{"version":3,"file":"patch-2a748ba9.js","sources":["../../../app/frontend/lib/explorer/src/data/patches/patch-10.0.576-season-seven.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-10.1.48.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-11.0.1201.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-11.0.782-season-eight.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-12.0.1974-season-nine.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-12.1.2638-hotfix.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-12.2.3327.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-13.0.4178-season-ten.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-13.0.4343-hotpatch.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-5.0.10257.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-5.0.11009.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-5.0.11963.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-5.0.12793.1-server-side.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-5.0.12973.0-season-one.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-5.0.14681.0.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-5.0.14681.1-server-side.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-5.0.15965.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-5.0.17718-season-two.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-5.0.20249.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-5.0.24916-season-three.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-5.0.7274.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-5.0.7989.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-5.0.8324.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-5.0.9369.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-5.1.148.0.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-5.1.148.1-server-side.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-6.0.878-season-four.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-6.1.130.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-7.0.5861-season-five.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-7.1.113.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-8.2.218.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-9.1.370-season-six.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-9.2.628.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch.tsx"],"sourcesContent":["import { PatchNotes } from \"../../types/patches\";\n\nexport const patch100576: PatchNotes = {\n id: \"patch-10.0.576-season-seven\",\n buildId: '10.0.576',\n name: \"Season Seven Update\",\n season: 7,\n type: \"update\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-season-seven-update-10-0-576/\",\n summary: \"Introducing Cross-Play, Quick Match Nomad and FFA. Buffs to Rams, French Keeps, Byzantine Mercenaries and HRE.\",\n introduction: `\n\n\"Spring is here at last! We’re kicking off the Season Seven update preview with Cross-Play so you will be able join your console and PC friends and adversaries on the battlefield, including in Team Ranked! Of course, we’re also rotating the map pool and delivering new events, fixes, and balance updates to keep life interesting!\"`,\n date: new Date(\"2024-03-19T18:00:00Z\"),\n sections: [\n {\n title: \"Season Seven Update\",\n civs: [],\n changes: [],\n },\n {\n subtitle: \"New! Spring Tournaments Event\",\n civs: [],\n changes: [],\n md: `\n Spring is here at last and what better time for a seasonal event? Prepare to login May 21 at 10:00 AM PT (1:00 PM ET / 17:00 UTC) through June 18 at 10:00 AM PT (1:00 PM ET / 17:00 UTC) for the Spring Tournaments rewards.\n\n\n`,\n },\n {\n subtitle: \"Ranked Season Seven\",\n civs: [],\n changes: [],\n md: `To arms! Ranked play kicks off for Season Seven on March 20 at 12:00 pm PT (3:00 pm PT / 20:00 UTC)! Age up through the ranks and earn rewards!\n\n`,\n },\n {\n title: \"Map Pool Rotation\",\n civs: [],\n changes: [],\n md: `\n Season Seven brings another refresh on both map pools. This rotation gives some maps a much-needed break while we reintroduce maps that are excited to meet the new civilizations. High View, Lipany, and Danube River return to Solo Ranked while Prairie and Lipany return to Team Ranked.\n\n See you on the ladder!\n\n # 1v1 Ranked Map Pool\n - Dry Arabia\n - Cliffside\n - Rocky River\n - Forts\n - Gorge\n - High View\n - Danube River\n - Lipany\n - Four Lakes\n\n # Team Ranked Map Pool\n - Dry Arabia\n - Cliffside\n - Rocky River\n - Prairie\n - Gorge\n - Hill and Dale\n - Lipany\n - Migration\n - Waterholes\n `,\n },\n {\n title: \"Build Spotlight\",\n civs: [],\n changes: [],\n md: `\n## Cross-Play is Now Available on PC and Console\n\nYou can join your console and PC friends and adversaries on the battlefield with cross-play!\n\n## Team Ranked is Now Available on Console\n\nYou can now jump into Team Ranked mode on console!\n\n## Condensed Victory Objectives\n\nWe’ve created an alternate version of win conditions that take up as little screen space as possible, these are enabled by default and can be changed back in the game UI options.\n\n\n\n## Quick Match Updates\n\n- The Nomad Game Mode was added as a new option and comes with several improvements.\n- A new Free for All option has been added, allowing you to queue for 8 Player free for all matches.\n - Quick match Free for All matches are played using the new “Dominion” win condition.\n\n### A Note on Leaderboards and Hidden Elo\n\nFree For All will have a new leaderboard and track your hidden Elo separately, this means that matchmaking will result in more balanced games over time. In FFA mode, the winner is the only player to gain Elo and all other players lose Elo based on an even split equal to the amount of Elo that the winner gains.\n\nAdditionally, Nomad mode will share a leaderboard with Standard Mode. This means that when you queue for Nomad for the first time, you’ll be more likely to be matched with players close to your skill level.\n\n## Nomad Improvements\n\n- Starting Villagers increased from 3 to 5.\n- Villagers’ starting distance increased.\n- Holy Roman Empire Prelate, Zhu Xi’s Legacy Official, and Mongols Ger are granted upon Town Center construction and not at the start of the match.\n- English Villager bows and Chinese Villager build speed bonus are deactivated at the start of the game, reactivated upon Town Center construction.\n- Jeanne d’Arc Civilization starts with 3 Villagers plus Jeanne d’Arc.\n- Order of the Dragon Civilization starts with 4 Villagers.\n\n## New “Dominion” Win Condition\n\n- Enabled/disabled in custom games via the Game Mode Win Conditions section (disabled by default).\n- Compatible with Standard, Empire Wars, and Nomad Game Modes as well as all other win condition types.\n- Players start with a Monarch that must be protected at all costs, losing a Monarch leads to the instant elimination of the owning player.\n - Eliminating an enemy Monarch grants +50 maximum population.\n - If a player is eliminated by Landmark victory, their Monarch remains on the field. Eliminating a neutral Monarch continues to grant +50 maximum population.\n- Monarchs have two primary abilities:\n - Sprint: Temporarily move faster.\n - Treason: Reveal the location of enemy Monarchs and ping them on the minimap.\n- Monarchs are visible on the minimap with a crown icon.\n- AI players will garrison their Monarch into a safe building.\n- When loading into a game with no other players or AI, the Dominion win condition will automatically deactivate and not spawn a Monarch at the start.\n\n## Quality of Life Improvements\n\n- Walls under construction can now be converted into gates via an ability on the placed blueprint. Conversion to a gate can happen at any time before the wall section is finished construction, after which it is no longer possible to convert directly, and a Villager must be used. The cost of the conversion is the difference between the cost of the wall and gate. \n- When ungarrisoning from a building, units will exit the building from the location closest to the rally point direction.\n `,\n },\n {\n title: \"Gameplay\",\n civs: [],\n changes: [],\n md: `\n ### AI\n\n - AI players now have a unique identifying number in the pinned player information.\n - AI villagers now flee when attacked by enemy units.\n - Corrected an issue where certain buildings would prioritize Battering Rams as targets.\n - Japanese AI now makes better use of Shinobi units.\n - Malian AI no longer get hyper focused on building a pit mine to the exclusion of all else.\n - Fixed an issue with Mongol AI not unpacking their starting Town Center.\n - Byzantine AI now place more cisterns.\n - Ottoman AI will no longer turn off military school production.\n - Easy AI no longer produces more than one Scout.\n\n > We have found that Easy AI can sometimes be too efficient at using Scouts to explore and take Sheep at this difficulty. We hope this change allows players to have more chances at securing Sheep when exploring the map.\n\n - Adjusted how the Easy and Intermediate AI chooses to advance to the next Age.\n - Easy AI is now adaptive, speeding up or slowing down its Age-up based on the other players in the match. The Easy AI will never surpass the Age of another player in the game.\n - Intermediate AI Ages up slower but can also adapt to faster Age-ups and catch up if needed.\n - Easy AI can now research Wheelbarrow and tier 1 economy technologies.\n - Easy AI can now research tier 1 Blacksmith technologies.\n - Intermediate AI can now only research tier 1 and 2 economy technologies.\n - Intermediate AI can now research tier 1 and 2 Blacksmith technologies.\n - Hard AI can now research all economy technologies.\n - Developer Note: Easy and Intermediate AI are being tuned to help players with ramp up in difficulty. The Easy AI would previously Age up too slow where the Intermediate AI would do so too fast. Additionally, Intermediate AI would research much more Blacksmith, economy, and other technologies compared to the Easy AI. These changes aim to create a more natural difficulty progression.\n\n ### Audio\n\n - Improved Simplified Chinese voice overs in The Sultans Ascend cinematics.\n\n ### Xbox Console\n\n - Manjaniq weapon toggles are now correctly displayed on the radial menu.\n - Fixed a bug where the lobby screen displayed other player’s scroll bars as interactable.\n - Fixed incorrect text that appeared when joining an existing custom match.\n - Fixed an issue where an emblem overlapped text on the ranked page.\n\n ### General\n\n - Shore Fish can no longer be permanently removed when placing structures on them and will automatically return when the building is deleted or destroyed.\n - Fixed an issue where Villagers seeking shelter would sometimes fail to choose the nearest available Outpost for shelter.\n - When unloading units from a garrison, they now exit on the side closest to their destination.\n - It’s now easier to target a live animal with a Villager when the animal overlaps a construction plan.\n - Fixed an exploit where Monks could duplicate Relics when removing them from Monasteries.\n - Fixed an issue where Lightweight Beams would not reduce construction times for some civilizations.\n - Previously, if a siege unit lost sight of a building it was attacking, it would go idle. Now it will move closer to regain vision and resume its attack.\n - Fixed a bug where Deer would get stuck together after colliding.\n - Landmarks no longer retain their garrison arrows after being destroyed and repaired.\n - Now, if a Siege Tower or Ram containing units passes over a stamped building, it will not cancel the building.\n - When a player is defeated, their units will now fully cease their current actions when they turn neutral.\n - Monks ordered to capture a Sacred Site will now remain until it’s captured before executing queued commands.\n - Fixed a bug where Villagers would idle instead of returning to work when their previous job was gathering from a Boar.\n - Explosive Ship kills are now counted in post-game statistics.\n - The post-game statistics now correctly reflect units lost when a Transport Ship sinks.\n - Units inside a Ram or Siege Tower inside a Transport Ship will now die if the ship is destroyed.\n - Fixed a crash that could occur when exiting the Acre mission.\n - The Inna Jiffy cheat now applies to Ayyubid cavalry and Ghulam units.\n - Fixed a crash that could happen when playing on Canal with two teams of unequal player count.\n - Fixed an issue where water borders were harsh or jagged on some maps.\n - Fixed an issue with Forts where the wrong size of map was used for team games. This caused starting bases to overlap with enemies and allies in rare cases.\n - Fixed an issue with Black Forest where the wrong size was used for solo and team games. This caused the middle lanes to be generated incorrectly.\n - Fixed an issue with Migration where the wrong size was used for team games. This created a much smaller island to fight over once you have migrated to the main island.\n - Fixed a crash that could occur when entering a match.\n - Fixed a crash that could occur when switching control groups quickly while mousing over the command card.\n\n ### UI\n\n - Fixed a bug where if a party host leaves, the new host would not be able to invite new players to the party.\n - Fixed an issue where codex items were incorrectly clipped.\n - Added functionality for players to block chat communication and see who they have blocked.\n - Player stats can now be viewed on the Quick Match screen.\n - Fixed an issue that prevented players from scrolling the games list page under certain circumstances.\n - The Byzantine Selection Card background pattern is no longer missing.\n - Fixed an issue where using Shift + clicking on the idle / working villager buttons would not select all idle villagers or villagers working on the specific resource. \n\n ### Achievements, Challenges & Masteries\n\n - Revamped Masteries to improve difficulty balance.\n - Changed “Test of Strength” challenges from requiring the defeat of AI to winning games with the associated civilization.\n - Fixed a bug where building extra landmarks to activate dynasties as the Chinese was being counted as aging up for the Achievement “Through the Ages”.\n - Some Achievements that were previously untranslated into Turkish, Finnish, Polish and Russian are now translated.\n - Fixed a bug where the “Transcontinental Empire” Achievement was not properly displaying progress.\n - An issue with some Achievements not unlocking on Steam has been fixed.`,\n },\n {\n title: \"Balance & Bugfixes\",\n civs: [],\n changes: [],\n },\n {\n subtitle: \"General Balance Changes\",\n civs: [],\n changes: [\n {\n // Ram health increased from 340 to 370.\n // Ram build time decreased from 80 to 70 seconds.\n // Workshop Ram train time reduced from 40 to 35 seconds.\n items: [\"units/battering-ram\"],\n civs: [],\n diff: [\n [\"buff\", \"Health increased from 340 to 370.\"],\n [\"buff\", \"Build time decreased from 80 to 70 seconds.\"],\n [\"buff\", \"Workshop train time reduced from 40 to 35 seconds.\"],\n ],\n },\n {\n // Mangonel and Nest of Bees health reduced from 140 to 130.\n items: [\"units/mangonel\", \"units/manjaniq\", \"units/nest-of-bees\"],\n civs: [],\n diff: [[\"nerf\", \"Health reduced from 140 to 130.\"]],\n },\n {\n // Springald bonus damage vs Siege increased from 60 to 65.\n items: [\"units/springald\"],\n civs: [],\n diff: [[\"buff\", \"Bonus damage vs Siege increased from 60 to 65.\"]],\n },\n {\n // Bombard, Great Bombard, and Cannon ranged armor increased from 35 to 40.\n items: [\"units/cannon\", \"units/royal-cannon\", \"units/bombard\", \"units/great-bombard\"],\n civs: [],\n diff: [[\"buff\", \"Ranged armor increased from 35 to 40.\"]],\n },\n {\n // Previously, some garrison-able buildings, units, and transports displayed each garrison weapon as individual weapons and have been merged for a cleaner weapon information card.\n title: \"Garrison-able Buildings, Units and Transports\",\n items: [],\n civs: [],\n diff: [],\n note: `Previously, some garrison-able buildings, units, and transports displayed each garrison weapon as individual weapons and have been merged for a cleaner weapon information card.`,\n },\n {\n // Corrected some issues where Elite Army Tactics and Incendiary Arrows were not affecting all intended units.\n items: [\"technologies/elite-army-tactics\", \"technologies/incendiary-arrows\"],\n civs: [],\n diff: [[\"fix\", \"Corrected some issues where Elite Army Tactics and Incendiary Arrows were not affecting all intended units.\"]],\n },\n {\n // Stone earned from Relics in Pagoda’s reduced by 50% and Food/Wood has been increased in its place.\n // Now generates 100 Gold, 62 Food, 62 Wood, 25 Stone\n items: [\"buildings/pagoda\"],\n civs: [\"ch\"],\n diff: [[\"nerf\", \"Now generates 100 Gold, 62 Food, 62 Wood, 25 Stone (was 100 Gold, 50 Food, 50 Wood, 50 Stone)\"]],\n },\n {\n // Corrected an issue where loaded Battering Rams were missing the unload garrison ability for HRE and OoTD.\n items: [\"units/battering-ram\"],\n civs: [\"hr\", \"od\"],\n diff: [[\"fix\", \"Corrected an issue where loaded Battering Rams were missing the unload garrison ability for HRE and OoTD.\"]],\n },\n {\n // Corrected an issue where Merchant Guilds could be researched twice for French and Jeanne d’Arc.\n items: [\"technologies/merchant-guilds\"],\n civs: [\"fr\", \"je\"],\n diff: [[\"fix\", \"Corrected an issue where Merchant Guilds could be researched twice for French and Jeanne d’Arc.\"]],\n },\n ],\n },\n {\n title: \"Civilization-Specific Changes\",\n civs: [],\n changes: [],\n },\n\n {\n subtitle: \"Abbasid Dynasty\",\n civs: [\"ab\"],\n changes: [\n {\n // Fresh Foodstuffs moved from the Town Center to the Mill.\n items: [\"buildings/town-center\", \"buildings/mill\", \"technologies/fresh-foodstuffs\"],\n civs: [\"ab\"],\n diff: [[\"buff\", \"Fresh Foodstuffs moved from the Town Center to the Mill.\"]],\n },\n {\n // Camel Archer cost reduced from 180 Food to 170 Food.\n items: [\"units/camel-archer\"],\n civs: [\"ab\"],\n diff: [[\"buff\", \"Cost reduced from 180 Food to 170 Food.\"]],\n },\n {\n // Fertile Crescent Wood discount increased from 25% to 30%.\n items: [\"technologies/fertile-crescent\"],\n civs: [\"ab\"],\n diff: [[\"buff\", \"Wood discount increased from 25% to 30%.\"]],\n },\n {\n // Spice Roads upgrade now correctly modifies gold income for all traders.\n items: [\"technologies/spice-roads\"],\n civs: [\"ab\"],\n diff: [[\"fix\", \"Spice Roads upgrade now correctly modifies gold income for all traders.\"]],\n },\n ],\n },\n // Ayyubids\n\n {\n subtitle: \"Ayyubids\",\n civs: [\"ay\"],\n changes: [\n {\n // Tower of the Sultan:\n // No longer has Ram melee vulnerability.\n // Build time reduced from 200 to 140 seconds.\n // Garrisoned units increase movement speed for each unit garrisoned.\n // Atabeg’s Supervision and Biology are now multiplicative.\n // Corrected an issue where Desert Raiders ranged weapon was not fully benefitting from their Golden Age 5 attack speed bonus.\n items: [\"units/tower-of-the-sultan\"],\n civs: [\"ay\"],\n diff: [\n [\"buff\", \"No longer has Ram melee vulnerability.\"],\n [\"buff\", \"Build time reduced from 200 to 140 seconds.\"],\n [\"buff\", \"Garrisoned units increase movement speed for each unit garrisoned.\"],\n [\"fix\", \"Atabeg’s Supervision and Biology are now multiplicative.\"],\n ],\n },\n {\n items: [\"units/atabeg\", \"technologies/biology\", \"abilities/ability-atabeg-supervision\"],\n civs: [\"ay\"],\n diff: [[\"fix\", \"Atabeg’s Supervision and Biology are now multiplicative.\"]],\n },\n {\n items: [\"units/desert-raider\"],\n civs: [\"ay\"],\n diff: [[\"fix\", \"Corrected an issue where Desert Raiders ranged weapon was not fully benefitting from their Golden Age 5 attack speed bonus.\"]],\n },\n ],\n },\n\n // Byzantines\n\n {\n subtitle: \"Byzantines\",\n civs: [\"by\"],\n changes: [\n {\n // Chierosiphon cost reduced from 200 Wood 100 Gold to 200 Wood 60 Gold.\n // Chierosiphon health increased from 280 to 310.\n // Chierosiphon ranged armor increased from 30 to 50.\n // Chierosiphon bonus damage vs Walls increased from 0 to 5.\n items: [\"units/cheirosiphon\"],\n civs: [\"by\"],\n diff: [\n [\"buff\", \"Cost reduced from 200 Wood 100 Gold to 200 Wood 60 Gold.\"],\n [\"buff\", \"Health increased from 280 to 310.\"],\n [\"buff\", \"Ranged armor increased from 30 to 50.\"],\n [\"buff\", \"Bonus damage vs Walls increased from 0 to 5.\"],\n ],\n },\n {\n // First Mercenary contract choice is now free and instant, saving 100 Olive Oil and 20 seconds of research time.\n items: [\n \"buildings/mercenary-house\",\n \"technologies/eastern-mercenary-contract\",\n \"technologies/silk-road-mercenary-contract\",\n \"technologies/western-mercenary-contract\",\n ],\n civs: [\"by\"],\n diff: [[\"buff\", \"First Mercenary contract choice is now free and instant, saving 100 Olive Oil and 20 seconds of research time.\"]],\n },\n {\n // Veteran Mercenary upgrade cost reduced from 100 Food 250 Gold to 50 Food 125 Gold and research time reduced from 60 to 30 seconds.\n items: [\"technologies/veteran-mercenaries\"],\n civs: [\"by\"],\n diff: [\n [\"buff\", \"Cost reduced from 100 Food 250 Gold to 50 Food 125 Gold.\"],\n [\"buff\", \"Research time reduced from 60 to 30 seconds.\"],\n ],\n },\n {\n // Limitanei Shield wall damage reduction reduced from 40% to 30%.\n items: [\"units/limitanei\", \"abilities/ability-shield-wall\"],\n civs: [\"by\"],\n diff: [[\"nerf\", \"Shield Wall Damage reduction reduced from 40% to 30%.\"]],\n },\n {\n // Mangonel Emplacement damage reduced from 8 to 7.\n items: [\"technologies/mangonel-emplacement\"],\n civs: [\"by\"],\n diff: [[\"nerf\", \"Damage reduced from 8 to 7.\"]],\n },\n {\n // Corrected an issue where Mercenary Sipahi and Mercenary Camel Riders would receive Gold from Expilatores upgrade when killing Villagers.\n items: [\"technologies/expilatores\", \"units/camel-rider\", \"units/sipahi\"],\n civs: [\"by\"],\n diff: [\n [\"fix\", \"Corrected an issue where Mercenary Sipahi and Mercenary Camel Riders would receive Gold from Expilatores upgrade when killing Villagers.\"],\n ],\n },\n {\n // Greek Fire Projectiles help-text now mentions that patches of Greek Fire can’t stack.\n items: [\"technologies/greek-fire-projectiles\"],\n civs: [\"by\"],\n diff: [[\"fix\", \"Greek Fire Projectiles help-text now mentions that patches of Greek Fire can’t stack.\"]],\n },\n ],\n },\n\n // Chinese\n {\n subtitle: \"Chinese\",\n civs: [\"ch\"],\n changes: [\n {\n items: [\"buildings/barbican-of-the-sun\"],\n civs: [\"ch\"],\n diff: [[\"buff\", \"Barbican of the Sun now accepts your tax drop-offs.\"]],\n },\n ],\n },\n\n // Delhi Sultanate\n // Ghazi Raiders are no longer missing bonus damage versus siege engines.\n // Lightweight Beams now has the correct research time in the Imperial Age.\n\n {\n subtitle: \"Delhi Sultanate\",\n civs: [\"de\"],\n changes: [\n {\n items: [\"units/ghazi-raider\"],\n civs: [\"de\"],\n diff: [[\"fix\", \"Ghazi Raiders are no longer missing bonus damage versus siege engines.\"]],\n },\n {\n items: [\"technologies/lightweight-beams\"],\n civs: [\"de\"],\n diff: [[\"fix\", \"Lightweight Beams now has the correct research time in the Imperial Age.\"]],\n },\n ],\n },\n\n // English\n\n {\n subtitle: \"English\",\n civs: [\"en\"],\n changes: [\n {\n items: [\"buildings/berkshire-palace\"],\n civs: [\"en\"],\n diff: [\n [\"fix\", \"Berkshire Palace weapons are no longer duplicated on their UI.\"],\n [\"fix\", \"Corrected an issue where one garrison arrow was normal instead of incendiary.\"],\n ],\n },\n ],\n },\n\n // French\n\n {\n subtitle: \"French\",\n civs: [\"fr\"],\n changes: [\n {\n items: [\"buildings/keep\"],\n civs: [\"fr\"],\n diff: [\n [\"buff\", \"Keeps now cost 10% less stone to build.\"],\n [\"buff\", \"Influence range increased by 1 tile.\"],\n ],\n },\n ],\n },\n\n // Holy Roman Empire\n\n {\n subtitle: \"Holy Roman Empire\",\n civs: [\"hr\"],\n changes: [\n {\n items: [\"technologies/marching-drills\", \"units/prelate\"],\n civs: [\"hr\"],\n diff: [[\"nerf\", \"Marching Drills is now a civilization bonus and is granted for free at the start of the game, it no longer affects Prelates.\"]],\n },\n {\n items: [\"technologies/inspired-warriors\", \"units/prelate\"],\n civs: [\"hr\"],\n diff: [[\"buff\", \"Inspired Warriors now increases the move speed of Prelates.\"]],\n },\n {\n items: [\"buildings/meinwerk-palace\"],\n civs: [\"hr\"],\n diff: [[\"buff\", \"Bonus increased from 40% to 50% cost and research time.\"]],\n },\n ],\n },\n\n // Japanese\n\n {\n subtitle: \"Japanese\",\n civs: [\"ja\"],\n changes: [\n {\n items: [\"buildings/castle-of-the-crow\"],\n civs: [\"ja\"],\n diff: [\n [\"fix\", \"Corrected an issue where projectiles would be blocked when attacked from certain angles.\"],\n [\"fix\", \"Help-text now explains that bonus Stone is reduced compared to Food, Gold, and Wood.\"],\n ],\n },\n {\n items: [\"technologies/towara\", \"technologies/takezaiku\", \"technologies/fudasashi\"],\n civs: [\"ja\"],\n diff: [[\"fix\", \"Previously missing Towara, Takezaiku, and Fudasashi economy pips now appear.\"]],\n },\n ],\n },\n\n // Jeanne d'Arc\n // (Variant Civilization: French)\n\n // Consecrate help-text now updates after researching Ordinance Company.\n {\n subtitle: \"Jeanne d'Arc\",\n civs: [\"je\"],\n changes: [\n {\n items: [\"abilities/ability-consecrate\", \"technologies/ordinance-company\"],\n civs: [\"je\"],\n diff: [[\"fix\", \"Consecrate help-text now updates after researching Ordinance Company.\"]],\n },\n ],\n },\n\n // Mongols\n // Moving buildings rotation rate reduced so that they do not instantly snap when changing direction.\n // Horse Archers now properly use the Gallop ability.\n // Nest of Bees units now receive the Additional Barrels upgrade.\n // Prayer Tents no longer grant vision on pre-placement after researching Monastic Shrines.\n // Fixed an issue where units could get trapped in a Mongol landmark when its owner was eliminated.\n // A crash relating to The Silver Tree landmark has been fixed.\n // Allies of a Mongol player can now set the Silver Tree as a trade destination while it’s packed up and Traders will only move to it when it’s unpacked.\n\n {\n subtitle: \"Mongols\",\n civs: [\"mo\"],\n changes: [\n // Ovoo Stone income in the Dark Age reduced from 80 to 70 per minute.\n {\n items: [\"buildings/ovoo\"],\n civs: [\"mo\"],\n diff: [[\"nerf\", \"Stone income in the Dark Age reduced from 80 to 70 per minute.\"]],\n },\n // Khaganate Palace: Rus Knights now properly use Poleaxe.\n {\n items: [\"buildings/khaganate-palace\", \"units/khaganate-elite-knights\"],\n civs: [\"mo\"],\n diff: [[\"fix\", \"Rus Knights now properly use Poleaxe.\"]],\n },\n {\n items: [\"buildings/khaganate-palace\", \"units/khaganate-nest-of-bees\"],\n civs: [\"mo\"],\n diff: [[\"buff\", \"Now receive the Additional Barrels upgrade.\"]],\n },\n {\n items: [\"buildings/prayer-tent\", \"technologies/monastic-shrines\"],\n civs: [\"mo\"],\n diff: [[\"fix\", \"Prayer Tents no longer grant vision on pre-placement after researching Monastic Shrines.\"]],\n },\n {\n items: [\"buildings/the-silver-tree\"],\n civs: [\"mo\"],\n diff: [\n [\"fix\", \"Allies of a Mongol player can now set the Silver Tree as a trade destination while it’s packed up.\"],\n [\"fix\", \"Traders will only move to it when it’s unpacked.\"],\n [\"fix\", \"A crash relating to The Silver Tree landmark has been fixed.\"],\n ],\n },\n {\n title: \"Moving Buildings\",\n items: [],\n civs: [\"mo\"],\n diff: [[\"nerf\", \"Rotation rate reduced so that they do not instantly snap when changing direction.\"]],\n },\n {\n title: \"Landmarks\",\n items: [],\n civs: [\"mo\"],\n diff: [[\"fix\", \"Fixed an issue where units could get trapped in a Mongol landmark when its owner was eliminated.\"]],\n },\n ],\n },\n\n // Order of the Dragon\n // (Variant Civilization: Holy Roman Empire)\n\n // Aachen Chapel bonus increased from 10% to 15%.\n // Meinwerk Palace bonus increased from 40% to 50% cost and research time.\n // Golden Cuirass cost increased from 50 Food 125 Gold to 100 Food 200 Gold (50 Food 100 Gold discount).\n // Zornhau cost increased from 100 Food 250 Gold to 150 Food 350 Gold (75 Food 175 Gold discount).\n // Bodkin Bolts cost increased from 200 Food 500 Gold to 300 Food 700 Gold (150 Food 350 Gold discount).\n // Corrected Gilded Handcannons missing projectile and muzzle effects.\n\n {\n subtitle: \"Order of the Dragon\",\n civs: [\"od\"],\n changes: [\n {\n items: [\"buildings/aachen-chapel\"],\n civs: [\"od\"],\n diff: [[\"buff\", \"Bonus increased from 10% to 15%.\"]],\n },\n {\n items: [\"buildings/meinwerk-palace\"],\n civs: [\"od\"],\n diff: [[\"buff\", \"Bonus increased from 40% to 50% cost and research time.\"]],\n },\n {\n items: [\"technologies/golden-cuirass\"],\n civs: [\"od\"],\n diff: [[\"nerf\", \"Cost increased from 50 Food 125 Gold to 100 Food 200 Gold (50 Food 100 Gold discount).\"]],\n },\n {\n items: [\"technologies/zornhau\"],\n civs: [\"od\"],\n diff: [[\"nerf\", \"Cost increased from 100 Food 250 Gold to 150 Food 350 Gold (75 Food 175 Gold discount).\"]],\n },\n {\n items: [\"technologies/bodkin-bolts\"],\n civs: [\"od\"],\n diff: [[\"nerf\", \"Cost increased from 200 Food 500 Gold to 300 Food 700 Gold (150 Food 350 Gold discount).\"]],\n },\n {\n items: [\"units/gilded-handcannoneer\"],\n civs: [\"od\"],\n diff: [[\"fix\", \"Corrected Gilded Handcannons missing projectile and muzzle effects.\"]],\n },\n ],\n },\n\n // Ottomans\n // Great Bombard health reduced from 350 to 300.\n // Great Bombard ranged armor increased by +5.\n // Vizier experience requirements for each level increased from 60/80/120/200/320 to 60/100/150/240/320\n // Military School production speed reduced from 4.5x to 5x the standard production rate.\n\n {\n subtitle: \"Ottomans\",\n civs: [\"ot\"],\n changes: [\n {\n items: [\"units/great-bombard\"],\n civs: [\"ot\"],\n diff: [\n [\"nerf\", \"Health reduced from 350 to 300.\"],\n [\"buff\", \"Ranged armor increased by +5.\"],\n ],\n },\n {\n title: \"Vizier Points\",\n items: [],\n civs: [\"ot\"],\n diff: [[\"nerf\", \"Experience requirements for each level increased from 60/80/120/200/320 to 60/100/150/240/320.\"]],\n },\n {\n items: [\"buildings/military-school\"],\n civs: [\"ot\"],\n diff: [[\"nerf\", \"Production speed reduced from 4.5x to 5x the standard production rate.\"]],\n },\n ],\n },\n\n // Rus\n // Hunting Cabin build time increased from 25 to 35 seconds.\n // Boyars Fortitude cost increased from 100 Food, 250 Gold to 150 Food, 350 Gold.\n // Corrected an issue where Horse Archers would not retain the Mounted Precision bonuses when advancing to the next tier.\n\n {\n subtitle: \"Rus\",\n civs: [\"ru\"],\n changes: [\n {\n items: [\"buildings/hunting-cabin\"],\n civs: [\"ru\"],\n diff: [[\"nerf\", \"Build time increased from 25 to 35 seconds.\"]],\n },\n {\n items: [\"technologies/boyars-fortitude\"],\n civs: [\"ru\"],\n diff: [[\"nerf\", \"Cost increased from 100 Food, 250 Gold to 150 Food, 350 Gold.\"]],\n },\n {\n items: [\"units/horse-archer\"],\n civs: [\"ru\"],\n diff: [[\"fix\", \"Corrected an issue where Horse Archers would not retain the Mounted Precision bonuses when advancing to the next tier.\"]],\n },\n ],\n },\n\n {\n title: \"Ongoing…\",\n civs: [],\n changes: [],\n md: `\n ## Known Issues\n For known issues, please visit this page to see what’s being tracked:\n [Known Issues](https://support.ageofempires.com/hc/en-us/articles/4408424670484-Known-Issues-Solutions)`,\n },\n {\n title: \"What's on the Horizon\",\n civs: [],\n changes: [],\n md: `\n ## Coming Up…\n We’re working on our next update and look forward to sharing more soon.\n\n `,\n },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch10148: PatchNotes = {\n id: \"patch-10.1.48\",\n buildId: \"10.1.48\",\n name: \"Patch 10.1.48\",\n season: 7,\n type: \"patch\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-patch-10-1-48/\",\n summary: \"Cost reduction for Arrow and Springald Ships, major buff to English Abbey, changes to English Campfire and other balance changes.\",\n introduction: `\n\n\"Happy Patch Day! This minor patch incorporates a few balance tweaks and bugfixes.\n\nRead on to learn more!\"`,\n date: new Date(\"2024-03-27T18:00:00Z\"),\n sections: [\n {\n title: \"Gameplay\",\n civs: [],\n changes: [],\n md: `\n ### General\n - Fixed an issue where Scouts can skip their reload animations.\n\n ### AI Updates\n - Unique AI names have been shortened to use less screen space.\n\n ### AI Updates (Nomad Mode)\n - Fixed a problem in Nomad mode where building your Town Center close to an AI’s Town Center could cause the AI to stop playing. Now, the AI will still start building again in a different location.