- 1.5.1 - 21 September 2026
A node's window now warns in red when its maintenance is not fully paid Fix Factories output flickering when a material runs short Fix a crash when a nation collapses in a loaded game Fix some minor loca issue
- 1.5.0 - Open UI Mode - 18 September 2026
New Open UI mode: a limitless open board where you place your nodes anywhere, draw your own groups and open several floating node windows You can switch Compact or Open at the start or at any time in the options (node position will be saved for each modes) Nodes that appear on their own, now show up later and more spread out Improved some Tutorial pacing and UI Fix Luxury Crafts, Armored Manufacturing and War Planes Manufacturing flickering
- 1.4.10 - 25 August 2026
Brazilian/European Portugese, Italian and Russian were added as fully fleddged translations New Achievement localization for the new supported languages and Spanish Fix a bug when a new research shows up in another region while the Shop is filtered to one region
- 1.4.9 - 5 August 2026
Tearing down what you have built now costs less and is faster than building it (notably Fortifications) Clicking a resource opens its gains and expenses in the left panel, and each line opens its node A new button in that view stops every investment at once A node now tells you when no investment is needed to achieve your target Fix the State Building Edict never restarting infrastructure that had decayed close to zero
- 1.4.8 - 31 July 2026
Refined and rebalance of the fog of war mechanic Added a UI scale slider in the options on resolutions with room to shrink the interface (still a bit experimental) Node layout settles quickly instead of endlessly reshuffling You can now zoom out a little past the default view, and zooming snaps back at x1 When zoomed in you can now pan past the edge of the node space A faint border now marks the edge of the node space Fix observed countries piling their nodes in the dead center Fix Chachapoya, the Appalachians and Bororo showing no climate at all Improving Saves loading bar flow and improving loading speed
- 1.4.7 - 22 July 2026
Large late-game worlds run faster and no longer stutter when fast-forwarding Middle-click the fastest game speed to toggle Turbo, running the game as fast as it can Improved SmartAI The Steam Engine now needs more Mathematics and Natural Science to research Industry Tech now also requires Civil Craft and more Crafting tech to unlock Civil Craft have a bigger cap with small artisans pop
- 1.4.6 - 21 July 2026
The mod manager now opens on launch when a newly subscribed mod is waiting to be enabledFix subscribed Workshop mods that ship no C# source never appearing in the mod managerOpening a region you control now filters the Shop to just that regionFix a logic error in some battlesFix some tech not properly leaking between civsImproved SmartAIDeclaring wars now hurts your reputation with other nations much moreCivil Craft and Luxury Craft now increase Crafting Tech faster, and Mathematics increase to Craft Tech was reducedMetallurgy now increase Crafting TechThe Printing Press now needs a bit more Crafting TechThe Printing Press now slows tech decay much more, 75% at 200 and a bit beyond past thatAcademia is cheaper to maintain but costlier to invest and was slighlty buffedSome research time were shortened in late game
- 1.4.5 Modding Update - 17 July 2026
MODDING IS FULLY ON, but be warned, the architecture is still very new and experimental, expect and please reports bugs and questions to the DiscordMods can now ship C# content: add new nodes, traits (culture/religion effects), AI behavior (personality rules, civilization properties, telling SmartAI to fund new nodes, or a full custom AI), and alerts, or replace, patch, and disable vanilla nodes. Mod source is compiled and security-checked when the game loads it. A ready-to-copy Template mod and examples are in StreamingAssets/Mods/Examples/. Installed mods show up in the Workshop window next to your maps and scenarios, where you can turn each one on or off. The window opens as a mod manager even with Steam offline, so you can enable, disable, and reorder your mods, then use the Restart Game button that lights up when your changes need a relaunch to take effect. Mods can also patch the…
- 1.4.4 - 6 July 2026
