{"version":3,"file":"patch-fddbef45.js","sources":["../../../app/frontend/lib/explorer/src/data/patches/patch-100576.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-101048.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-1212638.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-1223327.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-14681.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-14681-server-side.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-15965.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-20249.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-51148.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-51148-server-side.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-61130.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-71113.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-82218.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-91370.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch-92628.tsx","../../../app/frontend/lib/explorer/src/data/patches/season-five-705861.tsx","../../../app/frontend/lib/explorer/src/data/patches/season-four-60878.tsx","../../../app/frontend/lib/explorer/src/data/patches/season-one.tsx","../../../app/frontend/lib/explorer/src/data/patches/season-one-server-side-patch.tsx","../../../app/frontend/lib/explorer/src/data/patches/season-three-24916.tsx","../../../app/frontend/lib/explorer/src/data/patches/season-two.tsx","../../../app/frontend/lib/explorer/src/data/patches/patch.tsx"],"sourcesContent":["import { PatchNotes } from \"../../types/patches\";\n\nexport const patch100576: PatchNotes = {\n id: \"patch-100576\",\n buildId: 100576,\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-season-seven-update-10-0-576/\",\n name: \"Patch 10.0.576\",\n season: 7,\n type: \"update\",\n summary: \"Introductiong Cross-Play, Quick Match Nomad and FFA. Buffs to Rams, French Keeps, Byzantine Mercenaries and HRE.\",\n introduction: `\n![](https://cdn.ageofempires.com/aoe/wp-content/uploads/2024/03/S7-Spring-Tournies-Update-1920x1080-1.webp) \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![](https://cdn.ageofempires.com/aoe/wp-content/uploads/2024/03/Spring-Tournaments-Event-Rewards-Showcase-2048x2048.webp)\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![](https://cdn.ageofempires.com/aoe/wp-content/uploads/2024/02/Ranked_Rewards_Season_7_Showcase_1080.webp)`,\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![](https://cdn.ageofempires.com/aoe/wp-content/uploads/2024/03/Defend_the_Sacred_Sites_AgeIV.webp)\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-10148\",\n buildId: 10148,\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-patch-10-1-48/\",\n name: \"Patch 10.1.48\",\n season: 7,\n type: \"patch\",\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![](https://cdn.ageofempires.com/aoe/wp-content/uploads/2024/03/S7-Patch-1920x1080-1.webp) \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 patch1212638: PatchNotes = {\n id: \"patch-1212638\",\n buildId: 1212638,\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(\"2023-12-03T18:00:00Z\"),\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 patch1223327: PatchNotes = {\n id: \"patch-1223327\",\n buildId: 1223327,\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(\"2024-02-13T18:00:00Z\"),\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 patch14681: PatchNotes = {\n id: \"patch-14681\",\n buildId: 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 serverSidePatch14681: PatchNotes = {\n id: \"server-side-patch-14681\",\n buildId: 14681,\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 patch15965: PatchNotes = {\n id: \"patch-15965\",\n buildId: 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 patch20249: PatchNotes = {\n id: \"patch-20249\",\n buildId: 20249,\n name: \"Patch 20249\",\n season: 2,\n type: \"patch\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-patch-20249/\",\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 patch51148: PatchNotes = {\n id: \"patch-51148\",\n buildId: 51148,\n name: \"Patch 5.1.148\",\n season: 3,\n type: \"patch\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-patch-51148/\",\n summary: \"Buffs to Springald Ships and Malian Cattle and Pit Mines + misc fixes.\",\n introduction: `\"Welcome to our first minor patch of Season Three, Patch 5.1.148! In this patch, we’re making some balance changes to Forest Ponds, Hideout, and Waterholes according to your feedback from our Season Three Public Update Preview, you’ll see some new UI improvements, and you’ll also see better general stability and performance of the game! Thia time, we’re mixing up the Season Three Map Pool, we’re giving some visual updates to the unit healthbar settings, as well as more balance work on the Malian and Ottoman Civilizations. \n\n In addition to all of the above, we’re also taking some time to address some of the feedback we’ve heard from you. Special thanks as well to those of you who filled out our Season Three Survey – your feedback is incredibly helpful to us, so please keep sharing your thoughts!\"\n \n `,\n date: new Date(\"2022-12-01 18:00:00 UTC\"),\n sections: [\n {\n title: \"Build Spotlight\",\n civs: [],\n changes: [],\n md: `\n# In-Game Languages\n* Fixed an issue where the Microsoft Store version of the game would not launch in Hindi and instead launched in English.\n\n# Healthbar Update\nWe’ve been making an on-going effort to improve the visibility of unit selections. Since the Season Three PUP, we introduced fully-opaque white outlines around healthbars when you select your units, and this worked well to boost visibility in general. However, we’ve also heard your feedback that this change can be visually distracting in certain scenarios, so we are now iterating on this design. In Patch 5.1.148, healthbars will have a better balance with a 50% opacity outline and a black inner border for improved contrast.\n\nWhen you toggle the Healthbars Setting to “Always on”:\n * All unit healthbars (owned, allied, enemy units) stay visible in 90% opacity, regardless if units are damaged.\n * Healthbars opacity will increase to 100% when hovered or selected.\n * All selected units will now have a white glow with 50% opacity around their healthbars as opposed to 100%. (same as command card unit cycling effects)\nWhen you toggle the Healthbars Setting to “Smart”:\n * All unit healthbars (owned, allied, enemy units) stay hidden until damaged or selected.\n\n![Healthbar Update](https://www.ageofempires.com/wp-content/uploads/2022/11/Healthbar_UI_ageiv-2048x1152.png)\n\n# Ranked Map Pool Rotation\nYou’ve shared with us your thoughts on the Season Three Map pool, so we’re freshening up the Ranked map pools! We’ll be swapping out some maps that have been in the pool for multiple seasons with some of the brand-new maps that we introduced in the Anniversary Update. We wanted to hit the goal of providing you a good variety of map styles, while diversifying the maps between 1v1 and Team Game queues. As for voting, you’ll still have three votes in the map preference system to prioritize your favorite maps from the map selection.\n\n## 1v1 Ranked Pool\n* Dry Arabia\n* French Pass\n* King of the Hill\n* Lipany\n* Mediterranean\n* Mongolian Heights\n* Prairie\n* The Pit\n* Wetlands\n\n### Team Ranked Pool\n* Altai\n* Black Forest\n* Boulder Bay\n* Dry Arabia\n* Forest Ponds\n* Hideout\n* Hill and Dale\n* The Pit\n* Wetlands\n\n## Caster Mode\n* Resolved a Hotkey conflict between Observer Mode’s “Toggle fog of war” and the global command “Cycle through Villagers gathering Food”. All Cycle villager commands will now be using “Ctrl+Shift+Key” format, and reserving “Ctrl+F” for fog of war only.\n`,\n },\n {\n title: \"UX/UI\",\n civs: [],\n changes: [],\n md: ` \n* Fixed a bug where if the team ranked season ended while you were searching for a team ranked game, then the error message shown to the player would appear multiple times. Now the error message should only appear once.\n* Improved the spacing between the display of the unit name and its tag on the unit card.\n* Fixed an issue where clicking the “Play Again” button in the post match screen sometimes did not remember what civ you had chosen previously.\n* Fixed an issue where your randomly selected civ did not change between consecutive matches.\n* Fixed an issue in Hindi where the unit name was not readable.\n* The clarity of the minimap has been improved when running at resolutions greater than 1080p.\n\n## Hotkeys\n* Fixed an issue where unassigned Hotkeys would still appear in the gameplay HUD.\n`,\n },\n {\n title: \"Gameplay\",\n civs: [],\n changes: [],\n md: ` \n## General\n* Monks rallying to garrisonable mosques that contain relics will now garrison instead of retrieving relics.\n* Fixed war elephants, tower elephants, and certain siege units sometimes being unable to garrison into a hold that is near its garrison cap.\n* Fixed a bug that allowed religious units to bypass the cooldown between conversions.\n* Fixed an issue with Delhi Sultanates Mastery 5 Tooltip.\n* Fixed an issue with the Abbasid Mastery “The Path Taken” where not all chosen technologies would complete the mastery.\n\n## AI\n* Fixed an issue where the AI would still desire fishing boats when its naval military is at a large disadvantage.\n> The AI will now deprioritize land units more often when more navy is needed. AI will also deprioritize navy more often when its island is being invaded by land units.\n* Fixed the bug where villagers would remain idle if a deposit was too far away from the drop-off buildings.\n* AI will abandon capturing a sacred site if its base is under attack and is lacking defense.\n* AI will no longer try to build trade ships early in the match.\n* AI villagers will now retaliate against wolves.\n* AI will now focus on gathering more wood at the start of the game to increase naval gameplay, especially on island maps.\n `,\n },\n\n {\n title: \"Balance\",\n civs: [],\n changes: [],\n },\n {\n subtitle: \"Naval Balance Changes\",\n civs: [],\n changes: [\n {\n // Bonus damage vs. Arrow Ships increased from 40 to 45.\n items: [\n \"units/baghlah\",\n \"units/war-junk\",\n \"units/baghlah\",\n \"units/hulk\",\n \"units/hulk\",\n \"units/hulk\",\n \"units/war-canoe\",\n \"units/war-junk\",\n \"units/hulk\",\n \"units/lodya-attack-ship\",\n ],\n civs: [],\n diff: [[\"buff\", \"Bonus damage vs. Arrow Ships increased from 40 to 45.\"]],\n },\n {\n // * Health decreased from 2000 to 1750.\n // * Dock buildings can now be re-targeted to other naval units.\n items: [\"buildings/dock\"],\n civs: [],\n diff: [\n [\"nerf\", \"Health decreased from 2000 to 1750.\"],\n [\"buff\", \"Dock buildings can now be re-targeted to other naval units.\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Malians\",\n civs: [\"ma\"],\n changes: [\n {\n // Cattle\n\n // Cost reduced from 100 to 75 Gold.\n // Allied player gather rate reduced from 0.9 to 0.66.\n // Added a Cattle Population UI element to display the current number and the population limit. You might also notice a small stylistic element in the screenshot below that will be coming soon!\n // Cattle ui in game for the malian civilization\n items: [],\n title: \"Cattle\",\n civs: [\"ma\"],\n diff: [\n [\"buff\", \"Cattle cost reduced from 100 to 75 Gold.\"],\n [\"nerf\", \"Allied player gather rate reduced from 0.9 to 0.66.\"],\n [\n \"fix\",\n \"Added a Cattle Population UI element to display the current number and the population limit. You might also notice a small stylistic element in the screenshot below that will be coming soon!\",\n ],\n ],\n },\n {\n // Malian Pit Mine\n\n // Increased Gold rate from 30 to 35.\n // Health increased from 1200 to 1500.\n items: [\"buildings/pit-mine\"],\n civs: [\"ma\"],\n diff: [\n [\"buff\", \"Increased Gold rate from 30 to 35.\"],\n [\"buff\", \"Health increased from 1200 to 1500.\"],\n ],\n },\n {\n // Corrected an issue where Malian Transport Ships’ ability to throw javelins when garrisoned was missing from the civilization tech tree and bonuses.\n items: [\"units/transport-ship\"],\n civs: [\"ma\"],\n diff: [\n [\n \"fix\",\n \"Corrected an issue where Malian Transport Ships’ ability to throw javelins when garrisoned was missing from the civilization tech tree and bonuses.\",\n ],\n ],\n },\n {\n // Corrected an issue where Malian markets had reduced penalties for buying and selling resources.\n\n items: [\"buildings/market\"],\n civs: [\"ma\"],\n diff: [[\"fix\", \"Corrected an issue where Malian markets had reduced penalties for buying and selling resources.\"]],\n },\n {\n // Corrected an issue where the defensive weapon upgrades were not present on the Saharan Trade Network Landmark.\n\n items: [\"buildings/saharan-trade-network\"],\n civs: [\"ma\"],\n diff: [[\"fix\", \"Corrected an issue where the defensive weapon upgrades were not present on the Saharan Trade Network Landmark.\"]],\n },\n {\n // Corrected an issue where the Military & Technology cost reduction bonus was missing from the tech tree.\n // Ships, Trading, and Landmarks\n civs: [\"ma\"],\n items: [],\n diff: [[\"fix\", \"Corrected an issue where the Military & Technology cost reduction bonus was missing from the tech tree.\"]],\n },\n ],\n },\n {\n subtitle: \"Ottomans\",\n civs: [\"ot\"],\n changes: [\n {\n // Mehter unit will no longer incorrectly apply multiple buffs in certain conditions.\n // Corrected an issue where the Mehter’s Attack Drums were giving more attack speed than intended.\n items: [\"units/mehter\"],\n civs: [\"ot\"],\n diff: [\n [\"fix\", \"Mehter unit will no longer incorrectly apply multiple buffs in certain conditions.\"],\n [\"fix\", \"Corrected an issue where the Mehter’s Attack Drums were giving more attack speed than intended.\"],\n ],\n },\n {\n items: [\"units/sipahi\"],\n // Corrected an issue where the Sipahi unit’s Fortitude ability would not activate correctly when within a Mehter unit’s Attack Drum aura.\n // Corrected an issue where Sipahi’s Fortitude ability was giving more attack speed than intended.\n civs: [\"ot\"],\n diff: [\n [\"fix\", \"Corrected an issue where the Sipahi unit’s Fortitude ability would not activate correctly when within a Mehter unit’s Attack Drum aura.\"],\n [\"fix\", \"Corrected an issue where Sipahi’s Fortitude ability was giving more attack speed than intended.\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Rus\",\n civs: [\"ru\"],\n changes: [\n {\n items: [\"units/warrior-monk\"],\n civs: [\"ru\"],\n diff: [[\"fix\", \"Rus Warrior Monks can no longer be pushed by other units when casting conversion.\"]],\n },\n ],\n },\n {\n title: \"Maps\",\n civs: [],\n md: `\n## Forest Ponds\n* The primary large gold deposit has been changed to a small gold deposit.\n* Boars have been pushed further away from the player’s Town Centers.\n* The number of deer per herd has been reduced by two.\n\n## Hideout\n* The number of deer generating around the player’s initial Town Center has decreased.\n* The number of deer in each neutral herd has decreased.\n* The number of neutral deer herds has increased.\n* All neutral stone deposits have been changed to small deposits.\n* The space between all neutral gold deposits has been increased, ultimately decreasing the number of total deposits.\n* Resources near the player’s Town Centers are moved slightly further away.\n* The number of neutral herdable has been reduced.\n\n## Waterholes\n* Neutral resources are clumped up much tighter to decrease the generation distance variance that could result in some players having the resources generate much closer to them.\n* The number of deer on the map has been halved.\n* Schools of fish now generate more evenly in the waterholes.\n `,\n changes: [],\n },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const serverSidePatch51148: PatchNotes = {\n id: \"server-side-patch-51148\",\n buildId: 14681,\n name: \"Server-Side Patch 5.1.148 \",\n season: 3,\n type: \"patch\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-server-side-patch-5-1-148-1/\",\n summary: \"Nerfs to Stone Walls, Cattle, Pastures, Chinese' build speed, Song and Barbican of the Sun.\",\n introduction: `\"To help keep the meta fresh, we're making tweaks to some of the top-performing civilizations. In this patch, you’ll find that it will take more time to build walls and defensive structures, you'll see a few adjustments to the Chinese civilization, and other balance changes to the Malians and Mongol civilizations. Read on to learn more!\"`,\n date: new Date(\"2022-12-08T20:00:00.000Z\"),\n sections: [\n {\n title: \"General\",\n civs: [],\n changes: [\n {\n // • Stone Wall cost increased from 15 stone to 20 stone.\n // • Developer Note: Stone walls are a very powerful option for shutting down raids. We wanted their cost to more closely match their effect in game.\n items: [\"buildings/stone-wall\"],\n civs: [],\n diff: [[\"nerf\", \"Cost increased from 15 stone to 20 stone.\"]],\n note: \"Stone walls are a very powerful option for shutting down raids. We wanted their cost to more closely match their effect in game.\",\n },\n ],\n },\n {\n title: \"Chinese\",\n civs: [\"ch\"],\n changes: [\n {\n // • Fixed an issue where fortifications were not properly built 50% faster.\n items: [\"buildings/palisade-wall\", \"buildings/palisade-gate\", \"buildings/stone-wall\", \"buildings/stone-gate\"],\n civs: [\"ch\"],\n diff: [[\"fix\", \"Fixed an issue where fortifications were not properly built 50% faster.\"]],\n },\n {\n // • Stone wall build time increased from 8 seconds to 10.5.\n items: [\"buildings/stone-wall\"],\n civs: [\"ch\"],\n diff: [[\"nerf\", \"Build time increased from 8 seconds to 10.5.\"]],\n },\n {\n // • Palisade Walls build increased from 2 seconds to 2.5.\n items: [\"buildings/palisade-wall\"],\n civs: [\"ch\"],\n diff: [[\"nerf\", \"Build time increased from 2 seconds to 2.5.\"]],\n },\n {\n // • Keeps build time increased from 1 minute 45 seconds to 2 minutes.\n items: [\"buildings/keep\"],\n civs: [\"ch\"],\n diff: [[\"nerf\", \"Build time increased from 1 minute 45 seconds to 2 minutes.\"]],\n },\n {\n // • Outposts build time decreased from 45 seconds to 40.\n items: [\"buildings/outpost\"],\n civs: [\"ch\"],\n diff: [[\"buff\", \"Build time decreased from 45 seconds to 40.\"]],\n },\n {\n // • Song Dynasty Villager bonus changed from 35% reduction in time to a 33% increase to production. speed. This means villagers will build in 15 seconds instead of 13.\n // • Developer Note: As we made Town Centers more difficult to build, this had the unintended effect of making Song Dynasty a relatively stronger economic option with less resource investment.\n items: [\"units/villager\"],\n civs: [\"ch\"],\n diff: [[\"nerf\", \"Song Dynasty Villager production speed changed from 13 seconds to 15 seconds (33% reduction bonus instead of 35%).\"]],\n note: \"As we made Town Centers more difficult to build, this had the unintended effect of making Song Dynasty a relatively stronger economic option with less resource investment.\",\n },\n {\n // • Barbican and Village garrison slots reduced from 10 to 8.\n // • Developer Note: We wanted to allow more counterplay options when attacking a booming or teching China player.\n items: [\"buildings/barbican-of-the-sun\", \"buildings/village\"],\n civs: [\"ch\"],\n diff: [[\"nerf\", \"Garrison slots reduced from 10 to 8.\"]],\n note: \"We wanted to allow more counterplay options when attacking a booming or teching China player.\",\n },\n ],\n },\n {\n title: \"Malians\",\n civs: [\"ma\"],\n changes: [\n {\n // • Cattle cost increased from 75 gold to 90 gold.\n // • Developer Note: We found that at 75 gold it was so cost efficient that players would completely ignore farms and exclusively eat cows. Cattle are meant as a supplement to farms and not a total replacement.\n items: [],\n title: \"Cattle\",\n civs: [\"ma\"],\n diff: [[\"nerf\", \"Cost increased from 75 gold to 90 gold.\"]],\n note: \"We found that at 75 gold it was so cost efficient that players would completely ignore farms and exclusively eat cows. Cattle are meant as a supplement to farms and not a total replacement.\",\n },\n ],\n },\n {\n title: \"Mongols\",\n civs: [\"mo\"],\n changes: [\n {\n // . • Pastures Sheep spawn time increased from 120 seconds to 140 seconds.\n // • Developer Note: Pastures are still more cost effective than farms, we just wanted to reduce the delta in power level between these options.\n items: [\"buildings/pasture\"],\n civs: [\"mo\"],\n diff: [[\"nerf\", \"Sheep spawn time increased from 120 seconds to 140 seconds.\"]],\n note: \"Pastures are still more cost effective than farms, we just wanted to reduce the delta in power level between these options.\",\n },\n ],\n },\n {\n title: \"What’s Next? \",\n civs: [],\n md: `As we prepare to head into the Winter Holiday, we’ve got lots of plans up our sleeves for next year! You can read about some of what’s coming in Season Four in our community roadmap, and we’ll have more news to share with you about the next Public Update Preview (PUP) in January! \n\nJanuary won’t just be PUP-focused, however. We’ll also have a new Season Three event kicking off late in the month! Our team has also heard your feedback on making the Hardest AI more difficult to play against, so you’ll see those adjustments in our next minor patch early next year as well. We hope you’re ready for a challenge -- our Balance Team is already breaking a sweat testing some early concepts of the Hardest AI update!`,\n changes: [],\n },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch61130: PatchNotes = {\n id: \"patch-61130\",\n buildId: 61130,\n name: \"Patch 6.1.130\",\n season: 4,\n type: \"patch\",\n summary: \"Trebuchet changes, reintroduction of Hardest AI. Sofa, Abbasid and French buffs, nerfs to trade, Delhi, Mongols and Ottomans.\",\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-season-four-patch-6-1-130/\",\n introduction: `\"Our Enchanted Grove event comes to a close with the release of Patch 6.1.130. We hope you had an enchanting time in the biome but now both the biome and the Enchanted Stag have trotted off to parts unknown.\n\n In this new patch we have listened to your feedback and reverted the resource-gathering boost which was added to the Hardest AI. Instead, we have added multiple additional new levels of AI difficulty beyond the Hardest setting making use of the boosted resource-gathering in those difficulties. We can’t wait to hear your feedback on the new AI Difficulty levels! There are also improvements to in-game balance, fixes to known issues, and slight tweaks to trade as our team previews some of our larger goals with that mechanic – read more below! Thanks again to our amazing community members, all of whom have helped to make Age of Empires what it is today!\n \n —The Age of Empires Team\"`,\n date: new Date(\"2023-04-04\"),\n sections: [\n {\n title: \"General\",\n changes: [],\n civs: [],\n md: `\n ## Return of Hardest AI & New Difficulty Selections\n Earlier this year, we introduced a new Hardest AI that gathered resources faster and took quicker military action. You let us know that the resource-gathering boost created too much of a step-up in difficulty from Hard to Hardest and indicated that more difficulty options would be preferable. We’re pleased to provide the following updates:\n * We have reverted the resource-gathering boost which we had given to Hardest AI but kept other improvements made in January’s 5.2.131 patch.\n * We have added not 1, not 2, but 3 new AI Difficulty levels beyond the Hardest setting which have been given incremental resource-gathering boosts. The resource-gathering boosts are set at 1.2x, 1.5x and 2x the normal rate We believe these changes provide a better range of opportunities based on the amount of challenge you’re seeking. This will provide new ways of playing with and against the AI allowing for more varied battles and even more fun! \n \n ## Age Insider Rewards\n We’ve unlocked several Insider rewards for all players starting with this update. This is to thank everyone who’s played and given feedback from before launch until now. You will find the Fishing Boat Monument, Insider Portrait, Dual Fish Coat of Arms, and Fishing Net Sigil Frame within your in-game profile options. Thank you for joining us on our journey thus far!\n \n `,\n },\n {\n title: \"General Bug Fixes & Changes\",\n md: `\n * Fishing boats will now always return to the nearest dock. \n* Cancelled building blueprints no longer block future placements. \n* Added additional HUD feedback when building limits have been reached for certain buildings or units, for example the Ottoman’s Military School and Grand Galley. \n* Fixed an issue to ensure units only display weapons that are currently available to them. Upgraded weapons are shown when upgraded, the basic version is hidden after upgrading. \n* Fixed issue where some Cheats not intended for Campaign were usable in campaign missions and potentially breaking them. \n* Fixed some Masteries and Achievements to make sure playing with new AI Difficulties would still allow for completion. – Fixed an issue with Training Mastery that would not progress for some players and added Art of War challenges for Ottoman and Malians.\n`,\n changes: [],\n civs: [],\n },\n {\n title: \"Balance Changes\",\n changes: [],\n civs: [],\n },\n {\n subtitle: \"General\",\n civs: [],\n changes: [\n {\n // * Trader income reduced by 10%\n // > Developer’s Note: This balance change is a stepping stone on our way to bigger changes to the trade system. Thanks to everyone for all the feedback and discussion on the topic. We are listening and have future plans for additional improvements.\n items: [\"units/trader\"],\n civs: [],\n diff: [[\"nerf\", \"Trader income reduced by 10%\"]],\n note: \"This balance change is a stepping stone on our way to bigger changes to the trade system. Thanks to everyone for all the feedback and discussion on the topic. We are listening and have future plans for additional improvements.\",\n },\n {\n // * Trebuchet Changes\n // \t* Counter-weight Trebuchet\n // \t* Cost reduced from 500 wood 250 gold to 400 wood 150 gold\n // \t* Health reduced from 210 to 170\n // \t* Damage reduced from 50 to 40\n // \t* Bonus damage vs buildings reduced from 450 to 375.\n // \t* Build time reduced from 35 seconds to 30 seconds\n items: [\"units/counterweight-trebuchet\"],\n civs: [],\n diff: [\n [\"buff\", \"Cost reduced from 500 wood 250 gold to 400 wood 150 gold\"],\n [\"nerf\", \"Health reduced from 210 to 170\"],\n [\"nerf\", \"Damage reduced from 50 to 40\"],\n [\"nerf\", \"Bonus damage vs buildings reduced from 450 to 375.\"],\n [\"buff\", \"Build time reduced from 35 seconds to 30 seconds\"],\n ],\n },\n {\n // * Mongol Traction Trebuchet\n // \t* Cost reduced from 400 wood 150 gold to 300 wood 100 gold\n // \t* Health reduced from 190 to 150\n // \t* Damage reduced from 50 to 40\n // \t* Bonus damage vs. buildings reduced from 250 to 200\n // \t* Build time reduced from 35 seconds to 30 seconds\n items: [\"units/traction-trebuchet\"],\n civs: [],\n diff: [\n [\"buff\", \"Cost reduced from 400 wood 150 gold to 300 wood 100 gold\"],\n [\"nerf\", \"Health reduced from 190 to 150\"],\n [\"nerf\", \"Damage reduced from 50 to 40\"],\n [\"nerf\", \"Bonus damage vs. buildings reduced from 250 to 200\"],\n [\"buff\", \"Build time reduced from 35 seconds to 30 seconds\"],\n ],\n // > Developer’s Note: Our goal with the trebuchet changes are to allow players to react more easily & quickly to enemy structures by reducing the initial investment cost. It does make trebuchets less population efficient in the late game, however, with the recent update we buffed rams and bombards in the late-game to provide different options.\n note: \"Our goal with the trebuchet changes are to allow players to react more easily & quickly to enemy structures by reducing the initial investment cost. It does make trebuchets less population efficient in the late game, however, with the recent update we buffed rams and bombards in the late-game to provide different options.\",\n },\n {\n // * Cannon Emplacement Upgrade cost increased from 75 gold 300 stone to 125 gold 375 stone\n items: [\"technologies/cannon-emplacement\"],\n civs: [],\n diff: [[\"nerf\", \"Cannon Emplacement Upgrade cost increased from 75 gold 300 stone to 125 gold 375 stone\"]],\n },\n ],\n },\n {\n subtitle: \"Abbasid Dynasty\",\n civs: [\"ab\"],\n changes: [\n {\n // * House of Wisdom Landmark\n // * Trade Wing\n // * Provides 3/4/5 Traders depending on which Age this wing is selected\n items: [\"technologies/trade-wing\", \"buildings/house-of-wisdom\"],\n civs: [\"ab\"],\n diff: [[\"buff\", \"Trade Wing now provides 3 (Feudal), 4 (Castle) or 5 (Imperial) Traders depending on which Age this wing is selected\"]],\n },\n {\n // * Military Wing\n // * Provides another Archer in the Feudal Age Total 2 Spearman and 2 Archers\n items: [\"technologies/military-wing\", \"buildings/house-of-wisdom\"],\n civs: [\"ab\"],\n diff: [[\"buff\", \"Military Wing now provides another Archer in the Feudal Age, totaling 2 Spearmen and 2 Archers\"]],\n },\n {\n // * Culture Wing\n // * Preservation of Knowledge cost reduced from 50 wood 125 gold to 25 wood 75 gold\n\n items: [\"technologies/preservation-of-knowledge\", \"buildings/house-of-wisdom\", \"technologies/culture-wing\"],\n civs: [\"ab\"],\n diff: [[\"buff\", \"Preservation of Knowledge cost reduced from 50 wood 125 gold to 25 wood 75 gold\"]],\n },\n ],\n },\n {\n subtitle: \"Chinese\",\n civs: [\"ch\"],\n changes: [\n {\n // * Fixed a bug where Chinese Palisade Walls were not being built 50% faster than other Civilizations.\n items: [\"buildings/palisade-wall\"],\n civs: [\"ch\"],\n diff: [[\"fix\", \"Fixed a bug where Chinese Palisade Walls were not being built 50% faster than other Civilizations.\"]],\n },\n ],\n },\n {\n subtitle: \"Delhi Sultanate\",\n civs: [\"de\"],\n changes: [\n {\n // * Compound of the Defender Landmark’s discount on Stone for buildings and emplacements reduced from 25% to 20%\n items: [\"buildings/compound-of-the-defender\"],\n civs: [\"de\"],\n diff: [[\"nerf\", \"Compound of the Defender Landmark’s discount on Stone for buildings and emplacements reduced from 25% to 20%\"]],\n },\n {\n // * Village Fortresses Technology research time increased from 5 to 6 minutes\n items: [\"technologies/village-fortresses\"],\n civs: [\"de\"],\n diff: [[\"nerf\", \"Research time increased from 5 to 6 minutes\"]],\n },\n {\n // * When using Seek Shelter as the Delhi Sultanate, Villagers will no longer stand idle next to Houses before researching the Reinforced Foundations technology.\n items: [\"technologies/reinforced-foundations\"],\n civs: [\"de\"],\n diff: [\n [\n \"fix\",\n \"When using Seek Shelter as the Delhi Sultanate, Villagers will no longer stand idle next to Houses before researching the Reinforced Foundations technology.\",\n ],\n ],\n },\n {\n // * Fishing Ships are no longer selected with Military selection hotkeys.\n items: [\"units/fishing-boat\"],\n civs: [\"de\"],\n diff: [[\"fix\", \"Fishing Ships are no longer selected with Military selection hotkeys.\"]],\n },\n ],\n },\n {\n subtitle: \"English\",\n civs: [\"en\"],\n changes: [\n {\n // * Network of Citadels Technology cost increased from 75 stone 200 gold to 150 stone 350 gold\n items: [\"technologies/network-of-citadels\"],\n civs: [\"en\"],\n diff: [[\"nerf\", \"Cost increased from 75 stone 200 gold to 150 stone 350 gold\"]],\n },\n {\n // * Wynguard Footmen now take bonus damage from “vs Heavy” attack types.\n items: [\"units/wynguard-footman\"],\n civs: [\"en\"],\n diff: [[\"fix\", \"Wynguard Footmen now correctly take bonus damage from “vs Heavy” attack types.\"]],\n },\n ],\n },\n {\n subtitle: \"French\",\n civs: [\"fr\"],\n changes: [\n {\n // * Civilization Bonus: Town Center production rate bonus increased from 10/10/15/20% to 10/15/20/25%\n items: [\"buildings/town-center\"],\n civs: [\"fr\"],\n diff: [[\"buff\", \"Town Center production rate bonus increased from 10/10/15/20% to 10/15/20/25%\"]],\n },\n {\n // * Royal Knights now correctly deal damage on their next attack after charging.\n items: [\"units/royal-knight\"],\n civs: [\"fr\"],\n diff: [[\"fix\", \"Royal Knights now correctly deal damage on their first attack after charging.\"]],\n },\n ],\n },\n {\n subtitle: \"Malians\",\n civs: [\"ma\"],\n changes: [\n {\n // * Sofa train time reduced from 30 to 26 seconds ## Developer’s Note: This puts Sofa inline with knights in terms of cost and power level per second spent training.\n items: [\"units/sofa\"],\n civs: [\"ma\"],\n diff: [[\"buff\", \"Train time reduced from 30 to 26 seconds\"]],\n note: \"This puts Sofa inline with knights in terms of cost and power level per second spent training.\",\n },\n {\n // * Malian Age Up keybinds now function correctly.\n items: [],\n civs: [\"ma\"],\n diff: [[\"fix\", \"Malian Age Up keybinds now function correctly.\"]],\n },\n ],\n },\n {\n subtitle: \"Mongols\",\n civs: [\"mo\"],\n changes: [\n {\n // * Civilization Bonus: Silk Road resource bonus trade requirements changed from 3/5/7/9 to 5/10/15/20\n items: [\"units/trader\"],\n civs: [\"mo\"],\n diff: [[\"nerf\", \"Silk Road resource bonus trader count requirements changed from 3/5/7/9 to 5/10/15/20\"]],\n },\n {\n // * Kurultai Landmark bonus damage reduced from 25% to 20%\n items: [\"buildings/kurultai\"],\n civs: [\"mo\"],\n diff: [[\"nerf\", \"Kurultai Landmark bonus damage reduced from 25% to 20%\"]],\n },\n ],\n },\n {\n subtitle: \"Ottomans\",\n civs: [\"ot\"],\n changes: [\n {\n // * Civilization Bonus: Blacksmith and University production influence bonus reduced from 25/33/40% to 20/30/40%\n items: [\"buildings/blacksmith\", \"buildings/university\"],\n civs: [\"ot\"],\n diff: [[\"nerf\", \"Blacksmith and University production influence bonus reduced from 25/33/40% to 20/30/40%\"]],\n },\n {\n // * Sea Gate Castle Landmark Trader move speed bonus reduced from 40% to 30% Trader armor bonus reduced from 10 to 8\n items: [\"buildings/sea-gate-castle\"],\n civs: [\"ot\"],\n diff: [\n [\"nerf\", \"Trader move speed bonus reduced from 40% to 30%\"],\n [\"nerf\", \"Trader armor bonus reduced from 10 to 8\"],\n ],\n },\n {\n // * The name of the Ottoman Knight has been changed to Lancer.\n items: [\"units/knight\"],\n civs: [\"ot\"],\n diff: [[\"fix\", \"The name of the Ottoman Knight has been changed to Lancer.\"]],\n },\n ],\n },\n {\n title: \"Map Pool\",\n changes: [],\n civs: [],\n md: `\nThe map pool for Season Four has been updated. The following maps are now available: \n### Solo Ranked\n* Mountain Clearing\n* Dry Arabia\n* Prairie\n* Four Lakes\n* French Pass\n* Hideout\n* High View\n* Lipany\n* Baltic\n\n### Team Ranked\n* Altai\n* Ancient Spires\n* Continental\n* Dry Arabia\n* Prairie\n* Four Lakes\n* Hideout\n* Lipany\n* The Pit`,\n },\n {\n title: \"Coming up\",\n changes: [],\n civs: [],\n md: `\nThere’s still plenty to do in Season Four \n* We’re celebrating our busy villagers who help make the world go round! Join us April 20th through May 18th for our Villager Appreciation Celebration and complete challenges to unlock up to 20 new portraits in-game! Details are coming so look out for more!\n* Season Four has been extended through June 14th, but you can rest assured we’ll keep the fun rolling with Season Five. Some monstrous events are even ready for a return!\n `,\n },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch71113: PatchNotes = {\n id: \"patch-71113\",\n buildId: 71113,\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-season-five-update-7-1-113/\",\n name: \"Patch 7.1.113\",\n season: 5,\n type: \"patch\",\n summary: \"Nerfs to Keep costs, range and boiling oil. Nerfs to Levy Militia, Rus, Chinese. Buffs for Musofadi Warriors, Sipahi and Delhi Landmarks.\",\n introduction: `\"Plenty of changes are coming with the release of our latest minor patch. The Wild Man and Dragon Turtle have faded back into legend, and we hope you enjoyed the monstrous start to Season Five! Here is a peak at what is included\":\n\n\n* Updates to Ranked Season Rewards! \n* Upcoming seasonal events! \n* Changes to address Queue Dodging & Cheating in Ranked. \n* … plus bug fixes and balance changes. \n\n`,\n\n date: new Date(\"2023-07-20T12:00:00Z\"),\n sections: [\n {\n title: \"Ranked Season Updates\",\n civs: [],\n changes: [],\n md: `\n![Ships going into a cave filled with treasure](https://www.ageofempires.com/wp-content/uploads/2023/06/s5_keyart_rankedseason-2048x1152.png)\n## Map Pool Change\nSince our Map Monsters have left for the season, they will no longer be appearing on ranked maps. The ranked map pool is otherwise unchanged. Battle your way up the ranked ladder before the season ends on October 23rd at 11:59 pm PDT (Oct 24th at 06:59 UTC)\n\n## Ranked Rewards\nMentioned in both our Season Five release notes, and our follow-up post , progress continues to be made on changing the Ranked Rewards system. Starting with this patch, players should now see the **highest**rank they’ve achieved this season on their profile and on the multiplayer ranked screen.\n\n## Queue Dodging\nWe’ve updated the game servers’ backend to better detect when a player purposefully disconnects from their match. The system should now apply queue dodging cooldown punishments more instantly than previous configurations. Purposefully disconnecting from a Ranked Team or Ranked 1v1 lobby or load screen, as well as any time during Ranked 1v1 matches, will now also count as a loss for the disconnecting player in addition to the cooldown punishment. \nThese changes, in congruence with some of our other changes, should reduce the frequency of queue dodging. We are continuing to monitor this closely and may further tighten queue dodging punishments to be more in-line with other Age titles. \nAdditionally, we remain aware queue dodging is more frequent at the high and low extremes of ELO levels and are continuing our work to address the matchmaking process for these extremes, to further reduce the frequency of queue dodging for these players.\n\n## Ranked Cheating\nIn our update kicking off the start of Season 5 (https://www.ageofempires.com/news/age-of-empires-iv-season-five-update-7-0-5861/#ongoing) , we mentioned our continued investigation of cheating on the Ranked ladder, especially in Teams games. Thanks in part to reports sent in from players, we have taken some keys steps to reduce cheating in Ranked.\n`,\n },\n {\n title: \"Mods\",\n civs: [],\n md: \"* Fixed issue where mod creators on the Windows Store game version were unable to publish newly created mods using and see them on the Mod Publisher page. \",\n changes: [],\n },\n {\n title: \"Gameplay\",\n civs: [],\n changes: [],\n md: `\n### AI Updates\n* Fixed a rare issue where the AI would build too many Lumber camps on some maps. \n* Fixed a crash bug related to AI trading. \n### UX/UI & Menus\n* Fixed an issue where the user was unable to zoom while in replays when using Caster Mode. \n* When launching the game in Malay or Hindi languages, the Daily Challenges, News Feed and Events will now be in the correct language. \n* Fixed the alignment of the Season Four painting sigil frame, which was off-center. \n* Fixed a bug to ensure that if a player’s communications are set to blocked no one will be able to chat to that player in-game.\n* Thanks in part to players sending in their warning logs, we were able to quickly identify and implement a fix for another set of conditions that were causing a crash on age up for several players. If you continue to encounter crashes, please reach out to Customer Support so that we may investigate.\n### Campaign\n* Fixed a crash that was preventing campaign save files from loading.\n`,\n },\n {\n title: \"Maps\",\n civs: [],\n changes: [],\n md: `\n### Prairie \n* Fixed an issue on Prairie where one of the neutral markets would sometime not spawn. \n### Golden Heights \n* Golden Heights now appears in the correct alphabetical order on the map selection list. \n* Fixed an occasional unequal boar distance distribution issue on Golden Heights 1v1. `,\n },\n {\n title: \"Balance & Bugfixes\",\n civs: [],\n changes: [],\n },\n {\n subtitle: \"General Changes & Bugfixes\",\n civs: [],\n md: `\n* Fixed a hitching issue seen when felling trees on certain maps. \n* Fixed a potential crash that was linked to using Voice Chat. \n`,\n changes: [],\n },\n {\n subtitle: \"Balance & Gameplay Changes for All Civilizations\",\n civs: [],\n\n changes: [\n {\n // Monks will no longer stutter when attack-move healing.\n // Patrolling Monks will no longer heal while patrolling.\n // Developer’s Note: This is an unintentional change that we aim to fix in a future update.\n items: [\"units/monk\"],\n civs: [],\n diff: [\n [\"fix\", \"Monks will no longer stutter when attack-move healing.\"],\n [\"nerf\", \"Patrolling Monks will no longer heal while patrolling.\"],\n ],\n note: \"This is an unintentional change that we aim to fix in a future update.\",\n },\n {\n // Keeps\n // All civilizations’ Keep Stone cost increased from 800 to 900.\n items: [\"buildings/keep\"],\n civs: [],\n diff: [[\"fix\", \"Stone cost increased from 800 to 900.\"]],\n },\n {\n // Bombard Emplacement range reduced from 10 to 9.5.\n items: [\"buildings/keep\", \"technologies/cannon-emplacement\"],\n civs: [],\n diff: [[\"nerf\", \"Cannon Emplacement range reduced from 10 to 9.5.\"]],\n },\n {\n // Boiling Oil range reduced from 2 to 1.5.\n // Boiling Oil damage area changed from a 2.5×1.5 rectangle to a 1 radius circle.\n // Developer Note: Overall keep and bombard emplacements are too effective when comparing their costs to the costs of their counters. Making keeps more expensive means they will be a bit slower to hit the field and thus their positioning will be more important. Boiling oil changes are aimed at overall reducing the area a bit and making the damage area more consistent. In a future update we’re looking at a new visual effect to communicate the area more precisely.\n items: [\"buildings/keep\", \"technologies/boiling-oil\"],\n civs: [],\n diff: [\n [\"nerf\", \"Boiling Oil range reduced from 2 to 1.5.\"],\n [\"nerf\", \"Boiling Oil damage area changed from a 2.5×1.5 rectangle to a 1 radius circle.\"],\n ],\n note: \"Overall keep and bombard emplacements are too effective when comparing their costs to the costs of their counters. Making keeps more expensive means they will be a bit slower to hit the field and thus their positioning will be more important. Boiling oil changes are aimed at overall reducing the area a bit and making the damage area more consistent. In a future update we’re looking at a new visual effect to communicate the area more precisely.\",\n },\n {\n // Bombard move speed increased from 0.62 to 0.75.\n // Developer Note: Overall we’ve been seeing a lot of ram play because of their low cost and ease of use, this change is targeted at helping the bombard which has to pack and unpack get into the action faster.\n items: [\"units/bombard\", \"units/great-bombard\"],\n civs: [],\n diff: [[\"buff\", \"Bombard move speed increased from 0.62 to 0.75.\"]],\n note: \"Overall we’ve been seeing a lot of ram play because of their low cost and ease of use, this change is targeted at helping the bombard which has to pack and unpack get into the action faster.\",\n },\n {\n // Villagers no longer use Bow weapons to attack Boars, they now always use a Spear.\n // Developer Note: This change is aimed at making taking boars more accessible by reducing the micro requirement for fighting them.\n items: [\"units/villager\"],\n civs: [],\n diff: [[\"fix\", \"Villagers no longer use Bow weapons to attack Boars, they now always use a Spear.\"]],\n note: \"This change is aimed at making taking boars more accessible by reducing the micro requirement for fighting them.\",\n },\n {\n // Selecting an active Trader displays the amount of gold that will be earned at its destination.\n items: [\"units/trader\"],\n civs: [],\n diff: [[\"fix\", \"Selecting an active Trader displays the amount of gold that will be earned at its destination.\"]],\n },\n {\n // Fixed a bug where previously idle units will move to the position of an enemy they defeated.\n items: [],\n civs: [],\n diff: [[\"fix\", \"Fixed a bug where previously idle units will move to the position of an enemy they defeated.\"]],\n },\n {\n // Fixed an issue where ranged siege units would fail to reposition when too close to an obstruction, such as a Stone Wall, if their target was otherwise within their range. Ranged siege units will now pack-up and reposition to a better angled shot or find another target.\n items: [\"units/mangonel\", \"units/bombard\", \"units/great-bombard\", \"units/springald\", \"units/traction-trebuchet\", \"units/counterweight-trebuchet\"],\n civs: [],\n diff: [\n [\n \"fix\",\n \"Fixed an issue where ranged siege units would fail to reposition when too close to an obstruction, such as a Stone Wall, if their target was otherwise within their range.\",\n ],\n [\"fix\", \"Ranged siege units will now pack-up and reposition to a better angled shot or find another target.\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Abbasid Dynasty\",\n civs: [\"ab\"],\n changes: [\n {\n // Fresh Foodstuffs Technology cost reduced from 50 food/125 gold to 50 food/75 gold.\n // Developer Note: We like the decision point here of technology vs villager, but reduced the price so the technology payoff time is faster.\n items: [\"technologies/fresh-foodstuffs\"],\n civs: [\"ab\"],\n diff: [[\"buff\", \"Fresh Foodstuffs Technology cost reduced from 50 food/125 gold to 50 food/75 gold.\"]],\n note: \"We like the decision point here of technology vs villager, but reduced the price so the technology payoff time is faster.\",\n },\n ],\n },\n {\n subtitle: \"Chinese\",\n civs: [\"ch\"],\n changes: [\n {\n // Great Wall Landmark\n // Great Wall Gatehouse damage reduced from 15 to 13.\n items: [\"buildings/great-wall-gatehouse\"],\n civs: [\"ch\"],\n diff: [[\"nerf\", \"Great Wall Gatehouse damage reduced from 15 to 13.\"]],\n },\n {\n // Keeps\n // Damage reduced from 50 to 25.\n // Attack speed increased from 3.12 to 1.37.\n items: [\"buildings/keep\"],\n civs: [\"ch\"],\n diff: [\n [\"nerf\", \"Keeps Handcannon damage reduced from 50 to 25.\"],\n [\"buff\", \"Keeps Handcannon attack speed increased from 3.12 to 1.37.\"],\n ],\n },\n {\n // Ancient Techniques Technology gather bonus reduced from 5% to 4%.\n items: [\"technologies/ancient-techniques\"],\n civs: [\"ch\"],\n diff: [[\"nerf\", \"Ancient Techniques Technology gather bonus reduced from 5% to 4%.\"]],\n },\n ],\n },\n {\n subtitle: \"Delhi Sultanate\",\n civs: [\"de\"],\n changes: [\n {\n // Dome of Faith Landmark\n // No longer has a 50% production speed penalty.\n // Gives a discount of -50 gold instead of –65 gold.\n // Developer Note: We wanted to give the Dome of Faith more tempo with faster train time on Scholars. Additional it generates increased resources per minute while constant training. This is balanced by the fact that the building generally has more idle time than other production buildings as it’s creating a more specialized unit.\n items: [\"buildings/dome-of-the-faith\"],\n civs: [\"de\"],\n diff: [\n [\"buff\", \"No longer has a 50% production speed penalty.\"],\n [\"nerf\", \"Monk discount decresed from 65 gold to 50 gold.\"],\n ],\n note: \"We wanted to give the Dome of Faith more tempo with faster train time on Scholars. Additional it generates increased resources per minute while constant training. This is balanced by the fact that the building generally has more idle time than other production buildings as it’s creating a more specialized unit.\",\n },\n {\n // House of Learning Landmark\n // Hearty Rations carry capacity increased from 5 to 10.\n // Hearty Rations research time reduced from 5:00 to 3:45.\n items: [\"buildings/house-of-learning\", \"technologies/hearty-rations\"],\n civs: [\"de\"],\n diff: [\n [\"buff\", \"Hearty Rations carry capacity increased from 5 to 10.\"],\n [\"buff\", \"Hearty Rations research time reduced from 5:00 to 3:45.\"],\n ],\n },\n {\n // Tranquil Venue Technology healing increased from 2 to 4 per second.\n items: [\"buildings/house-of-learning\", \"technologies/tranquil-venue\"],\n civs: [\"de\"],\n diff: [[\"buff\", \"Tranquil Venue Technology healing increased from 2 to 4 per second.\"]],\n },\n ],\n },\n {\n subtitle: \"Malians\",\n civs: [\"ma\"],\n changes: [\n {\n // Griot Bara Landmark\n // Siege Festival no longer affects the Springald, Mangonel, and Culverin.\n // Siege Festival help text times corrected to read 60 seconds.\n items: [\"buildings/griot-bara\"],\n civs: [\"ma\"],\n diff: [\n [\"nerf\", \"Siege Festival no longer affects the Springald, Mangonel, and Culverin.\"],\n [\"fix\", \"Siege Festival help text times corrected to read 60 seconds.\"],\n ],\n },\n {\n // Musofadi Warrior health increased from 85/105/130 to 90/110/135.\n items: [\"units/musofadi-warrior\"],\n civs: [\"ma\"],\n diff: [[\"buff\", \"Musofadi Warrior health increased from 85/105/130 to 90/110/135.\"]],\n },\n ],\n },\n {\n subtitle: \"Ottomans\",\n civs: [\"ot\"],\n changes: [\n {\n // Sipahi train speed increased from 24 to 28 seconds.\n items: [\"units/sipahi\"],\n civs: [\"ot\"],\n diff: [[\"buff\", \"Training time increased from 24 to 28 seconds.\"]],\n },\n {\n // Anatolian Hills Technology mining speed bonus increased from 10% to 15%.\n items: [\"technologies/anatolian-hills\"],\n civs: [\"ot\"],\n diff: [[\"buff\", \"Mining speed bonus increased from 10% to 15%.\"]],\n },\n ],\n },\n {\n subtitle: \"Rus\",\n civs: [\"ru\"],\n changes: [\n {\n // Kremlin Landmark\n // Levy Militia lifetime reduced from 80 to 65 seconds.\n // Levy Militia automatic torch scaling by Age removed.\n items: [\"buildings/kremlin\", \"units/militia\"],\n civs: [\"ru\"],\n diff: [\n [\"nerf\", \"Levy Militia lifetime reduced from 80 to 65 seconds.\"],\n [\"nerf\", \"Levy Militia automatic torch scaling by Age removed.\"],\n ],\n },\n {\n // Fixed a bug where Hunting Cabins built adjacent to no Trees generate negative gold.\n items: [\"buildings/hunting-cabin\"],\n civs: [\"ru\"],\n diff: [[\"fix\", \"Fixed a bug where Hunting Cabins built adjacent to no Trees generate negative gold.\"]],\n },\n {\n // Boyar’s Fortitude Technology health bonus reduced from +30 to +25.\n items: [\"technologies/boyars-fortitude\"],\n civs: [\"ru\"],\n diff: [[\"nerf\", \"Boyar’s Fortitude Technology health bonus reduced from +30 to +25.\"]],\n },\n ],\n },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch82218: PatchNotes = {\n id: \"patch-82218\",\n buildId: 82218,\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-patch-8-2-218/\",\n name: \"Patch 8.2.218\",\n season: 5,\n type: \"patch\",\n summary: \"Changes to repair rate, nerfs to Rams and Lightweight Beams, buffs to Bombards and Ribauldequins, HRE, Malians and Mongols + several fixes.\",\n introduction: `\n![](https://www.ageofempires.com/wp-content/uploads/2023/09/HallowsHearth_Patch_1920x1080.png) \n \"Today’s patch (September 26th) packs in a number of changes across the board – introducing balance updates including a rework to the Repair mechanic, stability improvements and preparing for a spooky seasonal event that kicks off next month. We’re also bringing a new map rotation to Ranked Season Five and have plans to extend the season overall (more on that in a bit!).\"`,\n date: new Date(\"2023-09-26T12:00:00Z\"),\n sections: [\n {\n title: \"Ranked Season\",\n civs: [],\n changes: [],\n md: `\n# New! Seasonal Event – Hallow’s Hearth \nStarting next month, you’ll be able explore a delightfully spooky biome with our latest seasonal event, Hallow’s Hearth. This event features an eerie event-exclusive biome and 10 challenges to overcome for thematic rewards. We hope you have a hauntingly good time!\n> Hallow’s Hearth runs from October 3rd at 10:00 am PT through November 7th at 11:59 pm PT. \n\n## Seasonal Biome: Hallow’s Hearth Biome\n![Hallows Hearth](https://www.ageofempires.com/wp-content/uploads/2023/09/Biome_Hallows_Hearth_ageIV.png)\nA dark and spooky environment with bare earth and sinister-looking trees. The Hallow’s Hearth biome brings a sense of eeriness just beyond the fog of war! This special biome will be available for a limited time throughout the seasonal event. \n\n## Hallow’s Hearth Event\n![](https://www.ageofempires.com/wp-content/uploads/2023/09/Events_Showcase_Template_Hallows_Hearth-2048x2048.png)\n> The “Threatening” event challenge can be completed on any biome despite the in-game text.\n\n## Login Events\nDon’t miss out on these login rewards, available for a limited time only! \n* Cat in a Hat – October 2nd at 10am PT through October 8th at 11:59pm PT \n* Pumpkin Head – October 26th at 10am PT through November 1st at 11:59pm PT \n* Roses – November 2nd at 10am PT through November 7th at 11:59pm PT \n\n# Ranked Season Updates\n![](https://www.ageofempires.com/wp-content/uploads/2023/06/s5_keyart_rankedseason-2400x1350.png)\nSeason Five’s Ranked Season will extend from October 23rd to November 13th at 11:59pm PT – enjoy the extra time to climb the ladder. Remember: For the first time Ranked Rewards will be given out based on the highest rank you achieve at any point during the season! \n\n# Map Pool Rotation\nToday’s patch also comes with a full map rotation for Ranked play, and some map-related changes for Unranked Quickmatches! \n\n#### Unranked Quickmatch Changes\n* Hill and Dale and Wetlands have been added to the map pool for Unranked Quickmatch.\n* Unranked map downvotes increased from 5 to 7.\n\n#### 1v1 Ranked Map Pool\n* Altai\n* Danube River\n* Dry Arabia\n* Four Lakes\n* Golden Heights \n* High View \n* Hill and Dale \n* Lipany \n* Prairie \n\n#### Team Ranked Map Pool\n* Dry Arabia \n* Golden Heights \n* Hideout \n* High View \n* Hill and Dale \n* Lipany \n* Prairie \n* The Pit \n* Wetlands \n\n### Queue Dodging \nToday’s build invalidates some common forms of Queue Dodging that exploited the game’s menus and UI. The actions needed to execute these dodges can no longer be performed in-game. \n\n `,\n },\n {\n title: \"Gameplay\",\n civs: [],\n changes: [],\n md: `\n## Campaign (Console Only)\n* Resolved an issue on console where the Auto Villager creation feature was not working on most campaign missions. \n\n> This issue is still occurring in two missions: “1105, The Fall of Bayeux” within The Normans Campaign and “1514, Moscow versus Lithuania” within The Rise of Moscow. These will be addressed in future updates.* \n\n## Mods & Content Editor\n* Modded Win conditions no longer crash when they contain a starting building replacement that replaces the starting building with no building. \n\n## UX/UI & Menus (All Platforms) \n* Fixed an issue where some post-game ranked information text was cut off in certain regions. \n\n## PC UX/UI & Menus \n* Options to specify Audio Input/Output devices for Voice Chat have been added to PC platforms. \n\n## Console UX/UI & Menus \n* Map Seeds can now be copy/pasted in Skirmish Lobbies on console while using keyboard and mouse. \n* LT + place rally points will always place a rally point regardless of the building selected or friendly building targeted settings. \n* Fixed an issue where the Palisade Gate was in the wrong position when playing on console with a mouse and keyboard as the English. \n* Double pressing ‘B’ whilst holding LT now deselects all units of the target type. \n`,\n },\n {\n title: \"Balance & Bugfixes\",\n civs: [],\n changes: [\n {\n // * Lightweight Beams attack speed bonus reduced from +40% to 20%.\n items: [\"technologies/lightweight-beams\"],\n civs: [],\n diff: [[\"nerf\", \"Attack speed bonus reduced from +40% to 20%. \"]],\n },\n {\n // * Ram train time from Siege Workshops increased from 30 to 40 seconds.\n items: [\"units/battering-ram\", \"units/clocktower-battering-ram\"],\n civs: [],\n diff: [[\"nerf\", \"Train time from Siege Workshops increased from 30 to 40 seconds. \"]],\n note: \"This change is intended to specifically target late game rams. We also have longer-term goals to help scale them better throughout the Ages and ensure that melee units time to kill on Rams is in a good spot at all stages of the game.\",\n },\n {\n // * Bombard cost reduced from 600 Gold/300 Wood to 500 Gold/350 Wood.\n items: [\"units/bombard\", \"units/cannon\", \"units/royal-cannon\"],\n civs: [],\n diff: [[\"buff\", \"Cost reduced from 600 Gold/300 Wood to 500 Gold/350 Wood.\"]],\n },\n {\n // * Removed aim time from Ribauldequins and added to reload time. This makes the unit more responsive while keeping firing speed the same.\n // * Ribauldequin cost reduced from 600 Gold/300 Wood to 500 Gold/350 Wood.\n items: [\"units/ribauldequin\"],\n civs: [],\n diff: [\n [\"buff\", \"Removed aim time from Ribauldequins and added to reload time. \"],\n [\"buff\", \"Cost reduced from 600 Gold/300 Wood to 500 Gold/350 Wood.\"],\n ],\n note: \"This makes the unit more responsive while keeping firing speed the same.\",\n },\n {\n // * Boiling Oil radius increased from 1 to 1.1 tiles.\n items: [\"technologies/boiling-oil\"],\n civs: [],\n diff: [[\"buff\", \"Radius increased from 1 to 1.1 tiles.\"]],\n },\n ],\n md: `\n### General Changes & Bugfixes\n* Fixed crash that could occur when packing a Mongol building after Age Up. \n* Fixed an issue that could cause a rare crash when resuming the game from suspend on Xbox consoles. \n* Fixed a crash on Xbox related to fishing ships and the Villager Priority System. \n* On the Xbox console, Fishing Ships are now counted in the Villager Priority System. \n\n### Updates to Repair\n* Base repair rate increased from 20 to 25 health per second. \n* Repair diminishing returns formula adjusted so that repair with 3-10 Villagers is approximately 5% slower overall. \n\n> This change is an overall reduction to repairing with larger numbers of Villagers, our intention here is to specifically target repairs vs Trebuchets so that defenders have a harder time stalling for long periods of time. We didn’t increase Trebuchet damage because our intent is not to increase the base time for a Trebuchet to destroy a Keep.*\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 // Corrected issue where Composite Bows was giving larger than intended attack speed bonus. Time between attacks increased from 1.12 to 1.25.\n items: [\"technologies/composite-bows\"],\n civs: [\"ab\"],\n diff: [[\"fix\", \"Time between attacks increased from 1.12 to 1.25.\"]],\n note: \"Corrected issue where Composite Bows was giving larger than intended attack speed bonus.\",\n },\n ],\n },\n {\n subtitle: \"Chinese\",\n civs: [\"ch\"],\n changes: [\n {\n // Supervising a building with multiple Imperial Officials no longer stacks the bonuses. It is currently still possible to have multiple Imperial Officials supervise a building at the same time, but their bonuses will not combine, we intend to entirely prevent multiple supervisors in a future update.\n items: [\"units/imperial-official\"],\n civs: [\"ch\"],\n diff: [[\"fix\", \"Supervising a building with multiple Imperial Officials no longer stacks the bonuses.\"]],\n note: \"It is currently still possible to have multiple Imperial Officials supervise a building at the same time, but their bonuses will not combine, we intend to entirely prevent multiple supervisors in a future update.\",\n },\n ],\n },\n {\n subtitle: \"Delhi Sultanate\",\n civs: [\"de\"],\n changes: [\n {\n // The first Madrasa built each game now grants 3 free Scholars upon completion. This includes the Hisar Academy landmark which acts as a Madrasa.\n items: [\"buildings/madrasa\", \"buildings/hisar-academy\"],\n civs: [\"de\"],\n diff: [[\"buff\", \"The first Madrasa built each game now grants 3 free Scholars upon completion.\"]],\n note: \"This includes the Hisar Academy landmark which acts as a Madrasa.\",\n },\n ],\n },\n {\n subtitle: \"French\",\n civs: [\"fr\"],\n changes: [\n {\n // Red Palace Landmark Arbalests granted to Town Centers and Keeps range reduced from 10 to 9.5.\n items: [\"buildings/red-palace\"],\n civs: [\"fr\"],\n diff: [[\"nerf\", \"Arbalests granted to Town Centers and Keeps range reduced from 10 to 9.5.\"]],\n },\n ],\n },\n {\n subtitle: \"Holy Roman Empire\",\n civs: [\"hr\"],\n changes: [\n {\n // Meinwerk Palace (II) Landmark\n // Riveted Chain Mail technology cost reduced from 45 Food/105 Gold to 30 Food/75 Gold.\n items: [\"technologies/riveted-chain-mail\"],\n civs: [\"hr\"],\n diff: [[\"buff\", \"Cost reduced from 45 Food/105 Gold to 30 Food/75 Gold (Meinwerk bonus included).\"]],\n },\n {\n // Steel Barding technology cost reduced from 120 Food/300 Gold to 90 Food/210 Gold.\n items: [\"technologies/steel-barding\"],\n civs: [\"hr\"],\n diff: [[\"buff\", \"Cost reduced from 120 Food/300 Gold to 90 Food/210 Gold.\"]],\n },\n {\n // Landsknecht health increased from 80/95 to 85/100.\n items: [\"units/landsknecht\"],\n civs: [\"hr\"],\n diff: [[\"buff\", \"Health increased from 80/95 to 85/100.\"]],\n },\n ],\n },\n {\n subtitle: \"Malians\",\n civs: [\"ma\"],\n changes: [\n {\n //Musofadi Stealth duration increased from 20 to 30 seconds.\n // Musofadi Stealth ability cooldown reduced from 60 to 30 seconds.\n items: [\"units/musofadi-warrior\", \"units/musofadi-gunner\"],\n civs: [\"ma\"],\n diff: [\n [\"buff\", \"Stealth duration increased from 20 to 30 seconds.\"],\n [\"buff\", \"Stealth ability cooldown reduced from 60 to 30 seconds.\"],\n ],\n },\n {\n // Precision Training technology increase to javelin damage increased from 2 to 3.\n items: [\"technologies/precision-training\"],\n civs: [\"ma\"],\n diff: [[\"buff\", \"Increase to javelin damage increased from 2 to 3.\"]],\n },\n ],\n },\n {\n subtitle: \"Mongols\",\n civs: [\"mo\"],\n changes: [\n {\n // New technology: Pax Mongolica\n // 350 Gold/150 Stone.\n // Outposts gain +3 fire armor and +30% HP (incorrect, it's 750+300 hp). Outpost changed to Stone Outpost visual.\n // Available at the Ovoo in Imperial Age.\n items: [\"technologies/pax-mongolica\"],\n civs: [\"mo\"],\n diff: [\n [\"buff\", \"New technology: Outposts gain +3 fire armor and +300 HP.\"],\n [\"buff\", \"Costs 700 Gold/300 Stone.\"],\n [\"fix\", \"Outpost changed to Stone Outpost visual.\"],\n [\"fix\", \"Available at the Ovoo in Imperial Age.\"],\n ],\n },\n {\n // Steppe Lancer upgrade moved from Imperial Age to Castle Age. Improved Steppe Lancers upgrade remains in the Imperial Age.\n items: [\"technologies/steppe-lancers\"],\n civs: [\"mo\"],\n diff: [[\"buff\", \"Steppe Lancer upgrade moved from Imperial Age to Castle Age.\"]],\n note: \"Improved Steppe Lancers upgrade remains in the Imperial Age.\",\n },\n {\n // Double Villager production cost reduced from 150 to 125 Stone.\n items: [\"units/villager\", \"buildings/town-center\"],\n civs: [\"mo\"],\n diff: [[\"buff\", \"Double Villager production cost reduced from 150 to 125 Stone.\"]],\n },\n ],\n },\n {\n subtitle: \"Ottomans\",\n civs: [\"ot\"],\n changes: [\n {\n // Istanbul Observatory Landmark production speed bonus increased from 60% to 100%.\n items: [\"buildings/istanbul-observatory\"],\n civs: [\"ot\"],\n diff: [[\"buff\", \"Production speed bonus increased from 60% to 100%.\"]],\n },\n {\n // Sipahi train time increased from 28 to 30 seconds.\n // Developer’s Note: This change fixes an issue where the Sipahi provides more resources per minute, compared to other units, when trained from Military Schools.\n items: [\"units/sipahi\"],\n civs: [\"ot\"],\n diff: [[\"buff\", \"Train time increased from 28 to 30 seconds.\"]],\n note: \"This change fixes an issue where the Sipahi provides more resources per minute, compared to other units, when trained from Military Schools.\",\n },\n {\n // Great Bombard changes:\n // Cost reduced from 900 Gold/450 Wood to 800 Gold/450 Wood.\n // Population reduced from 4 to 3.\n // Attack speed increased from 7.75 to 7.0.\n items: [\"units/great-bombard\"],\n civs: [\"ot\"],\n diff: [\n [\"buff\", \"Cost reduced from 900 Gold/450 Wood to 800 Gold/450 Wood.\"],\n [\"buff\", \"Population reduced from 4 to 3.\"],\n [\"buff\", \"Attack speed increased from 7.75 to 7.0.\"],\n ],\n },\n {\n // Great Bombard Emplacement cost reduced from 250 Gold/500 Stone to 250 Gold/400 Stone.\n items: [\"technologies/great-bombard-emplacement\"],\n civs: [\"ot\"],\n diff: [[\"buff\", \"Cost reduced from 250 Gold/500 Stone to 250 Gold/400 Stone.\"]],\n },\n ],\n },\n {\n subtitle: \"Rus\",\n civs: [\"ru\"],\n changes: [\n {\n // Rus Scouts’ line of sight reduced by 1 tile to be normalized with all other civilizations.