\n\n ### UX/UI & Menus (All Platforms)\n - Added a separate Free-For-All map pool which contains Megarandom and Land Megarandom only. This pool has one veto and is used when a Free-For-All match is found in Quick Match. We plan to look at how best to expand this pool in future with maps which are more appropriate for the Free-For-All experience.\n - Fixed an issue on Xbox consoles where a permission dialogue would show for settings other than cross play when adjusting Cross Play settings.\n - Fix an issue on Xbox consoles where Pages of History failed to display.\n - Fixed a bug where if the player views a replay from someone else’s profile, after the replay they were viewing their own profile. Now, after a replay, players will view the profile they originally started the replay from.\n - Reduced rose sigil size.\n - Fixed a softlock that may occur when accepting an invite while in a loading screen of the tutorial mission.\n\n ### Remappable Hotkeys\n - It’s now possible to bind the keys Ctrl+NumLock, Ctrl+Pause and Ctrl+ScrollLock.`,\n },\n {\n title: \"Balance & Bugfixes\",\n civs: [],\n changes: [],\n },\n {\n subtitle: \"General Changes and Bugfixes\",\n civs: [],\n changes: [],\n md: `\n - Fixed a bug that required using parameters on Steam for older PCs to avoid a crash during launch.\n - Fixed an issue where Springalds received extra damage from Horseman and Mangonels.\n - Fixed an issue where the HRE Prelate UI counter wasn’t displayed.\n - Fixed a Sync Error that would occur when using the “It Was Known” cheat in a multiplayer match.\n`,\n },\n {\n subtitle: \"General Balance Changes\",\n civs: [],\n changes: [\n {\n // Arrow ships Food cost reduced from 90 to 80.\n items: [\"units/galley\", \"units/dhow\", \"units/junk\", \"units/hunting-canoe\", \"units/light-junk\", \"units/lodya-galley\"],\n civs: [],\n diff: [[\"buff\", \"Food cost reduced from 90 to 80.\"]],\n },\n {\n // Springald ship Food cost reduced from 120 to 110.\n items: [\"units/baghlah\", \"units/war-junk\", \"units/hulk\", \"units/war-cog\", \"units/war-canoe\", \"units/lodya-attack-ship\"],\n civs: [],\n diff: [[\"buff\", \"Food cost reduced from 120 to 110.\"]],\n },\n ],\n },\n {\n title: \"Civilization-Specific Changes\",\n civs: [],\n changes: [],\n },\n\n {\n subtitle: \"Abbasid Dynasty\",\n civs: [\"ab\"],\n changes: [\n {\n // Culture Wing – Medical Centers now applies a healing aura to Town Centers as well as Keeps.\n items: [\"technologies/medical-centers\", \"buildings/town-center\", \"buildings/capital-town-center\"],\n civs: [\"ab\"],\n diff: [[\"buff\", \"Culture Wing – Medical Centers Now applies a healing aura to Town Centers as well as Keeps.\"]],\n },\n ],\n },\n // Ayyubids\n\n {\n subtitle: \"Ayyubids\",\n civs: [\"ay\"],\n changes: [\n {\n // Corrected an issue where Tower of the Sultan would lose Blacksmith upgrades after researching incendiary arrows.\n items: [\"units/tower-of-the-sultan\"],\n civs: [\"ay\"],\n diff: [[\"fix\", \"Corrected an issue where Tower of the Sultan would lose Blacksmith upgrades after researching incendiary arrows.\"]],\n },\n ],\n },\n\n // Byzantines\n\n {\n subtitle: \"Byzantines\",\n civs: [\"by\"],\n changes: [\n {\n // Increased the Mercenary Contract research time from 0 to 10 seconds to allow for adjustment in case of a mis-click.\n items: [\"technologies/eastern-mercenary-contract\", \"technologies/silk-road-mercenary-contract\", \"technologies/western-mercenary-contract\"],\n civs: [\"by\"],\n diff: [[\"buff\", \"Research time increased from 0 to 10 seconds.\"]],\n note: \"To allow for adjustment in case of a mis-click.\",\n },\n ],\n },\n\n // English\n\n {\n subtitle: \"English\",\n civs: [\"en\"],\n changes: [\n {\n // Campfire has been removed from the Man-at-Arms and can now be found on the Scout.\n // Campfire now shines brighter with an increase in sight from 3 to 5 tiles.\n // Campfire now has team color on the minimap.\n items: [\"units/scout\", \"abilities/ability-setup-camp\"],\n civs: [\"en\"],\n diff: [\n [\"buff\", \"Campfire has been removed from Man-at-Arms and can now be found on the Scout\"],\n [\"buff\", \"Increase sight range from 3 to 5 tiles.\"],\n [\"buff\", \"Now has team color on the minimap.\"],\n ],\n },\n {\n // Abbey of Kings Landmark now automatically queues a free King upon completion of the Landmark.\n items: [\"buildings/abbey-of-kings\", \"units/king\"],\n civs: [\"en\"],\n diff: [[\"buff\", \"Abbey of Kings Landmark now automatically queues a free King upon completion of the Landmark.\"]],\n },\n {\n // Berkshire Palace Landmark weapon range bonus reduced from 15 tiles to 14.5 tiles.\n items: [\"buildings/berkshire-palace\"],\n civs: [\"en\"],\n diff: [[\"nerf\", \"Weapon range bonus reduced from 15 tiles to 14.5 tiles.\"]],\n },\n {\n // Wynguard Palace Landmark\n // Wynguard Footman cost changed from 200 Food, 500 Gold to 300 Food, 400 Gold.\n items: [\"units/wynguard-footmen\"],\n civs: [\"en\"],\n diff: [\n [\"buff\", \"Cost changed from 200 Food, 500 Gold to 300 Food, 400 Gold.\"],\n [\"buff\", \"Train time reduced from 50 to 45 seconds.\"],\n ],\n },\n {\n // Ranger and Footman train time reduced from 50 to 45 seconds.\n items: [\"units/wynguard-rangers\"],\n civs: [\"en\"],\n diff: [[\"buff\", \"Train time reduced from 50 to 45 seconds.\"]],\n },\n ],\n },\n\n // French\n\n {\n subtitle: \"French\",\n civs: [\"fr\"],\n changes: [\n {\n // War Cog Food cost reduced from 85 to 75.\n items: [\"units/war-cog\"],\n civs: [\"fr\"],\n diff: [[\"buff\", \"Food cost reduced from 85 to 75.\"]],\n },\n ],\n },\n\n // Jeanne d'Arc\n // (Variant Civilization: French)\n\n {\n subtitle: \"Jeanne d'Arc\",\n civs: [\"je\"],\n changes: [\n {\n // Smithy’s Grace, the French Civilization bonus that provides free Blacksmith Upgrades, is no longer granted to Jeanne d’Arc.\n items: [],\n title: \"Smithy’s Grace Civ Bonus\",\n civs: [\"je\"],\n diff: [[\"nerf\", \"The French Civilization bonus that provides free Blacksmith Upgrades, is no longer granted to Jeanne d’Arc.\"]],\n },\n ],\n },\n\n // Order of the Dragon\n // (Variant Civilization: Holy Roman Empire)\n\n // Battering Ram build time reduced from 70 seconds to 45 seconds.\n // Siege Tower build time reduced from 30 to 19.5 seconds.\n {\n subtitle: \"Order of the Dragon\",\n civs: [\"od\"],\n changes: [\n {\n items: [\"units/battering-ram\"],\n civs: [\"od\"],\n diff: [[\"buff\", \"Build time reduced from 70 seconds to 45 seconds.\"]],\n },\n {\n items: [\"units/siege-tower\"],\n civs: [\"od\"],\n diff: [[\"buff\", \"Build time reduced from 30 to 19.5 seconds.\"]],\n },\n ],\n },\n\n // Ottomans\n\n {\n subtitle: \"Ottomans\",\n civs: [\"ot\"],\n changes: [\n {\n //Grand Galley Food cost reduced from 150 to 135.\n items: [\"units/grand-galley\"],\n civs: [\"ot\"],\n diff: [[\"buff\", \"Food cost reduced from 150 to 135.\"]],\n },\n ],\n },\n\n // Rus\n\n {\n subtitle: \"Rus\",\n civs: [\"ru\"],\n changes: [\n {\n //Kremlin’s default arrow and garrison arrow weapon range reduced from 8 to 7 tiles.\n items: [\"buildings/kremlin\"],\n civs: [\"ru\"],\n diff: [[\"nerf\", \"Default arrow and garrison arrow weapon range reduced from 8 to 7 tiles.\"]],\n },\n ],\n },\n\n {\n title: \"Ongoing…\",\n civs: [],\n changes: [],\n md: `\n ## Known Issues\n We’ve seen reports of players attempting to queue for Free-For-All (FFA) in a party receiving a server error message. Party play is currently not supported while queueing for a FFA match and the option to select the FFA match type should be disabled while in a party. Currently, the option is not disabled properly, and the server error is preventing teams from entering the FFA queue. This is intended, and we plan to make a future fix to disable the FFA option in these circumstances.\n\n [Known Issues](https://support.ageofempires.com/hc/en-us/articles/4408424670484-Known-Issues-Solutions)`,\n },\n {\n title: \"What's on the Horizon\",\n civs: [],\n changes: [],\n md: `\n ## Coming Up…\n We’re working on our next update and look forward to sharing more soon.\n\n `,\n },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch: PatchNotes = {\n id: \"patch-11.0.1201\",\n buildId: \"11.0.1201\",\n name: \"Patch 11.0.1201\",\n season: 8,\n type: \"patch\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-patch-11-1-1201/\",\n summary: \"\",\n introduction: `\n\n\"Hello, and welcome to the latest set of changes and bug fixes planned for Season Eight! This patch includes more significant balance changes; map fixes and a map pool update; and two new events, including a seasonal Map Monsters game mode.\"`,\n date: new Date(\"2024-08-22T17:00:00Z\"),\n sections: [\n\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch: PatchNotes = {\n id: \"patch-11.0.782-season-eight\",\n buildId: \"11.0.782\",\n name: \"Season Eight Update\",\n season: 8,\n type: \"update\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-update-11-0-782/\",\n summary: \"\",\n introduction: `\n\n\"Hello, and welcome to Season Eight, where we’re celebrating warm weather and good friends, as well as preparing for the return of our Map Monsters, the Wild Man and Dragon Turtle!\"`,\n date: new Date(\"2024-07-18T18:00:00Z\"),\n sections: [\n\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch: PatchNotes = {\n id: \"patch-12.0.1974-season-nine\",\n buildId: '12.0.1974',\n name: \"Season Nine Update\",\n season: 9,\n type: \"update\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-season-nine-update-preview-12-0-1974/\",\n summary: \"Siege Rework...\",\n introduction: `\n\n\"October brings both tricks and treats to Age of Empires IV with the upcoming Season Nine Update – coming October 22nd! Our seasonal biome Hallow’s Hearth makes a return, and with it comes a fun (or frightening) twist on the wolf unit with the Full Moon game mode. Not only that, but we’re officially launching Multiplayer Pause, along with a bundle of balance changes, there’s also two new maps arriving with this update.\"`,\n date: new Date(\"2024-10-22T17:00:00Z\"),\n sections: [\n\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch: PatchNotes = {\n id: \"patch-12.1.2638-hotfix\",\n buildId: \"12.1.2638\",\n name: \"Hotfix 12.1.2638\",\n season: 9,\n type: \"patch\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-hotfix-12-1-2638/\",\n summary: \"Hotfix for Malian Mansa Javelineer unlock bug.\",\n introduction: `\"Hello, Age IV community! We delivered what we thought would be our final patch of the year on November 19th, and then your diligent eyes spotted a bug. We've wrapped up one final gift as part of this year's Season's Feast, and today's hotfix brings with it a quick Malians bug fix heading into the holidays.\"`,\n date: new Date(\"2024-12-03T18:00:00Z\"),\n sections: [\n {\n title: \"Bug Fixes\",\n civs: [],\n changes: [\n {\n items: [\"units/mansa-javelineer\", \"buildings/archery-range\", \"buildings/farimba-garrison\"],\n civs: [\"ma\"],\n diff: [[\"fix\", \"Fixed an issue with the Malian Mansa Javelineer's Farimba unlock being available at the Archery Range in Feudal Age.\"]],\n },\n ],\n },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch: PatchNotes = {\n id: \"patch-12.2.3327\",\n buildId: \"12.2.3327\",\n name: \"Patch 12.2.3327\",\n season: 9,\n type: \"patch\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-patch-12-2-3327/\",\n summary: \"Scout and siege unit adjustments, civilization balance changes including Japanese barracks cost reduction and Malian buffs.\",\n introduction: `\"Happy belated New Year, Age IV community! We shared some exciting news last week (read here if you haven’t already). And now we’re back with more of what you’re looking for: balance updates, bug fixes, plus a brand new seasonal event and game mode.\n `,\n date: new Date(\"2025-02-13T18:00:00Z\"),\n sections: [\n {\n title: \"Balance\",\n subtitle: \"Global Changes\",\n civs: [],\n changes: [\n {\n items: [\"units/scout\"],\n civs: [],\n diff: [\n [\"buff\", \"Cost reduced from 70 to 65 food.\"],\n [\"buff\", \"Train time reduced from 25 to 23 seconds.\"],\n [\"buff\", \"Malian Scout train time reduced from 15 to 14 seconds.\", [\"ma\"]],\n ],\n },\n {\n items: [\"technologies/professional-scouts\"],\n civs: [],\n diff: [\n [\"nerf\", \"Movement speed penalty increased from 35% to 40%.\"],\n [\"nerf\", \"Cost increased from 75 wood 275 gold to 100 wood 275 gold.\"],\n ],\n note: \" The team is aware of the current state of professional scouts in the meta, we will continue to monitor the situation and potentially address it in the next update.\",\n },\n {\n items: [\"units/bombard\", \"units/cannon\", \"units/culverin\"],\n civs: [],\n diff: [\n [\"buff\", \"Bombard damage increased from 50 to 55.\"],\n [\"buff\", \"Cannon damage increased from 55 to 60.\"],\n [\"buff\", \"Culverin damage increased from 35 to 40.\"],\n ],\n },\n {\n items: [\"units/springald\"],\n civs: [],\n diff: [[\"buff\", \"Projectile now has a significantly larger hitbox.\"]],\n },\n {\n items: [\"technologies/adjustable-crossbars\"],\n civs: [],\n diff: [[\"nerf\", \"Projectile blast radius and projectile scatter reduced from +100% to +75%.\"]],\n },\n {\n items: [\"units/spearman\"],\n civs: [],\n diff: [[\"buff\", \"Now gain an additional +3/4/5/6 bonus damage versus elephants with Base/Hardened/Veteran/Elite tiers.\"]],\n },\n {\n items: [\"units/crossbowman\"],\n civs: [],\n diff: [\n [\"nerf\", \"Base damage decreased from 12 to 11.\"],\n [\"buff\", \"Bonus damage increased from 9 to 10.\"],\n [\"nerf\", \"Elite damage decreased from 15 to 14.\"],\n [\"buff\", \"Elite bonus damage increased from 11 to 12.\"],\n ],\n },\n {\n items: [\"technologies/elite-army-tactics\"],\n civs: [],\n diff: [\n [\"nerf\", \"Effect adjusted from 20% to 15% damage (still affects bonus damage).\"],\n [\"nerf\", \"Cost increased from 400 food 800 gold to 500 food 1000 gold.\"],\n [\"nerf\", \"Effect changed from +4 melee armor to +15% health.\"],\n ],\n },\n {\n items: [\"technologies/elite-army-tactics-improved\"],\n civs: [\"mo\"],\n diff: [[\"buff\", \"Now grants +20% damage and health, costing 1500 stone\"]],\n },\n ],\n },\n {\n subtitle: \"Byzantines\",\n civs: [\"by\"],\n changes: [\n {\n items: [\"units/tower-elephant\"],\n civs: [\"by\"],\n diff: [[\"fix\", \"Fixed an issue where Mercenary Tower Elephants would not benefit from Incendiary Arrows.\"]],\n },\n {\n items: [\"units/cataphract\"],\n civs: [\"by\"],\n diff: [[\"fix\", \"Cataphracts now use Byzantine shields.\"]],\n },\n ],\n },\n {\n subtitle: \"Delhi Sultanate\",\n civs: [\"de\"],\n changes: [\n {\n items: [\"buildings/madrasa\"],\n civs: [\"de\"],\n diff: [[\"nerf\", \"No longer gain three free scholars with first Madrasa.\"]],\n },\n {\n items: [\"buildings/dome-of-the-faith\"],\n civs: [\"de\"],\n diff: [[\"nerf\", \"Discount reduced; scholars now train for 75 gold.\"]],\n },\n {\n items: [\"technologies/incendiary-arrows\", \"technologies/biology\", \"technologies/elite-army-tactics\"],\n civs: [\"de\"],\n diff: [[\"nerf\", \"Research time increased from 22 minutes to 23.\"]],\n },\n {\n items: [\"technologies/silk-bowstrings\"],\n civs: [\"de\"],\n diff: [[\"nerf\", \"Research time increased from 12 minutes to 18.\"]],\n },\n ],\n },\n {\n subtitle: \"English\",\n civs: [\"en\"],\n changes: [\n {\n items: [\"technologies/network-of-citadels\"],\n civs: [\"en\"],\n diff: [[\"fix\", \"Fixed an issue where Network of Citadels had an outdated description.\"]],\n },\n {\n items: [\"units/wynguard-ranger\"],\n civs: [\"en\"],\n diff: [[\"fix\", \"Fixed an issue where Wynguard Rangers could see over stealth forests.\"]],\n },\n ],\n },\n {\n subtitle: \"Japanese\",\n civs: [\"ja\"],\n changes: [\n {\n items: [\"buildings/barracks\"],\n civs: [\"ja\"],\n diff: [[\"buff\", \"New Bonus: Barracks cost -50% wood.\"]],\n },\n {\n items: [\"units/fishing-boat\"],\n civs: [\"ja\"],\n diff: [[\"nerf\", \"Fishing ship wood discount changed from 40% to 25%.\"]],\n },\n {\n items: [\"units/samurai\"],\n civs: [\"ja\"],\n diff: [[\"nerf\", \"Train speed reduced from 23 to 20 seconds.\"]],\n },\n {\n items: [\"technologies/tatara\"],\n civs: [\"ja\"],\n diff: [\n [\"buff\", \"Cost reduced from 25 stone 50 gold to 15 stone 35 gold.\"],\n [\"buff\", \"Research time reduced from 30 to 15 seconds.\"],\n ],\n },\n {\n items: [\"technologies/hizukuri\"],\n civs: [\"ja\"],\n diff: [\n [\"buff\", \"Cost reduced from 75 stone 100 gold to 50 stone 100 gold.\"],\n [\"buff\", \"Research time reduced from 60 to 45 seconds.\"],\n ],\n },\n {\n items: [\"buildings/daimyo-manor\"],\n civs: [\"ja\"],\n diff: [[\"buff\", \"Cost reduced from 225 to 175 stone.\"]],\n },\n {\n items: [\"buildings/floating-gate\"],\n civs: [\"ja\"],\n diff: [\n [\"nerf\", \"Yorishiro bonus: Dock and Military Building Production speed reduced from 150% to 125%.\"],\n [\"nerf\", \"Yorishiro bonus: Farmhouse/Lumbercamp/Forge RPM reduced from 75f/w to 70 f/w, 60g to 50g.\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Malians\",\n civs: [\"ma\"],\n changes: [\n {\n items: [\"buildings/house\"],\n civs: [\"ma\"],\n diff: [[\"buff\", \"Health increased from 500 to 550.\"]],\n },\n {\n items: [\"buildings/pit-mine\"],\n civs: [\"ma\"],\n diff: [\n [\"buff\", \"Health increased from 1500 to 1600.\"],\n [\"buff\", \"Gold generation increased from 35 to 36 per minute.\"],\n ],\n },\n {\n items: [\"buildings/town-center\"],\n civs: [\"ma\"],\n diff: [[\"buff\", \"Cost reduced from 400 wood 450 gold to 400 wood 400 gold.\"]],\n },\n {\n items: [\"units/sofa\"],\n civs: [\"ma\"],\n diff: [\n [\"buff\", \"Feudal Age health increased from 155 to 160.\"],\n [\"buff\", \"Feudal Age attack increased from 16 to 17.\"],\n ],\n },\n {\n items: [\"units/scout\"],\n civs: [\"ma\"],\n diff: [\n [\"fix\", \"Scout renamed to Vanguard Scout.\"],\n [\"buff\", \"Train time reduced from 15 to 14 seconds.\"],\n ],\n },\n {\n items: [\"units/musofadi-warrior\"],\n civs: [\"ma\"],\n diff: [\n [\"buff\", \"Health increased from 90 to 95.\"],\n [\"buff\", \"Veteran Health increased from 110 to 115.\"],\n [\"buff\", \"Elite Health increased from 135 to 140.\"],\n ],\n },\n {\n items: [\"buildings/pit-mine\"],\n civs: [\"ma\"],\n diff: [\n [\"fix\", \"Fixed an issue with incorrect cap on Pit Mines for maps with extremely close gold mines creating overlapping influences.\"],\n [\"fix\", \"Fixed an issue where small Pit Mines would generate 1% less gold than intended with full saturation.\"],\n ],\n },\n {\n items: [\"buildings/farimba-garrison\"],\n civs: [\"ma\"],\n diff: [[\"fix\", \"Fixed an issue where Mansa Javelineers could be unlocked from the Archery Range without building the Farimba Garrison.\"]],\n },\n ],\n },\n {\n subtitle: \"Mongols\",\n civs: [\"mo\"],\n changes: [\n {\n items: [\"units/khan\"],\n civs: [\"mo\"],\n diff: [[\"fix\", \"Fixed an issue where Khan's Hunter double production was using the Mangudai icon.\"]],\n },\n {\n items: [\"buildings/the-white-stupa\"],\n civs: [\"mo\"],\n diff: [[\"fix\", \"Fixed an issue where the White Stupa wasn't selected by the Select All Technology Buildings hotkey.\"]],\n },\n {\n items: [\"technologies/superior-mobility\"],\n civs: [\"mo\"],\n diff: [[\"fix\", \"Fixed an issue where researching the improved version Superior Mobility first would not grant the faster unpacking effect.\"]],\n },\n ],\n },\n {\n subtitle: \"Ottomans\",\n civs: [\"ot\"],\n changes: [\n {\n items: [\"units/akinji\"],\n civs: [\"ot\"],\n diff: [\n [\"fix\", \"Cavalry Archer renamed to Akinji.\"],\n [\"buff\", \"Cost reduced from 100 food 80 wood to 90 food 80 wood.\"],\n [\"buff\", \"Production time reduced from 27 seconds to 25 seconds.\"],\n [\"fix\", \"Cavalry Archer Vizier Point renamed to Akinji System.\"],\n ],\n },\n {\n items: [\n \"buildings/blacksmith\",\n \"buildings/university\",\n \"buildings/barracks\",\n \"buildings/dock\",\n \"buildings/archery-range\",\n \"buildings/stable\",\n \"buildings/siege-workshop\",\n \"buildings/town-center\",\n \"buildings/university\",\n \"buildings/wall-yard\",\n \"buildings/workshop\",\n \"buildings/yorishiro\",\n ],\n civs: [\"ot\"],\n diff: [[\"buff\", \"Military and Technology Building discount increased from 33% to 40%.\"]],\n },\n ],\n },\n {\n subtitle: \"Ayyubids\",\n civs: [\"ay\"],\n changes: [\n {\n items: [\"units/atabeg\"],\n civs: [\"ay\"],\n diff: [\n [\"fix\", \"Fixed an issue where the last Atabeg could not be retrained and was permanently lost.\"],\n [\"fix\", \"Atabegs no longer incorrectly use Malian Camel Trader skins.\"],\n ],\n },\n {\n items: [\"units/desert-raider\"],\n civs: [\"ay\"],\n diff: [[\"fix\", \"Fixed an issue where Desert Raiders would benefit from Silk Bowstrings on their melee weapons.\"]],\n },\n ],\n },\n {\n subtitle: \"Order of the Dragon\",\n civs: [\"od\"],\n changes: [\n {\n items: [\"units/gilded-spearman\"],\n civs: [\"od\"],\n diff: [[\"buff\", \"Gilded Spearmen now gain +6/8/10/12 additional bonus damage versus Elephants with Base/Hardened/Veteran/Elite tiers.\"]],\n },\n {\n items: [\"buildings/aachen-chapel\"],\n civs: [\"od\"],\n diff: [[\"fix\", \"Fixed an issue where the Inspire ability range for the Order of the Dragon Aachen Chapel was shorter than its visual range.\"]],\n },\n ],\n },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch: PatchNotes = {\n id: \"patch-13.0.4178-season-ten\",\n buildId: \"13.0.4178\",\n name: \"Season 10 Update\",\n season: 10,\n type: \"update\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-season-ten-update-preview/\",\n summary:\n \"Major siege combat adjustments including villager repair nerfs and Springald changes. Naval formations added, Professional Scouts nerfed, and significant civilization updates including Abbasid/Ayyubid Trade Caravans, HRE Black Riders, and Byzantine mercenary cost reductions.\",\n introduction: `\n \n \"Spring is officially here, and Age of Empires IV is almost ready to blossom with a new ranked season! This update brings with it a fresh map pool and a bundle of balance changes, along with the kickoff of Ranked Season Ten. Be on the lookout for the Clash of Champions mini event, along with a unique new map feature.\nAlongside this update, we will be releasing the Knights of Cross and Rose DLC across all platforms! Players can look forward to two new variant civilizations, the valorous Knights Templar and the ever-capable House of Lancaster. Additionally, the DLC will contain the new Historical Battles game mode, ten unique maps, and new achievements.\n `,\n date: new Date(\"2025-04-03T18:00:00Z\"),\n sections: [\n {\n title: \"General Changes & Bugfixes\",\n subtitle: \"\",\n civs: [],\n changes: [\n {\n items: [],\n title: \"Siege Units\",\n civs: [],\n diff: [[\"fix\", \"Fixed a bug where siege units could become frozen when being commanded to turn while already turning.\"]],\n },\n ],\n },\n {\n title: \"Balance\",\n subtitle: \"Global Changes\",\n civs: [],\n changes: [\n {\n items: [\"units/villager\"],\n civs: [],\n diff: [[\"nerf\", \"Repair rate on Siege Engines reduced by 20%.\"]],\n },\n {\n items: [\"buildings/stone-wall-tower\"],\n civs: [],\n diff: [[\"buff\", \"Cost decreased from 300 to 250 stone.\"]],\n },\n {\n items: [\"units/springald\"],\n civs: [],\n diff: [\n [\"nerf\", \"Base damage decreased from 16 to 14.\"],\n [\"buff\", \"Bonus damage vs melee infantry increased from 10 to 12.\"],\n ],\n },\n {\n items: [\"technologies/professional-scouts\"],\n civs: [],\n diff: [\n [\"nerf\", \"Cost increased from 100 wood 275 gold to 150 wood 300 gold.\"],\n [\"nerf\", \"Movement speed penalty for Scouts carrying carcasses increased from 40% to 55%.\"],\n ],\n },\n {\n items: [\"buildings/town-center\"],\n civs: [],\n diff: [[\"buff\", \"Town Centers can now see into stealth forests.\"]],\n },\n {\n items: [],\n title: \"Empire Wars\",\n civs: [],\n diff: [[\"nerf\", \"All civilizations starting economy reduced by approximately 3 villagers.\"]],\n },\n {\n items: [\"units/ships\"],\n civs: [],\n diff: [[\"buff\", \"Ships now have access to Line, Column, and Staggered formations.\"]],\n },\n ],\n },\n {\n subtitle: \"Abbasid Dynasty\",\n civs: [\"ab\"],\n changes: [\n {\n items: [\"buildings/house-of-wisdom\"],\n civs: [\"ab\"],\n diff: [\n [\"buff\", \"Added Golden Age UI Widget above Resource Panel showing current age and progress.\"],\n [\"buff\", \"Widget displays Golden Age information on hover and selects House of Wisdom when clicked.\"],\n ],\n },\n {\n items: [\"units/trader\"],\n civs: [\"ab\"],\n diff: [\n [\"buff\", \"Trader replaced with Trade Caravan.\"],\n [\"fix\", \"Rides a Camel with Camel Unease aura.\"],\n [\"nerf\", \"Health reduced from 90 to 60.\"],\n [\"buff\", \"Speed increased from 1 to 1.56.\"],\n [\"nerf\", \"Resource per minute income reduced by ~12% compared to normal trader.\"],\n ],\n note: \"This is to compensate the increased speed, which increases the flow of gold and the survivability of the traders.\",\n },\n {\n items: [\"units/dervish\"],\n civs: [\"ab\"],\n diff: [[\"fix\", \"Fixed an issue where the Passive Mass Heal ability was always shown for Dervishes.\"]],\n },\n ],\n },\n {\n subtitle: \"Ayyubids\",\n civs: [\"ay\"],\n changes: [\n {\n items: [\"buildings/house-of-wisdom\"],\n civs: [\"ay\"],\n diff: [\n [\"buff\", \"Added Golden Age UI Widget above Resource Panel showing current age and progress.\"],\n [\"buff\", \"Widget displays Golden Age information on hover and selects House of Wisdom when clicked.\"],\n ],\n },\n {\n items: [\"units/trader\"],\n civs: [\"ay\"],\n diff: [\n [\"buff\", \"Trader replaced with Trade Caravan.\"],\n [\"fix\", \"Details identical to Abbasid's Trade Caravan.\"],\n [\"fix\", \"Atabeg appearance updated to be distinct from Trade Caravan.\"],\n ],\n },\n {\n items: [\"technologies/master-smiths\"],\n civs: [\"ay\"],\n diff: [[\"buff\", \"Now also grants Military Academy for free in addition to previous effects.\"]],\n },\n {\n items: [\"technologies/feudal-economic-wing-industry\"],\n civs: [\"ay\"],\n diff: [[\"buff\", \"Now also grants villagers +30/40/50% faster construction speed in addition to previous effects.\"]],\n },\n {\n items: [\"technologies/feudal-economic-wing-growth\"],\n civs: [\"ay\"],\n diff: [\n [\"fix\", \"Fixed an issue where the villager gather rate increased would affect all villagers (including enemies).\"],\n [\"fix\", \"Fixed an issue where gather rate enhancement did not apply to newly produced villagers.\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Byzantines\",\n civs: [\"by\"],\n changes: [\n {\n items: [\"buildings/stone-wall-tower\"],\n civs: [\"by\"],\n diff: [[\"nerf\", \"Mangonel emplacement damage reduced from 8 to 7.\"]],\n },\n {\n items: [\"buildings/cistern\"],\n civs: [\"by\"],\n diff: [[\"nerf\", \"Cost no longer scales with number built, now fixed at 125 stone.\"]],\n },\n {\n items: [\"units/musofadi-warrior\"],\n civs: [\"by\"],\n diff: [[\"buff\", \"Mercanery Musofadi Warrior batch cost reduced from 400 to 360 olive oil\"]],\n },\n {\n items: [\"units/camel-archer\"],\n civs: [\"by\"],\n diff: [[\"buff\", \"Mercenary Camel Archer batch cost reduced from 480 to 440 olive oil\"]],\n },\n {\n items: [\"units/sipahi\"],\n civs: [\"by\"],\n diff: [[\"buff\", \"Mercenary Sipahi batch cost reduced from 480 to 450 olive oil\"]],\n },\n {\n items: [\"units/arbaletrier\"],\n civs: [\"by\"],\n diff: [[\"buff\", \"Mercenary Arbalétrier batch cost reduced from 480 to 440 olive oil\"]],\n },\n {\n items: [\"units/zhuge-nu\"],\n civs: [\"by\"],\n diff: [[\"buff\", \"Mercenary Zhuge Nu batch cost reduced from 400 to 360 olive oil\"]],\n },\n {\n items: [\"units/war-elephant\"],\n civs: [\"by\"],\n diff: [[\"buff\", \"Mercenary War Elephant cost reduced from 750 to 680 olive oil\"]],\n },\n {\n items: [\"units/royal-knight\"],\n civs: [\"by\"],\n diff: [[\"buff\", \"Mercenary Royal Knight batch cost reduced from 480 to 460 olive oil\"]],\n },\n {\n items: [\"units/horse-archer\"],\n civs: [\"by\"],\n diff: [[\"buff\", \"Mercenary Horse Archer batch cost reduced from 360 to 330 olive oil\"]],\n },\n {\n items: [\"units/mangudai\"],\n civs: [\"by\"],\n diff: [[\"buff\", \"Mercenary Mangudai batch cost reduced from 480 to 435 olive oil\"]],\n },\n {\n items: [\"units/desert-raider\"],\n civs: [\"by\"],\n diff: [[\"buff\", \"Mercenary Desert Raider batch cost reduced from 540 to 495 olive oil\"]],\n },\n ],\n },\n {\n subtitle: \"Chinese\",\n civs: [\"ch\"],\n changes: [\n {\n items: [\"units/nest-of-bees\"],\n civs: [\"ch\"],\n diff: [\n [\"nerf\", \"Health reduced from 130 to 120.\"],\n [\"nerf\", \"Number of projectiles reduced from 8 to 7.\"],\n ],\n },\n {\n items: [\"technologies/additional-barrels\", \"units/nest-of-bees\"],\n civs: [\"ch\"],\n diff: [[\"buff\", \"Additional projectiles increased from 2 to 3.\"]],\n },\n {\n items: [\"buildings/great-wall-gatehouse\"],\n civs: [\"ch\"],\n diff: [[\"buff\", \"Now adorned with 2 emplaced Nest of Bees instead of its default weapon.\"]],\n },\n ],\n },\n {\n subtitle: \"Delhi Sultanate\",\n civs: [\"de\"],\n changes: [\n {\n items: [\"units/fishing-boat\"],\n civs: [\"de\"],\n diff: [\n [\"nerf\", \"Base damage reduced from 6 to 4.\"],\n [\"buff\", \"Now does +1 bonus damage versus Ships.\"],\n [\"fix\", \"Damage now scales with age 4/6/7/8 (+1/+2/+3/+4 vs Ships)\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Holy Roman Empire\",\n civs: [\"hr\"],\n changes: [\n {\n items: [\"units/black-rider\"],\n civs: [\"hr\"],\n diff: [\n [\"buff\", \"New Imperial Age unit: Black Rider (150 food, 150 gold)\"],\n [\"fix\", \"Mounted Gunpowder Heavy Cavalry, wielding an Arquebus with high ranged damage.\"],\n [\"fix\", \"Trained at the Archery Range.\"],\n [\"fix\", \"Can only train 5 per standing Keep (8 with Elzbach Palace).\"],\n [\"fix\", \"Has the Caracole Ability: Moves 10% faster and can fire while moving for 30 seconds. Cannot fire at targets directly behind.\"],\n ],\n },\n {\n items: [\"technologies/cistercian-churches\"],\n civs: [\"hr\"],\n diff: [\n [\"buff\", \"New Castle Age technology: Cistercian Churches (75 wood, 200 gold)\"],\n [\"fix\", \"Each Monastery acts as a drop off building and inspires villagers in an area when a Prelate garrisons inside.\"],\n [\"fix\", \"Radius is smaller than Aachen.\"],\n [\"fix\", \"Prelates can be trained directly into hold like Delhi Scholars.\"],\n [\"fix\", \"Works on Regnitz Cathedral.\"],\n ],\n },\n {\n items: [\"buildings/burgrave-palace\"],\n civs: [\"hr\"],\n diff: [[\"buff\", \"Infantry gain +50% increased charge damage.\"]],\n },\n {\n items: [\"buildings/palace-of-swabia\"],\n civs: [\"hr\"],\n diff: [[\"nerf\", \"Discount reduced from 20% to 10%.\"]],\n },\n {\n items: [\"technologies/devoutness\"],\n civs: [\"hr\"],\n diff: [[\"nerf\", \"Gather rate bonus reduced from 10% to 5%, construction bonus unchanged.\"]],\n },\n {\n items: [\"buildings/elzbach-palace\"],\n civs: [\"hr\"],\n diff: [\n [\"nerf\", \"Damage reduction reduced from 33% to 25%.\"],\n [\"buff\", \"Keeps support 8 Black Riders instead of 5.\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Japanese\",\n civs: [\"ja\"],\n changes: [\n {\n items: [\"buildings/floating-gate\"],\n civs: [\"ja\"],\n diff: [[\"fix\", \"Fixed a bug where Yorishiro would not increase dock production speed.\"]],\n },\n {\n items: [\"buildings/stone-wall-tower\"],\n civs: [\"ja\"],\n diff: [[\"fix\", \"Fixed a bug causing Stone Wall Towers to take longer to construct than other civilizations.\"]],\n },\n ],\n },\n {\n subtitle: \"Mongols\",\n civs: [\"mo\"],\n changes: [\n {\n items: [\"units/scout\", \"units/khan\"],\n civs: [\"mo\"],\n diff: [[\"fix\", \"Scouting falcon no longer telepathically blocks charge attacks.\"]],\n },\n {\n items: [\"technologies/elite-army-tactics-improved\"],\n civs: [\"mo\"],\n diff: [[\"fix\", \"Fixed an issue with Mongols Improved Elite Army Tactics not reflecting the intended effect.\"]],\n },\n ],\n },\n {\n subtitle: \"Ottomans\",\n civs: [\"ot\"],\n changes: [\n {\n items: [\"buildings/stone-wall-tower\", \"technologies/extensive-fortifications\"],\n civs: [\"ot\"],\n diff: [[\"fix\", \"Stone Wall Towers are now correctly discounted after researching the Extensive Fortifications upgrade.\"]],\n },\n ],\n },\n {\n subtitle: \"Order of the Dragon\",\n civs: [\"od\"],\n changes: [\n {\n items: [\"buildings/palace-of-swabia\"],\n civs: [\"od\"],\n diff: [[\"nerf\", \"Discount reduced from 20% to 10%.\"]],\n },\n ],\n },\n {\n subtitle: \"Rus\",\n civs: [\"ru\"],\n changes: [\n {\n items: [],\n title: \"Bounty\",\n civs: [\"ru\"],\n diff: [\n [\"nerf\", \"Tier 2 bounty requirement increased from 250 to 400 gold.\"],\n [\"nerf\", \"Tier 3 bounty requirement increased from 750 to 1000 gold.