Steam Cloud now keeps your saves synced across your devicesFull Spanish translation, in both European and Latin American variantsSaving and loading are much faster, save files are smaller, and loading no longer freezes the game (only work for newer saves)Trades can no longer send more wealth, goods, or territory than the seller actually hasThe AI plays smarter in the mid and late gameMilitary Ships can now go negative to scrap navyThe battle panel now shows which side is attacking and which is defendingThe dev console (F1) now lists its commands when opened and has now a Help commandWatched node graphs keep their history through save/load instead of restarting emptyThe Diplomacy window now shows all your alliesMiddle Class is now less prevalent in early erasThe AI no longer forms alliances or non-aggression pacts during the tutorialClicking a class in the population breakdown now opens…
- 1.4.3 - 29 June 2026
Fixing the Nuclear window regression Overwriting a save now asks for confirmation Nuking a civilization now costs you reputation, scaled by each nation's standing with you Nuking tribes no longer create an impossible war Typing in the search bar no longer triggers game shortcuts Added a "-dev" launch command to activate dev tools
- 1.4.2 - 22 June 2026
The interface-only languages (Italian, Polish, Czech, Russian, Turkish, Spanish, Portuguese, Korean) now translate node names, trait names, custom effects, battle types, climates, map regions, alerts, and the full tutorial. Long descriptions still show in EnglishAdded Rich presence on SteamAdd a checksum system to sync datas (for better future mod support)Random and alternate-history map generation now places deposits more in line with terrainReworked some deposits on the Earth map for better historical accuracyFixed some sea region neighbors on the edgesFixed wildlife in many regions never regrowing after being hunted outFixed some regions carrying a duplicate gold depositFixed a crash in the game setup menu when switching to a map with fewer regions or depositsFixed an error popup when hovering a node while the map was still loading 1.4.2a Fixed some deposits not showing when they sho…
- 1.4.1 - 16 June 2026
Upgraded to Unity 6000.3 LTS for better GPU compatibility, especially on AMDBase UI (menus, options, tooltips, buttons) now translated into 16 languages: English, French, Italian, German, Polish, Czech, Russian, Turkish, Spanish (Spain and Latin America), Portuguese (Brazil and Portugal), Japanese, Simplified&Traditional Chinese, and KoreanFull game content is now translated into Simplified&Traditional Chinese and German, joining French and Japanese. Other languages cover the UI only for nowOuranos (the map editor) now translated into the same 16 languages as the base UINew "Open Ouranos" button in the Workshop menu launches the bundled map editor, shown when an Ouranos build for your OS is presentThe language selector is now a dropdown listing each language in its own name, instead of a cycle button. It groups languages with full game content apart from those translated for the interfa…
- Ouranos Editor - 1.4.0 - 11 June 2026
The Ouranos Editor Update lets you build your own maps. A standalone, cross-platform map editor now ships with the game: draw your own worlds, set up fixed-country scenarios, and share them on the Steam Workshop. It also brings a major overhaul of population classes and the industrial economy. Ouranos Map EditorA cross-platform map editor now ships alongside the game in StreamingAssets/Ouranos/. Draw regions, set their climate and geography, edit deposits and neighbors, then export a playable .oum world.Builds ship a custom_earth.zip template, copied from vanilla, so authors start from a working world. It refreshes automatically whenever the main Earth file changes in a future update.Ouranos is in English only for now. Localization will follow in a later update.Custom Maps and ScenariosThe Workshop is now fully working: an in-game tool publishes your maps and pushes updates.By default,…
- 1.3.5 - 8 April 2026
New node: Recycling Industry, recovers Raw Materials, Iron Ore, Copper Ore, and Steel from consumed goods; output scales with Civil Crafts and Factories, slightly reduces PollutionNew node: Synthetic Fuel, converts raw materials into refined oil using energy and Industry Technology, scales with tech levelFixed max food staying capped by State Size even when Granary existsAttempted fix for war declaration sometimes failing silently on land regions1.3.5aSynthetic Fuel now has a feedstock dropdown: Raw Materials, Coal, Food (biofuel), or Mixed (splits among all available sources),Advanced Extraction Tech now reduces deposit consumption per unit mined, kicking in above tech 500 and scaling down to 50% drain at very high levels,Encourage Extraction now slows worker conversion when unemployment is high