\n items: [\"units/scout\"],\n civs: [\"ru\"],\n diff: [[\"nerf\", \"Line of sight reduced by 1 tile to be normalized with all other civilizations.\"]],\n },\n {\n // Kremlin changes:\n // Castle Age Kremlin Militia health reduced from 125 to 115.\n // Castle Age Kremlin Militia damage reduced from 12 to 10.\n // Militia cost increased from 40 to 55 Food per ticket.\n items: [\"buildings/kremlin\"],\n civs: [\"ru\"],\n diff: [\n [\"nerf\", \"Castle Age Kremlin Militia health reduced from 125 to 115.\"],\n [\"nerf\", \"Castle Age Kremlin Militia damage reduced from 12 to 10.\"],\n [\"nerf\", \"Militia cost increased from 40 to 55 Food per ticket.\"],\n ],\n },\n ],\n },\n {\n title: \"Ongoing\",\n civs: [],\n changes: [],\n md: `\n ### Known Issues\n * Loading Campaign Save Gives Popup Warning About Mods \n > We are aware that loading into a Campaign save file that was created before the current patch causes a popup warning indicating that the save file uses out-of-date mods. This is an erroneous error message and can be clicked through to ignore. We do not require any further reports of this issue. \n \n * Hallow’s Hearth Event Challenge “Threatening” Can be Triggered on Any Biome \n > We are aware that the event challenge “Threatening” for Hallow’s Hearth can be triggered on any biome, despite the in-game text saying it has to be the Hallow’s Hearth biome. This issue will not be fixed before the event’s end. \n \n ### Investigation\n Community-Reported Issues:\n Your reports continue being crucial to our prioritization and implementation of fixes and features in the game. Keep them coming!\n [Forum](https://forums.ageofempires.com/)\n For other known issues, please visit this page to see what’s being tracked:\n [Known Issues & Solutions](https://support.ageofempires.com/hc/articles/360051018451)\n `,\n },\n {\n title: \"What's on the Horizon\",\n civs: [],\n changes: [],\n md: `\n![Sultans Ascend](https://www.ageofempires.com/wp-content/uploads/2023/09/AoE-IV_Sultans-Ascend-DLC_1920x1080_02.png)\n# The Sultans Ascend Expansion\nLead powerful forces in defense of your homeland in The Sultans Ascend – the exciting new expansion to Age of Empires IV. Experience a brand-new campaign set in the Middle East, or command new armies with the Japanese and Byzantines. \n\n* 2 New Civilizations \n* 4 New Variant Civilizations \n* New “The Sultans Ascend” Campaign \n* 10 New Maps \n* 2 New Biomes \n\n> Pre-order now and join the ranks of legends. Your empire awaits! Coming November 14th! \n[Pre-Order](https://www.ageofempires.com/buy-now/#AoE-IV-DLC)\n\n### November Update\nPaired with the release of our upcoming expansion, there will be a major update coming on November 14th. This update will also mark the start of Season Six, with the Ranked Season beginning the next day on the 15th. Stay tuned for all the new and exciting things coming to Age of Empires IV! \n`,\n },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch91370: PatchNotes = {\n id: \"patch-91370\",\n buildId: 91370,\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-patch-9-1-370/\",\n name: \"Patch 9.1.370\",\n season: 6,\n type: \"patch\",\n summary: \"Balance changes to the new civilizations and landmarks, including the Floating Gate, Bazaar Trade Wing and Imperial Hippodrome\",\n introduction: `\n![](https://www.ageofempires.com/wp-content/uploads/2023/11/TonsOToys_Patch_1920x1080.webp) \n\"The festive season is in the air in Age of Empires IV with today's minor patch (December 6th) -- join in the fun with our upcoming Tons o' Toys seasonal event, chill out in our seasonal Winter biome, or bring the heat to your opponent with the updates to the new civilizations introduced in our recent expansion! Changes introduced today include:\n\n- Stability fixes for campaign and multiplayer.\n- Additional fixes to improve server latency, meant to pair with improvements made in recent server maintenances.\n- Adjustments to several maps.\n- Several corrections to localization.\n- A new official mod: Free Camera.\n- Balance changes focused around the Japanese and Byzantines, as well as the variant civilizations.\n- ...plus bug fixes and further balance improvements.\n\nRead more below.\"`,\n date: new Date(\"2023-12-06T18:00:00Z\"),\n sections: [\n {\n title: \"Seasonal Event: Tons o’ Toys\",\n civs: [],\n changes: [],\n md: `\n Stay frosty this winter season with our Tons o' Toys seasonal event! Complete these cool challenges to unlock a flurry of in-game rewards. Unwrap these presents while you can! Tons o' Toys runs from 10:00am PT on Dec 12th (UTC) through 11:59pm PT on Jan 11th, 2024 (UTC).\n\n![](https://www.ageofempires.com/wp-content/uploads/2023/11/TonsOToys_Event_Rewards_Showcase-1080x1080.webp)`,\n },\n {\n title: \"Build Spotlight\",\n civs: [],\n changes: [],\n md: `\n## Stability Fixes\nA number of compounding events led to server issues reported on November 18th and 19th. Since then, we’ve taken several steps to improve server latency and stability, including the previously communicated server maintenance windows on November 23rd and 29th. This patch also includes some game-side fixes meant to act in tandem with improvements already made to the server. Thank you all for the reports during this time. \n\n## Map Adjustments\nOur most recent major update introduced 3 new maps, while our expansion added an additional 10. Several balance changes and bug fixes have been made to some of these and existing maps, detailed in Maps section further on. \n\n## Localization\nSeveral players have noted that some of the translations in our expansion were inconsistent with the quality of localization for Age of Empires IV. Thanks to community reporting, we have identified some of these mistranslations and today’s patch fixes many of them, especially with our Chinese localizations. \n\nWe welcome further input and discussion on the Age Forums, where our community heroes have already been hard at work. Thank you! \n\n## New Official Mod: Free Camera\nBy popular request, we are introducing a new official mod to allow creators to freely move the camera for taking videos and screenshots. The “Free Camera” mod unlocks the camera from its default constraints and allows movement around without limit. \n\n## Balance Changes\nWith the introduction of 2 new civilizations and 4 variant civilizations, most of today’s balance changes are focused on the impact these new additions have had on recent gameplay and as such there are more balance changes than typical for our minor patches. You can read more about these in the Civilization-Specific Changes section below. \n`,\n },\n {\n title: \"Gameplay\",\n civs: [],\n changes: [],\n md: `\n### AI Updates\n\n- Fixed issue that prevented AI armies from merging with reinforcements. The AI now forms bigger armies and is less likely to abandon half its units in a fight. \n- Zhu Xi's Legacy AI players will now take advantage of the abilities provided by the Temple of the Sun Landmark. \n- AI player's Scouts will not drop sheep off at docks on naval maps anymore. \n- AI no longer uses half its army as trebuchet hype team that idly watches while the trebuchet tries its hardest to hit a moving target. AI now only uses a handful of units to guard its siege and the rest of the army continues to fight. \n\n### Art of War\n\n- Fixed a Fatal Scar error that could occur during the Art of War mission *Late Siege*. \n\n### Campaign\n\n- Fixed a crash that could occur while loading into the tutorial. \n\n> This change has reset Dynamic Training Hints for all players.\n\n- Fixed a crash that could occur on the mission *The Battle of Mansurah* in *The Sultans Ascend* campaign if the player survived for 40 minutes on hard mode. \n- Fixed a Fatal Scar error that could occur during the missions *Defense of Tyre* and *Raiders of the Red Sea* in *The Sultans Ascend* campaign. \n- Fixed an error that could occur in the mission *Mansurah *in *The Sultans Ascend* campaign when the player killed enemy units engaged in idle activities. \n- Fixed a rare error in the mission *Raiders of the Red Sea* in *The Sultans Ascend* campaign that could occur when destroying enemy fleets when you didn't have any docks. \n\n### Quickmatch\n\n- Fixed an issue which prevented players from joining the Quickmatch queue due to their map downvote selections resetting when too many maps were selected. Players may now downvote the intended number of maps. \n\n### UX/UI & Menus (All Platforms) \n\n- Fixed inconsistent codex naming conventions for new and variant civilizations. \n- Fixed a number of inaccurate localizations in Chinese languages. \n- Fixed several localizations in Spanish languages that cutoff at the first mathematical symbol. \n- The player's scoreboard now displays the player's civilization flag.\n`,\n },\n {\n title: \"Maps\",\n civs: [],\n changes: [],\n md: `\n ## General Map Changes\n\n - Fixed crash when trying to save/load a game while having save games from modded maps. \n - Fixed a rare issue where neutral large gold deposits would spawn next to the player's base on small sized Dry Arabia and Forts maps. \n \n > We are tracking similar issues on additional maps.\n \n ## Map-Specific Changes\n \n ### African Waters \n \n - Fixed an issue on African Waters map where large gold deposits failed to spawn on top of the elevated plateau. \n \n ### Archipelago \n \n - Corrected an issue where Random Starting Locations on Archipelago were not randomizing correctly. \n \n ### Baltic \n \n - Sacred sites should no longer spawn next to each other on Baltic. \n \n ### Boulder Bay \n \n - Free for All games on Boulder Bay should no longer split player spawns into 2 groups as if it was a team vs team configuration. \n \n ### Canal \n \n - Town Centers on Canal should no longer spawn submerged within the river's waters. \n \n ### Glade\n \n - Units can no longer pass between sparse wood lines in Glade on large and gigantic maps. \n \n ### Golden Pit \n \n - Fixed a rare issue on Golden Pit where large gold deposits were not spawning inside the pit. \n - Removed Neutral Trade Post from Golden Pit and repositioned Sacred Sites to the outskirts of the pit. \n \n ### Rocky River \n \n - On Rocky River, 5 Berries spawn per player in a more contested and balanced way, and 2 Fish spawn per pond instead of 4. \n \n ### Thickets \n \n - Fixed an issue on Thickets map where stone deposits could spawn too close to wood lines, preventing Ovoo placement for Mongols players. \n - Reduced Sacred Sites from 3 to 2 on Thickets, changed secondary site to spawn contested between the players.\n `,\n },\n {\n title: \"Balance & Bugfixes\",\n civs: [],\n changes: [],\n },\n {\n subtitle: \"General Changes & Bugfixes\",\n civs: [],\n changes: [\n {\n // Trader production time increased from 25 seconds to 30 seconds.\n items: [\"units/trader\"],\n civs: [],\n diff: [[\"nerf\", \"Production time increased from 25 seconds to 30 seconds.\"]],\n },\n {\n // Fixed an issue where relics could be duplicated using transport ships.\n items: [\"units/transport-ship\"],\n civs: [],\n diff: [[\"fix\", \"Relics can no longer be duplicated using transport ships.\"]],\n },\n {\n // Walls no longer generate gap fillers in the space between the wall and individual trees. Walls will continue to generate gap fillers against dense forests.\n items: [\"buildings/palisade-wall\", \"buildings/stone-wall\", \"buildings/fortified-palisade-wall\"],\n civs: [],\n diff: [\n [\n \"fix\",\n \"Walls no longer generate gap fillers in the space between the wall and individual trees. Walls will continue to generate gap fillers against dense forests.\",\n ],\n ],\n },\n {\n // Fixed an issue where gates could be built overlapping enemy walls, allowing units to pass through.\n items: [\"buildings/stone-wall-gate\", \"buildings/palisade-gate\", \"buildings/fortified-palisade-gate\"],\n civs: [],\n diff: [[\"fix\", \"Fixed an issue where gates could be built overlapping enemy walls, allowing units to pass through.\"]],\n },\n {\n // Fixed some buildings with upgrades having the wrong appearance in fog of war after being destroyed.\n // Fixed crash that could occur when issuing or cancelling a lot of commands at once.\n items: [],\n civs: [],\n diff: [\n [\"fix\", \"Fixed some buildings with upgrades having the wrong appearance in fog of war after being destroyed.\"],\n [\"fix\", \"Fixed crash that could occur when issuing or cancelling a lot of commands at once.\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Siege Updates (All Civilizations)\",\n civs: [],\n changes: [\n {\n // Trebuchet\n // Counterweight Trebuchet attack speed improved from 12.625 to 11.375.\n items: [\"units/counterweight-trebuchet\", \"units/clocktower-counterweight-trebuchet\"],\n civs: [],\n diff: [[\"buff\", \"Attack speed improved from 12.625 to 11.375.\"]],\n },\n {\n // Mongols’ Traction Trebuchet attack speed improved from 9.625 to 8.625.\n items: [\"units/traction-trebuchet\"],\n civs: [\"mo\"],\n diff: [[\"buff\", \"Attack speed improved from 9.625 to 8.625.\"]],\n },\n {\n // Culverin ranged armor reduced from 20 to 10.\n items: [\"units/culverin\", \"units/royal-culverin\"],\n civs: [],\n diff: [[\"nerf\", \"Ranged armor reduced from 20 to 10.\"]],\n },\n {\n // Springald ranged armor reduced from 20 to 10.\n items: [\"units/springald\"],\n civs: [],\n diff: [[\"nerf\", \"Ranged armor reduced from 20 to 10.\"]],\n },\n ],\n },\n {\n title: \"Civilization-Specific Changes\",\n civs: [],\n changes: [],\n },\n {\n subtitle: \"Abbasid Dynasty\",\n civs: [\"ab\"],\n changes: [\n {\n // House of Wisdom\n // Corrected an issue where Traders would not spawn when using Trade Wing to go to the Feudal Age.\n items: [\"buildings/house-of-wisdom\", \"technologies/trade-wing\"],\n civs: [\"ab\"],\n diff: [[\"fix\", \"Corrected an issue where Traders would not spawn when using Trade Wing to go to the Feudal Age.\"]],\n },\n ],\n },\n {\n subtitle: \"Byzantines\",\n civs: [\"by\"],\n changes: [\n {\n // Starting Stone increased from 50 to 100.\n items: [],\n civs: [\"by\"],\n diff: [[\"buff\", \"Starting Stone increased from 50 to 100.\"]],\n },\n {\n // Imperial Hippodrome Landmark\n // Starting Triumph supply points reduced from 30 to 10.\n // Triumph ability duration reduced from 1.5 seconds per supply point to 1 second per supply point.\n // The maximum number of Triumph points increased from 40 to 45\n items: [\"buildings/imperial-hippodrome\"],\n civs: [\"by\"],\n diff: [\n [\"nerf\", \"Starting Triumph supply points reduced from 30 to 10.\"],\n [\"nerf\", \"Triumph ability duration reduced from 1.5 seconds per supply point to 1 second per supply point.\"],\n [\"buff\", \"The maximum number of Triumph points increased from 40 to 45.\"],\n ],\n },\n {\n // Greek Fire Projectiles technology no longer applies to non-Trebuchet units.\n items: [\"technologies/greek-fire-projectiles\"],\n civs: [\"by\"],\n diff: [[\"fix\", \"Greek Fire Projectiles technology no longer applies to non-Trebuchet units.\"]],\n },\n {\n // Cataphracts\n // Health reduced from 425 to 405 in the Imperial Age\n items: [\"units/cataphract\"],\n civs: [\"by\"],\n diff: [[\"nerf\", \"Health reduced from 425 to 405 in the Imperial Age.\"]],\n },\n {\n // Numeri Technology\n // Reduced the amount of increased damage taken by trample targets from 25% to 15%.\n // Charging units will no longer be stopped if they charge through a Cheirosiphon’s fire.\n items: [\"technologies/numeri\"],\n civs: [\"by\"],\n diff: [\n [\"nerf\", \"Reduced the amount of increased damage taken by trample targets from 25% to 15%.\"],\n [\"fix\", \"Charging units will no longer be stopped if they charge through a Cheirosiphon’s fire.\"],\n ],\n },\n {\n // Corrected an issue where resources per minute would not appear on Byzantines Religious Buildings with Relics garrisoned.\n items: [\"buildings/grand-winery\", \"buildings/monastery\"],\n civs: [\"by\"],\n diff: [[\"fix\", \"Corrected an issue where resources per minute would not appear on Byzantines Religious Buildings with Relics garrisoned.\"]],\n },\n {\n // Fixed an issue where the Byzantines trader was generating more olive oil than intended, it is now 20% like the description states.\n // Fixed an issue where the Byzantines military production modifier from Cisterns was incorrectly applying to Traders.\n items: [\"units/trader\"],\n civs: [\"by\"],\n diff: [\n [\"fix\", \"Fixed an issue where the Byzantines trader was generating more olive oil than intended, it is now 20% like the description states.\"],\n [\"fix\", \"Fixed an issue where the Byzantines military production modifier from Cisterns was incorrectly applying to Traders.\"],\n ],\n },\n {\n // The cheat “smorgasbord” now grants oil to Byzantines players.\n items: [],\n civs: [\"by\"],\n diff: [[\"fix\", \"The cheat “smorgasbord” now grants oil to Byzantines players.\"]],\n },\n ],\n },\n {\n subtitle: \"French\",\n civs: [\"fr\"],\n changes: [\n {\n //Guild Hall Landmark’s Stone generation rate reduced by 50%.\n items: [\"buildings/guild-hall\"],\n civs: [\"fr\"],\n diff: [[\"nerf\", \"Guild Hall Landmark’s Stone generation rate reduced by 50%.\"]],\n },\n ],\n },\n {\n subtitle: \"Japanese\",\n civs: [\"ja\"],\n changes: [\n {\n // Koka Township Landmark – Shinobi\n // When using the Shunshin ability to teleport, it is no longer possible for the Shinobi to teleport to the center of the map.\n // The Shunshin ability can now be used to teleport on top of stone walls. Targeting a stone wall directly no longer teleports the unit to the other side of the wall.\n\n items: [\"units/shinobi\", \"buildings/koka-township\"],\n civs: [\"ja\"],\n diff: [\n [\"fix\", \"When using the Shunshin ability to teleport, it is no longer possible for the Shinobi to teleport to the center of the map.\"],\n [\n \"fix\",\n \"The Shunshin ability can now be used to teleport on top of stone walls. Targeting a stone wall directly no longer teleports the unit to the other side of the wall.\",\n ],\n ],\n },\n {\n // Kura Storehouse Landmark\n // Garrison slots reduced from 8 to 4.\n // Farm spawn frequency reduced from every 45 seconds to every 50 seconds.\n items: [\"buildings/kura-storehouse\"],\n civs: [\"ja\"],\n diff: [\n [\"nerf\", \"Garrison slots reduced from 8 to 4.\"],\n [\"nerf\", \"Farm spawn frequency reduced from every 45 seconds to every 50 seconds.\"],\n ],\n },\n {\n // Floating Gate Landmark\n // Yorishiro (Sacred Objects) no longer spawn on the ground and cannot be dropped. If a Shinto Priest holding a Yorishiro dies, the Yorishiro is destroyed.\n // Upon Completion of the Floating Gate, a Shinto Priest holding a Yorishiro is instantly trained.\n // All future Yorishio are held by a Shinto Priest when they are trained.\n // The Floating Gate now has a rally point, setting the rally point to a valid building will allow a trained Shinto Priest to deposit Yorishiro automatically. It is possible to rally point to multiple buildings to queue Yorishiro placement by subsequent Shinto Priests.\n // After depositing a Yorishiro the Shinto Priest remains available to use as a regular unit.\n // A progress bar above the Floating Gate is now visible to indicate when the next Shinto Priest will be trained.\n // Buildings containing a deposited Yorishiro now also display a floating golden ink scroll icon above them.\n // A maximum of 4 Yorishiro can exist at any one time, per player. When you own 4 Yorishiro, the Floating Gate will pause production of new Shinto Priests.\n // If a building or Shinto Priest with a Yorishiro is destroyed, the Floating Gate will resume production of Shinto Priests.\n // The Shinto Priest production time has been reduced from 3 minutes to 2 minutes.\n // Place Yorishiro tooltip has been improved to more clearly display the available bonuses from depositing into various buildings.\n items: [\"buildings/floating-gate\"],\n civs: [\"ja\"],\n diff: [\n [\n \"nerf\",\n \"Yorishiro (Sacred Objects) no longer spawn on the ground and cannot be dropped. If a Shinto Priest holding a Yorishiro dies, the Yorishiro is destroyed.\",\n ],\n [\"nerf\", \"Upon Completion of the Floating Gate, a Shinto Priest holding a Yorishiro is instantly trained.\"],\n [\"buff\", \"All future Yorishio are held by a Shinto Priest when they are trained.\"],\n [\n \"fix\",\n \"The Floating Gate now has a rally point, setting the rally point to a valid building will allow a trained Shinto Priest to deposit Yorishiro automatically. It is possible to rally point to multiple buildings to queue Yorishiro placement by subsequent Shinto Priests.\",\n ],\n [\"fix\", \"After depositing a Yorishiro the Shinto Priest remains available to use as a regular unit.\"],\n [\"buff\", \"A progress bar above the Floating Gate is now visible to indicate when the next Shinto Priest will be trained.\"],\n [\"fix\", \"Buildings containing a deposited Yorishiro now also display a floating golden ink scroll icon above them.\"],\n [\n \"nerf\",\n \"A maximum of 4 Yorishiro can exist at any one time, per player. When you own 4 Yorishiro, the Floating Gate will pause production of new Shinto Priests.\",\n ],\n [\"fix\", \"If a building or Shinto Priest with a Yorishiro is destroyed, the Floating Gate will resume production of Shinto Priests.\"],\n [\"buff\", \"The Shinto Priest production time has been reduced from 3 minutes to 2 minutes.\"],\n [\"fix\", \"Place Yorishiro tooltip has been improved to more clearly display the available bonuses from depositing into various buildings.\"],\n ],\n },\n {\n // Castle of the Crow Landmark – Treasure Caravans\n // Fixed an issue where the Treasure Caravans were awarding too few resources on each trade trip when converting between land and sea trader.\n // Treasure Caravans no longer get stuck trying to embark or disembark when they reach the shore.\n items: [\"buildings/castle-of-the-crow\"],\n civs: [\"ja\"],\n diff: [\n [\n \"fix\",\n \"Fixed an issue where the Treasure Caravans were awarding too few resources on each trade trip when converting between land and sea trader.\",\n ],\n [\"fix\", \"Treasure Caravans no longer get stuck trying to embark or disembark when they reach the shore.\"],\n ],\n },\n {\n // Tanegashima Gunsmith Landmark\n // Starting stockpiles reduced from 5 to 2.\n items: [\"buildings/tanegashima-gunsmith\"],\n civs: [\"ja\"],\n diff: [[\"nerf\", \"Starting stockpiles reduced from 5 to 2.\"]],\n },\n {\n // Ozutsu\n // Ozutsu melee armor reduced from 4 to 0.\n // Ozutsu base damage reduced from 35 to 28\n items: [\"units/ozutsu\"],\n civs: [\"ja\"],\n diff: [\n [\"nerf\", \"Melee armor reduced from 4 to 0.\"],\n [\"nerf\", \"Base damage reduced from 35 to 28.\"],\n ],\n },\n {\n // Corrected issue where garrison arrows from Japanese Town Centers had more range than intended.\n items: [\"buildings/town-center\"],\n civs: [\"ja\"],\n diff: [[\"fix\", \"Corrected issue where garrison arrows from Japanese Town Centers had more range than intended.\"]],\n },\n {\n // Samurai Bannermen\n // Corrected an issue where a dropped banner aura would stack with Uma Bannermen auras.\n // Torches no longer receive damage increases on the UI from Katana Bannermen and Uma Bannermen.\n items: [\"units/uma-bannerman\", \"units/katana-bannerman\"],\n civs: [\"ja\"],\n diff: [\n [\"fix\", \"Corrected an issue where a dropped banner aura would stack with Uma Bannermen auras.\"],\n [\"fix\", \"Torches no longer receive damage increases on the UI from Katana Bannermen and Uma Bannermen.\"],\n ],\n },\n {\n // Onna-Bugeisha\n // Onna-Bugeisha no longer lose access to field construct Siege Towers when using mixed selection with other infantry.\n // Onna-Bugeisha can now garrison into Transports.\n items: [\"units/onna-bugeisha\"],\n civs: [\"ja\"],\n diff: [\n [\"fix\", \"Onna-Bugeisha no longer lose access to field construct Siege Towers when using mixed selection with other infantry.\"],\n [\"fix\", \"Onna-Bugeisha can now garrison into Transports.\"],\n ],\n },\n {\n // Flipped the Samurai icon in the Barracks to better distinguish it visually from the Onna-Bugeisha icon next to it in the UI.\n items: [\"units/samurai\"],\n civs: [\"ja\"],\n diff: [[\"fix\", \"Flipped the Samurai icon in the Barracks to better distinguish it visually from the Onna-Bugeisha icon next to it in the UI.\"]],\n },\n ],\n },\n {\n subtitle: \"Malians\",\n civs: [\"ma\"],\n changes: [\n {\n // Malian Cattle food per minute generation in Ranches reduced from 28 to 25.\n items: [\"buildings/cattle-ranch\"],\n civs: [\"ma\"],\n diff: [[\"nerf\", \"Food per minute generation in Ranches reduced from 28 to 25.\"]],\n },\n ],\n },\n {\n subtitle: \"Ottomans\",\n civs: [\"ot\"],\n changes: [\n {\n //Great Bombard population increased from 3 to 4.\n items: [\"units/great-bombard\"],\n civs: [\"ot\"],\n diff: [[\"nerf\", \"Population increased from 3 to 4.\"]],\n },\n ],\n },\n {\n title: \"Variant Civilization Changes\",\n civs: [],\n changes: [],\n md: `\n The following changes apply only to the Variant versions of the Classic civilizations. Variant civilizations share in many of the changes made to their parent civilization listed above. \"\n `,\n },\n {\n subtitle: \"Ayyubids\",\n civs: [\"ay\"],\n changes: [\n {\n // House of Wisdom\n // Age Up time increased from 105 seconds to 120 seconds.\n items: [\"buildings/house-of-wisdom\"],\n civs: [\"ay\"],\n diff: [[\"nerf\", \"Age Up time increased from 105 seconds to 120 seconds.\"]],\n },\n {\n // Military Wing: Reinforcements\n // Removed initial delay on training Desert Raiders.\n // Fixed an issue on Xbox where field siege units could not be constructed by Cavalry after building the Military Wing: Reinforcements.\n items: [\n \"technologies/feudal-military-wing-reinforcement\",\n \"technologies/castle-military-wing-reinforcement\",\n \"technologies/imperial-military-wing-reinforcement\",\n ],\n civs: [\"ay\"],\n diff: [\n [\"buff\", \"Removed initial delay on training Desert Raiders.\"],\n [\"fix\", \"Fixed an issue on Xbox where field siege units could not be constructed by Cavalry after building the Military Wing: Reinforcements.\"],\n ],\n },\n {\n // Trade Wing: Bazaar\n // Gold cost of each trade increased\n // Feudal: from 125 to 150.\n // Castle: from 325 to 350.\n // Imperial: from 400 to 425.\n // Resource trade values increased\n // Feudal: from 200 to 225\n // Castle: from 600 to 625\n // Imperial: from 1000 to 1025\n // Villager trade option removed.\n // The number of available options per trade cycle reduced from 5 to 4.\n items: [\"technologies/feudal-trade-wing-bazaar\", \"technologies/castle-trade-wing-bazaar\", \"technologies/imperial-trade-wing-bazaar\"],\n civs: [\"ay\"],\n diff: [\n [\"nerf\", \"Gold cost of each trade increased (Feudal: from 125 to 150, Castle: from 325 to 350, Imperial: from 400 to 425)\"],\n [\"buff\", \"Resource trade values increased (Feudal: from 200 to 225, Castle: from 600 to 625, Imperial: from 1000 to 1025)\"],\n [\"nerf\", \"Villager trade option removed.\"],\n [\"nerf\", \"The number of available options per trade cycle reduced from 5 to 4.\"],\n ],\n },\n {\n // Culture Wing: Logistics\n // Reduced improved healing from 50% to 30%.\n items: [\"technologies/feudal-culture-wing-logistics\", \"technologies/castle-culture-wing-logistics\", \"technologies/imperial-culture-wing-logistics\"],\n civs: [\"ay\"],\n diff: [[\"nerf\", \"Reduced improved healing from 50% to 30%.\"]],\n },\n {\n // Passive Mass Heal granted by the Imperial Age Wing properly benefits from the +30% improved healing.\n items: [\"technologies/imperial-culture-wing-logistics\"],\n civs: [\"ay\"],\n diff: [[\"fix\", \"Passive Mass Heal granted by the Imperial Age Wing properly benefits from the +30% improved healing.\"]],\n },\n {\n // Dervish HP reduced from 155 to 120\n items: [\"units/dervish\"],\n civs: [\"ay\"],\n diff: [[\"nerf\", \"HP reduced from 155 to 120.\"]],\n },\n {\n // Tower of the Sultan build time reduced from 240 seconds to 200 seconds.\n items: [\"units/tower-of-the-sultan\"],\n civs: [\"ay\"],\n diff: [[\"buff\", \"Build time reduced from 240 seconds to 200 seconds.\"]],\n },\n {\n // Infantry Support technology improved from +2/2 armor to +3/3 armor.\n items: [\"technologies/infantry-support\"],\n civs: [\"ay\"],\n diff: [[\"buff\", \"Improved from +2/2 armor to +3/3 armor.\"]],\n },\n {\n // Tier 4 Golden Age now properly decreases the cost of siege built in the field.\n items: [\"buildings/house-of-wisdom\"],\n civs: [\"ay\"],\n diff: [[\"fix\", \"Now properly decreases the cost of siege built in the field.\"]],\n },\n ],\n },\n {\n subtitle: \"Jeanne d'Arc\",\n civs: [\"je\"],\n changes: [\n {\n // Jeanne experience gained from killing Boar reduced from 50 to 25.\n // Jeanne d’Arc Honorable Heart tooltip changed to reflect actual behavior.\n // Reduced the starting experience of Jeanne d’Arc on Empire Wars from 500 to 400.\n items: [\n \"units/jeanne-darc-peasant\",\n \"units/jeanne-darc-hunter\",\n \"units/jeanne-darc-woman-at-arms\",\n \"units/jeanne-darc-mounted-archer\",\n \"units/jeanne-knight\",\n \"units/jeanne-darc-markswoman\",\n \"units/jeanne-darc-blast-cannon\",\n ],\n civs: [\"je\"],\n diff: [\n [\"nerf\", \"Experience gained from killing Boar reduced from 50 to 25.\"],\n [\"fix\", \"Jeanne d’Arc Honorable Heart tooltip changed to reflect actual behavior.\"],\n [\"nerf\", \"Reduced the starting experience of Jeanne d’Arc on Empire Wars from 500 to 400.\"],\n ],\n },\n {\n // Jeanne Champions armor reduced from 4/4 to 3/3.\n items: [\"units/jeannes-champion\"],\n civs: [\"je\"],\n diff: [[\"nerf\", \"Armor reduced from 4/4 to 3/3.\"]],\n },\n {\n // Red Palace Landmark\n // Reduced damage of bonus emplacements on Keeps and Town Centers from 60 to 40 to match French.\n // Bonus emplacement range reduced from 10 to 9.5 to match French.\n items: [\"buildings/red-palace\"],\n civs: [\"je\"],\n diff: [\n [\"nerf\", \"Reduced damage of bonus emplacements on Keeps and Town Centers from 60 to 40 to match French.\"],\n [\"nerf\", \"Bonus emplacement range reduced from 10 to 9.5 to match French.\"],\n ],\n },\n {\n // Guild Hall Landmark’s Stone generation rate reduced by 50% to match French.\n items: [\"buildings/guild-hall\"],\n civs: [\"je\"],\n diff: [[\"nerf\", \"Stone generation rate reduced by 50% to match French.\"]],\n },\n {\n // Corrected an issue where French influence system was referenced in a few building tooltips for the Jeanne d’Arc variant civilization.\n items: [],\n civs: [\"je\"],\n diff: [\n [\"fix\", \"Corrected an issue where French influence system was referenced in a few building tooltips for the Jeanne d’Arc variant civilization.\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Order of the Dragon\",\n civs: [\"od\"],\n changes: [\n {\n // Starting Wood increased from 150 to 200.\n items: [],\n civs: [\"od\"],\n diff: [[\"buff\", \"Starting Wood increased from 150 to 200.\"]],\n },\n {\n // Golden Cuirass technology damage reduction now activates at 30% health (up from 20%).\n items: [\"technologies/golden-cuirass\"],\n civs: [\"od\"],\n diff: [[\"buff\", \"Damage reduction now activates at 30% health (up from 20%).\"]],\n },\n {\n // Corrected an issue where weapon range of Gilded Achers would be reduced after researching Incendiary Arrows.\n items: [\"units/gilded-archer\"],\n civs: [\"od\"],\n diff: [[\"fix\", \"Corrected an issue where weapon range of Gilded Achers would be reduced after researching Incendiary Arrows.\"]],\n },\n ],\n },\n {\n subtitle: \"Zhu-Xi's Legacy\",\n civs: [\"zx\"],\n changes: [\n {\n // Shaolin Monastery Landmark – Shaolin Monks\n // Shaolin Monks and Monks are no longer selected together with double clicking.\n // Shaolin Monks ranged armor reduced from 2 to 0.\n // Shaolin Monks now display a buff indicator when activating the Body of Iron ability.\n items: [\"units/shaolin-monk\"],\n civs: [\"zx\"],\n diff: [\n [\"fix\", \"Shaolin Monks and Monks are no longer selected together with double clicking.\"],\n [\"nerf\", \"Ranged armor reduced from 2 to 0.\"],\n [\"fix\", \"Shaolin Monks now display a buff indicator when activating the Body of Iron ability.\"],\n ],\n },\n {\n // Technologies at the Mount Lu Academy Landmark are now properly marked as unique to civilization.\n items: [\"buildings/mount-lu-academy\"],\n civs: [\"zx\"],\n diff: [[\"fix\", \"Technologies at the Mount Lu Academy Landmark are now properly marked as unique to civilization.\"]],\n },\n {\n // Zhu Xi’s Library Landmark – Imperial Guard\n // Damage reduced from 35 to 28.\n // Health decreased from 350 to 340.\n // Melee armor increased from 6 to 10.\n // Ranged armor decreased from 6 to 3.\n // Fixed an issue where Lancers and Imperial Guards would both be selected when double clicking on either unit.\n items: [\"units/imperial-guard\"],\n civs: [\"zx\"],\n diff: [\n [\"nerf\", \"Damage reduced from 35 to 28.\"],\n [\"nerf\", \"Health decreased from 350 to 340.\"],\n [\"buff\", \"Melee armor increased from 6 to 10.\"],\n [\"nerf\", \"Ranged armor decreased from 6 to 3.\"],\n [\"fix\", \"Fixed an issue where Lancers and Imperial Guards would both be selected when double clicking on either unit.\"],\n ],\n },\n ],\n },\n {\n title: \"What's on the Horizon\",\n civs: [],\n changes: [],\n md: `\n ## Coming Up…\nLate January/Early February Patch \n\nWe are planning for our next minor patch to release in early 2024, with a target of late January or early February.`,\n },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const patch92628: PatchNotes = {\n id: \"patch-92628\",\n buildId: 92628,\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-patch-9-2-628/\",\n name: \"Patch 9.2.628\",\n season: 6,\n type: \"patch\",\n summary: \"Changes to late-game siege stalemates, buffs for Byzantines, rework of Japanese Religious landmarks and other balance changes.\",\n introduction: `\n![](https://cdn.ageofempires.com/aoe/wp-content/uploads/2024/01/Lunar-Faire-Patch-1920x1080-1.webp) \n\"Happy Patch Day! We’ve got our first update of 2024 loaded with balance improvements for our awesome line up of new and variant civilizations released with The Sultans Ascend expansion last year. Not only that, but we’re bringing a whole host of AI improvements, map fixes, and a stellar seasonal event to the mix.\"`,\n date: new Date(\"2024-01-30T18:00:00Z\"),\n sections: [\n {\n title: \"Seasonal Theme and Event: Lunar Faire 2024\",\n civs: [],\n changes: [],\n md: `\n We’re excited to have you all join us for Lunar Faire in a few short days with an awesome seasonal event set to start February 1st and run through February 22nd! Make way for the Year of the Dragon!\n\n![](https://cdn.ageofempires.com/aoe/wp-content/uploads/2024/01/Lunar-Faire-Event-Rewards-Showcase-1080x1080-1.webp)\n`,\n },\n {\n title: \"Map Pool Rotation\",\n civs: [],\n changes: [],\n md: `\n With a new update comes an opportunity to refresh the map pools! This update features two maps that have not seen ranked play yet: Forts and Waterholes. \n \n Some familiar maps have made their return — giving brand new civilizations a chance to flex their refreshing gameplay on familiar battlegrounds. \n \n # 1v1 Ranked Map Pool \n ### Maps rotating out for 9.2 \n \n - Hidden Valley \n - Rocky River \n - Canal \n - Golden Heights\n \n ### Maps rotating in \n - Forts \n - Boulder Bay \n - Mongolian Heights \n - Four Lakes \n \n ### New 1v1 Ranked Map Pool\n - Dry Arabia \n - Cliffside \n - Himeyama \n - Forts \n - Gorge \n - Boulder Bay \n - Mongolian Heights \n - Golden Pit \n - Four Lakes \n \n # Team Ranked Map Pool\n ### Maps rotating out for 9.2 \n - Hidden Valley \n - Volcanic Island \n - Hideout \n - Golden Heights \n\n ### Maps rotating in \n - Forts \n - Canal\n - Hill and Dale\n - Waterholes\n\n ### New Team Ranked Map Pool\n - Dry Arabia \n - Cliffside \n - Himeyama \n - Forts \n - Gorge \n - Canal \n - Hill and Dale \n - Golden Pit \n - Waterholes \n `,\n },\n {\n title: \"Build Spotlight\",\n civs: [],\n changes: [],\n md: `\n ## Xbox Update: Xbox Home Share\n After we launched The Sultans Ascend expansion last year, we heard that Xbox Home share wasn’t working as expecting. This has been fixed in this latest update.\n \n ## Design Update\n - Our main focus this update has been to improve the balance of new Civilizations.\n - The Japanese sacred choice design has been reworked, with six new technologies that are unlocked at either the Shinto Shrine or Buddhist Temple; based on your Castle Age Landmark selection.\n \n ##Crash Fixes\n We’ve identified and fixed a number of high frequency crashes and desyncs, this should lead to better game stability with this update.\n \n \n `,\n },\n {\n title: \"Gameplay\",\n civs: [],\n changes: [],\n md: `\n ### AI Updates (Byzantines)\n\n - AI is better at picking safe places to build mercenary houses.\n \n ### AI Updates (Jeanne d’Arc)\n \n - AI Jeanne d’Arc no longer abandons her army when she levels up in combat.\n - AI Jeanne d’Arc is now able to use Valorous Inspiration and Strength of Heaven.\n \n ### AI Updates (Japanese)\n \n - Fixed issue with AI trying to deposit Yorishiro in buildings that can’t accept Yorishiro.\n - AI now prioritizes placing Yorishrio in forges, lumber camps, and farmhouses.\n \n ### AI Updates (Nomad Mode)\n \n - Fixed AI sometimes being unable to build their Town Center in Nomad mode.\n \n ### AI Bug Fixes\n \n - Fixed an issue that could cause idle AI units if it failed to retreat with a set-up siege unit.\n - Fixed a crash that could occur in the AI system when loading a save game.\n - Fixed big groups of AI villagers refusing to gather resources during the late game.\n - Fixed issue that sometimes causes the AI to get stuck on a building while patrolling its base.\n - Fixed an issue that caused the AI to stay on a sacred site longer than intended.\n - Fixed AI sometimes being unable to build anything or progress in any way when being in the proximity of an enemy.\n - Fixed small groups of AI military units sometimes being defeated by chasing enemies into their base.\n \n ### General\n \n - Fixed a crash that could happen on Xbox and Windows Store versions of _Age of Empires IV_ when playing multiplayer games with Voice Chat enabled.\n - Fixed a bug where the game could crash when starting a multiplayer game.\n - Units will no longer get stuck on generated wall blockers, this would previously happen most commonly when Villagers are chopping wood near wall ends.\n - Fixed an issue where the animation of the House of Wisdom Wings would be out of sync with the age up for Ayyubids.\n - Reduced visual artifacts when snapping palisade walls to each other.\n - Units that use torches will no longer occasionally deal no damage attacking a palisade wall when standing close to the wall.\n - Fixed various bugs where certain abilities would stop working after loading a saved game.\n - Rus Hunting Cabins and High Trade House now show the number of trees counted on the Xbox.\n \n ### Nomad Mode\n \n - In Nomad Mode, players now must complete a Town Center before they can Age Up.\n \n ### Steam Deck\n \n - Fixed an issue causing desyncs on Steam Decks when playing online.\n \n ### Campaign\n \n - Campaign Mission: 1215, Zhongdu – The enemy landmarks in campaign mission Zhongdu have hit the gym and can now withstand the player’s overwhelming onslaught, preventing building destruction which leads to a Fatal Scar Error.\n - Campaign Mission: 1426, Cyprus – Prevented a Fatal Scar that could occur from destroying Famagusta’s Docks before the objective had started.\n - Campaign Mission: The Battle of Mansurah – Fixed a crash that could occur on the mission The Battle of Mansurah if the player survived for 40 minutes on hard mode.\n - Mongol Town Center no longer activates Age Up progression bar in campaigns.\n - Fixed a crash that could occur when loading a save game from some of the new Campaign missions.\n \n ### Hotkeys\n \n - We have corrected a range of issues related to remappable hotkeys where they were either unlisted, in the wrong spot, or did not have the correct default hotkey based on their grid position. Thank you for all your reports.\n \n ### Masteries\n \n - Fixed a bug where Delhi Sultanate Mastery #10, “Protecting the Sword” was not correctly tracking healing from the Mosque’s healing aura. The mastery was undercounting health received.\n \n ### UX/UI & Menus (All Platforms)\n \n - A bug in the Korean language IME has been fixed: terminating a syllable with the spacebar will now add the space character after the syllable instead of before.\n - Improved the smoothing of the camera when watching a recorded replay when Free Camera is disabled.\n - Shift click in resources panel allows you to select all idle workers or all workers in the clicked resource.\n - Fixed an issue where toggle buttons in the settings page would get clipped randomly in certain resolution monitors.\n - Fixed an issue with High Contrast UI being difficult to read in the Quick Match tab.\n \n ### Localization\n \n We have been tracking your feedback relating to localization quality in _The Sultans Ascend_ expansion and have made expansive changes to several languages, including Chinese, Korean, Japanese and Hungarian languages.\n \n We are committed to continuing to track and evaluate improvements in this space. So, please let us know in [the forums](https://forums.ageofempires.com/t/incorrect-translations-for-age-of-empires-iv-the-sultans-ascend-dlc/243544) if you continue to see issues related to language quality.\n`,\n },\n {\n title: \"Maps\",\n civs: [],\n changes: [],\n md: `\n ## Map-Specific Changes\n\n### African Waters \n\n- Player’s starting gold will no longer spawn trapped inside the player’s starting forest.\n\n### Hill & Dale \n\n- We’ve done a tuning pass on the distribution of Sacred Sites on Hill and Dale. 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### Gorge\n\n- Sheep distribution has been reworked on Gorge and Forts to be more consistent across the map, with less cases of 2/3 sheep spawning bunched together while other large areas remain arid.\n `,\n },\n {\n title: \"Balance & Bugfixes\",\n civs: [],\n changes: [],\n },\n {\n subtitle: \"General Balance Changes\",\n civs: [],\n changes: [\n {\n // - Springald\n // - Attack Speed improved from 4 to 3 seconds.\n // - Attack Damage reduced from 30 +70 vs Siege and Naval to 30 +60.\n items: [\"units/springald\"],\n civs: [],\n diff: [\n [\"buff\", \"Attack Speed improved from 4 to 3 seconds.\"],\n [\"nerf\", \"Attack Damage reduced from 30 +70 vs Siege and Naval to 30 +60.\"],\n ],\n },\n {\n // - Culverin\n // - Attack Speed improved from 4.38 to 3.25.\n // - Bonus damage vs Siege and Naval decreased from +100 to +60.\n items: [\"units/culverin\", \"units/royal-culverin\"],\n civs: [],\n diff: [\n [\"buff\", \"Attack Speed improved from 4.38 to 3.25.\"],\n [\"nerf\", \"Bonus damage vs Siege and Naval decreased from +100 to +60.\"],\n ],\n },\n {\n // - Mangonel\n // - Ranged armor increased from 20 to 30.\n // - Nest of Bees\n // - Ranged armor increased from 20 to 30.\n // - Counterweight & Traction Trebuchets\n // - Ranged armor increased from 20 to 30.\n items: [\n \"units/mangonel\",\n \"units/manjaniq\",\n \"units/nest-of-bees\",\n \"units/counterweight-trebuchet\",\n \"units/clocktower-counterweight-trebuchet\",\n \"units/traction-trebuchet\",\n ],\n civs: [],\n diff: [[\"buff\", \"Ranged armor increased from 20 to 30.\"]],\n },\n {\n // - Cannon/Bombard/Great Bombard\n // - Ranged armor increased from 30 to 35.\n items: [\"units/cannon\", \"units/royal-cannon\", \"units/bombard\", \"units/great-bombard\"],\n civs: [],\n diff: [[\"buff\", \"Ranged armor increased from 30 to 35.\"]],\n },\n {\n // - Villager Torches bonus vs. Siege removed.\n items: [\"units/villager\"],\n civs: [],\n diff: [[\"nerf\", \"Torch bonus vs. Siege removed.\"]],\n },\n {\n items: [],\n civs: [],\n diff: [],\n note: `The above set of changes to Siege aims to help with late-game stalemate situations and address a couple of issues with Springalds and Culverins:\n 1. Volatility of Springalds and Culverins vs other Siege units. By increasing the attack speed and reducing damage, it now requires more Springalds and Culverins to be able to one-shot other Siege weapons. This should widen the window available to react to seeing these units on the battlefield before all your attacking siege is destroyed. \n 2. Camping under Keeps with Springalds and Culverins surrounded by units makes them difficult to push into and pick off, but without picking them off it is challenging to use siege to take down the Keep. By reducing the ranged armor of the Springald, we hope that using ranged units to pick them off becomes more viable.`,\n },\n {\n // - Battering Ram\n // - Cost reduced from 250 Wood to 200 Wood.\n // - Health reduced from 420 to 340.\n // - Now takes an additional 20% bonus damage from Melee attacks.\n // - Attack-move with melee units now targets rams automatically.\n\n // > **_Developer Note:_** _Following up from our previous Ram changes, we’re aiming to address the effective health of Rams and reduce the viability of Ram pushes without support units. With this change we’re making it so that melee units will not ignore Rams with attack move (but Ranged units will). Our goal is to tune the Ram so that fighting them with melee units has a worthwhile return on investment. Along with reducing the health and cost appropriately this should also help to reduce the population effectiveness of Rams while remaining at 1 population._\n items: [\"units/battering-ram\"],\n civs: [],\n diff: [\n [\"buff\", \"Cost reduced from 250 Wood to 200 Wood.\"],\n [\"nerf\", \"Health reduced from 420 to 340.\"],\n [\"nerf\", \"Now takes an additional 20% bonus damage from Melee attacks.\"],\n [\"fix\", \"Attack-move with melee units now targets rams automatically.\"],\n ],\n note: `Following up from our previous Ram changes, we’re aiming to address the effective health of Rams and reduce the viability of Ram pushes without support units. With this change we’re making it so that melee units will not ignore Rams with attack move (but Ranged units will). Our goal is to tune the Ram so that fighting them with melee units has a worthwhile return on investment. Along with reducing the health and cost appropriately this should also help to reduce the population effectiveness of Rams while remaining at 1 population.`,\n },\n {\n // - Tithe Barns income reduced from 30 Food, 30 Wood, 30 Stone to 40 Food, 40 Wood, 10 Stone.\n\n items: [\"technologies/tithe-barns\"],\n civs: [],\n diff: [[\"nerf\", \"Income reduced from 30 Food, 30 Wood, 30 Stone to 40 Food, 40 Wood, 10 Stone.\"]],\n },\n {\n // - Mongols Improved Tithe Barns changed to 60 Food, 60 Wood, 15 Stone.\n // > **_Developer Note:_** _Late game Stone generation has proven too effective at creating massive amounts of defenses, which can make late games feel slower than intended. We want Stone to be a limited resource in the later stages of the game so defenses cannot be amassed too much over time._\n items: [\"technologies/tithe-barns-improved\"],\n civs: [\"mo\"],\n diff: [[\"buff\", \"Income changed to 60 Food, 60 Wood, 15 Stone.\"]],\n note: `Late game Stone generation has proven too effective at creating massive amounts of defenses, which can make late games feel slower than intended. We want Stone to be a limited resource in the later stages of the game so defenses cannot be amassed too much over time.`,\n },\n {\n // - Imperial Age Economy Upgrades\n // - Crosscut Saw now also provides +5 Wood carry capacity in addition to +15% gather rate.\n items: [\"technologies/crosscut-saw\"],\n civs: [],\n diff: [[\"buff\", \"Now also provides +5 Wood carry capacity in addition to +15% gather rate.\"]],\n },\n {\n // - Cupellation no longer increases gather rate, instead Villagers drop off 15% more Gold.\n // > _**Developer Note:** We want to make the Imperial Age economy upgrades more appealing for their cost, as well as reducing the number of Villagers required to sustain a late-game economy. This should lead to larger army sizes for more fun!_\n items: [\"technologies/cupellation\"],\n civs: [],\n diff: [[\"buff\", \"Now increases Gold drop off by 15%.\"]],\n note: `We want to make the Imperial Age economy upgrades more appealing for their cost, as well as reducing the number of Villagers required to sustain a late-game economy. This should lead to larger army sizes for more fun!`,\n },\n ],\n },\n {\n subtitle: \"General Bug Fixes\",\n civs: [],\n changes: [\n {\n // Improved Villagers’ gathering logic so that they favor going to the nearest available live Sheep instead of travelling far distances for a carcass.\n items: [\"units/villager\"],\n civs: [],\n diff: [\n [\n \"fix\",\n \"Improved Villagers’ gathering logic so that they favor going to the nearest available live Sheep instead of travelling far distances for a carcass.\",\n ],\n ],\n },\n {\n // Corrected an issue where the Trader was tagged as Cavalry.\n items: [\"units/trader\"],\n civs: [],\n diff: [[\"fix\", \"Corrected an issue where the Trader was tagged as Cavalry.\"]],\n },\n {\n // Docks are no longer selected when using Select All Military Buildings hotkey.\n items: [\"buildings/dock\"],\n civs: [],\n diff: [[\"fix\", \"Docks are no longer selected when using Select All Military Buildings hotkey.\"]],\n },\n {\n // Horse Archer units no longer favor the front of formations and will be protected by heavy units by standing behind them.\n items: [\"units/horse-archer\", \"units/mangudai\", \"units/onna-musha\", \"units/camel-archer\", \"units/desert-raider\"],\n civs: [],\n diff: [[\"fix\", \"Horse Archer units no longer favor the front of formations and will be protected by heavy units by standing behind them.\"]],\n },\n {\n // Conversion and Proselytization no longer target units who are blessed with Jeanne d’Arc’s Strength of Heaven.\n items: [\"technologies/proselytization\", \"abilities/ability-conversion\"],\n civs: [],\n diff: [[\"fix\", \"Conversion and Proselytization no longer target units who are blessed with Jeanne d’Arc’s Strength of Heaven.\"]],\n },\n {\n // Handcannons from Archery Ranges will now produce x5 when using the shift modifier to produce them.\n items: [\"buildings/archery-range\"],\n civs: [],\n diff: [[\"fix\", \"Handcannons from Archery Ranges will now produce x5 when using the shift modifier to produce them.\"]],\n },\n {\n // Landmark Town Centers garrison arrow range corrected from 8 to 6 tiles.\n // Capital Town Centers\n // Updated text to reflect their ability to detect stealth and disguises.\n items: [\"buildings/capital-town-center\"],\n civs: [],\n diff: [\n [\"fix\", \"Landmark Town Centers garrison arrow range corrected from 8 to 6 tiles.\"],\n [\"fix\", \"Updated text to reflect their ability to detect stealth and disguises.\"],\n ],\n },\n {\n // Non-Capital Town Centers\n // Updated text to reflect that these buildings cannot detect stealth and disguises.\n items: [\"buildings/town-center\"],\n civs: [],\n diff: [[\"fix\", \"Updated text to reflect that Non-Capital Town Centers cannot detect stealth and disguises.\"]],\n },\n {\n // Stone Walls: Corrected incorrect defensive values in the help text.\n items: [\"buildings/stone-wall\"],\n civs: [],\n diff: [[\"fix\", \"Corrected incorrect defensive values in the help text.\"]],\n },\n ],\n },\n {\n title: \"Civilization-Specific Changes\",\n civs: [],\n changes: [],\n },\n {\n subtitle: \"Abbasid Dynasty\",\n civs: [\"ab\"],\n changes: [\n {\n // Golden Age tier 3: Corrected an issue where Villagers were receiving +30% gather rate instead of +20%.\n items: [\"buildings/house-of-wisdom\", \"abilities/ability-golden-age-tier-3\"],\n civs: [\"ab\"],\n diff: [[\"fix\", \"Golden Age tier 3: Corrected an issue where Villagers were receiving +30% gather rate instead of +20%.\"]],\n },\n ],\n },\n {\n subtitle: \"Ayyubids\",\n civs: [\"ay\"],\n changes: [\n {\n // Culture Wing: Advancement: Feudal – Age up time reduced from 40% to 20%.\n items: [\"technologies/feudal-culture-wing-advancement\"],\n civs: [\"ay\"],\n diff: [[\"nerf\", \"Age up time reduced from 40% to 20%.\"]],\n },\n {\n // Culture Wing: Advancement: Castle – Age up time reduced from 40% to 20% and resource discount reduced from 500 to 400.\n items: [\"technologies/castle-culture-wing-advancement\"],\n civs: [\"ay\"],\n diff: [\n [\"nerf\", \"Age up time reduced from 40% to 20%\"],\n [\"nerf\", \"Resource discount reduced from 500 to 400.\"],\n ],\n },\n {\n // Culture Wing: Advancement: Imperial – Age up time reduced from 40% to 20% and resource discount reduced from 1500 to 1350.\n items: [\"technologies/imperial-culture-wing-advancement\"],\n civs: [\"ay\"],\n diff: [\n [\"nerf\", \"Age up time reduced from 40% to 20%\"],\n [\"nerf\", \"Resource discount reduced from 1500 to 1350.\"],\n ],\n },\n {\n // Corrected an issue where the first Golden Age Tier was giving +15% bonus to Gold, Stone, and Wood instead of 10%.\n items: [\"buildings/house-of-wisdom\", \"abilities/ability-golden-age-tier-1\"],\n civs: [\"ay\"],\n diff: [[\"fix\", \"Corrected an issue where the first Golden Age Tier was giving +15% bonus to Gold, Stone, and Wood instead of 10%.\"]],\n },\n {\n // Dervish healing no longer heals units in garrison.\n items: [\"units/dervish\"],\n civs: [\"ay\"],\n diff: [[\"fix\", \"Dervish healing no longer heals units in garrison.\"]],\n },\n {\n // Desert Raider weapon range no longer fluctuates when upgrading Desert Raiders after researching Incendiary Arrows.\n items: [\"units/desert-raider\"],\n civs: [\"ay\"],\n diff: [[\"fix\", \"Desert Raider weapon range no longer fluctuates when upgrading Desert Raiders after researching Incendiary Arrows.\"]],\n },\n {\n // Transport Ships loaded with Atabegs will now properly reduce their maximum count when the ship is destroyed.\n items: [\"units/atabeg\"],\n civs: [\"ay\"],\n diff: [[\"fix\", \"Transport Ships loaded with Atabegs will now properly reduce their maximum count when the ship is destroyed.\"]],\n },\n ],\n },\n {\n subtitle: \"Byzantines\",\n civs: [\"by\"],\n changes: [\n // Developer Note: We’ve been watching the development of the Byzantines carefully and decided that they need significantly more nerfs. Just kidding! However, while we do aim to help bring the win rates of the Byzantines up, we do want to ensure that their over-tuned elements do not go unaddressed. We do believe that the following set of changes will help them where they need it the most, in the early game.\n {\n items: [],\n civs: [\"by\"],\n diff: [],\n note: `We’ve been watching the development of the Byzantines carefully and decided that they need significantly more nerfs. Just kidding! However, while we do aim to help bring the win rates of the Byzantines up, we do want to ensure that their over-tuned elements do not go unaddressed. We do believe that the following set of changes will help them where they need it the most, in the early game.`,\n },\n {\n // Cheirosiphon\n // Cost reduced from 250 Wood, 100 Gold to 200 Wood, 100 Gold.\n // Health reduced from 350 to 280.\n // Developer Note: This change is in concert with the general Ram changes for all civilizations.\n items: [\"units/cheirosiphon\"],\n civs: [\"by\"],\n diff: [\n [\"buff\", \"Cost reduced from 250 Wood, 100 Gold to 200 Wood, 100 Gold.\"],\n [\"nerf\", \"Health reduced from 350 to 280.\"],\n ],\n note: `This change is in concert with the general Ram changes for all civilizations.`,\n },\n {\n // Cisterns\n // Gather bonus increased from 5/10/15/20/25% to 10/14/18/22/26% based on Water Level.\n // Build time reduced from 20s to 15s.\n // Stone cost cap reduced from 300 Stone to 250 Stone.\n items: [\"buildings/cistern\"],\n civs: [\"by\"],\n diff: [\n [\"buff\", \"Gather bonus increased from 5/10/15/20/25% to 10/14/18/22/26% based on Water Level.\"],\n [\"buff\", \"Build time reduced from 20s to 15s.\"],\n [\"buff\", \"Stone cost cap reduced from 300 Stone to 250 Stone.\"],\n ],\n },\n {\n // Cistern of the First Hill Landmark\n // Starting Flasks increased from 1 to 3.\n // Flask maximum increased from 10 to 20.\n // Decreased amount of health restored from 250 to 150.\n // Reduced healing duration from 10 seconds to 6 seconds.\n // Improved Flask spawn rate from every 45 seconds to every 30 seconds.\n // Reduced unit cooldown from 45 seconds to 20 seconds.\n items: [\"buildings/cistern-of-the-first-hill\", \"abilities/ability-pilgrim-flask\"],\n civs: [\"by\"],\n diff: [\n [\"buff\", \"Starting Flasks increased from 1 to 3.\"],\n [\"buff\", \"Flask maximum increased from 10 to 20.\"],\n [\"nerf\", \"Decreased amount of health restored from 250 to 150.\"],\n [\"nerf\", \"Reduced healing duration from 10 seconds to 6 seconds.\"],\n [\"buff\", \"Improved Flask spawn rate from every 45 seconds to every 30 seconds.\"],\n [\"buff\", \"Reduced unit cooldown from 45 seconds to 20 seconds.\"],\n ],\n },\n {\n // Grand Winery: Now acts as a Mill & Monastery and includes Food economy technologies.\n items: [\"buildings/grand-winery\"],\n civs: [\"by\"],\n diff: [[\"buff\", \"Now acts as a Mill & Monastery and includes Food economy technologies.\"]],\n },\n {\n // Limitanei Shield Wall damage reduction changed from 50% to 40%.\n items: [\"units/limitanei\", \"abilities/ability-shield-wall\"],\n civs: [\"by\"],\n diff: [[\"nerf\", \"Damage reduction changed from 50% to 40%.\"]],\n },\n {\n // Cistern Dialectius: Research speeds decreased from 50/100/150/200/250% to 30/60/90/120/150%.\n items: [\"buildings/cistern\", \"abilities/ability-dialecticus\"],\n civs: [\"by\"],\n diff: [[\"nerf\", \"Dialecticus Research speeds decreased from 50/100/150/200/250% to 30/60/90/120/150%.\"]],\n },\n {\n // Golden Horn Tower Landmark\n // Reduced training speed from 50% reduction to 60% reduction.\n // Produces 2 Keshik instead of 3 per batch.\n // Developer Note: The Golden Horn Tower generates a bit too many resources per minute compared to other Castle Age Landmarks when considering their Cistern water levels.\n items: [\"buildings/golden-horn-tower\"],\n civs: [\"by\"],\n diff: [\n [\"nerf\", \"Reduced training speed from 50% reduction to 60% reduction.\"],\n [\"nerf\", \"Produces 2 Keshik instead of 3 per batch.\"],\n ],\n },\n {\n // Streltsy Olive Oil cost increased from 540 to 720.\n items: [\"units/streltsy\"],\n civs: [\"by\"],\n diff: [[\"nerf\", \"Olive Oil cost increased from 540 to 720.\"]],\n },\n {\n // Varangian Guards are no longer selected with Mercenary Ghulams when double clicking.\n items: [\"units/varangian-guard\"],\n civs: [\"by\"],\n diff: [[\"fix\", \"Varangian Guards are no longer selected with Mercenary Ghulams when double clicking.\"]],\n },\n {\n // Imperial Hippodrome: Corrected issue where Wolves would grant Supply Points.\n // Corrected help text to state that workers generate Olive Oil to the % of amount of Food carried.\n items: [\"buildings/imperial-hippodrome\"],\n civs: [\"by\"],\n diff: [\n [\"fix\", \"Corrected issue where Wolves would grant Supply Points.\"],\n [\"fix\", \"Corrected help text to state that workers generate Olive Oil to the % of amount of Food carried.\"],\n ],\n },\n {\n // Akritoi Defense: Added that it changes all Villager’s weapons to a spear that deals +1 / 2 / 3 / 5 bonus damage per Age to the help text.\n items: [\"buildings/cistern\", \"abilities/ability-akritoi-defense\"],\n civs: [\"by\"],\n diff: [\n [\"fix\", \"Added that Akritoi Defense changes all Villager’s weapons to a spear that deals +1 / 2 / 3 / 5 bonus damage per Age to the help text.\"],\n ],\n },\n {\n // Fixed an issue where Cisterns did not cost any wood to repair.\n items: [\"buildings/cistern\"],\n civs: [\"by\"],\n diff: [[\"fix\", \"Fixed an issue where Cisterns did not cost any wood to repair.\"]],\n },\n {\n // The Surefire Victory mastery now tracks units killed by Greek Fire from a Dromon.\n items: [],\n civs: [\"by\"],\n diff: [[\"fix\", \"The Surefire Victory mastery now tracks units killed by Greek Fire from a Dromon.\"]],\n },\n ],\n },\n {\n // Chinese\n\n // Imperial Academy: Now produces Imperial Officials with a 30% discount.\n // Dock: Decreased work rate bonus from 20% to 10%.\n // Improved the Supervise Ability description to more clearly explain which buildings can be targeted.\n // Fixed an issue where Chinese Houses and Villages would display a Tax UI despite not generating any tax.\n\n subtitle: \"Chinese\",\n civs: [\"ch\"],\n changes: [\n {\n items: [\"buildings/imperial-academy\"],\n civs: [\"ch\"],\n diff: [[\"buff\", \"Now produces Imperial Officials with a 30% discount.\"]],\n },\n {\n items: [\"buildings/dock\"],\n civs: [\"ch\"],\n diff: [[\"nerf\", \"Decreased work rate bonus from 20% to 10%.\"]],\n },\n {\n items: [\"abilities/ability-supervise\"],\n civs: [\"ch\"],\n diff: [[\"fix\", \"Improved the Supervise Ability description to more clearly explain which buildings can be targeted.\"]],\n },\n {\n items: [\"buildings/house\", \"buildings/village\"],\n civs: [\"ch\"],\n diff: [[\"fix\", \"Fixed an issue where Chinese Houses and Villages would display a Tax UI despite not generating any tax.\"]],\n },\n ],\n },\n {\n // Delhi Sultanate\n // When researching Manuscript Trade, Scholars that are already garrisoned in Docks will be properly counted as active Scholars. This fixes an issue where the active Scholar count could go negative, breaking Sultanate research times.\n // Docks when destroyed will decrease the Scholar count correctly if Manuscript Trade is researched and a Scholar is garrisoned.\n\n subtitle: \"Delhi Sultanate\",\n civs: [\"de\"],\n changes: [\n {\n items: [\"technologies/manuscript-trade\", \"buildings/dock\"],\n civs: [\"de\"],\n diff: [\n [\"fix\", \"When researching Manuscript Trade, Scholars that are already garrisoned in Docks will be properly counted as active Scholars.\"],\n [\"fix\", \"Docks when destroyed will decrease the Scholar count correctly if Manuscript Trade is researched and a Scholar is garrisoned.\"],\n ],\n note: `This fixes an issue where the active Scholar count could go negative, breaking Sultanate research times.`,\n },\n ],\n },\n {\n // English\n // Wynguard Rangers are now selected with Select All Ranged Infantry hotkey.\n subtitle: \"English\",\n civs: [\"en\"],\n changes: [\n {\n items: [\"units/wynguard-ranger\"],\n civs: [\"en\"],\n diff: [[\"fix\", \"Wynguard Rangers are now selected with Select All Ranged Infantry hotkey.\"]],\n },\n ],\n },\n {\n // French\n // French Trade ships now correctly generate 20% more resources instead of 33% more.\n // Fixed an issue where the Chamber of Commerce would skip one free Trader if two or more economy technologies are researched in Dark Age.\n subtitle: \"French\",\n civs: [\"fr\"],\n changes: [\n {\n items: [\"units/trader\"],\n civs: [\"fr\"],\n diff: [[\"fix\", \"French Trade ships now correctly generate 20% more resources instead of 33% more.\"]],\n },\n {\n items: [\"buildings/chamber-of-commerce\"],\n civs: [\"fr\"],\n diff: [\n [\"fix\", \"Fixed an issue where the Chamber of Commerce would skip one free Trader if two or more economy technologies are researched in Dark Age.\"],\n ],\n },\n ],\n },\n\n {\n // Holy Roman Empire\n // Corrected issue where Holy Inspiration would be cast on enemy naval units, breaking its animations.\n subtitle: \"Holy Roman Empire\",\n civs: [\"hr\"],\n changes: [\n {\n items: [\"units/prelate\"],\n civs: [\"hr\"],\n diff: [[\"fix\", \"Corrected issue where Holy Inspiration would be cast on enemy naval units, breaking its animations.\"]],\n },\n ],\n },\n {\n subtitle: \"Japanese\",\n civs: [\"ja\"],\n changes: [\n {\n // Developer Note: We want the sacred choice for the Japanese to be far more meaningful than your Landmark selection and which Monk skin you get. While providing a needed buff to the Japanese, we hope that this rework offers more distinction between the two choices and more strategic options in the Castle Age and beyond.\n\n // The Shinto Shrine and Buddhist Temple now each contain 3 new technologies which replace Herbal Medicine, Piety, and Tithe Barns.\n items: [\"buildings/shinto-shrine\", \"buildings/buddhist-temple\"],\n civs: [\"ja\"],\n diff: [[\"fix\", \"The Shinto Shrine and Buddhist Temple now each contain 3 new technologies which replace Herbal Medicine, Piety, and Tithe Barns.\"]],\n note: `We want the sacred choice for the Japanese to be far more meaningful than your Landmark selection and which Monk skin you get. While providing a needed buff to the Japanese, we hope that this rework offers more distinction between the two choices and more strategic options in the Castle Age and beyond.