\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Zhu Xi's Legacy\",\n civs: [\"zx\"],\n changes: [\n {\n items: [\"technologies/additional-barrels\"],\n civs: [\"zx\"],\n diff: [[\"buff\", \"Now has access to the Additional Barrels technology in the Imperial Age.\"]],\n },\n {\n items: [\"units/nest-of-bees\"],\n civs: [\"zx\"],\n diff: [\n [\"nerf\", \"Health reduced from 130 to 120.\"],\n [\"nerf\", \"Number of projectiles reduced from 8 to 7.\"],\n [\"buff\", \"Projectiles granted from Additional Barrels technology increased from 2 to 3.\"],\n ],\n },\n ],\n },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch1304343: PatchNotes = {\n id: \"13.0.4343-hotpatch\",\n buildId: \"13.0.4343\",\n name: \"Patch 13.0.4343\",\n season: 10,\n type: \"patch\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-patch-13-0-4343/\",\n summary:\n \"Patch to address House of Lancaster strength and some Knights Templar balance adjustments\",\n introduction: `\n We have heard your feedback regarding the variant civilizations released with Age of Empires IV – Knights of Cross and Rose. It seems that the House of Lancaster hit the battlefield with a little too much muscle, so we are scaling back their power in today’s patch to get them to a more balanced state. We are also adjusting some of the Knights Templar’s numbers to redistribute their power more fairly.\n `,\n date: new Date(\"2025-04-09T20:00:00Z\"),\n sections: [\n {\n title: \"General Changes & Bugfixes\",\n subtitle: \"\",\n civs: [],\n changes: [\n {\n items: [],\n title: \"Single Player\",\n civs: [],\n diff: [[\"fix\", \"Fixes potential crash in Agincourt Historical Battle.\"]],\n },\n ],\n },\n {\n subtitle: \"House of Lancaster\",\n civs: [\"hl\"],\n changes: [\n {\n items: [\"units/villager\"],\n civs: [\"hl\"],\n title: \"Civilization Trait - Wool Industries\",\n diff: [[\"nerf\", \"Additional gather rate from sheep decreased from 25% to 20%. \"]],\n },\n {\n items: [\"units/demilancer\"],\n civs: [\"hl\"],\n diff: [\n [\"nerf\", \"Veteran Demilancer health decreased from 170 to 160.\"],\n [\"nerf\", \"Veteran Demilancer damage decreased from 10 to 9 (charge from 15 to 14).\"],\n [\"nerf\", \"Elite Demilancer health decreased from 240 to 200.\"],\n [\"nerf\", \"Elite Demilancer damage decreased from 18 to 14 (charge from 27 to 21).\"],\n ],\n },\n {\n items: [\"technologies/billmen\"],\n civs: [\"hl\"],\n diff: [[\"nerf\", \"Armor reduction effect decreased from -2/-2 to -1/-1.\"]],\n },\n {\n items: [\"technologies/synchronized-shot\", \"units/yeoman\"],\n civs: [\"hl\"],\n diff: [[\"nerf\", \"Synchronized Shot damage decreased from 6/7/8 → 5/6/7 (Feudal/Veteran/Elite tiers).\"]],\n },\n {\n items: [\"buildings/manor\"],\n civs: [\"hl\"],\n diff: [\n [\"nerf\", \"Manor income decreased from 70 food and 45 wood to 60 food and 45 wood.\"],\n ],\n },\n {\n items: [\"technologies/open-field-system\", \"buildings/manor\"],\n civs: [\"hl\"],\n diff: [\n [\"nerf\", \"Open Field System upgrade cost increased from 150 wood and 350 gold to 200 wood and 400 gold.\"]\n ],\n },\n {\n items: [\"technologies/muster-the-nobles\", \"buildings/lancaster-castle\"],\n civs: [\"hl\"],\n diff: [\n [\"nerf\", \"Muster the Nobles cost increased from 150 food and 250 gold to 200 food and 300 gold.\"]\n ],\n },\n {\n items: [\"units/earls-retinue\", \"buildings/wynguard-palace\"],\n civs: [\"hl\"],\n diff: [\n [\"nerf\", \"Earl’s Retinue train time increased from 45 to 50 seconds.\"]\n ],\n },\n {\n items: [\"units/gunpowder-contingent\", \"buildings/wynguard-palace\"],\n civs: [\"hl\"],\n diff: [\n [\"nerf\", \"Gunpowder Contingent cost increased from 800 wood and 850 gold to 850 wood and 1050 gold. \"]\n ],\n },\n {\n items: [\"units/garrison-command\", \"buildings/wynguard-palace\"],\n civs: [\"hl\"],\n diff: [\n [\"nerf\", \"Garrison Command train time increased from 25 to 30 seconds. \"]\n ],\n },\n ],\n },\n {\n subtitle: \"Knights Templar\",\n civs: [\"kt\"],\n changes: [\n {\n items: [\"units/serjeant\"],\n civs: [\"kt\"],\n diff: [\n [\"nerf\", \"Health increased from 95 to 105. Veteran and Elite unchanged.\"],\n ],\n },\n {\n items: [\"units/heavy-spearman\"],\n civs: [\"kt\"],\n diff: [\n [\"nerf\", \"Cost increased from 70 food and 30 gold → 80 food and 30 gold.\"],\n ],\n },\n {\n items: [],\n civs: [\"kt\"],\n title: \"Pilgrims\",\n diff: [\n [\"fix\", \"Can no longer travel on Stone Walls.\"],\n [\"nerf\", \"Pilgrim Ship speed reduced from 1.5 to 1.0.\"],\n ],\n },\n ],\n },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch: PatchNotes = {\n id: \"patch-5.0.10257\",\n buildId: \"5.0.10257\",\n name: \"Patch 10257\",\n season: 0,\n type: \"patch\",\n officialUrl: \"https://www.ageofempires.com/news/aoe-iv-patch-10257\",\n summary: \"\",\n introduction: `\n\n\"\"`,\n date: new Date(\"2022-01-12T19:29:35Z\"),\n sections: [\n\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch: PatchNotes = {\n id: \"patch-5.0.11009\",\n buildId: \"5.0.11009\",\n name: \"Patch 11009\",\n season: 0,\n type: \"patch\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-patch-11009\",\n summary: \"\",\n introduction: `\n\n\"\"`,\n date: new Date(\"2022-01-29T00:55:31Z\"),\n sections: [\n\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch: PatchNotes = {\n id: \"patch-5.0.11963\",\n buildId: \"5.0.11963\",\n name: \"Patch 11963\",\n season: 0,\n type: \"patch\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-patch-11963/\",\n summary: \"\",\n introduction: `\n\n\"\"`,\n date: new Date(\"2022-02-25T22:13:03Z\"),\n sections: [\n\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch: PatchNotes = {\n id: \"patch-5.0.12793.1-server-side\",\n buildId: \"5.0.12793.1\",\n name: \"Server Side Patch 12793\",\n season: 1,\n type: \"patch\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-server-side-patch-12973/\",\n summary: \"Nerfs to Mangonels, Khan, and Camel Archers. Buffs to Rams. Monks walk slower with relics.\",\n introduction: `\"Following on the heels of the Season One update, we’re excited to introduce a brand new path for bringing you smaller, more pointed changes with Server-Side Patches.\"\n `,\n date: new Date(\"2022-04-11\"),\n sections: [\n {\n title: \"Core Units\",\n civs: [],\n changes: [\n {\n items: [\"units/mangonel\"],\n civs: [],\n diff: [[\"nerf\", \"Mangonel projectile area of effect radius reduced from 1.25 to 0.75 tiles\"]],\n note: \"We realize this is a dramatic reduction to the power level of Mangonels. Our goal is to push gameplay away from siege heavy compositions.\",\n },\n {\n items: [\"units/battering-ram\"],\n civs: [],\n diff: [[\"buff\", \"Ram bonus damage vs Walls increased by +100\"]],\n note: \"We want to provide more options for countering both wooden and stone walls in the early and midgame.\",\n },\n {\n items: [\"units/monk\"],\n civs: [],\n diff: [\n [\"buff\", \"Monk move speed increased from 4 to 4.5\"],\n [\"nerf\", \"Monk move speed reduced by 25% while carrying a Relic\"],\n ],\n note: \"We'd like monks to generally be more useful in your armies without slowing down group formation movement. However! It's also important that there's plenty of opportunity to battle over relic spawns.\",\n },\n {\n items: [\"units/villager\"],\n civs: [],\n diff: [[\"fix\", \"Villagers will no longer be interrupted by attacks while gathering resources\"]],\n },\n ],\n },\n\n {\n title: \"Mongols\",\n civs: [\"mo\"],\n changes: [\n {\n items: [\"units/khan\"],\n civs: [\"mo\"],\n // Khan weapon range reduced to 5.5 in Feudal, Castle, and Imperial Age\n // Khan weapon damage reduced from 4 to 3 in the Feudal Age\n // Khan weapon damage reduced from 8 to 6 in the Castle Age\n // Khan melee and ranged armor reduced from 1 to 0 in the Castle Age\n // Developer Note: Power level of the Khan is tricky as it’s a free respawning unit that’s fast, ranged, and fires while moving. The perfect stats for a harassing unit. As the general of the Mongol civilization we’re nudging him away from the effective harassment role.\n diff: [\n [\"nerf\", \"Weapon range reduced to 5.5 in Feudal, Castle, and Imperial Age\"],\n [\"nerf\", \"Damage reduced from 4 to 3 in the Feudal Age\"],\n [\"nerf\", \"Damage reduced from 8 to 6 in the Castle Age\"],\n [\"nerf\", \"Melee and Ranged armor reduced from 1 to 0 in the Castle Age\"],\n ],\n note: \"Power level of the Khan is tricky as it’s a free respawning unit that’s fast, ranged, and fires while moving. The perfect stats for a harassing unit. As the general of the Mongol civilization we’re nudging him away from the effective harassment role.\",\n },\n ],\n },\n\n {\n title: \"Abbassid Dynasty\",\n civs: [\"ab\"],\n changes: [\n {\n // Camel Archer move speed reduced from 1.69 Tiles/s to 1.62 Tiles/s\n // Camel Archer health reduced from 175/210/250 to 140/170/200 per Age\n // Developer Note: We wanted to provide a clear weakness for the camel archer unit so it’s easier to counter and provides more incentive to build mixing armies.\n items: [\"units/camel-archer\"],\n civs: [\"ab\"],\n diff: [\n [\"nerf\", \"Move speed reduced from 1.69 Tiles/s to 1.62 Tiles/s\"],\n [\"nerf\", \"Health reduced from 175/210/250 to 140/170/200 per Age\"],\n ],\n note: \"We wanted to provide a clear weakness for the camel archer unit so it’s easier to counter and provides more incentive to build mixing armies.\",\n },\n ],\n },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\n/* Sources:\nhttps://www.reddit.com/r/aoe4/comments/tmose7/pup_patch_update_notes_v12851_march_24th/\nhttps://www.reddit.com/r/aoe4/comments/tau52p/season_1_update_beta_formatted_patchnotes/\n*/\nexport const patch: PatchNotes = {\n id: \"patch-5.0.12973-season-one\",\n buildId: \"5.0.12973\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-season-one-update-release-notes/\",\n name: \"Season One Update\",\n season: 1,\n type: \"update\",\n summary:\n \"Start of Ranked Seasons, Content Editor beta. Several balance changes to naval play and landmarks such as the Burgrave Palace, House of Wisdom and Chinese Dynasty unlocks.\",\n introduction: `The first major update of 2022 brings Ranked Seasons, the Content Editor beta (and Mods!), Seasonal Events, Major Balance changes, as well as a ton of quality-of-life changes to Age of Empires IV.\n `,\n date: new Date(\"2022-04-07\"),\n sections: [\n {\n title: \"All Civilizations\",\n civs: [],\n changes: [],\n },\n {\n subtitle: \"Core Units\",\n civs: [\"ab\", \"mo\"],\n changes: [\n // All units\n\n {\n // Field construction build time of Springald increased from 30 to 80 seconds\n items: [\"units/springald\"],\n civs: [\"ab\", \"mo\"],\n diff: [[\"nerf\", \"Field construction time increased from 30 to 80 seconds\"]],\n },\n\n {\n // Field construction build time of Mangonel increased from 40 to 80 seconds\n items: [\"units/mangonel\"],\n civs: [\"ab\", \"mo\"],\n diff: [[\"nerf\", \"Field construction time increased from 40 to 80 seconds\"]],\n },\n {\n // Field construction build time of Traction Trebuchet increased from 35 to 80 seconds\n items: [\"units/traction-trebuchet\"],\n civs: [\"mo\"],\n diff: [[\"nerf\", \"Field construction time increased from 35 to 80 seconds\"]],\n note: \"Siege weapons are frequently built by many infantry at the same time in the field. We wanted to add more time here to give opponents an adequate chance at counter play.\",\n },\n ],\n },\n {\n subtitle: \"Economy\",\n civs: [],\n changes: [\n {\n // Scout hunting bow reload time reduced from 2 to 1 second\n // Scout melee weapon cool down reduced from 4 to 2 seconds\n // Scout melee weapon damage reduced from 4 to 2\n items: [\"units/scout\"],\n civs: [],\n diff: [\n [\"buff\", \"Hunting bow reload time reduced from 2 to 1 second\"],\n [\"buff\", \"Melee weapon cool down reduced from 4 to 2 seconds\"],\n [\"buff\", \"Melee weapon damage reduced from 4 to 2\"],\n ],\n note: \"We found scout attack times to feel too long and unresponsive. This is especially noticeable in the early stages of the game when unit counts are lower.\",\n },\n\n {\n // Villager hunted meat carry capacity increased from 10 to 25\n items: [\"units/villager\"],\n civs: [],\n diff: [[\"buff\", \"Villager hunted meat carry capacity increased from 10 to 25\"]],\n },\n\n {\n // Survival Techniques hunted meat carry capacity bonus removed\n // Survival Techniques hunted meat harvest rate increased from 10% to 15%\n // Survival Techniques research time reduced from 75 to 45 seconds\n items: [\"technologies/survival-techniques\"],\n civs: [],\n diff: [\n [\"nerf\", \"Hunted meat carry capacity bonus removed\"],\n [\"buff\", \"Hunted meat harvest rate increased from 10% to 15%\"],\n [\"buff\", \"Research time reduced from 75 to 45 seconds\"],\n ],\n note: \"We’re aim to encourage earlier game deer play to reward players for being out on the map.\",\n },\n {\n // SUL and ABB orchard bonus reduced from +250 to +100 food\n\n items: [\"buildings/mill\"],\n civs: [\"ab\", \"de\"],\n diff: [[\"nerf\", \"Delhi and Abbasid Orchard Bonus (building a mill nearby Berry Bushes) reduced from +250 to +100 food\"]],\n note: \"We like that the berry gathering speed makes this a prime resource for Abbasid, but it gives a boon for too long. We want them to have to move out on the map to more risky positions sooner.\",\n },\n ],\n },\n {\n subtitle: \"Naval\",\n civs: [],\n changes: [\n {\n items: [],\n civs: [],\n diff: [\n [\"fix\", \"Improved the responsiveness of small and medium ships\"],\n [\"nerf\", \"Arrow ships can no longer fire while moving\"],\n [\n \"fix\",\n \"Updated the selection area for all fishing deposits to match the visual. This also resolves issues where deep fish became harder to select as the resource was depleted.\",\n ],\n [\"fix\", \"Galley, Dhow and Junk help text updated to specifically indicate they benefit from ranged damage Blacksmith technology\"],\n ],\n note: \"Engaging in naval battles was very swingy as once a player started losing it was difficult to retreat against fire while moving boats. We’re also hoping to see more tactical poke and retreat style feigns and harassment.\",\n },\n {\n // Extended Lines research time reduced from 75 to 45 seconds\n items: [\"technologies/extended-lines\"],\n civs: [],\n diff: [[\"buff\", \"Research time reduced from 75 to 45 seconds\"]],\n },\n {\n // Drift Nets research time reduced 75 to 45 seconds\n items: [\"technologies/drift-nets\"],\n civs: [],\n diff: [[\"buff\", \"Research time reduced from 75 to 45 seconds\"]],\n note: \"Between making more fishing boats and researching, the dock had to choose between these economic techs that took so long. It was generally better just to make more fishing boats. Reducing the research time makes these techs enticing earlier in the match.\",\n },\n {\n // Naval Navigator no longer gives +1 weapon range, increased sight range improvement from 1 to 4 tiles\n items: [\"technologies/navigator-lookout\"],\n civs: [],\n diff: [\n [\"nerf\", \"No longer gives +1 weapon range\"],\n [\"buff\", \"Increased sight range improvement from 1 to 4 tiles\"],\n ],\n note: \"Naval units frequently are hampered from firing at their max range by inability to see land units on hills. This helps combat their sight issues as well as making the technology more situationally useful instead of an automatic research every game.\",\n },\n {\n // Arrow ships can no longer fire while moving\n items: [\"units/lodya-attack-ship\", \"units/light-junk\", \"units/dhow\"],\n civs: [],\n diff: [[\"nerf\", \"Can no longer fire while moving\"]],\n },\n\n {\n // Galley Population reduced from 4 to 3\n // Galley, Dhow and Junk help text updated to specifically indicate they benefit from ranged damage Blacksmith technology\n // Arrow ships can no longer fire while moving\n\n items: [\"units/galley\"],\n civs: [],\n diff: [\n [\"nerf\", \"Can no longer fire while moving\"],\n [\"buff\", \"Population reduced from 4 to 3\"],\n ],\n },\n\n {\n // Junk Population reduced from 4 to 2\n // Arrow ships can no longer fire while moving\n items: [\"units/junk\"],\n civs: [],\n diff: [\n [\"nerf\", \"Can no longer fire while moving\"],\n [\"buff\", \"Population reduced from 4 to 2\"],\n ],\n },\n\n {\n // Galleass Population reduced from 6 to 5\n items: [\"units/galleass\"],\n civs: [],\n diff: [[\"buff\", \"Population reduced from 6 to 5\"]],\n },\n {\n // Attack Ship ranged armor reduced by 1, except for the French Hulk\n items: [\"units/lodya-attack-ship\", \"units/war-junk\"],\n civs: [],\n diff: [[\"nerf\", \"Ranged armor reduced by 1\"]],\n note: \"Attack ships are designed to counter arrowships. However we felt the armor was so extreme of a counter it felt ineffective and unfun to engage in these naval battles.\",\n },\n {\n // Attack Ship ranged armor reduced by 1, except for the French Hulk\n items: [\"units/hulk\"],\n civs: [\"en\", \"hr\"],\n diff: [[\"nerf\", \"Hulk Ranged armor reduced by 1, except for French Hulk\"]],\n },\n\n {\n // Attack Ship ranged armor reduced by 1, except for the French Hulk\n // Baghlah springald weapon damage increased from 50 to 70\n // Baghlah attack speed reduced from 3.25 to 3.75 seconds\n items: [\"units/baghlah\"],\n civs: [],\n diff: [\n [\"nerf\", \"Ranged armor reduced by 1\"],\n [\"buff\", \"Springald weapon damage increased from 50 to 70\"],\n [\"nerf\", \"Attack speed reduced from 3.25 to 3.75 seconds\"],\n ],\n note: \"Helps Baghlah’s ability to take out enemy structures. This is also a net increase to Baghlah DPS to account for the lack of Swivel Ballista technology.\",\n },\n\n {\n // Warship formation spacing reduced from 4.5 to 3 tiles\n items: [\"units/carrack\", \"units/baochuan\", \"units/xebec\"],\n civs: [],\n diff: [[\"buff\", \"Warship formation spacing reduced from 4.5 to 3 tiles\"]],\n },\n\n {\n // Baochuan weapon range reduced from 9 to 8 tiles\n items: [\"units/baochuan\"],\n civs: [\"ch\", \"mo\"],\n diff: [[\"nerf\", \"Weapon range reduced from 9 to 8 tiles\"]],\n note: \"We want to give land units and defenses more opportunity to return fire against naval units. It’s not satisfying for a boat to out range your defenses and kill them without taking any damage. Having both sides take some damage creates a more interesting back and forth dynamic between players that adds strategy and micro into the mix.\",\n },\n {\n // Rams can no longer target naval units\n items: [\"units/battering-ram\"],\n civs: [],\n diff: [[\"fix\", \"Rams can no longer target naval units\"]],\n note: \"While this was a bug fix, we received player feedback about how it added a fun dynamic to the game. We’ll look into readjusting in the future.\",\n },\n ],\n },\n {\n subtitle: \"Core Buildings & Upgrades\",\n civs: [],\n changes: [\n {\n // Buildings under construction receive 50% more damage\n items: [],\n civs: [],\n diff: [[\"nerf\", \"Buildings under construction receive 50% more damage\"]],\n note: \"Players were dropping buildings in the middle of battles and there wasn’t any way to stop it. We’ve added this damage penalty to in progress buildings to add more risk and counterplay to these strategies to even out how powerful they are.\",\n },\n\n {\n // Stone Wall Tower build time increased from 60 to 90 seconds\n items: [\"buildings/stone-wall-tower\"],\n civs: [\"ab\", \"de\", \"en\", \"fr\", \"hr\", \"mo\", \"ru\"],\n diff: [\n [\"nerf\", \"Stone Wall Tower build time increased from 60 to 90 seconds\"],\n [\"nerf\", \"Stone Wall Tower cost increased from 200 to 300 stone\"],\n ],\n note: \"These changes together are specifically targeted at weakening feudal age stone wall tower rushes as it’s difficult to get enough army together in time to prevent them.\",\n },\n {\n // Keep build time increased from 120 to 140 seconds\n items: [\"buildings/keep\"],\n civs: [],\n diff: [[\"nerf\", \"Keep build time increased from 120 to 140 seconds\"]],\n },\n\n {\n // Boiling Oil cost increased from 250 Gold, 100 Stone to 500 Gold, 200 Stone\n // Boiling Oil research time increased from 60 to 90 seconds\n items: [\"technologies/boiling-oil\"],\n civs: [],\n diff: [\n [\"nerf\", \"Cost increased from 250 Gold, 100 Stone to 500 Gold, 200 Stone\"],\n [\"nerf\", \"Research time increased from 60 to 90 seconds\"],\n ],\n note: \"One of the most powerful castle age upgrades. This was frequently grabbed as soon as a keep was completed. Increasing the cost adds more strategic contemplation to when it’s researched. Still well worth the investment!\",\n },\n\n {\n // Greased Axles movement speed bonus reduced from 20% to 15%\n items: [\"technologies/greased-axles\"],\n civs: [],\n diff: [[\"nerf\", \"Movement speed bonus reduced from 20% to 15%\"]],\n },\n\n {\n // Geometry moved from the University to the Siege Workshop\n // Geometry resource cost reduced from 300 Wood, 700 Gold to 100 Wood, 225 Gold\n // Geometry research time reduced from 90 to 45 seconds\n items: [\"technologies/geometry\"],\n civs: [],\n diff: [\n [\"buff\", \"Moved from the University to the Siege Workshop\"],\n [\"buff\", \"Cost reduced from 300 Wood, 700 Gold to 100 Wood, 225 Gold\"],\n [\"buff\", \"Research time reduced from 90 to 45 seconds\"],\n ],\n note: \"As geometry only affects 2 units that only damage buildings, we found the steep cost wasn’t justified and limited the intended scaling of late game rams.\",\n },\n\n {\n // Siege Works moved from the Siege Workshop to the University\n // Removed completely from the Chinese Astronomical Clocktower\n // Siege Works resource cost increased from 150 Wood, 350 Gold to 300 Wood, 700 Gold\n // Siege Works research time increased from 60 to 90 seconds\n // Siege Works for the Delhi Sultanate research time increased from 900 to 1350 seconds\n items: [\"technologies/siege-works\"],\n civs: [],\n diff: [\n [\"nerf\", \"Moved from the Siege Workshop to the University\"],\n [\"nerf\", \"Can no longer be researched at the Chinese Astronomical Clocktower\", [\"ch\"]],\n [\"nerf\", \"Cost increased from 150 Wood, 350 Gold to 300 Wood, 700 Gold\"],\n [\"nerf\", \"Research time increased from 60 to 90 seconds\"],\n [\"nerf\", \"Delhi Research time increased from 900 to 1350 seconds\", [\"de\"]],\n ],\n note: \"As university holds powerful technologies that affect entire classes of units, it was a much better fit for this technology.\",\n },\n {\n // Mongol Improved version cost increased from 500 Stone to 1000 Stone\n items: [\"technologies/siege-works-improved\"],\n civs: [\"mo\"],\n diff: [[\"nerf\", \"Cost increased from 500 Stone to 1000 Stone\"]],\n },\n {\n items: [\"buildings/siege-workshop\"],\n civs: [],\n diff: [\n [\"nerf\", \"Can no longer research Siege Works (use University instead)\"],\n [\"buff\", \"Can now research Geometry (instead of University)\"],\n ],\n },\n {\n items: [\"buildings/university\"],\n civs: [],\n diff: [\n [\"nerf\", \"Can no longer research Geometry (use Siege Workshop instead)\"],\n [\"buff\", \"Can now research Siege Works (instead of Siege Workshop)\"],\n ],\n },\n\n {\n // Tithe Barns now correctly provides 30 stone per minute instead of 15\n items: [\"technologies/tithe-barns\"],\n civs: [],\n diff: [[\"fix\", \"Now correctly provides 30 stone per minute instead of 15\"]],\n },\n ],\n },\n {\n subtitle: \"Other bug fixes\",\n civs: [],\n changes: [\n {\n // Repair ability now shows the correct requirements when attempting to use it on an enemy player\n // Attempting to observe a modded game when you do not have the same mods enables should no longer result in a crash\n // Improvements made to sheep to allow for easier selection\n // Selection tool should now prioritize siege unit selection over building selection when the unit overlaps with a building\n items: [],\n civs: [],\n diff: [\n [\"fix\", \"Repair ability now shows the correct requirements when attempting to use it on an enemy player\"],\n [\"fix\", \"Attempting to observe a modded game when you do not have the same mods enables should no longer result in a crash\"],\n [\"fix\", \"Improvements made to sheep to allow for easier selection\"],\n [\"fix\", \"Selection tool should now prioritize siege unit selection over building selection when the unit overlaps with a building\"],\n ],\n },\n ],\n },\n {\n title: \"Abbassid Dynasty\",\n civs: [\"ab\"],\n changes: [\n {\n // Camel Archer move speed increased from 6.5 to 6.75\n // Camel Archer bonus damage vs. Spearman reduced from 3x to 2x\n // Camel Archer II damage increased from 10 to 12\n // Camel Archer III damage increased from 12 to 14\n // Camel Archer IV damage increased from 14 to 15\n // Camel Barding now only affects Camel Riders, no longer affects the Camel Archer\n // Camel Archer bow is no longer invisible after upgrading Incendiary Arrows\n\n items: [\"units/camel-archer\"],\n civs: [\"ab\"],\n diff: [\n [\"buff\", \"Move speed increased from 6.5 to 6.75\"],\n [\"nerf\", \"Bonus damage vs. Spearman reduced from 3x to 2x\"],\n [\"buff\", \"Age II damage increased from 10 to 12\"],\n [\"buff\", \"Age III damage increased from 12 to 14\"],\n [\"buff\", \"Age IV damage increased from 14 to 15\"],\n [\"nerf\", \"Camel Barding no longer affects the Camel Archer\"],\n [\"fix\", \"Camel Archer bow is no longer invisible after upgrading Incendiary Arrows\"],\n ],\n },\n {\n // Camel Rider III damage increased from 9 to 14\n // Camel Rider III bonus damage vs. Cavalry reduced from 18 to 14\n // Camel Rider IV damage increased from 10 to 16\n // Camel Rider IV bonus damage vs. Cavalry reduced from 20 to 16\n items: [\"units/camel-rider\"],\n civs: [\"ab\"],\n diff: [\n [\"buff\", \"Age III damage increased from 9 to 14\"],\n [\"nerf\", \"Age III bonus damage vs. Cavalry reduced from 18 to 14\"],\n [\"buff\", \"Age IV damage increased from 10 to 16\"],\n [\"nerf\", \"Age IV bonus damage vs. Cavalry reduced from 20 to 16\"],\n ],\n note: \"For both camel units we wanted them to be a bit more useful overall instead of just niche counter units. As Camel archers are ranged, fast, and high damage we’ll be scrutinizing them for upcoming balance patches.\",\n },\n\n {\n // Camel Barding now only affects Camel Riders, no longer affects the Camel Archer\n // Camel Barding moved from the Blacksmith to the Stables\n // Camel Barding Cost reduced from 300 Food, 700 Gold to 100 Food, 225 Gold\n // Camel Barding research time reduced from 90 to 45 seconds\n items: [\"technologies/camel-barding\"],\n civs: [\"ab\"],\n diff: [\n [\"nerf\", \"Camel Barding now only affects Camel Riders, no longer affects the Camel Archer\"],\n [\"buff\", \"Moved from the Blacksmith to the Stables\"],\n [\"buff\", \"Cost reduced from 300 Food, 700 Gold to 100 Food, 225 Gold\"],\n [\"buff\", \"research time reduced from 90 to 45 seconds\"],\n ],\n note: \"Camel archers already get to benefit from Biology and Incendiary Arrows, this helps combat some of the upgrade stacking issues.\",\n },\n ],\n },\n {\n subtitle: \"Economy Wing Changes\",\n civs: [\"ab\"],\n changes: [\n // Economy Wing Changes\n {\n // Agriculture cost reduced from 200 Wood, 500 Gold to 75 Wood, 200 Gold\n // Agriculture research time reduced from 90 to 45 seconds\n items: [\"technologies/agriculture\"],\n civs: [\"ab\"],\n diff: [\n [\"buff\", \"Cost reduced from 200 Wood, 500 Gold to 75 Wood, 200 Gold\"],\n [\"buff\", \"Research time reduced from 90 to 45 seconds\"],\n ],\n note: \"Previously, the strongest wing bonuses weren’t available until reaching Imperial Age. This meant that choosing a wing wasn’t exciting as the payoff was very far in the future. We’ve resolved this by adding more enticing options starting off in the Feudal age!\",\n },\n ],\n },\n {\n subtitle: \"Trade Wing Changes\",\n civs: [\"ab\"],\n changes: [\n // Trade Wing Changes\n {\n // Grand Bazaar moved from the Imperial Age to the Feudal Age\n // Grand Bazaar cost reduced from 300 Food, 700 Gold to 50 Food, 125 Gold\n // Grand Bazaar research time reduced from 90 to 60 seconds\n items: [\"technologies/grand-bazaar\"],\n civs: [\"ab\"],\n diff: [\n [\"buff\", \"Moved from the Imperial Age to the Feudal Age\"],\n [\"buff\", \"Cost reduced from 300 Food, 700 Gold to 50 Food, 125 Gold\"],\n [\"buff\", \"Research time reduced from 90 to 60 seconds\"],\n ],\n },\n {\n // Spice Roads moved from the Feudal Age to the Imperial Age\n // Spice Roads cost increased from 100 Wood, 250 Gold to 300 Wood, 700 Gold\n items: [\"technologies/spice-roads\"],\n civs: [\"ab\"],\n diff: [\n [\"nerf\", \"Moved from the Feudal Age to the Imperial Age\"],\n [\"nerf\", \"Cost increased from 100 Wood, 250 Gold to 300 Wood, 700 Gold\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Military Wing Changes\",\n civs: [\"ab\"],\n changes: [\n // Military Wing Changes\n {\n // Boot Camp requirement reduced from Imperial Age to Feudal Age\n // Boot Camp cost reduced from 300 Food, 700 Gold to 50 Food, 125 Gold\n // Boot Camp research time decreased from 90 to 60 seconds\n items: [\"technologies/boot-camp\"],\n civs: [\"ab\"],\n diff: [\n [\"buff\", \"Moved from Imperial Age to Feudal Age\"],\n [\"buff\", \"Cost reduced from 300 Food, 700 Gold to 50 Food, 125 Gold\"],\n [\"buff\", \"Research time decreased from 90 to 60 seconds\"],\n ],\n },\n {\n // Camel Rider Shields cost reduced from 300 Food, 700 Gold to 250 Gold, 100 Food\n // Camel Rider Shields research time reduced from 90 to 60 seconds\n items: [\"technologies/camel-rider-shields\"],\n civs: [\"ab\"],\n diff: [\n [\"buff\", \"Cost reduced from 300 Food, 700 Gold to 250 Gold, 100 Food\"],\n [\"buff\", \"Research time reduced from 90 to 60 seconds\"],\n ],\n },\n {\n // Camel Support requirement increased from Feudal Age to Imperial Age\n // Camel Support armor bonus increased from 1 to 2\n // Camel Support cost increased from 50 Food, 125 Gold to 300 Food, 700 Gold\n // Camel Support research time increased from 60 to 90 seconds\n items: [\"technologies/camel-support\"],\n civs: [\"ab\"],\n diff: [\n [\"nerf\", \"Moved from Feudal Age to Imperial Age\"],\n [\"buff\", \"Armor bonus increased from 1 to 2\"],\n [\"nerf\", \"Cost increased from 50 Food, 125 Gold to 300 Food, 700 Gold\"],\n [\"nerf\", \"Research time increased from 60 to 90 seconds\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Bug fixes\",\n civs: [\"ab\"],\n changes: [\n {\n // Converted Abbasid villagers will correctly have their build menu updated to match their new allegiance\n // The Abbasid Golden Age production speed bonus now properly applies to all production buildings, and not only military production buildings\n items: [],\n civs: [],\n diff: [\n [\"fix\", \"Converted Abbasid villagers will correctly have their build menu updated to match their new allegiance\"],\n [\n \"fix\",\n \"The Abbasid Golden Age production speed bonus now properly applies to all production buildings, and not only military production buildings\",\n ],\n ],\n },\n {\n // Faith can no longer be used to convert Naval units\n items: [\"technologies/faith\"],\n civs: [\"ab\"],\n diff: [[\"fix\", \"Can no longer be used to convert Naval units, as originally intended\"]],\n },\n {\n // Composite Bows tooltip now correctly displays 33% attack speed increase instead of 25%\n items: [\"technologies/composite-bows\"],\n civs: [\"ab\"],\n diff: [[\"fix\", \"In-game tooltip now correctly displays 33% attack speed increase instead of 25%\"]],\n },\n {\n // Improved Processing now applies to Town Centers\n items: [\"technologies/improved-processing\"],\n civs: [\"ab\"],\n diff: [[\"fix\", \"Drop-off bonus now also applies to Town Centers\"]],\n },\n ],\n },\n {\n title: \"Chinese\",\n civs: [\"ch\"],\n changes: [\n {\n // Official Changes\n // Supervise production and research speed reduced from 200% to 150%\n // Official train time increased from 20 to 30 seconds\n // Official cost changed from 150 Food to 100 Food, 50 Gold\n items: [\"units/imperial-official\"],\n civs: [\"ch\"],\n diff: [\n [\"nerf\", \"Supervise production and research speed reduced from 200% to 150%\"],\n // [\"nerf\", \"Train time increased from 20 to 30 seconds\"],\n // CHI Imperial Official train time reduced from 30 to 20 seconds (This is reverting the change from the original PUP release notes)\n ],\n note: \"We found that China is quite strong with the improvements to their dynasties and the flexibility of 200% production speed allowing them an easier counter vs most tech switches.\",\n },\n {\n // Official Changes\n // Supervise production and research speed reduced from 200% to 150%\n // Official train time increased from 20 to 30 seconds\n // Official cost changed from 150 Food to 100 Food, 50 Gold\n items: [\"units/imperial-official\"],\n civs: [\"ch\"],\n diff: [\n // [\"nerf\", \"Train time increased from 20 to 30 seconds\"],\n // CHI Imperial Official train time reduced from 30 to 20 seconds (This is reverting the change from the original PUP release notes)\n [\"nerf\", \"Cost changed from 150 Food to 100 Food, 50 Gold\"],\n ],\n note: \"China was able to rapidly accelerate their age of time by skipping a mining camp and using tax gold to age up with their faster building production time.