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# Gamebalance



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- When upgrading a settlement producing a food trade good to a city it will acquire a new Trade Good. Should the city become a settlement again in the future it will revert to the trade good it used to have when it was a settlement.



- Upgrading a settlement to a city, or a city to a Metropolis now has a flat gold cost instead of a scaling one.



- Revoking city status no longer costs Political Influence.



- Tribes now have a discount to the Tyranny cost for revoking city status.



- Cities now have a higher ideal ratio for slaves again (30%). Building Mills will increase the ideal slave ratio.



- Barracks will change the ideal pop ratio for freemen enough to make them the majority (around 75% for civilized countries, less for tribes).



- Pop Ratio is now normalized. The interface will always be able to show you what the current ideal ratios for pop types are after all pop ratio modifiers have been added together. This also means that increasing the ideal ratio of a pop type will always have an effect on the normalized ratios.



- Barracks are now constructed in settlements and will increase the ratio of Freemen and the manpower of a territory.



- Starvation now affects total population capacity. Overpopulation now reduces population growth by a small amount per overpopulation. This prevents the starvation spiral where small settlements in a province would starve to death before the people in the Cities there, which could reduce food even further and cause more starvation since surplus food trade goods are often produced by the Slaves in settlements.



- Agema Military Tradition now reduces Heavy Cavalry Cost.



- Greek Tradition bonuses to mountains now instead apply to hills.



- Levantine traditions now give 10% Naval morale instead of 5% (so in line with other traditions).



- March of the Eagles (+10% Land Morale) is now a finisher for latin tradition countries.



- North African Traditions now reduce War Elephant Cost.



- Triplex Acies Tactic now available as second tradition for latin countries.



- City Planning now gives 25% population capacity instead of building slots in cities.



- Discount from standard construction is now 15% (down from 20%).



- Grain Stockpile now increases food output and food capacity instead of population Growth.



- Institutional Proselytism now increases pop conversion speed.



- Siege ability from Siege Training is now 15% (up from 10%).



- No longer possible to revoke city status while construction is in progress.



- Settlements now lower the needed slaves for Surplus by 5.



- Cities no longer increases the needed slaves for Surplus.





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# Interface



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- Cleaned up interface for pops and for creating buildings. Upgrading and reducing cities is now done from the building screen.



- Fixed case where modifier change list was showing more changes than there actually were.





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# AI



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- AI monarchies will no longer demand that characters support their heir, even when they already did so (gaining a great deal of Tyranny in the process).



- Further improved AI logic for where to put cities.





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# Setup & Script



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- Every area in the world now has at least one Food Trade Good (and many have more than before).





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# Bugfixes



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- Fixed case where incoming migrating pops had a broken progress bar.



- Fixed crash on null pop appearing list. Also fixed case for null pops to appear to be migrating



- Pop ratio tooltip no longer broken



- Added linebreak in loyalty tooltip.



- Characters will once again receive powerbase modifiers from having loyal or veteran cohorts.



- A bug where local modifiers sometimes did not count (also known as Marketplaces do nothing) has been fixed.