`,\n },\n\n // Shinto Shrine:\n {\n // Shinto Rituals: Increases the Shinto Priest’s healing rate by +60%, health by +40, and move speed by +15%.\n items: [\"technologies/shinto-rituals\", \"buildings/shinto-shrine\"],\n civs: [\"ja\"],\n diff: [[\"buff\", \"New Technology 'Shinto Rituals': Increases the Shinto Priest’s healing rate by +60%, health by +40, and move speed by +15%.\"]],\n },\n {\n // Gion Festival: All buildings gain +2 Line of Sight. Every 3 minutes all economic units heal for 100% of their max health over 3 seconds.\n items: [\"technologies/gion-festival\", \"buildings/shinto-shrine\"],\n civs: [\"ja\"],\n diff: [\n [\n \"buff\",\n \"New Technology 'Gion Festival': All buildings gain +2 Line of Sight. Every 3 minutes all economic units heal for 100% of their max health over 3 seconds.\",\n ],\n ],\n },\n {\n // Bunrei: Increases the maximum number of Yorishiro by +2. Immediately spawns 2 Yorishiro at the Floating Gate.\n items: [\"technologies/bunrei\", \"buildings/shinto-shrine\"],\n civs: [\"ja\"],\n diff: [[\"buff\", \"New Technology 'Bunrei': Increases the maximum number of Yorishiro by +2. Immediately spawns 2 Yorishiro at the Floating Gate.\"]],\n },\n\n // Buddhist Temple:\n {\n // Zen: Buddhist Monks generate +25 gold every 60 seconds.\n items: [\"technologies/zen\", \"buildings/buddhist-temple\"],\n civs: [\"ja\"],\n diff: [[\"buff\", \"New Technology 'Zen': Buddhist Monks generate +25 gold every 60 seconds.\"]],\n },\n {\n // Nehan: Upgrades Buddhist Conversion to Nehan Conversion, which has 25% shorter cooldown and additional improves nearby allied units’ movement speed by +25% when cast.1\n items: [\"technologies/nehan\", \"buildings/buddhist-temple\"],\n civs: [\"ja\"],\n diff: [\n [\n \"buff\",\n \"New Technology 'Nehan': Upgrades Buddhist Conversion to Nehan Conversion, which has 25% shorter cooldown and additional improves nearby allied units’ movement speed by +25% when cast.\",\n ],\n ],\n },\n // Five Mountain Ministries: Buddhist Temples automatically cast Sohai’s Sutra on a nearby enemy every 6 seconds.\n {\n items: [\"technologies/five-mountain-ministries\", \"buildings/buddhist-temple\"],\n civs: [\"ja\"],\n diff: [[\"buff\", \"New Technology 'Five Mountain Ministries': Buddhist Temples automatically cast Sohai’s Sutra on a nearby enemy every 6 seconds.\"]],\n },\n\n {\n // Buddhist Monk: The Conversion ability has been renamed to Buddhist Conversion and the description has been updated to properly indicate that nearby allies gain +20% damage for 20 seconds when Buddhist Conversion is cast.\n items: [\"units/buddhist-monk\"],\n civs: [\"ja\"],\n diff: [\n [\n \"fix\",\n \"The Conversion ability has been renamed to Buddhist Conversion and the description has been updated to properly indicate that nearby allies gain +20% damage for 20 seconds when Buddhist Conversion is cast.\",\n ],\n ],\n },\n\n // Buddhist Temple: Now has a built limit of 5 (including the Temple of Equality landmark).\n {\n items: [\"buildings/buddhist-temple\"],\n civs: [\"ja\"],\n diff: [[\"nerf\", \"Now has a built limit of 5 (including the Temple of Equality landmark).\"]],\n },\n\n // Town Center Rockets range decreased from 9 to 8 tiles.\n {\n items: [\"buildings/town-center\"],\n civs: [\"ja\"],\n diff: [[\"nerf\", \"Rocket Range decreased from 9 to 8 tiles.\"]],\n },\n\n // Handcannoneer renamed to Handcannon Ashigaru.\n {\n items: [\"units/handcannon-ashigaru\"],\n civs: [\"ja\"],\n diff: [[\"fix\", \"Handcannoneer renamed to Handcannon Ashigaru.\"]],\n },\n {\n // Koka Township will no longer instantly spawn a Shinobi but instead queue it in production for free when the landmark completes construction.\n // Developer Note: On hybrid maps, the Shinobi timing doesn’t give other civilizations reasonable time to establish an answer when scouting the Landmark and responding to Shinobi’s sabotage ability.\n // Koka Township: Corrected an issue where the free Shinobi would not travel to rally points.\n\n items: [\"buildings/koka-township\"],\n civs: [\"ja\"],\n diff: [\n [\n \"nerf\",\n \"Koka Township will no longer instantly spawn a Shinobi but instead queue it in production for free when the landmark completes construction.\",\n ],\n [\"fix\", \"Corrected an issue where the free Shinobi would not travel to rally points.\"],\n ],\n note: `On hybrid maps, the Shinobi timing doesn’t give other civilizations reasonable time to establish an answer when scouting the Landmark and responding to Shinobi’s sabotage ability.`,\n },\n\n // Tanegashima Gunsmith: Updated the UI to show the current number of stockpiles available to spend.\n {\n items: [\"buildings/tanegashima-gunsmith\"],\n civs: [\"ja\"],\n diff: [[\"fix\", \"Updated the UI to show the current number of stockpiles available to spend.\"]],\n },\n // Buddhist Monks will no longer leave their Stand Ground state when casting Sohei’s Sutra.\n // Corrected issue where Sohei’s Sutra would be cast on enemy naval units, breaking its animations.\n {\n items: [\"units/buddhist-monk\"],\n civs: [\"ja\"],\n diff: [\n [\"fix\", \"Buddhist Monks will no longer leave their Stand Ground state when casting Sohei’s Sutra.\"],\n [\"fix\", \"Corrected issue where Sohei’s Sutra would be cast on enemy naval units, breaking its animations.\"],\n ],\n },\n // Copper Plating technology: Corrected an issue where the bonus was displayed +2% instead of +2 fire and ranged armor.\n {\n items: [\"technologies/copper-plating\"],\n civs: [\"ja\"],\n diff: [[\"fix\", \"Corrected an issue where the bonus was displayed +2% instead of +2 fire and ranged armor.\"]],\n },\n // The Floating Gate: Will no longer fail to create a Shinto Priest if players are population blocked. The Shinto Priest is now stays in the production queue until population room becomes available.\n {\n items: [\"buildings/floating-gate\"],\n civs: [\"ja\"],\n diff: [\n [\n \"fix\",\n \"Will no longer fail to create a Shinto Priest if players are population blocked. The Shinto Priest is now stays in the production queue until population room becomes available.\",\n ],\n ],\n },\n\n // Corrected an issue where ranged Cavalry were not benefitting from Uma Bannermen auras.\n {\n items: [\"units/uma-bannerman\"],\n civs: [\"ja\"],\n diff: [[\"fix\", \"Corrected an issue where ranged Cavalry were not benefitting from Uma Bannermen auras.\"]],\n },\n\n // Corrected an issue where melee infantry & cavalry charge attack was not benefiting from Katana banners.\n {\n items: [\"units/katana-bannerman\"],\n civs: [\"ja\"],\n diff: [[\"fix\", \"Corrected an issue where melee infantry & cavalry charge attack was not benefiting from Katana banners.\"]],\n },\n // Onna-Bugeisha no longer share formations with Man-at-Arms and are now ranked behind.\n {\n items: [\"units/onna-bugeisha\"],\n civs: [\"ja\"],\n diff: [[\"fix\", \"No longer share formations with Man-at-Arms and are now ranked behind\"]],\n },\n\n // Shinobi now shares a formation with Onna-Bugeisha instead of Man-at-Arms.\n {\n items: [\"units/shinobi\"],\n civs: [\"ja\"],\n diff: [[\"fix\", \"Now shares a formation with Onna-Bugeisha instead of Man-at-Arms.\"]],\n },\n // Castle of the Crow Treasure Caravan is no longer selected with the “Select All Units” hotkey.\n {\n items: [\"buildings/castle-of-the-crow\"],\n civs: [\"ja\"],\n diff: [[\"fix\", \"Castle of the Crow Treasure Caravan is no longer selected with the “Select All Units” hotkey.\"]],\n },\n\n // Fixed an issue where free Villagers from Daimyo upgrades wouldn’t benefit from upgrades.\n {\n items: [\"units/villager\"],\n civs: [\"ja\"],\n diff: [[\"fix\", \"Fixed an issue where free Villagers from Daimyo upgrades wouldn’t benefit from upgrades.\"]],\n },\n // Transport Ships loaded with Bannermen will now properly reduce their maximum count when the ship is destroyed.\n {\n items: [\"units/transport-ship\"],\n civs: [\"ja\"],\n diff: [[\"fix\", \"Transport Ships loaded with Bannermen will now properly reduce their maximum count when the ship is destroyed.\"]],\n },\n // Corrected issue where researching Odachi would increase the weapon range of Samurai.\n {\n items: [\"technologies/odachi\"],\n civs: [\"ja\"],\n diff: [[\"fix\", \"Corrected issue where researching Odachi would increase the weapon range of Samurai.\"]],\n },\n // Shinobi: Updated text to reflect health regeneration bonus and what can detect Shinobi disguises.\n {\n items: [\"units/shinobi\"],\n civs: [\"ja\"],\n diff: [[\"fix\", \"Updated text to reflect health regeneration bonus and what can detect Shinobi disguises.\"]],\n },\n ],\n },\n {\n // Jeanne d'Arc\n // (Variant Civilization: French)\n subtitle: \"Jeanne d'Arc\",\n civs: [\"je\"],\n changes: [\n // Changes to hero Jeanne d’Arc\n // Jeanne d’Arc no longer gains experience from Wolves.\n // Jeanne d’Arc will no longer lose ability charge progress or cooldown progress when levelled up, garrisoned, or killed.\n // Jeanne d’Arc abilities can no longer be interrupted by auto-attacks during casting.\n // Corrected an issue where Jeanne d’Arc would gain experience from Sheep.\n // Divine Restoration no longer heals units in garrisons.\n // Honorable Heart damage reduction reduced from 50%/66% to 45%/60%.\n\n // Developer Note: We’re aiming to reduce Jeanne d’Arc’s effectiveness in the Feudal Age:\n // Slowing down Tier 3 by reducing exp gain from Wolves.\n // Reducing the base stats of Jeanne d’Arc in Tier 3 and 4\n // Changing Companion Equipment (Castle Age) to restore the lost stats.\n // Additionally, we’re tuning down the damage reduction from Honorable Heart to help with ridiculous situations where she can solo a Keep. We have plans to rework the damage reduction mechanic in a later update as well.\n\n {\n items: [\n \"units/jeanne-darc-peasant\",\n \"units/jeanne-darc-hunter\",\n \"units/jeanne-darc-woman-at-arms\",\n \"units/jeanne-darc-mounted-archer\",\n \"units/jeanne-darc-knight\",\n \"units/jeanne-darc-markswoman\",\n \"units/jeanne-darc-blast-cannon\",\n ],\n civs: [\"je\"],\n diff: [\n [\"nerf\", \"Jeanne d’Arc no longer gains experience from Wolves.\"],\n [\"fix\", \"Jeanne d’Arc will no longer lose ability charge progress or cooldown progress when levelled up, garrisoned, or killed.\"],\n [\"fix\", \"Jeanne d’Arc abilities can no longer be interrupted by auto-attacks during casting.\"],\n [\"fix\", \"Corrected an issue where Jeanne d’Arc would gain experience from Sheep.\"],\n [\"fix\", \"Divine Restoration no longer heals units in garrisons.\"],\n [\"nerf\", \"Honorable Heart damage reduction reduced from 50%/66% to 45%/60%.\"],\n ],\n note: `We’re aiming to reduce Jeanne d’Arc’s effectiveness in the Feudal Age: Slowing down Tier 3 by reducing exp gain from Wolves. Reducing the base stats of Jeanne d’Arc in Tier 3 and 4. Changing Companion Equipment (Castle Age) to restore the lost stats. Additionally, we’re tuning down the damage reduction from Honorable Heart to help with ridiculous situations where she can solo a Keep. We have plans to rework the damage reduction mechanic in a later update as well.`,\n },\n\n // Tier 2 Archer Jeanne d’Arc health increased from 200 to 225.\n // Tier 2 Archer Jeanne d’Arc move speed increased from 5 to 5.5.\n {\n items: [\"units/jeanne-darc-hunter\"],\n civs: [\"je\"],\n diff: [\n [\"buff\", \"Health increased from 200 to 225.\"],\n [\"buff\", \"Move speed increased from 5 to 5.5.\"],\n ],\n },\n\n // Tier 3 Holy Wrath damage reduced from 35 to 30\n {\n items: [\"abilities/ability-holy-wrath\", \"units/jeanne-darc-knight\"],\n civs: [\"je\"],\n diff: [[\"nerf\", \"Holy Wrath damage reduced from 35 to 30\"]],\n },\n\n // Tier 3 Melee Jeanne d’Arc health reduced from 450 to 360.\n // Tier 3 Melee Jeanne d’Arc armor reduced from 5 to 4.\n // Tier 3 Melee Jeanne d’Arc damage reduced from 20 to 16 — charge damage reduced from 30 to 24.\n {\n items: [\"units/jeanne-darc-knight\"],\n civs: [\"je\"],\n diff: [\n [\"nerf\", \"Health reduced from 450 to 360.\"],\n [\"nerf\", \"Armor reduced from 5 to 4.\"],\n [\"nerf\", \"Damage reduced from 20 to 16 — charge damage reduced from 30 to 24.\"],\n ],\n },\n // Tier 3 Ranged Jeanne d’Arc health reduced from 350 to 280.\n // Tier 3 Ranged Jeanne d’Arc damage reduced from 18 to 15.\n {\n items: [\"units/jeanne-darc-mounted-archer\"],\n civs: [\"je\"],\n diff: [\n [\"nerf\", \"Health reduced from 350 to 280.\"],\n [\"nerf\", \"Damage reduced from 18 to 15.\"],\n ],\n },\n\n // Tier 4 Melee Jeanne d’Arc damage reduced from 50 to 40.\n // Tier 4 Melee Jeanne d’Arc armor reduced from 6 to 5.\n {\n items: [\"units/jeanne-darc-blast-cannon\"],\n civs: [\"je\"],\n diff: [\n [\"nerf\", \"Damage reduced from 50 to 40.\"],\n [\"nerf\", \"Armor reduced from 6 to 5.\"],\n ],\n },\n\n // Tier 4 Ranged Jeanne d’Arc damage reduced from 35 to 28.\n {\n items: [\"units/jeanne-darc-markswoman\"],\n civs: [\"je\"],\n diff: [[\"nerf\", \"Damage reduced from 35 to 28.\"]],\n },\n\n // Companion Equipment (Castle Age):\n // Cost increased from 175 to 500.\n // Moved from the Keep to the Blacksmith.\n // Increases health and damage of Jeanne d’Arc by +25% at tier 3 and 4.\n // Increases Jeanne d’Arc armor by +1.\n {\n items: [\"technologies/companion-equipment\"],\n civs: [\"je\"],\n diff: [\n [\"nerf\", \"Cost increased from 175 to 500.\"],\n [\"buff\", \"Moved from the Keep to the Blacksmith.\"],\n [\"buff\", \"Increases health and damage of Jeanne d’Arc by +25% at tier 3 and 4.\"],\n [\"buff\", \"Increases Jeanne d’Arc armor by +1.\"],\n ],\n },\n\n // Divine Arrow ability shows an improved error message when trying to target Gaia.\n {\n items: [\"abilities/ability-divine-arrow\"],\n civs: [\"je\"],\n diff: [[\"fix\", \"Divine Arrow ability shows an improved error message when trying to target Gaia.\"]],\n },\n // Holy Wrath no longer damages units in garrisons.\n {\n items: [\"abilities/ability-holy-wrath\"],\n civs: [\"je\"],\n diff: [[\"fix\", \"Holy Wrath no longer damages units in garrisons.\"]],\n },\n // Included the damage tiering information of Jeanne d’Arc’s Holy Wrath and Divine Arrow abilities in the tech tree.\n {\n items: [\"abilities/ability-holy-wrath\", \"abilities/ability-divine-arrow\"],\n civs: [\"je\"],\n diff: [[\"fix\", \"Included the damage tiering information of Jeanne d’Arc’s Holy Wrath and Divine Arrow abilities in the tech tree.\"]],\n },\n // Keeps are now selected with Select All Military Buildings to make Jeanne d’Arc’s Companions easier to train.\n {\n items: [\"buildings/keep\"],\n civs: [\"je\"],\n diff: [[\"fix\", \"Keeps are now selected with Select All Military Buildings to make Jeanne d’Arc’s Companions easier to train.\"]],\n },\n ],\n },\n {\n // Mongols\n // Improved Wheelbarrow: Maximum number of resources carried increased from +7 to +9.\n subtitle: \"Mongols\",\n civs: [\"mo\"],\n changes: [\n {\n items: [\"technologies/wheelbarrow-improved\"],\n civs: [\"mo\"],\n diff: [[\"buff\", \"Maximum number of resources carried increased from +7 to +9.\"]],\n },\n ],\n },\n {\n // Order of the Dragon\n // (Variant Civilization: Holy Roman Empire)\n subtitle: \"Order of the Dragon\",\n civs: [\"od\"],\n changes: [\n // Dragon Villager gather rate bonus increased from +25% to +28%.\n {\n items: [\"units/dragon-villager\"],\n civs: [\"od\"],\n diff: [[\"buff\", \"Gather rate bonus increased from +25% to +28%.\"]],\n },\n\n // Gilded Landsknecht\n // Health increased in the Castle Age from 170 to 180.\n // Health increased in the Imperial Age from 200 to 210.\n {\n items: [\"units/gilded-landsknecht\"],\n civs: [\"od\"],\n diff: [\n [\"buff\", \"Health increased in the Castle Age from 170 to 180.\"],\n [\"buff\", \"Health increased in the Imperial Age from 200 to 210.\"],\n ],\n },\n // Bodkin Bolts damage bonus vs Siege increased from +10 to +20.\n {\n items: [\"technologies/bodkin-bolts\"],\n civs: [\"od\"],\n diff: [[\"buff\", \"Damage bonus vs Siege increased from +10 to +20.\"]],\n },\n // The Elzbach Palace damage reduction buff is now behaving as intended.\n {\n items: [\"buildings/elzbach-palace\"],\n civs: [\"od\"],\n diff: [[\"fix\", \"The Elzbach Palace damage reduction buff is now behaving as intended.\"]],\n },\n // Spearmen with the Dragon Fire upgrade no longer deal damage to nearby allied buildings when attacking.\n {\n items: [\"units/spearman\"],\n civs: [\"od\"],\n diff: [[\"fix\", \"Spearmen with the Dragon Fire upgrade no longer deal damage to nearby allied buildings when attacking.\"]],\n },\n\n // Corrected an issue where Elite Gilded Knights would lose War Horses enhancement when tiering up from Veteran Gilded Knights.\n {\n items: [\"units/gilded-knight\"],\n civs: [\"od\"],\n diff: [[\"fix\", \"Elite Gilded Knights would lose War Horses enhancement when tiering up from Veteran Gilded Knights.\"]],\n },\n ],\n },\n {\n // Ottomans\n subtitle: \"Ottomans\",\n civs: [\"ot\"],\n changes: [\n // Sultanhani Trade Network\n // Free Traders increased from 2 to 3.\n // Increased Trader garrison slots from 6 to 10.\n // Reduced income of each Trader from 28 to 24 Gold per minute.\n {\n items: [\"buildings/sultanhani-trade-network\"],\n civs: [\"ot\"],\n diff: [\n [\"buff\", \"Free Traders increased from 2 to 3.\"],\n [\"buff\", \"Increased Trader garrison slots from 6 to 10.\"],\n [\"nerf\", \"Reduced income of each Trader from 28 to 24 Gold per minute.\"],\n ],\n },\n\n // Fixed an issue where the Elite Sipahi Upgrade was taking longer than intended to research, reduced from 90 to 60 seconds to match other Elite upgrades.\n {\n items: [\"units/sipahi\"],\n civs: [\"ot\"],\n diff: [\n [\n \"fix\",\n \"Fixed an issue where the Elite Sipahi Upgrade was taking longer than intended to research, reduced from 90 to 60 seconds to match other Elite upgrades.\",\n ],\n ],\n },\n ],\n },\n {\n // Rus\n // Wandering Town Ram damage increase reduced from 50% to 25%.\n\n subtitle: \"Rus\",\n civs: [\"ru\"],\n changes: [\n {\n items: [\"technologies/wandering-town\"],\n civs: [\"ru\"],\n diff: [[\"nerf\", \"Wandering Town Ram damage increase reduced from 50% to 25%.\"]],\n },\n ],\n },\n {\n // Zhu Xi's Legacy\n // (Variant Civilization: Chinese)\n subtitle: \"Zhu Xi's Legacy\",\n civs: [\"zx\"],\n changes: [\n // Song Dynasty building wood discount reduced from 40% to 30%.\n // Song Dynasty bonus changed from affecting Non-military buildings to affecting Economic and Population buildings.\n // The discount now applies to the following buildings: Lumber Camp, Mill, Mining Camp, Granaries, Farms, Town Centers, Houses, Villages, and Markets.\n {\n items: [],\n title: \"Song Dynasty\",\n civs: [\"zx\"],\n diff: [\n [\"nerf\", \"Building wood discount reduced from 40% to 30%.\"],\n [\"buff\", \"Bonus changed from affecting Non-military buildings to affecting Economic and Population buildings.\"],\n [\n \"buff\",\n \"The discount now applies to the following buildings: Lumber Camp, Mill, Mining Camp, Granaries, Farms, Town Centers, Houses, Villages, and Markets.\",\n ],\n ],\n },\n\n // Meditation Gardens range reduced from 9 to 8 tiles.\n // Meditation Gardens: Resource generation reduced as follows:\n // Berry food per minute reduced from 8 to 6.\n // Stone mine resources per minute reduced from 30 to 25.\n // Gold mine resources per minute reduced from 30 to 25.\n {\n items: [\"buildings/meditation-gardens\"],\n civs: [\"zx\"],\n diff: [\n [\"nerf\", \"Range reduced from 9 to 8 tiles.\"],\n [\"nerf\", \"Berry food per minute reduced from 8 to 6.\"],\n [\"nerf\", \"Stone mine resources per minute reduced from 30 to 25.\"],\n [\"nerf\", \"Gold mine resources per minute reduced from 30 to 25.\"],\n ],\n },\n // Zhu Xi’s Library: Cloud of Terror area of effect reduced by 0.125 tiles and increased the damage fall-off.\n {\n items: [\"technologies/cloud-of-terror\"],\n civs: [\"zx\"],\n diff: [[\"nerf\", \"Cloud of Terror area of effect reduced by 0.125 tiles and increased the damage fall-off.\"]],\n },\n // Dock work rate bonus decreased from 20% to 10%.\n {\n items: [\"buildings/dock\"],\n civs: [\"zx\"],\n diff: [[\"nerf\", \"Dock work rate bonus decreased from 20% to 10%.\"]],\n },\n\n // Zhu Xi’s Library: It is no longer possible to queue more than two technologies at the Zhu Xi’s Library.\n {\n items: [\"buildings/zhu-xis-library\"],\n civs: [\"zx\"],\n diff: [[\"fix\", \"It is no longer possible to queue more than two technologies at the Zhu Xi’s Library.\"]],\n },\n\n // Tang Dynasty no longer reduces the Wonder cost.\n {\n title: \"Tang Dynasty\",\n items: [],\n civs: [\"zx\"],\n diff: [[\"nerf\", \"Tang Dynasty no longer reduces the Wonder cost.\"]],\n },\n\n // Corrected an issue where the Yuan Dynasty discount did not apply to the Yuan Raider.\n {\n items: [\"units/yuan-raider\"],\n civs: [\"zx\"],\n diff: [[\"fix\", \"Corrected an issue where the Yuan Dynasty discount did not apply to the Yuan Raider.\"]],\n },\n\n // Shaolin Monks are now able to pick up and deposit Relics reliably.\n {\n items: [\"units/shaolin-monk\"],\n civs: [\"zx\"],\n diff: [[\"fix\", \"Shaolin Monks are now able to pick up and deposit Relics reliably.\"]],\n },\n // Corrected an issue where Imperial Officials could Supervise Markets.\n {\n items: [\"units/imperial-official\"],\n civs: [\"zx\"],\n diff: [[\"fix\", \"Corrected an issue where Imperial Officials could Supervise Markets.\"]],\n },\n // 10000 Bolts: Updated help text to clarify that the additional bolt from Crossbowmen is 40% as effective as the main weapon.\n {\n items: [\"technologies/10000-bolts\"],\n civs: [\"zx\"],\n diff: [[\"fix\", \"Updated help text to clarify that the additional bolt from Crossbowmen is 40% as effective as the main weapon.\"]],\n },\n ],\n },\n {\n title: \"Ongoing…\",\n civs: [],\n changes: [],\n md: `\n ## Known Issues\n Known Issue with Byzantine Rain of Fire Mastery: It is possible for buildings to be destroyed by normal fire (from taking damage) before either the trebuchet or Greek Fire damage can deliver the final blow. This can result in buildings not counting towards the mastery. Try using more trebuchets against single buildings to increase the odds of that building counting towards the mastery. Additionally, landmarks do not count as destroyed (as they can be rebuilt)\n ## Investigation\n ### Community-Reported Issues:\n Your reports continue being crucial to our prioritization and implementation of fixes and features in the game. Keep them coming!\n For other known issues, please visit this page to see what’s being tracked!`,\n },\n {\n title: \"What's on the Horizon\",\n civs: [],\n changes: [],\n md: `\n ## Coming Up…\n Following on from the Lunar Faire event that’s set to begin in a few short days, we’ll be celebrating International Women’s Day with our next seasonal event, set to kick off in early March! We’re also cooking up our next major update and look forward to sharing more soo\n `,\n },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const season5: PatchNotes = {\n id: \"season-5\",\n buildId: 705861,\n officialUrl: \"https://www.ageofempires.com/news/age-of-empires-iv-season-five-update-7-0-5861/\",\n name: \"Season Five Update\",\n season: 5,\n type: \"update\",\n summary:\n \"Trade adjustments. Introduction of Empire Wards Mode. New unique units: Ghulam, Ghazi Raider, Keshik. Hunting Cabin rework. Nerfs to Malian Farimba Garrison + Warrior Scout, buffs to Abbasid. Lots of technology changes.\",\n introduction: `\"We’re turning up the heat in Season Five with Map Monsters: Summer Party Edition! Scout the land and scour the sea in search for the elusive Wild Man and mysterious Dragon Turtle in our Summer Party event! Start a match off strong in Empire Wars – a new, quick-to-action game mode where players start with a burgeoning empire of pre-built buildings and villagers already tasked to resources. But that’s not all: We’ve packed this update with loads of new content and features, ready for you to dive in starting June 15th!\"\n\n A few highlights include:\n\n* Three new maps: Golden Heights, Migration, and Volcanic Island!\n* The start of Ranked Season Five, bringing with it new rewards and an updated map pool rotation!\n* Team Voice Chat – strategize with your friends in-match with the new team voice chat! Or use the speech-to-text feature to more easily send communications to your team!\n* Visual upgrades, and performance-related improvements!\n* New trade updates based directly on community feedback!\n* New unique options for every civilization! From unique tech to unique units, we’re making design changes so that each civilization’s personality shines through!\n* Additional support for mods that make it easier for everyone in the lobby to start the match.\n* … and a whole lot of bug fixes & balance changes!\n`,\n html: (\n
\n \n
\n This page foucuses on gameplay and balance changes (manually reviewed and clarified by AoE4 World) which are shown first. To learn more about Ranked\n Season Five Map pool and rewards, and other changes, scroll to the bottom or head over to the\n \n official patch notes\n \n .\n
\n
\n ),\n date: new Date(\"2023-05-16T12:00:00Z\"),\n sections: [\n {\n title: \"Build Spotlight\",\n civs: [],\n changes: [],\n md: `\n## New Game Mode: Empire Wars\n\n![Golden throne engraved with roman numerals \"Age IV\" and surrounded by wood, food, stone, gold, and sheep wearing blue scarves](https://www.ageofempires.com/wp-content/uploads/2023/06/Empire-Wars_tron_final_1920x1080-1080x608.png)\n\nEmpire Wars is a new, quick-to-action game mode for *Age of Empires IV.* Players start their game with a burgeoning empire, ready to dive into combat or advance to the next Age! Available in custom and skirmish games, the player starts with a variety of buildings alongside a distribution of working villagers which creates a foothold on the map for players to expand from. Villagers will already be busy working farms, chopping trees, and mining gold and stone. \n\nEmpire Wars has the same win conditions as Standard game mode and is available on all maps. No starting town is the same. Will your empire prevail? \n\n![Empire Wars image saying \"Provides a faster start to the game, with Villagers already assigned to tasks, a Dark Age town in place, and elevated resources.](https://www.ageofempires.com/wp-content/uploads/2023/06/Empire-Wars-Match-Selection.png)\n\n#### Choosing the Mode\n\nSelect Empire Wars among the game modes in any Custom or Skirmish game setup. \n\n![](https://www.ageofempires.com/wp-content/uploads/2023/06/Enable-Empire-Wars.gif)\n\n#### Start Conditions \n\nIn Empire Wars, the player's economy is balanced around expanding your empire quickly. Each player starts with a distinct town, made up of pre-built buildings that maximize their chosen civilization's strengths, as well as villagers and some special units already assigned to different tasks. Choose how you would like to use these resources to quickly gain an advantage. \n\n![Map showing the Malian's starting point in Empire Wars game mode.](https://www.ageofempires.com/wp-content/uploads/2023/06/EmpireWars_MalianStart_MigrationMap.png)\n\n## Three New Maps\n\n![map showing golden heights](https://www.ageofempires.com/wp-content/uploads/2023/06/golden_heights_icon.png)\n\n### Golden Heights\n\nOpposing factions settle beneath a cliff shimmering in gold, and fertile pond beyond.    \n\n![map showing three islands in migration](https://www.ageofempires.com/wp-content/uploads/2023/06/migration_icon.png)\n\n### Migration\n\nWhile initially safe, players must soon migrate to more prosperous lands for both space and resources.\n\n![Map showing a large island surrounded by multiple tiny ones in volcanic island](https://www.ageofempires.com/wp-content/uploads/2023/06/volcanic_island_icon.png)\n\n### Volcanic Island\n\nWith stone scattered around in the shallows, the once fire-breathing mountain has since overgrown with lush vegetation and now awaits to be conquered. \n\n## New Feature: Team Voice Chat \n\nVoice chat is now available between team members during games. Use a standard headset or microphone setup on your PC to communicate and strategize with your teammates while you play. \n\nVoice chat is only available once the match starts. It is not available in lobbies or party windows in the front end. Text chat remains available in all these situations. \n\n![](https://www.ageofempires.com/wp-content/uploads/2023/06/Enable-Voice-Chat.gif)\n\nDuring play, you can mute players if needed. Volume settings are accessible from the game settings menu. \n\n> Please see our FAQ for more information (https://support.ageofempires.com/hc/en-us/articles/16126586639380-Voice-Chat) on Voice Chat features including How to Report a Player (https://support.ageofempires.com/hc/en-us/articles/4408849382676-How-do-I-report-a-player-).\n\n## Performance Upgrades\n\nThis build contains a number of visual upgrades, and performance-related improvements. These kinds of system-based changes, paired with new features, can result in edge case bugs -- please report any crashes by sending in a copy of your Warning Logs (https://support.ageofempires.com/hc/en-us/articles/4408793405460-How-to-find-information-for-troubleshooting-with-Support) before you restart the game. Thank you! \n\nSignificantly improved terrain rendering: \n* We've built a brand-new terrain rendering system which greatly improves our effective terrain texture resolution. Terrain projection, layering and lighting are now done per-pixel, which solves many of the visual and performance issues of our old terrain approach. The new system has a more consistent per frame cost which reduces hitching when quickly panning the camera and during late game large scale battles.  \n\nNew ambient occlusion: \n* The new ambient occlusion technique results in notably higher detailed indirect shadows. On High and Medium settings, we've enabled ambient occlusion on foliage which adds a lot of shape to forests and shrubs. \n\n> The new technique has comparable computational cost as our prior solution.\n\nImproved directional light shadows: \n* Shadows are now higher resolution, better filtered and more performant. The improvements allow for more shadow detail with less distracting flickering artifacts.  \n\nImproved material specular response: \n* Metals and other reflective surfaces now appear livelier and more lifelike.\n\n![in-game view of the old graphics ](https://www.ageofempires.com/wp-content/uploads/2023/06/Rendering-Cliff-Old-1080x607.png)\n\n![in-game view of the old graphics](https://www.ageofempires.com/wp-content/uploads/2023/06/Rendering-Cliff-New-1080x607.png)\n\nComparison of the old visuals (left) and the new visuals (right). \n\n## Trade Update\n\nTrade has always been a great source of gold in the late game. However, there are a number of civilization bonuses that make Trade more effective earlier on.  We've updated the formula to streamline the experience and improve overall balance.\n\nFull details on the changes to trade can be found in the Balance & Bugfixes section below. \n\n## Unique Options for Every Civilization \n\nUnique units and technologies are major factors that make civilizations feel different from each other, adding excitement and variety. We reviewed the overall enjoyment and effectiveness of every civilization-specific unit and technology for this update, which resulted in a variety of changes -- from minor tweaks to full redesigns! Below you'll find improvements to balance, general gameplay enhancements, as well as some exciting new tools.\n\n\n## 4K HDR Video Pack\n\nFour of the 4K videos included in the optional free *Age of Empires IV: 4K HDR Video Pack* have been replaced with their 1080p counterparts due to photosensitivity concerns. All other videos in the pack remain the same. Impacted videos include: \n\n* The Norman Legacy  \n* Legacy of the Mongols \n* War's End \n* Swords & Sabers\n\n## Platform Updates\n\n* Steam achievements now properly display progression status on the Steam platform.`,\n },\n {\n title: \"Balance & Gameplay\",\n civs: [],\n changes: [],\n },\n {\n subtitle: \"General Changes & Bugfixes\",\n civs: [],\n md: `\n* Fixed being able to build stone walls through stone towers when connecting to an existing stone wall. \n* Fixed a rare case where defensive structures would stop firing at visible targets within range. \n* Improved visibility around Sacred Sites by updating the UI to prevent units being blocked from the player’s view. \n* Trees no longer block the cursor when garrisoning into buildings behind them. \n* Fixed a bug where straggler trees would sometimes not be removed when buildings were placed on top of them. \n* Villagers now properly switch weapons to a knife from a crook. \n* As a follow-up fix to the previous Health bar setting optimization work, wild animal Health bars are improved to better reflect player’s expectations. \n * When Health bars Setting = Always on: \n * Hostile wild animal health bars stay visible (Boar and Wolf). \n * Non-hostile wild animal health bars stay hidden until damaged or selected. (Sheep, Cattle, and Deer). \n* Fixed an issue where portions of the minimap were not clickable after it is rotated. \n* Production sounds are functioning now in all Landmarks. \n* Ranked Season name is now localized. \n* Fixed an issue where long win condition descriptions on mods would block players from changing win condition options. \n`,\n changes: [],\n },\n {\n subtitle: \"Trade Update\",\n civs: [],\n md: `\nGold is now given every time the trader touches a Trade Post or Market instead of at the end of the trip. So, you’ll effectively be getting gold more often, but less gold each time the trader arrives. This also means there’s less need for micromanagement when your trade line is attacked. Simply right click on a market and they’ll go back to trading without having to worry about losing the gold being carried. \n\nThe “Set a Home Market” button has been removed and replaced with a “Restart Trading” button. Traders now always remember the last market they were at and calculate income based off that distance. Restart Trading has traders resume their route after being moved or garrisoned. \n`,\n changes: [],\n },\n {\n subtitle: \"Gameplay Changes for All Civilizations\",\n civs: [],\n\n changes: [\n {\n // New Spyglasses technology:\n // Available from the Stables in the Imperial Age.\n // Increases the line of sight of scouts.\n // Scouts no longer gain extra line of sight as the player Ages up.\n // Spyglasses has unique remappable hotkeys for the Abbasid Dynasty, Chinese, Delhi Sultanate, and Malians, as they have unique Stables.\n items: [\"technologies/spyglass\", \"units/scout\"],\n civs: [],\n diff: [\n [\"buff\", \"New technology available from the Stables in the Imperial Age increases the line of sight of scouts\"],\n [\"nerf\", \"Scouts no longer gain extra line of sight as the player Ages up.\"],\n [\"fix\", \"Spyglasses has unique remappable hotkeys for the Abbasid Dynasty, Chinese, Delhi Sultanate, and Malians, as they have unique Stables.\"],\n ],\n },\n {\n // Outpost Landmarks (Barbican of the Sun, Kremlin, and Saharan Trade Network) cannot be built within 8 tiles of Enemy Landmark Town Centers.\n items: [\"buildings/barbican-of-the-sun\", \"buildings/kremlin\", \"buildings/saharan-trade-network\"],\n civs: [\"ch\", \"ru\", \"ab\"],\n diff: [[\"nerf\", \"Outpost Landmarks cannot be built within 8 tiles of Enemy Landmark Town Centers.\"]],\n },\n {\n // Lightweight Beams:\n // Cost increased from 100 wood / 225 gold to 300 wood / 400 gold.\n // Mongols’ Improved Lightweight Beams cost increased from 325 stone to 700 stone.\n // Research time increased from 45 seconds to 60 seconds.\n // Delhi Sultanate’s research time increased from 585 seconds to 780 seconds.\n items: [\"technologies/lightweight-beams\", \"technologies/lightweight-beams-improved\"],\n civs: [],\n diff: [\n [\"nerf\", \"Cost increased from 100 wood / 225 gold to 300 wood / 400 gold.\"],\n [\"nerf\", \"Mongols’ Improved Lightweight Beams cost increased from 325 stone to 700 stone.\", [\"mo\"]],\n [\"nerf\", \"DelhiResearch time increased from 45 seconds to 60 seconds.\", [\"de\"]],\n ],\n },\n {\n // Palisade Gate health decreased from 1500 to 1250.\n items: [\"buildings/palisade-gate\"],\n civs: [],\n diff: [[\"nerf\", \"Health decreased from 1500 to 1250.\"]],\n },\n {\n // Units standing on walls that idle aggro will no longer leave the safe walls to chase enemy units.\n items: [\"buildings/stone-wall\"],\n civs: [],\n diff: [[\"fix\", \"Units standing on walls that idle aggro will no longer leave the safe walls to chase enemy units.\"]],\n },\n {\n // All defensive building’s attack radiuses are now made visible to any player when selected.\n // Berkshire Palace\\nThe White Tower\\nElzbach Palace\\nRed Palace\\nBarbican of the Sun\\nGreat Wall Gatehouse\\nCompound of the Defender\\nFort of the Huntress\\nSaharan Trade Network\\nSea Gate Castle\\nKremlin\\nSpasskaya Tower'\n items: [\n \"buildings/keep\",\n \"buildings/outpost\",\n \"buildings/toll-outpost\",\n \"buildings/wooden-fortress\",\n // \"buildings/berkshire-palace\",\n // \"buildings/the-white-tower\",\n // \"buildings/elzbach-palace\",\n // \"buildings/red-palace\",\n // \"buildings/barbican-of-the-sun\",\n // \"buildings/great-wall-gatehouse\",\n // \"buildings/compound-of-the-defender\",\n // \"buildings/fort-of-the-huntress\",\n // \"buildings/saharan-trade-network\",\n // \"buildings/sea-gate-castle\",\n // \"buildings/kremlin\",\n // \"buildings/spasskaya-tower\",\n ],\n civs: [],\n diff: [[\"fix\", \"All defensive building’s attack radiuses are now made visible to any player when selected.\"]],\n },\n {\n // Monks can now heal any injured friendly units nearby while patrolling.\n // Heal and Inspire Abilities can now be queued from the command card.\n items: [\"units/monk\", \"units/prelate\", \"units/imam\", \"units/scholar\", \"units/warrior-monk\"],\n civs: [],\n diff: [\n [\"buff\", \"Monks can now heal any injured friendly units nearby while patrolling.\"],\n [\"buff\", \"Heal and Inspire Abilities can now be queued from the command card.\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Naval Updates for All Civilizations\",\n civs: [],\n changes: [\n {\n // Armored Hull technology:\n // Cost Reduced from 200 food / 500 gold to 150 food / 350 gold.\n // Research time reduced from 45 seconds to 30 seconds.\n // Delhi Sultanate research time reduced from 225 seconds to 150 seconds.\n items: [\"technologies/armored-hull\"],\n civs: [],\n diff: [\n [\"buff\", \"Cost Reduced from 200 food / 500 gold to 150 food / 350 gold.\"],\n [\"buff\", \"Research time reduced from 45 seconds to 30 seconds.\"],\n [\"buff\", \"Delhi Sultanate research time reduced from 225 seconds to 150 seconds.\", [\"de\"]],\n ],\n },\n {\n // Naval ships under Attack Move orders will now continue along the shortest path to their destination after destroying a target.\n items: [\n \"units/galley\",\n \"units/dhow\",\n \"units/junk\",\n \"units/hunting-canoe\",\n \"units/light-junk\",\n \"units/lodya-galley\",\n \"units/hulk\",\n \"units/baghlah\",\n \"units/war-cog\",\n \"units/war-canoe\",\n \"units/lodya-attack-ship\",\n \"units/war-junk\",\n \"units/demolition-ship\",\n \"units/lodya-demolition-ship\",\n \"units/explosive-junk\",\n \"units/explosive-dhow\",\n \"units/carrack\",\n \"units/baochuan\",\n \"units/xebec\",\n ],\n civs: [],\n diff: [[\"fix\", \"Naval ships under Attack Move orders will now continue along the shortest path to their destination after destroying a target.\"]],\n },\n // Arrow Ships now target the center of enemy ships correctly, this improves the arrow visuals and communicates when they hit or miss better.\n {\n items: [\"units/galley\", \"units/dhow\", \"units/junk\", \"units/hunting-canoe\", \"units/light-junk\", \"units/lodya-galley\"],\n civs: [],\n diff: [\n [\n \"fix\",\n \"Arrow Ships now target the center of enemy ships correctly, this improves the arrow visuals and communicates when they hit or miss better.\",\n ],\n ],\n },\n {\n // Springald Ships now properly target and shoot enemy units that are close by.\n // Increased the Springald Ship’s bonus damage vs buildings from 45 to 55.\n // Developer Note: When looking at this unit’s damage vs a dock relative to its resource cost, the time was too long. We’ve increased the bonus damage to make Springald Ships destroy all buildings faster.\n items: [\"units/hulk\", \"units/baghlah\", \"units/war-cog\", \"units/war-canoe\", \"units/lodya-attack-ship\", \"units/war-junk\"],\n civs: [],\n diff: [\n [\"fix\", \"Springald Ships now properly target and shoot enemy units that are close by.\"],\n [\"buff\", \"Increased the Springald Ship’s bonus damage vs buildings from 45 to 55.\"],\n ],\n note: \"When looking at this unit’s damage vs a dock relative to its resource cost, the time was too long. We’ve increased the bonus damage to make Springald Ships destroy all buildings faster.\",\n },\n ],\n },\n {\n title: \"Civilization-Specific Changes\",\n civs: [],\n changes: [],\n },\n {\n subtitle: \"Abbasid Dynasty\",\n civs: [\"ab\"],\n changes: [\n {\n // Man-at-Arm unit renamed to Ghulam.\n // This fearsome warrior boasts a powerful double strike that will chew through unarmored units but is less effective vs. enemy Knights and Man-at-Arms.\n // Deals two attacks in quick succession.\n // Attack decreased from 12/14 to 10/12.\n // Attack speed changed from 1.38 to 1.13 (1.63 for the full double strike).\n // Cost increased from 100 food / 20 gold to 120 food / 30 gold.\n // Move speed increased from 1.12 to 1.19.\n // Health increased from 155/180 to 195/225.\n // Train time increased from 22.5 seconds to 26 seconds.\n // Deals 15 damage on a charge attack.\n items: [\"units/ghulam\"],\n civs: [\"ab\"],\n diff: [\n [\"buff\", \"New unit 'Ghulam' replaces the Man-at-Arms\"],\n [\n \"buff\",\n \"This fearsome warrior boasts a powerful double strike that will chew through unarmored units but is less effective vs. enemy Knights and Man-at-Arms. \",\n ],\n [\"buff\", \"Deals two attacks in quick succession.\"],\n [\"nerf\", \"Attack decreased from 12/14 to 10/12.\"],\n [\"buff\", \"Attack speed changed from 1.38 to 1.13 (1.63 for the full double strike).\"],\n [\"nerf\", \"Cost increased from 100 food / 20 gold to 120 food / 30 gold.\"],\n [\"buff\", \"Move speed increased from 1.12 to 1.19.\"],\n [\"buff\", \"Health increased from 155/180 to 195/225.\"],\n [\"nerf\", \"Train time increased from 22.5 seconds to 26 seconds.\"],\n [\"buff\", \"Deals 15 damage on a charge attack.\"],\n ],\n },\n {\n // House of Wisdom:\n // Corrected help text reference to Proselytization instead of Faith.\n items: [\"buildings/house-of-wisdom\", \"technologies/proselytization\"],\n civs: [\"ab\"],\n diff: [[\"fix\", \"Corrected help text reference to Proselytization instead of Faith.\"]],\n },\n {\n // Preservation of Knowledge technology:\n // Help text updated to reflect that bonus applies to advancing Ages as well.\n // Fixed an issue where Outpost emplacements were affected.\n items: [\"buildings/house-of-wisdom\", \"technologies/preservation-of-knowledge\", \"buildings/outpost\"],\n civs: [\"ab\"],\n diff: [\n [\"fix\", \"Help text updated to reflect that bonus applies to advancing Ages as well.\"],\n [\"fix\", \"Fixed an issue where Outpost emplacements were affected.\"],\n ],\n },\n {\n // Camel Rider cost changed from 180 food / 60 gold to 160 food / 30 gold / 30 wood.\n // Developer Note: We wanted to increase the general cost effectiveness of this unit as well as bring down the food cost so it’s easier to mix into production cycles.\n items: [\"units/camel-rider\"],\n civs: [\"ab\"],\n diff: [[\"buff\", \"Cost changed from 180 food / 60 gold to 160 food / 30 gold / 30 wood.\"]],\n note: \"We wanted to increase the general cost effectiveness of this unit as well as bring down the food cost so it’s easier to mix into production cycles.\",\n },\n {\n // Removed long firing delay on Camel Archers.\n // Developer’s Note: Damage per Second remains the same, but it is now easier to kite and micro the unit.\n items: [\"units/camel-archer\"],\n civs: [\"ab\"],\n diff: [[\"buff\", \"Removed long firing delay on Camel Archers.\"]],\n note: \"Damage per Second remains the same, but it is now easier to kite and micro the unit.\",\n },\n {\n // Camel Rider Shields and Camel Rider Barding technologies are now tier upgrades and share the same UI slot at the Stables.\n items: [\"technologies/camel-rider-shields\", \"technologies/camel-rider-barding\"],\n civs: [\"ab\"],\n diff: [[\"fix\", \"Camel Rider Shields and Camel Rider Barding technologies are now tier upgrades and share the same UI slot at the Stables.\"]],\n },\n {\n // Camel Rider Shields:\n // Cost reduced from 100 food / 250 gold to 75 Food / 200 Gold.\n // Research time reduced from 60 seconds to 45 seconds.\n items: [\"technologies/camel-rider-shields\"],\n civs: [\"ab\"],\n diff: [\n [\"buff\", \"Cost reduced from 100 food / 250 gold to 75 Food / 200 Gold.\"],\n [\"buff\", \"Research time reduced from 60 seconds to 45 seconds.\"],\n ],\n },\n {\n // Teak Masts technology:\n // Cost reduced from 100 wood / 150 gold to 75 wood / 125 gold.\n // Moved from Castle Age to Feudal Age.\n // Research time reduced from 30 seconds to 20 seconds.\n // Instead of +10% move speed, now adds +10% HP to military ships.\n items: [\"technologies/teak-masts\"],\n civs: [\"ab\"],\n diff: [\n [\"buff\", \"Cost reduced from 100 wood / 150 gold to 75 wood / 125 gold.\"],\n [\"buff\", \"Moved from Castle Age to Feudal Age.\"],\n [\"buff\", \"Research time reduced from 30 seconds to 20 seconds.\"],\n [\"buff\", \"Instead of +10% move speed, now adds +10% HP to military ships.\"],\n ],\n },\n {\n // Imams:\n // Created a more subtle, scaled down version of the conversion sound for single target conversions.\n // Imams with the Proselytization upgrade will no longer try to convert an enemy that has already been converted.\n items: [\"units/imam\", \"technologies/proselytization\"],\n civs: [\"ab\"],\n diff: [\n [\"fix\", \"Created a more subtle, scaled down version of the conversion sound for single target conversions.\"],\n [\"fix\", \"Imams with the Proselytization upgrade will no longer try to convert an enemy that has already been converted.\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Chinese\",\n civs: [\"ch\"],\n changes: [\n {\n // Reusable Barrels reworked into Additional Barrels.\n // No longer reduces cost of Nest of Bees.\n // Nest of Bees receives +1 additional Rocket Arrows per volley.\n // Cost increased from 150 wood / 350 gold to 200 wood / 500 gold.\n items: [\"technologies/additional-barrels\", \"units/nest-of-bees\"],\n civs: [\"ch\"],\n diff: [\n [\"nerf\", \"Reusable Barrels reworked into Additional Barrels.\"],\n [\"nerf\", \"No longer reduces cost of Nest of Bees.\"],\n [\"buff\", \"Nest of Bees receives +1 additional Rocket Arrows per volley.\"],\n [\"nerf\", \"Cost increased from 150 wood / 350 gold to 200 wood / 500 gold.\"],\n ],\n },\n {\n // Imperial Palace and Spirit Way Landmarks are now Tax drop-off locations.\n items: [\"buildings/imperial-palace\", \"buildings/spirit-way\", \"units/imperial-official\"],\n civs: [\"ch\"],\n diff: [[\"buff\", \"Imperial Palace and Spirit Way Landmarks are now Tax drop-off locations.\"]],\n },\n // Barbican of the Sun Landmark:\n // Cannot be built within 8 tiles of Enemy Landmark Town Centers.\n {\n // Zhuge Nu cost adjusted from 20 food / 30 gold / 30 wood to 30 food / 20 gold / 30 wood.\n // Developer Note: We want to have a higher food tax on players making Zhuge Nu so they either have to risk going out on the map or invest wood for a farm transition.\n items: [\"units/zhuge-nu\"],\n civs: [\"ch\"],\n diff: [[\"nerf\", \"Cost adjusted from 20 food / 30 gold / 30 wood to 30 food / 20 gold / 30 wood.\"]],\n note: \"We want to have a higher food tax on players making Zhuge Nu so they either have to risk going out on the map or invest wood for a farm transition.\",\n },\n {\n // Grenadier:\n // Damage decreased from 13 to 10.\n // Damage type changed from ranged to siege (ignores armor).\n // Bonus damage vs buildings reduced from 65 to 20.\n items: [\"units/grenadier\"],\n civs: [\"ch\"],\n diff: [\n [\"nerf\", \"Damage decreased from 13 to 10.\"],\n [\"buff\", \"Damage type changed from ranged to siege (ignores armor).\"],\n [\"nerf\", \"Bonus damage vs buildings reduced from 65 to 20.\"],\n ],\n },\n {\n // Fire Lancer:\n // Torch Damage reduced from 36/40 to 30/34.\n items: [\"units/fire-lancer\"],\n civs: [\"ch\"],\n diff: [[\"nerf\", \"Torch Damage reduced from 36/40 to 30/34.\"]],\n },\n {\n // Corrected an issue where the incorrect value on Reload Drills was displayed.\n items: [\"technologies/reload-drills\"],\n civs: [\"ch\"],\n diff: [[\"fix\", \"Corrected an issue where the incorrect value on Reload Drills was displayed.\"]],\n },\n {\n // Palace Guard cost increased from 100 food / 20 gold to 100 food / 25 gold.\n items: [\"units/palace-guard\"],\n civs: [\"ch\"],\n diff: [[\"nerf\", \"Cost increased from 100 food / 20 gold to 100 food / 25 gold.\"]],\n },\n ],\n },\n {\n subtitle: \"Delhi Sultanate\",\n civs: [\"de\"],\n changes: [\n {\n // Horseman renamed Ghazi Raider\n // Uses a Mace in combat.\n // Cost increased from 100 food / 20 wood to 110 food / 30 wood.\n // HP increased from 125/155/180 to 140/180/200.\n // Damage increased from 9/11/13 to 12/15/18.\n // Gain +2/3/4 bonus vs Heavy.\n // Attack speed changed from 1.88 to 2.0.\n // Train time increased from 22.5 seconds to 25 seconds.\n items: [\"units/ghazi-raider\"],\n civs: [\"de\"],\n diff: [\n [\"buff\", \"New unit 'Ghazi Raider' replaces Horseman.\"],\n [\"buff\", \"Uses a Mace in combat.\"],\n [\"nerf\", \"Cost increased from 100 food / 20 wood to 110 food / 30 wood.\"],\n [\"buff\", \"HP increased from 125/155/180 to 140/180/200.\"],\n [\"buff\", \"Damage increased from 9/11/13 to 12/15/18.\"],\n [\"buff\", \"Gain +2/3/4 bonus vs Heavy.\"],\n [\"nerf\", \"Attack speed changed from 1.88 to 2.0.\"],\n [\"nerf\", \"Train time increased from 22.5 seconds to 25 seconds.\"],\n ],\n },\n {\n // Compound of the Defender Landmark:\n // Help text now clarifies technologies bypass Age requirements.\n items: [\"buildings/compound-of-the-defender\"],\n civs: [\"de\"],\n diff: [[\"fix\", \"Help text now clarifies technologies bypass Age requirements.\"]],\n },\n {\n // Dome of Faith Landmark:\n // Help text updated to reflect that the Landmark acts as a Mosque.\n items: [\"buildings/dome-of-the-faith\"],\n civs: [\"de\"],\n diff: [[\"fix\", \"Help text updated to reflect that the Landmark acts as a Mosque.\"]],\n },\n {\n // Civilization description now states the +50% bonus HP on their fishing ships.\n items: [\"units/fishing-boat\"],\n civs: [\"de\"],\n diff: [[\"fix\", \"Civilization description now states the +50% bonus HP on their fishing ships.\"]],\n },\n {\n // Elephants:\n // While they are as big as boats, elephants are no longer attacked by Dock emplacement arrows.\n // Updated targeting priority of elephants to prefer units over buildings.\n items: [\"units/war-elephant\", \"units/tower-elephant\"],\n civs: [\"de\"],\n diff: [\n [\"fix\", \"Elephants are no longer attacked by Dock emplacement arrows.\"],\n [\"buff\", \"Updated targeting priority of elephants to prefer units over buildings.\"],\n ],\n },\n {\n // War Elephant:\n // Siege Tusk weapon removed, now uses its Melee Tusk against buildings.\n // Old: Siege Tusk, 100 siege +100 vs buildings, 5.75 attack speed (34 dps).\n // New: Melee Tusk, 50 melee + 45 vs buildings, 2.75 attack speed (34 dps).\n items: [\"units/war-elephant\"],\n civs: [\"de\"],\n diff: [[\"nerf\", \"Siege Tusk weapon removed, now uses its Melee Tusk against buildings.\"]],\n note: \"Old: Siege Tusk, 100 siege +100 vs buildings, 5.75 attack speed (34 dps). New: Melee Tusk, 50 melee + 45 vs buildings, 2.75 attack speed (34 dps).\",\n },\n {\n // Tower Elephant:\n // Siege Tusk weapon removed, now uses its Melee Tusk against buildings.\n // Old: Siege Tusk, 100 siege +50 vs buildings, 5.75 attack speed (26 dps).\n // New: Melee Tusk, 30 melee + 40 vs buildings, 2.75 attack speed (25 dps).\n // Corrected issue with Tower Elephant’s riders skipping Incendiary Arrow class.\n items: [\"units/tower-elephant\"],\n civs: [\"de\"],\n diff: [\n [\"nerf\", \"Siege Tusk weapon removed, now uses its Melee Tusk against buildings.\"],\n [\"fix\", \"Corrected issue with Tower Elephant’s riders skipping Incendiary Arrow class.\"],\n ],\n note: \"Old: Siege Tusk, 100 siege +50 vs buildings, 5.75 attack speed (26 dps). New: Melee Tusk, 30 melee + 40 vs buildings, 2.75 attack speed (25 dps).\",\n },\n {\n // Added UI buff icon to units affected by Zeal.\n items: [\"technologies/zeal\"],\n civs: [\"de\"],\n diff: [[\"fix\", \"Added UI buff icon to units affected by Zeal.\"]],\n },\n {\n // Scholars will no longer be selected first when cycling through building selections.\n items: [\"units/scholar\"],\n civs: [\"de\"],\n diff: [[\"fix\", \"Scholars will no longer be selected first when cycling through building selections.\"]],\n },\n {\n // Sanctity technology gold income bonus reduced from 50% to 25%.\n // Developer Note: Sanctity can create very binary games where the Delhi player has three Sacred Sites and a gigantic advantage or no Sacred Sites and is far behind. We reduced this delta in power and gave them the Ghazi Raider to create a more balanced power curve in the Feudal Age.\n items: [\"technologies/sanctity\"],\n civs: [\"de\"],\n diff: [[\"nerf\", \"Sanctity technology gold income bonus reduced from 50% to 25%.\"]],\n note: \"Sanctity can create very binary games where the Delhi player has three Sacred Sites and a gigantic advantage or no Sacred Sites and is far behind. We reduced this delta in power and gave them the Ghazi Raider to create a more balanced power curve in the Feudal Age.\",\n },\n ],\n },\n {\n subtitle: \"English\",\n civs: [\"en\"],\n changes: [\n // Campfire ability:\n {\n // Campfire ability:\n // Moved from the Longbow to the Man-at-Arms.\n items: [\"units/longbowman\"],\n civs: [\"en\"],\n diff: [[\"nerf\", \"Set-up camp ability removed from Longbowman\"]],\n },\n {\n // Moved from the Longbow to the Man-at-Arms.\n // No longer requires research.\n // Costs 25 wood to deploy.\n // A maximum of 5 Campfires can be deployed at any time.\n // Campfires no longer provide healing, and now provide a +30% sight range increase to units in the area. They also provide some natural sight range if no units are nearby.\n // Developer Note: The campfire ability wasn’t getting much use and we wanted to revitalize the civilization with a new ability that helps the core roster shine. Instead of providing raw power, this ability has multiple interesting scouting potentials such as being put in stealth forests or on tall terrain to enhance a scout even further. Note that these campfires are also attackable by the enemy, and only have one health, so they are best used as strategic times.\n items: [\"units/man-at-arms\"],\n civs: [\"en\"],\n diff: [\n [\"buff\", \"Man-at-Arms now has the Set-up Camp ability which was previously on Longbowman and no longer requires research.\"],\n [\"nerf\", \"Costs 25 wood to deploy.\"],\n [\"fix\", \"A maximum of 5 Campfires can be deployed at any time.\"],\n [\"nerf\", \"Campfires no longer provide healing\"],\n [\n \"buff\",\n \"Campfires now provide a +30% sight range increase to units in the area. They also provide some natural sight range if no units are nearby.\",\n ],\n ],\n note: \"The campfire ability wasn’t getting much use and we wanted to revitalize the civilization with a new ability that helps the core roster shine. Instead of providing raw power, this ability has multiple interesting scouting potentials such as being put in stealth forests or on tall terrain to enhance a scout even further. Note that these campfires are also attackable by the enemy, and only have one health, so they are best used as strategic times.\",\n },\n {\n // Abbey of Kings Landmark\n // Crown a King cost reduced from 150 food / 150 gold to 100 food / 100 gold.\n // Added an ability button for Kingly Presence on the King which you can hover to see the range of the healing aura.\n // King now heals himself with the aura.\n // Fixed a bug with the Kingly Presence aura radius to match intended size.\n items: [\"buildings/abbey-of-kings\", \"units/king\"],\n civs: [\"en\"],\n diff: [\n [\"buff\", \"Crown a King cost reduced from 150 food / 150 gold to 100 food / 100 gold.\"],\n [\"fix\", \"Added an ability button for Kingly Presence on the King which you can hover to see the range of the healing aura.\"],\n [\"buff\", \"King now heals himself with the aura.\"],\n [\"fix\", \"Fixed a bug with the Kingly Presence aura radius to match intended size.\"],\n ],\n },\n {\n // Vanguard Man-at-Arms melee armor reduced from 3 to 2.\n items: [\"units/man-at-arms\"],\n civs: [\"en\"],\n diff: [[\"nerf\", \"Vanguard Man-at-Arms melee armor reduced from 3 to 2.\"]],\n },\n {\n // Villager hunting bow range increased from 2.875 tiles to 5 tiles.\n items: [\"units/villager\"],\n civs: [\"en\"],\n diff: [[\"buff\", \"Villager hunting bow range increased from 2.875 tiles to 5 tiles.\"]],\n },\n {\n // Armor Clad technology cost increased from 100 food / 250 gold to 150 food / 350 gold.\n items: [\"technologies/armor-clad\"],\n civs: [\"en\"],\n diff: [[\"nerf\", \"Cost increased from 100 food / 250 gold to 150 food / 350 gold.\"]],\n },\n {\n // Wynguard Footmen now have the proper torch damage for an Imperial Age unit.\n items: [\"units/wynguard-footman\"],\n civs: [\"en\"],\n diff: [[\"fix\", \"Now has the proper torch damage for an Imperial Age unit.\"]],\n },\n ],\n },\n {\n subtitle: \"French\",\n civs: [\"fr\"],\n changes: [\n {\n // Hulk renamed to War Cog.\n // Keeps the +1 Pierce Armor (current).\n // Cost reduced from 120 food / 200 wood / 30 gold to 85 food / 200 wood / 30. gold. The total cost is effectively 10% less resources, but realized in food only.\n items: [\"units/war-cog\"],\n civs: [\"fr\"],\n diff: [\n [\"fix\", \"Hulk renamed to War Cog.\"],\n [\"buff\", \"Keeps the +1 Pierce Armor (current).\"],\n [\"buff\", \"Cost reduced from 120 food / 200 wood / 30 gold to 85 food / 200 wood / 30. gold.\"],\n ],\n note: \"The total cost is effectively 10% less resources, but realized in food only.\",\n },\n {\n // New Merchant Guilds technology:\n // Available in the Imperial Age.\n // Costs 200 food / 500 gold.\n // Active traders generate 1 gold every 6 seconds.\n // Affected by the French economic technologies discount.\n // Available at the Royal Institute.\n items: [\"technologies/merchant-guilds\"],\n civs: [\"fr\"],\n diff: [\n [\"buff\", \"New technology: 'Merchant Guilds' available in the Imperial Age.\"],\n [\"buff\", \"Costs 200 food / 500 gold.\"],\n [\"buff\", \"Active traders generate 1 gold every 6 seconds.\"],\n [\"buff\", \"Affected by the French economic technologies discount.\"],\n [\"buff\", \"Can also be reseearched at the Royal Institute landmark.\"],\n ],\n },\n {\n // Long Guns technology:\n // Damage bonus increased from +10% to +15% for gunpowder ships.\n // Now also increases bonus damage.\n // Moved to Imperial Age.\n // Cost increased from 150 wood / 350 gold to 200 wood / 500 gold .\n // Added to Royal Institute landmark.\n items: [\"technologies/long-guns\"],\n civs: [\"fr\"],\n diff: [\n [\"buff\", \"Damage bonus increased from +10% to +15% for gunpowder ships.\"],\n [\"buff\", \"Now also increases bonus damage.\"],\n [\"nerf\", \"Moved to Imperial Age.\"],\n [\"nerf\", \"Cost increased from 150 wood / 350 gold to 200 wood / 500 gold.\"],\n [\"buff\", \"Can now also be researched at the Royal Institute landmark.\"],\n ],\n },\n {\n // Arbalétrier gain +1 range while Pavise is deployed. Fixed a bug where moving after activating ignored ability cooldown. Pavise can now be activated while on stone walls.\n items: [\"units/arbaletrier\"],\n civs: [\"fr\"],\n diff: [\n [\"buff\", \"Gain +1 range while Pavise is deployed.\"],\n [\"fix\", \"Fixed a bug where moving after activating ignored ability cooldown.\"],\n [\"buff\", \"Pavise can now be activated while on stone walls.\"],\n ],\n },\n {\n // The Military Academy now increases the production speed of the College of Artillery units.\n items: [\"technologies/military-academy\"],\n civs: [\"fr\"],\n diff: [[\"buff\", \"Now increases the production speed of the College of Artillery units.\"]],\n },\n {\n // Corrected the Keep’s help text value of French influence bonus from 25% to 20%.\n items: [\"buildings/keep\"],\n civs: [\"fr\"],\n diff: [[\"fix\", \"Corrected the Keep’s help text value of French influence bonus from 25% to 20%.\"]],\n },\n ],\n },\n {\n subtitle: \"Holy Roman Empire\",\n civs: [\"hr\"],\n changes: [\n {\n // Devoutness and Benediction technologies:\n // Benediction has been removed from the game and merged into Devoutness.\n // Devoutness now provides +10% resource gathering and +25% construction speed, instead of just +15% construction speed.\n items: [\"technologies/devoutness\"],\n civs: [\"hr\"],\n diff: [\n [\"buff\", \"Benediction has been removed from the game and merged into Devoutness.\"],\n [\"buff\", \"Now provides +10% resource gathering and +25% construction speed, instead of just +15% construction speed.\"],\n ],\n },\n {\n // Corrected issue where The Great Palace of Flensburg Wonder could not use Emergency Repair while under the Palace of Swabia Landmark’s influence.\n items: [\"buildings/the-great-palace-of-flensburg\"],\n civs: [\"hr\"],\n diff: [\n [\n \"fix\",\n \"Corrected issue where The Great Palace of Flensburg Wonder could not use Emergency Repair while under the Palace of Swabia Landmark’s influence.\",\n ],\n ],\n },\n {\n // Relics are now ejected when docks are destroyed.\n items: [\"buildings/dock\"],\n civs: [\"hr\"],\n diff: [[\"buff\", \"Relics are now ejected when docks are destroyed.\"]],\n },\n ],\n },\n {\n subtitle: \"Malians\",\n civs: [\"ma\"],\n changes: [\n {\n // Fort of the Huntress Landmark:\n // Now properly has 5 fire armor.\n // Lingering stealth aura increased from 10 seconds to 30 seconds.\n items: [\"buildings/fort-of-the-huntress\"],\n civs: [\"ma\"],\n diff: [\n [\"fix\", \"Now properly has 5 fire armor.\"],\n [\"buff\", \"Lingering stealth aura increased from 10 seconds to 30 seconds.\"],\n ],\n },\n {\n // Farimba Garrison Landmark train speed decreased by 10%:\n // Archer, Donso, and Musofadi Warrior train time increased from 22 seconds to 24 seconds.\n // Javelin Thrower train time increased from 33 seconds to 37 seconds.\n // Musofadi Gunner train time increased from 52 seconds to 57 seconds.\n items: [\"buildings/farimba-garrison\"],\n civs: [\"ma\"],\n diff: [\n [\"nerf\", \"Archer, Donso, and Musofadi Warrior train time increased from 22 seconds to 24 seconds.\"],\n [\"nerf\", \"Javelin Thrower train time increased from 33 seconds to 37 seconds.\"],\n [\"nerf\", \"Musofadi Gunner train time increased from 52 seconds to 57 seconds.\"],\n ],\n },\n {\n // Griot Bara Landmark:\n // Festival durations increased from 30 seconds to 60 seconds.\n // Festival cooldown decreased from 60 seconds to 30 seconds.\n items: [\"buildings/griot-bara\"],\n civs: [\"ma\"],\n diff: [\n [\"buff\", \"Festival durations increased from 30 seconds to 60 seconds.\"],\n [\"buff\", \"Festival cooldown decreased from 60 seconds to 30 seconds.\"],\n ],\n },\n // {\n // Saharan Trade Network Landmark:\n // Cannot be built within 8 tiles of Enemy Landmark Town Centers.\n {\n // Warrior Scout:\n // Warrior Scout regeneration reduced from 2.0 to 1.5 in Feudal Age and Castle Age.\n // Warrior Scout regeneration increased from 2.0 to 2.5 in Imperial Age.\n // Reduced movement speed in Feudal Age from 1.88 to 1.75.\n // Veteran upgrade now grants +100% bonus damage vs ranged units in Castle Age.\n items: [\"units/warrior-scout\"],\n civs: [\"ma\"],\n diff: [\n [\"nerf\", \"Health regeneration reduced from 2.0 to 1.5 in Feudal Age and Castle Age.\"],\n [\"buff\", \"Health regeneration increased from 2.0 to 2.5 in Imperial Age.\"],\n [\"nerf\", \"Movement speed reduced in Feudal Age from 1.88 to 1.75.\"],\n [\"buff\", \"Veteran upgrade now grants +100% bonus damage vs ranged units in Castle Age.\"],\n ],\n },\n {\n // Cattle:\n // Villager cattle gather rate reduced from 0.9 to 0.81 food per second.\n // Food gathering technologies now apply to the passive income of cattle garrisoned in ranches.\n // Fixed a bug to ensure Cattle Population has a display to inform the player there is a limit to how many cattle the user can have.\n // Developer Note: The cattle changes are intended to push players towards garrisoning cattle in ranches in the mid to late game.