\",\n },\n {\n // Fixed a bug where Elite Fire Lancer torch damage wasn’t increasing when upgraded to Elite\n items: [\"units/fire-lancer\"],\n civs: [\"ch\"],\n diff: [[\"fix\", \"Fixed a bu where torch damage wasn’t increasing when upgraded to Elite\"]],\n },\n {\n items: [\"buildings/astronomical-clocktower\"],\n civs: [\"ch\"],\n diff: [[\"nerf\", \"Can no longer research Siege Works\"]],\n },\n {\n // Stone Wall Tower build time increased from 90 to 120 seconds\n items: [\"buildings/stone-wall-tower\"],\n civs: [\"ch\"],\n diff: [[\"nerf\", \"Build time increased from 90 to 120 seconds\"]],\n },\n {\n // Ancient Techniques cost increased from 150 Wood, 350 Gold to 200 Wood, 500 Gold\n // Ancient Techniques research time increased from 60 to 90 seconds\n items: [\"technologies/ancient-techniques\"],\n civs: [\"ch\"],\n diff: [\n [\"nerf\", \"Cost increased from 150 Wood, 350 Gold to 200 Wood, 500 Gold\"],\n [\"nerf\", \"Research time increased from 60 to 90 seconds\"],\n ],\n note: \"As players start in a dynasty and normally grab Song early this tech is giving at least a 10% bonus to gather rates and up to 20% for all resources.\",\n },\n {\n // Barbican of the Sun sight range increased to match the Outpost\n items: [\"buildings/barbican-of-the-sun\"],\n civs: [\"ch\"],\n diff: [[\"buff\", \"Sight range increased by 100% to match the Outpost (from ±6.7 to 13.3 tiles)\"]],\n },\n {\n // Imperial Spies ability from the Imperial Palace Landmark now reveals Villagers, Traders, Trade Ships, Fishing Ships and Officials.\n items: [\"buildings/imperial-palace\"],\n civs: [\"ch\"],\n diff: [[\"buff\", \"Imperial Spies ability from the Imperial Palace Landmark now reveals Villagers, Traders, Trade Ships, Fishing Ships and Officials\"]],\n },\n ],\n },\n {\n subtitle: \"Dynasty Changes\",\n civs: [\"ch\"],\n changes: [\n // Dynasty Changes\n {\n // Dynasty units and buildings are no longer gated when advancing to the next dynasty\n // Yuan Dynasty movement speed bonus no longer applies to Siege\n items: [],\n civs: [\"ch\"],\n diff: [\n [\"buff\", \"Dynasty units and buildings are no longer gated when advancing to the next dynasty\"],\n [\"nerf\", \"Yuan Dynasty movement speed bonus no longer applies to Siege\"],\n ],\n },\n {\n // Village requirement reduced from Song Dynasty to Tang Dynasty\n // Village cost increased from 100 Wood to 125 Wood\n // Village health increased from 1000 to 1500\n items: [\"buildings/village\"],\n civs: [\"ch\"],\n diff: [\n [\"buff\", \"Moved from Song Dynasty to Tang Dynasty\"],\n [\"nerf\", \"Cost increased from 100 Wood to 125 Wood\"],\n [\"buff\", \"Health increased from 1000 to 1500\"],\n ],\n note: \"Adding earlier villages allows Chinese to create defensive garrison to resource nodes right at the start of the game.\",\n },\n {\n // Granary requirement reduced from Yuan Dynasty to Song Dynasty\n // Granary Villager harvest bonus reduced from 15% to 10%\n // Granary Health increased from 1000 to 1500\n items: [\"buildings/granary\"],\n civs: [\"ch\"],\n diff: [\n [\"buff\", \"Moved from Yuan Dynasty to Song Dynasty\"],\n [\"nerf\", \"Villager harvest bonus reduced from 15% to 10%\"],\n [\"buff\", \"Health increased from 1000 to 1500\"],\n ],\n note: \"Building the Granary earlier allows you to plan out your base layout while making the farm transition, instead of trying to fit in a large building after crops have already been established.\",\n },\n {\n // Pagoda requirement reduced from Ming Dynasty to Yuan Dynasty\n // Pagoda Relic resource bonus reduced from 100 Gold, Food, Wood and Stone to 100 Gold, 50 Food, 50 Wood, 50 Stone per minute\n items: [\"buildings/pagoda\"],\n civs: [\"ch\"],\n diff: [\n [\"buff\", \"Moved from Ming Dynasty to Yuan Dynasty\"],\n [\"nerf\", \"Relic resource bonus reduced from 100 Gold, Food, Wood and Stone to 100 Gold, 50 Food, 50 Wood, 50 Stone per minute\"],\n ],\n note: \"Moving up the Pagoda allows the dynasty building to be built in the castle age when players are collecting relics.\",\n },\n ],\n },\n\n // Delhi\n {\n title: \"Delhi Sultanate\",\n civs: [\"de\"],\n changes: [\n {\n // Herbal Medicine technology moved from the Dark Age to the Castle Age\n items: [\"technologies/herbal-medicine\"],\n civs: [\"de\"],\n diff: [[\"nerf\", \"Moved from the Dark Age to the Castle Age\"]],\n note: \"This powerful tech was providing a large power spike too early in the game. We’ve moved it back to Castle Age to match other civs.\",\n },\n {\n // The Delhi Sultanate tech tree now lists Honed Blades under Imperial Age instead of Castle Age\n items: [\"technologies/honed-blades\"],\n civs: [\"de\"],\n diff: [[\"fix\", \"Tech tree now correctly lists Honed Blades under Imperial Age instead of Castle Age\"]],\n },\n {\n // The Delhi Sultanate tech tree now lists Slow-Burning Defenses under Imperial Age instead of Castle Age\n\n items: [\"technologies/slow-burning-defenses\"],\n civs: [\"de\"],\n diff: [[\"fix\", \"Tech tree now correctly lists Slow-Burning Defenses under Imperial Age instead of Castle Age\"]],\n },\n {\n // The Compound of the Defender effect is no longer active while the Landmark is destroyed\n items: [\"buildings/compound-of-the-defender\"],\n civs: [\"de\"],\n diff: [[\"fix\", \"The Compound of the Defender effect is no longer active while the Landmark is destroyed\"]],\n },\n {\n // Tower of victory attack speed bonus increased 15% to 20%. The buff is now applied in a larger radius. Effect now properly applies its full bonus to all-melee and ranged infantry\n items: [\"buildings/tower-of-victory\"],\n civs: [\"de\"],\n diff: [\n [\"buff\", \"Attack speed bonus increased 15% to 20% in a larger radius\"],\n [\"buff\", \"Effect now properly applies its full bonus to all-melee and ranged infantry\"],\n ],\n },\n {\n // Fixed a bug where the Armored Beasts tooltip incorrectly stated it applied to Tower War Elephants. It now correctly states it only applies to War Elephants\n items: [\"technologies/armored-beasts\"],\n civs: [\"de\"],\n diff: [\n [\n \"fix\",\n \"Fixed a bug where the Armored Beasts tooltip incorrectly stated it applied to Tower War Elephants. It now correctly states it only applies to War Elephants\",\n ],\n ],\n },\n ],\n },\n // English\n {\n title: \"English\",\n civs: [\"en\"],\n changes: [\n {\n // Starting Wood increased from 150 to 200\n\n items: [],\n civs: [\"en\"],\n diff: [[\"buff\", \"Starting Wood increased from 150 to 200\"]],\n note: \"This, along with the previous changes, gives English more options early game to start with a barracks rush, early farming, or save for feudal age.\",\n },\n {\n // Man-at-Arms train time reduced from 22 to 15 seconds\n // Vanguard Man-at-Arms armor increased from 2 to 3\n items: [\"units/man-at-arms\"],\n civs: [\"en\"],\n diff: [\n [\"buff\", \"Train time reduced from 22 to 15 second\"],\n [\"buff\", \"Vanguard (Age I) Man-at-Arms armor increased from 2 to 3\"],\n ],\n note: \"We want to create more dynamic choices in the unit roster for the English civilization. This allows English players the ability to pump out powerful early game units quickly. As the Man at Arms is very food-heavy, it also synergizes with their farming bonuses.\",\n },\n {\n // Abbey of Kings healing rate increased from 4 health/1.5 seconds to 6 health/ 1 second\n items: [\"buildings/abbey-of-kings\"],\n civs: [\"en\"],\n diff: [[\"buff\", \"Healing rate increased from 4 health/1.5 seconds to 6 health/ 1 second\"]],\n },\n {\n // Setup Camp can no longer be triggered while in combat\n // The English Setup Camp ability now has the correct requirements text\n items: [\"technologies/setup-camp\"],\n civs: [\"en\"],\n diff: [\n [\"fix\", \"Can no longer be triggered while in combat\"],\n [\"fix\", \"Now has the correct requirements text\"],\n ],\n note: \"The fantasy for this technology is troops relaxing at a warm fire after a tough battle. Note that it can still be activated while moving.\",\n },\n {\n // White Tower and Berkshire Palace now have visual weapon emplacements for boiling oil\n items: [\"buildings/white-tower\", \"buildings/berkshire-palace\"],\n civs: [\"en\"],\n diff: [[\"fix\", \"Now have a visual weapon emplacements for boiling oil\"]],\n },\n ],\n },\n {\n title: \"French\",\n civs: [\"fr\"],\n changes: [\n {\n // Fixed a bug with the French Tech tree where traders were displayed in the Dark Age under Chamber of Commerce.\n // Military siege engineer UI now matches other civilizations\n // Siege engineer icon is restored\n items: [],\n civs: [\"fr\"],\n diff: [\n [\"fix\", \"Fixed a bug with the French Tech tree where traders were displayed in the Dark Age under Chamber of Commerce.\"],\n [\"fix\", \"Military siege engineer UI now matches other civilizations\"],\n [\"fix\", \"Siege engineer icon is restored\"],\n ],\n },\n {\n // Arbaletrier Pavise ability now increases armor by +5 instead of setting armor to 5\n items: [\"units/arbaletrier\"],\n civs: [\"fr\"],\n diff: [[\"fix\", \"Arbaletrier Pavise ability now increases armor by +5 instead of setting armor to 5\"]],\n },\n {\n items: [\"buildings/red-palace\"],\n civs: [\"fr\"],\n diff: [[\"fix\", \"Red Palace now has visual weapon emplacements for boiling oil\"]],\n },\n {\n // Royal Knight help text updated to reflect proper duration of bonus after a successful charge attack\n items: [\"units/royal-knight\"],\n civs: [\"fr\"],\n diff: [[\"fix\", \"In-game help text updated to reflect proper duration of bonus after a successful charge attack\"]],\n },\n ],\n },\n {\n title: \"Holy Roman Empire\",\n civs: [\"hr\"],\n changes: [\n {\n // Regnitz Cathedral Relic capacity reduced from 3 to 2\n items: [\"buildings/regnitz-cathedral\"],\n civs: [\"hr\"],\n diff: [[\"nerf\", \"Regnitz Cathedral Relic capacity reduced from 3 to 2\"]],\n note: \"This helps balance the high gold per minute provided by the relic. In addition, it allows HRE more options for powering up Keeps and Outposts by adding relics to them.\",\n },\n {\n // Burgrave Palace now produces infantry 400% faster instead of training units in batches of 5\n items: [\"buildings/burgrave-palace\"],\n civs: [\"hr\"],\n diff: [[\"buff\", \"Burgrave Palace now produces infantry 400% faster instead of training units in batches of 5\"]],\n note: \"While technically the same as training in batches of 5, this is better for multiple reasons: First off, it now applies to all barracks techs for awesome timing attacks! This change also allows units to hit the field much faster, with smaller resource requirements, and additional flexibility in the units produced.\",\n },\n {\n // Meinwerk Palace research discount increased from 25% to 30%\n // Meinwerk Palace research speed increased by 30%\n items: [\"buildings/meinwerk-palace\"],\n civs: [\"hr\"],\n diff: [\n [\"buff\", \"Meinwerk Palace research discount increased from 25% to 30%\"],\n [\"buff\", \"Meinwerk Palace research speed increased by 30%\"],\n ],\n },\n {\n // Palace of Swabia Villager production speed and discount reduced from 75% to 66%\n items: [\"buildings/palace-of-swabia\"],\n civs: [\"hr\"],\n diff: [[\"nerf\", \"Palace of Swabia Villager production speed and discount reduced from 75% to 66%\"]],\n },\n {\n // Inspired Warriors effect duration increased from 30 seconds to 60 seconds\n items: [\"technologies/inspired-warriors\"],\n civs: [\"hr\"],\n diff: [[\"buff\", \"Inspired Warriors effect duration increased from 30 seconds to 60 seconds\"]],\n note: \"This, along with the Marching Drills, changes are intended to make it more rewarding for you to put Prelates into your main army.\",\n },\n {\n // Marching Drills cost reduced from 100 Food, 250 Gold to 50 Food, 125 Gold\n // Marching Drills research time reduced from 90 to 60 seconds\n // Marching Drills now affects Prelates\n items: [\"technologies/marching-drills\"],\n civs: [\"hr\"],\n diff: [\n [\"buff\", \"Cost reduced from 100 Food, 250 Gold to 50 Food, 125 Gold\"],\n [\"buff\", \"Research time reduced from 90 to 60 seconds\"],\n [\"buff\", \"Now affects Prelates\"],\n ],\n note: \"While Marching Drills is a powerful tech, the cost was difficult to afford in Feudal age. We’re hoping this opens up new strategic potential for expanded HRE Feudal play.\",\n },\n\n {\n // Added a Prelate indicator for HRE players to be able to more easily locate and keep track of their Prelates\n items: [\"units/prelate\"],\n civs: [\"hr\"],\n diff: [[\"buff\", \"Added a Prelate indicator to be able to more easily locate and keep track of Prelates\"]],\n },\n ],\n },\n {\n // HRE Bug Fixes\n subtitle: \"HRE Bug Fixes\",\n civs: [\"hr\"],\n changes: [\n {\n // By placing Relics in Docks it is no longer possible to surpass the maximum 25% attack speed bonus\n // Relics placed inside of docks no longer increase attack speed of all players’ ships\n // Docks can now properly make use of influence and the Emergency Repair ability\n items: [\"buildings/dock\"],\n civs: [\"hr\"],\n diff: [\n [\"fix\", \"Relics placed inside of docks no longer increase attack speed of all players’ ships\"],\n [\"fix\", \"By placing Relics in Docks it is no longer possible to surpass the maximum 25% attack speed bonus\"],\n [\"fix\", \"Docks can now properly make use of influence and the Emergency Repair ability\"],\n ],\n },\n {\n // The Aachen Chapel blueprint aura range indicator has been updated to use the correct gold color\n items: [\"buildings/aachen-chapel\"],\n civs: [\"hr\"],\n diff: [[\"fix\", \"The Aachen Chapel blueprint aura range indicator has been updated to use the correct gold color\"]],\n },\n {\n // The Great Palace of Flensburg Wonder can now properly make use of influence and the Emergency Repair ability\n items: [\"buildings/great-palace-of-flensburg\"],\n civs: [\"hr\"],\n diff: [[\"fix\", \"Can now properly make use of influence and the Emergency Repair ability\"]],\n },\n {\n // Keeps no longer grant a springald when a unit is garrisoned, and the Springald Emplacement is not researched\n items: [\"buildings/keep\"],\n civs: [\"hr\"],\n diff: [[\"fix\", \"Keeps no longer grant a springald when a unit is garrisoned, and the Springald Emplacement is not researched\"]],\n },\n ],\n },\n {\n // Mongols\n title: \"Mongols\",\n civs: [\"mo\"],\n changes: [\n {\n // Textiles (Improved) has been added to the Town Center, available in the Castle Age\n\n // Textiles (Improved) increases the health of Villagers by +50\n items: [\"technologies/textiles-improved\"],\n civs: [\"mo\"],\n diff: [\n [\"buff\", \"New Improved Technology: Textiles (Improved) has been added to the Town Center, available in the Castle Age\"],\n [\"buff\", \"Textiles (Improved) increases the health of Villagers by +50\"],\n ],\n note: \"This is intended to help Mongols defend from raids later in the game as they have no keeps or walls.\",\n },\n\n // Mongols Bug Fixes\n {\n // Improved Biology now only provides +10% health instead of +15% for a total of +30% instead of +35%\n items: [\"technologies/biology-improved\"],\n civs: [\"mo\"],\n diff: [[\"fix\", \"Now only provides +10% health instead of +15%, for a total of +30% instead of +35%\"]],\n note: \"This is consistent with other Mongol stone upgrades that provide a 50% increased bonus over the base upgrade.\",\n },\n\n {\n // Fixed a bug where Mongol Tithe Barns research time was 80s instead of the intended 60s.\n // It also gives the proper +30 Food, Wood, and Stone instead of +20\n items: [\"technologies/tithe-barns\"],\n civs: [\"mo\"],\n diff: [\n [\n \"fix\",\n \"Fixed a bug where Mongol Tithe Barns research time was 80s instead of the intended 60s. It also gives the proper +30 Food, Wood, and Stone instead of +20\",\n ],\n ],\n },\n {\n // Fixed a bug where Mongol Improved Tithe Barns did not list the correct resource income\n items: [\"technologies/tithe-barns-improved\"],\n civs: [\"mo\"],\n diff: [[\"fix\", \"Fixed a bug where Mongol Improved Tithe Barns did not list the correct resource income\"]],\n },\n {\n // Khaganate Palace now produces Mangudai in 90 seconds instead of 77 seconds\n items: [\"buildings/khaganate-palace\"],\n civs: [\"mo\"],\n diff: [[\"nerf\", \"Produces Mangudai in 90 seconds instead of 77 seconds\"]],\n },\n {\n // The Mongol Landmark Town Center can now be packed while at maximum population\n items: [\"buildings/town-center\"],\n civs: [\"mo\"],\n diff: [[\"fix\", \"The Landmark Town Center can now be packed while at maximum population\"]],\n },\n {\n // Stone Commerce help text updated to specify trade bonus\n items: [\"technologies/stone-commerce\"],\n civs: [\"mo\"],\n diff: [[\"fix\", \"Stone Commerce help text updated to specify trade bonus\"]],\n },\n {\n // The Khan Defense Arrow tool tip updated to show correct bonus of +2\n items: [\"units/khan\"],\n civs: [\"mo\"],\n diff: [[\"fix\", \"The Khan Defense Arrow tool tip updated to show correct bonus of +2\"]],\n },\n {\n // Field constructed Traction Trebuchets now have the correct tool tip\n items: [\"units/traction-trebuchet\"],\n civs: [\"mo\"],\n diff: [[\"fix\", \"Field constructed Traction Trebuchets now have the correct tool tip\"]],\n },\n ],\n },\n {\n // Rus\n\n title: \"Rus\",\n civs: [\"ru\"],\n changes: [\n {\n // Warrior Monk weapon range increased from 1.15 to 3\n // Warrior Monk charge weapon range increased from 2.15 to 3\n items: [\"units/warrior-monk\"],\n civs: [\"ru\"],\n diff: [\n [\"buff\", \"Weapon range increased from 1.15 to 3\"],\n [\"buff\", \"Charge weapon range increased from 2.15 to 3\"],\n ],\n note: \"This allows warrior monks to safely attack from behind a line of infantry and provide their combat buff without being too exposed to enemy melee attackers.\",\n },\n {\n // Horse Archer Precision technology weapon range bonus reduced from 2 to 1\n // Horse Archer Precision technology research time reduced from 90 to 60 seconds\n items: [\"technologies/mounted-precision\"],\n civs: [\"ru\"],\n diff: [\n [\"nerf\", \"Weapon range bonus reduced from 2 to 1\"],\n [\"buff\", \"Research time reduced from 90 to 60 seconds\"],\n ],\n note: \"It’s our intention that Horse Archers are countered by Archers. Being speedy and then getting this upgrade to out-range Archers means unit counters in imperial were too limited.\",\n },\n {\n // Streltsy Double Time ability no longer quickens their Static Deployment ability\n items: [\"technologies/double-time\", \"units/streltsy\"],\n civs: [\"ru\"],\n diff: [[\"nerf\", \"Double Time ability no longer quickens Streltsy Static Deployment ability\"]],\n note: \"We wanted the focus of this technology to be about the movement ability instead of adding extra functionality to an already powerful unit.\",\n },\n {\n // Lodya Fishing Ship\n // Population cost increased from 1 to 2\n // Cost increased from 75 to 150 Wood\n // Train time increased from 25 to 38 seconds\n // Health increased from 125 to 250\n // Deep Water Fish gather rate increased from 1.0 to 1.9\n // Shoreline Fish gather rate increased from 0.66 to 1.19\n items: [\"units/lodya-fishing-boat\"],\n civs: [\"ru\"],\n diff: [\n [\"nerf\", \"Population cost increased from 1 to 2\"],\n [\"nerf\", \"Cost increased from 75 to 150 Wood\"],\n [\"nerf\", \"Train time increased from 25 to 38 seconds\"],\n [\"buff\", \"Health increased from 125 to 250\"],\n [\"buff\", \"Deep Water Fish gather rate increased from 1.0 to 1.9\"],\n [\"buff\", \"Shoreline Fish gather rate increased from 0.66 to 1.19\"],\n ],\n },\n {\n // Banded Arms bonus range decreased from +1.5 to +0.5\n items: [\"technologies/banded-arms\"],\n civs: [\"ru\"],\n diff: [[\"nerf\", \"Banded Arms bonus range decreased from +1.5 to +0.5\"]],\n note: \"The large range bonus on this tech was difficult to play against and led to some drawn out stalemate-style gameplay that wasn’t exciting for most players. We’ll revisit this upgrade in a future patch.\",\n },\n // Rus Bug Fixes\n {\n // Golden Gate trade buttons have been relocated to match Markets\n // Golden Gate no longer shares double click selection with Markets\n items: [\"buildings/the-golden-gate\"],\n civs: [\"ru\"],\n diff: [\n [\"fix\", \"Trade buttons have been relocated to match Markets\"],\n [\"fix\", \"No longer shares double click selection with Markets\"],\n ],\n },\n {\n // Lodya ships now have the correct upgrades applied after conversion\n items: [\"units/lodya-attack-ship\"],\n civs: [\"ru\"],\n diff: [[\"fix\", \"Lodya ships now have the correct upgrades applied after conversion\"]],\n },\n {\n // Fixed a bug with the Rus tech tree where Abbey of Trinity didn't display all of its unique techs\n items: [\"buildings/abbey-of-the-trinity\"],\n civs: [\"ru\"],\n diff: [[\"fix\", \"Fixed a bug with the Rus tech tree where Abbey of Trinity didn't display all of its unique techs\"]],\n },\n {\n // Destroyed High Trade House no longer produces Deer until repaired\n items: [\"buildings/high-trade-house\"],\n civs: [\"ru\"],\n diff: [[\"fix\", \"Destroyed High Trade House no longer produces Deer until repaired\"]],\n },\n ],\n },\n // {\n // title: \"Map Changes\",\n // civs: [],\n // changes: [\n // {\n // items: [],\n // civs: [],\n // diff: [\n // [\"fix\", `1v1 (Micro) map size resource balancing has received a pass, with the goal of improving the distribution of resources between players.`],\n // [\n // \"fix\",\n // `On open maps, like Lipany and Dry Arabia, this has meant objects like relics, gold deposits and stone deposits are now spawning in a tighter band for each player, to cut down on cases where one resource node would spawn considerably further away for one player than for the other. We are always tweaking and looking to improve this, so keep sending us screenshots and map seeds when you feel things are generated unfairly!`,\n // ],\n // [\n // \"fix\",\n // `On divided maps, like Mountain Pass and Mongolian Heights, we have done additional custom tuning for several maps to help ensure that the dividing geography does not separate one player from their allotment of resource deposits. We were seeing instances of, for example, both players' large gold deposits spawning on the same side of the mountain range on Mountain Pass. This was due to how we place resources within a central band of map area that is calculated based on pathfinding distance from each player's TC to each point on the map. In cases like Mountain Pass, if one player spawns closer to the opening, the \"midpoint\" between players would be on one side of the mountain range, and our contested resources would be placed there. This set of tuning has been about finding new constraints for this banding on maps with dividing geography. Danube River, Boulder Bay, Confluence, Mountain Pass, Mongolian Heights and Nagari all received custom tuning in this regard.`,\n // ],\n // [\n // \"fix\",\n // `Relics will now spawn in a more balanced configuration – one accessible relic per player, 3 centrally contested relics. This updated balance logic has been applied globally to all map sizes, and tuned specifically for several maps on the Micro (1v1) size. Additional tuning for divided maps at larger sizes will be coming in a later update. Relics have been tuned to spawn further away from each other.`,\n // ],\n // [\n // \"fix\",\n // `Divided maps have had custom tuning and will spawn 1 accessible relic and 2 contested relics per “side” of the map, for a total of 6 relics. This was done to ensure that maps in which terrain gives natural ownership to one player don’t have a built-in imbalance due to the nature of spawning an odd number of contestable objects. The maps that include these relic changes are: Confluence, Mountain Pass, Mongolian Heights and Nagari`,\n // ],\n // [\n // \"fix\",\n // `Small gold and stone deposits have had their contested spawn range tightened. One contested small gold and stone will now spawn per player (up from only one overall), with less likelihood that it will be too close to a single player.`,\n // ],\n // [\n // \"fix\",\n // `Sacred Sites have had their spawn parameters narrowed to help them spawn evenly across the center of the map on maps where their locations are not being specifically placed by the map script (e.g. on the hill on King of the Hill).`,\n // ],\n // ],\n // },\n // {\n // items: [\"maps/nagari\"],\n // civs: [],\n // diff: [\n // [\"fix\", `Mountain ranges have been shortened slightly to provide a more consistent central lake and mountain configuration.`],\n // [\n // \"fix\",\n // `Deep water fish have been removed from the side ponds and concentrated in the central lake. This was to both remove instances of unbalanced amounts of safe fish and ensure that the most valuable fish are located in a contested part of the map.`,\n // ],\n // [\n // \"buff\",\n // `Relic count has been increased to spawn a base 4 relics plus one per player to better ensure fairness of distribution on maps where geography can divide the map into discrete sections`,\n // ],\n // [\n // \"fix\",\n // `Resource spawning for 1v1 Micro size matches has had custom tuning done on various resource deposits. Our goal with this pass was to cut down on perceived unbalanced map generations, especially on maps where map geography can divide the map into discrete sections. Resources like gold deposits should now spawn more squarely in each player's \"side\" of the map, to avoid instances where a central, contested deposit could be placed on the wrong \"side\" of the central geography.`,\n // ],\n // ],\n // },\n // {\n // items: [\"maps/black-forest\"],\n // civs: [],\n // diff: [\n // [\"fix\", `The \"forest-y\" ness of Black Forest has been reigned in to not spawn unchoppable trees in the middle of your Town Center courtyards`],\n // [\n // \"fix\",\n // `Trade Posts on Micro and Small map sizes have been adjusted to spawn closer to the exact center of the map to help ensure more equal access`,\n // ],\n // [\"fix\", `Spawn reliability of the second deer herd per player has been improved`],\n // [\n // \"buff\",\n // `Sacred Sites have been re-added to Black Forest. We have been watching for your feedback on this change, so thanks to everyone who gave us their thoughts on the Black Forest Sacred Sites. With the way Age IV plays, Sacred Sites provide a valuable way for players to counter a locked-in defensive strategy. While we appreciate the epic slugfests that remind us of classic Age of Empires II Black Forest gameplay, we feel like the Sacred Sites play well in the Age of Empires IV version of the map.`,\n // ],\n // ],\n // },\n // {\n // items: [\"maps/boulder-bay\"],\n // civs: [],\n // diff: [\n // [\n // \"fix\",\n // `We have updated the forest distribution to include more smaller forests, as opposed to fewer, larger forests. This is to help prevent instances of large forests completely blocking players in on one side of the bay.`,\n // ],\n // [\n // \"fix\",\n // `We’ve updated the fish distribution in the bay to be more even. We are also working to provide a more robust solution for balance of deep water fish in the near future.`,\n // ],\n // [\"fix\", `We’ve adjusted gold distribution in 1v1s to be spawned more evenly between players`],\n // [\"fix\", `Fixed a spawn issue where players could spawn on the wrong side of the bay on larger team games`],\n // ],\n // },\n // {\n // items: [\"maps/danube-river\"],\n // civs: [],\n // diff: [\n // [\"fix\", `Large gold deposits have been rebalanced to more reliably spawn evenly between teams`],\n // [\n // \"fix\",\n // `We’ve changed the central crossing to be a Stone Bridge. We're able to add bridges to maps, and the central stone bridge was added to Danube River to help break up naval dominance. Players who seek control of the water will need to now build ships on both their half of the river as well as their opponent’s half.`,\n // ],\n // [\"fix\", `Fixed an issue where in larger games, teammates could spawn on the wrong side of the river.`],\n // ],\n // },\n // {\n // items: [\"maps/mountain-pass\"],\n // civs: [],\n // diff: [\n // [\"fix\", `Sacred Sites have been given a buffer of flat terrain to ensure they spawn correctly.`],\n // [\n // \"fix\",\n // `Resources in 1v1 Micro size maps have been balanced to more equally spawn resources on each side of the mountain range. Previously, there was an odd number of gold and stone deposits spawning, which could lead to unbalanced resource generation between players.`,\n // ],\n // [\"fix\", `An additional small gold and stone have been added for ensuring that we can generate maps with fair distribution.`],\n // [\n // \"fix\",\n // `An indexing error in the map script was fixed that was leading to the mountain range giving one player slightly more area on their side of the map. Now, the total area of the map should be split much more evenly between the sides of the mountains.`,\n // ],\n // ],\n // },\n // {\n // items: [\"maps/confluence\"],\n // civs: [],\n // diff: [\n // [\"fix\", `We’ve updated gold spawns to be more fairly distributed for players in 1v1.`],\n // [\n // \"fix\",\n // `Adjusted the crossings on this map. Now, a ford will spawn on each arm of the river near the edge of the map, and near the center confluence point, a stone bridge will spawn on each arm of the river. This should help reduce water supremacy and make moving land armies through the map much smoother.`,\n // ],\n // [\n // \"fix\",\n // `Rivers in Confluence have also been straightened out in order to make the center of the map more consistent and predictable. The Sacred Sites will be placed around the confluence of the river, one in each quadrant, near the bridge crossings. We found the previous version of the map, when Sacred Sites could be placed anywhere along the rivers in each quadrant, felt unfocused and could lead to a more scattered map flow. This change, along with the inclusion of the bridges themselves, will hopefully give the map a tighter flow and limit the dominance of powerful warships that previously could have full control of the map.`,\n // ],\n // ],\n // },\n // {\n // items: [\"maps/ancient-spires\"],\n // civs: [],\n // diff: [\n // [\"fix\", `Removed errant deep water fish that would spawn on Micro (1v1) size matches`],\n // [\n // \"fix\",\n // `We’ve adjusted trade post spawns to ensure that they do not spawn on isolated islands created by lakes at the side of the map. This should help ensure that both trade posts are available for players to trade with.`,\n // ],\n // ],\n // },\n // {\n // items: [\"maps/altai\"],\n // civs: [],\n // diff: [\n // [\n // \"fix\",\n // `We’ve fixed rare instances of Sacred Sites not spawning. This was occasionally caused by a random mountain spawning beside the tile that was designated to spawn a Sacred Site, and as we give Sacred Sites a mountain buffer around their spawn area, it could leave no room for the site to spawn.`,\n // ],\n // [\n // \"fix\",\n // `We’ve fixed rare cases of players spawning too close to the side mountain ranges and stomping out things like Sacred Sites and Trade Posts`,\n // ],\n // ],\n // },\n // {\n // items: [\"maps/mongolian-heights\"],\n // civs: [],\n // diff: [\n // [\"fix\", `Number of relics increased to 4 base + 1 per player, up from 3 base + 1 per player, in order to distribute them evenly across the river`],\n // [\n // \"fix\",\n // `Number of contested resources all adjusted to be spawning in an even amount, in order to ensure that both sides of the river receive an equal share of resources`,\n // ],\n // [\n // \"fix\",\n // `Fixed an indexing error in the map script that was resulting in the river giving one side of the map a bit more playable space than the other. The river should now perfectly split the playable sides in half.`,\n // ],\n // [\"fix\", `Space between sheep herds was increased to cut down on the instances of 5+ sheep spawning together`],\n // [\n // \"fix\",\n // `Adjusted the spawning of the cliffs to ensure that each player is given a flat path from their start position to the river. Previously, some players could receive a map generation where their starting area was protected by a long cliff, while the opponent was in a much more open area. This should help in evening up the geography.`,\n // ],\n // ],\n // },\n // {\n // items: [\"maps/hill-and-dale\"],\n // civs: [],\n // diff: [\n // [\"fix\", `We’ve tuned down wolf spawns from 2 per Sacred Site to 1 per Sacred Site.`],\n // [\n // \"fix\",\n // `We’ve tuned starting forests to not be able to close off a full ramp to the player’s plateau. Players will now get one regular forest and one smaller forest on their plateau`,\n // ],\n // [\n // \"fix\",\n // `Overhauled how the plateaus spawn to provide a more consistent experience. Plateau sizes will now be the same for both players, and team plateau sizes can no longer sometimes be very disproportional.`,\n // ],\n // [\"fix\", `The main plateau entry ramp had its size slightly increased.