π Changelog
What changed in UrbanPact, newest first.
July 31, 2026
- βοΈ Trade amounts now line up, side by side, with commas. Checking that an offer said what you thought it said meant counting zeroes in
100000and comparing it to a number sitting somewhere else on the line, because the amounts trailed city names of different lengths. Every trade screen now puts the amount on its own line at the same indent β so the two sides sit directly above and below each other β and every number is comma-separated, the way the rest of the trade panel already wrote them. Multi-resource deals get one line per resource instead of one long run-on. Thanks to β for a sharp eye on the review screen. - π The Craftworks "your treasury coversβ¦" line was implying one hire more than you can pay for. It always counted the total number of Labor Contracts your treasury can buy β but it sat directly under the sentence pricing a single hire, so "covers 2 more" read as two on top of that one. With 9,466πΈ in the vault and a 4,400πΈ contract you can hire twice, never three times. It now reads "your treasury covers 2 hires in total". Same arithmetic as before β it just says which number it's quoting.
- π‘ Your hourly tip can finally see a commercial zone that's waiting on materials. A half-built zone would sit in your hour report saying it still needed 2,000 planks and a few hundred mortar, while the advice line underneath talked about something else entirely β because the advisor only ever looked at your city's building project and never at zone construction. It looks at both now, and leads with whichever one is further from finished. It only speaks up when the city genuinely can't cover it: zones help themselves to whatever the stockpile can spare each hour, so a zone that's simply working through a pile it already has stays quiet.
- π° The Realm Herald reads the whole realm now, not a corner of it. The daily chronicle could only see a handful of things β buildings finished, trade totals, tool levels, prestige and the standings β so it told a version of the same story every evening, and a lot of the day simply never made it in. It can now see your shops opening and selling out, medals earned, new neighbourhoods, luxury caravans, bingo and prize crates, what people bought, the pets and paint that turn up at home, first-ever sightings out in the wild, and the trophies that actually moved that day. It also remembers what it told you earlier in the week, so "for the first time" and "for the third day running" are now true β and it stops leading with numbers that haven't budged since yesterday. Expect the Herald to open somewhere different each day, and to notice the small things: a shop with bare shelves, one enormous purchase, somebody naming a new pet.
- π Luxury trades now say why they only move once a day. The rule was everywhere; the reason was nowhere, which made it read like a limit rather than a fact about the cargo. Rare goods travel under guard, and an escort is assembled once a day instead of on the hour β so a deal carrying any Tier 3 good rides the daily caravan, both sides together. That's a property of the goods rather than a setting on the deal, which is why there's no cadence to pick: everyday materials keep moving every tick. The trade screens, the guide and the FAQ all explain it now, and there's a new FAQ entry for it. If you want luxuries sooner, one-time offers still settle the moment they're accepted. Thanks to β for asking the question properly.
- β The FAQ has a table of contents at last, and a way back up from every answer. Every other guide page had one; the FAQ, which is the page you're most likely to open when something looks wrong, quietly had none β so the only way to find an answer was to scroll the whole page. There's now a list of every question at the top, each one jumps straight to its answer, and every answer ends with a link back to the top. The guide index also stops under-selling it: the FAQ card now shows what's actually in there. Thanks to β for pointing out where it was heading as the list grows.
- π A queued Supply Run now tells you which size you picked. It read the same whether you'd chosen a quarter, a half or a full shelf, so a Tycoon with runs lined up to four cities had no way to tell them apart on the very screen where you reorder them or drop one. It now reads "Supply Run (half) β 3 shops in Buzz Hollow".
- π The player guide has been split into 23 short sections, and hunting finally has its own. It had grown into ten pages, two of which were long enough that finding anything meant scrolling past everything β and the index only ever advertised four topics per page even where a page held thirty-one. Every section now sits on its own page with a table of contents at the top, every subsection is linkable, and the index lists what's actually inside each one rather than a summary of it. Hunting is new as a section β it was the biggest system in the game without a page to call its own, tucked inside the wilderness chapter. Nothing was removed and no old link has broken: bookmarks and links from inside the game still land where they should.
- π The guide's queue page lists every action you can queue β it was showing three of seven. Expeditions, landmark visits, Market Runs and Supply Runs all take a queue slot and compete with your gathering, and none of them were on the page. There's now one table of all of them, each pointing at where it's explained in full, and it's built from the game's own list so a new kind of queued action turns up there on its own.