\n items: [\"buildings/mill\", \"buildings/cattle-ranch\"],\n civs: [\"ma\"],\n diff: [\n [\"nerf\", \"Villager cattle gather rate reduced from 0.9 to 0.81 food per second.\"],\n [\"buff\", \"Food gathering technologies now apply to the passive income of cattle garrisoned in ranches.\"],\n [\"fix\", \"Fixed a bug to ensure Cattle Population has a display to inform the player there is a limit to how many cattle the user can have.\"],\n ],\n note: \"The cattle changes are intended to push players towards garrisoning cattle in ranches in the mid to late game.\",\n },\n {\n // Canoe Tactics technology:\n // Cost reduced from 100 wood / 250 gold to 50 wood / 125 gold.\n // Research time reduced from 30 seconds to 20 seconds.\n items: [\"technologies/canoe-tactics\"],\n civs: [\"ma\"],\n diff: [\n [\"buff\", \"Cost reduced from 100 wood / 250 gold to 50 wood / 125 gold.\"],\n [\"buff\", \"Research time reduced from 30 seconds to 20 seconds.\"],\n ],\n },\n {\n // Banco Repairs technology:\n // Effect reduced from +100% to +50% repair speed.\n // Research time reduced from 60 seconds to 30 seconds.\n items: [\"technologies/banco-repairs\"],\n civs: [\"ma\"],\n diff: [\n [\"nerf\", \"Effect reduced from +100% to +50% repair speed.\"],\n [\"buff\", \"Research time reduced from 60 seconds to 30 seconds.\"],\n ],\n },\n {\n // Imported Armor technology cost increased from 100 food / 250 gold to 150 food / 350 gold.\n items: [\"technologies/imported-armor\"],\n civs: [\"ma\"],\n diff: [[\"nerf\", \"Cost increased from 100 food / 250 gold to 150 food / 350 gold.\"]],\n },\n\n {\n // Corrected an issue where the UI would be hidden after researching Poisoned Arrows.\n items: [\"technologies/poisoned-arrows\"],\n civs: [\"ma\"],\n diff: [[\"fix\", \"Corrected an issue where the UI would be hidden after researching Poisoned Arrows.\"]],\n },\n {\n // Updated Civilization Bonuses text to include that research time of veteran unit technologies is reduced by half.\n // Corrected an issue where Age II Town Center, Siege Tower, and Ram were missing from the tech tree.\n items: [],\n civs: [\"ma\"],\n diff: [\n [\"fix\", \"Updated Civilization Bonuses text to include that research time of veteran unit technologies is reduced by half.\"],\n [\"fix\", \"Corrected an issue where Age II Town Center, Siege Tower, and Ram were missing from the tech tree.\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Mongols\",\n civs: [\"mo\"],\n changes: [\n {\n // Mongol Lancer renamed to Keshik.\n // Available in Feudal Age.\n // Cost decreased from 140 food/100 gold to 120 food/80 gold.\n // Attack decreased from 19/24/29 to 15/19/23.\n // HP decreased from 190/230/270 to 145/175/205.\n // Attack speed improved from 1.5 to 1.38.\n // Heals 3 health each time it attacks.\n // Train time decreased from 35 seconds to 30 seconds.\n items: [\"units/keshik\"],\n civs: [\"mo\"],\n diff: [\n [\"buff\", \"New unit 'Keshik' replaces Mongol Lancer.\"],\n [\"buff\", \"Cost decreased from 140 food/100 gold to 120 food/80 gold.\"],\n [\"nerf\", \"Attack decreased from 19/24/29 to 15/19/23.\"],\n [\"nerf\", \"HP decreased from 190/230/270 to 145/175/205.\"],\n [\"buff\", \"Attack speed improved from 1.5 to 1.38.\"],\n [\"buff\", \"Heals 3 health each time it attacks.\"],\n [\"buff\", \"Train time decreased from 35 seconds to 30 seconds.\"],\n ],\n },\n {\n // New Steppe Lancers technology:\n // Available in the Imperial Age.\n // Costs 150 food/350 gold.\n // +1 health healed per attack.\n // Increases attack speed by 10%.\n items: [\"technologies/steppe-lancers\"],\n civs: [\"mo\"],\n diff: [\n [\"buff\", \"New Steppe Lancers technology available in the Imperial Age.\"],\n [\"buff\", \"+1 health healed per attack.\"],\n [\"buff\", \"Increases attack speed by 10%.\"],\n [\"fix\", \"Costs 150 food/350 gold.\"],\n ],\n },\n {\n // New Improved Steppe Lancers technology:\n // Available in the Imperial Age.\n // Costs 500 stone.\n // +2 health healed per attack.\n // Increases attack speed by 15%.\n items: [\"technologies/steppe-lancers-improved\"],\n civs: [\"mo\"],\n diff: [\n [\"buff\", \"New Improved Steppe Lancers technology available in the Imperial Age.\"],\n [\"buff\", \"+2 health healed per attack.\"],\n [\"buff\", \"Increases attack speed by 15%.\"],\n [\"fix\", \"Costs 500 stone.\"],\n ],\n },\n {\n // New Improved Yam Network technology:\n // Available in the Imperial Age.\n // Heals traders 1 HP every 2 seconds while within yam aura.\n items: [\"technologies/yam-network-improved\"],\n civs: [\"mo\"],\n diff: [\n [\"buff\", \"New Improved Yam Network technology available in the Imperial Age.\"],\n [\"buff\", \"Heals traders 1 HP every 2 seconds while within yam aura.\"],\n ],\n },\n {\n // Kurultai Landmark:\n // Corrected issue where Landmark wasn’t healing allied units.\n items: [\"buildings/kurultai\"],\n civs: [\"mo\"],\n diff: [[\"fix\", \"Corrected issue where Kurultai wasn’t healing allied units.\"]],\n },\n {\n // Silver Tree Landmark:\n // Discount and production speed bonus reduced from 50% to 40%.\n items: [\"buildings/the-silver-tree\"],\n civs: [\"mo\"],\n diff: [[\"nerf\", \"Discount and production speed bonus reduced from 50% to 40%.\"]],\n },\n {\n // Khan\n // Khan’s weapons gain +1 bonus vs deer/wolves/boar.\n // Developer Note: This allows the Khan to two-shot deer which is important when fighting vs RUS players to allow bounty counterplay.\n items: [\"units/khan\"],\n civs: [\"mo\"],\n diff: [[\"buff\", \"Khan’s weapons gain +1 bonus vs deer/wolves/boar.\"]],\n note: \"This allows the Khan to two-shot deer which is important when fighting vs Rus players to allow bounty counterplay.\",\n },\n {\n // Scouting Falcon ability:\n // Can now be summoned from range at player’s cursor location.\n // Cool down reduced from 75 seconds to 60 seconds.\n // Can now see over the tops of trees.\n items: [\"units/scout\", \"units/khan\"],\n civs: [\"mo\"],\n diff: [\n [\"buff\", \"Scouting Falcon ability can now be summoned from range at player’s cursor location.\"],\n [\"buff\", \"Cool down reduced from 75 seconds to 60 seconds.\"],\n [\"buff\", \"Can now see over the tops of trees.\"],\n ],\n },\n {\n // Piracy technology:\n // Cost reduced from 100 food / 250 gold to 50 food / 125 gold.\n // Research time reduced from 30 seconds to 20 seconds.\n items: [\"technologies/piracy\"],\n civs: [\"mo\"],\n diff: [\n [\"buff\", \"Cost reduced from 100 food / 250 gold to 50 food / 125 gold.\"],\n [\"buff\", \"Research time reduced from 30 seconds to 20 seconds.\"],\n ],\n },\n {\n // Stone Commerce technology:\n // Cost increased from 150 food / 350 gold to 300 food / 700 gold.\n // Research time increased from 60 seconds to 90 seconds.\n items: [\"technologies/stone-commerce\"],\n civs: [\"mo\"],\n diff: [\n [\"nerf\", \"Cost increased from 150 food / 350 gold to 300 food / 700 gold.\"],\n [\"nerf\", \"Research time increased from 60 seconds to 90 seconds.\"],\n ],\n },\n {\n // Improved Stone Commerce technology cost increased from 500 stone to 1000 stone.\n items: [\"technologies/stone-commerce-improved\"],\n civs: [\"mo\"],\n diff: [[\"nerf\", \"Cost increased from 500 stone to 1000 stone.\"]],\n },\n {\n // Added Court Architects technology to Ovoo and The White Stupa Landmark.\n items: [\"technologies/court-architects\", \"buildings/ovoo\", \"buildings/the-white-stupa\"],\n civs: [\"mo\"],\n diff: [[\"buff\", \"Added Court Architects technology to Ovoo and The White Stupa Landmark.\"]],\n },\n {\n // Packed Buildings:\n // Ger, Steppe Redoubt, and Pasture pack time reduced from 5 seconds to 1 second.\n // Fixed a bug where packed buildings were getting repaired at the same speed as siege weapons. They will now be repaired at the same speed as other buildings.\n // Fixed a bug where packed buildings had large minimap icons.\n items: [\"buildings/ger\", \"buildings/steppe-redoubt\", \"buildings/pasture\"],\n civs: [\"mo\"],\n diff: [\n [\"buff\", \"Ger, Steppe Redoubt, and Pasture pack time reduced from 5 seconds to 1 second.\"],\n [\n \"fix\",\n \"Fixed a bug where packed buildings were getting repaired at the same speed as siege weapons. They will now be repaired at the same speed as other buildings.\",\n ],\n [\"fix\", \"Fixed a bug where packed buildings had large minimap icons.\"],\n ],\n },\n {\n // A new Mangudai icon is added to help players differentiate Mangudai Horse Archers from other Horse Archers in the game.\n items: [\"units/mangudai\"],\n civs: [\"mo\"],\n diff: [[\"fix\", \"A new Mangudai icon is added to help players differentiate Mangudai Horse Archers from other Horse Archers in the game.\"]],\n },\n {\n // Fixed a bug where the Light Junk wasn’t playing a death animation.\n items: [\"units/light-junk\"],\n civs: [\"mo\"],\n diff: [[\"fix\", \"Fixed a bug where the Light Junk wasn’t playing a death animation.\"]],\n },\n {\n // Improved Military Academy by correcting out of date help text and values.\n items: [\"technologies/military-academy\"],\n civs: [\"mo\"],\n diff: [[\"fix\", \"Fixed Military Academy tooltip by correcting out of date help text and values.\"]],\n },\n {\n // Fixed an issue where the Mongol AI could gather wood for too long at the start of a match.\n // Fixed issues with the Mongol AI’s packed buildings failed to unpack again when relocating.\n items: [],\n civs: [\"mo\"],\n diff: [\n [\"fix\", \"Fixed an issue where the Mongol AI could gather wood for too long at the start of a match.\"],\n [\"fix\", \"Fixed issues with the Mongol AI’s packed buildings failed to unpack again when relocating.\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Ottomans\",\n civs: [\"ot\"],\n changes: [\n {\n // Twin Minaret Madrasa Landmark:\n // Adjusted the initial berry spawn time from spawning every 20 seconds to every 35 seconds. Respawn rate remains at 120 seconds.\n // Developer Note: This landmark is intended to sustain a specific number of villagers, with the old placement rate players could put additional villagers on the landmark right after construction to provide an extra burst of food.\n items: [\"buildings/twin-minaret-medrese\"],\n civs: [\"ot\"],\n diff: [[\"nerf\", \"Adjusted the initial berry spawn time from spawning every 20 seconds to every 35 seconds. Respawn rate remains at 120 seconds.\"]],\n note: \"This landmark is intended to sustain a specific number of villagers, with the old placement rate players could put additional villagers on the landmark right after construction to provide an extra burst of food.\",\n },\n {\n // Sipahi:\n // Cost increased from 110 food/20 wood to 120 food/40 wood.\n // Health increased from 135/165/190 to 155/185/220.\n // Damage increased from 9/11/13 to 12/15/18.\n // Speed reduced from 1.88 to 1.75.\n // Attack range increased from 0.29 to 0.75.\n // Developer Note: We wanted to make this unique unit standout further from the standard horseman. The increased range makes it a much more effective raiding unit as it’s able to focus fire.\n items: [\"units/sipahi\"],\n civs: [\"ot\"],\n diff: [\n [\"nerf\", \"Cost increased from 110 food/20 wood to 120 food/40 wood.\"],\n [\"buff\", \"Health increased from 135/165/190 to 155/185/220.\"],\n [\"buff\", \"Damage increased from 9/11/13 to 12/15/18.\"],\n [\"nerf\", \"Speed reduced from 1.88 to 1.75.\"],\n [\"buff\", \"Attack range increased from 0.29 to 0.75.\"],\n ],\n note: \"We wanted to make this unique unit standout further from the standard horseman. The increased range makes it a much more effective raiding unit as it’s able to focus fire.\",\n },\n {\n // New Great Bombard Emplacement replaces Cannon Emplacements on Keeps.\n // Cost 250 gold / 500 stone.\n // 60 seconds to research.\n // 100 Ranged Damage with greater Area of Effect.\n // +200 vs. Building.\n // +100 vs. Ship.\n items: [\"technologies/great-bombard-emplacement\"],\n civs: [\"ot\"],\n diff: [\n [\"buff\", \"New Great Bombard Emplacement replaces Cannon Emplacements on Keeps.\"],\n [\"nerf\", \"Cost 250 gold / 500 stone.\"],\n [\"nerf\", \"60 seconds to research.\"],\n [\"buff\", \"100 Ranged Damage with greater Area of Effect, +200 bonus vs. Building , +100 bonus vs. Ship.\"],\n ],\n },\n {\n // Grand Galley:\n // Now has the Gunpowder unit tag to more clearly communicate upgrades that apply to it.\n // Now move towards the player when attempting to garrison units inside it after being upgraded to Military Academy.\n // Fixed a bug where select all military ships wasn’t selecting the Grand Galley.\n items: [\"units/grand-galley\"],\n civs: [\"ot\"],\n diff: [\n [\"fix\", \"Now has the Gunpowder unit tag to more clearly communicate upgrades that apply to it.\"],\n [\"fix\", \"Now move towards the player when attempting to garrison units inside it after being upgraded to Military Academy.\"],\n [\"fix\", \"Fixed a bug where select all military ships wasn’t selecting the Grand Galley.\"],\n ],\n },\n {\n // Improved some of the underused Vizier Points:\n\n // Field Work: Healing aura now scales per Age to 1/1/2 /3 health per second.\n items: [\"technologies/field-work\"],\n civs: [\"ot\"],\n\n diff: [[\"buff\", \"Healing aura now scales per Age to 1/1/2 /3 health per second.\"]],\n },\n {\n // Janissary Company: Now spawns an additional 2 Janissaries from the Capitol Town Center, in addition to the Janissaries at Military Schools.\n items: [\"technologies/janissary-company\"],\n civs: [\"ot\"],\n diff: [[\"buff\", \"Now spawns an additional 2 Janissaries from the Capitol Town Center, in addition to the Janissaries at Military Schools.\"]],\n },\n {\n // Trade Bags: Now also applies to the gold generated by the Sultanhani Trade Network.\n // Fixed the requirement text on the Ottoman Trade Bags Imperial Council technology to reference the correct level.\n items: [\"technologies/trade-bags\"],\n civs: [\"ot\"],\n diff: [\n [\"buff\", \"Now also applies to the gold generated by the Sultanhani Trade Network.\"],\n [\"fix\", \"Fixed the requirement text on the Ottoman Trade Bags Imperial Council technology to reference the correct level.\"],\n ],\n },\n {\n // Mehter:\n // Health now scales per Age instead of a flat 180 it’s now 160/180/200.\n // Changed the toggle text on the Mehter drum abilities to correctly reference the toggle state.\n items: [\"units/mehter\"],\n civs: [\"ot\"],\n diff: [\n [\"buff\", \"Health now scales per Age instead of a flat 180 it’s now 160/180/200.\"],\n [\"fix\", \"Changed the toggle text on the Mehter drum abilities to correctly reference the toggle state.\"],\n ],\n },\n {\n // Shipping routes (+10% trader and transport ship move speed) now also applies to fishing boats.\n items: [\"units/fishing-boat\"],\n civs: [\"ot\"],\n diff: [[\"buff\", \"Shipping routes (+10% trader and transport ship move speed civ bonus) now also applies to fishing boats.\"]],\n },\n {\n // Tech Tree:\n // Corrected an issue where Age II Town Center, Siege Tower, and Ram were missing from the tech tree.\n // Corrected an issue where incorrect cost was displayed on the Siege Workshop.\n items: [],\n civs: [\"ot\"],\n diff: [\n [\"fix\", \"Corrected an issue where Age II Town Center, Siege Tower, and Ram were missing from the tech tree.\"],\n [\"fix\", \"Corrected an issue where incorrect cost was displayed on the Siege Workshop.\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Rus\",\n civs: [\"ru\"],\n changes: [\n {\n // Hunting Cabins:\n // Build speed decreased from 40 seconds to 25 seconds.\n // Hunting Cabins with overlapping auras no longer suffer a penalty to gold income. Instead, trees are claimed by Hunting Cabins. This means that a tree in the aura of multiple Hunting Cabins will only generate gold for the first Cabin placed.\n // Gold generation is now fixed to 30 second intervals. Instead of reducing the interval with the Bounty mechanic, tiers now provide a percentage increase to Hunting Cabin gold income at each tier: 10%/25%/65%.\n // Global Income is capped at 300 gold/min cap at tier 0 bounty. With Tier 3 bounty, income caps out at 500 gold/min for all hunting cabins.\n // Hunting Cabins now show a tree counter in their UI when built.\n // Gold kicker text is now visible when cabins generate gold.\n // Adjusted rate of gold generation using a diminishing returns formula to balance the civ on maps with densely packed forests.\n // High Trade House does not contribute to the Hunting Cabin gold generation cap. Also, it doesn’t claim trees or require unclaimed trees to generate gold from nearby trees.\n // Developer’s Note: We have made a pass on Hunting Cabins to make them less punishing, easier to understand, and better balanced.\n\n items: [\"buildings/hunting-cabin\"],\n civs: [\"ru\"],\n diff: [\n [\"buff\", \"Build speed decreased from 40 seconds to 25 seconds.\"],\n [\n \"buff\",\n \"Hunting Cabins with overlapping auras no longer suffer a penalty to gold income. Instead, trees are claimed by Hunting Cabins. This means that a tree in the aura of multiple Hunting Cabins will only generate gold for the first Cabin placed.\",\n ],\n [\n \"buff\",\n \"Gold generation is now fixed to 30 second intervals. Instead of reducing the interval with the Bounty mechanic, tiers now provide a percentage increase to Hunting Cabin gold income at each tier: 10%/25%/65%.\",\n ],\n [\n \"nerf\",\n \"Global Income is capped at 300 gold/min cap at tier 0 bounty. With Tier 3 bounty, income caps out at 500 gold/min for all hunting cabins.\",\n ],\n [\"fix\", \"Hunting Cabins now show a tree counter in their UI when built.\"],\n [\"fix\", \"Gold kicker text is now visible when cabins generate gold.\"],\n [\"nerf\", \"Adjusted rate of gold generation using a diminishing returns formula to balance the civ on maps with densely packed forests.\"],\n [\n \"buff\",\n \"High Trade House does not contribute to the Hunting Cabin gold generation cap. Also, it doesn’t claim trees or require unclaimed trees to generate gold from nearby trees.\",\n ],\n ],\n note: \"We have made a pass on Hunting Cabins to make them less punishing, easier to understand, and better balanced.\",\n },\n {\n // Knight Sabers reworked into Knight Poleaxes.\n // Knight’s weapon swaps from a saber into a poleaxe. This is purely a visual change and still adds +4 damage to the melee attacks.\n items: [\"technologies/knight-poleaxes\"],\n civs: [\"ru\"],\n diff: [\n [\n \"fix\",\n \"Knight Sabers reworked into Knight Poleaxes. Knight’s weapon swaps from a saber into a poleaxe. This is purely a visual change and still adds +4 damage to the melee attacks.\",\n ],\n ],\n },\n {\n // Horse Archer’s Mounted Precision reworked into a new technology called Mounted Training.\n // Unlocks the Gallop ability causing horse archers to move at maximum move speed with +2 weapon range for 8 seconds.\n items: [\"technologies/mounted-training\"],\n civs: [\"ru\"],\n diff: [\n [\n \"buff\",\n \"Horse Archer’s Mounted Precision reworked into a new technology called Mounted Training. Unlocks the Gallop ability causing horse archers to move at maximum move speed with +2 weapon range for 8 seconds.\",\n ],\n ],\n },\n {\n // Streltsy:\n // Melee damage increased from 50 to 60.\n // This occurs when a unit engages the Streltsy in melee combat.\n // No longer has the Double Time ability.\n // Developer Note: We wanted to further distinguish the roles of Horse Archers and Streltsy. The Horse Archer is weaker and more mobile, the Streltsy is the slow powerhouse.\n items: [\"units/streltsy\"],\n civs: [\"ru\"],\n diff: [\n [\"buff\", \"Melee damage increased from 50 to 60.\"],\n [\"fix\", \"This occurs when a unit engages the Streltsy in melee combat.\"],\n [\"nerf\", \"No longer has the Double Time ability.\"],\n ],\n note: \"We wanted to further distinguish the roles of Horse Archers and Streltsy. The Horse Archer is weaker and more mobile, the Streltsy is the slow powerhouse.\",\n },\n {\n // Kremlin Landmark:\n // No longer gains a ticket upon completion, the first ticket gain occurs after 1 minute.\n // Added a new ability which, when activated, calls ALL available Militia to the Landmark Town Center.\n // Cannot be built within 8 tiles of Enemy Landmark Town Centers.\n items: [\"buildings/kremlin\"],\n civs: [\"ru\"],\n diff: [\n [\"nerf\", \"No longer gains a ticket upon completion, the first ticket gain occurs after 1 minute.\"],\n [\"buff\", \"Added a new ability which, when activated, calls ALL available Militia to the Landmark Town Center.\"],\n [\"fix\", \"Cannot be built within 8 tiles of Enemy Landmark Town Centers.\"],\n ],\n },\n {\n // Lodya ships can no longer exceed population cap by converting lower pop cost ships into higher pop ships.\n items: [\"units/lodya-attack-ship\", \"units/lodya-transport-ship\", \"units/lodya-fishing-boat\", \"units/lodya-galley\"],\n civs: [\"ru\"],\n diff: [[\"fix\", \"Lodya ships can no longer exceed population cap by converting lower pop cost ships into higher pop ships.\"]],\n },\n {\n // Castle Watch technology:\n // Cost reduced from 100 stone to 50 stone.\n // Time to research reduced from 30 seconds to 15 seconds.\n items: [\"technologies/castle-watch\"],\n civs: [\"ru\"],\n diff: [\n [\"buff\", \"Cost reduced from 100 stone to 50 stone.\"],\n [\"buff\", \"Time to research reduced from 30 seconds to 15 seconds.\"],\n ],\n },\n {\n // Wooden Fortress health reduced from 2000 to 1750.\n items: [\"buildings/wooden-fortress\"],\n civs: [\"ru\"],\n diff: [[\"nerf\", \"Wooden Fortress health reduced from 2000 to 1750.\"]],\n },\n ],\n },\n {\n title: \"Ranked Season 5\",\n civs: [],\n changes: [],\n md: `\n\n\n![Ships going into a cave filled with treasure](https://www.ageofempires.com/wp-content/uploads/2023/06/s5_keyart_rankedseason-1080x608.png)\n\n### Ranked Play\n\nTo arms! Ranked play kicks off Season Five on June 16th at 10:00 am PDT (17:00 UTC)! Age up through the ranks and earn your rewards before the season ends October 23rd at 11:59 pm PDT (Oct 24th at 06:59 UTC)! \n\n![Rewards for ranked and multiplayer ranked play](https://www.ageofempires.com/wp-content/uploads/2023/06/S5_RankedRewards_Showcase_Template_1920X1020.jpg)\n\n## Season Five Map Pools\n\n\nWe're refreshing the ranked map pools once again with a new rotation including the first appearance of Marshland and bringing back some maps we haven't seen for a while such as The Pit. \n\n> Your feedback in action! We listened to lots of community feedback during our last Public Update Preview (PUP) and have implemented changes to our map rotation from what was previewed in the PUP. Notably, we heard you loved the new maps Golden Heights and Volcanic Island so much, we're bringing them directly into the pool! \n\nWe're also trying something a little different this season. Now through July 20th, our two Map Monsters will be visible on select maps. For the first time, our Map Monsters will also be included on Ranked maps!  \n\n### 1v1 Ranked Map Pool for Season Five \n\n* Boulder Bay (+ Map Monster) \n* Dry Arabia \n* Golden Heights (New Map) \n* Hideout \n* High View \n* Hill & Dale \n* Marshland (+ Map Monster) \n* The Pit  \n* Volcanic Island (New Map) \n\n### Team Ranked Map Pool for Season Five\n\n* Boulder Bay (+ Map Monster) \n* Danube River \n* Dry Arabia \n* French Pass \n* High View  \n* Hill & Dale \n* Lipany  \n* Marshland (+ Map Monster) \n* Volcanic Island (New Map)\n`,\n },\n {\n title: \"Gameplay\",\n civs: [],\n md: `\n### AI Updates\n* Fixed multiple bugs and tuning that would sometimes allow the Easy AI to be more aggressive or produce more military than intended. \n* Fixed AI siege weapons sometimes being stuck in a loop of setting up, tearing down, and repositioning. \n* Made AI siege weapons “smarter” during a siege of an enemy base, they spend less time standing around doing nothing if they can’t reach the selected target. \n* Fixed a bug where sometimes the AI could send villagers to farm allied player farms. \n* Improved positioning of AI’s early resource drop-off camps to favor being on the side of a deposit that is closer to the AI’s town center, instead of positioning them farther away and being harder to defend. \n* Improved the AI’s placement and frequency of building lumber yards to improve wood gathering efficiency. \n* Fixed an issue where the AI would sometimes fail to build farms on naval maps. \n* Fixed a bug where AI villagers could temporarily go idle when dropped off on an island. \n* AI players will now correctly begin scouting on Four Lakes and Continental maps. \n* AI resource exchange via market has been optimized, so that AI will only go for resource exchanges that make sense. \n* AI will not send its villagers into dangerous areas to fix allied Landmarks anymore. \n* Fixed a bug that sometimes caused the AI to not research tier upgrades (veteran/elite unit upgrades). \n* Pathfinding improvements allow AI to handle walls more intelligently on campaign maps. \n* Fixed an issue where the AI’s archers would sometimes move closer to the enemy between attacks instead of standing in place. \n* Fixed a bug that would cause AI archers to sometimes briefly stand idle after attempting to reposition during a fight. \n* Fixed a bug that could sometimes cause the AI’s military ships to fail to retreat from a fight. \n* Fixed a bug where the AI would not produce the Tithe Barns research. \n* AI’s scouts will now ignore wolves unless they are from the Rus civilization. They will also not enter in this combat if they are low on health. \n* In Nomad mode, if a player tries to build their Town Center near where the AI is planning their Town Center the AI should now reposition to a safer location. \n\n### Hotkeys\n* Hotkey improvement: double-press hotkey combos are now triggered after the second press of two single-press hotkey combo presses using the same key. Previously the double-press would in some cases trigger between the triggering of the two single-presses. This enables certain scenarios where both single-press and double-press of the same key are bound to commands which modify the selection. \n* Added a new hotkey to cycle through individual Landmarks. \n* Mouse wheel scroll up/down can now be used as a key for any other hotkey binding. \n* Camera zoom in/out can now be bound to a key instead of, or in addition to, the mouse wheel. \n* A bug that prevented key combos assigned to a modifier without any other key from working without a restart of the game has been fixed. \n * When using Alt, Ctrl or Shift as a bound key or as a key combo modifier, the right-hand-side modifier keys will now work the same as the left-hand-side ones. \n * With the improvements to fully remappable hotkeys that allow modifiers to be used as bound keys, and in order to allow for future improvements to combo modifiers, the “Swap Shift and Alt Modifier Keys” configuration setting has been removed. \n\n### Masteries\n* Fixed the localization text of the Training Masteries to include any campaign mission. \n* Changed English Mastery “Gather Round” to “Setup 5 simultaneous camps, with at least one unit gaining benefit from each camp.” \n* Fixed a bug where Malian Mastery “Commune of Wealth” could be completed on the Malians Art of War Mission. \n* Fixed the Malian Mastery “Barrage” by adding Tower War Elephants to list of potential targets. \n* Fixed the Malian Mastery “Grazing Herds” to include the effect of Grand Fulani Corral landmark into the progression of the mastery. \n* Fixed the description text of Malian Mastery “Healing Around” to include any Musofadi units. \n* Reduced difficulty of Mongol Mastery “Wolves and Rain”. Players can now complete the mastery by defeating 20 units with the Ortoo bonus (from outposts) rather than 30. \n* Fixed the Ottoman mastery “On the Move” so that destroyed keeps do not count for completion. \n* The Rus Mastery “Black Powder” was changed to “Research Chemistry and defeat 30 enemies using Streltsy units.” \n* The Rus Mastery “Mount the Attack” was changed to “Research Boyars Fortitude and then defeat 30 enemies with cavalry units.” \n\n### UX/UI & Menus\n* You can now exit villager’s sub build menus by: \n * Hitting Esc key, \n * Hitting right-click, \n * Hitting a dedicated custom hotkey (available under the Game tab). \n* Instead of displaying “No Result” for matches going through an arbitration process, we now display the final result in the Match History screen when established. \n* Fixed an issue where starting units are counted as double in the post-game timeline. \n* Units defeated count in the post-match screen will exclude player deleted units. \n* We’ve updated the frequency at which the UI will calculate resources gained per minute, leading to more accurate values. \n* Standardized language of many technologies to use “attack speed” instead of reduced reload duration so it’s easier to compare their effects and understand the bonuses provided. \n* The UI command card tooltip will now properly update the names and stats of new upgrades. \n * i.e. Lancers and Man-at-arm units will display the correct weapon being used after researching the Kilij weapon upgrade: Honed Blades. \n* An improvement has been made to the observable games browser to make it easier to find the games you want. \n* Coat of Arms patterns now fill the entire space of their associated banner. \n* Coat of Arms patterns now extend the length of the banner. \n* Players can now easily view other players’ profiles directly via the match history tab of the player profile. \n* Players can no longer leave a party while in a match lobby or while searching for a match. \n* Notifications are now displayed in front of modal menus. \n* Added a new option to control the overall shadow quality of units and buildings. \n* Fixed an issue where enemy AI’s Age Up notifications will not always display properly. \n* Converted the text “OR” in the Age Up Modal to an image to address translation issues. \n* Fixed a bug that prevented movie titles from displaying when the user has subtitles turned off. \n* Increased the font size of the campaign in-game subtitles. \n* Fixed an issue where background music sometimes was not playing after watching a full campaign video. \n* Alert pop ups in the introductory scenario can now be dismissed properly.\n \n `,\n changes: [],\n },\n {\n title: \"Maps\",\n civs: [],\n changes: [],\n md: `\n## General Map Changes\n* The variation of different trees has increased in some biomes. \n* Added missing straggler trees on Hideout, Wetlands, Waterholes, Mountain Clearing and Forests Ponds. \n\n## Map-Specific Changes\n### Archipelago \n* Fixed a bug on Archipelago that caused islands to generate too far apart on smaller map sizes, creating too much water and not enough land for objects to generate appropriately. \n* Fixed a bug that caused islands on Archipelago to generate incorrectly on the small map size, often resulting in resources and Sacred Sites not generating. \n\n### Black Forest \n* Boars on Black Forest should now get distributed more evenly across the map, instead of being clumped up in one area. \n\n### Four Lakes \n* (1v1) Corner Islands were removed.\n* (1v1) Two Sacred Sites will spawn at the mainland.\n* Player’s starting forest size has been decreased and tuned to spawn closer to the player’s base.\n* Total amount of small forests around the map has been increased.\n* Fixed an issue where shore-fish would not spawn on the shore near the player’s base.\n\n### Hill & Dale \n* The large gold and the large stone at the player’s base have been removed. \n### Prairie \n* Adjusted the Sacred Sites on Prairie in an attempt to have them generate more evenly between teams and players. \n### Warring Islands \n* Fixed an issue that caused neutral resources to not always generate correctly on Warring Islands with specific team configurations. \n* Relics have been redistributed on Warring Islands. Four relics now always generate on the two central islands, while each player has one nearby relic. \n### Waterholes \n* Updated Waterholes to have a minimum number of forests spawn in close proximity to all players. \n### Wetlands \n* Fixed animals and other objects sometimes getting trapped inside forests on Wetlands. \n* Fixed relics sometimes not generating in the appropriate number on Wetlands. \n\n \n `,\n },\n {\n title: \"Mods\",\n civs: [],\n changes: [],\n md: `\n### Mod Download Update for Custom Lobbies \nWe made it easier to see the status of modded matches in the lobby by adding indicators on the left side of a player’s name. This shows the status in the lobby for the mods required, whether they have blocked user-generated content (UGC), are pending consent to download a missing mod, or if they have all the required mods. \nPlayers can now open a mod’s details page and subscribe to it without leaving the lobby screen. \nAdditionally, the mod’s creator will now be listed while loading into a modded match. \n\n`,\n },\n {\n title: \"Ongoing\",\n civs: [],\n changes: [],\n md: `\n### Ranked Rewards \nWe’ve heard your feedback regarding the Ranked Rewards system. Currently, rewards are based upon your final standing at the end of the season, which incentivizes some players to stop competing after they have reached a certain rank in fear that they might lose their rewards. Our team is working to change this, such that a player’s Ranked Rewards for a season are based upon the highest rank achieved at any point in the season. This means that players can continue to push themselves towards greater heights without fear of losing out on seasonal rewards. \n\nWe hope to land this change before the end of Season Five, however we have ongoing work to complete and test to ensure full confidence in delivery of this feature. We will plan for further updates to confirm when this much-requested change will land. \n\n### Queue Dodging \nWe have heard reports of excessive queue dodging in Ranked play, where some players will force a disconnect and take a cooldown penalty rather than play a match against their assigned opponent. As we’ve been monitoring the situation, we noticed a variety of reasons why players might opt to abuse the current system. As such, we are working on a multi-pronged approach to addressing the problem. We won’t be letting the cat out of the bag just yet but want to communicate some of the avenues we are pursuing. \n\nFirstly, we are making the above changes to the Ranked Rewards system to remove rank-loss as an incentive for dodging relatively even matchups. \n\nNext, while the ranked system does an adequate job of finding timely and even matches for the majority of players, it has difficulty finding such matches for players at the far top and far bottom of ELO scores. This has resulted in some uneven matchups where one player has a vastly higher ELO score, due to one player maxing out their queue timer. We are looking at future changes to the matchmaking system for just the players in these high and low extremes, which will prioritize matchmaking near leaderboard position rather than just ELO score. This should address many of the queue dodging reasons related to highly uneven matchups. \n\nLastly, we will also be looking at increasing the penalties related to queue dodging from their current settings. While we would prefer to lure action with incentives and removed barriers, we realize that some players may choose to still dodge their matchup unless we also disincentivize that action. \n\nRight now we are in the investigation phase for several of these efforts and will look to provide more information regarding timeline and approach in the future. \n\n### Ranked Teams Cheating \nWe have also noticed an increase in brazen cheating going on in Ranked Team matches. Our work in this area is ongoing, but please continue to report cheaters either in-game, or by reporting them to Customer Support. These reports are most helpful while we are investigating back-end solutions. \n\nAs part of user privacy, we do not normally comment on enforcement action taken against specific cheaters, but do know that cheating in Ranked can lead up to a permanent ban from multiplayer aspects of the game. \n`,\n },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const season4: PatchNotes = {\n id: \"season-4\",\n buildId: 60878,\n officialUrl: \"https://www.ageofempires.com/news/ageiv_seasonfour_update_60878/\",\n name: \"Season Four Update\",\n season: 4,\n type: \"update\",\n summary:\n \"Major changes to Landmarks for most civs, introducing Militia, Wynguard units, English King. Nerfs to deap sea fish, trade and walls. Siege cost decrease, addition of lightweight beams and rams from Siege Workshop.\",\n introduction: `\"Join us in the Enchanted Grove for Season Four, starting on February 16th! In this update, you can optimize your strategy on three new maps, start from scratch with only a few villagers and no starting Town Center in the new Nomad game mode, build new or improved Landmarks, and more! You’ll also get to explore the new Enchanted Grove Biome as we round out this update with a new season of events, rewards and ranked, as well as quality-of-life updates.\" \n\n* New Event and Biome: Enchanted Grove \n* Season Four Ranked 1v1 and Team Ranked \n* New Maps: Four Lakes, Continental, Marshland \n* New Game Mode: Nomad \n* Mod Browser Update \n* UI Improvements \n* Landmark Reworks \n* Art of War Updates \n* New Cheat Code \n`,\n html: (\n
\n \n
\n This page foucuses on gameplay and balance changes (manually reviewed and clarified by AoE4 World) which are shown first. To learn more about Ranked\n Season Four Map pool and rewards, the new Minimap Zoom and other UI changes, scroll to the bottom or head over to the\n \n official patch notes\n \n .\n
\n
\n ),\n date: new Date(\"2023-02-16T12:00:00Z\"),\n sections: [\n {\n title: \"Balance & Gameplay\",\n civs: [],\n changes: [],\n },\n {\n subtitle: \"General Changes & Bugfixes\",\n civs: [],\n md: `\n* When you are eliminated from a match, remaining units will stop attacking previous targets, villagers will stop gathering, and any other unit commands will also cease. \n* Ability hotkeys that do not conflict with the selected build menu now remain active. \n* Fixed an issue to ensure right click & drag only occurs when right click is held and then the mouse is dragged. \n* Fixed a bug to ensure fishing boats contribute to the economic count. \n* Units will play their voice lines when entering/garrisoning a building. \n* Fixed a bug that prevents re-downloading subscribed mods when you already own the latest version. \n* Destroyed Landmarks can now be repaired in the Ottoman Art of War. \n* Fixed a bug where training Masteries could not be completed. \n* Fixed the “Defend” daily quest to account for English Keeps being built only. \n* Fixed an issue where the map preferences set for quick match may be shown when queueing for a ranked match after clicking the “Play Again” button on the post-game screen. \n* Caster mode: stolen sheep no longer add to conversion counts. \n* Fixed an issue where Crafted Map Beginner mode would not set the right number of players for Large and Gigantic maps.\n* Fixed an issue where hotkeys did not work with an active Asian language IME or third party input software (for example, Sougou).\n* Fixed localization issues with Royal Rumble mod in some languages.\n* Fixed an issue where looking at other player’s Profile UI would incorrectly show viewer’s own monument.\n`,\n changes: [],\n },\n {\n subtitle: \"Gameplay Changes for All Civilizations\",\n civs: [],\n md: `\n* Fixed a bug where melee units couldn’t attack on broken wall segments and would stand idle. \n* Fixed a bug where placing a palisade gate sometimes create a gap in the wall. \n* Fix a bug where landmarks could remain standing if destroyed while under construction. \n* Fixed Fishing Ships temporarily stopping when they are re-ordered to garrison in a Dock.\n* Influence based effects such as the ones from the Abbasid’s House of Wisdom and Holy Roman Empire’s Emergency Repair influence can now only be extended with fully constructed buildings rather than building stamps.\n* Fixed an issue where units sometimes spawned on the wrong side of a unit production building if the rally point was placed too close to the building. \n* Relics will now stay on top of bridges and walls when dropped \n* Relic respawns on the nearest land after being lost in the ocean on a transport \n* Changed the event-cycling behavior to now only focus on Attack notifications. \n* Elite Army Tactics, Heavy Maces and Two-Handed weapons extra damage now properly apply to charge and spear wall weapons. \n* Idle units will now do a better job of finding good targets to attack. This is especially improved when raiding farms as units will now continue to hunt farmers instead of torching farms. \n* Unload Garrison ability can now be rebound to a different hotkey. \n* After repairing a farm or resource drop-off building, villagers will now automatically gather from the farm or nearby resources. \n* Reverted the change to Boar retaliation behavior with feedback from the PUP: the Boar no longer only chases the attacking unit and will instead target the closest unit nearby when attacked. \n* Fixed an issue where the secondary UI panel isn’t accessible when selecting a group of mixed unit types. \n* The villager’s build menu now correctly resets when clearing the selection. \n* Fixed a bug where the UI would incorrectly tell you to repair an enemy’s landmark. \n* Fixed cattle not dying when the “you monster” cheat is used. \n* Fixed villagers restarting their build animation after re-issuing the same build command. \n* Fixed villagers looking like they are gliding if spammed with attack orders to hunt a wolf. \n* Fixed a rare case where defensive structures would stop firing at visible targets within range. \n* Updated various tooltips for techs and landmarks to correct inaccuracies. \n* All units will no longer fire additional shots after hunting any harvestable Gaia. This means that Scouts will now correctly fire two arrows when hunting Deer, instead of three.`,\n changes: [\n {\n civs: [],\n items: [\"units/fishing-boat\"],\n diff: [\n [\"nerf\", \"Deep Fishing gather rate reduced from 1 to 0.9\"],\n [\"buff\", \"Shore Fishing gather rate increased from 0.66 to 0.7\"],\n ],\n },\n {\n civs: [],\n items: [\"units/lodya-fishing-boat\"],\n diff: [[\"nerf\", \"Deep fishing gather rate reduced from 1.9 to 1.71\"]],\n note: \"We wanted to lessen the impact of deep fishing to open up additional strategic opportunities on maps with water. Increasing shore fish gather rates is aimed at making these resources more effective in general for boats as well as creating options around defensive tech-based plays.\",\n },\n {\n civs: [],\n items: [\"buildings/palisade-wall\"],\n diff: [\n [\"nerf\", \"Cost increased from 5 to 7 Wood\"],\n [\"nerf\", \"Health reduced from 1500 to 1250\"],\n ],\n },\n {\n civs: [\"ru\"],\n items: [\"buildings/fortified-palisade-wall\"],\n diff: [\n [\"nerf\", \"Health reduced from 3000 to 2500\"],\n [\"buff\", \"Build time reduced from 7 to 3 seconds\"],\n ],\n },\n {\n civs: [],\n items: [\"buildings/stone-wall\"],\n diff: [[\"nerf\", \"Health reduced from 3500 to 3000\"]],\n note: \"Walls are extremely cost effective at shutting down aggression. We are adjusting them to make sure they fill the intended role of being speedbumps that give you time to reposition and react to enemy attacks.\",\n },\n {\n civs: [],\n items: [\"units/trader\", \"units/trade-ship\"],\n diff: [[\"nerf\", \"Reduce gold generated by trade by 10%\"]],\n note: \"When comparing gold generation from traders vs villagers we found that traders are more effective so we’ve reduced it to create a more compelling choice between the two economic units. We’ll continue to refine trader gold generate rates in future updates.\",\n },\n {\n civs: [],\n items: [\"units/monk\", \"units/scholar\", \"units/imam\", \"units/prelate\", \"units/warrior-monk\"],\n diff: [[\"nerf\", \"Monks now only heal at 50% speed when their target is in combat.\"]],\n },\n {\n civs: [],\n items: [\"units/villager\"],\n diff: [[\"nerf\", \"Formation catchup speed reduced from 100% to 40% to match all other units in the game.\"]],\n note: \"This will effectively make raiding groups of retreating villagers easier.\",\n },\n ],\n },\n {\n subtitle: \"Siege Updates\",\n civs: [],\n description:\n \"A series of updates have been made to siege units. Siege units and tech unique to a civilization are covered in their civ-specific changes further on. \",\n md: `\n * Fixed a bug where siege units could get stuck in their unpacking animation if their target was too close.\n * Field Constructed siege units no longer get stuck in berry bushes`,\n changes: [\n {\n items: [\"units/great-bombard\"],\n civs: [\"ot\"],\n diff: [[\"buff\", \"Wood cost reduced from 600 to 450\"]],\n },\n {\n items: [\"units/bombard\", \"units/cannon\", \"units/ribauldequin\"],\n civs: [],\n diff: [[\"buff\", \"Wood cost reduced from 400 to 300\"]],\n note: \"These siege weapons were feeling too expensive considering how quickly they get killed by anti-siege and melee units. Reducing wood costs helps differentiate them from their predecessors in earlier ages.\",\n },\n\n {\n items: [\"units/battering-ram\", \"buildings/siege-workshop\"],\n civs: [],\n diff: [[\"buff\", \"Siege Workshop can now produce Battering Rams for all civilizations\"]],\n },\n {\n items: [\"technologies/lightweight-beams\"],\n civs: [],\n diff: [\n [\"fix\", \"New imperial age technology\"],\n [\"buff\", \"Increase Battering Ram attack speed by +40% \"],\n [\"buff\", \"Reduce Battering Ram field construction time by -50%\"],\n ],\n note: \"We wanted to give rams better late game scaling and allow for more attacks from multiple angles.\",\n },\n ],\n },\n {\n title: \"Civ-Specific Changes\",\n civs: [],\n changes: [],\n },\n {\n civs: [\"ab\"],\n subtitle: \"Abbasid Dynasty\",\n description:\n \"We wanted the initial wing choice of the House of Wisdom to align more closely with high level strategies. Military wing for rushing, Culture wing for teching, and Trade/Economic wings for booming. These changes are aimed at increasing the diversity of playstyles available to the Abbasid civilization. \",\n changes: [\n {\n items: [\"buildings/house-of-wisdom\"],\n civs: [\"ab\"],\n diff: [\n [\"buff\", \"Now is a Home Market destination that can be traded with.\"],\n [\"fix\", \"Fixed a bug where golden age wasn’t reducing research times properly.\"],\n [\"fix\", \"House of Wisdom now displays additional build menu in Caster Mode.\"],\n ],\n },\n {\n items: [\"buildings/house-of-wisdom\", \"technologies/trade-wing\"],\n civs: [\"ab\"],\n diff: [[\"buff\", \"House of Wisdom Spawns 3 Traders once Trade Wing is complete.\"]],\n },\n {\n items: [\"buildings/house-of-wisdom\", \"technologies/military-wing\"],\n civs: [\"ab\"],\n diff: [\n [\n \"buff\",\n \"House of Wisdom Spawns 1 Archer & 2 Spearmen in the age you complete Military Wing (Feudal: 1 Archer & 2 Spearmen; Castle: 2 Camel Riders; Imperial: 3 Handcannoneers)\",\n ],\n ],\n },\n {\n items: [\"technologies/camel-rider-shields\", \"buildings/house-of-wisdom\", \"technologies/military-wing\", \"buildings/stable\"],\n civs: [\"ab\"],\n diff: [[\"buff\", \"Camel Rider Shields moved to the Stable\"]],\n },\n {\n items: [\"technologies/composite-bows\", \"buildings/house-of-wisdom\", \"technologies/military-wing\"],\n civs: [\"ab\"],\n diff: [\n [\"buff\", \"Composite Bows moved to House of Wisdom\"],\n [\"buff\", \"Composite Bows cost reduced from 700 gold 300 wood to 350 gold 150 wood.\"],\n [\"buff\", \"Composite Bows moved from Imperial Age to Castle Age.\"],\n ],\n },\n {\n items: [\"technologies/fresh-foodstuffs\", \"buildings/house-of-wisdom\", \"technologies/economic-wing\", \"buildings/town-center\"],\n civs: [\"ab\"],\n diff: [\n [\"buff\", \"Fresh Foodstuffs moved from the Economic Wing to Town Center\"],\n [\"nerf\", \"Fresh Foodstuffs villager cost bonus reduced from 50% to 35%\"],\n ],\n },\n {\n items: [\"technologies/fertile-crescent\", \"buildings/house-of-wisdom\", \"technologies/economic-wing\"],\n civs: [\"ab\"],\n diff: [\n [\n \"buff\",\n \"Added new technology 'Fertile Crescent' (costs 25 Food 75 Gold), which reduces wood and stone cost of economic buildings and houses by 25%.\",\n ],\n ],\n },\n {\n items: [\"buildings/house-of-wisdom\", \"technologies/culture-wing\", \"technologies/preservation-of-knowledge\"],\n civs: [\"ab\"],\n diff: [\n [\"nerf\", \"Preservation of Knowledge bonus reduced from 30% to 20%\"],\n [\"buff\", \"Preservation of Knowledge research time reduced from 60 to 30 seconds\"],\n [\"buff\", \"Preservation of Knowledge now applies to age up costs\"],\n ],\n },\n {\n items: [\"buildings/house-of-wisdom\", \"technologies/culture-wing\", \"technologies/proselytization\"],\n civs: [\"ab\"],\n diff: [[\"fix\", \"'Faith' renamed to Proselytization which unlocks the 'Proselytize' ability.\"]],\n },\n ],\n },\n {\n civs: [\"ch\"],\n subtitle: \"Chinese\",\n changes: [\n {\n items: [\"buildings/astronomical-clocktower\"],\n civs: [\"ch\"],\n diff: [[\"buff\", \"Can now produce the Clocktower Battering Rams with bonus health.\"]],\n },\n\n {\n items: [\"buildings/granary\"],\n civs: [\"ch\"],\n diff: [[\"fix\", \"Fixed a bug where Granaries wouldn’t generate taxes when technologies were researched there.\"]],\n },\n // {\n // items: [\"buildings/town-center\", \"units/villager\"],\n // civs: [\"ch\"],\n // diff: [[\"nerf\", \"Song Dynasty Villager production speed bonus reduced from +35% to +25%\"]],\n // },\n {\n items: [\"units/nest-of-bees\"],\n civs: [\"ch\"],\n diff: [\n [\n \"fix\",\n \"Will now finish its current volley if its target dies or moves out of range. Previously, it would stop firing immediately in those cases.\",\n ],\n ],\n },\n ],\n },\n {\n civs: [\"de\"],\n subtitle: \"Delhi Sultanate\",\n changes: [\n // * Compound of the Defender Landmark\n // \t* Contains the following defensive technologies that ignore age requirement:\n // \t\t* Village Fortress\n // \t\t\t* Research time reduced from 5 minutes to 3 minutes and 45 seconds\n // \t\t* Boiling Oil\n // \t\t* Court Architects\n // \t\t* Slow Burning Defenses\n {\n items: [\n \"buildings/compound-of-the-defender\",\n \"technologies/village-fortresses\",\n \"technologies/boiling-oil\",\n \"technologies/court-architects\",\n \"technologies/slow-burning-defenses\",\n ],\n civs: [\"de\"],\n diff: [[\"buff\", \"Defensive technologies can now be researched from the Compound of the Defender Landmark without age requirements.\"]],\n },\n // {\n // items: [\"technologies/village-fortress\"],\n // civs: [\"de\"],\n // diff: [[\"buff\", \"Research time reduced from 5 minutes to 3 minutes and 45 seconds.\"]],\n // },\n\n // * House of Learning Landmark\n // \t* Reinforced Foundations technology allows villagers and infantry to garrison in houses and fire garrison arrows, houses gain +50% HP.\n // \t* Tranquil Venue technology healing per second increased from 1 to 2.\n // \t* Lookout Towers technology now also adds +1 weapon range to Outposts.\n // \t* Hearty Rations technology moved from Imperial Age to Castle Age.\n {\n items: [\"buildings/house-of-learning\", \"technologies/reinforced-foundations\"],\n civs: [\"de\"],\n diff: [\n [\"buff\", \"Reinforced Foundations now allows villagers and infantry to garrison in houses and fire garrison arrows.\"],\n [\"buff\", \"Reinforced Foundations now increases house hithpoints by 50%.\"],\n ],\n },\n {\n items: [\"buildings/house-of-learning\", \"technologies/tranquil-venue\"],\n civs: [\"de\"],\n diff: [[\"buff\", \"Tranquil Venue's Mosque healing per second increased from 1 to 2.\"]],\n },\n // * Fixed Lookout Tower technology not affecting outposts built after researching the technology.\n\n {\n items: [\"buildings/house-of-learning\", \"technologies/lookout-towers\"],\n civs: [\"de\"],\n diff: [\n [\"buff\", \"Lookout Towers now also adds +1 weapon range to Outposts.\"],\n [\"fix\", \"Fixed Lookout Tower technology not affecting outposts built after researching the technology.\"],\n ],\n },\n {\n items: [\"buildings/house-of-learning\", \"technologies/hearty-rations\"],\n civs: [\"de\"],\n diff: [[\"buff\", \"Hearty Rations moved from Imperial Age to Castle Age.\"]],\n },\n\n // * Hisar Academy Landmark\n // \t* Acts as a Madrasa and Food generation increased by 20%.\n {\n items: [\"buildings/hisar-academy\"],\n civs: [\"de\"],\n diff: [\n [\"buff\", \"Hisar Academy now acts as a Madrasa.\"],\n [\"buff\", \"Hisar Academy now generates 20% more food.\"],\n ],\n },\n\n // * Palace of the Sultan Landmark\n // \t* Now trains the new unique Sultan’s Elite Tower Elephant, a mounted Elephant with two Handcannoneer riders.\n // \t* While activated, the Palace of the Sultan will train an Elephant every 200 seconds.\n // \t* You can garrison Scholars into the landmark to speed up production, with 4 scholars reducing train time down to 90 seconds.\n {\n items: [\"buildings/palace-of-the-sultan\"],\n civs: [\"de\"],\n diff: [\n [\"buff\", \"Now trains the new unique Sultan’s Elite Tower Elephant, a mounted Elephant with two Handcannoneer riders.\"],\n [\"buff\", \"While activated, the Palace of the Sultan will train an Elephant every 200 seconds.\"],\n [\"buff\", \"Up to 4 scholars can garrison to speed up production down to 90 seconds.\"],\n [\"nerf\", \"No longer produces Tower Elephants or War Elephants.\"],\n ],\n },\n\n // * Mosques\n // \t* Garrison slots increased from 3 to 5.\n // \t* Dome of Faith now acts as a Mosque.\n {\n items: [\"buildings/mosque\", \"buildings/dome-of-the-faith\"],\n civs: [\"de\"],\n diff: [\n [\"buff\", \"Garrison slots increased from 3 to 5.\"],\n [\"buff\", \"Dome of the Faith now acts as a Mosque.\"],\n ],\n },\n // * Village Fortress Technology\n // \t* Research time increased from 3:45 to 5:00.\n\n // {\n // items: [\"technologies/village-fortress\"],\n // civs: [\"de\"],\n // diff: [[\"nerf\", \"Research time increased from 3:45 to 5:00.\"]],\n // }\n\n // * Zeal Technology\n // \t* Now adds a gold glow to affected units.\n // \t* Buff effect no longer stacks.\n // \t* Fixed a bug where buff was giving much less attack speed than intended.\n {\n items: [\"technologies/zeal\"],\n civs: [\"de\"],\n diff: [\n [\"buff\", \"Now adds a gold glow to affected units.\"],\n [\"nerf\", \"Effect no longer stacks.\"],\n [\"fix\", \"Fixed a bug where buff was giving much less attack speed than intended.\"],\n ],\n },\n\n // * War Elephant\n // \t* Cost reduced from 600 food 400 gold to 400 food 350 gold.\n // \t* HP reduced from 1400 to 850.\n // \t* Armor increased from 4/2 to 4/5.\n // \t* Tusk damage increased from 30 to 50.\n // \t* Spear damage increased from 20 to 25.\n // \t* Tusk Siege damage gains +100 vs buildings.\n {\n items: [\"units/war-elephant\"],\n civs: [\"de\"],\n diff: [\n [\"buff\", \"Cost reduced from 600 food 400 gold to 400 food 350 gold.\"],\n [\"nerf\", \"HP reduced from 1400 to 850.\"],\n [\"buff\", \"Ranged Armor increased from 2 to 5.\"],\n [\"buff\", \"Tusk damage increased from 30 to 50.\"],\n [\"buff\", \"Spear damage increased from 20 to 25.\"],\n [\"buff\", \"Tusk Siege damage gains +100 vs buildings.\"],\n ],\n },\n // * Armored Beasts Technology\n // \t* Now grants War Elephants +25% HP and +4 Ranged armor.\n {\n items: [\"technologies/armored-beasts\", \"units/war-elephant\"],\n civs: [\"de\"],\n diff: [\n [\"buff\", \"Now grants War Elephants +25% HP and +4 Ranged armor (up from +3).\"],\n [\"nerf\", \"No longer grants War Elephants +3 Melee armor.\"],\n ],\n },\n\n // * Tower Elephant\n // \t* Tusk Siege damage gains +50 vs buildings.\n {\n items: [\"units/tower-elephant\"],\n civs: [\"de\"],\n diff: [[\"buff\", \"Tusk Siege damage gains +50 vs buildings.\"]],\n },\n\n // * Siege Elephants\n // \t* Technology renamed to “Howdahs”.\n // \t* In addition to equipping Tower Elephants with crowssbows, grants +30% HP and +4 Ranged armor.\n {\n items: [\"technologies/howdahs\", \"units/tower-elephant\"],\n civs: [\"de\"],\n diff: [\n [\"fix\", \"Siege Elephants renamed to “Howdahs”.\"],\n [\"buff\", \"Howdahs grants +30% HP and +4 Ranged armor, in addition to equipping crossbows.\"],\n ],\n },\n\n // * Fixed a bug where Elite Tower Elephants and regular Tower Elephants were both selected with a double click.\n {\n items: [\"units/sultans-elite-tower-elephant\"],\n civs: [\"de\"],\n diff: [[\"buff\", \"New unit, “Sultan’s Elite Tower Elephant“, can be trained from the Palace of the Sultan.\"]],\n },\n // * Scholars\n // \t* Cost reduced from 150 to 130.\n // *Developer Note:*/As the in combat healing nerf hits Delhi the hardest, we wanted to compensate them by making it easier to add in scholars./\n // * Scholars which are garrisoned in a Mosque will now have their automatic healing ability toggled on when leaving the hold.\n {\n items: [\"units/scholar\"],\n civs: [\"de\"],\n diff: [\n [\"buff\", \"Cost reduced from 150 to 130.\"],\n [\"buff\", \"Scholars which are garrisoned in a Mosque will now have their automatic healing ability toggled on when leaving the hold.\"],\n ],\n note: \"As the in combat healing nerf hits Delhi the hardest, we wanted to compensate them by making it easier to add in scholars.\",\n },\n // *Naval*\n // * 50% Extra HP on fishing ships.\n // * Fixed an issue where Fishing Ships would not benefit from ranged damage Blacksmith upgrades.\n {\n items: [\"units/fishing-boat\"],\n civs: [\"de\"],\n diff: [\n [\"buff\", \"Health increased by 50%\"],\n [\"fix\", \"Fishing Ships now correctly benefit from ranged damage Blacksmith upgrades.\"],\n ],\n },\n // * Manuscript Trade production speed bonus per scholar increased from 20% > 30%.\n {\n items: [\"technologies/manuscript-trade\"],\n civs: [\"de\"],\n diff: [[\"buff\", \"Manuscript Trade production speed bonus per scholar increased from 20% to 30%.\"]],\n },\n ],\n },\n {\n civs: [\"en\"],\n subtitle: \"English\",\n changes: [\n // * Abbey of Kings Landmark\n // \t* Now can Crown a King, a cavalry leader with a lesser version of the Abbey’s aura.\n // \t\t* King Costs 150 food and 150 gold.\n // \t\t* Only one King may be trained at a time.\n // \t\t* Heals nearby out of combat units for 2 HP every second.\n // *Developer Note:*/Previously, while it was possible to get a lot of resource value out of the Abbey of Kings, it was often cumbersome in later stages of the game. Now, this option to mobilize the Abbey in the form of a King gives players the ability to engage with aggressive strategies while still getting value out of the Abbey./\n {\n items: [\"units/king\", \"buildings/abbey-of-kings\"],\n civs: [\"en\"],\n diff: [\n [\"buff\", \"Abbey of Kings can Crown a King, a cavalry leader with a lesser version of the Abbey’s aura.\"],\n [\"fix\", \"King Costs 150 food and 150 gold.\"],\n [\"fix\", \"Only one King may be trained at a time.\"],\n [\"buff\", \"Heals nearby out of combat units for 2 HP every second.\"],\n [\"fix\", \"The King now correctly takes extra damage from Crossbowman.\"],\n ],\n note: \"Previously, while it was possible to get a lot of resource value out of the Abbey of Kings, it was often cumbersome in later stages of the game. Now, this option to mobilize the Abbey in the form of a King gives players the ability to engage with aggressive strategies while still getting value out of the Abbey.\",\n },\n\n // * Council Hall Landmark\n // \t* Changed from producing Longbowmen and their technologies to all Archery Range units and technologies.\n // *Developer Note:*/While the Council Hall is useful in Feudal Age, it’s utility later in the game is limited. The option to quickly produce crossbowman should open the door to more strategies with English in the Castle and Imperial ages./\n // * Fixed an issue where Council Hall hotkeys did not respect Archery Range key bindings.\n {\n items: [\"buildings/council-hall\"],\n civs: [\"en\"],\n diff: [\n [\"buff\", \"Now produces all Archery Range units and technologies (100% faster), instead of just longbows\"],\n [\"fix\", \"Hotkeys now respect Archery Range key bindings.\"],\n ],\n note: \"While the Council Hall is useful in Feudal Age, it’s utility later in the game is limited. The option to quickly produce crossbowman should open the door to more strategies with English in the Castle and Imperial ages.\",\n },\n\n // * King’s Palace Landmark\n // \t* HP increased from 2500 to 5000.\n // \t* Fixed an issue where English King’s Palace does not respect player key binds for Town Center correctly.\n {\n items: [\"buildings/kings-palace\"],\n civs: [\"en\"],\n diff: [\n [\"buff\", \"Health increased from 2500 to 5000.\"],\n [\"fix\", \"Fixed an issue where English King’s Palace does not respect player key binds for Town Center correctly.\"],\n ],\n },\n // * White Tower Landmark\n // \t* Now trains units, researches technologies, and builds emplacements 100% faster.\n {\n items: [\"buildings/the-white-tower\"],\n civs: [\"en\"],\n diff: [[\"buff\", \"Now trains units, researches technologies, and builds emplacements 100% faster.\"]],\n },\n // * Berkshire Palace Landmark\n // \t* HP increased from 5000 to 6500.\n // \t* Effect changed from projectiles have +50% range and double the amount of base arrows to all projectiles now have 15 tiles range.\n // \t* Arrows from the Berkshire are now incendiary and deal increased damage.\n // \t\t* Berkshire Garrison Arrow base damage increased from 10 to 12.\n // \t\t* Berkshire Standard Arrow base damage increased from 12 to 14.\n // *Developer Note:*/We want to create a more compelling choice between the Wynguard Palace and the Berkshire Palace/*.*/This change makes the Berkshire Palace more effective at locking down a position and more dangerous to fight underneath for the opponent./\n {\n items: [\"buildings/berkshire-palace\"],\n civs: [\"en\"],\n diff: [\n [\"buff\", \"Health increased from 5000 to 6500.\"],\n [\"buff\", \"All projectiles now have 15 tiles range (insread of +50%)\"],\n [\"nerf\", \"No longer fires double the amount of base arrows.\"],\n [\"buff\", \"Arrows from the Berkshire are now incendiary and deal increased damage.\"],\n [\"buff\", \"Berkshire Standard Arrow base damage increased from 12 to 14.\"],\n [\"buff\", \"Berkshire Garrison Arrow base damage increased from 10 to 12.\"],\n ],\n note: \"We want to create a more compelling choice between the Wynguard Palace and the Berkshire Palace. This change makes the Berkshire Palace more effective at locking down a position and more dangerous to fight underneath for the opponent.\",\n },\n\n // * Wynguard Palace Landmark\n // \t* Now produces 4 distinct armies.\n {\n items: [\"buildings/wynguard-palace\"],\n civs: [\"en\"],\n diff: [\n [\"buff\", \"Now produces 4 distinct armies, the Wynguard Army, Wynguard Raiders, Wynguard Rangers, and Wynguard Footmen.\"],\n [\"buff\", \"Wynguard Palace now has access to the Wynguard Footmen, a more powerful unique variation on the Man-at-arms.\"],\n [\"buff\", \"Wynguard Rangers now spawns the unique Wynguard Ranger, a powerful longbow with more range.\"],\n [\n \"nerf\",\n \"Wynguard Army now trains 2 Spearman, 2 Crossbowmen, and 1 Trebuchet instead of 1 Spearman, 1 Man at Arms, 1 Knight, 1 Longbowman, and 1 Trebuchet.\",\n ],\n ],\n note: \"Previously, the discounted Trebuchet overshadowed the other options at the Wynguard. Now, each army presents a different opportunity for the English player. The Rangers and the Footmen are powerful new units for the late game.\",\n },\n\n // \t\t* Wynguard Army\n // \t\t\t* No longer trains 1 Spearman, 1 Man at Arms, 1 Knight, 1 Longbowman, and 1 Trebuchet.\n // \t\t\t* Now trains 2 Spearman, 2 Crossbowmen, and 1 Trebuchet.\n // \t\t\t* Cost and train time unchanged at 100 food, 100 wood, 200 gold, and 75 seconds.\n {\n items: [\"units/wynguard-army\"],\n civs: [\"en\"],\n diff: [\n [\"nerf\", \"Now trains 2 Spearman, 2 Crossbowmen, and 1 Trebuchet instead of 1 Spearman, 1 Man at Arms, 1 Knight, 1 Longbowman, and 1 Trebuchet\"],\n [\"fix\", \"Cost and train time unchanged at 100 food, 100 wood, 200 gold, and 75 seconds.\"],\n ],\n },\n // * Wynguard Raiders\n // \t* Still trains 3 Horsemen and 3 Knights.\n // \t* Train time increased from 20 to 25.\n {\n items: [\"units/wynguard-raiders\"],\n civs: [\"en\"],\n diff: [\n [\"nerf\", \"Train time increased from 20 to 25.\"],\n [\"fix\", \"Still trains 3 Horsemen and 3 Knights.\"],\n ],\n },\n // * Wynguard Rangers\n // \t* Train time reduced from 60 to 50 seconds.\n // \t* Damage increased from 10 to 12.\n // \t* Health increased from 110 to 125.\n // \t* Attacks slightly faster, attack speed changed from 1.65 to 1.62 (matches longbow).