`],\n // ],\n // },\n // {\n // items: [\"maps/king-of-the-hill\"],\n // civs: [],\n\n // // We've done an overhaul to the King of the Hill map to ensure that generations are more even and consistent. We saw previously that some players could have very little wood near their TC, or that their path to the top of the hill was much longer or more difficult than their opponents. We also saw many instances of the gold and stone being distributed on the hill unfairly. We've taken out a bunch of the more unfair aspects of the randomness of these parameters. On new generations, you should now see:\n // diff: [\n // [\n // \"fix\",\n // `Overhauled hill generation to ensure fairness between players. Pathways up the hill are now based directly on player spawn locations, with players getting a straight shot access to the top of the hill. Large gold and stone locations are mirrored on the hill to provide equal access to contested resources.`,\n // ],\n // [\"fix\", `Removed all random forests on the map.`],\n // [\n // \"fix\",\n // `A dense perimeter forest was added that rings the entire map. The goal of forests on KotH was always to need to balance fighting for central gold and stone with the necessity of maintaining a presence on the outer parts of the map for wood and food, but we were seeing many instances where wood access between players could be incredibly unbalanced. This change should ensure that all players have access to ample wood on the map edges.`,\n // ],\n // ],\n // },\n // ],\n // },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch: PatchNotes = {\n id: \"patch-5.0.14681\",\n buildId: \"5.0.14681\",\n name: \"Patch 14681\",\n season: 1,\n type: \"patch\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-patch-14681/\",\n summary: \"Decrease in Team Game Map Sizes, Chinese Extra Materials nerf, and stone walls under construction can now be attacked.\",\n introduction: `\"In Patch 14681, we’re excited to share some changes we’ve made based on your feedback. To start, we know you’ve been asking for Team Game Map Size changes, and this patch introduces the option to choose smaller or larger maps in multiplayer – whatever your preference! We’ve also put some focus towards tuning specific maps to be better for all types of multiplayer and skirmish modes. While there’s still more we’d like to do for maps that we weren’t able to get to in this patch, we’d especially like to thank you for continuing to share your thoughts. Your map feedback has been incredibly helpful to us!\n\n For balance, we know you’ve been wanting your units to be able to attack stone walls under construction… and now you can! We’re also making a few adjustments for Chinese Extra Materials, and while balance changes for Mangonels aren’t quite ready for Patch 14681, we’ll be looking at focusing their role so they aren’t as powerful in all situations and have a more defined place in the unit counter system in a future patch.\"`,\n date: new Date(\"2022-05-02\"),\n sections: [\n {\n title: \"Balance Changes\",\n civs: [],\n changes: [\n {\n // Stone walls under construction can now be attacked by all units\n items: [\"buildings/stone-wall\"],\n civs: [],\n diff: [[\"nerf\", \"Stone walls under construction can now be attacked by all units\"]],\n },\n {\n // Chinese Extra Materials no longer stacks on single wall segments\n // Chinese Extra Materials now repairs all wall segments within range. Chinese Extra Materials repair range reduced from 12.5 tiles to 4 tiles\n // Added an aura UI which shows the ability range of Chinese Towers and Outposts after researching Extra Materials\n items: [\"technologies/extra-materials\", \"buildings/stone-wall\", \"buildings/outpost\"],\n civs: [\"ch\"],\n diff: [\n [\"nerf\", \"Chinese Extra Materials no longer stacks on single wall segments\"],\n [\"buff\", \"Chinese Extra Materials now repairs all wall segments within range.\"],\n [\"nerf\", \"Chinese Extra Materials repair range reduced from 12.5 tiles to 4 tiles\"],\n [\"fix\", \"Added an aura UI which shows the ability range of Chinese Towers and Outposts after researching Extra Materials\"],\n ],\n },\n ],\n },\n {\n title: \"Bug Fixes\",\n civs: [],\n changes: [\n {\n // Fixed a bug where villagers could become stuck gathering from sheep if they had previously been gathering from deer or boar\n items: [\"units/villager\"],\n civs: [],\n diff: [[\"fix\", \"Fixed a bug where villagers could become stuck gathering from sheep if they had previously been gathering from deer or boar\"]],\n },\n\n {\n // Fixed a bug where Nest of Bees reload time could be avoided by cancelling in the middle of an attack\n items: [\"units/nest-of-bees\"],\n civs: [\"ch\"],\n diff: [[\"fix\", \"Fixed a bug where reload time could be avoided by cancelling in the middle of an attack\"]],\n },\n ],\n },\n {\n title: \"Map Changes\",\n description: \"Team game map sizes have been reduced across the board.\",\n civs: [],\n changes: [\n {\n // We now support playing 4v4 on the Large map size, and 3v3 on the Medium map size – these options are now supported for custom games\n // In Quick Match, 2v2 games will now be played on Small (down from Medium), 3v3 games on Medium (down from Large), and 4v4 on Large (down from Gigantic)\n // Gigantic maps are still available for custom games. Please continue to give us feedback on how map sizes feel in team games!\n items: [],\n civs: [],\n diff: [\n [\"fix\", \"We now support playing 4v4 on the Large map size, and 3v3 on the Medium map size – these options are now supported for custom games\"],\n [\n \"buff\",\n \"In Quick Match, 2v2 games will now be played on Small (down from Medium), 3v3 games on Medium (down from Large), and 4v4 on Large (down from Gigantic)\",\n ],\n ],\n note: \"Gigantic maps are still available for custom games. Please continue to give us feedback on how map sizes feel in team games!\",\n },\n {\n items: [\"maps/warring-islands\"],\n civs: [],\n diff: [\n [\n \"buff\",\n \"Updated how the spawns on Warring Islands work in the case of uneven teams (where the difference between the largest and smallest team is greater than 2 (e.g. in a 4v2v1v1).\",\n ],\n ],\n note: \"In cases like this, each player will now get their own island in order to ensure that the larger team doesn’t have a distinct resource and build space advantage. Teammates’ islands should be in close proximity though, so controlling the seas with your teammates is still important!\",\n },\n {\n // Altai\n // The amount of trees on Altai has been increased. In addition to starting dense forests, numerous small dense forests have been added\n // Dev note: We saw that games pushing into Imperial Age on Altai could often result in the entire map being harvested of wood, so we’ve added numerous small dense woods around the map to help alleviate the wood starvation late-game. The forests we added were small forests to make sure they did not choke up the openings on the map, as we want Altai to remain a relatively open map.\n items: [\"maps/altai\"],\n civs: [],\n diff: [\n [\"buff\", \"The amount of trees on Altai has been increased. In addition to starting dense forests, numerous small dense forests have been added\"],\n ],\n note: \"We saw that games pushing into Imperial Age on Altai could often result in the entire map being harvested of wood, so we’ve added numerous small dense woods around the map to help alleviate the wood starvation late-game. The forests we added were small forests to make sure they did not choke up the openings on the map, as we want Altai to remain a relatively open map.\",\n },\n {\n // Mountain Pass\n // Trade Posts on Mountain Pass have been moved to spawn halfway between the corner of the map and wherever the mountain range hits the map edge. This should help ease cases of trade being too vulnerable as soon as one team loses the central pass\n items: [\"maps/mountain-pass\"],\n civs: [],\n diff: [\n [\n \"buff\",\n \"Trade Posts on Mountain Pass have been moved to spawn halfway between the corner of the map and wherever the mountain range hits the map edge.\",\n ],\n ],\n note: \"This should help ease cases of trade being too vulnerable as soon as one team loses the central pass.\",\n },\n {\n // French Pass\n // To open up the map a bit more on French Pass, we’ve shortened the mountain ranges\n // Dev note: French Pass was playing as a quite turtle-y map, with the mountains reaching far enough towards the map edge that walling off entire sides of the map was quite cheap to do. We’ve cut the mountain ranges a bit shorter on both sides to open up the sides of the map for more dynamic engagements and army maneuvering.\n items: [\"maps/french-pass\"],\n civs: [],\n diff: [[\"buff\", \"To open up the map a bit more on French Pass, we’ve shortened the mountain ranges\"]],\n note: \"French Pass was playing as a quite turtle-y map, with the mountains reaching far enough towards the map edge that walling off entire sides of the map was quite cheap to do. We’ve cut the mountain ranges a bit shorter on both sides to open up the sides of the map for more dynamic engagements and army maneuvering.\",\n },\n\n {\n // Boulder Bay\n // Boulder Bay has had tuning done to player spawning to ensure that the maps loaded correctly, and placed players and their team in the correct areas\n items: [\"maps/boulder-bay\"],\n civs: [],\n diff: [\n [\n \"fix\",\n \"Boulder Bay has had tuning done to player spawning to ensure that the maps loaded correctly, and placed players and their team in the correct areas\",\n ],\n ],\n },\n {\n // The Danube River\n // The Danube River map has had a few tweaks to make trade more viable and open up more play options for the hill side of the map.\n // Both trade posts will now spawn in opposing corners of the hill\n // Dev note: this should allow for both teams to have equal access to trade independent of water control.\n // Sacred Sites have been moved slightly – one is now near the edge of the map on the island, where the old island trade post spawned, and one is in the center of the hill, with a new path leading down to the bridge\n // Dev note: we wanted to open up play on the hill more than was happening before. The added path, along with shorter cliffs overall, should make this a more interesting area to control and contest.\n // Two boar have been added to the center of the island to maintain its’ economic importance\n items: [\"maps/danube-river\"],\n civs: [],\n diff: [\n [\"buff\", \"The Danube River map has had a few tweaks to make trade more viable and open up more play options for the hill side of the map.\"],\n [\"buff\", \"Both trade posts will now spawn in opposing corners of the hill\"],\n [\n \"fix\",\n \"Sacred Sites have been moved slightly – one is now near the edge of the map on the island, where the old island trade post spawned, and one is in the center of the hill, with a new path leading down to the bridge\",\n ],\n [\"fix\", \"Two boar have been added to the center of the island to maintain its’ economic importance\"],\n ],\n note: \"This should allow for both teams to have equal access to trade independent of water control. Qe wanted to open up play on the hill more than was happening before. The added path, along with shorter cliffs overall, should make this a more interesting area to control and contest.\",\n },\n ],\n },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch: PatchNotes = {\n id: \"patch-5.0.14681.1-server-side\",\n buildId: \"5.0.14781.1\",\n name: \"Server-Side Patch 14681\",\n season: 1,\n type: \"patch\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-server-side-patch-14681/\",\n summary: \"Mangonel buff, House of Wisdom tier 1 tech research time reduced, HRE starting gold removed in favor of a free prelate, and more.\",\n introduction: `\"In Server-Side Patch 14681, we’re bringing you changes to Mangonels! We recognize there’s been a lot of discussion around Mangonels, and we believe these changes build upon the unit’s uniqueness. We’re always open to more feedback, however! You may also be excited to know that the HRE’s Prelates have remembered how to shuffle their feet and no longer get stuck when inspiring their allies. \"`,\n date: new Date(\"2022-05-16T20:00:00.000Z\"),\n sections: [\n {\n title: \"Balance Changes\",\n civs: [],\n changes: [\n {\n // Mangonel now deals 50% more damage to ranged units. Attack radius increased from 0.75 tiles to 0.875. (Developer Note: We want to focus the Mangonel role to be strong versus ranged units like archers and handcannons while the Ribauldequin is powerful versus melee units.)\n items: [\"units/mangonel\"],\n civs: [],\n diff: [\n [\"buff\", \"Added 50% bonus damage to ranged units\"],\n [\"buff\", \"Attack radius increased from 0.75 tiles to 0.875\"],\n ],\n note: \"We want to focus the Mangonel role to be strong versus ranged units like archers and handcannons while the Ribauldequin is powerful versus melee units.\",\n },\n ],\n },\n {\n subtitle: \"Abbassid\",\n civs: [\"ab\"],\n changes: [\n {\n // Reduced research time for House of Wisdom first tier techs (Fresh Foodstuffs, Boot Camp, Preservation of Knowledge, and Grand Bazaar) from 60 seconds to 30. (Developer Note: Other civilizations get to use their Landmark bonuses immediately upon age up, while Abbasid Dynasty has to wait for the research to complete. This change is aimed at overcoming this deficit in the early stages of the game.)\n items: [\"technologies/fresh-foodstuffs\", \"technologies/boot-camp\", \"technologies/preservation-of-knowledge\", \"technologies/grand-bazaar\"],\n civs: [\"ab\"],\n diff: [[\"buff\", \"Reduced research time for House of Wisdom first tier techs from 60 seconds to 30.\"]],\n note: \"Other civilizations get to use their Landmark bonuses immediately upon age up, while Abbasid Dynasty has to wait for the research to complete. This change is aimed at overcoming this deficit in the early stages of the game.\",\n },\n ],\n },\n {\n subtitle: \"Holy Roman Empire\",\n civs: [\"hr\"],\n changes: [\n // HRE will now start the game with a prelate and -100 gold (Developer Note: We did some modeling and found the HRE generate less resources than other civilizations, leading to a weaker Feudal Age and less options. Removing the starting gold ensures they don't have a bonkers Feudal Age speed, and now bolster a competitive number of resources in Feudal age.)\n {\n items: [],\n civs: [\"hr\"],\n diff: [[\"nerf\", \"HRE will now start the game with 0 gold (down from 100 gold)\"]],\n note: \"We did some modeling and found the HRE generate less resources than other civilizations, leading to a weaker Feudal Age and less options. Removing the starting gold ensures they don't have a bonkers Feudal Age speed, and now bolster a competitive number of resources in Feudal age.\",\n },\n {\n //Prelates no longer become stuck inspiring an out-of-range target. (Developer Note: Sometimes, when a Player moved a Prelate away from a unit that was just starting to Inspire, it was possible for that Prelate to get stuck targeting that unit. This meant that when the Prelate arrived at a new group of units that the Player intended to Inspire, it would be stuck attempting to Inspire the original target that was too far away. The Prelate would not be able to acquire a new target until the old one was Inspired by a different source or killed, resulting in a \"Prelate.“ This fix has added logic to the Prelate that will ensure that it can no longer get stuck on any target and will always look for a new one when becoming idle.)\n items: [\"units/prelate\"],\n civs: [\"hr\"],\n diff: [\n [\"buff\", \"A free prelate will spawn at the beginning of the game\"],\n [\"fix\", \"Prelates no longer become stuck inspiring an out-of-range target\"],\n ],\n note: 'Sometimes, when a Player moved a Prelate away from a unit that was just starting to Inspire, it was possible for that Prelate to get stuck targeting that unit. This meant that when the Prelate arrived at a new group of units that the Player intended to Inspire, it would be stuck attempting to Inspire the original target that was too far away. The Prelate would not be able to acquire a new target until the old one was Inspired by a different source or killed, resulting in a \"Prelate.\" This fix has added logic to the Prelate that will ensure that it can no longer get stuck on any target and will always look for a new one when becoming idle.',\n },\n ],\n },\n {\n subtitle: \"Mongols\",\n civs: [\"mo\"],\n changes: [\n {\n // * Mongol Outposts Yam speed aura now only applies to units within the radius and no longer lingers for 10 seconds. (Developer Note: As movement speed is extremely strong, we want players to have to dedicate more time and resources to this bonus if they'd like it on more parts of the map. Doing this creates more risk in setting up outposts closer to the enemy base.)\n items: [\"buildings/outpost\"],\n civs: [\"mo\"],\n diff: [[\"nerf\", \"Mongol Yam speed Aura now only applies to units within the radius and no longer lingers for 10 seconds.\"]],\n note: \"As movement speed is extremely strong, we want players to have to dedicate more time and resources to this bonus if they'd like it on more parts of the map. Doing this creates more risk in setting up outposts closer to the enemy base.\",\n },\n {\n // * Mongol Khan Can no longer fire while on the move in the Dark Age. (Developer Note: This change is targeted at Khans following enemy scouts and killing their sheep. It's compounded by the fact that Mongols are often able to apply early pressure to enemies who are then out of sheep and low on options. This change will retain the Khan's fire while moving attack in all other ages.)\n items: [\"units/khan\"],\n civs: [\"mo\"],\n diff: [[\"nerf\", \"Mongol Khan Can no longer fire while on the move in the Dark Age.\"]],\n note: \"This change is targeted at Khans following enemy scouts and killing their sheep. It's compounded by the fact that Mongols are often able to apply early pressure to enemies who are then out of sheep and low on options. This change will retain the Khan's fire while moving attack in all other ages.\",\n },\n ],\n },\n {\n title: \"Maps\",\n civs: [],\n description:\n \"Danube River was having a bit of a boar problem on the island, and so a royal hunt was called. The map will now spawn boar in the following configuration\",\n changes: [\n {\n // * Danube River was having a bit of a boar problem on the island, and so a royal hunt was called. The map will now spawn boar in the following configuration:\n // * Micro size - only 2 boar will spawn, both on the island.\n // * Small size - the 2 island boar, along with 1 additional boar in the centre of the map's contested region will spawn.\n // * Medium size - the 2 island boar, along with 2 additional boar in the centre of the map's contested region will spawn.\n // * Large size - the 2 island boar, along with 3 additional boar in the centre of the map's contested region will spawn.\n // * Gigantic size - the 2 island boar, along with 4 additional boar in the centre of the map's contested region will spawn.\n // (Developer Note: The new boar amounts should now line up with the standard allotment of boar per map size, but with the added specificity of there being always at least 2 of them that spawn on the central island.)\n items: [\"maps/danube-river\"],\n civs: [],\n diff: [\n [\n \"fix\",\n \"Two boars will spawn on the island, along with additional boars in the contested region for larger maps (+1 on micro, +2 on small, +3 on medium, +4 on large, +5 on gigantic)\",\n ],\n ],\n note: \"The new boar amounts should now line up with the standard allotment of boar per map size, but with the added specificity of there being always at least 2 of them that spawn on the central island.\",\n },\n ],\n },\n {\n title: \"What’s Next? \",\n civs: [],\n description: `\"We’ve heard from players that shift-queue commands needs some attention, and we’re investigating our options now. As we can only provide specific changes via Server-Side Patch, we are not able to include any changes to Shift-Queue in this one, but we’re looking to issue a fix for this in the near future. We’re also continuing to celebrate the Festival of Ages, so keep an eye out for more rewards coming soon! \"`,\n changes: [],\n },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch: PatchNotes = {\n id: \"patch-5.0.15965\",\n buildId: \"5.0.15965\",\n name: \"Patch 15965\",\n season: 1,\n type: \"patch\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-patch-15965/\",\n summary: \"Shift-queue bug fix.\",\n introduction: `\"In Patch 15965, we’re bringing you fixes to the shift-queue bug that we know you’ve been asking for. Villagers are putting away their sheep shears and will now be using the correct weapons against enemy troops, and you can now queue as many buildings as your pockets allow.\"`,\n date: new Date(\"2022-05-25\"),\n sections: [\n {\n title: \"Balance Changes\",\n civs: [],\n changes: [\n {\n items: [\"units/villager\"],\n civs: [],\n diff: [[\"fix\", \"Fixed a bug where villagers would sometimes use their wolf or sheep hunting weapons against enemy troops.\"]],\n },\n ],\n },\n {\n title: \"General Fixes\",\n civs: [],\n changes: [\n {\n items: [],\n civs: [],\n diff: [\n [\n \"fix\",\n \"Fixed a bug where units would ignore commands given to them when using shift. This happened when the physical distance between locations was very close.\",\n ],\n [\"fix\", \"Fixed a bug where the player could not shift queue attack moves without multiple presses of the “A” key.\"],\n [\n \"fix\",\n \"You can now queue up building as many structures as you can afford. Previously the placement of the last building(s) would be cancelled due to available resource miscalculation.\",\n ],\n ],\n },\n ],\n },\n {\n title: \"What’s Next\",\n description: `We’ll be looking to bring the next Public Update Preview (PUP) your way in the next month or so!\n\n During the PUP, you’ll be able to try out some of the new features planned for Season Two early. While the PUP is designed to help us lock down, catch any unexpected issues and ensure polish when we’re delivering major updates, this time around we’re also testing a new experimental camera angle and zoom option to determine how and when to best introduce it into the game. We’ll be relying on your feedback to make some important decisions about which game modes this option applies to and more, so keep an eye out for more news on the PUP in the future!\n\n As well, the team is also investigating changes to Rank Point distribution for Season Two. We don’t have any specific details to share at this time, but we’re monitoring your feedback.\n\n Finally, we’re also continuing to celebrate the Festival of Ages! Keep an eye out for more rewards coming soon. Have any feedback to share with us about this patch or other topics?`,\n civs: [],\n changes: [],\n },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch: PatchNotes = {\n id: \"patch-5.0.17718.0-season-two\",\n buildId: \"5.0.17718\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-update-17718/\",\n name: \"Season Two Update\",\n season: 2,\n type: \"update\",\n summary:\n \"Major rework of Siege torching into melee damage. Introduction of Map Vetoes. Stone deposit nerfs and stone buildings cost stone to repair. A nerf to Regnitz Cathedral and buffs to the Kurultai, Great Wall Gatehouse, Spirit Way, Meinwerk Palace, Royal Institute and others.\",\n introduction: `Welcome to an exciting Season Two starting tomorrow, July 12th! We’re kicking off with an update full of new key features, quality of life improvements, more customization options, and even more say in how you play – you won’t want to miss out! No matter how you choose to play Age IV, be it single player, campaign, or ranked, we’ve got you covered. Here are a few highlights that you can look forward to in tomorrow’s update!\n\n * Map Preference System\n * Player Color Picker\n * Remappable Hotkeys\n * Fully Unlocked Campaigns\n\n ## Age of Discovery Event\n The wait is almost over for Ranked Season Two! You can jump into all the fun on July 14th! More information will be on its way then – so stay tuned! `,\n date: new Date(\"2022-07-12 17:00:00 UTC\"),\n sections: [\n {\n title: \"New Features and Highlights\",\n civs: [],\n changes: [],\n md: `## Map Preference System\nFor some time, we have heard community requests for a way to give you a say over the maps they play in Quick Play and Ranked multiplayer matches. With this update, we are adding our first version of a Map Preference system that will give you influence over the maps that you will encounter in ladder play.\nEach queue (Quick Play and Ranked) will provide you with a set of Downvotes that they can apply to maps that appear in the respective queues. In Quick Play, you will have up to 5 downvotes you can choose to apply, while in Ranked, you will have up to 3. Your downvote choices can be made in the search preference screen before you start your match search.\nThe map that ends up being chosen for the match will be selected from the subset of maps that receives the lowest collective number of downvotes amongst players in the match. Due to how many votes can be present in larger Team Games (up to 40 votes in a 4v4!), you may sometimes still load into a map that you individually downvoted, since that map could be tied for lowest number of overall downvotes in the lobby.\nFor example, in 1v1 Quickplay, if Player 1 decides they do not want to play any choke point maps during their play session, they can downvote maps like Black Forest, Mountain Pass, Confluence, Mongolian Heights and French Pass to be left with a selection of more open or hybrid maps.\nIf player 2 decides to downvote only water and hybrid maps, the 2 players will be left with open maps having received no downvotes, and the final map selection will be chosen from those maps only.\nIn order to help players quickly find maps that fit into various playstyles, we have added filter tabs to the Map Preference UI. These will allow you to quickly see things like all naval maps in your queue. Categories showing a blue dot indicate that a map within that category has been downvoted, for quick at-a-glance reference.\nIf playing in a group for Team Games, the Map Preference selections of the group host will be used for the group search.\n\n## Reorganization of Hotkey Menus\nWe’ve heard your request to play your way: hotkeys are now easier to find and remap to your preference!\n\n## New Fully Remappable Hotkey Layout\nWhen switching into Fully Remappable mode for the first time, the default keys will be set to align with the default Grid Key layout.\nOnce in the Fully Remappable layout you can now independently reassign any hotkey binding.\n\n## Changes to how Hotkey Conflicts Work\nPreviously, when a new hotkey conflict was created, any existing keys with the same binding would be unbound. As of this update, hotkey conflicts are allowed and creating a new conflict will provide you with an alert that lists all of the currently conflicting keys.\nPressing “Continue” on this alert will assign the conflicting keys, while “Cancel” will revert the newly assigned key to its previous state.\n\n## “Warn Conflicts” Toggle\nShould you wish to disable the conflict alerts, a new toggle has been added called “Warn conflicts”, which will prevent any new alerts from appearing when disabled.\n\n## New Camera Zoom Options\nWhile playing Age IV, we want you to feel like a battlefield general and city architect. The classic camera provides a closer more intimate feel that doesn’t get across this feeling. We’ve added a new camera zoom level and rotation to provide a grander vantage point on the battlefield and more holistic view of the base. When making these changes we experimented with many different settings to determine the optional position. Zooming out further caused issues with unit selection and readability, while not offering much benefit. We have found these new values enhance gameplay feel, battlefield clarity, and base management. This new camera mode, dubbed “Panoramic” is now a UI option you’ll have access to. If selected while in a match, you’ll need to exit back to the main menu for the setting to take effect.\n\n## New Map\nA new map, called The Pit, has been added to the game. This is an open map that features a stealth forest-filled valley housing one of the map’s 3 Sacred Sites right in the center, with small hills in each of the 4 corners that are home to the neutral markets and some of the few large resource deposits. You will spawn close to the opening of the central pit, so use the terrain to either an offensive or defensive advantage!\n\n## Player Color Picker\nWe know you’ve been requesting this one for a while now… and it’s here! You will now be able to choose a color for your civ in the following game modes:\n * Single Player Skirmish\n * Multiplayer Custom Match\n * Unranked Automatch\n * Ranked Automatch\n\nYou can either choose a color or have a color randomly assigned at the start of the match. In order to see the chosen color in-game, it will require you to set the Player Colors option to Unique. You can find this in Settings > Game > Player Colors\n `,\n },\n {\n title: \"Balance Changes\",\n civs: [],\n changes: [],\n },\n {\n subtitle: \"Melee vs Siege Rework\",\n description: `\"We wanted to add more strategic considerations to army positioning around siege weapons while increasing realism in the interaction between siege and non-siege units. To accomplish this, we’ve made all units (except villagers) use their normal weapons vs siege units. This means the knight charge will be a powerful option vs siege if there aren’t any nearby spearman to brace. Units not using torches means they will have to get closer to their targets so it’s easier to block them and protect the siege.\n\nOf course, we still want there to be multiple counter play options to siege weapons. To get the balance correct with this feature we’ve done a large readjustment. With torches, melee units were able to stack and push each other, allowing many units to all hit the same siege target. Now melee units obey normal pathing rules so there are only a few that can hit siege weapons at a time. To account for this, we reduced the health of siege weapons. Units like horsemen remain strong counters as we have given their melee attacks bonus damage vs siege weapons.\"`,\n civs: [],\n changes: [\n // * Units that attack with melee weapons no longer switch to torches when targeting siege units\n // * Other torches no longer deal bonus damage vs siege\n\n {\n items: [],\n civs: [],\n diff: [\n [\"buff\", \"Units that attack with melee weapons no longer switch to torches when targeting siege units\"],\n [\"nerf\", \"Torches no longer deal bonus damage vs Siege\"],\n ],\n },\n // * Villagers continue to use torches against siege units. Bonus damage reduced from +10 to +2\n // > Damage was reduced inline with reduction to siege health so villagers should be killing siege weapons in about the same amount of time.\n {\n items: [\"units/villager\"],\n civs: [],\n diff: [[\"nerf\", \"Villagers Torch Bonus damage vs Siege reduced from +10 to +2\"]],\n note: \"Damage was reduced inline with reduction to siege health so villagers should be killing siege weapons in about the same amount of time.\",\n },\n // * Horseman melee weapons gain +10 bonus damage to siege\n {\n items: [\"units/horseman\"],\n civs: [],\n diff: [[\"buff\", \"Horseman melee weapons gain +10 bonus damage vs Siege\"]],\n },\n\n // * Villager repair rate of Siege units reduced from 20 health/s to 5 health/s\n // > Part of the reason this was such a dramatic change is that siege weapons now have less health and will take damage slower from infantry armies… and also it was really good before.\n {\n items: [\"units/villager\"],\n civs: [],\n diff: [[\"nerf\", \"Villager repair rate of Siege units reduced from 20 health/s to 5 health/s\"]],\n note: \"Part of the reason this was such a dramatic change is that siege weapons now have less health and will take damage slower from infantry armies… and also it was really good before.\",\n },\n\n // * Ranged armor increased to 20 for all siege weapons\n // * Bombards and Cannons have 30 ranged armor\n\n // * Siege Works armor bonus increased from 3 to 10. Mongols’ improved version increased from 4 to 15\n // > Increasing the armor scaling on Siege Works helps reinforce the resilience of siege to late game ranged attacks such as the Handcannon.\n {\n items: [\"technologies/siege-works\"],\n civs: [],\n diff: [\n [\"buff\", \"Siege Works armor bonus increased from 3 to 10\"],\n [\"buff\", \"Mongols' Improved Siege Works armor bonus increased from 4 to 15\", [\"mo\"]],\n ],\n },\n // * Reduced the height of Trebuchet and defensive cannon projectile trajectories to make them easier to read.