


You can build in a small area around your outposts.Additionally, when you conquer enemy capitals, they are converted to Outposts.To make the long term progression curve a bit more predictable and rewarding you can no longer build on any tiles in your kingdom, instead you can only build in a radius of 4 tiles in each direction around your capital.A new early game building got added: Trader Some buildings got changed to increase population growth instead of giving gold income.Your units no longer consume food but will cost weekly gold maintenance instead.New laws were introduced regarding population growth and slavery.You can influence these numbers through laws A percentage of your population is male, female or futas, and some are slaves.At the same time, it will consume more and more food as it grows.

#Xxxivilization naked Pc
The only thing I can think to criticize in that regard is that the futa paperdoll for the PC looks really strange at larger dick sizes. I hope the game continues to get a lot of support though, because I really like the work that has been put into it, and the renders are genuinely well done. I do hope the issues with the population system are eventually fixed. It might work a bit better where instead of just having an attraction meter for specific genders, there was some kind of dom-sub meter as well, with the default being switch/no preference. I haven't delved into the new quest yet, but the new events don't seem to account for gender preference/population either, so that's a bit of a shame. It still suffers from the same issues wherein slavery of specific genders automatically reduces preference for them, along with the other mechanical issues in regards to population and gender preference. It's really awesome that pleasure slaves are now technically a feature, although in their current execution it doesn't seem to do anything other than provide a happiness bonus, and it's a bit strange that it is locked behind the cult when slave breeding is supposedly already present.