\n // *Developer Note:*/We wanted the Wynguard Raiders to be a more valuable option based on your feedback from the PUP./\n {\n items: [\"units/wynguard-rangers\", \"units/wynguard-ranger\"],\n civs: [\"en\"],\n diff: [\n [\"buff\", \"Wynguard Rangers no longer trains 3 Crossbowmen and 3 Handcannoneers, instead trains 6 Wynguard Rangers, a powerful new unique unit.\"],\n [\"nerf\", \"Wynguard Rangers cost and train time changed from 200 food, 100 gold, and 75 seconds to 250 gold, 450 wood, and 50 seconds\"],\n [\"buff\", \"Train time reduced from 60 to 50 seconds.\"],\n [\"buff\", \"Damage increased from 10 to 12.\"],\n [\"buff\", \"Health increased from 110 to 125.\"],\n ],\n note: \"We wanted the Wynguard Rangers to be a more valuable option based on your feedback from the Public Update Preview.\",\n },\n // * *New:**Wynguard Footmen*\n // \t* Footmen – Train time decreased from 60 to 50.\n // \t* HP increased from 190 to 280.\n // \t* Corrected an issue where Wynguard Footmen and King could not be selected with military shortcuts.\n // \t* Fixed a bug where Wynguard Footmen and Man At Arms were both selected with a double click.\n {\n items: [\"units/wynguard-footmen\", \"units/wynguard-footman\"],\n civs: [\"en\"],\n diff: [\n [\"buff\", \"Wynguard Palace now has access to the Wynguard Footmen, a more powerful unique variation on the Man-at-arms.\"],\n [\"nerf\", \"6 Wynguard Footmen costs 200 food, 500 gold, and takes 60 seconds to train.\"],\n [\"buff\", \"Train time decreased from 60 to 50 (from the PUP)\"],\n [\"buff\", \"HP increased from 190 to 280 (from the PUP)\"],\n [\"fix\", \"Corrected an issue where Wynguard Footmen and King could not be selected with military shortcuts.\"],\n [\"fix\", \"Fixed a bug where Wynguard Footmen and Man At Arms were both selected with a double click.\"],\n ],\n },\n\n // *Developer Note:*/Previously, the discounted Trebuchet overshadowed the other options at the Wynguard. Now, each army presents a different opportunity for the English player. The Rangers and the Footmen are powerful new units for the late game./\n\n // * Enclosures gold generation time increased from every 3.5 second to every 5 seconds.\n {\n items: [\"technologies/enclosures\", \"buildings/farm\"],\n civs: [\"en\"],\n diff: [[\"nerf\", \"Enclosures gold generation time increased from 1 gold every 3.5 second to 1 gold every 5 seconds.\"]],\n },\n {\n items: [\"buildings/mill\", \"buildings/farm\"],\n civs: [\"en\"],\n diff: [[\"fix\", \"Fixed a bug where English farm influence lingered after nearby mills were destroyed.\"]],\n },\n {\n // * Fixed a text bug for Network of Castles to report the correct attack speed value from 25% to 20%. Same for Network of Citadels bonus, text corrected from 50% to 40%.\n // \t* Reduced the values of Network of Castles from 20% to 15%.\n // \t* Reduced the values of Network of Citadels from 40% to 30%.\n // *Developer Note*: Network of Castles and Citadels attack speed bonus is effectively being changed from 20% / 40% to 15% / 30% as the bonus was simply providing too much power.\n items: [\"technologies/network-of-citadels\"],\n civs: [\"en\"],\n diff: [\n [\"nerf\", \"Reduced the values of Network of Castles from 20% to 15%.\"],\n [\"nerf\", \"Reduced the values of Network of Citadels from 40% to 30%.\"],\n [\n \"fix\",\n \"Fixed a text bug for Network of Castles to report the correct attack speed value from 25% to 20%. Same for Network of Citadels bonus, text corrected from 50% to 40%.\",\n ],\n ],\n note: \"Network of Castles and Citadels attack speed bonus is effectively being changed from 20% / 40% to 15% / 30% as the bonus was simply providing too much power.\",\n },\n // *Units and More*\n // * King\n // \t* Corrected an issue where His Grace would not take extra damage from Crossbowman.\n // * Setup Camp Ability\n // \t* Updated help text clarity on requirement that Setup Camp cannot be activated if already within one.\n {\n items: [\"technologies/setup-camp\"],\n civs: [\"en\"],\n diff: [[\"fix\", \"Updated help text clarity on requirement that Setup Camp cannot be activated if already within one.\"]],\n },\n // * Fixed a bug where English farm influence lingered after nearby mills were destroyed.\n ],\n },\n {\n civs: [\"fr\"],\n subtitle: \"French\",\n changes: [\n // Chamber of Commerce Landmark\n // No longer provides additional resources to Traders.\n // Automatically trains one free Trader for each economic technology researched.\n {\n items: [\"buildings/chamber-of-commerce\"],\n civs: [\"fr\"],\n diff: [\n [\"nerf\", \"No longer provides additional resources to Traders.\"],\n [\"buff\", \"Automatically trains one free Trader for each economic technology researched.\"],\n ],\n },\n // College of Artillery Landmark\n // Royal Artillery bonus damage increased from +20% to +30%.\n // Can research Gunpowder and Siege technologies: Chemistry, Siege Works, Greased Axles.\n // Works 50% faster.\n // Unlocks the Artillery Shot ability on all Cannons:\n // Loads the Cannon for an Artillery Shot, next shot has greatly increased Area of Effect but no bonus against buildings.\n {\n items: [\"buildings/college-of-artillery\"],\n civs: [\"fr\"],\n diff: [\n [\"buff\", \"Royal Artillery bonus damage increased from +20% to +30%.\"],\n [\"buff\", \"Can now research Gunpowder and Siege technologies (Chemistry, Siege Works and Greased Axles).\"],\n [\"buff\", \"Now works 50% faster.\"],\n [\n \"buff\",\n \"Unlocks the Artillery Shot ability on all Cannons: Loads the Cannon for an Artillery Shot, next shot has greatly increased Area of Effect but no bonus against buildings.\",\n ],\n ],\n },\n // Red Palace Landmark\n // Now activates an Arbalest weapon on all Keeps and Town Centers.\n {\n items: [\"buildings/red-palace\"],\n civs: [\"fr\"],\n diff: [[\"buff\", \"Now activates an Arbalest weapon on all Keeps and Town Centers.\"]],\n },\n // Naval\n // Hulk ranged armor increased from 3 to 4.\n {\n items: [\"units/hulk\"],\n civs: [\"fr\"],\n diff: [[\"buff\", \"Ranged armor increased from 3 to 4.\"]],\n },\n ],\n },\n {\n civs: [\"hr\"],\n subtitle: \"Holy Roman Empire\",\n changes: [\n // Meinwerk Palace Landmark\n // Now holds two technologies unique to the landmark.\n {\n items: [\"buildings/meinwerk-palace\"],\n civs: [\"hr\"],\n diff: [[\"buff\", \"Now holds two technologies unique to the landmark, Riveted Chain Mail and Steel Barding.\"]],\n },\n // Riveted Chain Mail: Spearmen and Horsemen +2 melee armor, costs 75 food 175 gold.\n // Riveted Chain Mail removed from the Barracks.\n {\n items: [\"technologies/riveted-chain-mail\"],\n civs: [\"hr\"],\n diff: [\n [\"nerf\", \"Move from the Barracks to the Meinwerk Palace.\"],\n [\"nerf\", \"Spearmen gain +2 melee armor instead of +3\"],\n [\"buff\", \"Now applies +2 melee armor to Horsemen as well.\"],\n [\"buff\", \"Cost reduced from 150 food 350 gold to 75 food 175 gold (45 food 105 gold with Meinwerk bonus)\"],\n ],\n },\n // Steel Barding: Knights gain +2 armor, costs 200 food 500 gold.\n {\n items: [\"technologies/steel-barding\"],\n civs: [\"hr\"],\n diff: [\n [\"buff\", \"New unique technology that grands Knights +2 armor.\"],\n [\"fix\", \"Costs 200 food 500 gold.\"],\n ],\n },\n // Fixed an issue where Regnitz Cathedral Landmark does not correctly follow hotkey rebinds for Monastery.\n {\n items: [\"buildings/regnitz-cathedral\"],\n civs: [\"hr\"],\n diff: [[\"fix\", \"Fixed an issue where Regnitz Cathedral Landmark does not correctly follow hotkey rebinds for Monastery.\"]],\n },\n // Fixed an issue where the emplacement discount bonus did not apply to naval arrowslit emplacements.\n {\n items: [\"technologies/naval-arrowslits\"],\n civs: [\"hr\"],\n diff: [[\"fix\", \"Fixed an issue where the emplacement discount bonus did not apply to naval arrowslit emplacements.\"]],\n },\n // Fixed a bug where the Prelate Inspire ability cooldown could be skipped.\n {\n items: [\"units/prelate\"],\n civs: [\"hr\"],\n diff: [[\"fix\", \"Fixed a bug where the Prelate Inspire ability cooldown could be skipped.\"]],\n },\n ],\n },\n {\n civs: [\"ma\"],\n subtitle: \"Malians\",\n changes: [\n // Farimba Garrison\n // Farimba Garrison Landmark footprint decreased from 5×5 to 4×4 so that it matches the size of all other landmarks in the game.\n // Fixed an issue where Javelin Throwers and Archers that are upgraded while in queue at Farimba Garrison Landmark could take up more population than intended.\n // Corrected an issue where Archers couldn’t be further upgraded at the Landmark if first upgraded at the Archery Range.\n // Gold reduction bonus reduced from 20% to 10%.\n {\n items: [\"buildings/farimba-garrison\"],\n civs: [\"ma\"],\n diff: [\n [\"nerf\", \"Gold reduction bonus reduced from 20% to 10%.\"],\n [\"fix\", \"Footprint decreased from 5×5 to 4×4 so that it matches the size of all other landmarks in the game.\"],\n [\n \"fix\",\n \"Fixed an issue where Javelin Throwers and Archers that are upgraded while in queue at Farimba Garrison Landmark could take up more population than intended.\",\n ],\n [\"fix\", \"Corrected an issue where Archers couldn’t be further upgraded at the Landmark if first upgraded at the Archery Range.\"],\n ],\n },\n\n // Fort of the Huntress Landmark\n // FFort of the Huntress Landmark footprint decreased from 5×5 to 4×4 so that it matches the size of all other landmarks in the game.\n // Fixed an issue where the Fort of the Huntress preferred Rams as targets over other units.\n {\n items: [\"buildings/fort-of-the-huntress\"],\n civs: [\"ma\"],\n diff: [\n [\"fix\", \"Footprint decreased from 5×5 to 4×4 so that it matches the size of all other landmarks in the game.\"],\n [\"fix\", \"Fixed an issue where the Fort of the Huntress preferred Rams as targets over other units.\"],\n ],\n },\n\n // Griot Bara Landmark\n // Corrected tooltip on amount of bonus displayed on the Siege Festival from 100% to 50%.\n {\n items: [\"buildings/griot-bara\"],\n civs: [\"ma\"],\n diff: [[\"fix\", \"Corrected tooltip on amount of bonus displayed on the Siege Festival from 100% to 50%.\"]],\n },\n // Mansa Quarry Landmark no longer displays as a Resource Production unit.\n {\n items: [\"buildings/mansa-quarry\"],\n civs: [\"ma\"],\n diff: [[\"fix\", \"Mansa Quarry Landmark no longer displays as a Resource Production unit.\"]],\n },\n // Technology Tree\n // Now mentions that Malian Villagers have a specific bonus for Cattle.\n // Added a missing bonus for cheaper veteran unit technologies to the tech tree.\n // Added a missing bonus that describes Malians ability to reduce research times of future technologies based on successful trades from Traders.\n {\n items: [],\n title: \"Technology Tree\",\n civs: [\"ma\"],\n diff: [\n [\"fix\", \"Now mentions that Malian Villagers have a specific bonus for Cattle.\"],\n [\"fix\", \"Now mentiones 'Farari's Knowledge', that halfs the costs for veteran unit upgrades.\"],\n [\"fix\", \"Now mentions that research times of future technologies reduced based on successful trades from Traders.\"],\n ],\n },\n\n // Malian wonder footprint and structure size increased from 5×5 to 6×6 so it matches the size of all other wonders in the game.\n {\n items: [\"buildings/great-mosque\"],\n civs: [\"ma\"],\n diff: [[\"fix\", \"Malian wonder footprint and structure size increased from 5×5 to 6×6 so it matches the size of all other wonders in the game.\"]],\n },\n\n // Houses health increased from 400 to 500.\n {\n items: [\"buildings/house\"],\n civs: [\"ma\"],\n diff: [[\"buff\", \"Malian house health increased from 400 to 500.\"]],\n },\n\n // Local Knowledge Technology.\n // Moved from Imperial Age to the Castle Age.\n // Cost reduced from 200 Food 500 Gold to 100 Food 250 Gold. Research time reduced from 90 to 60 seconds.\n {\n items: [\"technologies/local-knowledge\"],\n civs: [\"ma\"],\n diff: [\n [\"buff\", \"Moved from Imperial Age to the Castle Age.\"],\n [\"buff\", \"Cost reduced from 200 Food 500 Gold to 100 Food 250 Gold.\"],\n ],\n },\n\n // Fixed an issue where the Malian Pit Mine could be built on top of a structure built over a depleted gold deposit.\n {\n items: [\"buildings/pit-mine\"],\n civs: [\"ma\"],\n diff: [[\"fix\", \"Fixed an issue where the Malian Pit Mine could be built on top of a structure built over a depleted gold deposit.\"]],\n },\n\n // Units\n // Musofadi Warriors\n // Damage decreased in the Feudal Age from 9 to 8.\n // Bonus damage increased from 9 to 10.\n // Damage decreased in the Castle Age from 12 to 9.\n // Bonus damage increased from 12 to 15.\n // Damage decreased in the Imperial Age from 15 to 12.\n // Bonus damage increased from 15 to 18.\n {\n items: [\"units/musofadi-warrior\"],\n civs: [\"ma\"],\n diff: [\n [\"nerf\", \"Base damaged decreased (Feudal: 9 to 8, Castle: 12 to 9, Imperial: 15 to 12).\"],\n [\"buff\", \"Bonus damage vs heavy increased (Feudal: 9 to 10, Castle: 12 to 15, Imperial: 15 to 18).\"],\n ],\n },\n\n // Warrior Scout\n // Health regeneration increased to 2 HP per second starting in the Feudal Age\n {\n items: [\"units/warrior-scout\"],\n civs: [\"ma\"],\n diff: [[\"buff\", \"Health regeneration increased to 2 HP per second starting in the Feudal Age.\"]],\n },\n // Known issue: Unit help text will be out of date.\n // Deer are no longer startled by and run from units in stealth.\n // Enemy buildings and Gaia no longer reveal units in stealth.\n {\n items: [],\n title: \"Stealth\",\n civs: [\"ma\"],\n diff: [\n [\"fix\", \"Deer are no longer startled by and run from units in stealth.\"],\n [\"fix\", \"Enemy buildings and Gaia no longer reveal units in stealth.\"],\n ],\n },\n // Fixed visual issue with Cattle garrisoned in a ranch.\n {\n items: [\"buildings/cattle-ranch\"],\n civs: [\"ma\"],\n diff: [[\"fix\", \"Fixed visual issue with Cattle garrisoned in a ranch.\"]],\n },\n\n // Naval\n // Manuscript Trade Technology\n // No longer affects the Naval Arrowslits technology.\n // Now applies to the Boiling Oil technology.\n {\n title: \"Manuscript Trade Civilization Bonus\",\n items: [\"technologies/naval-arrowslits\", \"technologies/boiling-oil\"],\n civs: [\"ma\"],\n diff: [[\"fix\", \"No longer affects the Naval Arrowslits technology and now applies to the Boiling Oil technology.\"]],\n },\n\n // Coastal Navigation move speed duration increased from 10 seconds to 25.\n {\n title: \"Coastal Navigation Civilization Bonus\",\n items: [\"buildings/dock\"],\n civs: [\"ma\"],\n diff: [[\"buff\", \"Bonus move speed near docks duration increased from 10 seconds to 25.\"]],\n },\n // Hunting Parties naval technology now also gives arrow ships +20 bonus damage when attacking fire ships.\n {\n items: [\"technologies/canoe-tactics\"],\n civs: [\"ma\"],\n diff: [[\"buff\", \"Canoe Tactics now also gives arrow ships +20 bonus damage when attacking fire ships.\"]],\n },\n ],\n },\n {\n civs: [\"mo\"],\n subtitle: \"Mongols\",\n changes: [\n // Kurultai Landmark\n // No longer requires the Khan nearby to apply damage buff.\n // Damage buff properly applies to bonus damage.\n // Aura radius increased from 7.5 to 10 tiles.\n {\n items: [\"buildings/kurultai\"],\n civs: [\"mo\"],\n diff: [\n [\"buff\", \"No longer requires the Khan nearby to apply damage buff.\"],\n [\"fix\", \"Damage buff properly applies to bonus damage.\"],\n [\"buff\", \"Aura radius increased from 7.5 to 10 tiles.\"],\n ],\n },\n // Khaganate Palace Landmark\n // Automatically rallies a random army from across the Mongol Empire and its dominions:\n // 3 Elite Rus Knights\n // 2 Warrior Monks\n // 5 Elite Horse Archers\n // 1 Nest of Bees\n // 5 Elite Palace Guard\n // 4 Elite Mangudais\n // 1 Hui Hui Pao Trebuchet (Massive Trebuchet with greatly increased range and damage).\n // Train times are scaled based on the unit, but in general spawn much faster than the previous 90 seconds.\n {\n items: [\"buildings/khaganate-palace\"],\n civs: [\"mo\"],\n diff: [\n [\"buff\", \"Automatically rallies a random army from across the Mongol Empire and its dominions.\"],\n [\"buff\", \"Train times are scaled based on the unit, but in general spawn much faster than the previous 90 seconds.\"],\n // [\"fix\", \"3 Elite Rus Knights\"],\n // [\"fix\", \"2 Warrior Monks\"],\n // [\"fix\", \"5 Elite Horse Archers\"],\n // [\"fix\", \"1 Nest of Bees\"],\n // [\"fix\", \"5 Elite Palace Guard\"],\n // [\"fix\", \"4 Elite Mangudais\"],\n // [\"fix\", \"1 Hui Hui Pao Trebuchet\"],\n ],\n },\n {\n items: [\"buildings/khaganate-palace\", \"units/huihui-pao\"],\n civs: [\"mo\"],\n diff: [[\"buff\", \"Khaganate Palace can now randomly spawn a Hui Hui Pao (Massive Trebuchet with greatly increased range and damage)\"]],\n },\n {\n items: [\"buildings/khaganate-palace\", \"units/khaganate-nest-of-bees\"],\n civs: [\"mo\"],\n diff: [[\"buff\", \"Khaganate Palace can now randomly spawn a Chinese Nest of Bees\"]],\n },\n {\n items: [\"buildings/khaganate-palace\", \"units/khaganate-palace-guard\"],\n civs: [\"mo\"],\n diff: [[\"buff\", \"Khaganate Palace can now randomly spawn 5 Elite Chinese Palace Guards\"]],\n },\n {\n items: [\"buildings/khaganate-palace\", \"units/khaganate-warrior-monk\"],\n civs: [\"mo\"],\n diff: [[\"buff\", \"Khaganate Palace can now randomly spawn 2 Rus Warrior Monks\"]],\n },\n {\n items: [\"buildings/khaganate-palace\", \"units/khaganate-knight\"],\n civs: [\"mo\"],\n diff: [[\"buff\", \"Khaganate Palace can now randomly spawn 3 Elite Rus Knights\"]],\n },\n {\n items: [\"buildings/khaganate-palace\", \"units/khaganate-mangudai\"],\n civs: [\"mo\"],\n diff: [[\"buff\", \"Khaganate Palace can now randomly spawn 4 Elite Mangudais\"]],\n },\n {\n items: [\"buildings/khaganate-palace\", \"units/khaganate-horse-archer\"],\n civs: [\"mo\"],\n diff: [[\"buff\", \"Khaganate Palace can now randomly spawn 5 Elite Rus Horse Archers\"]],\n },\n\n // Mongol Silver Tree Landmark\n // Fixed an issue where Mongol Silver Tree Landmark does not correctly follow hotkey rebinds for Market.\n // Increased double trader production cost on Silver Tree from 90 > 120.\n {\n items: [\"buildings/the-silver-tree\"],\n civs: [\"mo\"],\n diff: [\n [\"fix\", \"Fixed an issue where Mongol Silver Tree Landmark does not correctly follow hotkey rebinds for Market.\"],\n [\"nerf\", \"Increased double trader production cost in Ovoo influence from 90 stone to 120 stone.\"],\n ],\n },\n // White Stupa Landmark\n // Now contains Ovoo technologies.\n {\n items: [\"buildings/the-white-stupa\"],\n civs: [\"mo\"],\n diff: [[\"buff\", \"Now contains all ovoo technologies.\"]],\n },\n\n // Units\n\n // Mangudai\n // Decreased move speed from 1.62 to 1.56.\n // Damage decreased from 7/9/10 to 5/6/8.\n // Now attacks faster, attack speed from 1.25 to 0.88 (dps should remain relatively unchanged against unarmored targets).\n // Developer Note: This unit was tweaked to be less effective in large team games where the mobility and fire on the go is extremely potent. We don’t normally balance units specifically for team games but it was such an outliner in power we felt changes were necessary.\n {\n items: [\"units/mangudai\"],\n civs: [\"mo\"],\n diff: [\n [\"nerf\", \"Decreased move speed from 1.62 to 1.56.\"],\n [\"nerf\", \"Damage decreased from 7/9/10 to 5/6/8 (Feudal/Castle/Imperial).\"],\n [\"buff\", \"Attack speed increased from 1.25 to 0.88\"],\n [\"fix\", \"DPS should remain relatively unchanged against unarmored targets\"],\n ],\n note: \"This unit was tweaked to be less effective in large team games where the mobility and fire on the go is extremely potent. We don’t normally balance units specifically for team games but it was such an outliner in power we felt changes were necessary.\",\n },\n // Siha Bow Limbs technology requirement increased from Castle Age to Imperial Age.\n {\n items: [\"technologies/siha-bow-limbs\", \"technologies/siha-bow-limbs-improved\"],\n civs: [\"mo\"],\n diff: [[\"nerf\", \"Siha Bow Limbs technology requirement increased from Castle Age to Imperial Age.\"]],\n },\n\n // Signal Arrow changes\n // Khan Signal Arrow range increased from 25 to 35.\n // Whistling Arrows cost reduced from 100 food 250 gold to 50 food 125 gold.\n // Whistling Arrows (Improved) cost reduced from 350 stone to 175 stone.\n // Activating the Khan’s Scouting Falcon ability no longer cancels the Khan’s current commands.\n {\n title: \"Signal Arrow changes\",\n items: [\"units/khan\", \"technologies/whistling-arrows\", \"technologies/whistling-arrows-improved\"],\n civs: [\"mo\"],\n diff: [\n [\"buff\", \"Khan Signal Arrow range increased from 25 to 35.\"],\n [\"buff\", \"Whistling Arrows cost reduced from 100 food 250 gold to 50 food 125 gold.\"],\n [\"buff\", \"Whistling Arrows (Improved) cost reduced from 350 stone to 175 stone.\"],\n ],\n },\n // Fixed a bug where Early Horsemen had less charge damage than their base weapon\n {\n items: [\"units/horseman\"],\n civs: [\"mo\"],\n diff: [[\"fix\", \"Fixed a bug where Early Horsemen had less charge damage than their base weapon.\"]],\n },\n // Fixed a bug where dark age spearmen had 12 torch damage instead of the intended 10. Oops!\n {\n items: [\"units/spearman\"],\n civs: [\"mo\"],\n diff: [[\"fix\", \"Fixed a bug where dark age spearmen had 12 torch damage instead of the intended 10.\"]],\n },\n // Mongol Packed Landmarks\n // Corrected a help text issue when converting into a packed cart.\n // Mongol buildings now show additional build menus in Caster Mode.\n // Fixed a bug where Improved Textiles upgrade hotkey binding wasn’t functioning properly.\n // Ovoo influence range now shows correctly during selection stage on larger stone deposits.\n // Using the Select all military buildings hotkey no longer selects packed Mongol Prayer Tents.\n {\n title: \"Miscellaneous\",\n items: [],\n civs: [\"mo\"],\n diff: [\n [\"fix\", \"Corrected a help text issue when converting into a packed cart.\"],\n [\"fix\", \"Mongol buildings now show additional build menus in Caster Mode.\"],\n [\"fix\", \"Fixed a bug where Improved Textiles upgrade hotkey binding wasn’t functioning properly.\"],\n [\"fix\", \"Ovoo influence range now shows correctly during selection stage on larger stone deposits.\"],\n [\"fix\", \"Using the Select all military buildings hotkey no longer selects packed Mongol Prayer Tents.\"],\n ],\n },\n ],\n },\n {\n civs: [\"ot\"],\n subtitle: \"Ottomans\",\n changes: [\n // Fixed the Twin Minaret Medrese Landmark sometimes trapping units in the generated berry bushes.\n {\n items: [\"buildings/twin-minaret-medrese\"],\n civs: [\"ot\"],\n diff: [[\"fix\", \"Fixed the Twin Minaret Medrese Landmark sometimes trapping units in the generated berry bushes.\"]],\n },\n // Mehmed Imperial Armory Landmark\n // Can now be toggled to produce Battering Rams.\n {\n items: [\"buildings/mehmed-imperial-armory\"],\n civs: [\"ot\"],\n diff: [[\"buff\", \"Can now be toggled to produce Battering Rams.\"]],\n },\n // Istanbul Imperial Palace Landmark\n // Fixed an issue where it was possible for the Landmark to repeatedly stack its bonus effect when killed and repaired.\n {\n items: [\"buildings/istanbul-imperial-palace\"],\n civs: [\"ot\"],\n diff: [[\"fix\", \"Fixed an issue where it was possible for the Landmark to repeatedly stack its bonus effect when killed and repaired.\"]],\n },\n\n // Sea Gate Castle Landmark\n // Fixed an issue where Traders could not garrison within the Landmark.\n // No longer loses its ability to buff Traders when another landmark is destroyed.\n // Fixed when Sea Gate Castle loses its ability to buff Traders when another landmark is destroyed.\n\n {\n items: [\"buildings/sea-gate-castle\"],\n civs: [\"ot\"],\n diff: [\n [\"fix\", \"Fixed an issue where Traders could not garrison within the Landmark.\"],\n [\"fix\", \"No longer loses its ability to buff Traders when another landmark is destroyed.\"],\n ],\n },\n // Incendiary Arrows Technology\n // Corrected an issue where Archers and Crossbowmen would lose their fire arrows after upgrading to a new tier.\n // Corrected an issue where Archers and Crossbowmen could attack with melee weapons after upgrading Incendiary Arrows.\n {\n items: [\"technologies/incendiary-arrows\", \"units/archer\", \"units/crossbowman\"],\n civs: [\"ot\"],\n diff: [\n [\"fix\", \"Corrected an issue where Archers and Crossbowmen would lose their fire arrows after upgrading to a new tier.\"],\n [\"fix\", \"Corrected an issue where Archers and Crossbowmen could attack with melee weapons after upgrading Incendiary Arrows.\"],\n ],\n },\n\n // The sound effect for when Vizier Points are ready to be spent is now linked to Sound Effects Volume in game settings.\n {\n items: [],\n title: \"Vizier Points\",\n civs: [\"ot\"],\n diff: [[\"fix\", \"The sound effect for when Vizier Points are ready to be spent is now linked to Sound Effects Volume in game settings.\"]],\n },\n // Units\n\n // Corrected an issue where Janissaries had .25 seconds of wind-up time in their attacks.\n // Developer Note: Normally this wind-up time would be included in the attack speed, but we decided to keep this as a minor attack speed increase.\n {\n items: [\"units/janissary\"],\n civs: [\"ot\"],\n diff: [\n [\"buff\", \"Decreased attack speed from 1.75s to 1.5s\"],\n [\"fix\", \"Corrected an issue where Janissaries had .25 seconds of wind-up time in their attacks.\"],\n ],\n note: \"Normally this wind-up time would be included in the attack speed, but we decided to keep this as a minor attack speed increase.\",\n },\n\n // Mehter now correctly activate and apply their aura after being ungarrisoned.\n {\n items: [\"units/mehter\"],\n civs: [\"ot\"],\n diff: [[\"fix\", \"Mehter now correctly activate and apply their aura after being ungarrisoned.\"]],\n },\n // Naval\n\n // Grand Galley attacks much faster, attack speed changed from 5.75 > 4.\n // Ottoman Grand Galley\n // Adjusted help text to reflect that the ship contains garrison slots after converting into a Military School.\n {\n items: [\"units/grand-galley\"],\n civs: [\"ot\"],\n diff: [\n [\"fix\", \"Adjusted help text to reflect that the ship contains garrison slots after converting into a Military School.\"],\n [\"buff\", \"Grand Galley attacks much faster, attack speed changed from 5.75s > 4s.\"],\n ],\n },\n // Imperial Fleet naval technology production speed and move speed bonuses to gunpowder ships increased from 15% to 25%.\n {\n items: [\"technologies/imperial-fleet\"],\n civs: [\"ot\"],\n diff: [[\"buff\", \"Imperial Fleet naval technology production speed and move speed bonuses to gunpowder ships increased from 15% to 25%.\"]],\n },\n ],\n },\n {\n civs: [\"ru\"],\n subtitle: \"Rus\",\n changes: [\n // Kremlin Landmark\n // The Kremlin may now Levy Militia to the Landmark Town Center.\n // Levy Militia Ability cost reduced from 100 to 40 food. Units spawned reduced from 6 to 2 Militia.\n // Levy Militia Ability now requires supplies to be used, with each Levy costing 1 supply.\n // The Kremlin gains +1 supply every 60 seconds automatically and for free.\n // Developer Note: You gave feedback in the PUP that the Militia levy ability could be used too easily for early aggression. We’re addressing this by reducing the lifetime of the Militia by 10 seconds as well as reducing the amount of Militia you can gain immediately when reaching the Feudal Age. It will now take 2 minutes to field 6 Militia after building the Kremlin.\n {\n items: [\"buildings/kremlin\", \"units/militia\"],\n civs: [\"ru\"],\n diff: [\n [\n \"buff\",\n \"The Kremlin can now levy Militia to the Landmark Town Center. Militia are a fast and lightly armored unit that have a 90 second lifetime.\",\n ],\n [\n \"fix\",\n \"Levy Militia require 1 'supply' to be used, and spawn 2 Militia. The Kremlin gains +1 supply every 60 seconds automatically and for free.\",\n ],\n ],\n note: \"With this version of the Kremlin, players are now able to defend multiple parts of their base from raids beyond the direct radius of the Kremlin.\",\n },\n {\n items: [\"units/militia\"],\n civs: [\"ru\"],\n diff: [\n [\"buff\", \"Cost reduced from 100 to 40 food (change from PUP).\"],\n [\"nerf\", \"Units spawned reduced from 6 to 2 Militia (change from PUP).\"],\n ],\n note: \"You gave feedback in the PUP that the Militia levy ability could be used too easily for early aggression. We’re addressing this by reducing the lifetime of the Militia by 10 seconds as well as reducing the amount of Militia you can gain immediately when reaching the Feudal Age. It will now take 2 minutes to field 6 Militia after building the Kremlin. \",\n },\n // Abbey of the Trinity Landmark\n // Saint’s Reach effect increased from +3 range to +5 range on Warrior Monks blessing activation.\n // Saint’s Reach and Improved Blessing merged into one tech, renamed to Fervor.\n // Fervor: Improve the range of Saint’s Blessing by +5 tiles and the damage granted by +1.\n {\n items: [\"buildings/abbey-of-the-trinity\", \"technologies/fervor\", \"units/warrior-monk\"],\n civs: [\"ru\"],\n diff: [\n [\"buff\", \"Saint’s Reach effect increased from +3 range to +5 range on Warrior Monks blessing activation.\"],\n [\n \"fix\",\n \"Saint’s Reach and Improved Blessing merged into one tech, renamed to 'Fervor': Improve the range of Saint’s Blessing by +5 tiles and the damage granted by +1\",\n ],\n ],\n },\n\n // New Technology: Saint’s Veneration\n // Provides +100 HP to Warrior Monks.\n // Cost 425 gold.\n // Available in Imperial Age.\n {\n items: [\"buildings/abbey-of-the-trinity\", \"technologies/saints-veneration\", \"units/warrior-monk\"],\n civs: [\"ru\"],\n diff: [\n [\n \"buff\",\n \"New Technology: 'Saint’s Veneration' which increases the health of Warriro Monks by +100, costs 425 gold and is available in the Imperial Age.\",\n ],\n ],\n },\n // High Trade House Landmark\n // Deer spawn time reverted from 45 to 60 seconds.\n {\n items: [\"buildings/high-trade-house\"],\n civs: [\"ru\"],\n diff: [[\"fix\", \"Deer spawn time reverted from 45 to 60 seconds (change originally planned in PUP).\"]],\n },\n // High Armory Landmark\n // Technologies in the High Armory have been updated (base effect for nearby workshops stays the same).\n {\n items: [\"buildings/high-armory\"],\n civs: [\"ru\"],\n diff: [[\"fix\", \"Various technologies in the High Armory have been updated, while the base effect for nearby workshops stays the same.\"]],\n note: \"The High Armory sees a lot of use for its discount aura, but since the nerf to Banded Arms the unique technologies are not used as much as we’d like. These changes provide additional utility to the other technologies.\",\n },\n // Fine Tuned Guns\n // Effect changed from +20% Bombard Attack Speed to +20% Bombard Damage.\n // Now adds 60 bonus damage vs infantry for bombards.\n // Tech cost increased from 150 wood and 350 gold to 200 wood and 500 gold.\n {\n items: [\"technologies/fine-tuned-guns\"],\n civs: [\"ru\"],\n diff: [\n [\"buff\", \"Effect changed from +20% Bombard Attack Speed to +20% Bombard Damage.\"],\n [\"buff\", \"Now adds 60 bonus damage vs infantry for bombards.\"],\n [\"nerf\", \"Tech cost increased from 150 wood and 350 gold to 200 wood and 500 gold.\"],\n ],\n },\n // Siege Crew Training\n // Effect of instant pack/unpack now also applies to Bombards.\n // Still applies to Mangonels and Trebuchets.\n {\n items: [\"technologies/siege-crew-training\"],\n civs: [\"ru\"],\n diff: [\n [\"buff\", \"Effect of instant pack/unpack now also applies to Bombards.\"],\n [\"fix\", \"Still applies to Mangonels and Trebuchets.\"],\n ],\n },\n // Wandering Town\n // Effect decreased from +100% damage to +50% damage.\n // Now also grants 2 healing per second in combat to rams.\n // Developer Note: The High Armory sees a lot of use for its discount aura, but since the nerf to Banded Arms the unique technologies are not used as much as we’d like. These changes provide additional utility to the other technologies.\n {\n items: [\"units/battering-ram\"],\n civs: [\"ru\"],\n diff: [\n [\"nerf\", \"Effect decreased from +100% damage to +50% damage.\"],\n [\"buff\", \"Now also grants 2 healing per second in combat to rams.\"],\n ],\n },\n // Spasskaya Tower Landmark\n // Health increased from 8000 to 10000.\n // Fixed a bug where construction of this landmark granted the Siege Crew Training upgrade for free.\n {\n items: [\"buildings/spasskaya-tower\"],\n civs: [\"ru\"],\n diff: [\n [\"buff\", \"Health increased from 8000 to 10000.\"],\n [\"fix\", \"Fixed a bug where construction of this landmark granted the Siege Crew Training upgrade for free.\"],\n ],\n },\n // Wooden Fortress Arrowslits\n // Corrected an issue with help text that referred to incorrect weapon range and emplacement requirements.\n {\n items: [\"buildings/wooden-fortress\", \"technologies/arrowslits\"],\n civs: [\"ru\"],\n diff: [[\"fix\", \"Corrected an issue with help text that referred to incorrect arrowslits weapon range and emplacement requirements.\"]],\n },\n // Boyars Fortitude\n // Cost reduced from 500 Gold, 200 Food to 250 Gold, 100 Food.\n // Research time reduced from 90 to 60 seconds.\n // Health bonus to cavalry increased from +20 to +30.\n {\n items: [\"technologies/boyars-fortitude\"],\n civs: [\"ru\"],\n diff: [\n [\"buff\", \"Cost reduced from 500 Gold, 200 Food to 250 Gold, 100 Food.\"],\n [\"buff\", \"Research time reduced from 90 to 60 seconds.\"],\n [\"buff\", \"Health bonus to cavalry increased from +20 to +30.\"],\n ],\n },\n // Blessing Duration technology renamed to Divine Light.\n {\n items: [\"technologies/divine-light\"],\n civs: [\"ru\"],\n diff: [[\"fix\", \"Blessing Duration technology renamed to Divine Light.\"]],\n },\n // Units and Naval\n\n // Streltsy Unit\n // Corrected an issue with the Static Deployment ability where it was possible for it to trigger for a brief moment despite moving.\n {\n items: [\"units/streltsy\"],\n civs: [\"ru\"],\n diff: [[\"fix\", \"Corrected an issue with the Static Deployment ability where it was possible for it to trigger for a brief moment despite moving.\"]],\n },\n // Rus Deep fishing reduced from 1.9 to 1.71.\n // Rus Shore fishing increased from 1.19 to 1.26.\n // Rus Improved Palisade Wall\n // Health reduced from 3000 to 2500.\n // Build time reduced from 7 to 3 seconds.\n ],\n },\n {\n title: \"Map Changes\",\n civs: [],\n changes: [],\n md: `\n## General\n* We’re changing the name of the Mediterranean map to Baltic. \n> The reason for this change is that we have a Biome by the name of Mediterranean and it’s causing confusion with the map that is called Mediterranean.\n* Maps are now alphabetically ordered in the map selection screen. \n* Biomes are now alphabetically ordered in the biome selection dropdown menu. \n* Made some map quality-of-life improvements: \n * Cliffs should not generate at corners and block sacred sites \n * Hills should not generate near shore, allowing dock placement. \n * Carcasses will no longer drop through bridges. \n* Fixed a soft lock that would occur during the loading screen for Black Forest with certain Map Seeds. \n\n## Map-Specific Changes\n### Altai\n* Fixed a rare instance where one or more Trade Posts would fail to generate. \n### Prairie\n* Players are pushed ever so slightly further apart from each other and closer to the edge of the map. \n### Mountain Clearing\n* The resources surrounding the players are now more spread out and don’t clump up as much. \n* The amount of forest on the map has decreased, creating more space and allowing players more flanking opportunities. \n* Players are moved slightly further away from each other. \n `,\n },\n {\n title: \"AI Changes\",\n civs: [],\n changes: [],\n md: `\n## General AI Updates\nThe AI has had several improvements to how it handles its economy as well as its military and naval strategies. \n* Fixed villagers harvesting sheep that are following a scout. \n* Multiple AI fishing ships can now gather from the same deposit closer to their dock. \n* AI now researches military upgrades more effectively. \n> Military research used to heavily rely on knowing what units the enemy brings to a fight. Now it will get generally good upgrades based on it’s own army composition if it is unable to get enough information on the enemy forces./ \n* AI Villagers are now assigned to the Drop Off Building they have constructed. \n* AI will now always try to build the first lumberyard near a forest. \n* AI early game economy was optimized to improve its wood gathering while transitioning to the Feudal Age. \n* When playing as the Abbasid Dynasty using ‘Hardest Difficulty’, the AI will prioritize researching the Fresh Foodstuffs upgrade as soon as it becomes available. \n* Adjusted the AI to have trebuchets be higher priority during Castle age and lower in Imperial age. Less infantry/cavalry are required than before to prioritize siege weapons. \n* After a drop-off building was built, the villagers who just built that drop-off should be prioritized to gather resources nearby. \n* Malian AI was adjusted to no longer produce cattle at the start of the game to improve their age up speed. They can start aging up as early as 3-4 minutes into the game. It is permitted to produce cattle after 6 minutes. \n* AI Ottoman war galley will now unload produced units on AI island to be used for future encounters. \n* The Rus AI can activate the Levy Militia ability from the Kremlin when threatened by enemies. \n* Fixed a bug where a scout could get stuck against a deer. \n* Fixed a bug where the AI would ignore some enemy units and may end combat early. \n\n## AI Naval Updates\n* AI will prefer shore positions for building defensive fortification on naval maps. \n* For the AI, we increased the production priority of Transport ships when land military units are available. \n* AI transports will now avoid unloading their units at dangerous areas on enemy islands. \n* Few issues fixed regarding AI army being stuck due to one of the transports getting destroyed during the army loading phase. \n* AI Fire ship targeting selection has been improved, and AI fire ships will attack the enemy ships that will try to attack them at their dock.\n* Fixed a bug where AI attempted to build docks and fishing ships on hybrid maps with small ponds. \n* Fixed a bug where the AI would occasionally take breaks from constructing a Landmark building and would prioritize gathering resources before returning to Landmark construction. \n`,\n },\n {\n title: \"Ongoing Balance Changes\",\n civs: [],\n changes: [],\n md: `\n ### Learnings From Public Update Previews\nWe appreciate how active you all were during the Public Update Preview! Thanks to your feedback, we were able to take some key actions related to balance. Here’s a quick overview of some of the changes made between the PUP build and now.\n* Buff water bonuses for less popular civilizations on those maps.\n* Revert changes to boar as everyone polled really likes the current behavior.\n* Nerf trade because it’s too effective.\n* Delhi Feudal age compensation to make up for reduced scholar healing in combat.\n* Reduce Malian critical path strategy of going for the fast Farimba Garrison and pumping out tons of reduced cost units.\n\n### Hard AI Difficulty\nWe’ve heard your feedback surrounding the recent changes to the Hardest AI difficulty and will be working to address these concerns in a future update. While we’re still working out specific details and timing, the plan is to revert the Hardest Difficulty AI to its previous implementation in the near future while we look into the best way to adapt existing or introduce new AI difficulty options.\n`,\n },\n {\n title: \"Enchanted Grove\",\n civs: [],\n changes: [],\n md: `\n ## Enchanted Grove Event\n We’re starting off Season Four by inviting you to step into the wondrous and new Enchanted Grove, which starts on February 16th and runs through March 29th. You can Get in the Grove to earn more portraits, coat of arms, and banners by completing challenges.\n ![Event Rewards](https://www.ageofempires.com/wp-content/uploads/2023/02/6.0_Events_Showcase_EnchantedGrove_square_1920x1920.jpg)\n `,\n },\n {\n title: \"Ranked Season Four\",\n civs: [],\n changes: [],\n md: `\n ## Ranked Play\n For those of you looking to test your mettle and seek glory, we’re excited to announce that ranked play starts right after Season Four begins. Get ready to gather your armies for Ranked Season Four starting on February 17th ! Age up through the ranks and earn your rewards when Ranked Season Four ends on June 7th. \n ![rewards](https://www.ageofempires.com/wp-content/uploads/2023/02/6.0_RankedRewards_Showcase_1920x1920-1600x1600.jpg)\n \n \n ## Season Four Map Pools\nWe’re looking to keep things fresh with every new season and Season Four is no exception. We’re always aiming to include new maps a short while after they’re added into the game and mix in older maps when they haven’t been in the rotation for a while. To see which maps you like and know which tend to be popular, we’re always reading your feedback and looking at our data to inform which maps we want to include into our future rotations – so let us know your thoughts on Season Four’s new map rotation! To learn more about the new maps, read on below. \n\nTo keep things fair for competitive ranked play, the Enchanted Grove biome will not be available on ranked maps. \n\n### 1v1 Ranked Map Pool for Season Four \n* Dry Arabia \n* Prairie \n* Lipany \n* Ancient Spires \n* Wetlands \n* Oasis \n* Altai \n* Boulder Bay \n* Waterholes\n\n### Team Ranked Map Pool for Season Four\n* Dry Arabia \n* Lipany \n* Hideout \n* High View \n* Mountain Clearing \n* Hill and Dale \n* Mongolian Heights \n* Baltic \n* Nagari \n\n`,\n },\n {\n title: \"Build Spotlight\",\n civs: [],\n changes: [],\n md: `\n## New Maps\nIn Season Four, we’re introducing three new maps you can play on: \nFour Lakes, Continental, and Marshland!\n\n![Four Lakes](https://www.ageofempires.com/wp-content/uploads/2023/02/four_lakes_icon.png)\n### Four Lakes\nA land surrounded by four lakes invites aggression from all sides, both on land and on water. Fight for control over the land and the lakes at the edge of the map! In this open map, action can happen anywhere and in every corner. Maintaining control over the lakes and islands at the edges of the map could be the key to victory at the center. \n\n![Continental](https://www.ageofempires.com/wp-content/uploads/2023/02/continental_icon.png)\n### Continental\nContinental makes its return from the original _Age of Empires_! An extensive island surrounded by ocean — the water holds numerous fish and stealth areas to ambush your foes. With water restricting maneuverability, your Town Center will be in close proximity to others, so take strategic care to balance your military for both water and land! \n\n![Marshland](https://www.ageofempires.com/wp-content/uploads/2023/02/marshland_icon.png)\n### Marshland\nMarshland is an open and aggressive environment set deep into the jungle, surrounded by boggy grounds. There are vast amounts of forest you can hide in to surprise your opponents, and though there are plenty of resources scattered in the swamps, beware of the dangerous wildlife lurking in the woods. \n\n## New Game Mode: Nomad\nStart with a fresh slate in the Nomad game mode. Available in custom and skirmish games, Nomad gives you three scattered villagers to begin your rise through the Ages. \nBuild your Town Center quickly to get a jump on your opponents or search out the best positioning for better resourcing. Be careful – there are no guarantees an enemy isn’t building right outside your vision range! \nNomad has all the same options as Standard game mode, save that everyone always starts in random locations. Teams or no, your nomads are scattered across the map. \n\n![Nomand](https://www.ageofempires.com/wp-content/uploads/2023/02/Screenshot_NomadMode_02-2048x1152.jpg)\n\n### Choosing the Mode\nSelect Nomad among the game modes in any Custom or Skirmish game setup. \nNote that once Nomad is set as the mode, the option for Teams Together/Apart (in the Map Setup screen) is removed. Scattering is part of the fun in Nomad! \n\n![Choosing the mode](https://www.ageofempires.com/wp-content/uploads/2023/02/HowTo_NomadGameMode.gif)\n\n### Start Conditions\nIn Nomad, each player starts the game with three villagers spread around a broad section of the map. \nThese villagers can start building a first Town Center. This first Town Center will be your Landmark Town Center and costs no resources. You won’t be able to build additional Town Centers until allowed by your civilization’s normal tech tree. \n\n![Start Conditions](https://www.ageofempires.com/wp-content/uploads/2023/02/Screenshot_NomadMode_03-2048x1152.jpg)\n\n## Mod Browser Update\nIn this update, we are making significant improvements to make the Mod Browser experience more intuitive and useful for mod enjoyers:\n* Dynamic search – Players can now see mods search results appear as soon as they start typing in the search input bar, without needing to click on a search button. \n* More relevant search results – We’ve made changes in how the server returns search results based on player’s search criteria. \n* Popular Search – Search results will now be sorted based on their “popularity” score which is calculated based on subscription numbers and ratings, so popular mods would appear first. \n* Official mods toggle – Players can now filter mods using the new “official” toggle to find official mods, as well as see a new official label on them. \n* Subscriber count display – We’ve added subscriber count on mod tiles to help players find popular mods quickly. \n* Pagination system – Players can now view search results with a new paging system to view them page by page, jump to a specific page or the first/last page.\n\n## UI/UX Updates\n### Minimap Zooming\nYou can now change the size of the minimap via the “Minimap Zoom Level” setting, by using the “Change Minimap Zoom Level” hotkey (default key: M), or the zoom button to the lower right of the minimap HUD. \n* Three sizes are available: Normal, 125%, and 150%. \n* The “Change Minimap Zoom Level” hotkey can be reassigned to a different key under Hotkey Settings. \n![New minimap](https://www.ageofempires.com/wp-content/uploads/2023/02/Screenshot_Minimap_Zoom.jpg)\n\n### Improved Unit HUD\nIn this update, we are making an effort to improve the HUD’s unit stats panel with the following changes: \n* Movement speed will now be shown on the top level (previously shown in the detail stats overlay).\n* Additional weapons and their stats are now available in the detail stats overlay. (i.e. Primary and secondary weapons for units, as well as emplacement weapons for keeps, towers, etc.) \n![Improved Unit Hud](https://www.ageofempires.com/wp-content/uploads/2023/02/new_ui.png)\n\n* Duplicate weapons are now combined into one, and showing the number of times it repeats for better clarity. (i.e. 12 Bow x 3 – Ranged)\n![Improved Unit Hover](https://www.ageofempires.com/wp-content/uploads/2023/02/new_ui2.png)\n\n> While there are still a few bugs with duplicate weapons, we wanted to get this quality of life feature into your hands sooner to start enjoying!/ \n\n### Garrison UI Improvements\nWe have improved the garrison UI to ensure that when selecting a garrisoned building you can see both the Building’s Information panel (previously missing) and the Garrisoned Units on the right side of the Building base stats. \n\n![Improved Garrison UI](https://www.ageofempires.com/wp-content/uploads/2023/02/garrisonui.jpg)\n\n### Improved Multiplayer Team UI\nWe’ve heard your feedback that in multiplayer games, you’d like to see team members displayed as grouped together to help you quickly understand who’s on what team. With this update, we made the change to display team members together clearly in the gameplay HUD to improve quick legibility. You’ll see this change in UI areas such as the Post Match Summary UI, Player Score, and Match History. \n### Tribute Changes*\nIn addition to the UI improvements, you’ll also now have the ability to bulk-tribute your gathered resources to your teammates in the tribute menu. \n* Hold down Shift key and click on resources to send x5 resources, Control key to send x10 resources. \n\n![Tribute UI](https://www.ageofempires.com/wp-content/uploads/2023/02/tribute.jpg)\n\n## Landmark Reworks\nBig changes here! We’ve taken a hard look at the landmark designs and changed some dramatically. Don’t worry, your favorites like the Golden Gate Landmark are untouched. We’ve looked at our data from the least used landmarks as well as many personal accounts from the community to target the underperformers. Our aims for these are to open up additional strategic options for the civilizations, create Landmarks that have more active and engaging strategies, and make the gameplay between Landmarks more unique. So we’ve buffed lesser used Landmarks and added more fun! \nFull details on the Landmark changes can be found under each civilization’s Civ-Specific Changes below. \n\n![Sultans Palace](https://www.ageofempires.com/wp-content/uploads/2023/02/Screenshot_Landmark_PalaceoftheSultan.jpg)\n\n## Art of War Updates\nWhile we knew some of you would survive long enough to get gold easily, we were surprised to see just _how_long a few people managed to make it with the Ottoman Art of War Challenges! These changes are aimed at those that made gold look trivial. \n* In the Ottoman Art of War challenge, enemy stone walls are now invulnerable. \n* In the Ottoman Art of War challenge, enemy waves continue to scale up after the gold medal is achieved. \n\n## Daily Challenges\nAll civilizations have new Daily Quests for all civilizations specific-challenges! \n\n## New Cheat Code\nThe newly-added cheat “minimally minimal” hides all UI. Perfect for screenshots, GIFs, villager selfies… whatever you want to capture! \n\n![wow](https://www.ageofempires.com/wp-content/uploads/2023/02/EnchantedBiome_02-Villager.gif)`,\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 season1: PatchNotes = {\n id: \"season-one\",\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 buildId: 12793,\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 s1ServerSide1: PatchNotes = {\n id: \"season-one-server-side-patch\",\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 buildId: 12793,\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\nexport const season3: PatchNotes = {\n id: \"season-3\",\n buildId: 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:\n \"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
\n \n
\n This page focuses exclusively on gameplay and balance changes. To learn more about Ranked Season 3, new maps, taunts & cheats and caster modes in the\n \n official patch notes\n \n .\n
\n
\n ),\n date: new Date(\"2022-10-25 17:00:00 UTC\"),\n sections: [\n {\n title: \"Balance Changes\",\n civs: [],\n changes: [],\n },\n {\n subtitle: \"Naval Balance Rework\",\n civs: [],\n md: `\n \"In this update we’re making sweeping changes to Naval, all of which are listed below. Naval changes specific to a civilization are included in their civilization-specific updates further on.\"\n \n Here’s a summary of our largest changes and what they mean for Naval gameplay:\n \n * Each class of ship now shares the same stats, this means that a Baouchuan and Carrack are both equal in cost and power. We intend to add ship variations back in the future as we look to refine Naval balance further, however, our goal with this update is to create a solid foundation that we can continue to build from.\n * We moved the Springald Ship and Incendiary Ship to the Feudal Age for all civilizations, this makes Naval combat far more exciting in the early stages of the game now that there’s a classic rock, paper, scissors counter system in place. We also made the counter system much stronger, making mixed army compositions far more important than before.\n * Archer Ship > Incendiary Ship > Springald Ship > Archer Ship.\n * Now that there are no naval units unlocked in the Castle Age we added a number of tiering upgrades which are available to all civilizations. Each ship type has a Castle Age and Imperial Age upgrade available to it, as well as the new Armored Hull and Shipwrights upgrades which improve the health and armor of all ships.\n * Ship costs have been changed across the board, including adding food cost to Archer Ships and Warships. We want to ensure that there are interesting economic decisions when playing Naval maps, and introducing a food cost to certain Naval units ensures that there’s enough demand on the resource. This is especially important as you look to expand their economy onto the water with additional fishing ships.\n * Ships are also generally cheaper and train faster than before, meaning that you can field more units faster and earlier in the game.\n * We made a lot of adjustments to the movement speed and turn rates of ships to make them feel more responsive and fun to use.\n * Ships no longer cancel a garrison command upon colliding with another unit.\n * Ships can no longer go under bridges.\n * Fishing deposits can now be reliably selected.\n \n As part of our rework of how you would approach water maps and the naval experience overall, there have been numerous changes. Below are the changes which impact all civilizations collectively. Naval changes specific to a civilization are included in their civilization-specific updates further on.* \n \n * Ships no longer cancel a garrison command upon colliding with another unit.\n * Ships can no longer go under bridges.\n * Fishing deposits can now be reliably selected.\n * Springald Ship bonus damage vs Buildings increased from +40 to +45.\n * Naval Ship Deaths are now correctly confirmed for challenges.\n * Fire ships burning visual effects now display when the ship is built while off screen.\n * Naval Traders return 40% less resources from trade routes. \n `,\n changes: [\n {\n // * *Fishing Ships:*\n // \t* Can now see into stealth fog on water, like a Scout.\n // \t* Fishing Boat line of sight set to 14 tiles\n // \t* Speech lines play when fishing boat is commanded to fish.\n civs: [],\n items: [\"units/fishing-boat\", \"units/lodya-fishing-boat\"],\n diff: [\n [\"buff\", \"Can now see into stealth fog on water, like a Scout.\"],\n [\"buff\", \"Fishing Boat line of sight set to 14 tiles\"],\n [\"fix\", \"Speech lines play when fishing boat is commanded to fish.\"],\n ],\n },\n {\n // * *Trade Ships:*\n // \t* Wood cost reduced from 300 to 100\n // \t* Train time reduced from 60 to 30 seconds\n // \t* Health reduced from 300 to 225\n // \t* Fixed a bug where trade ships were receiving armor upgrades from the blacksmith.\n // *Developer Note:*/We want to make trading on Naval maps much more accessible. The goal is to reward you for holding water control and for expanding onto the map beyond the safety of their docks./\n civs: [],\n items: [\"units/trade-ship\", \"units/lodya-trade-ship\"],\n diff: [\n [\"buff\", \"Wood cost reduced from 300 to 100\"],\n [\"buff\", \"Train time reduced from 60 to 30 seconds\"],\n [\"nerf\", \"Health reduced from 300 to 225\"],\n [\"nerf\", \"Naval Traders return 40% less resources from trade routes.\"],\n [\"fix\", \"Fixed a bug where trade ships were receiving armor upgrades from the blacksmith.\"],\n ],\n note: \"We want to make trading on Naval maps much more accessible. The goal is to reward you for holding water control and for expanding onto the map beyond the safety of their docks.\",\n },\n {\n // * *Transport Ship:*\n // \t* Health reduced from 600 to 400\n civs: [],\n items: [\"units/transport-ship\", \"units/lodya-transport-ship\"],\n diff: [[\"nerf\", \"Health reduced from 600 to 400\"]],\n },\n {\n // * *Springald Ship (Hulk/Baghlah/War Junk/Lodya Springald Ship/War Canoe):*\n // \t* Moved from Castle Age to Feudal Age\n // \t* Class set to “Springald Ship” from “Attack Ship”\n // \t* Food cost set to 120\n // \t* Wood cost set to 200\n // \t* Gold cost set to 30\n // \t* Train time set to 30\n // \t* Population cost set to 3\n // \t* Health set to 450\n // \t* Ranged Armor set to 3\n // \t* Attack speed set to 4.12s\n // \t* Move speed set to 1.38 tiles/s\n // \t* Turn rate set to 185\n // \t* Range set to 6 tiles\n // \t* Damage set to 35\n // \t* Bonus damage vs Archer Ships set to +40\n // \t* Bonus damage vs Buildings set to +40\n // \t* Reduced firing cone angle so they turn almost 90° to shoot\n // \t* Added “Man-the-sails” ability, which allows the units to move faster for some time, till it enters combat\n // \t* Springald Ships and Warships can no longer spin to win. Both sides of the ship now share the same weapon cooldown.\n // \t* Broadside ships will now correctly chase enemies when they move out of range.\n // \t* When chasing enemy ships, broadside ships will chase further before turning to shoot to account for the turn time.\n civs: [],\n items: [\"units/hulk\", \"units/baghlah\", \"units/war-junk\", \"units/war-canoe\", \"units/lodya-attack-ship\"],\n diff: [\n [\"buff\", \"Moved from Castle Age to Feudal Age\"],\n // [\"buff\", \"Costs, armor, HP and damage now equal across all Attack Ships\"],\n // [\"buff\", \"Added +40 bonus damage vs Archer Ships and buildings\"],\n [\"fix\", \"Class set to “Springald Ship” from “Attack Ship”\"],\n [\"buff\", \"Cost changed to 120 Food, 200 Wood, 30 Gold\"],\n [\"buff\", \"Train time set to 30 from 45 seconds\"],\n // [\"buff\", \"Population cost set to 3\"],\n [\"nerf\", \"Health reduced to 450\"],\n [\"nerf\", \"Ranged Armor reduced to 3\"],\n [\"nerf\", \"Attack speed set to 4.12s\"],\n [\"buff\", \"Move speed set to 1.38 tiles/s\"],\n [\"nerf\", \"Turn rate set to 185\"],\n [\"buff\", \"Range set to 6 tiles\"],\n [\"nerf\", \"Damage set to 35\"],\n [\"buff\", \"Bonus damage vs Archer Ships set to +40\"],\n [\"buff\", \"Bonus damage vs Buildings set to +40\"],\n [\"fix\", \"Reduced firing cone angle so they turn almost 90° to shoot\"],\n [\"buff\", \"Added “Man-the-sails” ability, which allows the units to move faster for some time, till it enters combat\"],\n [\"fix\", \"Springald Ships and Warships can no longer spin to win. Both sides of the ship now share the same weapon cooldown.\"],\n [\"fix\", \"Broadside ships will now correctly chase enemies when they move out of range.\"],\n [\"fix\", \"When chasing enemy ships, broadside ships will chase further before turning to shoot to account for the turn time.\"],\n ],\n },\n {\n // \t* *Incendiary Ship:*\n // \t\t* Moved from Castle Age to Feudal Age\n // \t\t* Wood cost set to 80\n // \t\t* Train time set to 15 seconds\n // \t\t* Attack set to 95\n // \t\t* Bonus attack vs Broadside Ships and Buildings set to 300\n // \t\t* Health set to 145\n // \t\t* Rotation Rate increased from 260 to 330\n // \t\t* Population Cost set to 2\n // \t\t* Move speed set to 2.00 tiles/s\n // \t\t* Improving the quality of life for our naval units has been on the radar for a long time and we are happy to announce that we have been able to teach our Incendiary Ships how to better utilize Attack Move commands that they are given! Incendiary ships will no longer sail uselessly toward the Attack Move destination. Instead, they will now scan for targets along the way and if an enemy unit is within range they will move toward that target and detonate when close enough. These changes should go a long way towards improving the average utility of Demolition ships.\n // \t\t\t* That said, we don’t believe in automating away the value of good micro so the optimal use of Incendiary Ships will always be through direct player management.\n // \t\t* Incendiary Ships deal damage more reliably against targets that are moving directly away from them.\n\n civs: [],\n items: [\"units/demolition-ship\", \"units/lodya-demolition-ship\", \"units/explosive-dhow\", \"units/explosive-junk\"],\n diff: [\n [\"buff\", \"Moved from Castle Age to Feudal Age\"],\n [\"buff\", \"Wood cost reduce from 160 to 80\"],\n [\"buff\", \"Train time set from 35 to 15 seconds\"],\n [\"nerf\", \"Attack set from 400 to 95\"],\n [\"buff\", \"Bonus attack vs Springald Ships and Buildings set to 300\"],\n [\"nerf\", \"Health set to 145\"],\n [\"buff\", \"Rotation Rate increased from 260 to 330\"],\n // [\"buff\", \"Population Cost set to 2\"],\n [\"buff\", \"Move speed set to from 1.5 to 2.0 tiles/s\"],\n [\"fix\", \"Incendiary Ships deal damage more reliably against targets that are moving directly away from them.\"],\n ],\n note: \"Improving the quality of life for our naval units has been on the radar for a long time and we are happy to announce that we have been able to teach our Incendiary Ships how to better utilize Attack Move commands that they are given! Incendiary ships will no longer sail uselessly toward the Attack Move destination. Instead, they will now scan for targets along the way and if an enemy unit is within range they will move toward that target and detonate when close enough. These changes should go a long way towards improving the average utility of Demolition ships. That said, we don’t believe in automating away the value of good micro so the optimal use of Incendiary Ships will always be through direct player management.\",\n },\n {\n // \t* *Warship (Carrack/Baochuan/Xebec):*\n // \t\t* Health set to 700\n // \t\t* Wood cost set to 200\n // \t\t* Food cost set to 200\n // \t\t* Gold cost set to 200\n // \t\t* Damage set to 45\n // \t\t* Number of cannons fired per burst set to 3\n // \t\t* Bonus Damage vs Buildings set to +70\n // \t\t* Move speed set to 1.25 tiles/s\n // \t\t* Attack Range set to 9\n // \t\t* Damage type changed from Ranged to Siege\n // \t\t* Population reduced from 6 to 5\n // \t\t* Springald Ships and Warships can no longer spin to win. Both sides of the ship now share the same weapon cooldown.\n civs: [],\n items: [\"units/carrack\", \"units/baochuan\", \"units/xebec\"],\n diff: [\n [\"nerf\", \"Health set to 700\"],\n [\"buff\", \"Cost set to 200 wood, 200 food, 200 gold\"],\n [\"nerf\", \"Damage set to 45\"],\n // [\"nerf\", \"Number of cannons fired per burst set to 3\"],\n [\"nerf\", \"Bonus Damage vs Buildings set to +70\"],\n [\"buff\", \"Move speed set to 1.25 tiles/s\"],\n [\"buff\", \"Attack Range set to 9\"],\n [\"buff\", \"Damage type changed from Ranged to Siege\"],\n [\"buff\", \"Population reduced from 6 to 5\"],\n [\"fix\", \"Springald Ships and Warships can no longer spin to win. Both sides of the ship now share the same weapon cooldown.\"],\n ],\n },\n {\n // \t* *Archer Ship (War Galley/ Light Junk/ Dhow/ Hunting Canoe):*\n // \t\t* Food cost set to 90\n // \t\t* Wood cost set to 150\n // \t\t* Gold cost set to 0\n // \t\t* Train set to 25 seconds\n // \t\t* Health set to 300\n // \t\t* Ranged Armor set to 1\n // \t\t* Sight range set to 12 tiles\n // \t\t* Move speed set to 1.75 tiles/s\n // \t\t* Turn rate set to 330\n // \t\t* Population set to 3\n // \t\t* Range set to 6.5 tiles\n // \t\t* Attack speed set to 1.5s\n // \t\t* Archer Ships now fire 5 arrows in a single burst which scatter toward the target location.\n // \t\t* Damage set to 6\n // \t\t* Bonus damage vs Incendiary Ships set to 18\n civs: [],\n items: [\"units/galley\", \"units/lodya-galley\", \"units/light-junk\", \"units/junk\", \"units/dhow\", \"units/hunting-canoe\"],\n diff: [\n [\"buff\", \"Cost set to 90 Food, 150 Wood\"],\n [\"buff\", \"Train set to 25 seconds\"],\n [\"nerf\", \"Health set to 300\"],\n [\"nerf\", \"Ranged Armor set to 1\"],\n [\"buff\", \"Sight range set to 12 tiles\"],\n [\"buff\", \"Move speed set to 1.75 tiles/s\"],\n [\"buff\", \"Turn rate set to 330\"],\n // [\"buff\", \"Population set to 3\"],\n [\"nerf\", \"Range set to 6.5 tiles\"],\n [\"buff\", \"Attack speed set to 1.5s\"],\n [\"fix\", \"Archer Ships now fire 5 arrows in a single burst which scatter toward the target location.\"],\n [\"nerf\", \"Damage set to 6\"],\n [\"buff\", \"Bonus damage vs Incendiary Ships set to 18\"],\n ],\n },\n {\n // \t* *Galleass:*\n // \t\t* Health reduced from 1200 to 700\n // \t\t* Ranged armor reduced from 3 to 1\n civs: [],\n items: [\"units/galleass\"],\n diff: [\n [\"nerf\", \"Health reduced from 1200 to 700\"],\n [\"nerf\", \"Ranged armor reduced from 3 to 1\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Buildings & Siege\",\n civs: [],\n changes: [\n {\n // * *Dock:*\n // * Health set to 2000\n // * Healing nerfed from 5HP/s to 3 HP/s\n // * Gain defensive Emplacement\n // * Cost: 125s/75w\n // * 10 damage (+25 vs Ships)\n // * 11 range\n // * 3s weapon reload\n // * Dock placement has been made more flexible.\n civs: [],\n items: [\"buildings/dock\"],\n diff: [\n [\"buff\", \"Health increased from 1500 to 2000\"],\n [\"nerf\", \"Healing rate chaned from from 5 to 3 HP/s\"],\n // [\"buff\", \"New defensive Emplacement\"],\n [\"fix\", \"Placement has been made more flexible.