\n {\n items: [\"units/trebuchet\", \"technologies/cannon-emplacement\"],\n civs: [],\n diff: [[\"fix\", \"Reduced the height of projectile trajectories to make them easier to read\"]],\n },\n\n // * Rams\n // * Ram health reduced from 700 to 420\n {\n items: [\"units/battering-ram\"],\n civs: [],\n diff: [[\"nerf\", \"Health reduced from 700 to 420 HP\"]],\n },\n // * Mangonel\n // * Mangonel health reduced from 240 to 140\n // * Mangonel ranged armor increased from 8 to 20\n {\n items: [\"units/mangonel\"],\n civs: [],\n diff: [\n [\"nerf\", \"Health reduced from 240 to 140 HP\"],\n [\"buff\", \"Ranged armor increased from 8 to 20\"],\n ],\n },\n // * Springalds\n // * Springald health reduced from 200 to 125\n // * Springald ranged armor increased from 8 to 20\n // * Springald bonus damage reduced from 90 to 70\n // * Clocktower Springald health reduced from 300 to 190\n // * Clocktower Springald ranged armor increased from 8 to 20\n {\n items: [\"units/springald\"],\n civs: [],\n diff: [\n [\"nerf\", \"Health reduced from 200 to 125 HP\"],\n [\"buff\", \"Ranged armor increased from 8 to 20\"],\n [\"nerf\", \"Bonus damage vs Siege reduced from +90 to +70\"],\n [\"nerf\", \"Clocktower Health reduced from 300 to 190 HP\", [\"ch\"]],\n [\"buff\", \"Clocktower Ranged armor increased from 8 to 20\", [\"ch\"]],\n ],\n },\n // * Ribauldequins\n // * Ribauldequin health reduced from 480 to 350\n // * Ribauldequin fire armor reduced from 10 to 0\n // * Ribauldequin melee armor increased from 0 to 10\n\n {\n items: [\"units/ribauldequin\"],\n civs: [\"en\", \"fr\"],\n diff: [\n [\"nerf\", \"Health reduced from 480 to 350 HP\"],\n [\"nerf\", \"Fire armor reduced from 10 to 0\"],\n [\"buff\", \"Melee armor increased from 0 to 10\"],\n ],\n },\n // * Royal Ribauldequins\n // * Royal Ribauldequin health reduced from 480 to 350\n // * Royal Ribauldequin fire armor reduced from 10 to 0\n // * Royal Ribauldequin melee armor increased from 0 to 10\n {\n items: [\"units/royal-ribauldequin\"],\n civs: [\"fr\"],\n diff: [\n [\"nerf\", \"Health reduced from 480 to 350 HP\"],\n [\"nerf\", \"Fire armor reduced from 10 to 0\"],\n [\"buff\", \"Melee armor increased from 0 to 10\"],\n ],\n },\n\n // * Culverins\n // * Culverin health reduced from 400 to 220\n // * Culverin ranged armor increased from 12 to 20\n // * Culverin damage increased from 75 to 85\n // * Culverin bonus damage reduced from 200 to 100\n {\n items: [\"units/culverin\"],\n civs: [\"hr\", \"ab\"],\n diff: [\n [\"nerf\", \"Health reduced from 400 to 220 HP\"],\n [\"buff\", \"Ranged armor increased from 12 to 20\"],\n [\"buff\", \"Damage increased from 75 to 85\"],\n [\"nerf\", \"Bonus damage vs Siege reduced from +200 to +100\"],\n ],\n },\n // * Royal Culverins\n // * Royal Culverin bonus damage vs. siege reduced from 204 to 120\n // * Royal Culverin bonus damage vs. naval increased from 204 to 240\n // * Royal Culverin health reduced from 400 to 220\n // * Royal Culverin ranged armor increased from 12 to 20\n {\n items: [\"units/royal-culverin\"],\n civs: [\"fr\"],\n diff: [\n [\"nerf\", \"Bonus damage vs Siege reduced from +204 to +120\"],\n [\"buff\", \"Bonus damage vs Naval increased from +204 to +240\"],\n [\"nerf\", \"Health reduced from 400 to 220 HP\"],\n [\"buff\", \"Ranged armor increased from 12 to 20\"],\n ],\n },\n // * Bombards\n // * Bombard health reduced from 400 to 240\n // * Bombard ranged armored increased from 12 to 30\n // * Bombard damage reduced from 170 to 100\n // * Bombard bonus damage vs. naval & buildings increased from 340 to 410\n {\n items: [\"units/bombard\"],\n civs: [\"ab\", \"ch\", \"de\", \"en\", \"hr\", \"mo\", \"ru\"],\n diff: [\n [\"nerf\", \"Health reduced from 400 to 240 HP\"],\n [\"buff\", \"Ranged armor increased from 12 to 30\"],\n [\"nerf\", \"Damage reduced from 170 to 100\"],\n [\"buff\", \"Bonus damage vs Naval & Buildings increased from +340 to +410\"],\n ],\n },\n // * Cannon\n // * Cannon health reduced from 320 to 190\n // * Cannon ranged armor increased from 12 to 30\n // * Cannon damage reduced from 200 to 100\n // * Cannon bonus damage vs. naval & buildings increased from 400 to 500\n {\n items: [\"units/cannon\"],\n civs: [\"fr\"],\n diff: [\n [\"nerf\", \"Health reduced from 320 to 190 HP\"],\n [\"buff\", \"Ranged armor increased from 12 to 30\"],\n [\"nerf\", \"Damage reduced from 200 to 100\"],\n [\"buff\", \"Bonus damage vs Naval & Buildings increased from +400 to +500\"],\n ],\n },\n // * Royal Cannon\n // * Royal Cannon health reduced from 320 to 190\n // * Royal Cannon ranged armor increased from 12 to 30\n // * Royal Cannon damage reduced from 240 to 120\n // * Royal Cannon bonus damage vs. naval & buildings increased from 480 to 600\n {\n items: [\"units/royal-cannon\"],\n civs: [\"fr\"],\n diff: [\n [\"nerf\", \"Health reduced from 320 to 190 HP\"],\n [\"buff\", \"Ranged armor increased from 12 to 30\"],\n [\"nerf\", \"Damage reduced from 240 to 120\"],\n [\"buff\", \"Bonus damage vs Naval & Buildings increased from +480 to +600\"],\n ],\n },\n // * Trebuchets\n // * Traction Trebuchet health reduced from 320 to 190\n // * Traction Trebuchet ranged armor increased from 8 to 20\n // * Traction Trebuchet damage reduced from 100 to 50\n // * Traction Trebuchet bonus damage increased from 200 to 250\n {\n items: [\"units/traction-trebuchet\"],\n civs: [\"mo\"],\n diff: [\n [\"nerf\", \"Health reduced from 320 to 190 HP\"],\n [\"buff\", \"Ranged armor increased from 8 to 20\"],\n [\"nerf\", \"Damage reduced from 100 to 50\"],\n [\"buff\", \"Bonus damage vs Building increased from +200 to +250\"],\n ],\n },\n // * Counterweight Trebuchet health reduced from 400 to 210\n // * Counterweight Trebuchet ranged armor increased from 8 to 20\n // * Counterweight Trebuchet damage reduced from 100 to 50\n // * Counterweight Trebuchet bonus damage increased from 450 to 500\n // * Clocktower Counterweight Trebuchet health reduced from 600 to 300\n // * Clocktower Counterweight Trebuchet ranged armor increase from 8 to 20\n {\n items: [\"units/trebuchet\"],\n civs: [],\n diff: [\n [\"nerf\", \"Health reduced from 400 to 210 HP\"],\n [\"buff\", \"Ranged armor increased from 8 to 20\"],\n [\"nerf\", \"Damage reduced from 100 to 50\"],\n [\"buff\", \"Bonus damage vs Building increased from +450 to +500\"],\n [\"nerf\", \"Clocktower Health reduced from 600 to 300 HP\", [\"ch\"]],\n // [\"buff\", \"Clocktower Ranged armor increased from 8 to 20\", [\"ch\"]],\n ],\n },\n // * Nest of Bees\n // * Nest of Bees health reduced from 200 to 140\n // * Nest of Bees ranged armor increased from 8 to 20\n // * Clocktower Nest of Bees health reduced from 300 to 210\n // * Clocktower Nest of Bees ranged armor increased from 8 to 20\n {\n items: [\"units/nest-of-bees\"],\n civs: [\"ch\"],\n diff: [\n [\"nerf\", \"Health reduced from 200 to 140 HP\"],\n [\"buff\", \"Ranged armor increased from 8 to 20\"],\n [\"nerf\", \"Clocktower Health reduced from 300 to 210 HP\", [\"ch\"]],\n // [\"buff\", \"Clocktower Ranged armor increased from 8 to 20\", [\"ch\"]],\n ],\n },\n ],\n },\n {\n subtitle: \"Buildings\",\n civs: [],\n changes: [\n // Units will be able to attack Stone Wall Gates which are under construction. Once construction is completed, they will no longer be able to.\n // > This is already the case for Stone Walls, we are just standardizing the behavior\n {\n items: [\"buildings/stone-wall-gate\"],\n civs: [],\n diff: [[\"nerf\", \"Stone Wall Gates under construction can be attacked by any unit\"]],\n note: \"This is already the case for Stone Walls, we are just standardizing the behavior\",\n },\n // * Building emplacement bonus damage vs boats now applies to demolition ships and non-combat ships.\n {\n items: [\"technologies/springald-emplacement\", \"technologies/arrow-slits\", \"technologies/handcannon-slits\", \"technologies/cannon-emplacement\"],\n civs: [],\n diff: [[\"buff\", \"Bonus damage vs Naval now also applies to demolition ships and non-combat ships\"]],\n },\n // * Arrow slit emplacements bonus range decreased from +2 to +1\n // > All emplacements are overperforming. We’re seeing players build towers near the enemy base just to get emplacements for extra fire power. The biggest beneficiary of the arrow slit emplacements has been offensive towers, so we’re reducing the range bonus to give players extra breathing room.\n {\n items: [\"technologies/arrow-slits\"],\n civs: [],\n diff: [[\"nerf\", \"Bonus range decreased from +2 to +1\"]],\n note: \"All emplacements are overperforming. We’re seeing players build towers near the enemy base just to get emplacements for extra fire power. The biggest beneficiary of the arrow slit emplacements has been offensive towers, so we’re reducing the range bonus to give players extra breathing room.\",\n },\n // * Springald emplacement damage decreased from 60 to 40. Attack speed decreased from 6.25 to 4.5\n // > The high range and burst damage on Springald towers makes them extremely powerful. Their low cost makes them spammable. Note that these changes in combination with the increased armor on siege weapons means Springald Emplacements are now less cost effective.\n {\n items: [\"technologies/springald-emplacement\"],\n civs: [],\n diff: [\n [\"nerf\", \"Damage decreased from 60 to 40\"],\n [\"buff\", \"Attack interval reduced from 6.25 to 4.5 seconds\"],\n ],\n note: \"The high range and burst damage on Springald towers makes them extremely powerful. Their low cost makes them spammable. Note that these changes in combination with the increased armor on siege weapons means Springald Emplacements are now less cost effective.\",\n },\n // * Cannon emplacement damage decreased from 85 to 70. Damage type changes from siege to ranged.\n // > Cannon emplacements deal 100% of their damage in AoE around the initial target. We wanted to retain this cool feature while making them less effective vs single targets like Bombards.\n {\n items: [\"technologies/cannon-emplacement\"],\n civs: [],\n diff: [\n [\"nerf\", \"Damage decreased from 85 to 70\"],\n [\"nerf\", \"Damage type changes from Siege to Ranged\"],\n ],\n note: \"Cannon emplacements deal 100% of their damage in AoE around the initial target. We wanted to retain this cool feature while making them less effective vs single targets like Bombards.\",\n },\n // * Buildings that cost exclusively Stone (Keeps, Stone Wall Towers, Stone Walls, and Stone Wall Gates) now cost Stone to repair instead of Wood.\n // > We’re looking to help resolve stalemate games and give a more realistic feel to the repair mechanic. Repair rate is still 1 resource per second. All other buildings cost Wood to repair. Keep style Landmarks continue to cost Wood to repair. We wanted a clean and easy-to-understand rule that didn’t restrict repairing a victory condition to the rare stone resource.\n {\n items: [\"buildings/keep\", \"buildings/stone-wall-tower\", \"buildings/stone-wall\", \"buildings/stone-wall-gate\"],\n civs: [],\n diff: [[\"nerf\", \"Stone buildings now cost Stone to repair instead of Wood\"]],\n note: \"We’re looking to help resolve stalemate games and give a more realistic feel to the repair mechanic. Repair rate is still 1 resource per second. All other buildings cost Wood to repair. Keep style Landmarks continue to cost Wood to repair. We wanted a clean and easy-to-understand rule that didn’t restrict repairing a victory condition to the rare stone resource.\",\n },\n // * Relic limit on all Monasteries and Landmarks that act as Monasteries set to 3\n // > This adds an additional cost to players who get more than 3 Relics and helps streamline the system between buildings. It also makes the HRE power of garrisoning into keeps/towers more valuable.\n {\n items: [\"buildings/monastery\", \"buildings/mosque\", \"buildings/prayer-tent\", \"buildings/regnitz-cathedral\", \"buildings/abbey-of-the-trinity\"],\n civs: [],\n diff: [[\"nerf\", \"Relic limit on all Monasteries and Landmarks that act as Monasteries set to 3\"]],\n note: \"This adds an additional cost to players who get more than 3 Relics and helps streamline the system between buildings. It also makes the HRE power of garrisoning into keeps/towers more valuable.\",\n },\n // * Keep Landmarks now correctly activate a new weapon for each of their garrison slots.\n {\n items: [\n \"buildings/kremlin\",\n \"buildings/the-white-tower\",\n \"buildings/berkshire-palace\",\n \"buildings/red-palace\",\n \"buildings/spasskaya-tower\",\n \"buildings/elzbach-palace\",\n ],\n civs: [],\n diff: [[\"fix\", \"Keep Landmarks now correctly activate a new weapon for each of their garrison slots\"]],\n },\n // * Fixed a bug where Capital Town Centers didn’t fire an additional weapon for each of their garrison slots after 13. Note that English were always working correctly.\n {\n items: [\"buildings/town-center\"],\n civs: [],\n diff: [[\"fix\", \"Fixed a bug where Capital Town Centers didn’t fire an additional weapon for each of their garrison slots after 13.\"]],\n note: \"Note that English were always working correctly.\",\n },\n // * Food deposit buildings can now be placed closer to Fish resources in shallow water.\n {\n items: [\"buildings/mill\", \"buildings/ger\", \"buildings/hunting-cabin\", \"buildings/dock\", \"buildings/aachen-chapel\"],\n civs: [],\n diff: [[\"fix\", \"Food deposit buildings can now be placed closer to Fish resources in shallow water.\"]],\n },\n // * Stone Wall health when construction begins reduced from 10% to 1%\n // > Our intention is that an enemy army would be able to tear down a stone wall that is constructed right under its nose.\n {\n items: [\"buildings/stone-wall\"],\n civs: [],\n diff: [[\"nerf\", \"Construction begins at 1% health, reduced from 10%\"]],\n note: \"Our intention is that an enemy army would be able to tear down a stone wall that is constructed right under its nose.\",\n },\n // * Fixed a bug that would sometimes result in Scholars getting stuck garrisoning or ungarrisoning from structures.\n {\n items: [\"units/scholar\"],\n civs: [],\n diff: [[\"fix\", \"Fixed a bug that would sometimes result in Scholars getting stuck garrisoning or ungarrisoning from structures.\"]],\n },\n // * Fixed a bug when multiple buildings are selected, units could not be queued for production if one of the buildings already had a full queue. Units can be queued as long as at least one of the selected buildings has room in its queue.\n {\n items: [],\n civs: [],\n diff: [\n [\n \"fix\",\n \"Fixed a bug when multiple buildings are selected, units could not be queued for production if one of the buildings already had a full queue. Units can be queued as long as at least one of the selected buildings has room in its queue.\",\n ],\n ],\n },\n // * Fixed a bug where Cavalry units would sometimes be unresponsive to acquiring buildings as idle aggro targets.\n {\n items: [\"units/horseman\", \"units/lancer\", \"units/knight\", \"units/royal-knight\", \"units/fire-lancer\", \"units/camel-rider\", \"units/war-elephant\"],\n civs: [],\n diff: [[\"fix\", \"Fixed a bug where Cavalry units would sometimes be unresponsive to acquiring buildings as idle aggro targets.\"]],\n },\n // * Added new visual effect to Keeps and Stone Wall Towers when burning oil is triggered.\n {\n items: [\"technologies/boiling-oil\", \"buildings/keep\", \"buildings/stone-wall-tower\"],\n civs: [],\n diff: [[\"fix\", \"Added new visual effect to Keeps and Stone Wall Towers when burning oil is triggered.\"]],\n },\n ],\n },\n {\n subtitle: \"Units\",\n civs: [],\n changes: [\n // * Units with activated abilities will now be able to activate their ability from within a mixed multi-selection\n // > For example if you have an army of Knights and Arbaletrier, the Pavis ability can now be activated.\n {\n items: [],\n civs: [],\n diff: [[\"fix\", \"You can now activate units' unique abilities from within a selection of mixed units.\"]],\n note: \"For example if you have an army of Knights and Arbaletrier, the Pavis ability can now be activated.\",\n },\n // * Trade Ships no longer return additional Gold, instead they return +100% of the trade value as Wood. Effectively meaning they get the same amount of Gold and Wood.\n {\n items: [\"units/trade-ship\"],\n civs: [],\n diff: [[\"nerf\", \"Trade Ships no longer return additional Gold, instead they return +100% of the trade value as Wood.\"]],\n },\n // * Normalized all Naval units to have the same target priority\n // > Naval units will no longer prefer buildings like docks when there are still enemy boats in their range.\n {\n items: [\n \"units/light-junk\",\n \"units/lodya-attack-ship\",\n \"units/dhow\",\n \"units/galley\",\n \"units/junk\",\n \"units/hulk\",\n \"units/war-junk\",\n \"units/baghlah\",\n \"units/galleass\",\n \"units/carrack\",\n \"units/xebec\",\n \"units/baochuan\",\n ],\n civs: [],\n diff: [[\"fix\", \"Naval target priority normalized to prefer enemey boats\"]],\n note: \"Naval units will no longer prefer buildings like docks when there are still enemy boats in their range.\",\n },\n // * Spearmen perform the Spearwall animation faster and do not trigger their Spearwall until charging cavalry is closer\n // > This reduces the instances where spearmen would Spearwall behind friendly troops, makes Spearwall feel more responsive, and gives you more time to control your troops as they spend less time in the Spearwall animation.\n {\n items: [\"units/spearman\"],\n civs: [],\n diff: [[\"buff\", \"Spearmen perform the Spearwall animation faster and do not trigger their Spearwall until charging cavalry is closer\"]],\n note: \"This reduces the instances where spearmen would Spearwall behind friendly troops, makes Spearwall feel more responsive, and gives you more time to control your troops as they spend less time in the Spearwall animation.\",\n },\n // * Horseman armor scaling increased from 1/2/2/2 to 1/2/3/4\n // > This increases the late game scaling of the unit when there are more buildings blocking pathing and less surface area to fight vs large masses of ranged units.\n {\n items: [\"units/horseman\"],\n civs: [],\n diff: [\n [\"buff\", \"Veteran Horseman (III) ranged armor increased from 2 to 3 \"],\n [\"buff\", \"Elite Horseman (IV) ranged armor increased from 2 to 4\"],\n ],\n note: \"This increases the late game scaling of the unit when there are more buildings blocking pathing and less surface area to fight vs large masses of ranged units.\",\n },\n // * Handcannon hitpoints decreased from 150 > 130\n // > Our vision for handcannons is that they are a frail high damage output unit. With the previous stats it felt like they were too cost effective vs most units, even intended counters like cavalry with good positioning. This change is aimed at making more diverse lategame armies that focus more attention on battlefield positioning.\n {\n items: [\"units/handcannoneer\", \"units/streltsy\"],\n civs: [],\n diff: [[\"nerf\", \"Hit points decreased from 150 to 130\"]],\n note: \"Our vision for handcannons is that they are a frail high damage output unit. With the previous stats it felt like they were too cost effective vs most units, even intended counters like cavalry with good positioning. This change is aimed at making more diverse lategame armies that focus more attention on battlefield positioning.\",\n },\n // * Monk train time reduced from 45 to 30 seconds.\n // > These changes are aimed at getting more religious units out on the battlefield and involved in combat.\n {\n items: [\"units/monk\", \"units/shaman\", \"units/imam\"],\n civs: [],\n diff: [[\"buff\", \"Train time reduced from 45 to 30 seconds\"]],\n note: \"These changes are aimed at getting more religious units out on the battlefield and involved in combat.\",\n },\n // * Fixed an issue where units using attack move wouldn’t prioritize attacking defensive landmarks.\n {\n items: [],\n civs: [],\n diff: [[\"fix\", \"Fixed an issue where units using attack move wouldn’t prioritize attacking defensive landmarks.\"]],\n },\n // * Reduced the travel distance Villagers will scan for new resources after exhausting a Stone Outcropping, Gold Vein, or forest.\n // > This reduces the instances of villagers traveling very long distances to gather resources when it’s much better to go idle and alert the player that they need to build a new resource drop-off building.\n {\n items: [\"units/villager\"],\n civs: [],\n diff: [[\"fix\", \"Reduced the travel distance Villagers will scan for new resources after exhausting a Stone Outcropping, Gold Vein, or forest.\"]],\n note: \"This reduces the instances of villagers traveling very long distances to gather resources when it’s much better to go idle and alert the player that they need to build a new resource drop-off building.\",\n },\n ],\n },\n {\n subtitle: \"General Balance Changes\",\n civs: [],\n changes: [\n // * Herbal Medicine technology cost reduced from 350 Gold to 275 Gold and research time from 60 to 45 seconds\n // * Delhi Sultanate version research time increased from 180 to 225\n {\n items: [\"technologies/herbal-medicine\"],\n civs: [],\n diff: [\n [\"buff\", \"Cost reduced from 350 Gold to 275 Gold\"],\n [\"buff\", \"Research time reduced from 60 to 45 seconds\"],\n [\"nerf\", \"Delhi Sultanate research time increased from 180 to 225 seconds\", [\"de\"]],\n ],\n },\n // * Siege Engineering technology research time reduced from 60 to 45 seconds\n // > As the path to utilize this technology is long in the early game (Blacksmith, technology research, create infantry to make Ram) in some cases the window of opportunity was closed before Rams could be utilized. We’ve sped this up a touch to give more aggressive options early on.\n {\n items: [\"technologies/siege-engineering\"],\n civs: [],\n diff: [[\"buff\", \"Research time reduced from 60 to 45 seconds\"]],\n note: \"As the path to utilize this technology is long in the early game (Blacksmith, technology research, create infantry to make Ram) in some cases the window of opportunity was closed before Rams could be utilized. We’ve sped this up a touch to give more aggressive options early on.\",\n },\n // * Professional Scouts Drop Carcass command can now be queued before holding a carcass.\n {\n items: [\"units/scout\", \"technologies/professional-scouts\"],\n civs: [],\n diff: [[\"buff\", \"Drop Carcass command can now be queued before holding a carcass\"]],\n },\n // * Fixed an issue where units using attack move wouldn’t prioritize defensive Landmarks.\n // * Fixed a bug where under some conditions units could attack faster than intended by issuing a move command after attacking to cancel the cooldown between hits.\n // * Certain units were being stubborn about responding to attack commands in specific situations. These units have been disciplined and will to do better next time. (Sorry Beasty!)\n {\n items: [],\n civs: [],\n diff: [\n [\"fix\", \"Fixed an issue where units using attack move wouldn’t prioritize defensive Landmarks.\"],\n [\n \"fix\",\n \"Fixed a bug where under some conditions units could attack faster than intended by issuing a move command after attacking to cancel the cooldown between hits.\",\n ],\n [\n \"fix\",\n \"Certain units were being stubborn about responding to attack commands in specific situations. These units have been disciplined and will to do better next time. (Sorry Beasty!)\",\n ],\n ],\n },\n // * Fixed a villager t-pose issue while attacking boar or wolves.\n // * Fixes issue where villagers would occasionally get stuck within Stone Walls while building them.\n {\n items: [\"units/villager\"],\n civs: [],\n diff: [\n [\"fix\", \"Fixed a villager t-pose issue while attacking boar or wolves.\"],\n [\"fix\", \"Fixes issue where villagers would occasionally get stuck within Stone Walls while building them.\"],\n ],\n },\n // * Small stone deposit decreased from 1500 to 1200. Large stone deposit decreased from 3000 to 2400\n // > Late game was leading to a lot of stalemates when there was such a large number of keeps that both players could create. We’ve pulled back the stone on the map so that there are less defenses and thus each is a key strategic point that is important to battle over.\n {\n items: [\"buildings/mining-camp\"],\n civs: [],\n diff: [\n [\"nerf\", \"Small stone deposit decreased from 1500 to 1200\"],\n [\"nerf\", \"Large stone deposit decreased from 3000 to 2400\"],\n ],\n note: \"Late game was leading to a lot of stalemates when there was such a large number of keeps that both players could create. We’ve pulled back the stone on the map so that there are less defenses and thus each is a key strategic point that is important to battle over.\",\n },\n // * Scouts given an attack command will now properly target villagers instead of a nearby carcass they are gathering.\n {\n items: [\"units/scout\"],\n civs: [],\n diff: [[\"fix\", \"Scouts given an attack command will now properly target villagers instead of a nearby carcass they are gathering.\"]],\n },\n // * There was a mismatch between the UI displayed value for the attack speed of some units and its output. Rus Horse Archers were a prominent example and now match the intended value.\n // * Units given queued commands no longer lose those commands when receiving a tier upgrade (IE becoming Veteran or Elite).\n // * Fixed an issue where units would target the backside of a wall tower instead of the front.\n // * Fixed crash that could occur when using rallying Villagers to a resource drop off.\n {\n items: [],\n civs: [],\n diff: [\n [\"fix\", \"There was a mismatch between the UI displayed value for the attack speed of some units and its output.\"],\n [\"fix\", \"Units given queued commands no longer lose those commands when receiving a tier upgrade (IE becoming Veteran or Elite).\"],\n [\"fix\", \"Fixed an issue where units would target the backside of a wall tower instead of the front.\"],\n [\"fix\", \"Fixed crash that could occur when using rallying Villagers to a resource drop off.\"],\n ],\n },\n // * Transport Ship help text updated to highlight that the ship will use the line of sight of units inside its garrison.\n {\n items: [\"units/transport-ship\"],\n civs: [],\n diff: [[\"fix\", \"Transport Ship help text updated to highlight that the ship will use the line of sight of units inside its garrison.\"]],\n },\n // * Fixed an issue where construction of rams, walls, and some other items could remove nearby berry bushes.\n {\n items: [],\n civs: [],\n diff: [[\"fix\", \"Fixed an issue where construction of rams, walls, and some other items could remove nearby berry bushes.\"]],\n },\n ],\n },\n // ## Abbasid (ABB)\n {\n subtitle: \"Abbasid Dynasty\",\n civs: [\"ab\"],\n changes: [\n // * Golden Age Tier 1 bonus changed from +10% gather rate to +15% gather rate.\n // > Abbasid is a successful civilization late game, but we’ve been noticing they still struggle early. This boost should help them be more competitive in the early states and makes hitting the first golden age tier more rewarding.\n {\n items: [\"buildings/house-of-wisdom\"],\n civs: [],\n diff: [[\"buff\", \"Golden Age Tier 1 bonus changed from +10% gather rate to +15% gather rate.\"]],\n note: \"Abbasid is a successful civilization late game, but we’ve been noticing they still struggle early. This boost should help them be more competitive in the early states and makes hitting the first golden age tier more rewarding.\",\n },\n // * Mill influence range increased +1 tile to allow for easy connections to the House of Wisdom’s influence.\n {\n items: [\"buildings/mill\"],\n civs: [],\n diff: [[\"buff\", \"Influence range increased +1 tile to allow for easy connections to the House of Wisdom’s influence.\"]],\n },\n // * Camel Barding has been renamed to Camel Rider Barding so it’s more clear which unit is affected\n {\n items: [\"technologies/camel-barding\"],\n civs: [],\n diff: [[\"fix\", \"Camel Barding has been renamed to Camel Rider Barding so it’s more clear which unit is affected\"]],\n },\n // * Spice Roads technology now correctly increases Trade Ship gold income by 30%.\n {\n items: [\"technologies/spice-roads\"],\n civs: [],\n diff: [[\"fix\", \"Spice Roads technology now correctly increases Trade Ship gold income by 30%\"]],\n },\n // * Traders and Trade Ships will now correctly return 25% secondary resources after researching Grand Bazaar.\n {\n items: [\"technologies/grand-bazaar\", \"units/trader\", \"units/trade-ship\"],\n civs: [],\n diff: [[\"fix\", \"Traders and Trade Ships will now correctly return 25% secondary resources after researching Grand Bazaar.\"]],\n },\n // * Preservation of Knowledge technology no longer applies twice to techs researched in the House of Wisdom.\n {\n items: [\"technologies/preservation-of-knowledge\"],\n civs: [],\n diff: [[\"fix\", \"Preservation of Knowledge technology no longer applies twice to techs researched in the House of Wisdom.\"]],\n },\n // * Field constructed Mangonels and Springalds now have the correct hotkeys in the construction menu.\n {\n items: [\"units/mangonel\", \"units/springald\"],\n civs: [],\n diff: [[\"fix\", \"Field constructed Mangonels and Springalds now have the correct hotkeys in the construction menu.\"]],\n },\n // * Camel Archers can now be selected with select military hotkeys.\n {\n items: [\"units/camel-archer\"],\n civs: [],\n diff: [[\"fix\", \"Camel Archers can now be selected with select military hotkeys.\"]],\n },\n // * Incendiary Arrow visual is no longer lost when Composite Bows is upgraded.\n {\n items: [\"technologies/composite-bows\", \"technologies/incendiary-arrows\"],\n civs: [],\n diff: [[\"fix\", \"Incendiary Arrow visual is no longer lost when Composite Bows is upgraded.\"]],\n },\n ],\n },\n\n // ## Chinese (CHI)\n {\n subtitle: \"Chinese\",\n civs: [\"ch\"],\n changes: [\n // * Fire Lancer move speed increased from 6 to 6.5\n // > We’ve got more plans for the Fire Lancer in the future. This was an easy win to help fit it into its intended raiding role.\n // * Fire Lancer time between attacks reduced from 1.75 to 1.62\n // > We made some backend changes to attack speeds which resulted in some units attacking slightly slower. This change helps set the unit back to its original strength.\n {\n items: [\"units/fire-lancer\"],\n civs: [],\n diff: [\n [\"buff\", \"Fire Lancer move speed increased from 6 to 6.5\"],\n [\"buff\", \"Fire Lancer attack interval reduced from 1.75 to 1.62 seconds\"],\n ],\n note: \"We’ve got more plans for the Fire Lancer in the future. The move speed increase was an easy win to help fit it into its intended raiding role. We made some backend changes to attack speeds which resulted in some units attacking slightly slower. The attack speed change helps set the unit back to its original strength.\",\n },\n // * Grenadier damage decreased from 15 to 13. Weapon range decreased from 4 to 3. AoE Falloff damage reduced from 100%/75%/50% to 100%/66%/33%\n // > In addition to having no unit counter from the core unit roster Grenadiers also deal great damage to buildings. These stat tweaks make them a bit less cost effective and create a bigger risk when damaging buildings.\n {\n items: [\"units/grenadier\"],\n civs: [],\n diff: [\n [\"nerf\", \"Damage decreased from 15 to 13\"],\n [\"nerf\", \"Weapon range decreased from 4 to 3\"],\n [\"nerf\", \"Area of effect falloff damage reduced from 100%/75%/50% to 100%/66%/33%\"],\n ],\n note: \"In addition to having no unit counter from the core unit roster Grenadiers also deal great damage to buildings. These stat tweaks make them a bit less cost effective and create a bigger risk when damaging buildings.\",\n },\n // * Pyrotechnics only affects Handcannoneers instead of all gunpowder units. Weapon range bonus changed from +20% to +1.5 tiles. Total cost reduced from 1000 to 500 resources.\n // > Chinese were stacking bonuses onto their gunpowder units, creating super units like the Clocktower Bombard that is too good in too many roles. Focusing Pyrotechnics just on the Handcannoneers allows it to stand out more from other Handcannoneers and lets us buff some of the other unique gunpowder technologies like Reload Drills.\n {\n items: [\"technologies/pyrotechnics\", \"units/handcannoneer\"],\n civs: [],\n diff: [\n [\"nerf\", \"Now only affects Handcannoneers instead of all gunpowder units.\"],\n [\"nerf\", \"Weapon range bonus changed from +20% to +1.5 tiles\"],\n [\"buff\", \"Total cost reduced from 1000 to 500 resources\"],\n ],\n note: \"Chinese were stacking bonuses onto their gunpowder units, creating super units like the Clocktower Bombard that is too good in too many roles. Focusing Pyrotechnics just on the Handcannoneers allows it to stand out more from other Handcannoneers and lets us buff some of the other unique gunpowder technologies like Reload Drills.