Posted January 06, 2018 by Commodore Shawn
2.2 is here, which should add some more complexity and challenge to settlement management. You won't be able to endlessly grow settlements any more. The happiness of your citizens and the administration capacity of your rulers will slow you down, forcing expansion and trade. The goal is for advanced settlements to feel somewhat like an optimization puzzle, trying to eek out the most performance of the limited Administration and resources at your disposal.
I went into more detail on how the new mechanics work in the 2.1.1 and Morale Update Preview devlog.
Like most releases, your old worlds can be loaded in 2.2. However, I don't recommend it this time. There are changes to the world generator to produce worlds more compatible with the new mechanics in 2.2, and old settlements will likely die a quick death from riots and insufficient Administration.
I'm trying something new with experimental features. In part to find problems with the mod API, and to experiment with some ideas, I'm going to be adding more built-in mods. These mods are distributed with Bronze Age, but aren't enabled by default. You can opt-in to them by enabling them from the Mods menu.
The first one is respawning Masklings, and comes with 2.2. Every year a trigger will check the world, and place new settlements for Maskling tribes that have been cleared out. It has the potential to flood the world with Masklings, but that sort of challenge may be right up your alley.
The existing scripts have been more thoroughly documented, and the riots and homeless triggers demonstrate some more advanced abilities. t_riots, for example, creates new tribes and units.
There's been quite a few changes to the data file layout, which I've covered in a Mod Upgrade Guide, for upgrading 2.1 mods to 2.2