\"],\n ],\n },\n {\n // * *Dock:*\n // * Health set to 2000\n // * Healing nerfed from 5HP/s to 3 HP/s\n // * Gain defensive Emplacement\n // * Cost: 125s/75w\n // * 10 damage (+25 vs Ships)\n // * 11 range\n // * 3s weapon reload\n // * Dock placement has been made more flexible.\n civs: [],\n items: [\"buildings/dock\", \"technologies/naval-arrowslits\"],\n diff: [[\"buff\", \"New defensive Emplacement 'Naval Arrowslits' added with 10 damage (+25 bonus vs Ships), 11 range, 3s attack speed.\"]],\n },\n {\n // * *Arrowslits/Garrison Arrows/Keep Arrows:*\n // * Bonus vs Ships reduced from +25 to +10\n civs: [],\n items: [\"technologies/arrowslits\", \"buildings/keep\"],\n diff: [[\"nerf\", \"Arrowslits and garrison arrow bonus vs Ships reduced from +25 to +10\"]],\n },\n {\n // * *Trebuchet:*\n // * Bonus vs Ships reduced from +500 to +200\n civs: [],\n items: [\"units/counterweight-trebuchet\"],\n diff: [[\"nerf\", \"Bonus damage vs Ships reduced from +500 to +200\"]],\n },\n {\n // * *Culverin:*\n // * Bonus vs Ships reduced from +200 to +100\n civs: [],\n items: [\"units/culverin\"],\n diff: [[\"nerf\", \"Bonus damage vs Ships reduced from +200 to +100\"]],\n },\n ],\n },\n {\n subtitle: \"Technologies\",\n civs: [],\n changes: [\n {\n // * *Extended Lines:*\n // \t* Cost changed from 175g 75f to 175g 75w\n // \t* Research time reduced from 45 to 30 seconds\n civs: [],\n items: [\"technologies/extended-lines\"],\n diff: [\n [\"nerf\", \"Cost changed from 175 Gold, 75 Food to 175 Gold 75 Wood\"],\n [\"buff\", \"Research time reduced from 45 to 30 seconds\"],\n ],\n },\n {\n // * *Drift Nets:*\n // \t* Cost changed from 350g 150f to 350g 150w\n // \t* Added: Increase move speed of Fishing Boats by +10%\n civs: [],\n items: [\"technologies/drift-nets\"],\n diff: [\n [\"nerf\", \"Cost changed from 350 Gold, 150 Food to 350 Gold 150 Wood\"],\n [\"buff\", \"Now also increases move speed of Fishing Boats by +10%\"],\n ],\n },\n {\n // * *Explosives:*\n // \t* Research time reduced from 60 to 45 seconds\n civs: [],\n items: [\"technologies/explosives\"],\n diff: [[\"buff\", \"Research time reduced from 60 to 45 seconds\"]],\n },\n\n {\n // * *Extra Hammocks:*\n // \t* Removed from the Chinese civilization\n // \t* Cost set to 100w 250g\n // \t* Research time set to 30s\n // \t* Arrow Ships fire +1 arrow in each burst attack\n civs: [],\n items: [\"technologies/extra-hammocks\"],\n diff: [\n [\"buff\", \"No longer exclusive to Chinese\"],\n // [\"nerf\", \"Cost set to 100w 250g\"],\n [\"buff\", \"Research time reduced from 60s to 30s\"],\n [\"buff\", \"Arrow Ships fire +1 arrow in each burst attack\"],\n ],\n },\n {\n // * *Armored Hull:*\n // \t* Cost changed from 150f 250g to 200f 500g\n // \t* Research time reduced from 60 to 45 seconds\n // \t* All military ships gain +20% Health\n // \t* All military ships gain +1 Ranged Armor\n\n civs: [],\n items: [\"technologies/armored-hull\"],\n diff: [\n [\"nerf\", \"Cost changed from 150 Food, 250 Gold to 200 Food 500 Gold\"],\n [\"buff\", \"Research time reduced from 60 to 45 seconds\"],\n [\"buff\", \"All military ships gain +20% Health\"],\n [\"nerf\", \"All military ships gain +1 Ranged Armor, down from +2\"],\n ],\n },\n {\n // * *(NEW) Shipwrights:*\n // \t* Requires Armored Hull\n // \t* Cost set to 300f 550g\n // \t* Research time set to 50s\n // \t* All military ships gain +20% Health\n // \t* All military ships gain +1 Ranged Armor\n civs: [],\n items: [\"technologies/shipwrights\"],\n diff: [\n [\"buff\", \"New technology which can be researched after Armored Hull\"],\n [\"fix\", \"Cost set to 300 Food 550 Gold and 50s to research\"],\n // [\"buff\", \"Research time reduced from 60s to 50s\"],\n [\"buff\", \"All military ships gain an extra +1 Ranged Armor\"],\n [\"buff\", \"All military ships gain an extra +20% Health\"],\n ],\n },\n {\n // * *(NEW) Incendiaries:*\n // \t* Cost set to 100f 250g\n // \t* Research time set to 30s\n // \t* Incendiary Ships gain +20% attack radius\n civs: [],\n items: [\"technologies/incendiaries\"],\n diff: [\n [\"buff\", \"New technology which adds +20% attack radius to Incendiary Ships\"],\n [\"fix\", \"Cost set to 100 Food 250 Gold and 30s to research\"],\n ],\n },\n {\n // * *(NEW) Springald Crews:*\n // \t* Cost set to 150f 350g\n // \t* Research time set to 35s\n // \t* Springald Ships gain +1 Range\n // \t* Springald Ships gain +20% attack speed\n civs: [],\n items: [\"technologies/springald-crews\"],\n diff: [\n [\"buff\", \"New technology which adds +1 Range and +20% attack speed to Springald Ships\"],\n [\"fix\", \"Cost set to 150 Food 350 Gold and 35s to research\"],\n ],\n },\n {\n // * *(NEW) Swivel Cannon:*\n // \t* Cost set to 150f 350\n // \t* Research time set to 45s\n // \t* Adds a Swivel Cannon to the Springald Ship, which deals 15 damage and can fire in 360 degrees\n civs: [],\n items: [\"technologies/swivel-cannon\"],\n diff: [\n [\"buff\", \"New technology which adds a Swivel Cannon to the Springald Ship, which deals 15 damage and can fire in 360 degrees\"],\n [\"fix\", \"Cost set to 150 Food 350 Gold and 45s to research\"],\n ],\n },\n {\n // * *(NEW) Heated Shots:*\n // \t* Cost set to 200w 500g\n // \t* Research time set to 45s\n // \t* Arrow Ships set enemy ships on fire dealing 30 damage over 10 seconds (not stacking with each arrow)\n civs: [],\n items: [\"technologies/heated-shot\"],\n diff: [\n [\"buff\", \"New technology where Arrow Ship arrows set enemy ships on fire dealing 30 damage over 10 seconds (not stacking with each arrow)\"],\n [\"fix\", \"Cost set to 200 Wood 500 Gold and 45s to research\"],\n ],\n },\n ],\n },\n {\n title: \"Gameplay\",\n changes: [],\n md: `\n* We’ve added a new setting called “Show Waypoint Markers For Single Actions.”\n* Siege Units will now automatically unpack, pack, and chase enemy units, when issued a force attack command.\n* Fixed an issue where villagers could not spawn on the side of the building closest to a designated rally point.\n* Fixed a notification issue where some unique technologies did not inform you of your completion.\n* Fixed an issue where arrows fired from Towers, Town Centers, and Arrow Ships, would not play any audio.\n* Changes to how sheep behave with allies:\n * Allied Scouts cannot steal unguarded sheep.\n * Enemy Scouts cannot steal sheep that are near allies.\n * You can use the Herd ability to give sheep to allies.\n* Fixed an issue where sheep would slow down, when their approach neared the Town Center, after having been herded towards it.\n* Fixed an issue where newly queued Patrol commands would fail to queue, if a previously queued Patrol command was interrupted.\n* Fixed an issue where voice lines would not play when a unit was commanded to Patrol.\n* Fixed “Classic” queue command mode. Now, the last command issued after releasing the queue modifier key, is queued correctly instead of overwriting all previous commands.\n* Units will now respect their future state when executing queued commands. i.e.: Monks can be queued to pick up a Relic and then return it to a Monastery.\n* Fixed an issue where Bombards/Cannons could not damage University buildings.\n* Fixed an issue with Bombards misfiring audio and impact effects.\n* The attack range on Town Centers now displays correctly for all civilizations.\n* Units exiting rams or other transports will now become selected by default instead of the transport.\n* All buildings set for a weapon priority of 80, so units will just attack the closest building instead of targeting specific ones. Note that they will still prioritize buildings that attack them.\n* Relic gold generation reduced from 100 to 80.\n> When you collect relics it leads to a significant economic advantage for the rest of the game that’s significantly more difficult to raid than a villager lead. We wanted to keep the gold value high enough that it is worth collecting, but not feel like the enemy player is at a hopeless disadvantage./\n* Torch range increased by 0.25 tiles for non-villager units.\n`,\n civs: [],\n },\n {\n subtitle: \"Units\",\n civs: [],\n changes: [\n {\n // *Scout*\n // * Scout weapon damage reduced from 2 to 1.\n // *Developer Note:*/Scout damage is being decreased so they are less effective at early game villager harassment./\n // \t* Scouts will now be grouped with other Cavalry when in group formation.\n // *Developer Note:*/Scouts leading formations often led themselves to their deaths in far too many situations./\n civs: [],\n items: [\"units/scout\"],\n diff: [\n [\"nerf\", \"Weapon damage reduced from 2 to 1\"],\n [\"fix\", \"Scouts will now be grouped with other Cavalry when in group formation\"],\n ],\n note: \"Scout damage is being decreased so they are less effective at early game villager harassment. Scouts leading formations often led themselves to their deaths in far too many situations.\",\n },\n {\n // *Spearman*\n // * Spearman health increased from 70 to 80.\n // * Spearman damage increased from 6 to 7.\n // *Developer Note:*/These changes are aimed at making Dark Age Spearman better at dealing with early Knight harassment, as well as increasing their effectiveness when fighting English Man-At-Arms/.\n civs: [],\n items: [\"units/spearman\"],\n diff: [\n [\"buff\", \"Health increased from 70 to 80\"],\n [\"buff\", \"Damage increased from 6 to 7\"],\n ],\n note: \"These changes are aimed at making Dark Age Spearman better at dealing with early Knight harassment, as well as increasing their effectiveness when fighting English Man-At-Arms.\",\n },\n {\n // *Infantry Charge*\n // * Minimum trigger distance reduced from 2 to 1 tiles.\n // * Duration increased from 5 to 7 seconds.\n civs: [],\n items: [\"units/spearman\", \"units/man-at-arms\", \"units/palace-guard\"],\n diff: [\n [\"buff\", \"Charge minimum trigger distance reduced from 2 to 1 tiles\"],\n [\"buff\", \"Charge duration increased from 5 to 7 seconds\"],\n ],\n },\n {\n // *Ram*\n // * Weapon range increased from 0.2875 to 05375 tiles.\n // * Bonus damage to walls increased from +100 to +200.\n // *Developer Note:*/Increased range makes it easier for multiple Rams to all hit the same target. We also bumped up the bonus damage vs Walls, so they are a more effective (yet risky, compared to longer range) siege counter to all types of walls throughout all phases of the game/.\n civs: [],\n items: [\"units/battering-ram\"],\n diff: [\n [\"buff\", \"Range increased from 0.2875 to 0.5375 tiles\"],\n [\"buff\", \"Bonus damage to walls increased from +100 to +200\"],\n ],\n note: \"Increased range makes it easier for multiple Rams to all hit the same target. We also bumped up the bonus damage vs Walls, so they are a more effective (yet risky, compared to longer range) siege counter to all types of walls throughout all phases of the game.\",\n },\n {\n // *Counter-weight Trebuchet*\n // * Bonus damage reduced from +500 to +450.\n civs: [],\n items: [\"units/counterweight-trebuchet\"],\n diff: [[\"nerf\", \"Bonus damage vs Buildings reduced from +500 to +450\"]],\n },\n {\n // *Traction Trebuchet*\n // * Weapon range increased from 13 to 14.\n // *Developer Note:*/With the changes to melee troops killing siege faster, the long range of Trebs is now a more significant advantage. We want to further the distinction between roles of Trebs vs Cannons. Trebs are a slow burn from distance, Cannons are short range and powerful./\n civs: [\"mo\"],\n items: [\"units/traction-trebuchet\"],\n diff: [[\"buff\", \"Range increased from 13 to 14\"]],\n note: \"With the changes to melee troops killing siege faster, the long range of Trebs is now a more significant advantage. We want to further the distinction between roles of Trebs vs Cannons. Trebs are a slow burn from distance, Cannons are short range and powerful.\",\n },\n ],\n },\n {\n subtitle: \"Economy\",\n civs: [],\n changes: [\n {\n civs: [],\n items: [\"technologies/double-broadax\", \"technologies/horticulture\", \"technologies/specialized-pick\"],\n diff: [\n [\"buff\", \"Research time reduced from 75 to 45 seconds\"],\n [\"buff\", \"Total cost reduced from 250 to 150\"],\n ],\n },\n {\n civs: [],\n items: [\"technologies/lumber-preservation\", \"technologies/fertilization\", \"technologies/acid-distillation\"],\n diff: [\n [\"buff\", \"Research time reduced from 75 to 60 seconds\"],\n [\"buff\", \"Total cost reduced from 500 to 350\"],\n ],\n },\n {\n civs: [],\n items: [\"technologies/crosscut-saw\", \"technologies/precision-cross-breeding\", \"technologies/cupellation\"],\n diff: [[\"buff\", \"Total cost reduced from 1000 to 750\"]],\n note: \"We wanted to make these technologies more cost effective in the early game to increase the depth of economic decision making. Often you would skip these technologies in the Feudal Age, as it was more cost effective to go to Castle Age first, or wait until high villager counts.\",\n },\n // * Reduced the research times and costs of economic technologies (food gathering, wood gathering, mining.\n // * Feudal Age research times reduced from 75 to 45 seconds; total resource costs reduced from 250 to 150.\n // * Castle Age research times reduced from 70 to 60 seconds; total resource costs reduced from 500 to 350.\n // * Imperial Age total resource costs reduced from 1000 to 750.\n // *Developer Note:* /We wanted to make these technologies more cost effective in the early game to increase the depth of economic decision making. Often you would skip these technologies in the Feudal Age, as it was more cost effective to go to Castle Age first, or wait until high villager counts./\n\n {\n // * Villager repair animations will now look smooth and loop properly when repairing.\n // * Fixed an issue where Villagers would drop off only partial resources if their drop-off action was cancelled or interrupted.\n // * Fixed an issue where Villagers would “A-Pose” briefly before harvesting sheep.\n // * Fixed an issue where Villagers would be interrupted while dropping off resources when being struck by an attacker.\n // * The Return-to-Work command now occurs on all selected structures simultaneously, instead of just one building in the selection.\n // * Villager torch bonus damage vs siege increased from 0 to +2.\n // * Fixed an issue where Villagers could sometimes idle when constructing a wall with two or more villagers.\n civs: [],\n items: [\"units/villager\"],\n diff: [\n [\"buff\", \"Villager torch bonus damage vs siege increased from 0 to +2\"],\n [\"fix\", \"Villager repair animations will now look smooth and loop properly when repairing\"],\n [\"fix\", \"Fixed an issue where Villagers would drop off only partial resources if their drop-off action was cancelled or interrupted\"],\n [\"fix\", \"Fixed an issue where Villagers would “A-Pose” briefly before harvesting sheep\"],\n [\"fix\", \"Fixed an issue where Villagers would be interrupted while dropping off resources when being struck by an attacker\"],\n [\"fix\", \"The Return-to-Work command now occurs on all selected structures simultaneously, instead of just one building in the selection\"],\n [\"fix\", \"Fixed an issue where Villagers could sometimes idle when constructing a wall with two or more villagers\"],\n ],\n },\n {\n // * Market build time reduced from 30 to 20 seconds.\n civs: [],\n items: [\"buildings/market\"],\n diff: [[\"buff\", \"Build time reduced from 30 to 20 seconds\"]],\n },\n {\n // * Traders will now move out of the way if they were preventing a Stone Wall Gate from being constructed.\n // * Traders no longer stop moving when you assign them to a new home.\n // * Trader cost reduced from 75w/75g to 60w/60g. Build time reduced 35 seconds to 25 seconds.\n // *Developer Note:* /We’d like to see more trade earlier in the game. This is a step in that direction, we have more efforts planned for future updates./\n civs: [],\n items: [\"units/trader\"],\n diff: [\n [\"buff\", \"Cost reduced from 75 Wood, 75 Gold to 60W, 60G\"],\n [\"buff\", \"Build time reduced 35 seconds to 25 seconds\"],\n [\"fix\", \"Traders will now move out of the way if they were preventing a Stone Wall Gate from being constructed\"],\n [\"fix\", \"Traders no longer stop moving when you assign them to a new home\"],\n ],\n note: \"We’d like to see more trade earlier in the game. This is a step in that direction, we have more efforts planned for future updates.\",\n },\n {\n // * Building multiple farms by shift-queuing on top of a Mill or Town Center (or Granary) will now consistently and predictably populate around that structure.\n civs: [],\n items: [\"buildings/farm\"],\n diff: [\n [\n \"fix\",\n \"Building multiple farms by shift-queuing on top of a Mill or Town Center (or Granary) will now consistently and predictably populate around that structure\",\n ],\n ],\n },\n {\n // Fixed an issue where latency affected building placement.\n // Fixed an issue where Villagers could sometimes idle when constructing a wall with two or more villagers.\n // Fixed an issue where walls and other buildings could sometimes stomp trees in dense forests, which could result in walls having a gap.\n civs: [],\n items: [],\n diff: [\n [\"fix\", \"Fixed an issue where latency affected building placement\"],\n [\"fix\", \"Fixed an issue where Villagers could sometimes idle when constructing a wall with two or more villagers.\"],\n [\"fix\", \"Fixed an issue where walls and other buildings could sometimes stomp trees in dense forests, which could result in walls having a gap\"],\n ],\n },\n ],\n },\n {\n // *Buildings*\n subtitle: \"Buildings\",\n civs: [],\n changes: [\n {\n // Town Centers\n // * Stone cost increased from 300 to 350.\n // * Build time increased from 120 to 150 seconds.\n // *Developer Note:*/It’s out intention that rush, boom, and tech strategies are equally viable. We’ve seen the villager boom taking over and wanted to add more risk to that path./\n civs: [],\n items: [\"buildings/town-center\"],\n diff: [\n [\"nerf\", \"Stone cost increased from 300 to 350\"],\n [\"nerf\", \"Build time increased from 120 to 150 seconds\"],\n ],\n note: \"It’s out intention that rush, boom, and tech strategies are equally viable. We’ve seen the villager boom taking over and wanted to add more risk to that path.\",\n },\n {\n // * Keep build time increased from 140 to 180 seconds.\n // *Developer Note:*/Forward keeps should be an exciting and risky strategy. We’ve pulled the build time back so there’s more risk and counterplay options for dealing with keeps built near or in the enemy base./\n civs: [],\n items: [\"buildings/keep\"],\n diff: [[\"nerf\", \"Build time increased from 140 to 180 seconds\"]],\n note: \"Forward keeps should be an exciting and risky strategy. We’ve pulled the build time back so there’s more risk and counterplay options for dealing with keeps built near or in the enemy base.\",\n },\n ],\n },\n {\n title: \"Civilization-Specific Changes\",\n civs: [],\n changes: [],\n },\n {\n // *Abbasid Dynasty*\n subtitle: \"Abbasid Dynasty\",\n civs: [\"ab\"],\n changes: [\n {\n // * Reduced visual scale of the Hall of Uqba to better line up with other Wonders.\n civs: [\"ab\"],\n items: [\"buildings/prayer-hall-of-uqba\"],\n diff: [[\"fix\", \"Reduced visual scale of the Hall of Uqba to better line up with other Wonders\"]],\n },\n {\n // * Abbasid Dynasty have a celebratory audio notification when they unlock new levels in their House of Wisdom.\n civs: [\"ab\"],\n items: [\"buildings/house-of-wisdom\"],\n diff: [[\"fix\", \"Abbasid Dynasty have a celebratory audio notification when they unlock new levels in their House of Wisdom\"]],\n },\n {\n // * Fixed a Minimap issue where Abbasid Dynasty’s main Town Center displays a normal Town Center icon instead of a Capital Icon.\n civs: [\"ab\"],\n items: [\"buildings/capital-town-center\"],\n diff: [[\"fix\", \"Fixed a Minimap issue where Abbasid Dynasty’s main Town Center displays a normal Town Center icon instead of a Capital Icon\"]],\n },\n {\n // * Trader units can no longer trade for Stone.\n // *Developer Note:*/Stone is intended as a rare resource so that adding keeps and defensive structures is done with strategic intention./\n civs: [\"ab\"],\n items: [\"units/trader\"],\n diff: [[\"nerf\", \"Trader units can no switch to Stone as additional resource\"]],\n note: \"Stone is intended as a rare resource so that adding keeps and defensive structures is done with strategic intention.\",\n },\n {\n // * Naval Rework:\n // \t* *Teak Masts* (Abbasids):\n // \t\t* Cost set to 200w 300g\n // \t\t* Research time set to 40s\n // \t\t* Abbasid Dynasty’s Arrow Ship, Springald Ship and War Ship gain 10% move speed\n civs: [\"ab\"],\n items: [\"technologies/teak-masts\"],\n diff: [\n [\"nerf\", \"Cost changed from 100 Food, 250 Gold to 200 Wood, 300 Gold\"],\n [\"buff\", \"Research time reduced from 60s to 40s\"],\n [\"buff\", \"Abbasid Dynasty’s military ships gain 10% move speed\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Chinese\",\n civs: [\"ch\"],\n changes: [\n {\n // * Fixed an issue where Grenadiers would not display proper visual effects when in shallow waters.\n civs: [\"ch\"],\n items: [\"units/grenadier\"],\n diff: [[\"fix\", \"Fixed an issue where Grenadiers would not display proper visual effects when in shallow waters\"]],\n },\n {\n // * Fixed an issue where the Great Wall Gatehouse Landmark could be permanently destroyed by destroying the walls surrounding it.\n civs: [\"ch\"],\n items: [\"buildings/great-wall-gatehouse\"],\n diff: [[\"fix\", \"Fixed an issue where the Great Wall Gatehouse Landmark could be permanently destroyed by destroying the walls surrounding it\"]],\n },\n {\n // * Imperial Official hotkey is now remappable in the Imperial Academy Landmark hotkey section.\n // * Added two new hotkeys for Imperial Officials: Select, and Cycle.\n // * Fixed an issue where the Imperial Official could not manually drop off taxes at expansion Town Centers.\n civs: [\"ch\"],\n items: [\"units/imperial-official\"],\n diff: [\n [\"fix\", \"Imperial Official hotkey is now remappable in the Imperial Academy Landmark hotkey section\"],\n [\"buff\", \"Added two new hotkeys for Imperial Officials: Select, and Cycle\"],\n [\"fix\", \"Fixed an issue where the Imperial Official could not manually drop off taxes at expansion Town Centers\"],\n ],\n },\n {\n // * Barbican of the Sun Landmark\n // \t* Help text now properly reflects that it can be upgraded with weaponry.\n civs: [\"ch\"],\n items: [\"buildings/barbican-of-the-sun\"],\n diff: [[\"fix\", \"Help text now properly reflects that it can be upgraded with weaponry\"]],\n },\n {\n // * Reload Drills\n // \t* Research time reduced from 90 to 60 seconds.\n // \t* Total resource cost reduced from 1000 to 500.\n civs: [\"ch\"],\n items: [\"technologies/reload-drills\"],\n diff: [\n [\"nerf\", \"Research time reduced from 90 to 60 seconds\"],\n [\"nerf\", \"Total resource cost reduced from 1000 to 500\"],\n ],\n },\n {\n // * Granary\n // \t* Now contains economic technologies.\n // \t* Can now be accessed with economy building shortcuts.\n civs: [\"ch\"],\n items: [\"buildings/granary\"],\n diff: [\n [\"buff\", \"Now contains economic technologies\"],\n [\"buff\", \"Can now be accessed with economy building shortcuts\"],\n ],\n },\n {\n // * Spirit Way Landmark\n // \t* Research speed bonus increased from 100% to 150%.\n civs: [\"ch\"],\n items: [\"buildings/spirit-way\"],\n diff: [[\"buff\", \"Research speed bonus increased from 100% to 150%\"]],\n },\n {\n // * Fire Lancer\n // \t* Fire Lancer ranged armor increased from 0 to 1.\n // \t* Elite Fire Lancer ranged armor increased from 0 to 2.\n civs: [\"ch\"],\n items: [\"units/fire-lancer\"],\n diff: [\n [\"buff\", \"Ranged armor increased from 0 to 1\"],\n [\"buff\", \"Elite Fire Lancer ranged armor increased from 0 to 2\"],\n ],\n },\n {\n // * Naval Rework:\n // \t* *Thunderclap Bombs* (Chinese):\n // \t\t* Cost set to 200w 500g\n // \t\t* Research time set to 45s\n // \t\t* Baochuans gain a Nest of Bees emplacement: 8 damage, 8 burst damage, 9 weapon range\n civs: [\"ch\"],\n items: [\"technologies/thunderclap-bombs\"],\n diff: [\n [\"buff\", \"New technology Thunderclap Bombs adds a Nest of Bees emplacement to Baochuans with 8 damage, 8 burst damage, 9 weapon range\"],\n [\"fix\", \"Cost set to 200 Wood, 500 Gold and 45s research time\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Delhi Sultanate\",\n civs: [\"de\"],\n changes: [\n {\n // * Tower of Victory now buffs all infantry produced from buildings in influence, instead of units who move near the landmark.\n civs: [\"de\"],\n items: [\"buildings/tower-of-victory\"],\n diff: [[\"buff\", \"Tower of Victory now buffs all infantry produced from buildings in influence, instead of units who move near the landmark\"]],\n },\n {\n // * Fixed an exploit allowing multiple free Scholars to be provided when two (first) Mosques finish construction simultaneously.\n civs: [\"de\"],\n items: [\"buildings/mosque\"],\n diff: [[\"fix\", \"Fixed an exploit allowing multiple free Scholars to be provided when two (first) Mosques finish construction simultaneously\"]],\n },\n {\n // * Clarified the Dome of Faith Landmark’s tooltip – it produces scholars cheaper but at a slower production speed.\n civs: [\"de\"],\n items: [\"buildings/dome-of-the-faith\"],\n diff: [[\"fix\", \"Clarified the Dome of Faith Landmark’s tooltip – it produces scholars cheaper but at a slower production speed\"]],\n },\n {\n // * Houses built after researching Reinforced Foundations will now correctly add and remove the correct amount of population.\n civs: [\"de\"],\n items: [\"technologies/reinforced-foundations\", \"buildings/house\"],\n diff: [[\"fix\", \"Houses built after researching Reinforced Foundations will now correctly add and remove the correct amount of population\"]],\n },\n {\n // * Fixed an issue where Scholars garrisoned in a Madrasa were immediately killed when the building was destroyed.\n // * Scholars will now be removed from the global Scholar count when a Mosque or Madrassa with garrisoned Scholars is destroyed.\n civs: [\"de\"],\n items: [\"units/scholar\", \"buildings/madrasa\"],\n diff: [\n [\"fix\", \"Fixed an issue where Scholars garrisoned in a Madrasa were immediately killed when the building was destroyed\"],\n [\"fix\", \"Scholars will now be removed from the global Scholar count when a Mosque or Madrasa with garrisoned Scholars is destroyed\"],\n ],\n },\n {\n // * Fixed a bug where infantry would assist in the construction of walls before Compound of the Defender Landmark is built.\n civs: [\"de\"],\n items: [\"buildings/compound-of-the-defender\"],\n diff: [[\"fix\", \"Fixed a bug where infantry would assist in the construction of walls before Compound of the Defender Landmark is built\"]],\n },\n {\n // * Fixed an issue where research progress at docks wasn’t saved when the technologies were cancelled.\n civs: [\"de\"],\n items: [\"buildings/dock\"],\n diff: [[\"fix\", \"Fixed an issue where research progress at docks wasn’t saved when the technologies were cancelled\"]],\n },\n {\n // * Fixed an issue where Forced March’s speed bonus was removed before the unit committed an actual attack.\n civs: [\"de\"],\n items: [\"technologies/forced-march\"],\n diff: [[\"fix\", \"Fixed an issue where Forced March’s speed bonus was removed before the unit committed an actual attack\"]],\n },\n\n {\n // * Naval Rework:\n // \t* *Manuscript Trade:*\n // \t\t* Cost set to 0\n // \t\t* Research time set to 30s\n // \t\t* Allows Scholars to garrison in Docks, each scholar increases production speed of local Docks by 20% & if connected to the Delhi Sultanate influence in docks garrisoned Scholars contribute to global tech time discount\n civs: [\"de\"],\n items: [\"technologies/manuscript-trade\"],\n diff: [\n [\n \"buff\",\n \"New technology Manuscript Trade allows Scholars to garrison in Docks, each scholar increases production speed of local Docks by 20% & if connected to the Delhi Sultanate influence in docks garrisoned Scholars contribute to global tech time discount\",\n ],\n [\"fix\", \"Research time set to 30s\"],\n ],\n },\n ],\n },\n {\n subtitle: \"English\",\n civs: [\"en\"],\n changes: [\n {\n // * Berkshire Palace Landmark placement rules now work like other keeps – it can be placed directly on the coast.\n civs: [\"en\"],\n items: [\"buildings/berkshire-palace\"],\n diff: [[\"fix\", \"Berkshire Palace Landmark placement rules now work like other keeps – it can be placed directly on the coast\"]],\n },\n {\n // * Fixed an issue where the King’s Palace Landmark had less Line of Sight than other Town Centers.\n civs: [\"en\"],\n items: [\"buildings/king-s-palace\"],\n diff: [[\"fix\", \"Fixed an issue where the King’s Palace Landmark had less Line of Sight than other Town Centers\"]],\n },\n {\n // * Fixed an issue where Keeps were constructing in less time than intended.\n civs: [\"en\"],\n items: [\"buildings/keep\"],\n diff: [[\"fix\", \"Fixed an issue where Keeps were constructing in less time than intended\"]],\n },\n {\n // \t* Naval Rework:\n // \t\t* *Admiralty* (English):\n // \t\t\t* Cost set to 150f 350g\n // \t\t\t* Research time set to 30s\n // \t\t\t* Archer Ships, Springald Ships, War Ships gain +1 range\n civs: [\"en\"],\n items: [\"technologies/admiralty\"],\n diff: [\n [\"nerf\", \"Cost increased from 50 Food, 125 Gold to 150 Food, 350 Gold\"],\n [\"buff\", \"Research time decreased from 45s to 30s\"],\n [\"buff\", \"Archer Ships, Springald Ships, War Ships gain +1 range\"],\n ],\n },\n ],\n },\n {\n subtitle: \"French\",\n civs: [\"fr\"],\n changes: [\n {\n // * Fixed an issue where the economic technology discount was not applying to fishing technologies.\n civs: [\"fr\"],\n items: [\"buildings/dock\"],\n diff: [[\"fix\", \"Fixed an issue where the economic technology discount was not applying to fishing technologies\"]],\n },\n {\n // * Trader units can no longer trade for Stone.\n // *Developer Note:*/Stone is intended as a rare resource so that adding keeps and defensive structures is done with strategic intention./\n civs: [\"fr\"],\n items: [\"units/trader\"],\n diff: [[\"fix\", \"Trader units can no longer trade for Stone\"]],\n note: \"Stone is intended as a rare resource so that adding keeps and defensive structures is done with strategic intention\",\n },\n {\n // * Naval Rework:\n // \t* *Long Guns* (French):\n // \t\t* Cost set to 150w 350g\n // \t\t* Research time set to 30s\n // \t\t* Naval Guns (Galleass & Warship) get +10% damage\n civs: [\"fr\"],\n items: [\"technologies/long-guns\"],\n diff: [\n [\"nerf\", \"Cost increased from 100 Food, 250 Gold to 150 Wood, 350 Gold\"],\n [\"buff\", \"Research time decreased from 60s to 30s\"],\n [\"buff\", \"Naval Guns get +10% damage\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Holy Roman Empire\",\n civs: [\"hr\"],\n changes: [\n {\n // * Fixed an issue where arrows from the Palace of Swabia Landmark would spawn in the incorrect position.\n // * Fixed a bug where Palace of Swabia Landmark wasn’t increasing population limit like other town centers.\n civs: [\"hr\"],\n items: [\"buildings/palace-of-swabia\"],\n diff: [\n [\"fix\", \"Fixed an issue where arrows from the Palace of Swabia Landmark would spawn in the incorrect position\"],\n [\"fix\", \"Fixed a bug where Palace of Swabia Landmark wasn’t increasing population limit like other town centers\"],\n ],\n },\n {\n // * Fixed an issue where the Elzbach Palace’s weapon range UI was not displaying.\n // * The Elzbach Palace now shows the influence icon properly when within influence.\n // * The Emergency Repairs icon now displays properly over the Elzbach Palace Landmark when the Emergency Repairs ability is used.\n civs: [\"hr\"],\n items: [\"buildings/elzbach-palace\"],\n diff: [\n [\"fix\", \"Fixed an issue where the Elzbach Palace’s weapon range UI was not displaying\"],\n [\"fix\", \"The Elzbach Palace now shows the influence icon properly when within influence\"],\n [\"fix\", \"The Emergency Repairs icon now displays properly over the Elzbach Palace Landmark when the Emergency Repairs ability is used\"],\n ],\n },\n {\n // * Fixed an issue where the Two-Handed Weapons technology was also granting its bonus to torches. The torches are still one handed.\n civs: [\"hr\"],\n items: [\"technologies/two-handed-weapons\"],\n diff: [[\"fix\", \"Fixed an issue where the bonus was granting its bonus to torches. The torches are still one handed\"]],\n },\n {\n // * Fixed an issue with the Tithe Barns technology where it was providing only 20 stone every minute, instead of the intended 30.\n civs: [\"hr\"],\n items: [\"technologies/tithe-barns\"],\n diff: [[\"fix\", \"Fixed an issue with the Tithe Barns technology where it was providing only 20 stone every minute, instead of the intended 30\"]],\n },\n {\n // * Naval Rework:\n // \t* *Fire Stations:*\n // \t\t* Cost set to 100f 250g\n // \t\t* Research time set to 30s\n // \t\t* All HRE ships regen 1hp every 2s out of combat\n civs: [\"hr\"],\n items: [\"technologies/fire-stations\"],\n diff: [\n [\"nerf\", \"Cost increased from 50 Food, 125 Gold to 100 Food, 250 Gold\"],\n [\"buff\", \"Research time decreased from 45s to 30s\"],\n [\"buff\", \"All HRE ships regen 1hp every 2s out of combat, instead of 100% faster around docks\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Mongols\",\n civs: [\"mo\"],\n changes: [\n {\n // * Early Horseman health increased from 100 to 110.\n // * Early Horseman damage increased from 7 to 8.\n civs: [\"mo\"],\n items: [\"units/horseman\"],\n diff: [\n [\"buff\", \"Early Horseman health increased from 100 to 110\"],\n [\"buff\", \"Early Horseman damage increased from 7 to 8\"],\n ],\n },\n {\n // * Fixed an issue where incorrect team colors would display on Mongol Ovoos.\n // * Fixed an issue where units could get stuck in large stone deposits when building and cancelling an Ovoo.\n // * Fixed an issue where Ovoos would count as a villager working stone on the villager tracker UI element.\n // * Multiple players can no longer build Ovoos on the same stone deposit.\n civs: [\"mo\"],\n items: [\"buildings/ovoo\"],\n diff: [\n [\"fix\", \"Fixed an issue where incorrect team colors would display on Mongol Ovoos\"],\n [\"fix\", \"Fixed an issue where units could get stuck in large stone deposits when building and cancelling an Ovoo\"],\n [\"fix\", \"Fixed an issue where Ovoos would count as a villager working stone on the villager tracker UI element\"],\n [\"fix\", \"Multiple players can no longer build Ovoos on the same stone deposit\"],\n ],\n },\n {\n // * Fixed an issue where idle Villagers would sometimes automatically path to a Mongol building that was in the middle of Unpacking.\n civs: [\"mo\"],\n items: [\"units/villager\"],\n diff: [[\"fix\", \"Fixed an issue where idle Villagers would sometimes automatically path to a Mongol building that was in the middle of Unpacking\"]],\n },\n {\n // * Fixed an issue where the Prayer Tent’s command card could sometimes display unintended duplicate buttons.\n civs: [\"mo\"],\n items: [\"buildings/prayer-tent\"],\n diff: [[\"fix\", \"Fixed an issue where the Prayer Tent’s command card could sometimes display unintended duplicate buttons\"]],\n },\n {\n // * Added new hotkey to Select All Packed Buildings.\n civs: [\"mo\"],\n items: [\"buildings/ger\"],\n diff: [[\"fix\", \"Added new hotkey to Select All Packed Buildings\"]],\n },\n {\n // * The Raid technology’s help text now correctly includes buildings that are destroyed while under construction.\n civs: [\"mo\"],\n items: [\"technologies/raid-bounty\"],\n diff: [[\"fix\", \"The Raid technology’s help text now correctly includes buildings that are destroyed while under construction\"]],\n },\n\n {\n // * Fixed an issue with Silver Tree tooltip where it was described a 100% bonus to build speed instead of the intended 50% faster production.\n civs: [\"mo\"],\n items: [\"buildings/the-silver-tree\"],\n diff: [\n [\"fix\", \"Fixed an issue with Silver Tree tooltip where it was described a 100% bonus to build speed instead of the intended 50% faster production\"],\n ],\n },\n {\n // * Fixed an issue where the Piracy technology failed to grant the intended resources when destroying ships.\n // * Naval Rework:\n // \t* *Piracy:*\n // \t\t* Cost set to 100f 250g\n // \t\t* Research time set to 30s\n // \t\t* Gain 25w/25g per killed enemy ship\n // \t\t* (Currently does not work for kills with demolition ships)\n civs: [\"mo\"],\n items: [\"technologies/piracy\"],\n diff: [\n [\"fix\", \"Fixed an issue where the Piracy technology failed to grant the intended resources when destroying ships\"],\n // [\"nerf\", \"Cost increased from 100 Food, 250 Gold to 100 Food, 250 Gold\"],\n [\"buff\", \"Research time decreased from 60s to 30s\"],\n [\"nerf\", \"Bounty per killed enemy ship decreased from 50 Wood, 50 Gold to 25 Wood, 25 Gold\"],\n [\"nerf\", \"No bounty is granted for kills with demolition ships\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Rus\",\n civs: [\"ru\"],\n changes: [\n {\n // * RUS no longer gain bounty from killing sheep.\n // *Developer Note:*/We wanted to pull down the huge burst of gold RUS are able to get at the start of the game from killing gaia./\n civs: [\"ru\"],\n items: [],\n diff: [[\"nerf\", \"Rus no longer gain bounty from killing sheep\"]],\n note: \"We wanted to pull down the huge burst of gold RUS are able to get at the start of the game from killing gaia.\",\n },\n {\n // * Fixed an issue where Streltsy would switch to a melee weapon when attacked by Grenadiers.\n // * Streltsy static deployment no longer provides a stacking bonus. It now gives a flat +30% attack speed after 10 seconds.\n // *Developer Note:*/This provides visual clarity around the mechanic and as soon as the bonus kicks in it’s high impact for attacker and defender./\n civs: [\"ru\"],\n items: [\"units/streltsy\"],\n diff: [\n [\"buff\", \"Streltsy static deployment no longer provides a stacking bonus. It now gives a flat +30% attack speed after 10 seconds\"],\n [\"fix\", \"Fixed an issue where Streltsy would switch to a melee weapon when attacked by Grenadiers\"],\n ],\n note: \"This provides visual clarity around the mechanic and as soon as the bonus kicks in it’s high impact for attacker and defender.\",\n },\n {\n // * The Fine Tuned Guns technology secondary cost of 150 food changed to be 150 wood to better match the theme of technology.\n civs: [\"ru\"],\n items: [\"technologies/fine-tuned-guns\"],\n diff: [[\"nerf\", \"Cost changed from 150 Food, 350 Gold to 150 Wood, 350 Gold\"]],\n },\n {\n // * Warrior Monk train time reduced from 45 to 35 seconds to match other units with 240 total resource cost.\n civs: [\"ru\"],\n items: [\"units/warrior-monk\"],\n diff: [[\"buff\", \"Train time decreased from 45s to 35s\"]],\n note: \"Now the train time matches other units with 240 total resource cost\",\n },\n {\n // * Town Center Influence increased from 0 to 1 tiles.\n civs: [\"ru\"],\n items: [\"buildings/town-center\"],\n diff: [[\"buff\", \"Influence increased from 0 to 1 tiles\"]],\n },\n {\n // * Rus Fortified Palisade build time increased from 3 to 7 seconds.\n civs: [\"ru\"],\n items: [\"buildings/fortified-palisade-wall\"],\n diff: [[\"nerf\", \"Build time increased from 3s to 7s\"]],\n },\n {\n // * Naval Rework:\n // \t* *Adaptable Hulls:*\n // \t\t* Cost set to 75f 175g\n // \t\t* Research time set to 20s\n // \t\t* Removes conversion cost penalty of Rus ships + conversions happen faster: 25w penalty removed + 100% faster\n civs: [\"ru\"],\n items: [\"technologies/adaptable-hulls\"],\n diff: [\n [\"buff\", \"New technology 'Adaptable Hulls' which removes the 25 Wood conversion penalty of Lodya ships and conversions happen 100% faster\"],\n [\"fix\", \"Cost set to 75 Food, 175 Gold and research time set to 20s\"],\n ],\n },\n {\n // \t\t* *Mounted Guns* (Malians/Rus):\n // \t\t\t* Cost set to 200w 500g\n // \t\t\t* Research time set to 45s\n // \t\t\t* Replaces the ballistae from the Springald Ships with Cannons with increased range and damage\n civs: [\"ru\"],\n items: [\"technologies/mounted-guns\"],\n diff: [\n [\"buff\", \"New technology 'Mounted Guns' which replaces the ballistae from the Springald Ships with Cannons with increased range and damage\"],\n [\"fix\", \"Cost set to 200 Wood, 500 Gold and research time set to 45s\"],\n ],\n },\n ],\n },\n {\n subtitle: \"Malians\",\n civs: [\"ma\"],\n changes: [\n {\n // * Naval Rework:\n // \t* *Naval Skirmishers* (Malians):\n // \t\t* Cost set to 100w 250g\n // \t\t* Research time set to 30s\n // \t\t* Adds Javelins to Arrow Ships – 6 damage 3 Burst attack\n civs: [\"ma\"],\n items: [\"technologies/canoe-tactics\"],\n diff: [\n [\"buff\", \"New technology 'Naval Skirmishers' which adds Javelins to Arrow Ships, which deal 4 damage in a 2 Burst attack\"],\n [\"fix\", \"Cost set to 100 Wood, 250 Gold and research time set to 30s\"],\n // ],\n // },\n // {\n // // \t\t* Canoe Tactics\n // // \t\t\t* Archer Ship Javelins in burst reduced from 3 to 2\n // // \t\t\t* Archer Ship Javelin damage reduced from 6 to 4\n // civs: [\"ma\"],\n // items: [\"technologies/canoe-tactics\"],\n // diff: [\n [\"nerf\", \"Archer Ship Javelins in burst reduced from 3 to 2\"],\n [\"nerf\", \"Archer Ship Javelin damage reduced from 6 to 4\"],\n ],\n },\n {\n // \t\t* *Mounted Guns* (Malians/Rus):\n // \t\t\t* Cost set to 200w 500g\n // \t\t\t* Research time set to 45s\n // \t\t\t* Replaces the ballistae from the Springald Ships with Cannons with increased range and damage\n civs: [\"ma\"],\n items: [\"technologies/mounted-guns\"],\n diff: [\n [\"buff\", \"New technology 'Mounted Guns' which replaces the ballistae from the Springald Ships with Cannons with increased range and damage\"],\n [\"fix\", \"Cost set to 200 Wood, 500 Gold and research time set to 45s\"],\n ],\n },\n {\n // \t\t* Transport Javelin damage reduced from 12 to 7\n civs: [\"ma\"],\n items: [\"units/transport-ship\"],\n diff: [[\"nerf\", \"Javelin damage reduced from 12 to 7\"]],\n },\n\n {\n // * Fixed an exploit in the Malian trade tax mechanic.\n civs: [\"ma\"],\n items: [\"units/trader\"],\n diff: [[\"fix\", \"Fixed an exploit in the Malian trade tax mechanic\"]],\n },\n {\n // * Fixed a bug where Poison Arrows would stop functioning when upgrading archers at the Farimba Garrison.\n civs: [\"ma\"],\n items: [\"technologies/poisoned-arrows\"],\n diff: [[\"fix\", \"Fixed a bug where Poison Arrows would stop functioning when upgrading archers at the Farimba Garrison\"]],\n },\n {\n // * Fixed a bug where Donso would play looping attack animations while their spear throw was on cooldown.\n civs: [\"ma\"],\n items: [\"units/donso\"],\n diff: [[\"fix\", \"Fixed a bug where Donso would play looping attack animations while their spear throw was on cooldown\"]],\n },\n {\n // * Warrior Scouts Health regeneration reduced from 5 to 1 health per second.\n civs: [\"ma\"],\n items: [\"units/warrior-scout\"],\n diff: [[\"nerf\", \"Health regeneration reduced from 5 to 1 health per second\"]],\n },\n {\n // * Reduced detection radius of buildings and units for seeing Musufadi in Stealth. Outposts and scouts remain unchanged and continue to be the intended counters.\n\n civs: [\"ma\"],\n items: [\"units/musofadi-warrior\", \"units/musofadi-gunner\"],\n diff: [\n [\n \"nerf\",\n \"Reduced detection radius of buildings and units for seeing Musofadi in Stealth. Outposts and scouts remain unchanged and continue to be the intended counters.\",\n ],\n ],\n },\n ],\n },\n {\n subtitle: \"Ottomans\",\n civs: [\"ot\"],\n changes: [\n {\n // * Ottoman starting wood increased from 150 to 200.\n // * Core military and technology buildings are 33% cheaper.\n // *Developer Note:*/Ottomans were very wood starved because of how expensive military schools are. This change aims at providing more flexibility to Ottoman build orders./\n civs: [\"ot\"],\n items: [],\n diff: [\n [\"buff\", \"Ottoman starting wood increased from 150 to 200\"],\n [\"buff\", \"Core military and technology buildings are 33% cheaper\"],\n ],\n note: \"Ottomans were very wood starved because of how expensive military schools are. This change aims at providing more flexibility to Ottoman build orders.\",\n },\n // * Naval Rework:\n {\n // \t* *Imperial Fleet* (Ottomans):\n // \t\t* Cost set to 150f 350g\n // \t\t* Research time set to 45s\n // \t\t* Cannon Ships (Grand Galley & War Ship) train and move 15% faster\n civs: [\"ot\"],\n items: [\"technologies/imperial-fleet\"],\n diff: [\n [\"buff\", \"New technology 'Imperial Fleet' which makes the Grand Galley and Carrack train and move 15% faster\"],\n [\"fix\", \"Cost set to 150 Food, 350 Gold and research time set to 45s\"],\n ],\n },\n {\n // * Janissary Build time reduced from 28 to 24.\n // * Janissary is no longer considered a “Ranged” unit. This means it will no longer take bonus damage from Horsemen and Mangonel units.\n civs: [\"ot\"],\n items: [\"units/janissary\"],\n diff: [\n [\"nerf\", \"Janissary build time reduced from 28s to 24s\"],\n [\"nerf\", \"Janissary is no longer considered a “Ranged” unit. This means it will no longer take bonus damage from Horsemen and Mangonel units\"],\n ],\n },\n {\n // * The Ottoman Grand Galley now fires all three of it’s weapons instead of only one.\n civs: [\"ot\"],\n items: [\"units/grand-galley\"],\n diff: [[\"fix\", \"The Ottoman Grand Galley now fires all three of it’s weapons instead of only one\"]],\n },\n ],\n },\n {\n title: \"Maps\",\n civs: [],\n changes: [],\n md: `\n ## Naval Map Rework\n### Archipelago & Warring Islands\n* With our Season 3 Naval rework effort, we are dusting off Archipelago and Warring Islands and giving them a bit of sprucing up. (get it?) To accommodate the high wood upkeep cost of a naval fleet, we have greatly increased the amount of forests that spawn on islands. We have reduced the amount of other resources a bit (reduced large gold mines) to give more space for additional trees.\n* Island coastlines have been altered to eliminate coastal cliffs and mountains, giving more room for docks, transport ship landings, and shoreline fish, as well as trees. Deepwater fish are now placed in a very even fashion off each coastline.\n\t* Archipelago, specifically, now has more reliable Sacred Site and trade post spawning.\n\t* Warring Islands now features much more forested islands.\n\t* In the ladder, when you play Archipelago and Warring Islands, you will be playing on a size larger than usual in order to accommodate the reduced land coverage and to allow for more forests per player. We have found this greatly improves the map quality in our internal playtesting, and we suggest you try this in custom games as well! (1v1s on Small, 2v2s on Medium, 3v3s on Large, 4v4s on Gigantic)\n* Archipelago has seen a behind the scenes rework to how it places Sacred Sites – instead of using the balanced resource system, the map will now find the 2 largest neutral islands and place a Sacred Site at the center of them. In the case of having only a single neutral island, the sites will be placed at opposing ends of the island. This greatly helps improve consistency in spawning.\n* Archipelago now spawns relics by placing one on each player’s starting island and distributing the remaining 3 neutral relics on initially uninhabited islands.\n\n## Maps\n### Boulder Bay\n* On Boulder Bay, we have shrunk the overall size of the bay to provide a more even split between land and water engagements.\n### Hill and Dale\n* We have adjusted some generation rules on Hill and Dale to ensure that team games spawn plateaus for each team in the intended, even configuration. Additionally, we’ve put some constraints on the trade posts to ensure that they do not spawn behind player plateaus.\n\t* We have recently added a new Balanced Resource distribution category for forests, and have applied these settings to Hill and Dale. The map will now spawn a larger number of small forests, with larger forests’ spawn locations being controlled by the system that places important objects like relics and large gold deposits. This should ensure that forests are placed more fairly between players and teams on this map.\n### Lipany\n* We have implemented some new resource balancing levers to better distribute Sacred Sites. To start, we have tuned Lipany, as we were seeing some of the more unbalanced spawns on this map specifically, especially in team games. With the new tuning, we now treat Sacred Sites as a “Team Resource”, and when looking at the contested parts of a map, we can now more intelligently determine all placement options for uneven numbers of important objects.\n\t* Previously, for low object count resources, we would only look at individual players on each team and try to find a spot to place the object (in this case, a Sacred Site). If there was no space in that particular player’s contested region, due to things like blocking terrain or enemy player proximity, we would greatly reduce the Sacred Site avoidance radius, which could result in Sacred Sites clumping together on one side of the map, or in some cases, spawning behind players. Now, if a given player on one team does not have adequate room in their contested zone to spawn a Sacred Site, it will check the contested zones of everyone else on the team for potential placement locations, since a Sacred Site is a victory condition for the entire team. This should help to ensure more even placement, and we will be continuing to tune these distributions on various maps going forward.\n* Lipany has had tuning done to improve the distribution of Sacred Sites such that they should no longer spawn in favor of one team.\n\t* Players on Lipany in team games should now no longer spawn dangerously close to their opponents.\n\t* The number of berries on Lipany has been tuned down – the mid-map large berry clusters have been replaced with standard berry clusters, and the overall number of them has been slightly reduced.\n### MegaRandom\n* We’ve tweaked MegaRandom island generations to place players closer to the center of generated islands instead of right on a shoreline.\n### Mongolian Heights\n* Mongolian Heights should now spawn sheep more evenly across the 2 sides of the river.\n### Mountain Pass\n* Mountain Pass has received a Team Game resource balancing pass. Like in the 1v1 configuration, all even team games should have the same amount of resources spread between both sides of the mountain range, and less resources should be clumped together near the pass.\n### Prairie\n* The number of deer in each herd has decreased.\n* Spawns 1 boar per player instead of 2\n* The boar has been pushed slightly further away from the player’s town center.\n### Wetlands\n* The amount of forest on the map has been reduced.\n* The number of ponds on the map has been reduced.\n* The number of fish in each pond has been reduced.\n* Ponds have been pushed slightly further away from the player’s starting town center.\n* Decreased the number of deer in each herd.\n* The boars have moved further away from the player’s starting town center.\n* Reduced the chance of resources being trapped in resources.\n## Miscellaneous Map Updates\n* We’ve done a general pass on resource distribution for Team Games (2v2 and larger).\n\t* Our goals for this resource pass have been to continue to try to ensure that each team gets an even split of the map’s resources, but to widen the central band in which they can spawn. Before tuning, there was a trend of having much of a map’s resource bounty spawn in a line between players – this was intended, as that creates the “contested zone” of the map, but was not optimal and could lead to boring or stale gameplay. Our new tuning widens this contested area, making resources able to spawn a bit closer to each team, with the caveat that if a gold deposit is a bit closer to you, it’ll be a bit closer to your opponent, too! This should lead to more of the map being important, and give more opportunity for each team to expand further out on their side without being directly in the center. This tuning was done at baseline to affect all gold, stone, relics and boar spawns on team game map sizes.\n\t* On divided maps, like Mountain Pass and Mongolian Heights, we’ve ensured that each resource is distributed in an even amount, such that each side of the map gets the same quantity of each distributed resource. For more open maps, we’ve widened the center band.\n* The Asian Subtropical and Chalk Downs biomes should now be spawning additional varieties of trees on some maps that were erroneously missing.\n* Reduced how often Sacred Sites are placed very close together; Sacred Sites now search for placement room on every team member’s contested zone before compromising.\n* Fixed an issue where players would spawn in random locations after restarting a match that used fixed spawn locations.\n`,\n },\n {\n title: \"AI\",\n civs: [],\n md: `\n ### Scouting\nSeveral improvements have been made to how the AI utilizes Scouts:\n* AI’s Scouts are now more aware of threats, avoiding them when possible and running away when attacked. They should avoid running through areas of high enemy concentration and no longer trail a large number of sheep into the opponent’s base. Sorry, no more free sheep deliveries.\n* Fixed issue where AI Scouts would get hung up on returning to only one area of the map. If a Scout is attacked at a location, it will now scout other locations for a while before returning.\n* AI’s Scouts will move more aggressively to locate the player earlier. On harder difficulties, this should make the AI able to execute early rushes and enhance their difficulty. (With Concealed and Explored map settings only)\n* AI with multiple Scouts now divvy up the world for scouting instead of crossing over into each other’s territories. (On Concealed and Explored map settings only)\n* Fixed an issue where the AI would unnecessarily use Scouts to observe the opponent when playing a game that has the Revealed map setting.\n* Fixed an issue where the AI’s Scouts were sometimes indecisive about what they should do when attacked by a wolf. Scouts will now attack a wolf if they can or flee.\n* AI will use fishing boats for scouting as minimally as possible, prioritizing fishing. This has helped increase the speed of the AI’s start on water maps.\n* AI Naval Scout scouting patterns have been improved and Scouts will actively seek out the enemy islands.\n\n### Map Interactions\nThe AI has learned some new ways to interact with its environment:\n* AI will now detect some map choke points (including river crossings and bridges) and will build Outposts and Keeps in these areas to control them.\nHow the AI scouts and utilizes resources on a water map has also been improved:\n* AI will colonize other islands on water maps and will take advantage of available resources.\n* AI land Scouts on water maps will make better decisions about where to land and monitor other players.\n* AI will move extra Villagers to colonized islands on water maps, which will result in better gathering and economy.\n* AI Fishing Boats will now garrison docks if they are threatened.\n* AI will now send Fishing Boats to gather deep sea fish.\n\n### Threat Assessment\nThe AI has a better sense of threats that players might pose, and can respond better to them:\n* Fixed an issue where the AI could sometimes over-react to the presence of a few enemy Scouts and then prioritize building Walls.\n* When facing multiple monks with relics, the AI now recognizes the extra monks as threats instead of only the first monk.\n* AI’s military units will always try to run away from a monk-unit performing conversion now (unless they are confident that they can kill the monk very quickly).\n* AI monk-units will not attempt to collect relics in dangerous areas and will flee if attacked while on its way to pick up a relic.\n* Fixed some cases of AI not bringing siege weapons when trying to attack enemy buildings behind Stone Walls.\n* Improved AI combat logic to reduce instances where the AI’s ranged units could get distracted and attack harmless buildings instead of helping the rest of its army fight enemy military units.\n* Fixed a bug where the AI sometimes failed to put a high enough priority on building military ships when behind in naval military power.\n* Fixed an issue where the AI could get stuck and not Age Up while at maximum population because its military is too weak.\n* Fixed an issue where sometimes groups of AI units would get distracted from their main objective by a side combat. The AI should complete the side combat and then continue onto, if possible, to their original target.\n* AI’s retreating armies won’t use formation anymore, so that they can get away faster.\n* Fixed an issue where the AI could frequently stop its army to grab only a couple additional units to add to it instead of keeping its army on task.\n\n### Approaching the End Game\nHow the AI approaches and responds to the end game has been improved.\n* AI now will prioritize finishing off enemies when it has advantage to do so.\n* Fixed an issue where the AI could save towards building a wonder even though it has a very strong military advantage.\n* Tuned the AI so that it is less picky about its army strength when the enemy religious victory timer is getting low. Before this could cause the AI to not attack enough even though the situation was desperate.\n* AI will now build more farms later in the game to support its larger armies.\n### Civ-Specific AI Changes\nHow the AI plays some civilizations has changed:\n* English (ENG) AI now knows it can build units at the Wynguard Palace Landmark.\n* Holy Roman Empire (HRE) AI now knows that it can garrison a monk in the Aachen Chapel Landmark.\n* Mongols (MON) AI will no longer idle while waiting for its Scout to locate a Stone Deposit, and their scouting logic has been improved to ensure they locate Stone Deposits earlier.\n\n### Other AI Changes\n* Easy AI won’t launch early raids against players anymore, especially during 1v1 matches.\n* Fixed a bug where the AI was not researching the technology Horticulture.\n* Fixed an issue where a group of the AI’s units could get separated after combat. The units should now maintain better group cohesion before and after combat.\n* Tuned AI market trading for resources so that the AI will trade when the needs for it are more important (such as Aging Up or being under immediate threat).\n* Fixed an issue where AI players were not attacking landmarks.\n\n `,\n changes: [],\n },\n {\n title: \"Modding\",\n civs: [],\n changes: [],\n md: `\n ### Mods\n* Thick Woods: Fixed an issue where cut trees could not be selected and Villagers could not be sent to gather those trees.\n* Royal Rumble: added Malians and Ottomans to the mod\n* Double Villagers: added Malians and Ottomans to the mod\n### Content Editor Updates\n* Fixed a bug for created maps where larger maps with only 2 spawn locations would still be available for more than 2 players to play it.\n* Fixed impasse interactivity for modded maps. Units can no longer walk-through impasse/non-interactive zones.\n* Fixed an editor crash that could occur when resizing a map with water and then using procedural map gen.\n`,\n },\n {\n title: \"Game\",\n civs: [],\n changes: [],\n md: `\n ### Stability & Performance\nWe’ve introduced mitigations for several networking issues, especially ones that cause disconnects & slowdowns during matchmaking, chatting, and loading. Networking in these scenarios should improve, but we are still working to fix the root cause. As we continue to monitor the situation, please let us know if you’re experiencing any issue by creating a ticket!\n* Fixed a rare crash that would occur with scouting in skirmish games.\n* Fixed a crash when quitting the game while a save is in progress.\n### Hotkey Updates\n* Fixed a Shift-queuing inconsistency issue found between the Grid Key and Remappable Hotkey layouts, so now shift-queuing functionality will be consistently prioritized over global hotkeys when available in both layouts. This means players can now press Shift + Q + A to queue multiple Farms quickly, or Shift + A to queue Attack Moves. Please note that assigning any other combo keys with Shift key will likely cause hotkey conflicts.\n* Players can now rebind the “Train scout” key under the “Mill / Hunting Cabin” category in the Fully Remappable Hotkeys layout.\n* A tooltip now appears in the hotkeys menu when a long hotkey name is trimmed for being too long.\n* Added new hotkeys for selecting naval military units exclusively from land military.\n### Shortcuts & Remappable Keys\n* Council Hall can now be accessed with Archery Range shortcuts.\n* The White Tower can now be accessed with Keep shortcuts.\n* Berkshire Palace can now be accessed with Keep shortcuts.\n* Red Palace can now be accessed Keep shortcuts.\n* Spasskaya Tower can now be accessed with Keep shortcuts.\n* Elzbach Palace can now be accessed with Keep shortcuts.\n* Astronomical Clocktower can now be accessed with Siege Workshops shortcuts.\n* College of Artillery can now be accessed with Siege Workshop shortcuts.\n* Palace of the Sultan changed from a Religious to Military Landmark and can now be accessed with Military shortcuts.\n* Abbey of the Trinity can now be accessed with Military shortcuts.\n* High Armory changed from Military to Technology Landmark and can now be accessed with Technology shortcuts.\n* House of Learning can now be accessed with Technology shortcuts\n* Royal Institute can now be accessed with Technology shortcuts.\n* Steppe Redoubt can now be accessed with Economy shortcuts.\n`,\n },\n\n {\n title: \"Campaign\",\n civs: [],\n changes: [],\n md: `\n ### General\n* The Panoramic Camera setting now works while playing Campaign and Art of War.\n### Art of War\n* The Art of War introduction cutscenes will no longer be skipped by any input except the ESC key.\n### Campaign Missions\n* The school of Cavalry now applies it’s 20% production speed bonus to itself in campaign.\n* Fixed the tooltip for Geoffroy Du Bois in the mission Combat of the Thirty.\n* Song Fortress mission now plays the correct video for Latin American Spanish players.\n* In the mission Novgorod, units no longer get stuck when dropped onto stone walls by a siege tower.\n* Fixed a potential crash in the Bremule Mission if you have active vision on all of the map when hidden units spawn.