To access this beta:



Steam



Right-click the game in your library



Open `Properties`



Select the BETAS tab



and select `1.2-beta - Cicero Beta`



GOG



Open the game's page on the launcher



Select More button



Go to Settings > Beta Channels and on the right select On



In the channel list, select '1.2-beta - Cicero Beta'





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# New Features

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- Split cities into Cities, Settlements and Metropolises, collectively known as territories. Only Cities and Metropolises are now represented by 3D buildings on the map.

- Settlement is the basic owned territorial unit. A settlement has lower population cap than a city and can only have one building. Settlement buildings are different from those available in cities and focus more on production and output.

- A city can be founded in a settlement for a cost of Gold and Political Influence. A city can have multiple buildings and will have a higher population cap than a settlement. In cities more slaves are required to produce surplus goods.

- A Metropolis can be upgraded from a provincial capital city with high population. City buildings are still available but it will have a higher migration attraction, and more building slots than a city.

- 15 building types are available to develop your cities.

- Added 5 new buildings for Settlements.

- Food is now produced in all owned territories, the amount is dependent on the local terrain. Food is consumed by Pops and Military units that would otherwise take attrition. Any surplus food is stored in the Province. A large food store will increase population growth and local defensiveness. A depleted food storage results in starvation and lowered defensiveness.

- Surplus Trade Goods can now also generate food, these can be imported to feed big cities.



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# Gamebalance

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# Characters

- The Ruler of a Tribe will no longer make or keep retinues.



# Units

- Increased Price of Light Cavalry from 6 to 7.

- Reduced Mercenary Maintenance from +300% to +25%.



# War & Peace

- Pirate Raids slightly less frequent.



# Technology

- Invention costs are now base on cost of X gold per pop in your country.

- "Prestigious Trade Goods" invention now increases export value instead of lowering Trade Route cost.

- "Regulated Money Lenders" invention now increases import value instead of Global Commerce.



# Heritages

- Tartessian heritage now increases build cost by 5% instead of 10%.

- Thracian heritage now reduces Civic Provincial Investment cost by 10% instead of 1%.

- Byblos heritage now reduces Pop Assimilation Speed instead of Manpower Recovery Speed.

- Arvernian Heritage now reduces Heavy Infantry Maintenance instead of Slaves needed for Surplus.

- Rural Heritage now decreases cost to found cities instead of the cost to build roads.

- Armenian Heritage now reduces subject opinion instead of siege speed and increases manpower recovery speed instead of Hostile Attrition.

- Seleukos heritage now increases ruler popularity gain by 0.04 instead of 0.02.

- Ptolemaios heritage now decreases population assimilation instead of reducing diplomatic reputation.

- Added Kushite Heritage.

- Added Dahae Heritage.

- Added Helot Heritage.

- Added Kalingan Heritage.

- Added Nabatean Heritage.



# Mercenaries

- Halved the mercenary debt threshold for recruiting.



# Pops

- Overpopulation no longer reduces Population Growth, instead it reduces migration attraction and Pop Happiness. Overpopulation modifiers are now scaled to how many pops you have over Capacity rather than scaled to total population.

- Starvation now more harmful to Population Growth.

- Climate now has a smaller effect on Population Capacity but also affects Food Output.



# Tradegoods

- Removed Growth Category for Trade Good, replaced it with a Food category.

- Surplus of Grain, Fish, Livestock and Vegetables now generates food.

- Salt now increases Population Capacity locally, Surplus of Salt increases Food Storage Capacity.



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# AI

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# Economy

- AI will consider building economic buildings where appropriate based on scripted weights

- AI will consider changing governor policies periodically based on province needs



# Diplomacy

- Rewrote defensive league formation logic, they will now primarily grow in response to a common threat.



# Military

- AI will now assault given breaches and sufficient manpower





# Antagonist System

- Countries can now be defined as Antagonists, which gives them mechanical benefits against other AI countries, and also higher bonuses at higher game-difficulties.

- Rome, Carthage, Macedon, Thrace, Parnia & Arverni are now Antagonists.

- Remove deprecated "lucky_nation" bonus for Rome, Bactria and Parnia.

- All antagonists use the previous Roman Aggressiveness.





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# Interface



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- Default for trade options is now auto-accept trade, and never give up capital surplus.

- Reworked Buildings Interface

- Added outliner category for citybuilding/improvement.



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# User Modding



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# New Functionality

- Prices can now be scripted to be based of "gold_per_pop".



# Triggers

- Added 'is_antagonist' trigger for country scope.



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# Setup & Script

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- Rebalanced the Earthquakes so the killed numbers of pop should be more correct to the amount given in the tooltip, and reduced the cost of paying to take care of the affected provinces

- Prove Legitimacy interaction now gives bloodlines to character's descendents, if discovered

- The "A Mediterrenean Capital" decision now moves your capital for you and gives a better modifier than before to the new capital.





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# Bugfixes



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- Migrations now use migrating speed and not conversion speed for pops.

- Pops will no longer migrate into Volcanos or Wastelands.

- Mercenaries are no longer caught in an endless loop between two cities after employment.

- Imprisoned disloyal characters can no longer start a civil war

- Fixed city dominant culture not being recalculated as it should

- Fixed bug that made pirates sometimes multiply (especially when the game was reloaded).