\",\n },\n // * Reload Drills attack speed increased from 25% to 33%\n // > Power level increased to help offset the loss of Pyrotechnics. Tooltip is slightly incorrect here as it still refers to reload speed instead of attack speed.\n {\n items: [\"technologies/reload-drills\"],\n civs: [],\n diff: [[\"buff\", \"Attack speed bonus increased from 25% to 33%\"]],\n note: \"Power level increased to help offset the loss of Pyrotechnics. Tooltip is slightly incorrect here as it still refers to reload speed instead of attack speed.\",\n },\n // * The Nest of Bees and all Clocktower siege units are included in the Melee v Siege Rework (see above)\n // {\n // items: [\"units/nest-of-bees\", \"buildings/clocktower\"],\n // civs: [],\n // diff: [[\"fix\", \"The Nest of Bees and all Clocktower siege units are included in the Melee v Siege Rework\"]],\n // },\n // * Granary cost reduced from 250 Wood to 150 Wood\n // > 250 is a very high cost to ask when farm transitions are being made. This lower cost is also more commensurate with the 10% increase to gathering rates this building provides.\n {\n items: [\"buildings/granary\"],\n civs: [],\n diff: [[\"nerf\", \"Cost reduced from 250 Wood to 150 Wood\"]],\n note: \"250 is a very high cost to ask when farm transitions are being made. This lower cost is also more commensurate with the 10% increase to gathering rates this building provides.\",\n },\n // * Barbican of the Sun Landmark now has the ability to purchase Springald and Cannon Emplacements\n // > These changes give the landmark better late game scaling potential as enemy army sizes get much bigger.\n {\n items: [\"buildings/barbican-of-the-sun\"],\n civs: [],\n diff: [[\"buff\", \"Now has the ability to purchase Springald and Cannon Emplacements\"]],\n note: \"These changes give the landmark better late game scaling potential as enemy army sizes get much bigger.\",\n },\n // * The Imperial Academy Landmark can now train Imperial Officials.\n // > This change allows the Chinese to train additional villagers at the town center, giving them access to more strategic paths early in the game.\n {\n items: [\"buildings/imperial-academy\", \"units/imperial-official\"],\n civs: [],\n diff: [[\"buff\", \"The Imperial Academy Landmark can now train Imperial Officials.\"]],\n note: \"This change allows the Chinese to train additional villagers at the town center, giving them access to more strategic paths early in the game.\",\n },\n // * Great Wall Gatehouse Landmark changes\n // * No longer provides damage bonuses to units locally around the Landmark\n // * No longer provides bonus health to Stone Walls and Gates\n // * Now comes with a Nest of Bees emplacement that fires a burst of 16 arrows.\n // * Now provides all your units on Stone Walls with +25% ranged damage.\n // > The Great Wall Gatehouse led to a passive style of gameplay that relied on building a huge mass of Stone Walls that took too long to get through. We’ve refocused the gameplay around making the placement of the building impactful and encouraging combat on and around walls.\n {\n items: [\"buildings/great-wall-gatehouse\"],\n civs: [],\n diff: [\n [\"nerf\", \"No longer provides damage bonuses to units locally around the Landmark\"],\n [\"nerf\", \"No longer provides bonus health to Stone Walls and Gates\"],\n [\"buff\", \"Now comes with a Nest of Bees emplacement that fires a burst of 16 arrows\"],\n [\"buff\", \"Now provides all your units on Stone Walls with +25% ranged damage\"],\n ],\n note: \"The Great Wall Gatehouse led to a passive style of gameplay that relied on building a huge mass of Stone Walls that took too long to get through. We’ve refocused the gameplay around making the placement of the building impactful and encouraging combat on and around walls.\",\n },\n\n // * Spirit Way Landmark changes\n // * Spirit Way Landmark no longer reduces the cost of dynasty units in Stables and Archery Ranges around the Landmark.\n // * Spirit Way Landmark now houses technologies to upgrade dynasty units which can be researched for -50% cost and +100% research speed.\n // * When a dynasty unit dies, all nearby units will receive +20% attack speed and +20 health over 10 seconds.\n // > We wanted the landmark to add more adaptive and dynamic elements to the Chinese gameplan. Previously you committed to 1 building type around the spirit way and were locked into those units. Now you can mix in different forces based on your current dynasty and combat needs.\n {\n items: [\"buildings/spirit-way\"],\n civs: [],\n diff: [\n [\"nerf\", \"Spirit Way Landmark no longer reduces the cost of dynasty units in Stables and Archery Ranges around the Landmark\"],\n [\"buff\", \"Now houses technologies to upgrade dynasty units which can be researched for -50% cost and 50% of the research time\"],\n [\"buff\", \"When a dynasty unit dies, all nearby units will receive +20% attack speed and +20 health over 10 seconds\"],\n ],\n note: \"We wanted the landmark to add more adaptive and dynamic elements to the Chinese gameplan. Previously you committed to 1 building type around the spirit way and were locked into those units. Now you can mix in different forces based on your current dynasty and combat needs.\",\n },\n\n // * Fixed a bug where Chinese Scouts lost their Tang Dynasty bonus vision when advancing to the feudal age.\n {\n items: [\"units/scout\"],\n civs: [],\n diff: [[\"fix\", \"Fixed a bug where Chinese Scouts lost their Tang Dynasty bonus vision when advancing to the feudal age.\"]],\n },\n // * Fixed a bug where The Ming Dynasty bonus was increasing the health of Keeps, Stone Wall Towers, and Outposts.\n {\n items: [\"buildings/keep\", \"buildings/stone-wall-tower\", \"buildings/outpost\"],\n civs: [],\n diff: [[\"fix\", \"Fixed a bug where The Ming Dynasty bonus was increasing the health of Keeps, Stone Wall Towers, and Outposts.\"]],\n },\n // * Fixed a bug where Imperial Official ignored shift queued tax drop off when carrying max gold.\n {\n items: [\"units/imperial-official\"],\n civs: [],\n diff: [[\"fix\", \"Fixed a bug where Imperial Official ignored shift queued tax drop off when carrying max gold.\"]],\n },\n ],\n },\n\n // ## Delhi Sultanate (SUL)\n {\n subtitle: \"Delhi Sultanate\",\n civs: [\"de\"],\n changes: [\n // * Delhi Sultanate Imperial Age tech time multiplier reduced from 15x to 12x\n // > Delhi free Imperial technologies provide a gigantic amount of Gold. But that doesn’t matter if you die before the research completes. We’ve adjusted the values to find a median point between time and savings.\n {\n items: [\"buildings/blacksmith\", \"buildings/madrasa\"],\n civs: [],\n diff: [[\"buff\", \"Delhi Sultanate Imperial Age tech time multiplier reduced from 15x to 12x\"]],\n },\n\n // Biology 1350s -> 1080s\n // Chemistry 1350s -> 1080s\n // Adjustable Crossbars 1350s -> 1080s\n // Chaser Cannons 1350s -> 1080s\n // Court Architects 1350s -> 1080s\n // Elite Army Tactics 1350s -> 1080s\n // Incendiary Arrows 1350s -> 1080s\n // Siege Works 1350s -> 1080s\n {\n items: [\n \"technologies/biology\",\n \"technologies/chemistry\",\n \"technologies/adjustable-crossbars\",\n \"technologies/chaser-cannons\",\n \"technologies/court-architects\",\n \"technologies/elite-army-tactics\",\n \"technologies/incendiary-arrows\",\n \"technologies/siege-works\",\n ],\n civs: [],\n diff: [[\"buff\", \"Research time reduced from 1350 to 1080 seconds\"]],\n },\n // Crosscut Saw 1125s -> 900s\n // Cupellation 1125s -> 900s\n // Precision Cross-Breeding\t1125s -> 900s\n {\n items: [\"technologies/crosscut-saw\", \"technologies/cupellation\", \"technologies/precision-cross-breeding\"],\n civs: [],\n diff: [[\"buff\", \"Research time reduced from 1125 to 900 seconds\"]],\n },\n // Angled Surfaces 900s -> 720s\n // Damascus Steel 900s -> 720s\n // Explosives 900s -> 720s\n // Master Smiths 900s -> 720s\n // Platecutter Point\t\t900s -> 720s\n // Roller Shutter 900s -> 720s\n // Tithe Barns 900s -> 720s\n {\n items: [\n \"technologies/angled-surfaces\",\n \"technologies/damascus-steel\",\n \"technologies/explosives\",\n \"technologies/master-smiths\",\n \"technologies/platecutter-point\",\n \"technologies/roller-shutter-triggers\",\n \"technologies/tithe-barns\",\n ],\n civs: [],\n diff: [[\"buff\", \"Research time reduced from 900 to 720 seconds\"]],\n },\n // Geometry 675s -> 540s\n {\n items: [\"technologies/geometry\"],\n civs: [],\n diff: [[\"buff\", \"Research time reduced from 675 to 540 seconds\"]],\n },\n\n // * When toggling the Palace of the Sultan Landmark’s automatic Elephant production off, Elephants in queue will now be correctly cancelled.\n {\n items: [\"buildings/palace-of-the-sultan\"],\n civs: [],\n diff: [\n [\"fix\", \"When toggling the Palace of the Sultan Landmark’s automatic Elephant production off, Elephants in queue will now be correctly cancelled.\"],\n ],\n },\n // * Dome of Faith Landmark changes\n // * Changed from -50% cost to -40% cost and +50% production time.\n // > These changes keep Dome of Faith at the same power level in spite of the new decreases in Scholar train time.\n {\n items: [\"buildings/dome-of-the-faith\"],\n civs: [],\n diff: [[\"buff\", \"Scholar production bonus changed from -50% cost to -40% cost and +50% production time.\"]],\n note: \"These changes keep Dome of Faith at the same power level in spite of the new decreases in Scholar train time.\",\n },\n // * Technology research time adjustments:\n // * Boiling Oil increased from 300 to 450 seconds\n {\n items: [\"technologies/boiling-oil\"],\n civs: [],\n diff: [[\"nerf\", \"Research time increased from 300 to 450 seconds\"]],\n },\n // * All Seeing eye increased from 135 to 157\n {\n items: [\"technologies/all-seeing-eye\"],\n civs: [],\n diff: [[\"nerf\", \"Research time increased from 135 to 157 seconds\"]],\n },\n // * Swiftness increased from 270 to 450 seconds\n {\n items: [\"technologies/swiftness\"],\n civs: [],\n diff: [[\"nerf\", \"Research time increased from 270 to 450 seconds\"]],\n },\n // * Professional Scouts increased from 210 to 262\n {\n items: [\"technologies/professional-scouts\"],\n civs: [],\n diff: [[\"nerf\", \"Research time increased from 210 to 262 seconds\"]],\n },\n // * Survival Techniques decreased from 225 to 135\n {\n items: [\"technologies/survival-techniques\"],\n civs: [],\n diff: [[\"buff\", \"Research time decreased from 225 to 135 seconds\"]],\n },\n // * Herbal Medicine increased from 180 to 225\n {\n items: [\"technologies/herbal-medicine\"],\n civs: [],\n diff: [[\"nerf\", \"Research time increased from 180 to 225 seconds\"]],\n },\n\n // * Tower Elephant Adjustments:\n // * Tower Elephant health reduced from 960 to 860\n // * Ranged units riding the Tower Elephant are now properly affected by all damage upgrades (Blacksmith and university).\n {\n items: [\"units/tower-elephant\"],\n civs: [],\n diff: [\n [\"nerf\", \"Health reduced from 960 to 860 HP\"],\n [\"fix\", \"Ranged units riding the Tower Elephant are now properly affected by all damage upgrades (Blacksmith and university)\"],\n ],\n },\n // * Reduced the formation catchup speed of elephants from 100% to 40%.\n // > This puts them inline with all other units in the game and will make chasing them down with Spearmen more manageable.\n {\n items: [\"units/tower-elephant\", \"units/war-elephant\"],\n civs: [],\n diff: [[\"nerf\", \"Formation catchup speed reduced from 100% to 40%\"]],\n note: \"This puts them inline with all other units in the game and will make chasing them down with Spearmen more manageable.\",\n },\n // * Fixed a bug where technologies researched in Delhi keeps did not adjust research time if started before Scholars are garrisoned.\n {\n items: [\"units/scholar\", \"buildings/keep\"],\n civs: [],\n diff: [[\"fix\", \"Fixed a bug where technologies researched in Delhi keeps did not adjust research time if started before Scholars are garrisoned.\"]],\n },\n // * Fixed a bug where The Hisar Academy Landmark was generating Food while under construction.\n {\n items: [\"buildings/hisar-academy\"],\n civs: [],\n diff: [[\"fix\", \"Fixed a bug where The Hisar Academy Landmark was generating Food while under construction.\"]],\n },\n // * The Textiles technology now increases food produced by the Hisar Academy.\n {\n items: [\"buildings/hisar-academy\", \"technologies/textiles\"],\n civs: [],\n diff: [[\"buff\", \"The Textiles technology now increases food produced by the Hisar Academy.\"]],\n },\n ],\n },\n // ## English (ENG)\n {\n subtitle: \"English\",\n civs: [\"en\"],\n changes: [\n // * English Naval civilization bonus and Unique technology swapped.\n // * Shipwrights renamed to Admiralty.\n // * Admiralty now provides +1 range to all English combat ships.\n // * English now has a global discount to Naval units of 10%.\n // > It was a pretty big tempo loss to spend all the time and resources to get Shipwrights, so we rolled it into the base stats for the civ. This should also help English on water maps as their main economic advantage is extra Food.\n {\n items: [\"technologies/admiralty\"],\n civs: [],\n diff: [\n [\"fix\", \"Shipwrights renamed to Admiralty\"],\n [\"buff\", \"Admiralty now provides +1 range to all English combat ships\"],\n [\"buff\", \"English now has a global discount to Naval units of 10%\"],\n ],\n note: \"It was a pretty big tempo loss to spend all the time and resources to get Shipwrights, so we rolled it into the base stats for the civ. This should also help English on water maps as their main economic advantage is extra Food.\",\n },\n // * Wynguard Palace Landmark has 2 new additional production options:\n // * Wynguard Raiders spawns an army of 3 Knights and 3 Horsemen.\n // * Wynguard Rangers spawns an army of 3 Handcannoneers and 3 Crossbowmen.\n {\n items: [\"buildings/wynguard-palace\"],\n civs: [],\n diff: [\n [\"buff\", \"New production option 'Wynguard Raiders' spawns an army of 3 Knights and 3 Horsemen\"],\n [\"buff\", \"New production option 'Wynguard Rangers' spawns an army of 3 Handcannoneers and 3 Crossbowmen\"],\n ],\n },\n // * Abbey of Kings Landmark changes\n // * Radius increased from 6.25 to 7.5 tiles.\n // > The increased radius makes it easier to fit an army around this building as well as making it easier to benefit boats when built on the coast.\n {\n items: [\"buildings/abbey-of-kings\"],\n civs: [],\n diff: [[\"buff\", \"Healing Radius increased from 6.25 to 7.5 tiles\"]],\n note: \"The increased radius makes it easier to fit an army around this building as well as making it easier to benefit boats when built on the coast.\",\n },\n ],\n },\n // ## French (FRE)\n {\n subtitle: \"French\",\n civs: [\"fr\"],\n changes: [\n // * Royal Institute discount increased from 20% to 30%.\n // > While we are seeing this landmark in some matchups, we’d like it to be more competitive with the Guild Hall.\n {\n items: [\"buildings/royal-institute\"],\n civs: [],\n diff: [[\"buff\", \"Royal Institute discount increased from 20% to 30%\"]],\n note: \"While we are seeing this landmark in some matchups, we’d like it to be more competitive with the Guild Hall.\",\n },\n // * Red Palace default weapons decreased from 3 to 2 Arbalest.\n // > We want the main power of the Red Palace to come from adding units to activate its powerful garrison weapons. This allows for more counterplay if you can kill nearby villagers or attack it when the enemy army is on another part of the map.\n {\n items: [\"buildings/red-palace\"],\n civs: [],\n diff: [[\"nerf\", \"Default weapons decreased from 3 to 2 Arbalest\"]],\n note: \"We want the main power of the Red Palace to come from adding units to activate its powerful garrison weapons. This allows for more counterplay if you can kill nearby villagers or attack it when the enemy army is on another part of the map.\",\n },\n // * College of Artillery’s Royal siege units are included in the Melee v Siege Rework (see above)\n // * Chamber of Commerce was giving no bonus to trade value, it now gives the proper +30%. Wow!\n {\n items: [\"buildings/chamber-of-commerce\"],\n civs: [],\n diff: [[\"buff\", \"Chamber of Commerce was giving no bonus to trade value, it now gives the proper +30%\"]],\n },\n // * French Trade Ship bonus changed from +20% Gold to +20% all resources on trades.\n {\n items: [\"units/trade-ship\"],\n civs: [],\n diff: [[\"buff\", \"French Trade Ship bonus changed from +20% Gold to +20% all resources on trades\"]],\n },\n // * Chivalry cost increased from 50 Wood 125 Gold to 100 Wood 200 Gold.\n // > French Knights are a very strong harassment tool early on and can constantly re-engage with the Chivalry tech. We love this playstyle but want there to be a bigger sacrifice and more strategic consideration for when to invest in Chivalry.\n {\n items: [\"technologies/chivalry\"],\n civs: [],\n diff: [[\"nerf\", \"Cost increased from 50 Wood 125 Gold to 100 Wood 200 Gold\"]],\n note: \"French Knights are a very strong harassment tool early on and can constantly re-engage with the Chivalry tech. We love this playstyle but want there to be a bigger sacrifice and more strategic consideration for when to invest in Chivalry.\",\n },\n ],\n },\n // ## Holy Roman Empire (HRE)\n {\n subtitle: \"Holy Roman Empire\",\n civs: [\"hr\"],\n changes: [\n // * The Regnitz Cathedral Landmark now provides +100% Gold from all captured Relics instead of +200% Gold from 2 Relics garrisoned within. It also is now a fully functional Monastery.\n // > We want HRE to engage more frequently with their mechanic to garrison relics in defensive buildings to power them up. With the updated design you no longer lose out on gold by having relics in keeps.\n {\n items: [\"buildings/regnitz-cathedral\"],\n civs: [],\n diff: [\n [\"buff\", \"Now provides +100% Gold from all Relics garrisoned in any building instead of +200% Gold from 2 Relics garrisoned within the cathedral\"],\n ],\n note: \"We want HRE to engage more frequently with their mechanic to garrison relics in defensive buildings to power them up. With the updated design you no longer lose out on gold by having relics in keeps.\",\n },\n // * HRE Prelates will also inspire units when they start healing.\n // > This makes the Inspired Warriors tech more valuable and means healing damaged villagers has a smaller hit to your economy.\n {\n items: [\"units/prelate\", \"technologies/inspired-warriors\"],\n civs: [],\n diff: [[\"buff\", \"Prelates willl also inspire units while they start healing\"]],\n note: \"This makes the Inspired Warriors tech more valuable and means healing damaged villagers has a smaller hit to your economy.\",\n },\n // * Fixed a bug where Dark Age and Feudal age Prelates were only healing for 3.5 per second instead of the intended 7.\n {\n items: [\"units/prelate\"],\n civs: [],\n diff: [[\"fix\", \"Fixed a bug where Dark Age and Feudal age Prelates were only healing for 3.5 per second instead of the intended 7.\"]],\n },\n // * Fixed a bug that was preventing Prelates from garrisoning into the Aachen Chapel after it had been repaired by Emergency Repairs.\n // * Aachen Chapel Landmark now accepts the drop-off of all resources.\n {\n items: [\"buildings/aachen-chapel\"],\n civs: [],\n diff: [\n [\"buff\", \"Now accepts the drop-off of all resources\"],\n [\"fix\", \"Fixed a bug that was preventing Prelates from garrisoning into the Aachen Chapel after it had been repaired by Emergency Repairs\"],\n ],\n },\n // * Meinwerk Palace Landmark discount and research speed increased from 30% to 40%.\n {\n items: [\"buildings/meinwerk-palace\"],\n civs: [],\n diff: [\n [\"buff\", \"Research discount increased from 30% to 40%\"],\n [\"buff\", \"Research speed bonus increased from 30% to 40%\"],\n ],\n },\n ],\n },\n // ## Mongols (MON)\n {\n subtitle: \"Mongols\",\n civs: [\"mo\"],\n changes: [\n // * Mangudai time between attacks reduced from 1.38 to 1.25\n // > We made some backend changes to attack speeds which resulted in some units attacking slightly slower. This change helps set the unit back to it’s original strength.\n {\n items: [\"units/mangudai\"],\n civs: [],\n diff: [[\"buff\", \"Attack interval reduced from 1.38 to 1.25 seconds\"]],\n note: \"We made some backend changes to attack speeds which resulted in some units attacking slightly slower. This change helps set the unit back to it’s original strength.\",\n },\n // * The Traction Trebuchet unit and the Improved Siege Works research are included in the Melee v Siege Rework (see above)\n\n // * Improved economy technologies\n // \t* Bonus of the improved economy technologies increased from 5 to 7.5%.\n // Acid Distilization € (Improved)\n // Crosscut Saw € (Improved)\n // Cupellation € (Improved)\n // Double Broadaxe € (Improved)\n // Fertilization € (Improved)\n // Horticulture € (Improved)\n // Lumber Preservation € (Improved)\n // Precision Cross-Breeding € (Improved)\n // Specialized Pick € (Improved)\n // Survival Techniques € (Improved)\n {\n items: [\n \"technologies/acid-distilization-improved\",\n \"technologies/crosscut-saw-improved\",\n \"technologies/cupellation-improved\",\n \"technologies/double-broadaxe-improved\",\n \"technologies/fertilization-improved\",\n \"technologies/horticulture-improved\",\n \"technologies/lumber-preservation-improved\",\n \"technologies/precision-cross-breeding-improved\",\n \"technologies/specialized-pick-improved\",\n \"technologies/survival-techniques-improved\",\n ],\n civs: [],\n diff: [[\"buff\", \"Improved economy technology bonus increased from 5 to 7.5%\"]],\n },\n // * Kurultai Landmark changes\n // \t* Kurultai Aura radius increased from 4 to 7.5 tiles. Healing effect no longer requires the Khan to be present within its aura.\n // > Increased radius makes it easier to get your entire army to benefit from the Kurultai bonuses. Remove the Khan requirement means the building still provides value and is worth engaging with while the Khan is dead.\n {\n items: [\"buildings/kurultai\"],\n civs: [],\n diff: [\n [\"buff\", \"Healing auro radius increased from 4 to 7.5 tiles\"],\n [\"buff\", \"Healing effect no longer requires the Khan to be present within its aura\"],\n ],\n note: \"Increased radius makes it easier to get your entire army to benefit from the Kurultai bonuses. Remove the Khan requirement means the building still provides value and is worth engaging with while the Khan is dead.\",\n },\n // * Mongols now have access to the Geometry and Geometry (Improved) technologies in the Siege Workshop.\n {\n items: [\"buildings/siege-workshop\", \"technologies/geometry\", \"technologies/geometry-improved\"],\n civs: [],\n diff: [[\"buff\", \"Mongols now have access to the Geometry and Geometry (Improved, +15% extra) technologies in the Siege Workshop\"]],\n },\n // * Improved Tithe Barns now generates the correct amount of resources.\n {\n items: [\"technologies/tithe-barns-improved\"],\n civs: [],\n diff: [[\"fix\", \"Improved Tithe Barns now generates the correct amount of resources\"]],\n },\n // * Packed Pastures and Barracks now have the same health as their unpacked versions.\n {\n items: [\"buildings/pasture\", \"buildings/barracks\"],\n civs: [],\n diff: [[\"buff\", \"Packed Pastures and Barracks now have the same health as their unpacked versions\"]],\n },\n // * Fixed a bug where Mongol Silver Tree landmark sometimes prevented Yam Network tech from working.\n {\n items: [\"buildings/the-silver-tree\", \"technologies/yam-network\"],\n civs: [],\n diff: [[\"fix\", \"Fixed a bug where Mongol Silver Tree landmark sometimes prevented Yam Network tech from working.\"]],\n },\n ],\n },\n // ## Rus (RUS)\n {\n subtitle: \"Rus\",\n civs: [\"ru\"],\n changes: [\n // * Horse Archer time between attacks reduced from 2.62 to 2.125\n // > We made some backend changes to attack speeds which resulted in some units attacking slightly slower. This change helps set the unit back to it’s original strength.\n {\n items: [\"units/horse-archer\"],\n civs: [],\n diff: [[\"buff\", \"Attack interval reduced from 2.62 to 2.125 seconds\"]],\n note: \"We made some backend changes to attack speeds which resulted in some units attacking slightly slower. This change helps set the unit back to it’s original strength.\",\n },\n // * Spaskaya Tower Landmark now unlocks the building of Stone Walls\n // > This gives unique functionality to the weakest of the Imperial Age Keep landmarks and makes a more compelling choice when compared to the High Armory.\n {\n items: [\"buildings/spasskaya-tower\"],\n civs: [],\n diff: [[\"buff\", \"Spasskaya Tower Landmark now unlocks the building of Stone Walls\"]],\n note: \"This gives unique functionality to the weakest of the Imperial Age Keep landmarks and makes a more compelling choice when compared to the High Armory.\",\n },\n // #### Kremlin Landmark changes\n // * Influence range increased from 4 to 8 tiles\n // * Default weapon range increased from 6 to 8\n // * Garrison arrow range increased from 6 to 8\n // > These changes should allow for more flexible placement to get the Kremlin in a good defensive position while also providing a bonus to Wood gather rates.\n {\n items: [\"buildings/kremlin\"],\n civs: [],\n diff: [\n [\"buff\", \"Influence range increased from 4 to 8 tiles\"],\n [\"buff\", \"Default weapon range increased from 6 to 8\"],\n [\"buff\", \"Garrison arrow range increased from 6 to 8\"],\n ],\n note: \"These changes should allow for more flexible placement to get the Kremlin in a good defensive position while also providing a bonus to Wood gather rates.\",\n },\n\n // * High Trade House Landmark changes\n // * Fixed the aura indicator on the High Trade House to represent the correct tree counting range. Note that the area is now visually bigger, but this is now an accurate representation of what trees are being counted by the Landmark.\n // > Gold penalty for the High Trade House adheres to the radius that the Hunting Cabin uses for tree counting.\n {\n items: [\"buildings/high-trade-house\"],\n civs: [],\n diff: [[\"buff\", \"Fixed the aura indicator on the High Trade House to represent the correct tree counting range.\"]],\n note: \" Note that the area is now visually bigger, but this is now an accurate representation of what trees are being counted by the Landmark. Gold penalty for the High Trade House adheres to the radius that the Hunting Cabin uses for tree counting.\",\n },\n\n // * Lodya Attack Ships now retain their +8 damage vs Incendiary Ships after researching Incendiary Arrows.\n // * Lodya ships were scaled to different sizes, they are all normalized now.\n {\n items: [\"units/lodya-attack-ship\"],\n civs: [],\n diff: [\n [\"fix\", \"Lodya Attack Ships now retain their +8 damage vs Incendiary Ships after researching Incendiary Arrows.\"],\n [\"fix\", \"Lodya ships were scaled to different sizes, they are all normalized now.\"],\n ],\n },\n ],\n },\n {\n title: \"Game\",\n civs: [],\n changes: [],\n md: `## Event Queue & Notifications\n > When there are too many alerts on the map they can become meaningless noise. We trimmed out redundant and not useful information so you can focus on critical events.\n * Reduced number of map pings when multiple attacks occur next to each other.\n * Increased notification re-trigger time when buildings are attacked from 0 to 15 seconds.\n * Removed map ping on upgrade complete.\n * Ally under attack ping changed from red to blue.\n * Ally under attack ping triggers less frequently when multiple units are fighting near each other\n\n ## UI/UX\n * Added an option in the settings menu to disable campaign missions from auto-saving.\n * Players can no longer complete masteries in matches that use custom game modes, custom maps, or tuning packs Note that players should still be able to complete masteries when mods are downloaded, installed, and enabled but are not active when loading into a multiplayer custom game or single player skirmish.\n * Fixed an issue where player colors would sometimes change between Team-based and Unique colors during the match loading screen.\n * Fixed an issue where the map preview image in the Map Setup tab would be cropped for Crafted Maps.\n * Fixed an issue where sometimes the player colors in match history did not match the colors used in game.\n * Fixed an issue where the ‘Quit Match’ button did not work after encountering a desync error.\n * Fixed an issue where the X button for clearing a hotkey binding could become stuck in a disabled state.\n * Siege queued for construction in the field will only be seen in the global build queue after your infantry has started constructing them.\n * Fixed an issue where the text in the Remap Controls settings notification bar at the bottom of the page would be cut off in some non-English languages using a large scaled font.\n * Updated the Wonder Tracker for observer/replays more clear to indicate the closest time to Wonder Victory.\n * Fixed an issue where observers could visually clear the build queues, this would not affect the actual game.\n * Fixed some high contrast issues with texts in the menus.\n * Camera panning now works even while holding Shift.\n * Fixed text truncation issue with the event panel.\n * All missions of the four single-player campaigns are now unlocked.\n * Reduced the initial size of the ping animation on the minimap when under attack.\n * Fixed a bug that was causing the Events/Challenges panels to appear blank if all challenges were completed.\n * Added camera zoom setting for default Camera Mode: Panoramic / Classic.\n * Fixed an issue where events can take several minutes to appear when idle on the main menu.\n * After failing to update a mod due to detected ill content the status in the notification is now “Unpublished” instead of “Published”.\n\n ## Shortcuts & Remappable Keys\n * Council Hall Landmark can now be selected with Archery Range shortcuts.\n * The White Tower Landmark can now be selected with Keep shortcuts.\n * Berkshire Palace Landmark can now be selected with Keep shortcuts.\n * Red Palace Landmark can now be selected with Keep shortcuts.\n * Spasskaya Tower Landmark can now be selected with Keep shortcuts.\n * Elzbach Palace Landmark can now be selected with Keep shortcuts.\n * House of Learning Landmark can now be selected with technology building shortcuts.\n * Palace of the Sultan Landmark changed from a Religious to Military Landmark and can now be selected with military shortcuts.\n * Astronomical Clocktower Landmark can now be selected with Siege Workshops shortcuts.\n * Royal Institute Landmark can now be selected with technology shortcuts.\n * College of Artillery Landmark can now be selected with Siege Workshop shortcuts.\n * Abbey of the Trinity Landmark is now included with Military building shortcuts.\n * High Armory Landmark changed from Military to Technology Landmark and can now be accessed with technology building shortcuts.\n * Steppe Redoubt Landmark can now be selected with economy building shortcuts.\n * Select all military units, Select all idle military units, and Cycle through idle military units, hotkeys will no longer include Monks, Delhi Sultanate Fishing Ships or Mongol Packed Buildings.\n * Using the Select all Barracks hotkey will no longer select Docks.\n * Select all Hunting Cabins hotkey is now merged with Select all Mills.\n * Select all Wooden Fortresses hotkey is now merged with Select all Outposts.\n * Select all Mosques hotkey is now merged with Select all Monasteries and Prayer Tents.\n * Select all Madrassas hotkey is now merged with Select all Universities.\n * Monasteries will no longer be selected with military building shortcuts.\n > Rus Monasteries and Abbey of the Trinity Landmark will still be selected in this way due to the Warrior Monk.\n * Fixed a bug where Monastery buildings, including the Regnitz Cathedral Landmark and Abbey of the Trinity Landmark, were selectable using the Military Buildings hotkeys instead of the Technology Buildings hotkeys.\n `,\n },\n {\n title: \"Gameplay\",\n civs: [],\n changes: [],\n md: `\n\n ## General\n * Fixed an issue where giving sheep the move command while near your scout could result in the sheep converting to neutral.\n * Fixed a bug that allowed you to withdraw and deposit Relics from Religious buildings in rapid succession and earn extra gold in the process.\n * Fixed a bug that would prevent Imams from responding to Conversion commands while healing.\n * Units will now respect formation changes after finding a target to attack from idle.\n * It is no longer possible to animation cancel with units in order to gain additional attack speed.\n * Fixed a rare exploit where units on walls could gain a permanent range increase.\n * Fixed a bug when the game hangs after quitting when your Town Center has been destroyed.\n * Villagers will repair buildings over naval units when the damaged units are overlapped.