\n`,\n },\n ],\n};\n","import { PatchNotes } from \"../../types/patches\";\n\nexport const season2: PatchNotes = {\n id: \"season-two\",\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 buildId: 17718,\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 { patch100576 } from \"./patch-100576\";\nimport { patch10148 } from \"./patch-101048\";\nimport { patch1212638 } from \"./patch-1212638\";\nimport { patch1223327 } from \"./patch-1223327\";\nimport { patch14681 } from \"./patch-14681\";\nimport { serverSidePatch14681 } from \"./patch-14681-server-side\";\nimport { patch15965 } from \"./patch-15965\";\nimport { patch20249 } from \"./patch-20249\";\nimport { patch51148 } from \"./patch-51148\";\nimport { serverSidePatch51148 } from \"./patch-51148-server-side\";\nimport { patch61130 } from \"./patch-61130\";\nimport { patch71113 } from \"./patch-71113\";\nimport { patch82218 } from \"./patch-82218\";\nimport { patch91370 } from \"./patch-91370\";\nimport { patch92628 } from \"./patch-92628\";\nimport { season5 } from \"./season-five-705861\";\nimport { season4 } from \"./season-four-60878\";\nimport { season1 } from \"./season-one\";\nimport { s1ServerSide1 } from \"./season-one-server-side-patch\";\nimport { season3 } from \"./season-three-24916\";\nimport { season2 } from \"./season-two\";\n\nexport const patches = [\n season1,\n s1ServerSide1,\n patch14681,\n serverSidePatch14681,\n patch15965,\n season2,\n patch20249,\n season3,\n patch51148,\n serverSidePatch51148,\n season4,\n patch61130,\n season5,\n patch71113,\n patch82218,\n patch91370,\n patch92628,\n patch100576,\n patch10148,\n patch1212638,\n patch1223327,\n];\n"],"names":["patch100576","id","buildId","officialUrl","name","season","type","summary","introduction","date","Date","sections","title","civs","changes","subtitle","md","items","diff","note","patch10148","patch1212638","patch1223327","patch14681","description","serverSidePatch14681","patch15965","patch20249","patch51148","serverSidePatch51148","patch61130","patch71113","patch82218","patch91370","patch92628","season5","html","_tmpl$","season4","season1","s1ServerSide1","season3","season2","patches"],"mappings":"wCAEO,MAAMA,EAA0B,CACrCC,GAAI,eACJC,QAAS,OACTC,YAAa,oFACbC,KAAM,iBACNC,OAAQ,EACRC,KAAM,SACNC,QAAS,mHACTC,aAAe,8bAGfC,KAAM,IAAIC,KAAK,sBAAsB,EACrCC,SAAU,CACR,CACEC,MAAO,sBACPC,KAAM,CAAE,EACRC,QAAS,CAAA,CACX,EACA,CACEC,SAAU,gCACVF,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,sWAKP,EACA,CACED,SAAU,sBACVF,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,gQAGP,EACA,CACEJ,MAAO,oBACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,4xBA2BP,EACA,CACEJ,MAAO,kBACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,kgHAuDP,EACA,CACEJ,MAAO,WACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,qvNAkFP,EACA,CACEJ,MAAO,qBACPC,KAAM,CAAE,EACRC,QAAS,CAAA,CACX,EACA,CACEC,SAAU,0BACVF,KAAM,CAAE,EACRC,QAAS,CACP,CAIEG,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,mCAAmC,EAC5C,CAAC,OAAQ,6CAA6C,EACtD,CAAC,OAAQ,oDAAoD,CAAC,CAElE,EACA,CAEED,MAAO,CAAC,iBAAkB,iBAAkB,oBAAoB,EAChEJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,iCAAiC,CAAC,CACpD,EACA,CAEED,MAAO,CAAC,iBAAiB,EACzBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,gDAAgD,CAAC,CACnE,EACA,CAEED,MAAO,CAAC,eAAgB,qBAAsB,gBAAiB,qBAAqB,EACpFJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,uCAAuC,CAAC,CAC1D,EACA,CAEEN,MAAO,gDACPK,MAAO,CAAE,EACTJ,KAAM,CAAE,EACRK,KAAM,CAAE,EACRC,KAAO,kLACT,EACA,CAEEF,MAAO,CAAC,kCAAmC,gCAAgC,EAC3EJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,6GAA6G,CAAC,CAC/H,EACA,CAGED,MAAO,CAAC,kBAAkB,EAC1BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,+FAA+F,CAAC,CAClH,EACA,CAEED,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,KAAM,IAAI,EACjBK,KAAM,CAAC,CAAC,MAAO,2GAA2G,CAAC,CAC7H,EACA,CAEED,MAAO,CAAC,8BAA8B,EACtCJ,KAAM,CAAC,KAAM,IAAI,EACjBK,KAAM,CAAC,CAAC,MAAO,iGAAiG,CAAC,EAClH,CAEL,EACA,CACEN,MAAO,gCACPC,KAAM,CAAE,EACRC,QAAS,CAAA,CACX,EAEA,CACEC,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,wBAAyB,iBAAkB,+BAA+B,EAClFJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,0DAA0D,CAAC,CAC7E,EACA,CAEED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,yCAAyC,CAAC,CAC5D,EACA,CAEED,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,0CAA0C,CAAC,CAC7D,EACA,CAEED,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,yEAAyE,CAAC,EAC1F,CAEJ,EAGD,CACEH,SAAU,WACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAOEG,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,wCAAwC,EACjD,CAAC,OAAQ,6CAA6C,EACtD,CAAC,OAAQ,oEAAoE,EAC7E,CAAC,MAAO,0DAA0D,CAAC,CAEvE,EACA,CACED,MAAO,CAAC,eAAgB,uBAAwB,sCAAsC,EACtFJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,0DAA0D,CAAC,CAC5E,EACA,CACED,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,6HAA6H,CAAC,EAC9I,CAEJ,EAID,CACEH,SAAU,aACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAKEG,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,0DAA0D,EACnE,CAAC,OAAQ,mCAAmC,EAC5C,CAAC,OAAQ,uCAAuC,EAChD,CAAC,OAAQ,8CAA8C,CAAC,CAE5D,EACA,CAEED,MAAO,CACL,4BACA,0CACA,4CACA,yCAAyC,EAE3CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,gHAAgH,CAAC,CACnI,EACA,CAEED,MAAO,CAAC,kCAAkC,EAC1CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,0DAA0D,EACnE,CAAC,OAAQ,8CAA8C,CAAC,CAE5D,EACA,CAEED,MAAO,CAAC,kBAAmB,+BAA+B,EAC1DJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,uDAAuD,CAAC,CAC1E,EACA,CAEED,MAAO,CAAC,mCAAmC,EAC3CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6BAA6B,CAAC,CAChD,EACA,CAEED,MAAO,CAAC,2BAA4B,oBAAqB,cAAc,EACvEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,0IAA0I,CAAC,CAEvJ,EACA,CAEED,MAAO,CAAC,qCAAqC,EAC7CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,uFAAuF,CAAC,EACxG,CAEJ,EAGD,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,qDAAqD,CAAC,EACvE,CAEJ,EAMD,CACEH,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,wEAAwE,CAAC,CAC1F,EACA,CACED,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,0EAA0E,CAAC,EAC3F,CAEJ,EAID,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,gEAAgE,EACxE,CAAC,MAAO,+EAA+E,CAAC,EAE3F,CAEJ,EAID,CACEH,SAAU,SACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,yCAAyC,EAClD,CAAC,OAAQ,sCAAsC,CAAC,EAEnD,CAEJ,EAID,CACEH,SAAU,oBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,+BAAgC,eAAe,EACvDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,8HAA8H,CAAC,CACjJ,EACA,CACED,MAAO,CAAC,iCAAkC,eAAe,EACzDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6DAA6D,CAAC,CAChF,EACA,CACED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,yDAAyD,CAAC,EAC3E,CAEJ,EAID,CACEH,SAAU,WACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,8BAA8B,EACtCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,0FAA0F,EAClG,CAAC,MAAO,sFAAsF,CAAC,CAEnG,EACA,CACED,MAAO,CAAC,sBAAuB,yBAA0B,wBAAwB,EACjFJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,8EAA8E,CAAC,EAC/F,CAEJ,EAMD,CACEH,SAAU,eACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,+BAAgC,gCAAgC,EACxEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,uEAAuE,CAAC,EACxF,CAEJ,EAWD,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CAEP,CACEG,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,gEAAgE,CAAC,CAClF,EAED,CACED,MAAO,CAAC,6BAA8B,+BAA+B,EACrEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,uCAAuC,CAAC,CACzD,EACA,CACED,MAAO,CAAC,6BAA8B,8BAA8B,EACpEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6CAA6C,CAAC,CAChE,EACA,CACED,MAAO,CAAC,wBAAyB,+BAA+B,EAChEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,0FAA0F,CAAC,CAC5G,EACA,CACED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,oGAAoG,EAC5G,CAAC,MAAO,kDAAkD,EAC1D,CAAC,MAAO,8DAA8D,CAAC,CAE3E,EACA,CACEN,MAAO,mBACPK,MAAO,CAAE,EACTJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,mFAAmF,CAAC,CACtG,EACA,CACEN,MAAO,YACPK,MAAO,CAAE,EACTJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,kGAAkG,CAAC,EACnH,CAEJ,EAYD,CACEH,SAAU,sBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,kCAAkC,CAAC,CACrD,EACA,CACED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,yDAAyD,CAAC,CAC5E,EACA,CACED,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,wFAAwF,CAAC,CAC3G,EACA,CACED,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,yFAAyF,CAAC,CAC5G,EACA,CACED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,0FAA0F,CAAC,CAC7G,EACA,CACED,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,qEAAqE,CAAC,EACtF,CAEJ,EAQD,CACEH,SAAU,WACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,iCAAiC,EAC1C,CAAC,OAAQ,+BAA+B,CAAC,CAE7C,EACA,CACEN,MAAO,gBACPK,MAAO,CAAE,EACTJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,gGAAgG,CAAC,CACnH,EACA,CACED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,wEAAwE,CAAC,EAC1F,CAEJ,EAOD,CACEH,SAAU,MACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6CAA6C,CAAC,CAChE,EACA,CACED,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,+DAA+D,CAAC,CAClF,EACA,CACED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,wHAAwH,CAAC,EACzI,CAEL,EAEA,CACEN,MAAO,WACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,2NAIP,EACA,CACEJ,MAAO,wBACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,mHAKN,CAEL,ECxuBaI,EAAyB,CACpCnB,GAAI,cACJC,QAAS,MACTC,YAAa,qEACbC,KAAM,gBACNC,OAAQ,EACRC,KAAM,QACNC,QAAS,oIACTC,aAAe,gNAKfC,KAAM,IAAIC,KAAK,sBAAsB,EACrCC,SAAU,CACR,CACEC,MAAO,WACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,8/CAoBP,EACA,CACEJ,MAAO,qBACPC,KAAM,CAAE,EACRC,QAAS,CAAA,CACX,EACA,CACEC,SAAU,+BACVF,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,gYAMP,EACA,CACED,SAAU,0BACVF,KAAM,CAAE,EACRC,QAAS,CACP,CAEEG,MAAO,CAAC,eAAgB,aAAc,aAAc,sBAAuB,mBAAoB,oBAAoB,EACnHJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,kCAAkC,CAAC,CACrD,EACA,CAEED,MAAO,CAAC,gBAAiB,iBAAkB,aAAc,gBAAiB,kBAAmB,yBAAyB,EACtHJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,oCAAoC,CAAC,EACtD,CAEL,EACA,CACEN,MAAO,gCACPC,KAAM,CAAE,EACRC,QAAS,CAAA,CACX,EAEA,CACEC,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,+BAAgC,wBAAyB,+BAA+B,EAChGJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6FAA6F,CAAC,EAC/G,CAEJ,EAGD,CACEH,SAAU,WACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,kHAAkH,CAAC,EACnI,CAEJ,EAID,CACEH,SAAU,aACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,0CAA2C,4CAA6C,yCAAyC,EACzIJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,+CAA+C,CAAC,EAChEC,KAAM,kDACP,CAEJ,EAID,CACEJ,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAIEG,MAAO,CAAC,cAAe,8BAA8B,EACrDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,8EAA8E,EACvF,CAAC,OAAQ,yCAAyC,EAClD,CAAC,OAAQ,oCAAoC,CAAC,CAElD,EACA,CAEED,MAAO,CAAC,2BAA4B,YAAY,EAChDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,+FAA+F,CAAC,CAClH,EACA,CAEED,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,yDAAyD,CAAC,CAC5E,EACA,CAGED,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,6DAA6D,EACtE,CAAC,OAAQ,2CAA2C,CAAC,CAEzD,EACA,CAEED,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,2CAA2C,CAAC,EAC7D,CAEJ,EAID,CACEH,SAAU,SACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,eAAe,EACvBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,kCAAkC,CAAC,EACpD,CAEJ,EAKD,CACEH,SAAU,eACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAE,EACTL,MAAO,2BACPC,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6GAA6G,CAAC,EAC/H,CAEJ,EAOD,CACEH,SAAU,sBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,mDAAmD,CAAC,CACtE,EACA,CACED,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6CAA6C,CAAC,EAC/D,CAEJ,EAID,CACEH,SAAU,WACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,oCAAoC,CAAC,EACtD,CAEJ,EAID,CACEH,SAAU,MACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,0EAA0E,CAAC,EAC5F,CAEL,EAEA,CACEN,MAAO,WACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,soBAKP,EACA,CACEJ,MAAO,wBACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,mHAKN,CAEL,ECrRaK,EAA2B,CACtCpB,GAAI,gBACJC,QAAS,QACTE,KAAM,mBACNC,OAAQ,EACRC,KAAM,QACNH,YAAa,wEACbI,QAAS,iDACTC,aAAe,0TACfC,KAAM,IAAIC,KAAK,sBAAsB,EACrCC,SAAU,CACR,CACEC,MAAO,YACPC,KAAM,CAAE,EACRC,QAAS,CACP,CACEG,MAAO,CAAC,yBAA0B,0BAA2B,4BAA4B,EACzFJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,sHAAsH,CAAC,EACvI,EAEJ,CAEL,ECvBaI,EAA2B,CACtCrB,GAAI,gBACJC,QAAS,QACTE,KAAM,kBACNC,OAAQ,EACRC,KAAM,QACNH,YAAa,uEACbI,QAAS,8HACTC,aAAe,iQAEfC,KAAM,IAAIC,KAAK,sBAAsB,EACrCC,SAAU,CACR,CACEC,MAAO,UACPG,SAAU,iBACVF,KAAM,CAAE,EACRC,QAAS,CACP,CACEG,MAAO,CAAC,aAAa,EACrBJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,kCAAkC,EAC3C,CAAC,OAAQ,2CAA2C,EACpD,CAAC,OAAQ,yDAA0D,CAAC,IAAI,CAAC,CAAC,CAE9E,EACA,CACED,MAAO,CAAC,kCAAkC,EAC1CJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,mDAAmD,EAC5D,CAAC,OAAQ,4DAA4D,CAAC,EAExEC,KAAM,sKACR,EACA,CACEF,MAAO,CAAC,gBAAiB,eAAgB,gBAAgB,EACzDJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,yCAAyC,EAClD,CAAC,OAAQ,wCAAwC,EACjD,CAAC,OAAQ,0CAA0C,CAAC,CAExD,EACA,CACED,MAAO,CAAC,iBAAiB,EACzBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,mDAAmD,CAAC,CACtE,EACA,CACED,MAAO,CAAC,mCAAmC,EAC3CJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,4EAA4E,CAAC,CAC/F,EACA,CACED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,uGAAuG,CAAC,CAC1H,EACA,CACED,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,sCAAsC,EAC/C,CAAC,OAAQ,sCAAsC,EAC/C,CAAC,OAAQ,uCAAuC,EAChD,CAAC,OAAQ,6CAA6C,CAAC,CAE3D,EACA,CACED,MAAO,CAAC,iCAAiC,EACzCJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,sEAAsE,EAC/E,CAAC,OAAQ,8DAA8D,EACvE,CAAC,OAAQ,oDAAoD,CAAC,CAElE,EACA,CACED,MAAO,CAAC,0CAA0C,EAClDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,uDAAuD,CAAC,EACzE,CAEL,EACA,CACEH,SAAU,aACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,0FAA0F,CAAC,CAC5G,EACA,CACED,MAAO,CAAC,kBAAkB,EAC1BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,wCAAwC,CAAC,EACzD,CAEL,EACA,CACEH,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,wDAAwD,CAAC,CAC3E,EACA,CACED,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,mDAAmD,CAAC,CACtE,EACA,CACED,MAAO,CAAC,iCAAkC,uBAAwB,iCAAiC,EACnGJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,gDAAgD,CAAC,CACnE,EACA,CACED,MAAO,CAAC,8BAA8B,EACtCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,gDAAgD,CAAC,EAClE,CAEL,EACA,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,kCAAkC,EAC1CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,uEAAuE,CAAC,CACzF,EACA,CACED,MAAO,CAAC,uBAAuB,EAC/BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,uEAAuE,CAAC,EACxF,CAEL,EACA,CACEH,SAAU,WACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,qCAAqC,CAAC,CACxD,EACA,CACED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,qDAAqD,CAAC,CACxE,EACA,CACED,MAAO,CAAC,eAAe,EACvBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,4CAA4C,CAAC,CAC/D,EACA,CACED,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,yDAAyD,EAClE,CAAC,OAAQ,8CAA8C,CAAC,CAE5D,EACA,CACED,MAAO,CAAC,uBAAuB,EAC/BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,2DAA2D,EACpE,CAAC,OAAQ,8CAA8C,CAAC,CAE5D,EACA,CACED,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,qCAAqC,CAAC,CACxD,EACA,CACED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,yFAAyF,EAClG,CAAC,OAAQ,2FAA2F,CAAC,EAExG,CAEL,EACA,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,iBAAiB,EACzBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,mCAAmC,CAAC,CACtD,EACA,CACED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,qCAAqC,EAC9C,CAAC,OAAQ,qDAAqD,CAAC,CAEnE,EACA,CACED,MAAO,CAAC,uBAAuB,EAC/BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,2DAA2D,CAAC,CAC9E,EACA,CACED,MAAO,CAAC,YAAY,EACpBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,8CAA8C,EACvD,CAAC,OAAQ,4CAA4C,CAAC,CAE1D,EACA,CACED,MAAO,CAAC,aAAa,EACrBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,kCAAkC,EAC1C,CAAC,OAAQ,2CAA2C,CAAC,CAEzD,EACA,CACED,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,iCAAiC,EAC1C,CAAC,OAAQ,2CAA2C,EACpD,CAAC,OAAQ,yCAAyC,CAAC,CAEvD,EACA,CACED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,0HAA0H,EAClI,CAAC,MAAO,sGAAsG,CAAC,CAEnH,EACA,CACED,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,wHAAwH,CAAC,EACzI,CAEL,EACA,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,YAAY,EACpBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,mFAAmF,CAAC,CACrG,EACA,CACED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,qGAAqG,CAAC,CACvH,EACA,CACED,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,4HAA4H,CAAC,EAC7I,CAEL,EACA,CACEH,SAAU,WACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,mCAAmC,EAC3C,CAAC,OAAQ,wDAAwD,EACjE,CAAC,OAAQ,wDAAwD,EACjE,CAAC,MAAO,uDAAuD,CAAC,CAEpE,EACA,CACED,MAAO,CACL,uBACA,uBACA,qBACA,iBACA,0BACA,mBACA,2BACA,wBACA,uBACA,sBACA,qBACA,qBAAqB,EAEvBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,sEAAsE,CAAC,EACxF,CAEL,EACA,CACEH,SAAU,WACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,uFAAuF,EAC/F,CAAC,MAAO,8DAA8D,CAAC,CAE3E,EACA,CACED,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,gGAAgG,CAAC,EACjH,CAEL,EACA,CACEH,SAAU,sBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,uBAAuB,EAC/BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,sHAAsH,CAAC,CACzI,EACA,CACED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,6HAA6H,CAAC,EAC9I,EAEJ,CAEL,EC1VaK,EAAyB,CACpCtB,GAAI,cACJC,QAAS,MACTE,KAAM,cACNC,OAAQ,EACRC,KAAM,QACNH,YAAa,mEACbI,QAAS,yHACTC,aAAe,ohCAGfC,KAAM,IAAIC,KAAK,YAAY,EAC3BC,SAAU,CACR,CACEC,MAAO,kBACPC,KAAM,CAAE,EACRC,QAAS,CACP,CAEEG,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,iEAAiE,CAAC,CACpF,EACA,CAIED,MAAO,CAAC,+BAAgC,uBAAwB,mBAAmB,EACnFJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,kEAAkE,EAC3E,CAAC,OAAQ,qEAAqE,EAC9E,CAAC,OAAQ,yEAAyE,EAClF,CAAC,MAAO,iHAAiH,CAAC,EAE7H,CAEL,EACA,CACEN,MAAO,YACPC,KAAM,CAAE,EACRC,QAAS,CACP,CAEEG,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,6HAA6H,CAAC,CAC/I,EAEA,CAEED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,yFAAyF,CAAC,EAC1G,CAEL,EACA,CACEN,MAAO,cACPY,YAAa,0DACbX,KAAM,CAAE,EACRC,QAAS,CACP,CAIEG,MAAO,CAAE,EACTJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,MAAO,qIAAqI,EAC7I,CACE,OACA,wJAAwJ,CACzJ,EAEHC,KAAM,8HACR,EACA,CACEF,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAE,EACRK,KAAM,CACJ,CACE,OACA,+KAA+K,CAChL,EAEHC,KAAM,2RACR,EACA,CAIEF,MAAO,CAAC,YAAY,EACpBJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,sIAAsI,CAAC,EAElJC,KAAM,oXACR,EACA,CAGEF,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAE,EACRK,KAAM,CACJ,CACE,OACA,gJAAgJ,CACjJ,EAEHC,KAAM,uGACR,EACA,CAIEF,MAAO,CAAC,kBAAkB,EAC1BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,mFAAmF,CAAC,EACpGC,KAAM,2TACR,EAEA,CAGEF,MAAO,CAAC,kBAAkB,EAC1BJ,KAAM,CAAE,EACRK,KAAM,CACJ,CACE,MACA,qJAAqJ,CACtJ,CAEL,EACA,CAQED,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,iIAAiI,EAC1I,CAAC,OAAQ,iEAAiE,EAC1E,CACE,MACA,sNAAsN,EAExN,CAAC,MAAO,2FAA2F,CAAC,EAEtGC,KAAM,yRACP,EAEJ,CAEL,EC9JaM,EAAmC,CAC9CxB,GAAI,0BACJC,QAAS,MACTE,KAAM,2BACNC,OAAQ,EACRC,KAAM,QACNH,YAAa,+EACbI,QAAS,oIACTC,aAAe,6YACfC,KAAM,IAAIC,KAAK,0BAA0B,EACzCC,SAAU,CACR,CACEC,MAAO,kBACPC,KAAM,CAAE,EACRC,QAAS,CACP,CAEEG,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,wCAAwC,EACjD,CAAC,OAAQ,kDAAkD,CAAC,EAE9DC,KAAM,0JACP,CAEL,EACA,CACEJ,SAAU,WACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,gCAAiC,yBAA0B,yCAA0C,2BAA2B,EACxIJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,mFAAmF,CAAC,EACpGC,KAAM,kOACP,CAEL,EACA,CACEJ,SAAU,oBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CAEP,CACEG,MAAO,CAAE,EACTJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,8DAA8D,CAAC,EAC/EC,KAAM,2RACR,EACA,CAEEF,MAAO,CAAC,eAAe,EACvBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,wDAAwD,EACjE,CAAC,MAAO,kEAAkE,CAAC,EAE7EC,KAAM,yoBACP,CAEL,EACA,CACEJ,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,yGAAyG,CAAC,EAC1HC,KAAM,4OACR,EACA,CAEEF,MAAO,CAAC,YAAY,EACpBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,mEAAmE,CAAC,EACpFC,KAAM,2SACP,CAEL,EACA,CACEP,MAAO,OACPC,KAAM,CAAE,EACRW,YACE,4JACFV,QAAS,CACP,CAQEG,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAE,EACRK,KAAM,CACJ,CACE,MACA,+KAA+K,CAChL,EAEHC,KAAM,sMACP,CAEL,EACA,CACEP,MAAO,gBACPC,KAAM,CAAE,EACRW,YAAc,iaACdV,QAAS,CAAA,EACV,CAEL,ECpHaY,EAAyB,CACpCzB,GAAI,cACJC,QAAS,MACTE,KAAM,cACNC,OAAQ,EACRC,KAAM,QACNH,YAAa,mEACbI,QAAS,uBACTC,aAAe,sRACfC,KAAM,IAAIC,KAAK,YAAY,EAC3BC,SAAU,CACR,CACEC,MAAO,kBACPC,KAAM,CAAE,EACRC,QAAS,CACP,CACEG,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,2GAA2G,CAAC,EAC5H,CAEL,EACA,CACEN,MAAO,gBACPC,KAAM,CAAE,EACRC,QAAS,CACP,CACEG,MAAO,CAAE,EACTJ,KAAM,CAAE,EACRK,KAAM,CACJ,CACE,MACA,0JAA0J,EAE5J,CAAC,MAAO,0GAA0G,EAClH,CACE,MACA,mLAAmL,CACpL,EAEJ,CAEL,EACA,CACEN,MAAO,cACPY,YAAc,gjCAOdX,KAAM,CAAE,EACRC,QAAS,CAAA,EACV,CAEL,ECxDaa,EAAyB,CACpC1B,GAAI,cACJC,QAAS,MACTE,KAAM,cACNC,OAAQ,EACRC,KAAM,QACNH,YAAa,mEACbI,QAAS,8IACTC,aAAe,6lBAQfC,KAAM,IAAIC,KAAK,yBAAyB,EACxCC,SAAU,CACR,CACEC,MAAO,UACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,2oCAiBP,EACA,CACEJ,MAAO,OACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,sQAMP,EACA,CACEJ,MAAO,kBACPC,KAAM,CAAE,EACRC,QAAS,CAAA,CACX,EACA,CACEC,SAAU,eACVF,KAAM,CAAE,EACRC,QAAS,CACP,CAGEG,MAAO,CAAC,8BAA8B,EACtCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,oDAAoD,CAAC,EACrEC,KAAM,uTACR,EACA,CAEEF,MAAO,CAAC,kCAAkC,EAC1CJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,0DAA0D,EACnE,CAAC,OAAQ,8CAA8C,CAAC,CAE5D,EACA,CAEED,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,8CAA8C,CAAC,EAChE,CAEL,EACA,CACEH,SAAU,QACVF,KAAM,CAAE,EACRC,QAAS,CACP,CAGEG,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,iCAAiC,CAAC,EAClDC,KAAM,sPACR,EACA,CAKEF,MAAO,CAAC,aAAa,EACrBJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,kDAAkD,EAC3D,CAAC,OAAQ,qCAAqC,EAC9C,CAAC,MAAO,sDAAsD,CAAC,EAEjEC,KAAM,2PACP,EAGD,CACEF,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,qGAAqG,EAC9G,CAAC,OAAQ,kFAAkF,CAAC,CAEhG,EACA,CACED,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,qHAAqH,EAC9H,CAAC,OAAQ,kGAAkG,CAAC,CAEhH,EACA,CACED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,KAAM,KAAM,KAAM,KAAM,KAAM,KAAM,IAAI,EAC/CK,KAAM,CACJ,CAAC,OAAQ,qGAAqG,EAC9G,CAAC,OAAQ,kFAAkF,CAAC,EAE/F,CAEL,EACA,CACEH,SAAU,YACVF,KAAM,CAAE,EACRC,QAAS,CACP,CAGEG,MAAO,CAAC,wBAAyB,gCAAiC,iBAAkB,oBAAqB,qBAAqB,EAC9HJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,4CAA4C,CAAC,EAC7DC,KAAM,iRACR,EACA,CAKEF,MAAO,CAAC,wBAAyB,+BAA+B,EAChEJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,6DAA6D,EACtE,CAAC,OAAQ,6DAA6D,EACtE,CAAC,OAAQ,uCAAuC,CAAC,EAEnDC,KAAM,mOACR,EACA,CAKEF,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,kCAAkC,EAC3C,CAAC,OAAQ,6CAA6C,EACtD,CAAC,OAAQ,uDAAuD,CAAC,EAEnEC,KAAM,0QACP,CAEL,EACA,CAIEJ,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,iCAAiC,EAC1C,CAAC,OAAQ,qCAAqC,CAAC,EAElD,CAEL,EACA,CAIEH,SAAU,SACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,uBAAuB,EAC/BJ,KAAM,CAAE,EACRK,KAAM,CACJ,CACE,OACA,qJAAqJ,CACtJ,EAEHC,KAAM,+QACP,CAEL,EACA,CAEEJ,SAAU,oBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAIEG,MAAO,CAAE,EACTJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,qDAAqD,CAAC,EACtEC,KAAM,mNACR,EACA,CAGEF,MAAO,CAAC,eAAe,EACvBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,yDAAyD,CAAC,EAC1EC,KAAM,yKACP,CAEL,EACA,CAGEJ,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,eAAe,EACvBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,+CAA+C,CAAC,EACjE,CAEL,EAEA,CACEN,MAAO,OACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,g0CAOP,EAEA,CACEJ,MAAO,YACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,qbAIP,EACA,CACEJ,MAAO,gBACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,2oBAMP,EACA,CACEJ,MAAO,wBACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,6jDAWN,CAEL,EClTaY,EAAyB,CACpC3B,GAAI,cACJC,QAAS,MACTE,KAAM,gBACNC,OAAQ,EACRC,KAAM,QACNH,YAAa,mEACbI,QAAS,yEACTC,aAAe,szBAKfC,KAAM,IAAIC,KAAK,yBAAyB,EACxCC,SAAU,CACR,CACEC,MAAO,kBACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,y8EA4CP,EACA,CACEJ,MAAO,QACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,izBAWP,EACA,CACEJ,MAAO,WACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,ywCAiBP,EAEA,CACEJ,MAAO,UACPC,KAAM,CAAE,EACRC,QAAS,CAAA,CACX,EACA,CACEC,SAAU,wBACVF,KAAM,CAAE,EACRC,QAAS,CACP,CAEEG,MAAO,CACL,gBACA,iBACA,gBACA,aACA,aACA,aACA,kBACA,iBACA,aACA,yBAAyB,EAE3BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,uDAAuD,CAAC,CAC1E,EACA,CAGED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,qCAAqC,EAC9C,CAAC,OAAQ,6DAA6D,CAAC,EAE1E,CAEL,EACA,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAOEG,MAAO,CAAE,EACTL,MAAO,SACPC,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,0CAA0C,EACnD,CAAC,OAAQ,qDAAqD,EAC9D,CACE,MACA,gMAAgM,CACjM,CAEL,EACA,CAKED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,oCAAoC,EAC7C,CAAC,OAAQ,qCAAqC,CAAC,CAEnD,EACA,CAEED,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CACE,MACA,qJAAqJ,CACtJ,CAEL,EACA,CAGED,MAAO,CAAC,kBAAkB,EAC1BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,iGAAiG,CAAC,CACnH,EACA,CAGED,MAAO,CAAC,iCAAiC,EACzCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,gHAAgH,CAAC,CAClI,EACA,CAGEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAE,EACTC,KAAM,CAAC,CAAC,MAAO,yGAAyG,CAAC,EAC1H,CAEL,EACA,CACEH,SAAU,WACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAGEG,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,oFAAoF,EAC5F,CAAC,MAAO,iGAAiG,CAAC,CAE9G,EACA,CACED,MAAO,CAAC,cAAc,EAGtBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,yIAAyI,EACjJ,CAAC,MAAO,iGAAiG,CAAC,EAE7G,CAEL,EACA,CACEH,SAAU,MACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,mFAAmF,CAAC,EACpG,CAEL,EACA,CACEN,MAAO,OACPC,KAAM,CAAE,EACRG,GAAK,4iCAoBLF,QAAS,CAAA,EACV,CAEL,ECjRae,EAAmC,CAC9C5B,GAAI,0BACJC,QAAS,MACTE,KAAM,6BACNC,OAAQ,EACRC,KAAM,QACNH,YAAa,mFACbI,QAAS,8FACTC,aAAe,wVACfC,KAAM,IAAIC,KAAK,0BAA0B,EACzCC,SAAU,CACR,CACEC,MAAO,UACPC,KAAM,CAAE,EACRC,QAAS,CACP,CAGEG,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,2CAA2C,CAAC,EAC5DC,KAAM,mIACP,CAEL,EACA,CACEP,MAAO,UACPC,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,0BAA2B,0BAA2B,uBAAwB,sBAAsB,EAC5GJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,yEAAyE,CAAC,CAC3F,EACA,CAEED,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,8CAA8C,CAAC,CACjE,EACA,CAEED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6CAA6C,CAAC,CAChE,EACA,CAEED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6DAA6D,CAAC,CAChF,EACA,CAEED,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6CAA6C,CAAC,CAChE,EACA,CAGED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,oHAAoH,CAAC,EACrIC,KAAM,6KACR,EACA,CAGEF,MAAO,CAAC,gCAAiC,mBAAmB,EAC5DJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,sCAAsC,CAAC,EACvDC,KAAM,gGACP,CAEL,EACA,CACEP,MAAO,UACPC,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAGEG,MAAO,CAAE,EACTL,MAAO,SACPC,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,yCAAyC,CAAC,EAC1DC,KAAM,gMACP,CAEL,EACA,CACEP,MAAO,UACPC,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAGEG,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6DAA6D,CAAC,EAC9EC,KAAM,8HACP,CAEL,EACA,CACEP,MAAO,gBACPC,KAAM,CAAE,EACRG,GAAK,8sBAGLF,QAAS,CAAA,EACV,CAEL,ECnHagB,EAAyB,CACpC7B,GAAI,cACJC,QAAS,MACTE,KAAM,gBACNC,OAAQ,EACRC,KAAM,QACNC,QAAS,gIACTJ,YAAa,iFACbK,aAAe,04BAKfC,KAAM,IAAIC,KAAK,YAAY,EAC3BC,SAAU,CACR,CACEC,MAAO,UACPE,QAAS,CAAE,EACXD,KAAM,CAAE,EACRG,GAAK,86CAUP,EACA,CACEJ,MAAO,8BACPI,GAAK,s2BAQLF,QAAS,CAAE,EACXD,KAAM,CAAA,CACR,EACA,CACED,MAAO,kBACPE,QAAS,CAAE,EACXD,KAAM,CAAA,CACR,EACA,CACEE,SAAU,UACVF,KAAM,CAAE,EACRC,QAAS,CACP,CAGEG,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,8BAA8B,CAAC,EAC/CC,KAAM,oOACR,EACA,CAQEF,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,0DAA0D,EACnE,CAAC,OAAQ,gCAAgC,EACzC,CAAC,OAAQ,8BAA8B,EACvC,CAAC,OAAQ,oDAAoD,EAC7D,CAAC,OAAQ,kDAAkD,CAAC,CAEhE,EACA,CAOED,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,0DAA0D,EACnE,CAAC,OAAQ,gCAAgC,EACzC,CAAC,OAAQ,8BAA8B,EACvC,CAAC,OAAQ,oDAAoD,EAC7D,CAAC,OAAQ,kDAAkD,CAAC,EAG9DC,KAAM,qUACR,EACA,CAEEF,MAAO,CAAC,iCAAiC,EACzCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,wFAAwF,CAAC,EAC1G,CAEL,EACA,CACEH,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAIEG,MAAO,CAAC,0BAA2B,2BAA2B,EAC9DJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,qHAAqH,CAAC,CACxI,EACA,CAGED,MAAO,CAAC,6BAA8B,2BAA2B,EACjEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,gGAAgG,CAAC,CACnH,EACA,CAIED,MAAO,CAAC,yCAA0C,4BAA6B,2BAA2B,EAC1GJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,iFAAiF,CAAC,EACnG,CAEL,EACA,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,oGAAoG,CAAC,EACrH,CAEL,EACA,CACEH,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,oCAAoC,EAC5CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,8GAA8G,CAAC,CACjI,EACA,CAEED,MAAO,CAAC,iCAAiC,EACzCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6CAA6C,CAAC,CAChE,EACA,CAEED,MAAO,CAAC,qCAAqC,EAC7CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CACE,MACA,8JAA8J,CAC/J,CAEL,EACA,CAEED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,uEAAuE,CAAC,EACxF,CAEL,EACA,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,kCAAkC,EAC1CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6DAA6D,CAAC,CAChF,EACA,CAEED,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,gFAAgF,CAAC,EACjG,CAEL,EACA,CACEH,SAAU,SACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,uBAAuB,EAC/BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,+EAA+E,CAAC,CAClG,EACA,CAEED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,+EAA+E,CAAC,EAChG,CAEL,EACA,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,YAAY,EACpBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,0CAA0C,CAAC,EAC3DC,KAAM,gGACR,EACA,CAEEF,MAAO,CAAE,EACTJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,gDAAgD,CAAC,EACjE,CAEL,EACA,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,uFAAuF,CAAC,CAC1G,EACA,CAEED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,wDAAwD,CAAC,EAC1E,CAEL,EACA,CACEH,SAAU,WACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,uBAAwB,sBAAsB,EACtDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,0FAA0F,CAAC,CAC7G,EACA,CAEED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,iDAAiD,EAC1D,CAAC,OAAQ,yCAAyC,CAAC,CAEvD,EACA,CAEED,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,4DAA4D,CAAC,EAC7E,CAEL,EACA,CACEN,MAAO,WACPE,QAAS,CAAE,EACXD,KAAM,CAAE,EACRG,GAAK,0WAuBP,EACA,CACEJ,MAAO,YACPE,QAAS,CAAE,EACXD,KAAM,CAAE,EACRG,GAAK,yeAKN,CAEL,EChUae,EAAyB,CACpC9B,GAAI,cACJC,QAAS,MACTC,YAAa,kFACbC,KAAM,gBACNC,OAAQ,EACRC,KAAM,QACNC,QAAS,4IACTC,aAAe,6ZAUfC,KAAM,IAAIC,KAAK,sBAAsB,EACrCC,SAAU,CACR,CACEC,MAAO,wBACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,8iEAgBP,EACA,CACEJ,MAAO,OACPC,KAAM,CAAE,EACRG,GAAI,8JACJF,QAAS,CAAA,CACX,EACA,CACEF,MAAO,WACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,8+BAaP,EACA,CACEJ,MAAO,OACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,kTAMP,EACA,CACEJ,MAAO,qBACPC,KAAM,CAAE,EACRC,QAAS,CAAA,CACX,EACA,CACEC,SAAU,6BACVF,KAAM,CAAE,EACRG,GAAK,0IAILF,QAAS,CAAA,CACX,EACA,CACEC,SAAU,mDACVF,KAAM,CAAE,EAERC,QAAS,CACP,CAIEG,MAAO,CAAC,YAAY,EACpBJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,MAAO,wDAAwD,EAChE,CAAC,OAAQ,wDAAwD,CAAC,EAEpEC,KAAM,wEACR,EACA,CAGEF,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,uCAAuC,CAAC,CACzD,EACA,CAEED,MAAO,CAAC,iBAAkB,iCAAiC,EAC3DJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,kDAAkD,CAAC,CACrE,EACA,CAIED,MAAO,CAAC,iBAAkB,0BAA0B,EACpDJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,0CAA0C,EACnD,CAAC,OAAQ,gFAAgF,CAAC,EAE5FC,KAAM,icACR,EACA,CAGEF,MAAO,CAAC,gBAAiB,qBAAqB,EAC9CJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,iDAAiD,CAAC,EAClEC,KAAM,gMACR,EACA,CAGEF,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,mFAAmF,CAAC,EACnGC,KAAM,kHACR,EACA,CAEEF,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,gGAAgG,CAAC,CAClH,EACA,CAEED,MAAO,CAAE,EACTJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,8FAA8F,CAAC,CAChH,EACA,CAEED,MAAO,CAAC,iBAAkB,gBAAiB,sBAAuB,kBAAmB,2BAA4B,+BAA+B,EAChJJ,KAAM,CAAE,EACRK,KAAM,CACJ,CACE,MACA,4KAA4K,EAE9K,CAAC,MAAO,oGAAoG,CAAC,EAEhH,CAEL,EACA,CACEH,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAGEG,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,oFAAoF,CAAC,EACrGC,KAAM,4HACP,CAEL,EACA,CACEJ,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAGEG,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,oDAAoD,CAAC,CACvE,EACA,CAIED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,gDAAgD,EACzD,CAAC,OAAQ,4DAA4D,CAAC,CAE1E,EACA,CAEED,MAAO,CAAC,iCAAiC,EACzCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,mEAAmE,CAAC,EACrF,CAEL,EACA,CACEH,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAKEG,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,+CAA+C,EACxD,CAAC,OAAQ,iDAAiD,CAAC,EAE7DC,KAAM,0TACR,EACA,CAIEF,MAAO,CAAC,8BAA+B,6BAA6B,EACpEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,uDAAuD,EAChE,CAAC,OAAQ,yDAAyD,CAAC,CAEvE,EACA,CAEED,MAAO,CAAC,8BAA+B,6BAA6B,EACpEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,qEAAqE,CAAC,EACvF,CAEL,EACA,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAIEG,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,yEAAyE,EAClF,CAAC,MAAO,8DAA8D,CAAC,CAE3E,EACA,CAEED,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,kEAAkE,CAAC,EACpF,CAEL,EACA,CACEH,SAAU,WACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,gDAAgD,CAAC,CACnE,EACA,CAEED,MAAO,CAAC,8BAA8B,EACtCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,+CAA+C,CAAC,EACjE,CAEL,EACA,CACEH,SAAU,MACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAIEG,MAAO,CAAC,oBAAqB,eAAe,EAC5CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,sDAAsD,EAC/D,CAAC,OAAQ,sDAAsD,CAAC,CAEpE,EACA,CAEED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,qFAAqF,CAAC,CACvG,EACA,CAEED,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,oEAAoE,CAAC,EACtF,EAEJ,CAEL,ECrUac,EAAyB,CACpC/B,GAAI,cACJC,QAAS,MACTC,YAAa,qEACbC,KAAM,gBACNC,OAAQ,EACRC,KAAM,QACNC,QAAS,8IACTC,aAAe,+dAGfC,KAAM,IAAIC,KAAK,sBAAsB,EACrCC,SAAU,CACR,CACEC,MAAO,gBACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,2iFAwDP,EACA,CACEJ,MAAO,WACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,+vCAqBP,EACA,CACEJ,MAAO,qBACPC,KAAM,CAAE,EACRC,QAAS,CACP,CAEEG,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,gDAAgD,CAAC,CACnE,EACA,CAEED,MAAO,CAAC,sBAAuB,gCAAgC,EAC/DJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,mEAAmE,CAAC,EACpFC,KAAM,2OACR,EACA,CAEEF,MAAO,CAAC,gBAAiB,eAAgB,oBAAoB,EAC7DJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,2DAA2D,CAAC,CAC9E,EACA,CAGED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,gEAAgE,EACzE,CAAC,OAAQ,2DAA2D,CAAC,EAEvEC,KAAM,0EACR,EACA,CAEEF,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,uCAAuC,CAAC,CAC1D,CAAC,EAEHF,GAAK,q7BAaP,EACA,CACEJ,MAAO,gCACPC,KAAM,CAAE,EACRC,QAAS,CAAA,CACX,EAEA,CACEC,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,mDAAmD,CAAC,EACnEC,KAAM,2FACP,CAEL,EACA,CACEJ,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,uFAAuF,CAAC,EACvGC,KAAM,uNACP,CAEL,EACA,CACEJ,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,oBAAqB,yBAAyB,EACtDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,+EAA+E,CAAC,EAChGC,KAAM,oEACP,CAEL,EACA,CACEJ,SAAU,SACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,2EAA2E,CAAC,EAC7F,CAEL,EACA,CACEH,SAAU,oBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAGEG,MAAO,CAAC,iCAAiC,EACzCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,kFAAkF,CAAC,CACrG,EACA,CAEED,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,0DAA0D,CAAC,CAC7E,EACA,CAEED,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,wCAAwC,CAAC,EAC1D,CAEL,EACA,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAGEG,MAAO,CAAC,yBAA0B,uBAAuB,EACzDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,mDAAmD,EAC5D,CAAC,OAAQ,yDAAyD,CAAC,CAEvE,EACA,CAEED,MAAO,CAAC,iCAAiC,EACzCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,mDAAmD,CAAC,EACrE,CAEL,EACA,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAKEG,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,0DAA0D,EACnE,CAAC,OAAQ,2BAA2B,EACpC,CAAC,MAAO,0CAA0C,EAClD,CAAC,MAAO,wCAAwC,CAAC,CAErD,EACA,CAEED,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,8DAA8D,CAAC,EAC/EC,KAAM,8DACR,EACA,CAEEF,MAAO,CAAC,iBAAkB,uBAAuB,EACjDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,gEAAgE,CAAC,EAClF,CAEL,EACA,CACEH,SAAU,WACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,oDAAoD,CAAC,CACvE,EACA,CAGED,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6CAA6C,CAAC,EAC9DC,KAAM,8IACR,EACA,CAKEF,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,2DAA2D,EACpE,CAAC,OAAQ,iCAAiC,EAC1C,CAAC,OAAQ,0CAA0C,CAAC,CAExD,EACA,CAEED,MAAO,CAAC,wCAAwC,EAChDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6DAA6D,CAAC,EAC/E,CAEL,EACA,CACEH,SAAU,MACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,aAAa,EACrBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,gFAAgF,CAAC,CACnG,EACA,CAKED,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,4DAA4D,EACrE,CAAC,OAAQ,0DAA0D,EACnE,CAAC,OAAQ,uDAAuD,CAAC,EAEpE,CAEL,EACA,CACEN,MAAO,UACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,olCAeP,EACA,CACEJ,MAAO,wBACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,o+BAiBN,CAEL,EC/YaiB,EAAyB,CACpChC,GAAI,cACJC,QAAS,MACTC,YAAa,qEACbC,KAAM,gBACNC,OAAQ,EACRC,KAAM,QACNC,QAAS,iIACTC,aAAe,o4BAafC,KAAM,IAAIC,KAAK,sBAAsB,EACrCC,SAAU,CACR,CACEC,MAAO,+BACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,yYAIP,EACA,CACEJ,MAAO,kBACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,kxDAkBP,EACA,CACEJ,MAAO,WACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,omEAkCP,EACA,CACEJ,MAAO,OACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,88DAgDP,EACA,CACEJ,MAAO,qBACPC,KAAM,CAAE,EACRC,QAAS,CAAA,CACX,EACA,CACEC,SAAU,6BACVF,KAAM,CAAE,EACRC,QAAS,CACP,CAEEG,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,0DAA0D,CAAC,CAC7E,EACA,CAEED,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,2DAA2D,CAAC,CAC7E,EACA,CAEED,MAAO,CAAC,0BAA2B,uBAAwB,mCAAmC,EAC9FJ,KAAM,CAAE,EACRK,KAAM,CACJ,CACE,MACA,6JAA6J,CAC9J,CAEL,EACA,CAEED,MAAO,CAAC,4BAA6B,0BAA2B,mCAAmC,EACnGJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,oGAAoG,CAAC,CACtH,EACA,CAGED,MAAO,CAAE,EACTJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,MAAO,qGAAqG,EAC7G,CAAC,MAAO,oFAAoF,CAAC,EAEhG,CAEL,EACA,CACEH,SAAU,oCACVF,KAAM,CAAE,EACRC,QAAS,CACP,CAGEG,MAAO,CAAC,gCAAiC,0CAA0C,EACnFJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,8CAA8C,CAAC,CACjE,EACA,CAEED,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,4CAA4C,CAAC,CAC/D,EACA,CAEED,MAAO,CAAC,iBAAkB,sBAAsB,EAChDJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,qCAAqC,CAAC,CACxD,EACA,CAEED,MAAO,CAAC,iBAAiB,EACzBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,qCAAqC,CAAC,EACvD,CAEL,EACA,CACEN,MAAO,gCACPC,KAAM,CAAE,EACRC,QAAS,CAAA,CACX,EACA,CACEC,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAGEG,MAAO,CAAC,4BAA6B,yBAAyB,EAC9DJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,iGAAiG,CAAC,EAClH,CAEL,EACA,CACEH,SAAU,aACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAE,EACTJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,0CAA0C,CAAC,CAC7D,EACA,CAKED,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,uDAAuD,EAChE,CAAC,OAAQ,kGAAkG,EAC3G,CAAC,OAAQ,+DAA+D,CAAC,CAE7E,EACA,CAEED,MAAO,CAAC,qCAAqC,EAC7CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,6EAA6E,CAAC,CAC/F,EACA,CAGED,MAAO,CAAC,kBAAkB,EAC1BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,qDAAqD,CAAC,CACxE,EACA,CAIED,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,kFAAkF,EAC3F,CAAC,MAAO,wFAAwF,CAAC,CAErG,EACA,CAEED,MAAO,CAAC,yBAA0B,qBAAqB,EACvDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,0HAA0H,CAAC,CAC5I,EACA,CAGED,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,oIAAoI,EAC5I,CAAC,MAAO,qHAAqH,CAAC,CAElI,EACA,CAEED,MAAO,CAAE,EACTJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,+DAA+D,CAAC,EAChF,CAEL,EACA,CACEH,SAAU,SACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6DAA6D,CAAC,EAC/E,CAEL,EACA,CACEH,SAAU,WACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAKEG,MAAO,CAAC,gBAAiB,yBAAyB,EAClDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,6HAA6H,EACrI,CACE,MACA,qKAAqK,CACtK,CAEL,EACA,CAIED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,qCAAqC,EAC9C,CAAC,OAAQ,yEAAyE,CAAC,CAEvF,EACA,CAaED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CACE,OACA,0JAA0J,EAE5J,CAAC,OAAQ,iGAAiG,EAC1G,CAAC,OAAQ,wEAAwE,EACjF,CACE,MACA,4QAA4Q,EAE9Q,CAAC,MAAO,4FAA4F,EACpG,CAAC,OAAQ,gHAAgH,EACzH,CAAC,MAAO,2GAA2G,EACnH,CACE,OACA,0JAA0J,EAE5J,CAAC,MAAO,2HAA2H,EACnI,CAAC,OAAQ,iFAAiF,EAC1F,CAAC,MAAO,iIAAiI,CAAC,CAE9I,EACA,CAIED,MAAO,CAAC,8BAA8B,EACtCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CACE,MACA,4IAA4I,EAE9I,CAAC,MAAO,gGAAgG,CAAC,CAE7G,EACA,CAGED,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,0CAA0C,CAAC,CAC7D,EACA,CAIED,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,kCAAkC,EAC3C,CAAC,OAAQ,oCAAoC,CAAC,CAElD,EACA,CAEED,MAAO,CAAC,uBAAuB,EAC/BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,gGAAgG,CAAC,CAClH,EACA,CAIED,MAAO,CAAC,sBAAuB,wBAAwB,EACvDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,sFAAsF,EAC9F,CAAC,MAAO,+FAA+F,CAAC,CAE5G,EACA,CAIED,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,qHAAqH,EAC7H,CAAC,MAAO,iDAAiD,CAAC,CAE9D,EACA,CAEED,MAAO,CAAC,eAAe,EACvBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,8HAA8H,CAAC,EAC/I,CAEL,EACA,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,8DAA8D,CAAC,EAChF,CAEL,EACA,CACEH,SAAU,WACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,mCAAmC,CAAC,EACrD,CAEL,EACA,CACEN,MAAO,+BACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,uMAGP,EACA,CACED,SAAU,WACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAGEG,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,wDAAwD,CAAC,CAC3E,EACA,CAIED,MAAO,CACL,kDACA,kDACA,mDAAmD,EAErDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,mDAAmD,EAC5D,CAAC,MAAO,sIAAsI,CAAC,CAEnJ,EACA,CAYED,MAAO,CAAC,wCAAyC,wCAAyC,yCAAyC,EACnIJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,iHAAiH,EAC1H,CAAC,OAAQ,iHAAiH,EAC1H,CAAC,OAAQ,gCAAgC,EACzC,CAAC,OAAQ,sEAAsE,CAAC,CAEpF,EACA,CAGED,MAAO,CAAC,6CAA8C,6CAA8C,8CAA8C,EAClJJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,2CAA2C,CAAC,CAC9D,EACA,CAEED,MAAO,CAAC,8CAA8C,EACtDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,sGAAsG,CAAC,CACxH,EACA,CAEED,MAAO,CAAC,eAAe,EACvBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6BAA6B,CAAC,CAChD,EACA,CAEED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,qDAAqD,CAAC,CACxE,EACA,CAEED,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,yCAAyC,CAAC,CAC5D,EACA,CAEED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,8DAA8D,CAAC,EAC/E,CAEL,EACA,CACEH,SAAU,eACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAIEG,MAAO,CACL,4BACA,2BACA,kCACA,mCACA,sBACA,+BACA,gCAAgC,EAElCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,4DAA4D,EACrE,CAAC,MAAO,0EAA0E,EAClF,CAAC,OAAQ,iFAAiF,CAAC,CAE/F,EACA,CAEED,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,gCAAgC,CAAC,CACnD,EACA,CAIED,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,+FAA+F,EACxG,CAAC,OAAQ,iEAAiE,CAAC,CAE/E,EACA,CAEED,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,uDAAuD,CAAC,CAC1E,EACA,CAEED,MAAO,CAAE,EACTJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,uIAAuI,CAAC,EAEnJ,CAEL,EACA,CACEH,SAAU,sBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAE,EACTJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,0CAA0C,CAAC,CAC7D,EACA,CAEED,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6DAA6D,CAAC,CAChF,EACA,CAEED,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,8GAA8G,CAAC,EAC/H,CAEL,EACA,CACEH,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAKEG,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,+EAA+E,EACvF,CAAC,OAAQ,mCAAmC,EAC5C,CAAC,MAAO,sFAAsF,CAAC,CAEnG,EACA,CAEED,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,kGAAkG,CAAC,CACpH,EACA,CAOED,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,+BAA+B,EACxC,CAAC,OAAQ,mCAAmC,EAC5C,CAAC,OAAQ,qCAAqC,EAC9C,CAAC,OAAQ,qCAAqC,EAC9C,CAAC,MAAO,8GAA8G,CAAC,EAE1H,CAEL,EACA,CACEN,MAAO,wBACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,gLAKN,CAEL,EC7sBakB,EAAyB,CACpCjC,GAAI,cACJC,QAAS,MACTC,YAAa,qEACbC,KAAM,gBACNC,OAAQ,EACRC,KAAM,QACNC,QAAS,iIACTC,aAAe,waAGfC,KAAM,IAAIC,KAAK,sBAAsB,EACrCC,SAAU,CACR,CACEC,MAAO,6CACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,0UAKP,EACA,CACEJ,MAAO,oBACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,y5CAsDP,EACA,CACEJ,MAAO,kBACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,otBAaP,EACA,CACEJ,MAAO,WACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,8jKA8EP,EACA,CACEJ,MAAO,OACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,irBAeP,EACA,CACEJ,MAAO,qBACPC,KAAM,CAAE,EACRC,QAAS,CAAA,CACX,EACA,CACEC,SAAU,0BACVF,KAAM,CAAE,EACRC,QAAS,CACP,CAIEG,MAAO,CAAC,iBAAiB,EACzBJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,4CAA4C,EACrD,CAAC,OAAQ,iEAAiE,CAAC,CAE/E,EACA,CAIED,MAAO,CAAC,iBAAkB,sBAAsB,EAChDJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,0CAA0C,EACnD,CAAC,OAAQ,6DAA6D,CAAC,CAE3E,EACA,CAOED,MAAO,CACL,iBACA,iBACA,qBACA,gCACA,2CACA,0BAA0B,EAE5BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,uCAAuC,CAAC,CAC1D,EACA,CAGED,MAAO,CAAC,eAAgB,qBAAsB,gBAAiB,qBAAqB,EACpFJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,uCAAuC,CAAC,CAC1D,EACA,CAEED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,gCAAgC,CAAC,CACnD,EACA,CACED,MAAO,CAAE,EACTJ,KAAM,CAAE,EACRK,KAAM,CAAE,EACRC,KAAO,4zBAGT,EACA,CAQEF,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,yCAAyC,EAClD,CAAC,OAAQ,iCAAiC,EAC1C,CAAC,OAAQ,8DAA8D,EACvE,CAAC,MAAO,8DAA8D,CAAC,EAEzEC,KAAO,0hBACT,EACA,CAGEF,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,+EAA+E,CAAC,CAClG,EACA,CAGED,MAAO,CAAC,mCAAmC,EAC3CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,+CAA+C,CAAC,EAChEC,KAAO,4QACT,EACA,CAGEF,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,2EAA2E,CAAC,CAC9F,EACA,CAGED,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,qCAAqC,CAAC,EACtDC,KAAO,4NACR,CAEL,EACA,CACEJ,SAAU,oBACVF,KAAM,CAAE,EACRC,QAAS,CACP,CAEEG,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CACJ,CACE,MACA,qJAAqJ,CACtJ,CAEL,EACA,CAEED,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,4DAA4D,CAAC,CAC9E,EACA,CAEED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,+EAA+E,CAAC,CACjG,EACA,CAEED,MAAO,CAAC,qBAAsB,iBAAkB,mBAAoB,qBAAsB,qBAAqB,EAC/GJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,0HAA0H,CAAC,CAC5I,EACA,CAEED,MAAO,CAAC,+BAAgC,8BAA8B,EACtEJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,+GAA+G,CAAC,CACjI,EACA,CAEED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,oGAAoG,CAAC,CACtH,EACA,CAIED,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,MAAO,yEAAyE,EACjF,CAAC,MAAO,wEAAwE,CAAC,CAErF,EACA,CAGED,MAAO,CAAC,uBAAuB,EAC/BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,4FAA4F,CAAC,CAC9G,EACA,CAEED,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,wDAAwD,CAAC,EACzE,CAEL,EACA,CACEN,MAAO,gCACPC,KAAM,CAAE,EACRC,QAAS,CAAA,CACX,EACA,CACEC,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,4BAA6B,qCAAqC,EAC1EJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,wGAAwG,CAAC,EACzH,CAEL,EACA,CACEH,SAAU,WACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,8CAA8C,EACtDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,sCAAsC,CAAC,CACzD,EACA,CAEED,MAAO,CAAC,8CAA8C,EACtDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,qCAAqC,EAC9C,CAAC,OAAQ,4CAA4C,CAAC,CAE1D,EACA,CAEED,MAAO,CAAC,gDAAgD,EACxDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,qCAAqC,EAC9C,CAAC,OAAQ,8CAA8C,CAAC,CAE5D,EACA,CAEED,MAAO,CAAC,4BAA6B,qCAAqC,EAC1EJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,mHAAmH,CAAC,CACrI,EACA,CAEED,MAAO,CAAC,eAAe,EACvBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,oDAAoD,CAAC,CACtE,EACA,CAEED,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,oHAAoH,CAAC,CACtI,EACA,CAEED,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,8GAA8G,CAAC,EAC/H,CAEL,EACA,CACEH,SAAU,aACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CAEP,CACEG,MAAO,CAAE,EACTJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAE,EACRC,KAAO,yYACT,EACA,CAKEF,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,6DAA6D,EACtE,CAAC,OAAQ,iCAAiC,CAAC,EAE7CC,KAAO,+EACT,EACA,CAKEF,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,qFAAqF,EAC9F,CAAC,OAAQ,qCAAqC,EAC9C,CAAC,OAAQ,qDAAqD,CAAC,CAEnE,EACA,CAQED,MAAO,CAAC,sCAAuC,iCAAiC,EAChFJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,wCAAwC,EACjD,CAAC,OAAQ,wCAAwC,EACjD,CAAC,OAAQ,sDAAsD,EAC/D,CAAC,OAAQ,wDAAwD,EACjE,CAAC,OAAQ,sEAAsE,EAC/E,CAAC,OAAQ,sDAAsD,CAAC,CAEpE,EACA,CAEED,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,wEAAwE,CAAC,CAC3F,EACA,CAEED,MAAO,CAAC,kBAAmB,+BAA+B,EAC1DJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,2CAA2C,CAAC,CAC9D,EACA,CAEED,MAAO,CAAC,oBAAqB,+BAA+B,EAC5DJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,sFAAsF,CAAC,CACzG,EACA,CAKED,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,6DAA6D,EACtE,CAAC,OAAQ,2CAA2C,CAAC,CAEzD,EACA,CAEED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,2CAA2C,CAAC,CAC9D,EACA,CAEED,MAAO,CAAC,uBAAuB,EAC/BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,sFAAsF,CAAC,CACxG,EACA,CAGED,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,yDAAyD,EACjE,CAAC,MAAO,kGAAkG,CAAC,CAE/G,EACA,CAEED,MAAO,CAAC,oBAAqB,mCAAmC,EAChEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,uIAAuI,CAAC,CAEpJ,EACA,CAEED,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,gEAAgE,CAAC,CAClF,EACA,CAEED,MAAO,CAAE,EACTJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,mFAAmF,CAAC,EACpG,CAEL,EACA,CAQEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,sDAAsD,CAAC,CACzE,EACA,CACED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,4CAA4C,CAAC,CAC/D,EACA,CACED,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,qGAAqG,CAAC,CACvH,EACA,CACED,MAAO,CAAC,kBAAmB,mBAAmB,EAC9CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,yGAAyG,CAAC,EAC1H,CAEL,EACA,CAKEH,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,gCAAiC,gBAAgB,EACzDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,+HAA+H,EACvI,CAAC,MAAO,+HAA+H,CAAC,EAE1IC,KAAO,2GACR,CAEL,EACA,CAGEJ,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,uBAAuB,EAC/BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,2EAA2E,CAAC,EAC5F,CAEL,EACA,CAIEH,SAAU,SACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,mFAAmF,CAAC,CACrG,EACA,CACED,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,yIAAyI,CAAC,EAErJ,CAEL,EAEA,CAGEH,SAAU,oBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,eAAe,EACvBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,qGAAqG,CAAC,EACtH,CAEL,EACA,CACEH,SAAU,WACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAIEG,MAAO,CAAC,0BAA2B,2BAA2B,EAC9DJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,kIAAkI,CAAC,EAClJC,KAAO,iTACR,EAGD,CAEEF,MAAO,CAAC,8BAA+B,yBAAyB,EAChEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6HAA6H,CAAC,CAChJ,EACA,CAEED,MAAO,CAAC,6BAA8B,yBAAyB,EAC/DJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CACE,OACA,2JAA2J,CAC5J,CAEL,EACA,CAEED,MAAO,CAAC,sBAAuB,yBAAyB,EACxDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,gIAAgI,CAAC,CAClJ,EAGD,CAEED,MAAO,CAAC,mBAAoB,2BAA2B,EACvDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,0EAA0E,CAAC,CAC7F,EACA,CAEED,MAAO,CAAC,qBAAsB,2BAA2B,EACzDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CACE,OACA,yLAAyL,CAC1L,CAEJ,EAED,CACED,MAAO,CAAC,wCAAyC,2BAA2B,EAC5EJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,iIAAiI,CAAC,CACpJ,EAEA,CAEED,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CACE,MACA,+MAA+M,CAChN,CAEJ,EAGD,CACED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,yEAAyE,CAAC,CAC3F,EAGD,CACED,MAAO,CAAC,uBAAuB,EAC/BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,2CAA2C,CAAC,CAC7D,EAGD,CACED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,+CAA+C,CAAC,CACjE,EACA,CAKED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CACE,OACA,8IAA8I,EAEhJ,CAAC,MAAO,6EAA6E,CAAC,EAExFC,KAAO,qLACR,EAGD,CACEF,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,6EAA6E,CAAC,CAC9F,EAGD,CACED,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,0FAA0F,EAClG,CAAC,MAAO,kGAAkG,CAAC,CAE9G,EAED,CACED,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,2FAA2F,CAAC,CAC5G,EAED,CACED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CACE,MACA,kLAAkL,CACnL,CAEJ,EAGD,CACED,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,wFAAwF,CAAC,CACzG,EAGD,CACED,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,yGAAyG,CAAC,CAC1H,EAED,CACED,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,uEAAuE,CAAC,CACxF,EAGD,CACED,MAAO,CAAC,eAAe,EACvBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,mEAAmE,CAAC,CACpF,EAED,CACED,MAAO,CAAC,8BAA8B,EACtCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,+FAA+F,CAAC,CAChH,EAGD,CACED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,0FAA0F,CAAC,CAC3G,EAED,CACED,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,gHAAgH,CAAC,CACjI,EAED,CACED,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,sFAAsF,CAAC,CACvG,EAED,CACED,MAAO,CAAC,eAAe,EACvBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,0FAA0F,CAAC,EAC3G,CAEL,EACA,CAGEH,SAAU,eACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CAeP,CACEG,MAAO,CACL,4BACA,2BACA,kCACA,mCACA,2BACA,+BACA,gCAAgC,EAElCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,sDAAsD,EAC/D,CAAC,MAAO,wHAAwH,EAChI,CAAC,MAAO,qFAAqF,EAC7F,CAAC,MAAO,yEAAyE,EACjF,CAAC,MAAO,wDAAwD,EAChE,CAAC,OAAQ,mEAAmE,CAAC,EAE/EC,KAAO,qdACR,EAID,CACEF,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,mCAAmC,EAC5C,CAAC,OAAQ,qCAAqC,CAAC,CAElD,EAGD,CACED,MAAO,CAAC,+BAAgC,0BAA0B,EAClEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,yCAAyC,CAAC,CAC3D,EAKD,CACED,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,iCAAiC,EAC1C,CAAC,OAAQ,4BAA4B,EACrC,CAAC,OAAQ,qEAAqE,CAAC,CAElF,EAGD,CACED,MAAO,CAAC,kCAAkC,EAC1CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,iCAAiC,EAC1C,CAAC,OAAQ,+BAA+B,CAAC,CAE5C,EAID,CACED,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,+BAA+B,EACxC,CAAC,OAAQ,4BAA4B,CAAC,CAEzC,EAGD,CACED,MAAO,CAAC,8BAA8B,EACtCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,+BAA+B,CAAC,CACjD,EAOD,CACED,MAAO,CAAC,kCAAkC,EAC1CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,iCAAiC,EAC1C,CAAC,OAAQ,wCAAwC,EACjD,CAAC,OAAQ,sEAAsE,EAC/E,CAAC,OAAQ,qCAAqC,CAAC,CAElD,EAGD,CACED,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,kFAAkF,CAAC,CACnG,EAED,CACED,MAAO,CAAC,8BAA8B,EACtCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,kDAAkD,CAAC,CACnE,EAED,CACED,MAAO,CAAC,+BAAgC,gCAAgC,EACxEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,mHAAmH,CAAC,CACpI,EAED,CACED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,8GAA8G,CAAC,EAC/H,CAEL,EACA,CAGEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,mCAAmC,EAC3CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,8DAA8D,CAAC,EAChF,CAEL,EACA,CAGEH,SAAU,sBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CAEP,CACEG,MAAO,CAAC,uBAAuB,EAC/BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,gDAAgD,CAAC,CAClE,EAKD,CACED,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,qDAAqD,EAC9D,CAAC,OAAQ,uDAAuD,CAAC,CAEpE,EAED,CACED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,kDAAkD,CAAC,CACpE,EAED,CACED,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,uEAAuE,CAAC,CACxF,EAED,CACED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,wGAAwG,CAAC,CACzH,EAGD,CACED,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,qGAAqG,CAAC,EACtH,CAEL,EACA,CAEEH,SAAU,WACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CAKP,CACEG,MAAO,CAAC,oCAAoC,EAC5CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,qCAAqC,EAC9C,CAAC,OAAQ,+CAA+C,EACxD,CAAC,OAAQ,8DAA8D,CAAC,CAE3E,EAGD,CACED,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CACE,MACA,yJAAyJ,CAC1J,EAEJ,CAEL,EACA,CAIEH,SAAU,MACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6DAA6D,CAAC,EAC/E,CAEL,EACA,CAGEH,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CAIP,CACEG,MAAO,CAAE,EACTL,MAAO,eACPC,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,iDAAiD,EAC1D,CAAC,OAAQ,qGAAqG,EAC9G,CACE,OACA,qJAAqJ,CACtJ,CAEJ,EAOD,CACED,MAAO,CAAC,8BAA8B,EACtCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,kCAAkC,EAC3C,CAAC,OAAQ,4CAA4C,EACrD,CAAC,OAAQ,wDAAwD,EACjE,CAAC,OAAQ,uDAAuD,CAAC,CAEpE,EAED,CACED,MAAO,CAAC,8BAA8B,EACtCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,0FAA0F,CAAC,CAC5G,EAED,CACED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,iDAAiD,CAAC,CACnE,EAGD,CACED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,uFAAuF,CAAC,CACxG,EAGD,CACEN,MAAO,eACPK,MAAO,CAAE,EACTJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,iDAAiD,CAAC,CACnE,EAGD,CACED,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,sFAAsF,CAAC,CACvG,EAGD,CACED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,oEAAoE,CAAC,CACrF,EAED,CACED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,sEAAsE,CAAC,CACvF,EAED,CACED,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,gHAAgH,CAAC,EACjI,CAEL,EACA,CACEN,MAAO,WACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,uxBAOP,EACA,CACEJ,MAAO,wBACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,wTAIN,CAEL,mxBCrvCamB,EAAsB,CACjClC,GAAI,WACJC,QAAS,OACTC,YAAa,mFACbC,KAAM,qBACNC,OAAQ,EACRC,KAAM,SACNC,QACE,8NACFC,aAAe,kzCAaf4B,KAAIC,EAqBH,EACD5B,KAAM,IAAIC,KAAK,sBAAsB,EACrCC,SAAU,CACR,CACEC,MAAO,kBACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,mqNAsGP,EACA,CACEJ,MAAO,qBACPC,KAAM,CAAE,EACRC,QAAS,CAAA,CACX,EACA,CACEC,SAAU,6BACVF,KAAM,CAAE,EACRG,GAAK,+vCAgBLF,QAAS,CAAA,CACX,EACA,CACEC,SAAU,eACVF,KAAM,CAAE,EACRG,GAAK,4rBAKLF,QAAS,CAAA,CACX,EACA,CACEC,SAAU,yCACVF,KAAM,CAAE,EAERC,QAAS,CACP,CAMEG,MAAO,CAAC,wBAAyB,aAAa,EAC9CJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,qGAAqG,EAC9G,CAAC,OAAQ,kEAAkE,EAC3E,CAAC,MAAO,uIAAuI,CAAC,CAEpJ,EACA,CAEED,MAAO,CAAC,gCAAiC,oBAAqB,iCAAiC,EAC/FJ,KAAM,CAAC,KAAM,KAAM,IAAI,EACvBK,KAAM,CAAC,CAAC,OAAQ,kFAAkF,CAAC,CACrG,EACA,CAMED,MAAO,CAAC,iCAAkC,yCAAyC,EACnFJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,iEAAiE,EAC1E,CAAC,OAAQ,kFAAmF,CAAC,IAAI,CAAC,EAClG,CAAC,OAAQ,8DAA+D,CAAC,IAAI,CAAC,CAAC,CAEnF,EACA,CAEED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,qCAAqC,CAAC,CACxD,EACA,CAEED,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,mGAAmG,CAAC,CACrH,EACA,CAGED,MAAO,CACL,iBACA,oBACA,yBACA,2BAaD,EACDJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,4FAA4F,CAAC,CAC9G,EACA,CAGED,MAAO,CAAC,aAAc,gBAAiB,aAAc,gBAAiB,oBAAoB,EAC1FJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,wEAAwE,EACjF,CAAC,OAAQ,qEAAqE,CAAC,EAElF,CAEL,EACA,CACEH,SAAU,sCACVF,KAAM,CAAE,EACRC,QAAS,CACP,CAKEG,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,+DAA+D,EACxE,CAAC,OAAQ,sDAAsD,EAC/D,CAAC,OAAQ,yEAA0E,CAAC,IAAI,CAAC,CAAC,CAE9F,EACA,CAEED,MAAO,CACL,eACA,aACA,aACA,sBACA,mBACA,qBACA,aACA,gBACA,gBACA,kBACA,0BACA,iBACA,wBACA,8BACA,uBACA,uBACA,gBACA,iBACA,aAAa,EAEfJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,gIAAgI,CAAC,CACjJ,EAED,CACED,MAAO,CAAC,eAAgB,aAAc,aAAc,sBAAuB,mBAAoB,oBAAoB,EACnHJ,KAAM,CAAE,EACRK,KAAM,CACJ,CACE,MACA,4IAA4I,CAC7I,CAEL,EACA,CAIED,MAAO,CAAC,aAAc,gBAAiB,gBAAiB,kBAAmB,0BAA2B,gBAAgB,EACtHJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,MAAO,8EAA8E,EACtF,CAAC,OAAQ,yEAAyE,CAAC,EAErFC,KAAM,4LACP,CAEL,EACA,CACEP,MAAO,gCACPC,KAAM,CAAE,EACRC,QAAS,CAAA,CACX,EACA,CACEC,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAWEG,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,4CAA4C,EACrD,CACE,OACA,wJAAwJ,EAE1J,CAAC,OAAQ,wCAAwC,EACjD,CAAC,OAAQ,uCAAuC,EAChD,CAAC,OAAQ,2EAA2E,EACpF,CAAC,OAAQ,+DAA+D,EACxE,CAAC,OAAQ,yCAAyC,EAClD,CAAC,OAAQ,2CAA2C,EACpD,CAAC,OAAQ,uDAAuD,EAChE,CAAC,OAAQ,qCAAqC,CAAC,CAEnD,EACA,CAGED,MAAO,CAAC,4BAA6B,8BAA8B,EACnEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,oEAAoE,CAAC,CACtF,EACA,CAIED,MAAO,CAAC,4BAA6B,yCAA0C,mBAAmB,EAClGJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,4EAA4E,EACpF,CAAC,MAAO,0DAA0D,CAAC,CAEvE,EACA,CAGED,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,uEAAuE,CAAC,EACxFC,KAAM,qJACR,EACA,CAGEF,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6CAA6C,CAAC,EAC9DC,KAAM,sFACR,EACA,CAEEF,MAAO,CAAC,mCAAoC,kCAAkC,EAC9EJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,2HAA2H,CAAC,CAC7I,EACA,CAIED,MAAO,CAAC,kCAAkC,EAC1CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,8DAA8D,EACvE,CAAC,OAAQ,sDAAsD,CAAC,CAEpE,EACA,CAMED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,8DAA8D,EACvE,CAAC,OAAQ,sCAAsC,EAC/C,CAAC,OAAQ,sDAAsD,EAC/D,CAAC,OAAQ,iEAAiE,CAAC,CAE/E,EACA,CAIED,MAAO,CAAC,aAAc,8BAA8B,EACpDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,mGAAmG,EAC3G,CAAC,MAAO,gHAAgH,CAAC,EAE5H,CAEL,EACA,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAKEG,MAAO,CAAC,kCAAmC,oBAAoB,EAC/DJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,oDAAoD,EAC7D,CAAC,OAAQ,yCAAyC,EAClD,CAAC,OAAQ,+DAA+D,EACxE,CAAC,OAAQ,iEAAiE,CAAC,CAE/E,EACA,CAEED,MAAO,CAAC,4BAA6B,uBAAwB,yBAAyB,EACtFJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,0EAA0E,CAAC,CAC5F,EAGD,CAGED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,gFAAgF,CAAC,EACjGC,KAAM,qJACR,EACA,CAKEF,MAAO,CAAC,iBAAiB,EACzBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,iCAAiC,EAC1C,CAAC,OAAQ,2DAA2D,EACpE,CAAC,OAAQ,kDAAkD,CAAC,CAEhE,EACA,CAGED,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,2CAA2C,CAAC,CAC9D,EACA,CAEED,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,8EAA8E,CAAC,CAChG,EACA,CAEED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,+DAA+D,CAAC,EACjF,CAEL,EACA,CACEH,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CASEG,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,4CAA4C,EACrD,CAAC,OAAQ,wBAAwB,EACjC,CAAC,OAAQ,+DAA+D,EACxE,CAAC,OAAQ,+CAA+C,EACxD,CAAC,OAAQ,4CAA4C,EACrD,CAAC,OAAQ,6BAA6B,EACtC,CAAC,OAAQ,wCAAwC,EACjD,CAAC,OAAQ,uDAAuD,CAAC,CAErE,EACA,CAGED,MAAO,CAAC,oCAAoC,EAC5CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,+DAA+D,CAAC,CACjF,EACA,CAGED,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,kEAAkE,CAAC,CACpF,EACA,CAEED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,+EAA+E,CAAC,CACjG,EACA,CAIED,MAAO,CAAC,qBAAsB,sBAAsB,EACpDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,8DAA8D,EACtE,CAAC,OAAQ,yEAAyE,CAAC,CAEvF,EACA,CAKED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,uEAAuE,CAAC,EACxFC,KAAM,oJACR,EACA,CAMEF,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,uEAAuE,EAChF,CAAC,MAAO,+EAA+E,CAAC,EAE1FC,KAAM,mJACR,EACA,CAEEF,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,+CAA+C,CAAC,CACjE,EACA,CAEED,MAAO,CAAC,eAAe,EACvBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,qFAAqF,CAAC,CACvG,EACA,CAGED,MAAO,CAAC,uBAAuB,EAC/BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,gEAAgE,CAAC,EACjFC,KAAM,4QACP,CAEL,EACA,CACEJ,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CAEP,CAGEG,MAAO,CAAC,kBAAkB,EAC1BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6CAA6C,CAAC,CAChE,EACA,CAOED,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,iHAAiH,EAC1H,CAAC,OAAQ,0BAA0B,EACnC,CAAC,MAAO,uDAAuD,EAC/D,CAAC,OAAQ,qCAAqC,EAC9C,CACE,OACA,4IAA4I,CAC7I,EAEHC,KAAM,mcACR,EACA,CAMEF,MAAO,CAAC,2BAA4B,YAAY,EAChDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,4EAA4E,EACrF,CAAC,MAAO,mHAAmH,EAC3H,CAAC,OAAQ,uCAAuC,EAChD,CAAC,MAAO,0EAA0E,CAAC,CAEvF,EACA,CAEED,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,uDAAuD,CAAC,CAC1E,EACA,CAEED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,mEAAmE,CAAC,CACtF,EACA,CAEED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,iEAAiE,CAAC,CACpF,EACA,CAEED,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,2DAA2D,CAAC,EAC5E,CAEL,EACA,CACEH,SAAU,SACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAIEG,MAAO,CAAC,eAAe,EACvBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,0BAA0B,EAClC,CAAC,OAAQ,sCAAsC,EAC/C,CAAC,OAAQ,mFAAmF,CAAC,EAE/FC,KAAM,8EACR,EACA,CAOEF,MAAO,CAAC,8BAA8B,EACtCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,kEAAkE,EAC3E,CAAC,OAAQ,4BAA4B,EACrC,CAAC,OAAQ,iDAAiD,EAC1D,CAAC,OAAQ,wDAAwD,EACjE,CAAC,OAAQ,0DAA0D,CAAC,CAExE,EACA,CAOED,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,+DAA+D,EACxE,CAAC,OAAQ,kCAAkC,EAC3C,CAAC,OAAQ,wBAAwB,EACjC,CAAC,OAAQ,iEAAiE,EAC1E,CAAC,OAAQ,6DAA6D,CAAC,CAE3E,EACA,CAEED,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,yCAAyC,EAClD,CAAC,MAAO,qEAAqE,EAC7E,CAAC,OAAQ,mDAAmD,CAAC,CAEjE,EACA,CAEED,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,uEAAuE,CAAC,CAC1F,EACA,CAEED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,iFAAiF,CAAC,EAClG,CAEL,EACA,CACEH,SAAU,oBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAIEG,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,wEAAwE,EACjF,CAAC,OAAQ,4GAA4G,CAAC,CAE1H,EACA,CAEED,MAAO,CAAC,yCAAyC,EACjDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CACE,MACA,kJAAkJ,CACnJ,CAEL,EACA,CAEED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,kDAAkD,CAAC,EACpE,CAEL,EACA,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAIEG,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,gCAAgC,EACxC,CAAC,OAAQ,iEAAiE,CAAC,CAE/E,EACA,CAKED,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,yFAAyF,EAClG,CAAC,OAAQ,qEAAqE,EAC9E,CAAC,OAAQ,qEAAqE,CAAC,CAEnF,EACA,CAIED,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,6DAA6D,EACtE,CAAC,OAAQ,4DAA4D,CAAC,CAEzE,EAID,CAMED,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,2EAA2E,EACpF,CAAC,OAAQ,gEAAgE,EACzE,CAAC,OAAQ,yDAAyD,EAClE,CAAC,OAAQ,8EAA8E,CAAC,CAE5F,EACA,CAMED,MAAO,CAAC,iBAAkB,wBAAwB,EAClDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,uEAAuE,EAChF,CAAC,OAAQ,8FAA8F,EACvG,CAAC,MAAO,mIAAmI,CAAC,EAE9IC,KAAM,gHACR,EACA,CAIEF,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,8DAA8D,EACvE,CAAC,OAAQ,sDAAsD,CAAC,CAEpE,EACA,CAIED,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,iDAAiD,EAC1D,CAAC,OAAQ,sDAAsD,CAAC,CAEpE,EACA,CAEED,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,iEAAiE,CAAC,CACpF,EAEA,CAEED,MAAO,CAAC,8BAA8B,EACtCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,oFAAoF,CAAC,CACtG,EACA,CAGED,MAAO,CAAE,EACTJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,kHAAkH,EAC1H,CAAC,MAAO,oGAAoG,CAAC,EAEhH,CAEL,EACA,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CASEG,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,2CAA2C,EACpD,CAAC,OAAQ,4DAA4D,EACrE,CAAC,OAAQ,6CAA6C,EACtD,CAAC,OAAQ,+CAA+C,EACxD,CAAC,OAAQ,yCAAyC,EAClD,CAAC,OAAQ,sCAAsC,EAC/C,CAAC,OAAQ,qDAAqD,CAAC,CAEnE,EACA,CAMED,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,8DAA8D,EACvE,CAAC,OAAQ,8BAA8B,EACvC,CAAC,OAAQ,gCAAgC,EACzC,CAAC,MAAO,0BAA0B,CAAC,CAEvC,EACA,CAMED,MAAO,CAAC,sCAAsC,EAC9CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,uEAAuE,EAChF,CAAC,OAAQ,8BAA8B,EACvC,CAAC,OAAQ,gCAAgC,EACzC,CAAC,MAAO,kBAAkB,CAAC,CAE/B,EACA,CAIED,MAAO,CAAC,mCAAmC,EAC3CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,oEAAoE,EAC7E,CAAC,OAAQ,2DAA2D,CAAC,CAEzE,EACA,CAGED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,6DAA6D,CAAC,CAC/E,EACA,CAGED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,8DAA8D,CAAC,CACjF,EACA,CAIED,MAAO,CAAC,YAAY,EACpBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,mDAAmD,CAAC,EACpEC,KAAM,oHACR,EACA,CAKEF,MAAO,CAAC,cAAe,YAAY,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,qFAAqF,EAC9F,CAAC,OAAQ,kDAAkD,EAC3D,CAAC,OAAQ,qCAAqC,CAAC,CAEnD,EACA,CAIED,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,8DAA8D,EACvE,CAAC,OAAQ,sDAAsD,CAAC,CAEpE,EACA,CAIED,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,iEAAiE,EAC1E,CAAC,OAAQ,wDAAwD,CAAC,CAEtE,EACA,CAEED,MAAO,CAAC,sCAAsC,EAC9CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,8CAA8C,CAAC,CACjE,EACA,CAEED,MAAO,CAAC,gCAAiC,iBAAkB,2BAA2B,EACtFJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,yEAAyE,CAAC,CAC5F,EACA,CAKED,MAAO,CAAC,gBAAiB,2BAA4B,mBAAmB,EACxEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,gFAAgF,EACzF,CACE,MACA,8JAA8J,EAEhK,CAAC,MAAO,6DAA6D,CAAC,CAE1E,EACA,CAEED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,yHAAyH,CAAC,CAC3I,EACA,CAEED,MAAO,CAAC,kBAAkB,EAC1BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,oEAAoE,CAAC,CACtF,EACA,CAEED,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,gFAAgF,CAAC,CAClG,EACA,CAGED,MAAO,CAAE,EACTJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,4FAA4F,EACpG,CAAC,MAAO,4FAA4F,CAAC,EAExG,CAEL,EACA,CACEH,SAAU,WACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAIEG,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,gIAAgI,CAAC,EACjJC,KAAM,qNACR,EACA,CAQEF,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,2DAA2D,EACpE,CAAC,OAAQ,mDAAmD,EAC5D,CAAC,OAAQ,4CAA4C,EACrD,CAAC,OAAQ,kCAAkC,EAC3C,CAAC,OAAQ,2CAA2C,CAAC,EAEvDC,KAAM,6KACR,EACA,CAOEF,MAAO,CAAC,wCAAwC,EAChDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,sEAAsE,EAC/E,CAAC,OAAQ,4BAA4B,EACrC,CAAC,OAAQ,yBAAyB,EAClC,CAAC,OAAQ,+FAA+F,CAAC,CAE7G,EACA,CAKED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,uFAAuF,EAC/F,CAAC,MAAO,mHAAmH,EAC3H,CAAC,MAAO,gFAAgF,CAAC,CAE7F,EACA,CAIED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EAEXK,KAAM,CAAC,CAAC,OAAQ,gEAAgE,CAAC,CACnF,EACA,CAEED,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,0HAA0H,CAAC,CAC7I,EACA,CAGED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,yEAAyE,EAClF,CAAC,MAAO,kHAAkH,CAAC,CAE/H,EACA,CAIED,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,uEAAuE,EAChF,CAAC,MAAO,+FAA+F,CAAC,CAE5G,EACA,CAEED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,0GAA0G,CAAC,CAC7H,EACA,CAIED,MAAO,CAAE,EACTJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,oGAAoG,EAC5G,CAAC,MAAO,8EAA8E,CAAC,EAE1F,CAEL,EACA,CACEH,SAAU,MACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAYEG,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,sDAAsD,EAC/D,CACE,OACA,kPAAkP,EAEpP,CACE,OACA,iNAAiN,EAEnN,CACE,OACA,2IAA2I,EAE7I,CAAC,MAAO,gEAAgE,EACxE,CAAC,MAAO,4DAA4D,EACpE,CAAC,OAAQ,8HAA8H,EACvI,CACE,OACA,4KAA4K,CAC7K,EAEHC,KAAM,+GACR,EACA,CAGEF,MAAO,CAAC,8BAA8B,EACtCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CACE,MACA,+KAA+K,CAChL,CAEL,EACA,CAGED,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CACE,OACA,6MAA6M,CAC9M,CAEL,EACA,CAMED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,uCAAuC,EAChD,CAAC,MAAO,+DAA+D,EACvE,CAAC,OAAQ,wCAAwC,CAAC,EAEpDC,KAAM,4JACR,EACA,CAKEF,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,wFAAwF,EACjG,CAAC,OAAQ,qGAAqG,EAC9G,CAAC,MAAO,gEAAgE,CAAC,CAE7E,EACA,CAEED,MAAO,CAAC,0BAA2B,6BAA8B,2BAA4B,oBAAoB,EACjHJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,2GAA2G,CAAC,CAC7H,EACA,CAIED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,0CAA0C,EACnD,CAAC,OAAQ,yDAAyD,CAAC,CAEvE,EACA,CAEED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,mDAAmD,CAAC,EACrE,CAEL,EACA,CACEN,MAAO,kBACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,gvDA4CP,EACA,CACEJ,MAAO,WACPC,KAAM,CAAE,EACRG,GAAK,6tNAsELF,QAAS,CAAA,CACX,EACA,CACEF,MAAO,OACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,s6DAmCP,EACA,CACEJ,MAAO,OACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,ojBAOP,EACA,CACEJ,MAAO,UACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,2mGAsBN,CAEL,ovBCnhDasB,EAAsB,CACjCrC,GAAI,WACJC,QAAS,MACTC,YAAa,mEACbC,KAAM,qBACNC,OAAQ,EACRC,KAAM,SACNC,QACE,yNACFC,aAAe,wtBAYf4B,KAAIC,EAoBH,EACD5B,KAAM,IAAIC,KAAK,sBAAsB,EACrCC,SAAU,CACR,CACEC,MAAO,qBACPC,KAAM,CAAE,EACRC,QAAS,CAAA,CACX,EACA,CACEC,SAAU,6BACVF,KAAM,CAAE,EACRG,GAAK,m/CAiBLF,QAAS,CAAA,CACX,EACA,CACEC,SAAU,yCACVF,KAAM,CAAE,EACRG,GAAK,6gFAwBLF,QAAS,CACP,CACED,KAAM,CAAE,EACRI,MAAO,CAAC,oBAAoB,EAC5BC,KAAM,CACJ,CAAC,OAAQ,gDAAgD,EACzD,CAAC,OAAQ,sDAAsD,CAAC,CAEpE,EACA,CACEL,KAAM,CAAE,EACRI,MAAO,CAAC,0BAA0B,EAClCC,KAAM,CAAC,CAAC,OAAQ,mDAAmD,CAAC,EACpEC,KAAM,2RACR,EACA,CACEN,KAAM,CAAE,EACRI,MAAO,CAAC,yBAAyB,EACjCC,KAAM,CACJ,CAAC,OAAQ,iCAAiC,EAC1C,CAAC,OAAQ,kCAAkC,CAAC,CAEhD,EACA,CACEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,mCAAmC,EAC3CC,KAAM,CACJ,CAAC,OAAQ,kCAAkC,EAC3C,CAAC,OAAQ,wCAAwC,CAAC,CAEtD,EACA,CACEL,KAAM,CAAE,EACRI,MAAO,CAAC,sBAAsB,EAC9BC,KAAM,CAAC,CAAC,OAAQ,kCAAkC,CAAC,EACnDC,KAAM,iNACR,EACA,CACEN,KAAM,CAAE,EACRI,MAAO,CAAC,eAAgB,kBAAkB,EAC1CC,KAAM,CAAC,CAAC,OAAQ,uCAAuC,CAAC,EACxDC,KAAM,iQACR,EACA,CACEN,KAAM,CAAE,EACRI,MAAO,CAAC,aAAc,gBAAiB,aAAc,gBAAiB,oBAAoB,EAC1FC,KAAM,CAAC,CAAC,OAAQ,kEAAkE,CAAC,CACrF,EACA,CACEL,KAAM,CAAE,EACRI,MAAO,CAAC,gBAAgB,EACxBC,KAAM,CAAC,CAAC,OAAQ,wFAAwF,CAAC,EACzGC,KAAM,4EACP,CAEL,EACA,CACEJ,SAAU,gBACVF,KAAM,CAAE,EACRW,YACE,0JACFR,GAAK,iMAGLF,QAAS,CACP,CACEG,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,mCAAmC,CAAC,CACtD,EACA,CACED,MAAO,CAAC,gBAAiB,eAAgB,oBAAoB,EAC7DJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,mCAAmC,CAAC,EACpDC,KAAM,6MACR,EAEA,CACEF,MAAO,CAAC,sBAAuB,0BAA0B,EACzDJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,qEAAqE,CAAC,CACxF,EACA,CACED,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,MAAO,6BAA6B,EACrC,CAAC,OAAQ,8CAA8C,EACvD,CAAC,OAAQ,sDAAsD,CAAC,EAElEC,KAAM,mGACP,CAEL,EACA,CACEP,MAAO,uBACPC,KAAM,CAAE,EACRC,QAAS,CAAA,CACX,EACA,CACED,KAAM,CAAC,IAAI,EACXE,SAAU,kBACVS,YACE,kTACFV,QAAS,CACP,CACEG,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,2DAA2D,EACpE,CAAC,MAAO,uEAAuE,EAC/E,CAAC,MAAO,oEAAoE,CAAC,CAEjF,EACA,CACED,MAAO,CAAC,4BAA6B,yBAAyB,EAC9DJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,+DAA+D,CAAC,CAClF,EACA,CACED,MAAO,CAAC,4BAA6B,4BAA4B,EACjEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CACE,OACA,wKAAwK,CACzK,CAEL,EACA,CACED,MAAO,CAAC,mCAAoC,4BAA6B,6BAA8B,kBAAkB,EACzHJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,yCAAyC,CAAC,CAC5D,EACA,CACED,MAAO,CAAC,8BAA+B,4BAA6B,4BAA4B,EAChGJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,yCAAyC,EAClD,CAAC,OAAQ,0EAA0E,EACnF,CAAC,OAAQ,uDAAuD,CAAC,CAErE,EACA,CACED,MAAO,CAAC,gCAAiC,4BAA6B,6BAA8B,uBAAuB,EAC3HJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,8DAA8D,EACvE,CAAC,OAAQ,8DAA8D,CAAC,CAE5E,EACA,CACED,MAAO,CAAC,gCAAiC,4BAA6B,4BAA4B,EAClGJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CACE,OACA,6IAA6I,CAC9I,CAEL,EACA,CACED,MAAO,CAAC,4BAA6B,4BAA6B,wCAAwC,EAC1GJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,yDAAyD,EAClE,CAAC,OAAQ,uEAAuE,EAChF,CAAC,OAAQ,uDAAuD,CAAC,CAErE,EACA,CACED,MAAO,CAAC,4BAA6B,4BAA6B,8BAA8B,EAChGJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,6EAA6E,CAAC,EAC9F,CAEL,EACA,CACEL,KAAM,CAAC,IAAI,EACXE,SAAU,UACVD,QAAS,CACP,CACEG,MAAO,CAAC,mCAAmC,EAC3CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,kEAAkE,CAAC,CACrF,EAEA,CACED,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,8FAA8F,CAAC,CAC/G,EAMD,CACED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CACE,MACA,2IAA2I,CAC5I,EAEJ,CAEL,EACA,CACEL,KAAM,CAAC,IAAI,EACXE,SAAU,kBACVD,QAAS,CAQP,CACEG,MAAO,CACL,qCACA,kCACA,2BACA,gCACA,oCAAoC,EAEtCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,mHAAmH,CAAC,CACrI,EAYD,CACED,MAAO,CAAC,8BAA+B,qCAAqC,EAC5EJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,0GAA0G,EACnH,CAAC,OAAQ,+DAA+D,CAAC,CAE7E,EACA,CACED,MAAO,CAAC,8BAA+B,6BAA6B,EACpEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,mEAAmE,CAAC,CACrF,EAGD,CACED,MAAO,CAAC,8BAA+B,6BAA6B,EACpEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,2DAA2D,EACpE,CAAC,MAAO,+FAA+F,CAAC,CAE5G,EACA,CACED,MAAO,CAAC,8BAA+B,6BAA6B,EACpEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,uDAAuD,CAAC,CACzE,EAID,CACED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,sCAAsC,EAC/C,CAAC,OAAQ,4CAA4C,CAAC,CAEzD,EAMD,CACED,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,4GAA4G,EACrH,CAAC,OAAQ,qFAAqF,EAC9F,CAAC,OAAQ,0EAA0E,EACnF,CAAC,OAAQ,sDAAsD,CAAC,CAEnE,EAKD,CACED,MAAO,CAAC,mBAAoB,6BAA6B,EACzDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,uCAAuC,EAChD,CAAC,OAAQ,yCAAyC,CAAC,CAEtD,EAcD,CACED,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,yCAAyC,EAClD,CAAC,OAAQ,0BAA0B,EACnC,CAAC,MAAO,yEAAyE,CAAC,CAErF,EASD,CACED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,2DAA2D,EACpE,CAAC,OAAQ,8BAA8B,EACvC,CAAC,OAAQ,qCAAqC,EAC9C,CAAC,OAAQ,sCAAsC,EAC/C,CAAC,OAAQ,uCAAuC,EAChD,CAAC,OAAQ,4CAA4C,CAAC,CAEzD,EAGD,CACED,MAAO,CAAC,8BAA+B,oBAAoB,EAC3DJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,oEAAoE,EAC7E,CAAC,OAAQ,gDAAgD,CAAC,CAE7D,EAID,CACED,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,2CAA2C,CAAC,CAC7D,EAKD,CACED,MAAO,CAAC,uBAAwB,sBAAsB,EACtDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,uCAAuC,EAC/C,CAAC,OAAQ,iFAAiF,CAAC,CAE9F,EAGD,CACED,MAAO,CAAC,oCAAoC,EAC5CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,0FAA0F,CAAC,CAC5G,EAKD,CACED,MAAO,CAAC,eAAe,EACvBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,+BAA+B,EACxC,CAAC,OAAQ,2HAA2H,CAAC,EAEvIC,KAAM,4HACP,EAID,CACEF,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,yBAAyB,EAClC,CAAC,MAAO,6EAA6E,CAAC,CAEzF,EAED,CACED,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,gFAAgF,CAAC,EAClG,CAEL,EACA,CACEL,KAAM,CAAC,IAAI,EACXE,SAAU,UACVD,QAAS,CAOP,CACEG,MAAO,CAAC,aAAc,0BAA0B,EAChDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,8FAA8F,EACvG,CAAC,MAAO,mCAAmC,EAC3C,CAAC,MAAO,yCAAyC,EACjD,CAAC,OAAQ,yDAAyD,EAClE,CAAC,MAAO,6DAA6D,CAAC,EAExEC,KAAM,0TACP,EAMD,CACEF,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,+FAA+F,EACxG,CAAC,MAAO,iDAAiD,CAAC,EAE5DC,KAAM,4NACP,EAKD,CACEF,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,qCAAqC,EAC9C,CAAC,MAAO,yGAAyG,CAAC,CAErH,EAGD,CACED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,iFAAiF,CAAC,CACnG,EAQD,CACED,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,qCAAqC,EAC9C,CAAC,OAAQ,2DAA2D,EACpE,CAAC,OAAQ,mDAAmD,EAC5D,CAAC,OAAQ,yEAAyE,EAClF,CAAC,OAAQ,+DAA+D,EACxE,CAAC,OAAQ,+DAA+D,CAAC,EAE3EC,KAAM,4OACP,EAID,CACEF,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,8GAA8G,EACvH,CAAC,OAAQ,8GAA8G,EACvH,CAAC,OAAQ,6FAA6F,EACtG,CACE,OACA,oJAAoJ,CACrJ,EAEHC,KAAM,oOACP,EAMD,CACEF,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,qIAAqI,EAC9I,CAAC,MAAO,gFAAgF,CAAC,CAE5F,EAID,CACED,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,qCAAqC,EAC9C,CAAC,MAAO,wCAAwC,CAAC,CAEpD,EAOD,CACED,MAAO,CAAC,yBAA0B,uBAAuB,EACzDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,sIAAsI,EAC/I,CAAC,OAAQ,4HAA4H,EACrI,CAAC,OAAQ,2CAA2C,EACpD,CAAC,OAAQ,iCAAiC,EAC1C,CAAC,OAAQ,mCAAmC,CAAC,EAE/CC,KAAM,oHACP,EAMD,CACEF,MAAO,CAAC,yBAA0B,wBAAwB,EAC1DJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,8GAA8G,EACvH,CAAC,OAAQ,6EAA6E,EACtF,CAAC,OAAQ,mDAAmD,EAC5D,CAAC,OAAQ,6CAA6C,EACtD,CAAC,MAAO,mGAAmG,EAC3G,CAAC,MAAO,4FAA4F,CAAC,CAExG,EAKD,CACED,MAAO,CAAC,0BAA2B,gBAAgB,EACnDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,mGAAmG,CAAC,CACtH,EACA,CACED,MAAO,CAAC,iBAAkB,gBAAgB,EAC1CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,sFAAsF,CAAC,CACxG,EACA,CAKED,MAAO,CAAC,kCAAkC,EAC1CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,2DAA2D,EACpE,CAAC,OAAQ,4DAA4D,EACrE,CACE,MACA,uKAAuK,CACxK,EAEHC,KAAM,+JACP,EAMD,CACEF,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,qGAAqG,CAAC,CACvH,CACA,CAEJ,EACA,CACEL,KAAM,CAAC,IAAI,EACXE,SAAU,SACVD,QAAS,CAIP,CACEG,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,qDAAqD,EAC9D,CAAC,OAAQ,+EAA+E,CAAC,CAE5F,EAOD,CACED,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,2DAA2D,EACpE,CAAC,OAAQ,+FAA+F,EACxG,CAAC,OAAQ,uBAAuB,EAChC,CACE,OACA,2KAA2K,CAC5K,CAEJ,EAGD,CACED,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,iEAAiE,CAAC,CACnF,EAGD,CACED,MAAO,CAAC,YAAY,EACpBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,qCAAqC,CAAC,EACvD,CAEL,EACA,CACEL,KAAM,CAAC,IAAI,EACXE,SAAU,oBACVD,QAAS,CAGP,CACEG,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,0FAA0F,CAAC,CAC5G,EAGD,CACED,MAAO,CAAC,iCAAiC,EACzCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,gDAAgD,EACzD,CAAC,OAAQ,4CAA4C,EACrD,CAAC,OAAQ,iDAAiD,EAC1D,CAAC,OAAQ,gGAAgG,CAAC,CAE7G,EAED,CACED,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,qDAAqD,EAC9D,CAAC,MAAO,0BAA0B,CAAC,CAEtC,EAED,CACED,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,yGAAyG,CAAC,CAC1H,EAED,CACED,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,oGAAoG,CAAC,CACrH,EAED,CACED,MAAO,CAAC,eAAe,EACvBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,0EAA0E,CAAC,EAC3F,CAEL,EACA,CACEL,KAAM,CAAC,IAAI,EACXE,SAAU,UACVD,QAAS,CAMP,CACEG,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,+CAA+C,EACxD,CAAC,MAAO,qGAAqG,EAC7G,CACE,MACA,8JAA8J,EAEhK,CAAC,MAAO,uHAAuH,CAAC,CAEnI,EAKD,CACED,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,qGAAqG,EAC7G,CAAC,MAAO,2FAA2F,CAAC,CAEvG,EAID,CACED,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,wFAAwF,CAAC,CACzG,EAED,CACED,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,yEAAyE,CAAC,CAC1F,EAKD,CACED,MAAO,CAAE,EACTL,MAAO,kBACPC,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,sEAAsE,EAC9E,CAAC,MAAO,qFAAqF,EAC7F,CAAC,MAAO,0GAA0G,CAAC,CAEtH,EAGD,CACED,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,+HAA+H,CAAC,CAChJ,EAGD,CACED,MAAO,CAAC,iBAAiB,EACzBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,gDAAgD,CAAC,CAClE,EAKD,CACED,MAAO,CAAC,8BAA8B,EACtCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,4CAA4C,EACrD,CAAC,OAAQ,2DAA2D,CAAC,CAExE,EAGD,CACED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,mHAAmH,CAAC,CACpI,EAUD,CACED,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,+EAA+E,EACxF,CAAC,OAAQ,0FAA0F,CAAC,CAEvG,EAID,CACED,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,8EAA8E,CAAC,CAChG,EAID,CACED,MAAO,CAAE,EACTL,MAAO,UACPC,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,+DAA+D,EACvE,CAAC,MAAO,6DAA6D,CAAC,CAEzE,EAED,CACED,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,uDAAuD,CAAC,CACxE,EAMD,CACEN,MAAO,sCACPK,MAAO,CAAC,gCAAiC,0BAA0B,EACnEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,kGAAkG,CAAC,CACnH,EAGD,CACEN,MAAO,wCACPK,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,uEAAuE,CAAC,CACzF,EAED,CACED,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,sFAAsF,CAAC,EACxG,CAEL,EACA,CACEL,KAAM,CAAC,IAAI,EACXE,SAAU,UACVD,QAAS,CAKP,CACEG,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,0DAA0D,EACnE,CAAC,MAAO,+CAA+C,EACvD,CAAC,OAAQ,6CAA6C,CAAC,CAE1D,EAWD,CACED,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,sFAAsF,EAC/F,CAAC,OAAQ,0GAA0G,CAOnH,CAEJ,EACA,CACED,MAAO,CAAC,6BAA8B,kBAAkB,EACxDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,mHAAmH,CAAC,CACtI,EACA,CACED,MAAO,CAAC,6BAA8B,8BAA8B,EACpEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,gEAAgE,CAAC,CACnF,EACA,CACED,MAAO,CAAC,6BAA8B,8BAA8B,EACpEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,uEAAuE,CAAC,CAC1F,EACA,CACED,MAAO,CAAC,6BAA8B,8BAA8B,EACpEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6DAA6D,CAAC,CAChF,EACA,CACED,MAAO,CAAC,6BAA8B,wBAAwB,EAC9DJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6DAA6D,CAAC,CAChF,EACA,CACED,MAAO,CAAC,6BAA8B,0BAA0B,EAChEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,2DAA2D,CAAC,CAC9E,EACA,CACED,MAAO,CAAC,6BAA8B,8BAA8B,EACpEJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,mEAAmE,CAAC,CACrF,EAKD,CACED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,uGAAuG,EAC/G,CAAC,OAAQ,uFAAuF,CAAC,CAEpG,EAGD,CACED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,qCAAqC,CAAC,CACvD,EASD,CACED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,yCAAyC,EAClD,CAAC,OAAQ,iEAAiE,EAC1E,CAAC,OAAQ,0CAA0C,EACnD,CAAC,MAAO,kEAAkE,CAAC,EAE7EC,KAAM,4PACP,EAED,CACEF,MAAO,CAAC,8BAA+B,sCAAsC,EAC7EJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,kFAAkF,CAAC,CACpG,EAOD,CACEN,MAAO,uBACPK,MAAO,CAAC,aAAc,gCAAiC,wCAAwC,EAC/FJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,kDAAkD,EAC3D,CAAC,OAAQ,2EAA2E,EACpF,CAAC,OAAQ,uEAAuE,CAAC,CAEpF,EAED,CACED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,iFAAiF,CAAC,CAClG,EAED,CACED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,qFAAqF,CAAC,CACtG,EAOD,CACEN,MAAO,gBACPK,MAAO,CAAE,EACTJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,iEAAiE,EACzE,CAAC,MAAO,kEAAkE,EAC1E,CAAC,MAAO,yFAAyF,EACjG,CAAC,MAAO,2FAA2F,EACnG,CAAC,MAAO,8FAA8F,CAAC,EAE1G,CAEL,EACA,CACEL,KAAM,CAAC,IAAI,EACXE,SAAU,WACVD,QAAS,CAEP,CACEG,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,iGAAiG,CAAC,CAClH,EAGD,CACED,MAAO,CAAC,kCAAkC,EAC1CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,+CAA+C,CAAC,CACjE,EAGD,CACED,MAAO,CAAC,oCAAoC,EAC5CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,sHAAsH,CAAC,CACvI,EAOD,CACED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,sEAAsE,EAC9E,CAAC,MAAO,iFAAiF,CAAC,CAE7F,EAID,CACED,MAAO,CAAC,iCAAkC,eAAgB,mBAAmB,EAC7EJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,8GAA8G,EACtH,CAAC,MAAO,qHAAqH,CAAC,CAEjI,EAGD,CACED,MAAO,CAAE,EACTL,MAAO,gBACPC,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,uHAAuH,CAAC,CACxI,EAKD,CACED,MAAO,CAAC,iBAAiB,EACzBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,2CAA2C,EACpD,CAAC,MAAO,wFAAwF,CAAC,EAEnGC,KAAM,iIACP,EAGD,CACEF,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,8EAA8E,CAAC,CAC/F,EAMD,CACED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,8GAA8G,EACtH,CAAC,OAAQ,yEAAyE,CAAC,CAEtF,EAED,CACED,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,uHAAuH,CAAC,EACzI,CAEL,EACA,CACEL,KAAM,CAAC,IAAI,EACXE,SAAU,MACVD,QAAS,CAOP,CACEG,MAAO,CAAC,oBAAqB,eAAe,EAC5CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CACE,OACA,2IAA2I,EAE7I,CACE,MACA,2IAA2I,CAC5I,EAEHC,KAAM,mJACR,EACA,CACEF,MAAO,CAAC,eAAe,EACvBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,qDAAqD,EAC9D,CAAC,OAAQ,8DAA8D,CAAC,EAE1EC,KAAM,mWACP,EAKD,CACEF,MAAO,CAAC,iCAAkC,sBAAuB,oBAAoB,EACrFJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,gGAAgG,EACzG,CACE,MACA,+JAA+J,CAChK,CAEJ,EAMD,CACED,MAAO,CAAC,iCAAkC,iCAAkC,oBAAoB,EAChGJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CACE,OACA,gJAAgJ,CACjJ,CAEJ,EAGD,CACED,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,oFAAoF,CAAC,CACrG,EAGD,CACED,MAAO,CAAC,uBAAuB,EAC/BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,uHAAuH,CAAC,EACvIC,KAAM,2NACP,EAKD,CACEF,MAAO,CAAC,8BAA8B,EACtCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,uEAAuE,EAChF,CAAC,OAAQ,oDAAoD,EAC7D,CAAC,OAAQ,0EAA0E,CAAC,CAEvF,EAID,CACED,MAAO,CAAC,kCAAkC,EAC1CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,6DAA6D,EACtE,CAAC,MAAO,4CAA4C,CAAC,CAExD,EAKD,CACED,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,oDAAoD,EAC7D,CAAC,OAAQ,yDAAyD,CAAC,CAEtE,EAID,CACED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,sCAAsC,EAC/C,CAAC,MAAO,mGAAmG,CAAC,CAE/G,EAGD,CACED,MAAO,CAAC,4BAA6B,yBAAyB,EAC9DJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,oHAAoH,CAAC,CACrI,EAKD,CACED,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,6DAA6D,EACtE,CAAC,OAAQ,8CAA8C,EACvD,CAAC,OAAQ,oDAAoD,CAAC,CAEjE,EAED,CACED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,uDAAuD,CAAC,CACxE,EAKD,CACED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,kIAAkI,CAAC,CACpJ,CAKA,CAEJ,EACA,CACEN,MAAO,cACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,svCAsBP,EACA,CACEJ,MAAO,aACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,ytFA4BP,EACA,CACEJ,MAAO,0BACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,4lCAYP,EACA,CACEJ,MAAO,kBACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,qcAKP,EACA,CACEJ,MAAO,qBACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,kiDAkCP,EACA,CACEJ,MAAO,kBACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,wlQA8FN,CAEL,ECpmDauB,EAAsB,CACjCtC,GAAI,aACJE,YAAa,uFACbC,KAAM,oBACNC,OAAQ,EACRC,KAAM,SACNC,QACE,8KACFC,aAAe,kNAEfN,QAAS,MACTO,KAAM,IAAIC,KAAK,YAAY,EAC3BC,SAAU,CACR,CACEC,MAAO,oBACPC,KAAM,CAAE,EACRC,QAAS,CAAA,CACX,EACA,CACEC,SAAU,aACVF,KAAM,CAAC,KAAM,IAAI,EACjBC,QAAS,CAGP,CAEEG,MAAO,CAAC,iBAAiB,EACzBJ,KAAM,CAAC,KAAM,IAAI,EACjBK,KAAM,CAAC,CAAC,OAAQ,yDAAyD,CAAC,CAC5E,EAEA,CAEED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,KAAM,IAAI,EACjBK,KAAM,CAAC,CAAC,OAAQ,yDAAyD,CAAC,CAC5E,EACA,CAEED,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,yDAAyD,CAAC,EAC1EC,KAAM,2KACP,CAEL,EACA,CACEJ,SAAU,UACVF,KAAM,CAAE,EACRC,QAAS,CACP,CAIEG,MAAO,CAAC,aAAa,EACrBJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,oDAAoD,EAC7D,CAAC,OAAQ,oDAAoD,EAC7D,CAAC,OAAQ,yCAAyC,CAAC,EAErDC,KAAM,0JACR,EAEA,CAEEF,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,6DAA6D,CAAC,CAChF,EAEA,CAIED,MAAO,CAAC,kCAAkC,EAC1CJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,0CAA0C,EACnD,CAAC,OAAQ,oDAAoD,EAC7D,CAAC,OAAQ,6CAA6C,CAAC,EAEzDC,KAAM,2FACR,EACA,CAGEF,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,KAAM,IAAI,EACjBK,KAAM,CAAC,CAAC,OAAQ,sGAAsG,CAAC,EACvHC,KAAM,gMACP,CAEL,EACA,CACEJ,SAAU,QACVF,KAAM,CAAE,EACRC,QAAS,CACP,CACEG,MAAO,CAAE,EACTJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,MAAO,uDAAuD,EAC/D,CAAC,OAAQ,6CAA6C,EACtD,CACE,MACA,0KAA0K,EAE5K,CAAC,MAAO,wHAAwH,CAAC,EAEnIC,KAAM,6NACR,EACA,CAEEF,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,6CAA6C,CAAC,CAChE,EACA,CAEED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,6CAA6C,CAAC,EAC9DC,KAAM,gQACR,EACA,CAEEF,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,iCAAiC,EAC1C,CAAC,OAAQ,qDAAqD,CAAC,EAEjEC,KAAM,0PACR,EACA,CAEEF,MAAO,CAAC,0BAA2B,mBAAoB,YAAY,EACnEJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,iCAAiC,CAAC,CACpD,EAEA,CAKED,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,iCAAiC,EAC1C,CAAC,OAAQ,gCAAgC,CAAC,CAE9C,EAEA,CAGED,MAAO,CAAC,YAAY,EACpBJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,iCAAiC,EAC1C,CAAC,OAAQ,gCAAgC,CAAC,CAE9C,EAEA,CAEED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,gCAAgC,CAAC,CACnD,EACA,CAEED,MAAO,CAAC,0BAA2B,gBAAgB,EACnDJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,2BAA2B,CAAC,EAC5CC,KAAM,wKACR,EACA,CAEEF,MAAO,CAAC,YAAY,EACpBJ,KAAM,CAAC,KAAM,IAAI,EACjBK,KAAM,CAAC,CAAC,OAAQ,wDAAwD,CAAC,CAC3E,EAEA,CAIED,MAAO,CAAC,eAAe,EACvBJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,2BAA2B,EACpC,CAAC,OAAQ,iDAAiD,EAC1D,CAAC,OAAQ,gDAAgD,CAAC,EAE5DC,KAAM,yJACR,EAEA,CAEEF,MAAO,CAAC,gBAAiB,iBAAkB,aAAa,EACxDJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,uDAAuD,CAAC,CAC1E,EAEA,CAEED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,KAAM,IAAI,EACjBK,KAAM,CAAC,CAAC,OAAQ,wCAAwC,CAAC,EACzDC,KAAM,iVACR,EACA,CAEEF,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,uCAAuC,CAAC,EACvDC,KAAM,iJACP,CAEL,EACA,CACEJ,SAAU,4BACVF,KAAM,CAAE,EACRC,QAAS,CACP,CAEEG,MAAO,CAAE,EACTJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,sDAAsD,CAAC,EACvEC,KAAM,gPACR,EAEA,CAEEF,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,KAAM,KAAM,KAAM,KAAM,KAAM,KAAM,IAAI,EAC/CK,KAAM,CACJ,CAAC,OAAQ,6DAA6D,EACtE,CAAC,OAAQ,uDAAuD,CAAC,EAEnEC,KAAM,yKACR,EACA,CAEEF,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,mDAAmD,CAAC,CACtE,EAEA,CAGED,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,gEAAgE,EACzE,CAAC,OAAQ,+CAA+C,CAAC,EAE3DC,KAAM,4NACR,EAEA,CAEEF,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,8CAA8C,CAAC,CACjE,EAEA,CAIED,MAAO,CAAC,uBAAuB,EAC/BJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,iDAAiD,EAC1D,CAAC,OAAQ,4DAA4D,EACrE,CAAC,OAAQ,6CAA6C,CAAC,EAEzDC,KAAM,2JACR,EAEA,CAMEF,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,iDAAiD,EAC1D,CAAC,OAAQ,qEAAsE,CAAC,IAAI,CAAC,EACrF,CAAC,OAAQ,8DAA8D,EACvE,CAAC,OAAQ,+CAA+C,EACxD,CAAC,OAAQ,yDAA0D,CAAC,IAAI,CAAC,CAAC,EAE5EC,KAAM,8HACR,EACA,CAEEF,MAAO,CAAC,mCAAmC,EAC3CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6CAA6C,CAAC,CAChE,EACA,CACED,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,6DAA6D,EACtE,CAAC,OAAQ,mDAAmD,CAAC,CAEjE,EACA,CACED,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,8DAA8D,EACvE,CAAC,OAAQ,0DAA0D,CAAC,CAExE,EAEA,CAEED,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,0DAA0D,CAAC,EAC3E,CAEL,EACA,CACEH,SAAU,kBACVF,KAAM,CAAE,EACRC,QAAS,CACP,CAKEG,MAAO,CAAE,EACTJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,MAAO,gGAAgG,EACxG,CAAC,MAAO,mHAAmH,EAC3H,CAAC,MAAO,0DAA0D,EAClE,CAAC,MAAO,0HAA0H,CAAC,EAEtI,CAEL,EACA,CACEN,MAAO,mBACPC,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CASEG,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,uCAAuC,EAChD,CAAC,OAAQ,iDAAiD,EAC1D,CAAC,OAAQ,uCAAuC,EAChD,CAAC,OAAQ,wCAAwC,EACjD,CAAC,OAAQ,uCAAuC,EAChD,CAAC,OAAQ,kDAAkD,EAC3D,CAAC,MAAO,2EAA2E,CAAC,CAExF,EACA,CAKED,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,uCAAuC,EAChD,CAAC,OAAQ,wDAAwD,EACjE,CAAC,OAAQ,uCAAuC,EAChD,CAAC,OAAQ,uDAAuD,CAAC,EAEnEC,KAAM,sNACR,EAEA,CAKEF,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,iFAAiF,EAC1F,CAAC,OAAQ,0CAA0C,EACnD,CAAC,OAAQ,4DAA4D,EACrE,CAAC,OAAQ,6CAA6C,CAAC,EAEzDC,KAAM,kIACP,CAEL,EACA,CACEJ,SAAU,uBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CAEP,CAGEG,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,2DAA2D,EACpE,CAAC,OAAQ,6CAA6C,CAAC,EAEzDC,KAAM,sQACP,CAEL,EACA,CACEJ,SAAU,qBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CAEP,CAIEG,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,+CAA+C,EACxD,CAAC,OAAQ,2DAA2D,EACpE,CAAC,OAAQ,6CAA6C,CAAC,CAE3D,EACA,CAGED,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,+CAA+C,EACxD,CAAC,OAAQ,8DAA8D,CAAC,EAE3E,CAEL,EACA,CACEH,SAAU,wBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CAEP,CAIEG,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,uCAAuC,EAChD,CAAC,OAAQ,2DAA2D,EACpE,CAAC,OAAQ,+CAA+C,CAAC,CAE7D,EACA,CAGED,MAAO,CAAC,kCAAkC,EAC1CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,4DAA4D,EACrE,CAAC,OAAQ,6CAA6C,CAAC,CAE3D,EACA,CAKED,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,uCAAuC,EAChD,CAAC,OAAQ,mCAAmC,EAC5C,CAAC,OAAQ,6DAA6D,EACtE,CAAC,OAAQ,+CAA+C,CAAC,EAE5D,CAEL,EACA,CACEH,SAAU,YACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAGEG,MAAO,CAAE,EACTJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,MAAO,wGAAwG,EAChH,CACE,MACA,4IAA4I,CAC7I,CAEL,EACA,CAEED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,sEAAsE,CAAC,CACxF,EACA,CAEED,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,iFAAiF,CAAC,CACnG,EACA,CAEED,MAAO,CAAC,kCAAkC,EAC1CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,iDAAiD,CAAC,EAClE,CAEL,EACA,CACEN,MAAO,UACPC,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAKEG,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,mEAAmE,CAG7E,EACDC,KAAM,kLACR,EACA,CAKEF,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAGJ,CAAC,OAAQ,iDAAiD,CAAC,EAE7DC,KAAM,2JACR,EACA,CAEEF,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,wEAAwE,CAAC,CAC1F,EACA,CACED,MAAO,CAAC,mCAAmC,EAC3CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,oCAAoC,CAAC,CACvD,EACA,CAEED,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6CAA6C,CAAC,CAChE,EACA,CAGED,MAAO,CAAC,iCAAiC,EACzCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,8DAA8D,EACvE,CAAC,OAAQ,+CAA+C,CAAC,EAE3DC,KAAM,sJACR,EACA,CAEEF,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,8EAA8E,CAAC,CACjG,EACA,CAEED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,mIAAmI,CAAC,EACrJ,CAEL,EACA,CACEH,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CAEP,CAGEG,MAAO,CAAE,EACTJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,oFAAoF,EAC7F,CAAC,OAAQ,8DAA8D,CAAC,CAE5E,EACA,CAIED,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,yCAAyC,EAClD,CAAC,OAAQ,0CAA0C,EACnD,CAAC,OAAQ,oCAAoC,CAAC,EAEhDC,KAAM,uHACR,EACA,CAIEF,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,yCAAyC,EAClD,CAAC,OAAQ,gDAAgD,EACzD,CAAC,OAAQ,oCAAoC,CAAC,EAEhDC,KAAM,gMACR,EACA,CAGEF,MAAO,CAAC,kBAAkB,EAC1BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,yCAAyC,EAClD,CAAC,OAAQ,qHAAqH,CAAC,EAEjIC,KAAM,qHACP,CAEJ,EAGD,CACEP,MAAO,kBACPC,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,8BAA8B,EACtCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,2CAA2C,CAAC,EAC5DC,KAAM,oIACR,EACA,CAEEF,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,qFAAqF,CAAC,CACvG,EACA,CAGED,MAAO,CAAC,oCAAoC,EAC5CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,8FAA8F,CAAC,CAChH,EACA,CAEED,MAAO,CAAC,oCAAoC,EAC5CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,yFAAyF,CAAC,CAC3G,EACA,CAEED,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,4DAA4D,EACrE,CAAC,OAAQ,6EAA6E,CAAC,CAE3F,EACA,CAEED,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CACE,MACA,6JAA6J,CAC9J,EAEJ,CAEJ,EAED,CACEN,MAAO,UACPC,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAGEG,MAAO,CAAE,EACTJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,yCAAyC,CAAC,EAC1DC,KAAM,oJACR,EACA,CAGEF,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,yCAAyC,EAClD,CAAC,OAAQ,0DAA0D,CAAC,EAEtEC,KAAM,sQACR,EACA,CAEEF,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,wEAAwE,CAAC,CAC3F,EACA,CAGED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,4CAA4C,EACpD,CAAC,MAAO,uCAAuC,CAAC,EAElDC,KAAM,2IACR,EACA,CAEEF,MAAO,CAAC,wBAAyB,4BAA4B,EAC7DJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,uDAAuD,CAAC,EACxE,CAEL,EACA,CACEN,MAAO,SACPC,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAIEG,MAAO,CAAE,EACTJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,+GAA+G,EACvH,CAAC,MAAO,4DAA4D,EACpE,CAAC,MAAO,iCAAiC,CAAC,CAE9C,EACA,CAEED,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,oFAAoF,CAAC,CACtG,EACA,CACED,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,+DAA+D,CAAC,CACjF,EACA,CAEED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,gGAAgG,CAAC,EACjH,CAEL,EACA,CACEN,MAAO,oBACPC,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEEG,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,sDAAsD,CAAC,EACvEC,KAAM,yKACR,EACA,CAEEF,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,6FAA6F,CAAC,EAC9GC,KAAM,4TACR,EACA,CAGEF,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,6DAA6D,EACtE,CAAC,OAAQ,iDAAiD,CAAC,CAE/D,EACA,CAEED,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,iFAAiF,CAAC,CACpG,EACA,CAEED,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,2EAA2E,CAAC,EAC5FC,KAAM,mIACR,EACA,CAIEF,MAAO,CAAC,8BAA8B,EACtCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,2DAA2D,EACpE,CAAC,OAAQ,6CAA6C,EACtD,CAAC,OAAQ,sBAAsB,CAAC,EAElCC,KAAM,4KACR,EAEA,CAEEF,MAAO,CAAC,eAAe,EACvBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,uFAAuF,CAAC,EACzG,CAEL,EACA,CAEEH,SAAU,gBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAIEG,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,qFAAqF,EAC7F,CAAC,MAAO,mGAAmG,EAC3G,CAAC,MAAO,+EAA+E,CAAC,CAE5F,EACA,CAEED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,iGAAiG,CAAC,CACnH,EACA,CAEED,MAAO,CAAC,qCAAqC,EAC7CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,yEAAyE,CAAC,CAC3F,EACA,CAEED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,8GAA8G,CAAC,EAC/H,CAEL,EACA,CAEEN,MAAO,UACPC,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAIEG,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,6GAA6G,EACtH,CAAC,OAAQ,8DAA8D,CAAC,EAE1EC,KAAM,sGACP,EAGD,CAEEF,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,oFAAoF,CAAC,EACpGC,KAAM,+GACR,EAEA,CAGEF,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CACE,MACA,2JAA2J,CAC5J,CAEL,EACA,CAEED,MAAO,CAAC,mCAAmC,EAC3CJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,wFAAwF,CAAC,CAC1G,EACA,CAEED,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,uDAAuD,CAAC,CAC1E,EACA,CAEED,MAAO,CAAC,uBAAuB,EAC/BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,wEAAwE,CAAC,CAC1F,EACA,CAEED,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,yDAAyD,CAAC,CAC3E,EACA,CAEED,MAAO,CAAC,YAAY,EACpBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,qEAAqE,CAAC,CACvF,EACA,CAEED,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,qEAAqE,CAAC,EACtF,CAEL,EACA,CAGEN,MAAO,MACPC,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAGEG,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,uCAAuC,EAChD,CAAC,OAAQ,8CAA8C,CAAC,EAE1DC,KAAM,6JACR,EACA,CAGEF,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,wCAAwC,EACjD,CAAC,OAAQ,6CAA6C,CAAC,EAEzDC,KAAM,mLACR,EACA,CAEEF,MAAO,CAAC,2BAA4B,gBAAgB,EACpDJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,2EAA2E,CAAC,EAC5FC,KAAM,4IACR,EACA,CAQEF,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,uCAAuC,EAChD,CAAC,OAAQ,oCAAoC,EAC7C,CAAC,OAAQ,4CAA4C,EACrD,CAAC,OAAQ,kCAAkC,EAC3C,CAAC,OAAQ,uDAAuD,EAChE,CAAC,OAAQ,wDAAwD,CAAC,CAEtE,EACA,CAEED,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,OAAQ,qDAAqD,CAAC,EACtEC,KAAM,0MACP,EAED,CAGEF,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,MAAO,oDAAoD,EAC5D,CAAC,MAAO,sDAAsD,CAAC,CAEnE,EACA,CAEED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,oEAAoE,CAAC,CACtF,EACA,CAEED,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,kGAAkG,CAAC,CACpH,EACA,CAEED,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CAAC,CAAC,MAAO,mEAAmE,CAAC,EACpF,CAEL,CAiNA,CAEJ,ECvwCasB,EAA4B,CACvCvC,GAAI,+BACJG,KAAM,0BACNC,OAAQ,EACRC,KAAM,QACNH,YAAa,+EACbI,QAAS,6FACTC,aAAe,qLAEfN,QAAS,MACTO,KAAM,IAAIC,KAAK,YAAY,EAC3BC,SAAU,CACR,CACEC,MAAO,aACPC,KAAM,CAAE,EACRC,QAAS,CACP,CACEG,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,2EAA2E,CAAC,EAC5FC,KAAM,2IACR,EACA,CACEF,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,6CAA6C,CAAC,EAC9DC,KAAM,sGACR,EACA,CACEF,MAAO,CAAC,YAAY,EACpBJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,yCAAyC,EAClD,CAAC,OAAQ,uDAAuD,CAAC,EAEnEC,KAAM,wMACR,EACA,CACEF,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,8EAA8E,CAAC,EAC/F,CAEL,EAEA,CACEN,MAAO,UACPC,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CACEG,MAAO,CAAC,YAAY,EACpBJ,KAAM,CAAC,IAAI,EAMXK,KAAM,CACJ,CAAC,OAAQ,iEAAiE,EAC1E,CAAC,OAAQ,8CAA8C,EACvD,CAAC,OAAQ,8CAA8C,EACvD,CAAC,OAAQ,8DAA8D,CAAC,EAE1EC,KAAM,6PACP,CAEL,EAEA,CACEP,MAAO,mBACPC,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAIEG,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,sDAAsD,EAC/D,CAAC,OAAQ,wDAAwD,CAAC,EAEpEC,KAAM,gJACP,EAEJ,CAEL,qeCvFasB,EAAsB,CACjCxC,GAAI,WACJC,QAAS,MACTC,YAAa,4EACbC,KAAM,sBACNC,OAAQ,EACRC,KAAM,SACNC,QACE,yOACFC,aAAe,8hCAQf4B,KAAIC,EAWH,EACD5B,KAAM,IAAIC,KAAK,yBAAyB,EACxCC,SAAU,CACR,CACEC,MAAO,kBACPC,KAAM,CAAE,EACRC,QAAS,CAAA,CACX,EACA,CACEC,SAAU,uBACVF,KAAM,CAAE,EACRG,GAAK,oiGA0BLF,QAAS,CACP,CAKED,KAAM,CAAE,EACRI,MAAO,CAAC,qBAAsB,0BAA0B,EACxDC,KAAM,CACJ,CAAC,OAAQ,sDAAsD,EAC/D,CAAC,OAAQ,4CAA4C,EACrD,CAAC,MAAO,2DAA2D,CAAC,CAExE,EACA,CAOEL,KAAM,CAAE,EACRI,MAAO,CAAC,mBAAoB,wBAAwB,EACpDC,KAAM,CACJ,CAAC,OAAQ,mCAAmC,EAC5C,CAAC,OAAQ,0CAA0C,EACnD,CAAC,OAAQ,gCAAgC,EACzC,CAAC,OAAQ,4DAA4D,EACrE,CAAC,MAAO,kFAAkF,CAAC,EAE7FC,KAAM,kLACR,EACA,CAGEN,KAAM,CAAE,EACRI,MAAO,CAAC,uBAAwB,4BAA4B,EAC5DC,KAAM,CAAC,CAAC,OAAQ,gCAAgC,CAAC,CACnD,EACA,CAuBEL,KAAM,CAAE,EACRI,MAAO,CAAC,aAAc,gBAAiB,iBAAkB,kBAAmB,yBAAyB,EACrGC,KAAM,CACJ,CAAC,OAAQ,qCAAqC,EAG9C,CAAC,MAAO,kDAAkD,EAC1D,CAAC,OAAQ,6CAA6C,EACtD,CAAC,OAAQ,sCAAsC,EAE/C,CAAC,OAAQ,uBAAuB,EAChC,CAAC,OAAQ,2BAA2B,EACpC,CAAC,OAAQ,2BAA2B,EACpC,CAAC,OAAQ,gCAAgC,EACzC,CAAC,OAAQ,sBAAsB,EAC/B,CAAC,OAAQ,sBAAsB,EAC/B,CAAC,OAAQ,kBAAkB,EAC3B,CAAC,OAAQ,yCAAyC,EAClD,CAAC,OAAQ,sCAAsC,EAC/C,CAAC,MAAO,4DAA4D,EACpE,CAAC,OAAQ,2GAA2G,EACpH,CAAC,MAAO,oHAAoH,EAC5H,CAAC,MAAO,+EAA+E,EACvF,CAAC,MAAO,oHAAoH,CAAC,CAEjI,EACA,CAeEL,KAAM,CAAE,EACRI,MAAO,CAAC,wBAAyB,8BAA+B,uBAAwB,sBAAsB,EAC9GC,KAAM,CACJ,CAAC,OAAQ,qCAAqC,EAC9C,CAAC,OAAQ,iCAAiC,EAC1C,CAAC,OAAQ,sCAAsC,EAC/C,CAAC,OAAQ,2BAA2B,EACpC,CAAC,OAAQ,0DAA0D,EACnE,CAAC,OAAQ,mBAAmB,EAC5B,CAAC,OAAQ,yCAAyC,EAElD,CAAC,OAAQ,2CAA2C,EACpD,CAAC,MAAO,qGAAqG,CAAC,EAEhHC,KAAM,wtBACR,EACA,CAcEN,KAAM,CAAE,EACRI,MAAO,CAAC,gBAAiB,iBAAkB,aAAa,EACxDC,KAAM,CACJ,CAAC,OAAQ,mBAAmB,EAC5B,CAAC,OAAQ,0CAA0C,EACnD,CAAC,OAAQ,kBAAkB,EAE3B,CAAC,OAAQ,sCAAsC,EAC/C,CAAC,OAAQ,gCAAgC,EACzC,CAAC,OAAQ,uBAAuB,EAChC,CAAC,OAAQ,0CAA0C,EACnD,CAAC,OAAQ,gCAAgC,EACzC,CAAC,MAAO,oHAAoH,CAAC,CAEjI,EACA,CAiBEL,KAAM,CAAE,EACRI,MAAO,CAAC,eAAgB,qBAAsB,mBAAoB,aAAc,aAAc,qBAAqB,EACnHC,KAAM,CACJ,CAAC,OAAQ,+BAA+B,EACxC,CAAC,OAAQ,yBAAyB,EAClC,CAAC,OAAQ,mBAAmB,EAC5B,CAAC,OAAQ,uBAAuB,EAChC,CAAC,OAAQ,6BAA6B,EACtC,CAAC,OAAQ,gCAAgC,EACzC,CAAC,OAAQ,sBAAsB,EAE/B,CAAC,OAAQ,wBAAwB,EACjC,CAAC,OAAQ,0BAA0B,EACnC,CAAC,MAAO,4FAA4F,EACpG,CAAC,OAAQ,iBAAiB,EAC1B,CAAC,OAAQ,4CAA4C,CAAC,CAE1D,EACA,CAIEL,KAAM,CAAE,EACRI,MAAO,CAAC,gBAAgB,EACxBC,KAAM,CACJ,CAAC,OAAQ,iCAAiC,EAC1C,CAAC,OAAQ,kCAAkC,CAAC,EAE/C,CAEL,EACA,CACEH,SAAU,oBACVF,KAAM,CAAE,EACRC,QAAS,CACP,CAUED,KAAM,CAAE,EACRI,MAAO,CAAC,gBAAgB,EACxBC,KAAM,CACJ,CAAC,OAAQ,oCAAoC,EAC7C,CAAC,OAAQ,2CAA2C,EAEpD,CAAC,MAAO,wCAAwC,CAAC,CAErD,EACA,CAUEL,KAAM,CAAE,EACRI,MAAO,CAAC,iBAAkB,+BAA+B,EACzDC,KAAM,CAAC,CAAC,OAAQ,oHAAoH,CAAC,CACvI,EACA,CAGEL,KAAM,CAAE,EACRI,MAAO,CAAC,0BAA2B,gBAAgB,EACnDC,KAAM,CAAC,CAAC,OAAQ,sEAAsE,CAAC,CACzF,EACA,CAGEL,KAAM,CAAE,EACRI,MAAO,CAAC,+BAA+B,EACvCC,KAAM,CAAC,CAAC,OAAQ,iDAAiD,CAAC,CACpE,EACA,CAGEL,KAAM,CAAE,EACRI,MAAO,CAAC,gBAAgB,EACxBC,KAAM,CAAC,CAAC,OAAQ,iDAAiD,CAAC,EACnE,CAEL,EACA,CACEH,SAAU,eACVF,KAAM,CAAE,EACRC,QAAS,CACP,CAIED,KAAM,CAAE,EACRI,MAAO,CAAC,6BAA6B,EACrCC,KAAM,CACJ,CAAC,OAAQ,yDAAyD,EAClE,CAAC,OAAQ,6CAA6C,CAAC,CAE3D,EACA,CAIEL,KAAM,CAAE,EACRI,MAAO,CAAC,yBAAyB,EACjCC,KAAM,CACJ,CAAC,OAAQ,2DAA2D,EACpE,CAAC,OAAQ,wDAAwD,CAAC,CAEtE,EACA,CAGEL,KAAM,CAAE,EACRI,MAAO,CAAC,yBAAyB,EACjCC,KAAM,CAAC,CAAC,OAAQ,6CAA6C,CAAC,CAChE,EAEA,CAMEL,KAAM,CAAE,EACRI,MAAO,CAAC,6BAA6B,EACrCC,KAAM,CACJ,CAAC,OAAQ,gCAAgC,EAEzC,CAAC,OAAQ,uCAAuC,EAChD,CAAC,OAAQ,gDAAgD,CAAC,CAE9D,EACA,CAOEL,KAAM,CAAE,EACRI,MAAO,CAAC,2BAA2B,EACnCC,KAAM,CACJ,CAAC,OAAQ,2DAA2D,EACpE,CAAC,OAAQ,6CAA6C,EACtD,CAAC,OAAQ,qCAAqC,EAC9C,CAAC,OAAQ,uDAAuD,CAAC,CAErE,EACA,CAOEL,KAAM,CAAE,EACRI,MAAO,CAAC,0BAA0B,EAClCC,KAAM,CACJ,CAAC,OAAQ,2DAA2D,EACpE,CAAC,MAAO,mDAAmD,EAE3D,CAAC,OAAQ,kDAAkD,EAC3D,CAAC,OAAQ,8CAA8C,CAAC,CAE5D,EACA,CAKEL,KAAM,CAAE,EACRI,MAAO,CAAC,2BAA2B,EACnCC,KAAM,CACJ,CAAC,OAAQ,kEAAkE,EAC3E,CAAC,MAAO,mDAAmD,CAAC,CAEhE,EACA,CAMEL,KAAM,CAAE,EACRI,MAAO,CAAC,8BAA8B,EACtCC,KAAM,CACJ,CAAC,OAAQ,6EAA6E,EACtF,CAAC,MAAO,mDAAmD,CAAC,CAEhE,EACA,CAKEL,KAAM,CAAE,EACRI,MAAO,CAAC,4BAA4B,EACpCC,KAAM,CACJ,CAAC,OAAQ,oHAAoH,EAC7H,CAAC,MAAO,mDAAmD,CAAC,CAEhE,EACA,CAKEL,KAAM,CAAE,EACRI,MAAO,CAAC,0BAA0B,EAClCC,KAAM,CACJ,CAAC,OAAQ,iIAAiI,EAC1I,CAAC,MAAO,mDAAmD,CAAC,EAE/D,CAEL,EACA,CACEN,MAAO,WACPE,QAAS,CAAE,EACXE,GAAK,kzEAwBLH,KAAM,CAAA,CACR,EACA,CACEE,SAAU,QACVF,KAAM,CAAE,EACRC,QAAS,CACP,CAMED,KAAM,CAAE,EACRI,MAAO,CAAC,aAAa,EACrBC,KAAM,CACJ,CAAC,OAAQ,mCAAmC,EAC5C,CAAC,MAAO,uEAAuE,CAAC,EAElFC,KAAM,0LACR,EACA,CAKEN,KAAM,CAAE,EACRI,MAAO,CAAC,gBAAgB,EACxBC,KAAM,CACJ,CAAC,OAAQ,gCAAgC,EACzC,CAAC,OAAQ,8BAA8B,CAAC,EAE1CC,KAAM,kLACR,EACA,CAIEN,KAAM,CAAE,EACRI,MAAO,CAAC,iBAAkB,oBAAqB,oBAAoB,EACnEC,KAAM,CACJ,CAAC,OAAQ,2DAA2D,EACpE,CAAC,OAAQ,+CAA+C,CAAC,CAE7D,EACA,CAKEL,KAAM,CAAE,EACRI,MAAO,CAAC,qBAAqB,EAC7BC,KAAM,CACJ,CAAC,OAAQ,6CAA6C,EACtD,CAAC,OAAQ,mDAAmD,CAAC,EAE/DC,KAAM,sQACR,EACA,CAGEN,KAAM,CAAE,EACRI,MAAO,CAAC,+BAA+B,EACvCC,KAAM,CAAC,CAAC,OAAQ,qDAAqD,CAAC,CACxE,EACA,CAIEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,0BAA0B,EAClCC,KAAM,CAAC,CAAC,OAAQ,+BAA+B,CAAC,EAChDC,KAAM,uQACP,CAEL,EACA,CACEJ,SAAU,UACVF,KAAM,CAAE,EACRC,QAAS,CACP,CACED,KAAM,CAAE,EACRI,MAAO,CAAC,8BAA+B,4BAA6B,+BAA+B,EACnGC,KAAM,CACJ,CAAC,OAAQ,6CAA6C,EACtD,CAAC,OAAQ,oCAAoC,CAAC,CAElD,EACA,CACEL,KAAM,CAAE,EACRI,MAAO,CAAC,mCAAoC,6BAA8B,gCAAgC,EAC1GC,KAAM,CACJ,CAAC,OAAQ,6CAA6C,EACtD,CAAC,OAAQ,oCAAoC,CAAC,CAElD,EACA,CACEL,KAAM,CAAE,EACRI,MAAO,CAAC,4BAA6B,wCAAyC,0BAA0B,EACxGC,KAAM,CAAC,CAAC,OAAQ,qCAAqC,CAAC,EACtDC,KAAM,uRACP,EAOD,CAQEN,KAAM,CAAE,EACRI,MAAO,CAAC,gBAAgB,EACxBC,KAAM,CACJ,CAAC,OAAQ,6DAA6D,EACtE,CAAC,MAAO,kFAAkF,EAC1F,CAAC,MAAO,4HAA4H,EACpI,CAAC,MAAO,+EAA+E,EACvF,CAAC,MAAO,mHAAmH,EAC3H,CAAC,MAAO,gIAAgI,EACxI,CAAC,MAAO,yGAAyG,CAAC,CAEtH,EACA,CAEEL,KAAM,CAAE,EACRI,MAAO,CAAC,kBAAkB,EAC1BC,KAAM,CAAC,CAAC,OAAQ,0CAA0C,CAAC,CAC7D,EACA,CAKEL,KAAM,CAAE,EACRI,MAAO,CAAC,cAAc,EACtBC,KAAM,CACJ,CAAC,OAAQ,gDAAgD,EACzD,CAAC,OAAQ,6CAA6C,EACtD,CAAC,MAAO,uGAAuG,EAC/G,CAAC,MAAO,kEAAkE,CAAC,EAE7EC,KAAM,qIACR,EACA,CAEEN,KAAM,CAAE,EACRI,MAAO,CAAC,gBAAgB,EACxBC,KAAM,CACJ,CACE,MACA,4JAA4J,CAC7J,CAEL,EACA,CAIEL,KAAM,CAAE,EACRI,MAAO,CAAE,EACTC,KAAM,CACJ,CAAC,MAAO,0DAA0D,EAClE,CAAC,MAAO,0GAA0G,EAClH,CAAC,MAAO,uIAAuI,CAAC,EAEnJ,CAEL,EACA,CAEEH,SAAU,YACVF,KAAM,CAAE,EACRC,QAAS,CACP,CAKED,KAAM,CAAE,EACRI,MAAO,CAAC,uBAAuB,EAC/BC,KAAM,CACJ,CAAC,OAAQ,sCAAsC,EAC/C,CAAC,OAAQ,8CAA8C,CAAC,EAE1DC,KAAM,gKACR,EACA,CAGEN,KAAM,CAAE,EACRI,MAAO,CAAC,gBAAgB,EACxBC,KAAM,CAAC,CAAC,OAAQ,8CAA8C,CAAC,EAC/DC,KAAM,gMACP,CAEL,EACA,CACEP,MAAO,gCACPC,KAAM,CAAE,EACRC,QAAS,CAAA,CACX,EACA,CAEEC,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEED,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,+BAA+B,EACvCC,KAAM,CAAC,CAAC,MAAO,+EAA+E,CAAC,CACjG,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,2BAA2B,EACnCC,KAAM,CAAC,CAAC,MAAO,4GAA4G,CAAC,CAC9H,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,+BAA+B,EACvCC,KAAM,CAAC,CAAC,MAAO,6HAA6H,CAAC,CAC/I,EACA,CAGEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,cAAc,EACtBC,KAAM,CAAC,CAAC,OAAQ,4DAA4D,CAAC,EAC7EC,KAAM,sHACR,EACA,CAMEN,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,yBAAyB,EACjCC,KAAM,CACJ,CAAC,OAAQ,4DAA4D,EACrE,CAAC,OAAQ,uCAAuC,EAChD,CAAC,OAAQ,sDAAsD,CAAC,EAEnE,CAEL,EACA,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEED,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,iBAAiB,EACzBC,KAAM,CAAC,CAAC,MAAO,gGAAgG,CAAC,CAClH,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,gCAAgC,EACxCC,KAAM,CAAC,CAAC,MAAO,8HAA8H,CAAC,CAChJ,EACA,CAIEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,yBAAyB,EACjCC,KAAM,CACJ,CAAC,MAAO,4FAA4F,EACpG,CAAC,OAAQ,iEAAiE,EAC1E,CAAC,MAAO,wGAAwG,CAAC,CAErH,EACA,CAGEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,+BAA+B,EACvCC,KAAM,CAAC,CAAC,MAAO,uEAAuE,CAAC,CACzF,EACA,CAIEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,4BAA4B,EACpCC,KAAM,CACJ,CAAC,OAAQ,6CAA6C,EACtD,CAAC,OAAQ,8CAA8C,CAAC,CAE5D,EACA,CAIEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,mBAAmB,EAC3BC,KAAM,CACJ,CAAC,OAAQ,oCAAoC,EAC7C,CAAC,OAAQ,qDAAqD,CAAC,CAEnE,EACA,CAGEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,sBAAsB,EAC9BC,KAAM,CAAC,CAAC,OAAQ,kDAAkD,CAAC,CACrE,EACA,CAIEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,mBAAmB,EAC3BC,KAAM,CACJ,CAAC,OAAQ,oCAAoC,EAC7C,CAAC,OAAQ,sDAAsD,CAAC,CAEpE,EACA,CAMEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,gCAAgC,EACxCC,KAAM,CACJ,CAAC,OAAQ,6HAA6H,EACtI,CAAC,MAAO,sDAAsD,CAAC,EAElE,CAEL,EACA,CACEH,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEED,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,4BAA4B,EACpCC,KAAM,CAAC,CAAC,OAAQ,2HAA2H,CAAC,CAC9I,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,kBAAkB,EAC1BC,KAAM,CAAC,CAAC,MAAO,6HAA6H,CAAC,CAC/I,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,6BAA6B,EACrCC,KAAM,CAAC,CAAC,MAAO,gHAAgH,CAAC,CAClI,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,sCAAuC,iBAAiB,EAChEC,KAAM,CAAC,CAAC,MAAO,0HAA0H,CAAC,CAC5I,EACA,CAGEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,gBAAiB,mBAAmB,EAC5CC,KAAM,CACJ,CAAC,MAAO,+GAA+G,EACvH,CAAC,MAAO,2HAA2H,CAAC,CAExI,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,oCAAoC,EAC5CC,KAAM,CAAC,CAAC,MAAO,wHAAwH,CAAC,CAC1I,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,gBAAgB,EACxBC,KAAM,CAAC,CAAC,MAAO,mGAAmG,CAAC,CACrH,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,2BAA2B,EACnCC,KAAM,CAAC,CAAC,MAAO,wGAAwG,CAAC,CAC1H,EAEA,CAMEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,+BAA+B,EACvCC,KAAM,CACJ,CACE,OACA,0PAA0P,EAE5P,CAAC,MAAO,0BAA0B,CAAC,EAEtC,CAEL,EACA,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEED,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,4BAA4B,EACpCC,KAAM,CAAC,CAAC,MAAO,8GAA8G,CAAC,CAChI,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,yBAAyB,EACjCC,KAAM,CAAC,CAAC,MAAO,gGAAgG,CAAC,CAClH,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,gBAAgB,EACxBC,KAAM,CAAC,CAAC,MAAO,yEAAyE,CAAC,CAC3F,EACA,CAMEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,wBAAwB,EAChCC,KAAM,CACJ,CAAC,OAAQ,6DAA6D,EACtE,CAAC,OAAQ,yCAAyC,EAClD,CAAC,OAAQ,wDAAwD,CAAC,EAErE,CAEL,EACA,CACEH,SAAU,SACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAEED,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,gBAAgB,EACxBC,KAAM,CAAC,CAAC,MAAO,gGAAgG,CAAC,CAClH,EACA,CAGEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,cAAc,EACtBC,KAAM,CAAC,CAAC,MAAO,4CAA4C,CAAC,EAC5DC,KAAM,qHACR,EACA,CAMEN,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,wBAAwB,EAChCC,KAAM,CACJ,CAAC,OAAQ,8DAA8D,EACvE,CAAC,OAAQ,yCAAyC,EAClD,CAAC,OAAQ,4BAA4B,CAAC,EAEzC,CAEL,EACA,CACEH,SAAU,oBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAGED,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,4BAA4B,EACpCC,KAAM,CACJ,CAAC,MAAO,sGAAsG,EAC9G,CAAC,MAAO,wGAAwG,CAAC,CAErH,EACA,CAIEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,0BAA0B,EAClCC,KAAM,CACJ,CAAC,MAAO,8EAA8E,EACtF,CAAC,MAAO,gFAAgF,EACxF,CAAC,MAAO,8HAA8H,CAAC,CAE3I,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,iCAAiC,EACzCC,KAAM,CAAC,CAAC,MAAO,oGAAoG,CAAC,CACtH,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,0BAA0B,EAClCC,KAAM,CAAC,CAAC,MAAO,8HAA8H,CAAC,CAChJ,EACA,CAMEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,4BAA4B,EACpCC,KAAM,CACJ,CAAC,OAAQ,6DAA6D,EACtE,CAAC,OAAQ,yCAAyC,EAClD,CAAC,OAAQ,qFAAqF,CAAC,EAElG,CAEL,EACA,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAGED,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,gBAAgB,EACxBC,KAAM,CACJ,CAAC,OAAQ,iDAAiD,EAC1D,CAAC,OAAQ,6CAA6C,CAAC,CAE3D,EACA,CAKEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,gBAAgB,EACxBC,KAAM,CACJ,CAAC,MAAO,0EAA0E,EAClF,CAAC,MAAO,yGAAyG,EACjH,CAAC,MAAO,uGAAuG,EAC/G,CAAC,MAAO,sEAAsE,CAAC,CAEnF,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,gBAAgB,EACxBC,KAAM,CAAC,CAAC,MAAO,iIAAiI,CAAC,CACnJ,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,uBAAuB,EAC/BC,KAAM,CAAC,CAAC,MAAO,0GAA0G,CAAC,CAC5H,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,eAAe,EACvBC,KAAM,CAAC,CAAC,MAAO,iDAAiD,CAAC,CACnE,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,0BAA0B,EAClCC,KAAM,CAAC,CAAC,MAAO,8GAA8G,CAAC,CAChI,EAEA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,2BAA2B,EACnCC,KAAM,CACJ,CAAC,MAAO,0IAA0I,CAAC,CAEvJ,EACA,CAQEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,qBAAqB,EAC7BC,KAAM,CACJ,CAAC,MAAO,yGAAyG,EAEjH,CAAC,OAAQ,yCAAyC,EAClD,CAAC,OAAQ,kFAAkF,EAC3F,CAAC,OAAQ,sDAAsD,CAAC,EAEnE,CAEL,EACA,CACEH,SAAU,MACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAGED,KAAM,CAAC,IAAI,EACXI,MAAO,CAAE,EACTC,KAAM,CAAC,CAAC,OAAQ,8CAA8C,CAAC,EAC/DC,KAAM,+GACR,EACA,CAIEN,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,gBAAgB,EACxBC,KAAM,CACJ,CAAC,OAAQ,wHAAwH,EACjI,CAAC,MAAO,0FAA0F,CAAC,EAErGC,KAAM,gIACR,EACA,CAEEN,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,8BAA8B,EACtCC,KAAM,CAAC,CAAC,OAAQ,4DAA4D,CAAC,CAC/E,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,oBAAoB,EAC5BC,KAAM,CAAC,CAAC,OAAQ,sCAAsC,CAAC,EACvDC,KAAM,qEACR,EACA,CAEEN,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,uBAAuB,EAC/BC,KAAM,CAAC,CAAC,OAAQ,uCAAuC,CAAC,CAC1D,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,mCAAmC,EAC3CC,KAAM,CAAC,CAAC,OAAQ,oCAAoC,CAAC,CACvD,EACA,CAMEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,8BAA8B,EACtCC,KAAM,CACJ,CAAC,OAAQ,iIAAiI,EAC1I,CAAC,MAAO,4DAA4D,CAAC,CAEzE,EACA,CAKEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,2BAA2B,EACnCC,KAAM,CACJ,CAAC,OAAQ,kIAAkI,EAC3I,CAAC,MAAO,6DAA6D,CAAC,EAEzE,CAEL,EACA,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAMED,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,4BAA4B,EACpCC,KAAM,CACJ,CAAC,OAAQ,gHAAgH,EACzH,CAAC,MAAO,6DAA6D,EAUrE,CAAC,OAAQ,mDAAmD,EAC5D,CAAC,OAAQ,gDAAgD,CAAC,CAE9D,EACA,CAKEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,2BAA2B,EACnCC,KAAM,CACJ,CAAC,OAAQ,kIAAkI,EAC3I,CAAC,MAAO,6DAA6D,CAAC,CAE1E,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,sBAAsB,EAC9BC,KAAM,CAAC,CAAC,OAAQ,qCAAqC,CAAC,CACxD,EAEA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,cAAc,EACtBC,KAAM,CAAC,CAAC,MAAO,mDAAmD,CAAC,CACrE,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,8BAA8B,EACtCC,KAAM,CAAC,CAAC,MAAO,uGAAuG,CAAC,CACzH,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,aAAa,EACrBC,KAAM,CAAC,CAAC,MAAO,sGAAsG,CAAC,CACxH,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,qBAAqB,EAC7BC,KAAM,CAAC,CAAC,OAAQ,2DAA2D,CAAC,CAC9E,EACA,CAGEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,yBAA0B,uBAAuB,EACzDC,KAAM,CACJ,CACE,OACA,gKAAgK,CACjK,EAEJ,CAEL,EACA,CACEH,SAAU,WACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CACP,CAIED,KAAM,CAAC,IAAI,EACXI,MAAO,CAAE,EACTC,KAAM,CACJ,CAAC,OAAQ,iDAAiD,EAC1D,CAAC,OAAQ,wDAAwD,CAAC,EAEpEC,KAAM,wJACP,EAED,CAKEN,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,6BAA6B,EACrCC,KAAM,CACJ,CAAC,OAAQ,oGAAoG,EAC7G,CAAC,MAAO,6DAA6D,CAAC,CAE1E,EACA,CAGEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,iBAAiB,EACzBC,KAAM,CACJ,CAAC,OAAQ,8CAA8C,EACvD,CAAC,OAAQ,oIAAoI,CAAC,CAElJ,EACA,CAEEL,KAAM,CAAC,IAAI,EACXI,MAAO,CAAC,oBAAoB,EAC5BC,KAAM,CAAC,CAAC,MAAO,kFAAkF,CAAC,EACnG,CAEL,EACA,CACEN,MAAO,OACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,otOAiDP,EACA,CACEJ,MAAO,KACPC,KAAM,CAAE,EACRG,GAAK,sgLAwDLF,QAAS,CAAA,CACX,EACA,CACEF,MAAO,UACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,qoBAUP,EACA,CACEJ,MAAO,OACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,qzEA0BP,EAEA,CACEJ,MAAO,WACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,qtBAYN,CAEL,ECt9Ca0B,EAAsB,CACjCzC,GAAI,aACJE,YAAa,oEACbC,KAAM,oBACNC,OAAQ,EACRC,KAAM,SACNC,QACE,oRACFC,aAAe,ktBASfN,QAAS,MACTO,KAAM,IAAIC,KAAK,yBAAyB,EACxCC,SAAU,CACR,CACEC,MAAO,8BACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,u1JAsCP,EACA,CACEJ,MAAO,kBACPC,KAAM,CAAE,EACRC,QAAS,CAAA,CACX,EACA,CACEC,SAAU,wBACVS,YAAc,mjCAGdX,KAAM,CAAE,EACRC,QAAS,CAIP,CACEG,MAAO,CAAE,EACTJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,6FAA6F,EACtG,CAAC,OAAQ,8CAA8C,CAAC,CAE3D,EAGD,CACED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,8DAA8D,CAAC,EAC/EC,KAAM,yIACP,EAED,CACEF,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,uDAAuD,CAAC,CACzE,EAID,CACED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,4EAA4E,CAAC,EAC7FC,KAAM,qLACP,EAOD,CACEF,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,gDAAgD,EACzD,CAAC,OAAQ,mEAAoE,CAAC,IAAI,CAAC,CAAC,CAEvF,EAED,CACED,MAAO,CAAC,kBAAmB,iCAAiC,EAC5DJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,2EAA2E,CAAC,CAC5F,EAID,CACED,MAAO,CAAC,qBAAqB,EAC7BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,mCAAmC,CAAC,CACrD,EAID,CACED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,mCAAmC,EAC5C,CAAC,OAAQ,qCAAqC,CAAC,CAElD,EAOD,CACED,MAAO,CAAC,iBAAiB,EACzBJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,mCAAmC,EAC5C,CAAC,OAAQ,qCAAqC,EAC9C,CAAC,OAAQ,+CAA+C,EACxD,CAAC,OAAQ,+CAAgD,CAAC,IAAI,CAAC,EAC/D,CAAC,OAAQ,iDAAkD,CAAC,IAAI,CAAC,CAAC,CAErE,EAMD,CACED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,KAAM,IAAI,EACjBK,KAAM,CACJ,CAAC,OAAQ,mCAAmC,EAC5C,CAAC,OAAQ,iCAAiC,EAC1C,CAAC,OAAQ,oCAAoC,CAAC,CAEjD,EAKD,CACED,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,mCAAmC,EAC5C,CAAC,OAAQ,iCAAiC,EAC1C,CAAC,OAAQ,oCAAoC,CAAC,CAEjD,EAOD,CACED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAC,KAAM,IAAI,EACjBK,KAAM,CACJ,CAAC,OAAQ,mCAAmC,EAC5C,CAAC,OAAQ,sCAAsC,EAC/C,CAAC,OAAQ,gCAAgC,EACzC,CAAC,OAAQ,iDAAiD,CAAC,CAE9D,EAMD,CACED,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,iDAAiD,EAC1D,CAAC,OAAQ,mDAAmD,EAC5D,CAAC,OAAQ,mCAAmC,EAC5C,CAAC,OAAQ,sCAAsC,CAAC,CAEnD,EAMD,CACED,MAAO,CAAC,eAAe,EACvBJ,KAAM,CAAC,KAAM,KAAM,KAAM,KAAM,KAAM,KAAM,IAAI,EAC/CK,KAAM,CACJ,CAAC,OAAQ,mCAAmC,EAC5C,CAAC,OAAQ,sCAAsC,EAC/C,CAAC,OAAQ,gCAAgC,EACzC,CAAC,OAAQ,+DAA+D,CAAC,CAE5E,EAMD,CACED,MAAO,CAAC,cAAc,EACtBJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,mCAAmC,EAC5C,CAAC,OAAQ,sCAAsC,EAC/C,CAAC,OAAQ,gCAAgC,EACzC,CAAC,OAAQ,+DAA+D,CAAC,CAE5E,EAMD,CACED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,mCAAmC,EAC5C,CAAC,OAAQ,sCAAsC,EAC/C,CAAC,OAAQ,gCAAgC,EACzC,CAAC,OAAQ,+DAA+D,CAAC,CAE5E,EAMD,CACED,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,mCAAmC,EAC5C,CAAC,OAAQ,qCAAqC,EAC9C,CAAC,OAAQ,+BAA+B,EACxC,CAAC,OAAQ,sDAAsD,CAAC,CAEnE,EAOD,CACED,MAAO,CAAC,iBAAiB,EACzBJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,mCAAmC,EAC5C,CAAC,OAAQ,qCAAqC,EAC9C,CAAC,OAAQ,+BAA+B,EACxC,CAAC,OAAQ,sDAAsD,EAC/D,CAAC,OAAQ,+CAAgD,CAAC,IAAI,CAAC,CAC/D,CAEH,EAMD,CACED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAC,IAAI,EACXK,KAAM,CACJ,CAAC,OAAQ,mCAAmC,EAC5C,CAAC,OAAQ,qCAAqC,EAC9C,CAAC,OAAQ,+CAAgD,CAAC,IAAI,CAAC,CAC/D,EAEH,CAEL,EACA,CACEH,SAAU,YACVF,KAAM,CAAE,EACRC,QAAS,CAGP,CACEG,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,iEAAiE,CAAC,EAClFC,KAAM,kFACP,EAED,CACEF,MAAO,CAAC,qCAAsC,2BAA4B,gCAAiC,iCAAiC,EAC5IJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,iFAAiF,CAAC,CACnG,EAGD,CACED,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,qCAAqC,CAAC,EACtDC,KAAM,qSACP,EAGD,CACEF,MAAO,CAAC,oCAAoC,EAC5CJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,gCAAgC,EACzC,CAAC,OAAQ,kDAAkD,CAAC,EAE9DC,KAAM,oQACP,EAGD,CACEF,MAAO,CAAC,iCAAiC,EACzCJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,gCAAgC,EACzC,CAAC,OAAQ,0CAA0C,CAAC,EAEtDC,KAAM,yLACP,EAGD,CACEF,MAAO,CAAC,iBAAkB,6BAA8B,uBAAwB,2BAA2B,EAC3GJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,0DAA0D,CAAC,EAC3EC,KAAM,8WACP,EAGD,CACEF,MAAO,CAAC,sBAAuB,mBAAoB,wBAAyB,8BAA+B,gCAAgC,EAC3IJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,+EAA+E,CAAC,EAChGC,KAAM,mMACP,EAED,CACEF,MAAO,CACL,oBACA,4BACA,6BACA,uBACA,4BACA,0BAA0B,EAE5BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,qFAAqF,CAAC,CACtG,EAED,CACED,MAAO,CAAC,uBAAuB,EAC/BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,oHAAoH,CAAC,EACpIC,KAAM,kDACP,EAED,CACEF,MAAO,CAAC,iBAAkB,gBAAiB,0BAA2B,iBAAkB,yBAAyB,EACjHJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,qFAAqF,CAAC,CACtG,EAGD,CACED,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,oDAAoD,CAAC,EACrEC,KAAM,uHACP,EAED,CACEF,MAAO,CAAC,eAAe,EACvBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,iHAAiH,CAAC,CAClI,EAED,CACED,MAAO,CAAE,EACTJ,KAAM,CAAE,EACRK,KAAM,CACJ,CACE,MACA,2OAA2O,CAC5O,CAEJ,EAED,CACED,MAAO,CAAC,iBAAkB,eAAgB,eAAgB,qBAAsB,oBAAqB,oBAAqB,oBAAoB,EAC9IJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,+GAA+G,CAAC,CAChI,EAED,CACED,MAAO,CAAC,2BAA4B,iBAAkB,4BAA4B,EAClFJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,uFAAuF,CAAC,EACxG,CAEL,EACA,CACEH,SAAU,QACVF,KAAM,CAAE,EACRC,QAAS,CAGP,CACEG,MAAO,CAAE,EACTJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,sFAAsF,CAAC,EACtGC,KAAM,qGACP,EAED,CACEF,MAAO,CAAC,kBAAkB,EAC1BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,qGAAqG,CAAC,CACvH,EAGD,CACED,MAAO,CACL,mBACA,0BACA,aACA,eACA,aACA,aACA,iBACA,gBACA,iBACA,gBACA,cACA,gBAAgB,EAElBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,yDAAyD,CAAC,EACzEC,KAAM,yGACP,EAGD,CACEF,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,qHAAqH,CAAC,EACtIC,KAAM,4NACP,EAGD,CACEF,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,4DAA4D,EACrE,CAAC,OAAQ,wDAAwD,CAAC,EAEpEC,KAAM,iKACP,EAGD,CACEF,MAAO,CAAC,sBAAuB,gBAAgB,EAC/CJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,sCAAsC,CAAC,EACvDC,KAAM,4UACP,EAGD,CACEF,MAAO,CAAC,aAAc,eAAgB,YAAY,EAClDJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,0CAA0C,CAAC,EAC3DC,KAAM,wGACP,EAED,CACEF,MAAO,CAAE,EACTJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,iGAAiG,CAAC,CAClH,EAGD,CACED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,+HAA+H,CAAC,EAC/IC,KAAM,4MACP,CAEL,EACA,CACEJ,SAAU,0BACVF,KAAM,CAAE,EACRC,QAAS,CAGP,CACEG,MAAO,CAAC,8BAA8B,EACtCJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,wCAAwC,EACjD,CAAC,OAAQ,6CAA6C,EACtD,CAAC,OAAQ,kEAAmE,CAAC,IAAI,CAAC,CAAC,CAEtF,EAGD,CACED,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,6CAA6C,CAAC,EAC9DC,KAAM,wRACP,EAED,CACEF,MAAO,CAAC,cAAe,kCAAkC,EACzDJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,iEAAiE,CAAC,CACnF,EAID,CACED,MAAO,CAAE,EACTJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,MAAO,uFAAuF,EAC/F,CACE,MACA,gKAAgK,EAElK,CACE,MACA,kLAAkL,CACnL,CAEJ,EAGD,CACED,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,MAAO,+DAA+D,EACvE,CAAC,MAAO,kGAAkG,CAAC,CAE9G,EAGD,CACED,MAAO,CAAC,uBAAuB,EAC/BJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,iDAAiD,EAC1D,CAAC,OAAQ,iDAAiD,CAAC,EAE7DC,KAAM,0QACP,EAED,CACEF,MAAO,CAAC,aAAa,EACrBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,oHAAoH,CAAC,CACrI,EAKD,CACED,MAAO,CAAE,EACTJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,MAAO,wGAAwG,EAChH,CAAC,MAAO,yHAAyH,EACjI,CAAC,MAAO,4FAA4F,EACpG,CAAC,MAAO,oFAAoF,CAAC,CAEhG,EAED,CACED,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,sHAAsH,CAAC,CACvI,EAED,CACED,MAAO,CAAE,EACTJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,0GAA0G,CAAC,EAC3H,CAEJ,EAED,CACEH,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CAGP,CACEG,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,4EAA4E,CAAC,EAC7FC,KAAM,oOACP,EAED,CACEF,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,qGAAqG,CAAC,CACvH,EAED,CACED,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,iGAAiG,CAAC,CAClH,EAED,CACED,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,8EAA8E,CAAC,CAC/F,EAED,CACED,MAAO,CAAC,4BAA6B,eAAgB,kBAAkB,EACvEJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,2GAA2G,CAAC,CAC5H,EAED,CACED,MAAO,CAAC,wCAAwC,EAChDJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,0GAA0G,CAAC,CAC3H,EAED,CACED,MAAO,CAAC,iBAAkB,iBAAiB,EAC3CJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,mGAAmG,CAAC,CACpH,EAED,CACED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,iEAAiE,CAAC,CAClF,EAED,CACED,MAAO,CAAC,8BAA+B,gCAAgC,EACvEJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,4EAA4E,CAAC,EAC7F,CAEJ,EAGD,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CAKP,CACEG,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,gDAAgD,EACzD,CAAC,OAAQ,+DAA+D,CAAC,EAE3EC,KAAM,gUACP,EAGD,CACEF,MAAO,CAAC,iBAAiB,EACzBJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,gCAAgC,EACzC,CAAC,OAAQ,oCAAoC,EAC7C,CAAC,OAAQ,yEAAyE,CAAC,EAErFC,KAAM,yNACP,EAGD,CACEF,MAAO,CAAC,4BAA6B,qBAAqB,EAC1DJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,iEAAiE,EAC1E,CAAC,OAAQ,oDAAoD,EAC7D,CAAC,OAAQ,+CAA+C,CAAC,EAE3DC,KAAM,4UACP,EAGD,CACEF,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,8CAA8C,CAAC,EAC/DC,KAAM,+JACP,EASD,CACEF,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,wCAAwC,CAAC,EACzDC,KAAM,iLACP,EAGD,CACEF,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,mEAAmE,CAAC,EACpFC,KAAM,yGACP,EAGD,CACEF,MAAO,CAAC,6BAA8B,yBAAyB,EAC/DJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,iEAAiE,CAAC,EAClFC,KAAM,gJACP,EAOD,CACEF,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,wEAAwE,EACjF,CAAC,OAAQ,0DAA0D,EACnE,CAAC,OAAQ,2EAA2E,EACpF,CAAC,OAAQ,oEAAoE,CAAC,EAEhFC,KAAM,kRACP,EAOD,CACEF,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,mHAAmH,EAC5H,CAAC,OAAQ,qHAAqH,EAC9H,CAAC,OAAQ,0GAA0G,CAAC,EAEtHC,KAAM,mRACP,EAGD,CACEF,MAAO,CAAC,aAAa,EACrBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,yGAAyG,CAAC,CAC1H,EAED,CACED,MAAO,CAAC,iBAAkB,6BAA8B,mBAAmB,EAC3EJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,+GAA+G,CAAC,CAChI,EAED,CACED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,+FAA+F,CAAC,EAChH,CAEJ,EAGD,CACEH,SAAU,kBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CAGP,CACEG,MAAO,CAAC,uBAAwB,mBAAmB,EACnDJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,2EAA2E,CAAC,CAC7F,EAUD,CACED,MAAO,CACL,uBACA,yBACA,oCACA,8BACA,gCACA,kCACA,iCACA,0BAA0B,EAE5BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,iDAAiD,CAAC,CACnE,EAID,CACED,MAAO,CAAC,4BAA6B,2BAA4B,uCAAuC,EACxGJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,gDAAgD,CAAC,CAClE,EAQD,CACED,MAAO,CACL,+BACA,8BACA,0BACA,6BACA,iCACA,uCACA,0BAA0B,EAE5BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,+CAA+C,CAAC,CACjE,EAED,CACED,MAAO,CAAC,uBAAuB,EAC/BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,+CAA+C,CAAC,CACjE,EAGD,CACED,MAAO,CAAC,gCAAgC,EACxCJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,MAAO,0IAA0I,CAAC,CAEtJ,EAID,CACED,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,wFAAwF,CAAC,EACzGC,KAAM,+GACP,EAGD,CACEF,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,iDAAiD,CAAC,CACnE,EAED,CACED,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,iDAAiD,CAAC,CACnE,EAED,CACED,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,iDAAiD,CAAC,CACnE,EAED,CACED,MAAO,CAAC,kCAAkC,EAC1CJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,iDAAiD,CAAC,CACnE,EAED,CACED,MAAO,CAAC,kCAAkC,EAC1CJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,iDAAiD,CAAC,CACnE,EAED,CACED,MAAO,CAAC,8BAA8B,EACtCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,iDAAiD,CAAC,CACnE,EAKD,CACED,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,mCAAmC,EAC5C,CAAC,MAAO,qHAAqH,CAAC,CAEjI,EAGD,CACED,MAAO,CAAC,uBAAwB,oBAAoB,EACpDJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,kDAAkD,CAAC,EACnEC,KAAM,uHACP,EAED,CACEF,MAAO,CAAC,gBAAiB,gBAAgB,EACzCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,kIAAkI,CAAC,CACnJ,EAED,CACED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,4FAA4F,CAAC,CAC7G,EAED,CACED,MAAO,CAAC,0BAA2B,uBAAuB,EAC1DJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,2EAA2E,CAAC,EAC7F,CAEJ,EAED,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CAMP,CACEG,MAAO,CAAC,wBAAwB,EAChCJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,MAAO,kCAAkC,EAC1C,CAAC,OAAQ,6DAA6D,EACtE,CAAC,OAAQ,yDAAyD,CAAC,EAErEC,KAAM,qOACP,EAID,CACEF,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,qFAAqF,EAC9F,CAAC,OAAQ,+FAA+F,CAAC,CAE5G,EAID,CACED,MAAO,CAAC,0BAA0B,EAClCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,iDAAiD,CAAC,EAClEC,KAAM,iJACP,CAEJ,EAED,CACEJ,SAAU,SACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CAGP,CACEG,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,oDAAoD,CAAC,EACrEC,KAAM,8GACP,EAGD,CACEF,MAAO,CAAC,sBAAsB,EAC9BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,gDAAgD,CAAC,EACjEC,KAAM,iPACP,EAGD,CACEF,MAAO,CAAC,+BAA+B,EACvCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,sFAAsF,CAAC,CACxG,EAED,CACED,MAAO,CAAC,kBAAkB,EAC1BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,gFAAgF,CAAC,CAClG,EAGD,CACED,MAAO,CAAC,uBAAuB,EAC/BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,2DAA2D,CAAC,EAC5EC,KAAM,iPACP,CAEJ,EAED,CACEJ,SAAU,oBACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CAGP,CACEG,MAAO,CAAC,6BAA6B,EACrCJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,wIAAwI,CAAC,EAEpJC,KAAM,yMACP,EAGD,CACEF,MAAO,CAAC,gBAAiB,gCAAgC,EACzDJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,4DAA4D,CAAC,EAC7EC,KAAM,4HACP,EAED,CACEF,MAAO,CAAC,eAAe,EACvBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,oHAAoH,CAAC,CACrI,EAGD,CACED,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,2CAA2C,EACpD,CAAC,MAAO,kIAAkI,CAAC,CAE9I,EAED,CACED,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,6CAA6C,EACtD,CAAC,OAAQ,gDAAgD,CAAC,EAE7D,CAEJ,EAED,CACEH,SAAU,UACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CAGP,CACEG,MAAO,CAAC,gBAAgB,EACxBJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,mDAAmD,CAAC,EACpEC,KAAM,sKACP,EAeD,CACEF,MAAO,CACL,2CACA,qCACA,oCACA,wCACA,sCACA,qCACA,4CACA,iDACA,yCACA,2CAA2C,EAE7CJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,4DAA4D,CAAC,CAC9E,EAID,CACED,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,mDAAmD,EAC5D,CAAC,OAAQ,0EAA0E,CAAC,EAEtFC,KAAM,uNACP,EAED,CACEF,MAAO,CAAC,2BAA4B,wBAAyB,gCAAgC,EAC7FJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,gHAAgH,CAAC,CAClI,EAED,CACED,MAAO,CAAC,mCAAmC,EAC3CJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,oEAAoE,CAAC,CACrF,EAED,CACED,MAAO,CAAC,oBAAqB,oBAAoB,EACjDJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,kFAAkF,CAAC,CACpG,EAED,CACED,MAAO,CAAC,4BAA6B,0BAA0B,EAC/DJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,MAAO,kGAAkG,CAAC,EACnH,CAEJ,EAED,CACEH,SAAU,MACVF,KAAM,CAAC,IAAI,EACXC,QAAS,CAGP,CACEG,MAAO,CAAC,oBAAoB,EAC5BJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,oDAAoD,CAAC,EACrEC,KAAM,sKACP,EAGD,CACEF,MAAO,CAAC,2BAA2B,EACnCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,kEAAkE,CAAC,EACnFC,KAAM,wJACP,EAMD,CACEF,MAAO,CAAC,mBAAmB,EAC3BJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,OAAQ,6CAA6C,EACtD,CAAC,OAAQ,4CAA4C,EACrD,CAAC,OAAQ,4CAA4C,CAAC,EAExDC,KAAM,2JACP,EAKD,CACEF,MAAO,CAAC,4BAA4B,EACpCJ,KAAM,CAAE,EACRK,KAAM,CAAC,CAAC,OAAQ,gGAAgG,CAAC,EACjHC,KAAM,oPACP,EAID,CACEF,MAAO,CAAC,yBAAyB,EACjCJ,KAAM,CAAE,EACRK,KAAM,CACJ,CAAC,MAAO,wGAAwG,EAChH,CAAC,MAAO,0EAA0E,CAAC,EAEtF,CAEL,EACA,CACEN,MAAO,OACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,ysKAuDP,EACA,CACEJ,MAAO,WACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,+oLA0CP,EAEA,CACEJ,MAAO,OACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,sxKAgDP,EACA,CACEJ,MAAO,OACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,w5DAoBP,EACA,CACEJ,MAAO,UACPC,KAAM,CAAE,EACRC,QAAS,CAAE,EACXE,GAAK,63EAkBN,CAEL,EC57Ca2B,EAAU,CACrBJ,EACAC,EACAjB,EACAE,EACAC,EACAgB,EACAf,EACAc,EACAb,EACAC,EACAS,EACAR,EACAK,EACAJ,EACAC,EACAC,EACAC,EACAlC,EACAoB,EACAC,EACAC,CAAY"}