- 1.3.4 - 2 April 2026
Fertility now undergoes demographic transition: Medicine and Urbanization pull fertility toward quasi stagnation in dense modern civilizationsMechanization now slows down Factory worker conversion (no point pulling in peasants if machines do the work)Mechanization now also reduces Extraction labor demand, but weaker than FactoriesUnemployment calculation now accounts for Mechanization in Extraction tooMechanization now feeds into Extraction Tech when fundedUnemployment now spawns when Laborers > 100 and > 30% of pop, or Factories > 5 and Laborers > 10% of popBuffed Modern Fertilizer food production multiplierRebalanced criminality: stronger growth sources, weaker police suppressionCriminality now rises harder during crises (civil war, epidemics, low legitimacy, low satisfaction, urbanization)Population flavor display now scales to billions (exponent 1.3 -> 1.54)Fixed railway electric sh…
- 1.3.3 - 2 April 2026
Fixed nodes not receiving funding in planet-size empiresState Size now caps Food max (50 + StateSize * 2) when no Granary existsGranary absorbs the State Size food cap and scales with it: bigger states get more out of each granary levelFactory output now has diminishing returns at scale (sqrt scaling), prevents runaway civil goods surplusSlowed factory worker conversion rate in huge factory numberMIC pollution now asymptotic instead of linear, energy consumption aligned with civilian factoriesSocial Program now lowers Workers Discontent when fundedSecret Service slightly suppresses Workers DiscontentNerfed Spy Network stability boost (~40% reduction)
- 1.3.2 - 30 March 2026
Mechanization now properly reduces factory worker demand and clears the shortage alertDisplaced factory workers try extraction before becoming unemployedFusion Power Plant cap now scales with Electric Infrastructure (was stuck at 5)
- Cold War - 1.3.0 - 20 March 2026
The Cold War update extends the game to 2000 CE. Espionage, nuclear deterrence, space programs, tourism, terrorism, and computing as your civilization pushes past the year 1950.New AI System The AI has been rebuilt from scratch. The old system ran 160+ individual rules competing for priority. The new SmartAI uses budget-based planning: civilizations split resources across categories (food, economy, military, knowledge, culture, religion, government) based on personality and situation, then invest within those budgets. Fewer nonsensical decisions, and better performance on average. Balance is still a work in progress, but early game is noticeably better. Late game still needs more tuning.Espionage Spy Network spawns with the Palace. Reduces technology leaks by up to 50% and boosts tech learning by up to 25%. A funded network also suppresses criminality.Secret Service is the next step up…
- 1.2.12 - 23 February 2026
Secularism now hints earlier and can be unlocked with high Philosophy alone, without needing Organized Religion Fixed save issue warnings showing up for players Fixed CivilCrafts cached field triggering serialization warnings Fixed Academia being capped to 50 when loading a save (University's max limiter wasn't applied until first funding tick) Reduced University funding speed 1.2.12a/bLocalization improvementsFixed civilizations becoming unkillable after losing all territory but keeping partial ownership in shared regions, also fixes existing savesCollapsed civilizations now give shared regions to the other civ instead of tribes
- 1.2.11 - 3 February 2026
New strategic AI system: civilizations now think ahead with goal-oriented planning, economic forecasting, and threat assessmentSecularism now reduces the effectiveness of religious traits, up to 80% reduction at maximum secularismGame setup now remembers your last settings (difficulty, AI aggressiveness, etc.) when starting a new gamePerformance improvements: cached culture trait attribute lookups to reduce stuttering during trait selection, region ownership cache for faster colonization updates, stable node optimization, reduced memory allocations, throttled achievement checks, and lower speed multipliers for smoother gameplayFixed structure nodes set to maximum not preserving the max setting when loading a saveFixed sea regions not updating ownership correctly after loading a save or when civilizations collapseMade Public Works Program a little more clearHOTFIX 1.2.11aFixed a bug with…