Civics)
- The Tyranny Law now provides +10 Training per year, and +20 gold per military unit within your territory (Up from 10)
- The Volunteer Army Law now provides +20 Training per war
- Excess luxuries now yield -1 discontent per year for your Capital
- Trade missions have been updated to scale based on your relationship with the other faction
- A sentry command has been added to the unit actions tab
- This will put the unit to sleep and wake the unit up when an enemy is within 5 tiles of the unit
- The Militia cost increase per unit has been reduced
- The Colossus and Lighthouse Wonders must now be built in water tiles
- Tutor events have been changed, making them slightly less likely to occur
- Several improvements have received updates to their adjacent tile bonuses
- Farms adjacent to pastures get +40% food (up from 20%)
- Farms adjacent to granaries get +60% food (up from 50%)
- Farms adjacent to windmills get +60% food (up from 50%)
- Lumbermills adjacent to windmills get +60% wood (up from 50%)
- Nets adjacent to harbors get +40% food (down from 50%)
- Groves adjacent to any religious monastery get +60% food (up from 50%)
- Trader families now gains +2 gold per population (Previously was +10 per city)
- Trader families now gain opinion from having their cities further apart
- The Lighthouse now gains +2 Gold per specialist (Previously was +2 gold per population)
- The Theology tech has been renamed to Doctrine
- Theologies no longer cost Civics
- Upgrading Unique Units now requires a Citadel
- Dowries have been adjusted
- Forced divorces now cost legitimacy instead of money/opinion
- The Game of the Week is now on a random difficulty level
- The miserable trait stat is now -1 Charisma (up from -2)
- A new project has been added: Consular Tribunes
- This project can only be acquired if you make a certain decision in “The Fighting Class” event
- This project yields +5% Training, +5% Civics, and -10% Discontent
- Various map scripts have been updated
- River locations have been improved to originate in poor rain areas less often
- Organic border areas of maps have been improved to have smoother borders
- The Inland Sea map script now has improved desert areas
- In Single Player games, city sites intended for the player should now prefer to be on the same landmass as the player’s starting area
- The Northern Ocean map script should now has deeper parts of the great desert area out of bounds, and map dimensions have been increased to compensate for low amounts of habitable land
- Additional AI cities should now prefer to be on the same land mass as their Capital, but can still occur on other land masses
- Longer rivers and mountain ridgelines now eligible to receive multiple name tags. (Same name on each tag)
- Map Element Name Tags now do a much better job of avoiding cities, avoiding resources, avoiding tundra (hard to see), and avoiding one another
- Island names added
- Desert names added
- Forest names added
- Lake names added
- Toned down River occurrence rate on Continent map script, to match with tiles being lost to Tundra or Desert areas
- Coastal Rain Basin: Lake appearance rate turned down a bit