\n * Fixed issue where Mongol players could increase score by unpacking and packing buildings\n * Fixed a bug where siege units sometimes target the back of a gate instead of the front.\n * Fixed an issue where gates do not have enough room for siege units to pass through.\n * Villagers will surround groups of enemy units properly instead of looping back and forth.\n * Updated the notification message when publishing and unpublishing mods to make the status clearer.\n * Updated the Chinese Mastery Path of the Spirit to require researching all upgrades within the Spirit Way Landmark.\n * *Developer Note:* Recent balance changes to the Spirit Way Landmark’s aura functionality meant that this mastery could not be completed. Changing the requirements here will ensure that you can keep progressing the Chinese mastery and earning those sweet rewards!\n * Mongol mastery: Kettle and Smoke, changed to require 2 Villagers produced via Improved Production instead of 6\n * *Developer Note:* Following balance changes made to the Mongols, this mastery had become more difficult to complete than we intended. Reducing the number of Villagers required to complete this mastery will bring it more in line with its original difficulty level.\n * Publishing the crafted map Arena which is inspired by the classic /Age of Empires/ map where players are surrounded by defensive walls.\n * Fixed an issue where the “Wolves and Rain” mastery was not completed after killing 30 units within the Yam speed aura.\n * Fixed a bug where smoke was missing from chimneys of various buildings.\n ## Fixes\n * Fixed an issue where hills would prevent straight shot units like crossbows and springalds from attacking. This caused the units to move closer, often much closer than their max range before attacking.\n > This change will result in units sometimes shooting through terrain. We find that to be an acceptable tradeoff in order to make units behave in a consistent and predictable manner. We don’t want you to guess what will happen when issuing a command.\n * Standardized the selection box for trees.\n > Previously tree selection boxes used the exact geometry of the tree model. This meant that it was easy to accidently click between branches or roots instead of clicking on the actual tree. It also made targeting a specific tree difficult as the overlap between branches of multiple trees lead to unexpected results. Selecting the tree you want is now much more reliable.\n * Selection logic will now prefer villagers instead of clicking the corpse they are harvesting.\n * Fixed an issue where it was difficult to have villagers gather sheep they were standing next to.\n > Selection was previously preferring villagers. It will now always make villagers gather sheep when you issue a right click or gather command.\n * Fixed a bug where the footprint of walls could be seen in the (explored) fog of war when attempting to place a building.\n * Fixed a bug where fishing ships would not drop off at the closest dock when building new docks. Also resolved an issue where fishing boats would sometimes go idle instead of returning fish to the dock.\n * Ranged units given an attack command will no longer walk all the way around a wall or river to attack their target.\n > This could occur when you had an archer/springald/etc behind your palisade wall and told it to attack an enemy unit outside it’s range. This caused your unit to walk all the way around the wall. Now it will instead move up to the wall and attack.\n * Religious units will now heal when using an Attack Move command.\n > Religious units used to run into enemy armies instead of prioritizing healing wounded units when using attack commands. Previously, healing efficiently required too much micromanagement and now players can easily include religious units with military units when attacking. Rus Warrior Monks are an exception to this and will focus on attacking for Saints Blessing enhancements.\n * Deer and Sheep which are blocking a building foundation now move out of the area much, much, much faster. Remember the Mongol TC rush? It’s faster than that.\n * Building docks no longer stomps adjacent Shore Fish and River Fish.\n * Slowed down projectile speed of Cannons, Culverin, and Handcannon slits so the projectiles can be seen with the human eye\n * Landmark Victory condition in Team Games updated so that players will only be eliminated when all allied Landmarks are destroyed\n > We found it too easy and frustrating for players to get knocked out of team games when they still had plenty of units and buildings remaining. This change allows for more comeback potential and keeps everyone in the game and having fun the whole time.`,\n },\n\n {\n title: \"Maps\",\n civs: [],\n changes: [],\n md: `\n ## General Changes\n * Improved how contested resources are spawned when the contested resource count doesn’t line up with team count. For example: If there are 2 teams and 3 sacred sites, each team may get 1 sacred site favoring them in the contested space. Before, the third site would also be favored towards one team. Now, the third site will spawn in a neutrally contested location.\n * Fixed a separate issue where contested spawns that are biased towards players would sometimes not alternate teams, resulting in one team having more contested resources favoring them than the other team. (a more optional note to add, may help explain cases where it seems “not fixed”\n > this only affects resources that are spawned by automatic balancing system, not ones spawned by the map script.\n * We’ve added some additional details to the Map Seed tooltip to more thoroughly explain how to recreate a map. In order to re-generate an identical map, you need to:\n * use the same seed\n * use the correct map layout (eg Lipany)\n * use the same map size\n * use the same biome (some biomes distribute different visuals and decorations, which can cause resources to spawn differently)\n * use the same team configuration (same number of players, team sizes, and Teams Together/Random Positions setting)\n * Berry bush clusters and deer herds now require a bit more room when looking where to spawn, to avoid cases where they would spawn on rugged terrain with no room to place a mill.\n * Fixed a bug in the new Map Preference system where the blue pip did not appear on downvoted maps in the “High Resource” category.\n Fixed an issue where the map preview image in the Map Setup tab would be cropped for Crafted Maps.\n\n ## Specific-Map Changes\n ### Black Forest\n * Resolved a former Known Issue with the spawn areas for the Black Forest map, where 1v1 matches on the micro map size could cause the Town Center to spawn underwater, as well as gold veins and stone outcroppings to not spawn near player start at all.\n\n ### Boulder Bay and Megarandom\n * On Boulder Bay and Megarandom, we have added a new special distribution of deepwater fish that are guaranteed to spawn within scout vision of the shoreline at consistent spacing. This is to ensure that players or teams do not get an economic advantage from having unequal access to deepwater fish, and to make the opening dock placement much less of a make or break decision.\n\n ### Danube River\n * Danube River now will spawn teammates in a staggered line on each side of the river when using the Teams Together setting. This should fix instances where a single teammate in larger games could spawn on the enemy side of the river.\n * Danube River Map Misnamed in Some Menus\n > We are aware that the Danube River map is misnamed as “Rolling Rivers” or “The Riverlands” in some menus.\n\n ### Dry Arabia\n * Dry Arabia sheep have been adjusted to now spawn in 4 groups of 2, instead of 2 groups of 3. This should spread sheep out and not have such an early game swing for getting lucky when sending the scout on the first sheep collection pass.\n\n ### French Pass\n * Fixed an issue on French Pass where in 2v2 matches on the Small map size, one Sacred Site would fail to spawn (and one player would spawn more forward than intended)\n\n ### Mongolian Heights\n * Mongolian Heights has been updated to ensure that cliffs do not surround Sacred Sites and Trade Posts. The number of crossings on the map has been updated from 3 to 5, and each crossing is now wider. This should result in less turtle-y gameplay, as we often saw match stalemates when the 3 narrow crossings were heavily fortified. Defensive play on this map should still be possible, but it will require more investment, opening up different strategies.\n\n ### Mountain Pass\n * Mountain Pass’ titular pass has received some tweaks - it will now scale up in size based on the map size. On larger sizes, expect to see a much longer opening, which will reinforce the need to use teamwork to defend the opening.\n\n ### Nagari\n * The water level of the central lake on Nagari was brought up slightly to improve dock placement ability on the shorelines. Sometimes, when the slope of the terrain going into the land is too steep, it can block the ability to place docks, so bringing up the water level should help alleviate this issue.\n\n ### Ancient Spires\n * The Ancient Spires map has received an overhaul with the high level goal of distributing the small lakes evenly between teams.\n > Now, each lake will be placed in relation to the distance between teams. For example, if one lake is placed 10 tiles from player 1, a corresponding lake will be placed 10 tiles from player 2. Each lake contains 5 shore fish. The number of lakes increases with map size and number of teams.\n\n ### Lipany\n * We’ve done a tuning pass on the distribution of Sacred Sites on Lipany. We have more robust changes coming in a future update that should help ensure that sites are placed fairly with even higher consistency, but we felt like this interim tuning has resulted in less clumped spawns than before.`,\n },\n {\n title: \"A.I.\",\n civs: [],\n changes: [],\n md: `\n* Restricted the amount of simultaneous harass attacks the AI will attempt to perform to reduce instances where the AI’s army is being spread too thin at once.\n* Mongol AI are now building Steppe Redoubt near gold deposits and using it as gold drop-off.\n* Reduced number of Scouts the AI tries to maintain.\n* Improved AI scouting and sheep gathering behavior.\n* Fixed an issue that would cause the AI to have trouble sending attacks against packed buildings.\n* Chinese AI have been tuned to prefer to place farms near Granaries and production buildings near the Imperial Academy to better take advantage of their influence bonus.\n* French AI have been tuned to prefer to place military production buildings near Keeps to benefit from their influence bonus.\n* Rus AI have been tuned to prefer to place siege workshops near the High Armory to better take advantage of its influence bonus.\n* Sultanate AI have been tuned to prefer to place research buildings near Mosques and the Tower of Victory near Barracks/Archery Ranges to better take advantage of their influence bonus.\n* AI Chinese Imperial Officials will now take safety by garrisoning buildings if threatened.\n* AI will consider gathering from resources with better gather rating.\n* AI can now use their demolition ships properly and can use them to destroy enemy ships and buildings.\n* Hard/Expert AI early game economy tuned to prioritize resources and resource upgrades more efficiently.\n* Fixed an issue that prevented the AI from hunting boar and killing wolves.\n* AI early game naval economy tuned to prioritize producing fishing ships earlier.\n* Fixed an issue where sometimes the AI scout would be stalled for a long time at a given point and seem to be idle.\n* Slightly increased maximum number of villagers the Hardest AI will produce.\n* Sultanate and Abbasid AI tuned to prioritize gathering from berries.\n* AI scouts now collect sheep in Revealed games.`,\n },\n {\n title: \"Modding\",\n civs: [],\n changes: [],\n md: `* Fixed an issue affecting mod authors where after publishing an update to an existing mod, the published version of the mod will remain out of date for the author’s client until a game restart. The Mod author publishes an update to a local mod in My Mods/Mod Publisher.\n * Fixed an issue affecting mod authors where mods always appear as out of date in the My Mods/Mod Publisher tab.\n > In My Mods: Mod Manager, the corresponding published mod will be out-of-date with the old title, description, picture, etc. There will be no option to update the out-of-date mod until the mod author restarts their game client.\n * After deleting a mod, it’s now possible to re-subscribe and download it.\n * You can now obtain debug information for generated maps.\n * Fixed a bug where you are no longer able to publish a mod after being asked to change its name.\n * Fixed an issue where pressing the ‘ESC’ key while in the Mod creation Wizard or the layout tool showed a pop-up window instead of closing the editor.\n * Fixed an issue when cloning specific extensions would not clone the specified extensions.\n * Fixed a crash when trying to add a variable to an Entity Blueprint.\n * Fix to the Three Village SP Mission template by adding a new “Scenario” win condition that will show up when loading a match instead of the default “None.”\n * Fixed a bug in the Royal Rumble mod where you could not access the Tribute button and functionality.\n * Fixed an issue with the winning condition templates where they were missing the event cues (Aging up UI).\n * Fixed a bug when selecting an unsubscribed mod in a Skirmish game automatically resubscribed to the mod.\n ## Crafted Maps\n * When using the Intermediate Crafted Map mod option, painting ocean terrain with the Terrain Painter Tool will now automatically adjust ocean water height to ensure that crafted maps containing ocean terrain have water as expected.\n > if you manually override the ocean height, your specified ocean height will be used.\n * When creating a Crafted Map mod, the Random Scenario generator window now has additional descriptions on each of the Distribution Categories to help modders identify what kinds of objects are included with each toggleable distribution category.\n * We have added a large number of new terrain types for use in modded generated maps.`,\n },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch: PatchNotes = {\n id: \"patch-5.0.20249\",\n buildId: \"5.0.20249\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-patch-20249/\",\n name: \"Patch 20249\",\n season: 2,\n type: \"patch\",\n summary: \"Cost decrease for Rams, dark age unit upgrades and survival techniques. Nerf to Herbal Medicine, Town Center garrison attacks and Outposts.\",\n introduction: `\"Welcome back to an exciting patch for Age of Empires IV! Starting tomorrow, August 4th, we’ll be rolling out balance changes, bug fixes, and more. And yes, that means we’re also including the Prelate Attack move bug you’ve reported! We’re also adding more improvements to hotkey features, including the ability to batch-queue units properly when using shift, mapping more hotkeys for civ-specific commands. Here are a few highlights that you can look forward to in tomorrow’s update!\"\n\n* Remappable Hotkey Fixes\n* Map Balance Changes\n* Other Balance Features\n* Quality-of-Life Bug Fixes\n\n `,\n date: new Date(\"2022-08-04 21:00:00 UTC\"),\n sections: [\n {\n title: \"Hotkeys\",\n civs: [],\n changes: [],\n md: `### Remappable Hotkeys\n * When using the Fully Remappable hotkey layout, holding down a hotkey now correctly queues up multiple units in a production building, and buys/sells large quantities of resources at the market.\n\n * Cancel Construction hotkey is now remappable.\n * Wooden Fortresses now respect bindings made under the Outpost category.\n * Golden Gate keys are now properly mapped to match the Market.\n * Khan Attack Speed Arrow is now remappable.\n * Mongol Town Center double production keys now mirror the Town Center keys properly.\n * Professional Scouts (Improved) now mirrors the base hotkey.\n * English unique technology Admiralty is now remappable.\n * White Tower unit production hotkeys now update properly.\n * Wynguard Palace unit production is now remappable.\n * Astronomical Clocktower siege is now remappable.\n * Barbican of the Sun emplacement upgrades are now remappable.\n * Palace of Swabia Prelates now mirror the Town Center binding.\n * Burgrave Palace is now fully remappable.\n * Delhi Sultanate Assign Scholar Directly is now remappable`,\n },\n {\n title: \"Mods\",\n civs: [],\n changes: [],\n md: `We’ve added additional terrain types for modders that spawn just one instance of each main resource type:\n* Gold (small and large)\n* Stone (small and large)\n* Berries (small and large)\n* Deer (small and large, so 3 and 7)\n* Sheep (single, double, triple).`,\n },\n {\n title: \"Balance Changes\",\n civs: [],\n changes: [],\n },\n {\n subtitle: \"Technologies\",\n civs: [],\n changes: [\n {\n // * Herbal Medicine Healing rate improvement reduced from 100% to 60%.\n // > With the addition of Attack move healing in the last major update we’re seeing you all bringing far more Monks to the battlefield! This change is mostly targeted at the Delhi Sultanate who can stack really high healing on Elephants, but it’s also a way to temper the effects of Attack move healing in general.\n items: [\"technologies/herbal-medicine\"],\n civs: [],\n diff: [[\"nerf\", \"Healing rate improvement reduced from 100% to 60%.\"]],\n note: \"With the addition of Attack move healing in the last major update we’re seeing you all bringing far more Monks to the battlefield! This change is mostly targeted at the Delhi Sultanate who can stack really high healing on Elephants, but it’s also a way to temper the effects of Attack move healing in general.\",\n },\n {\n // * Survival Techniques Cost reduced from 100 Gold, 50 Wood to 75 Gold, 25 Wood. Research time reduced from 45 to 25 seconds.\n items: [\"technologies/survival-techniques\"],\n civs: [],\n diff: [\n [\"buff\", \"Cost reduced from 100 Gold, 50 Wood to 75 Gold, 25 Wood.\"],\n [\"buff\", \"Research time reduced from 45 to 25 seconds.\"],\n ],\n },\n {\n // * Siege Engineering Research time reduced from 45 to 30 seconds.\n items: [\"technologies/siege-engineering\"],\n civs: [],\n diff: [[\"buff\", \"Research time reduced from 45 to 30 seconds.\"]],\n },\n ],\n },\n {\n subtitle: \"Units\",\n civs: [],\n changes: [\n {\n // * Ram Cost decreased from 300 to 250.\n // > These changes are aimed at making a defense against a Tower Rush easier, by reducing the time to access Ram construction and the cost of building a defensive Ram. We’re also aiming to make Feudal aggression more viable against turtling players.\n items: [\"units/battering-ram\"],\n civs: [],\n diff: [[\"buff\", \"Cost decreased from 300 to 250.\"]],\n note: \"These changes are aimed at making a defense against a Tower Rush easier, by reducing the time to access Ram construction and the cost of building a defensive Ram. We’re also aiming to make Feudal aggression more viable against turtling players.\",\n },\n {\n // * Scout production time increased from 20 to 25 seconds.\n // * Scout Health regeneration reduced by 50%.\n // * Reducing the height of Stealth forests from 500 to 100 to allow for Scouts to see through them reliably without obstruction.\n // > Scouts could sometimes have their vision blocked due to terrain height or placement of certain stealth trees. We’ve updated their vision to be able to see through stealth forests more reliably.\n items: [\"units/scout\"],\n civs: [],\n diff: [\n [\"nerf\", \"Production time increased from 20 to 25 seconds.\"],\n [\"nerf\", \"Health regeneration reduced by 50%.\"],\n [\"fix\", \"Scouts can now see through Stealth Forests reliably.\"],\n ],\n note: \"Reducing the height of Stealth forests from 500 to 100. Scouts could sometimes have their vision blocked due to terrain height or placement of certain stealth trees. We’ve updated their vision to be able to see through stealth forests more reliably.\",\n },\n\n // * Early Horseman, Vanguard Man-at-Arms and Spearman Cost to advance to the next tier reduced from 75 Gold, 25 Food to 35 Gold, 15 Food. Research time reduced from 30 to 15 seconds.\n {\n items: [\"units/horseman\"],\n civs: [\"mo\"],\n diff: [\n [\"buff\", \"Early Horseman (I) to Horseman (II) upgrade cost reduced from 75 Gold, 25 Food to 35 Gold, 15 Food.\"],\n [\"buff\", \"Early Horseman (I) to Horseman (II) research time reduced from 30 to 15 seconds.\"],\n ],\n },\n {\n items: [\"units/man-at-arms\"],\n civs: [\"en\"],\n diff: [\n [\"buff\", \"Vanguard Man-at-Arms (I) to Early Mant-at-Arms (II) upgrade cost reduced from 75 Gold, 25 Food to 35 Gold, 15 Food.\"],\n [\"buff\", \"Vanguard Man-at-Arms (I) to Early Mant-at-Arms (II) research time reduced from 30 to 15 seconds.\"],\n ],\n },\n {\n items: [\"units/spearman\"],\n civs: [\"ab\", \"ch\", \"de\", \"fr\", \"hr\", \"mo\", \"ru\"],\n diff: [\n [\"buff\", \"Early Spearman (I) to Spearman (II) upgrade cost reduced from 75 Gold, 25 Food to 35 Gold, 15 Food.\"],\n [\"buff\", \"Early Spearman (I) to Spearman (II) research time reduced from 30 to 15 seconds.\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Buildings\",\n civs: [],\n changes: [\n {\n // * Defenses No longer favor Rams as a target.\n // > When defending a Ram push, defenses will get stuck attacking Rams since they do so little damage. It’s possible to force defenses to attack other targets manually but we want to give defenders more breathing space to focus on managing more interesting elements of combat.\n items: [\"buildings/town-center\", \"buildings/capital-town-center\", \"buildings/keep\", \"buildings/outpost\", \"units/battering-ram\"],\n civs: [],\n diff: [[\"buff\", \"Defenses no longer favor Rams as a target.\"]],\n note: \"When defending a Ram push, defenses will get stuck attacking Rams since they do so little damage. It’s possible to force defenses to attack other targets manually but we want to give defenders more breathing space to focus on managing more interesting elements of combat.\",\n },\n {\n // * Town Center Default weapon attack interval increased from 1.12 to 1.88.\n // * Town Center Garrison arrow attack interval increased from 1.12 to 1.88.\n // * Town Center Garrison slots reduced from 20 to 15.\n // > This change in combination with the change to prevent defenses from prioritizing attacking Rams helps to even out the defender advantage. We want pushes in the Feudal Age to be more viable at punishing heavy greed strategies.\n items: [\"buildings/town-center\", \"buildings/capital-town-center\"],\n civs: [],\n diff: [\n [\"nerf\", \"Default weapon attack interval increased from 1.12 to 1.88.\"],\n [\"nerf\", \"Garrison arrow attack interval increased from 1.12 to 1.88.\"],\n [\"nerf\", \"Garrison slots reduced from 20 to 15.\"],\n ],\n note: \"This change in combination with the change to prevent defenses from prioritizing attacking Rams helps to even out the defender advantage. We want pushes in the Feudal Age to be more viable at punishing heavy greed strategies.\",\n },\n {\n // * Outpost Health reduced from 1000 to 750.\n // * Outpost Build time increased from 45 to 60 seconds.\n // * Outpost garrison attack interval increased from 1.12 to 1.88.\n // > Tower Rushing has been a consistently strong strategy for a long while and our changes to Towers are to make it more difficult to place them offensively. Now they take longer to build and have less health it should give defenders a larger window for counter play.\n items: [\"buildings/outpost\"],\n civs: [],\n diff: [\n [\"nerf\", \"Health reduced from 1000 to 750.\"],\n [\"nerf\", \"Build time increased from 45 to 60 seconds.\"],\n [\"nerf\", \"Garrison attack interval increased from 1.12 to 1.88.\"],\n ],\n note: \"Tower Rushing has been a consistently strong strategy for a long while and our changes to Towers are to make it more difficult to place them offensively. Now they take longer to build and have less health it should give defenders a larger window for counter play.\",\n },\n ],\n },\n {\n // ### Delhi Sultanate\n // * Tower War Elephant Health reduced from 860 to 600.\n // * Tower War Elephant Ranged armor increased from 4 to 7.\n subtitle: \"Delhi Sultanate\",\n civs: [\"de\"],\n changes: [\n {\n items: [\"units/tower-elephant\"],\n civs: [],\n diff: [\n [\"nerf\", \"Health reduced from 860 to 600.\"],\n [\"buff\", \"Ranged armor increased from 4 to 7.\"],\n ],\n },\n ],\n },\n {\n // ### French\n // * Town Center production speed bonus in Feudal decreased from 15% to 10%, and Castle Age from 20% to 15%. Dark Age (10%) and Imperial Age (20%) remain the same.\n // > Our data shows that the French are exceptionally strong around the 10-20 minute range, so this slight nerf to their Town Center bonus is aimed at addressing their run-away economy in the early stages of the game. (Known Issue: Help text currently reflects old values.)\n subtitle: \"French\",\n civs: [\"fr\"],\n changes: [\n {\n items: [\"buildings/town-center\"],\n civs: [],\n diff: [\n [\n \"nerf\",\n \"Production speed bonus in Feudal decreased from 15% to 10%, and Castle Age from 20% to 15%. Dark Age (10%) and Imperial Age (20%) remain the same.\",\n ],\n ],\n note: \"Our data shows that the French are exceptionally strong around the 10-20 minute range, so this slight nerf to their Town Center bonus is aimed at addressing their run-away economy in the early stages of the game. (Known Issue: Help text currently reflects old values.)\",\n },\n ],\n },\n {\n // ### Holy Roman Empire\n subtitle: \"Holy Roman Empire\",\n civs: [\"hr\"],\n changes: [\n {\n // * HRE Emergency Repairs cooldown increased from 60 to 75.\n // > In combination with this change, we feel that the Town Center changes and the ram changes should make the HRE fast tech strategy much riskier and will make punishing greedy HRE players much easier than before.\n\n items: [],\n civs: [],\n diff: [[\"nerf\", \"Emergency Repairs cooldown increased from 60 to 75.\"]],\n note: \"In combination with this change, we feel that the Town Center changes and the ram changes should make the HRE fast tech strategy much riskier and will make punishing greedy HRE players much easier than before.\",\n },\n {\n // * Prelate Inspiration Ability now respects cooldown time.\n // > Prelates, like life, have found a way to exploit their shiny new Attack move behavior. We have ensured they respect the cooldown of the Inspiration ability correctly.\n items: [\"units/prelate\"],\n civs: [],\n diff: [[\"nerf\", \"Prelate Inspiration Ability now respects cooldown time.\"]],\n note: \"Prelates, like life, have found a way to exploit their shiny new Attack move behavior. We have ensured they respect the cooldown of the Inspiration ability correctly.\",\n },\n ],\n },\n {\n // ### Mongols\n // * Mongols now begin the game with a packed Ger.\n subtitle: \"Mongols\",\n civs: [\"mo\"],\n changes: [\n {\n items: [\"buildings/ger\"],\n civs: [],\n diff: [[\"buff\", \"Mongols now begin the game with a packed Ger.\"]],\n },\n ],\n },\n\n {\n title: \"Maps\",\n civs: [],\n changes: [],\n md: `## Altai\n * The gold generation locations on Altai have been given a pass after seeing instances of both large and small gold spawns favoring one player. Now, to ensure that both starting small gold deposits don’t spawn forward for one player, the far starting gold deposit has been moved to the Accessible resources distribution and will spawn behind the player in a safer location. Additionally, the large gold deposits have been moved out of Balanced distribution and will now always spawn on the outside lanes, on opposite sides of the Sacred Sites. So, if the Sacred Sites spawn in the northwest and southeast corners, the large gold deposits will spawn in the northeast and southwest corners, ensuring that both players get equal access.\n * Starting large forests should also no longer spawn in between the mountains and the edge of the map, which before could block one of the map lanes.\n * Additionally, fixes for team game spawning (3v3 and 4v4) were put in that now should prevent players from spawning outside the mountain range in larger games.\n\n ## Ancient Spires\n * We’ve put in a check in the Ancient Spires map script to fix an issue where a player’s starting pond could stomp out one of the trade posts. The map should always spawn 2 trade posts on opposing sides of the map.`,\n },\n\n {\n title: \"Bug Fixes\",\n civs: [],\n changes: [],\n md: `* Horse Archer Incendiary Arrows no longer loose attack speed when they are upgraded.\n * Fixed a crash that could occur when clicking on a match summary and attempting to view the replay immediately after loading the main menu.\n * Fixed a bug whereby it was possible to repair structures even when you don’t have the necessary resources.\n * Villagers will no longer T-pose while reloading after shooting Gaia. `,\n },\n {\n title: \"UI/UX Changes\",\n civs: [],\n changes: [],\n md: `* New icons were created for the Abbasid Market – Toggle Secondary Trade Resource.\n * Post-Match Timeline UI French’s third and fourth Age-up markers will now be displayed properly on Post-Match Timeline UI.\n * Fixed an issue where the “Time To Age IV” column in the post-game Statistics tab under Technology was missing.\n * Player Color Mini-map Changes Adjusted the orange player color so that it’s easier to distinguish it from the red.\n * Updated the black outline thickness of unit icons on the Minimap so that their color stands out more.\n * Wynguard Rangers and Raiders added to the English tech tree.`,\n },\n {\n title: \"What’s on the Horizon\",\n civs: [],\n changes: [],\n md: `### Coming Up…\n In future patches, we’ll be addressing other issues like Shift interfering with Grid Keys under the Grid Key Layout, as well as Shift queuing not resetting after releasing Shift.\n\n Last month, we shared an early view of the Season Three roadmap including key features like Team Ranked, Taunts and Cheats that will launch with our next major update. We’ve heard since that some of you would like to hear an update on Naval Balance! Significant balance changes like this require time and a number of different steps and teams acting in unison. In short, it’s a bigger change than you’d expect, which touches balance, gameplay and our presentation team. It’s something we have been working on, but it’s something that needs to be presented in a completed package, so these are changes you might see in our Season Three Update.\n\n Here’s some of what we have planned for Naval Balance:\n * Enhanced tactical RPS gameplay – Starting in the Feudal Age you’ll have access to three ships which have strong bonuses against each other, making for exciting tactical engagements.\n * Earlier Engagements – We’re making ships more affordable so expect to have bigger battles that start earlier in the game.\n * Responsiveness tuning – Faster movement speed and more responsive turning of all ships.\n * Reworked Balance – New costs, stats, and enhancements available for all ships!\n * Naval Map Changes – Adding more wood and ensuring fairer distributions of fish, along with many other improvements to Naval maps!`,\n },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch: PatchNotes = {\n id: \"patch-5.0.24916-season-three\",\n buildId: \"5.0.24916\",\n officialUrl: \"https://www.ageofempires.com/news/age_of_empires_iv_update_24916_season3/\",\n name: \"Season Three Update\",\n season: 3,\n type: \"update\",\n summary: \"Introduction of 2 new civilizations: the Malians and Ottomans. Major Naval rework. Buffs to trade, eco techs and several units. Town Center cost increase. No more sheep-bounty for Rus or stone income from French and Abbasid Trade.\",\n introduction: `\"We’re excited to celebrate with you all and thought we’d get the party started with an early and in-depth view of everything you can expect from Season Three, including new civilizations, challenges, achievements, features and more. Whether you’re interested in honing new strategies with the Malians and Ottomans, building your skillset with Art of War challenges, competing in 1v1 Solo Ranked or competing with friends in the all-new Team Ranked, or earning a set of Age-themed rewards, we’ve got a little bit of something for every play-style coming your way with the Season Three: Anniversary.\n\n * Two new civilizations, the Ottomans and Malians, along with corresponding Art of War challenges, Masteries and Achievements!\n * The start of Ranked Season Three, the introduction of Team Ranked and brand new rewards!\n * Use Taunts against your opponents and spice up your games with Cheats!\n * Eight New Maps and Two New Biomes!\n * Naval Balance Rework brings new opportunity to Naval matches!\n * Waypoint Markers to set unit paths! `,\n html: (\n