New Features
New:- Influence System
- Decorative Buildings[list]
- Reduces pollution and increases happiness
- Wyrmaxa attacks your territories when at war.
- Assaults occur every 5 days and get progressively harder.
- Small Improvement to Wyrmaxa AI pathing in combat.
- Walls place and connect easier
- Normal[list]
- Start with higher happiness
- Increased production speed
- Less fires
- Adjusted villager threshold for villager needs
- Original game difficulty
- Provinces becoming neutral after claiming
- De-Sync in multiplayer
- Unit placement on stone walls
- Small fixes for influence, initial caravan uses influence, influence tool tip only shows on buildings that cost influence
- Aqueduct buildings now graphically show whether they are powered or not
- Entertainment buildings providing happiness bonus when they have no one working there
- Catapult start position and wall placement amended
- Towns not surrendering or certain buildings not being able to be attacked
- Game saves not showing up in game
- Archers on walls not changing teams with rest of Wyrmaxa on surrender
- Camera issues on loading game while camera is over a mountain
- Localization not updating in-game
- Localization not appearing on the influence tooltip
- Wyrmaxa destroyed tool tip
- Military units phasing through walls when in formations
- Multiplayer save name error bug
- Homeless people showing up in the houses in the wrong territories
- Adjust layout of influence & wealth tooltip to ensure German & Russian translations aren’t cut off
- Disabled localiser on influence tooltip
- Added destroyed state to stone walls
- Updated name and description of water wheel building
- Lag when typing save name
- Construction ghosts reappearing on loaded game
- Scholars given as event reward instead of thralls
- Issue with caravan pathing around tight corners
- Tech tree repeating research
- Outposts failing to clear zone when all buildings destroyed
- Riots always being called
- Tutorial localization improved
- Beasts eating
- Balancing changes to farmer needs
- Road tiles drawing at node navigation points
Decorative Buildings
We’ve added new buildings and structures so you now have the ability to decorate your cities in a unique way! Not only can you customize your kingdom to make it feel full of life, but each structure counterbalances pollution and beautification, and improves the happiness of your population. They also give bonuses to surrounding buildings such as happiness, taxes, production, movement speed and influence. Different structures unlock at different points throughout the game with neutral buildings, as well as Benevolent and Tyrannical-specific options as your kingdom progresses down one of the two paths. Neutral Decorations- Trees - 23 Variations
- Hedges - 3 Variations
- Bench, Flag Pole, Flower Bed, Fountain, Graveyard, Hedge Maze, Pony Ride, Statue, Streetlight
- Obelisk, Flag Pole, Streetlight, Crypt, Graveyard, Statue, Hanging Cage, Spiked Heads, Torture Rack
Influence System
In Thrive: Heavy Lies the Crown, we have created an Influence system that limits the amount of provinces and military units in your game. It acts like a currency that is spent to acquire more of these things! Once these items are lost or destroyed, the currency is returned. You will start the game with a small amount of Influence and when your population increases, or you upgrade your Keep, you will gain more Total Influence. You will start with an amount (100) and increase it as your population grows and you reach the next tier. Every certain amount of global population will get a one time boost in Total Influence. The top tier class of each Benevolent and Tyrannical paths, will increase influence at a much quicker rate. Influence is a permanent currency that when used reduces the amount and when items that used it are lost or destroyed, the currency is returned to the pool. Acquiring more provinces, having alliances with towns or players, military units and caravans spend influenceCosts of Influence
Provinces- Large 40
- Medium 20
- Small 10
- Central province Medium 40
- Central small 20
- Neutral units 2 per
- B/t units 5 per
- Special units 10 per
- Siege 15 per
- Caravans 5 per
- Farmers every 60
- Laborers every 40
- Scholars every 20
- Curators every 5
- Thralls every 100
- Acolytes every 5
- Noble classes generate 5 influence per noble.
- 100
- 300
- 500
- 800
- 1200
- 1500
- 2000