- π The guide now draws the progressions instead of describing them. Eight charts: the queue depth each tier gives you, a Sawmill's output level by level (the jump from Level 3 to Level 4 is the Industrial Era in one picture), what each home pays your city per hour, what 1,000 timber earns at each Town Hall level, the scratch ticket ladder, how high a tool can climb, families housed by each district tier, and what the whole realm is holding in each resource tier. Every one reads the live game β if a number is retuned, the chart moves with it rather than quietly going out of date.
- π If you go quiet for a week, the game will say hello β once. A player who hasn't touched UrbanPact for seven days now gets a single message. Not a streak-breaker warning, not a daily nag, and there's nothing to lose by ignoring it: one note per absence, and if you come back and later drift off again, that's the only time you'd ever get another. It says what's true β nothing has been taken away, your city has kept working, and your gold and tools are exactly where you left them. If you'd blocked the bot, it finds out and stops trying.
- π You can cheer three more kinds of good news. The π / β€οΈ / π buttons that have been sitting under Bingo wins now turn up on tier promotions, on a new city being founded, and when a city-mate's scratch ticket stocks the stockpile β so the moments worth congratulating someone for are no longer limited to one game. Everything else about them is unchanged: the person being celebrated gets a note naming who cheered, one cheer each, and it's still worth exactly nothing in gold, reputation or anything else. That's the point of it. If a Tycoon promotion gets announced both in your city group and to the whole realm, cheers from either place add up to one count rather than two.
- π Scratch ticket resource prizes now scale with your city β the old ones had fallen absurdly far behind. The amounts were set back when a small sawmill's whole hourly output was fifty timber, and they never moved when the Industrial Era multiplied production about a hundredfold. The result: on the most expensive ticket in the game, the best possible resource win was around ninety seconds of one sawmill's work, dropped into a stockpile of a million β and roughly one ticket in five was paying out a prize you couldn't even see arrive. A resource win is now measured against what your own city actually produces, so it's worth real hours of output at your Town Hall level and keeps pace as you industrialise. On a Level 5 Trading Post's top ticket that's the difference between winning 200 timber and winning tens of thousands. Nothing shrank anywhere: the old amounts stay on as a floor, so smaller cities β and players with no city yet β see exactly what they saw before. Your odds are unchanged, and so is the gold side of every ticket.
- π© Mr. Crane's Invitation is now a token you redeem, not a clock that starts at the till. Buying one used to begin its twelve hours immediately, so if you picked it up on your way to bed, that was the afternoon gone. It now goes into your inventory like every other timed item and waits there indefinitely β redeem it from the πΉ Hunt panel (or with
/use crane_invitation) when you're actually sitting down to hunt, and the clock starts then. Invitations stack, and redeeming a second while one is running extends it rather than restarting it, so nothing you've paid for is ever lost. Nothing about the price, the length of the visit or what's out there has changed. It also now sits on the ordinary Consumables shelf at/vendoralongside the other timed items, which is where it always belonged. - π
/helpnow lists every command you actually have β ten were missing. The command list had quietly fallen behind what the game offers, and the gaps were not small ones:/gold(your full gold statement),/wildlife(your Wildlife Passport β the panel the game itself points you to when you find something rare),/crates,/bingo,/tycoon,/visitors,/faq,/wiki,/changelogand/creditswere all playable but unlisted. The list is also grouped better β Games & Luck and Help & Info are now their own sections instead of everything piling into one. It's built from your own command menu now, so it shows exactly what you can use and can't fall behind again. The website's [command reference](/guide-reference.php) picked up the one entry it was missing too.
July 30, 2026
- π New: a Demand tab on
/cityβ π¬ Commerce, telling you which residential zone to build next. It shows what one full zone of each tier is worth in your city β what it pays the treasury, and what it pays you personally through any shops you own there. Those two often disagree: a Grand Villas zone pays the city most, while the tier that earns you most depends entirely on which shops you've opened, so the panel marks both instead of pretending there's one right answer. If you own no shops there it says so plainly rather than showing you three zeroes. It also breaks out how much of the city's shop tax comes from merchants other than you β what hosting everyone else's businesses is worth to your treasury. A folded reference shows which class of resident shops where, so it's clear why a Silversmith needs Grand Villas and a Tailor doesn't. Only shop types that actually have a shop are counted: an unzoned or empty type sells nothing, and that demand banks as backlog instead. Anyone in the city can read it. - πΈ Cities now collect 5% sales tax on shop trade, up from 2.5%. Every city with commercial zones roughly doubles what it takes from the shops on its land β a busy city goes from about 12πΈ an hour to about 25πΈ. The old rate was set deliberately low at launch so it could be raised once we could see it working, and this is that raise. Merchants keep exactly what they kept before β the tax falls on what residents spend, not on the shop owner's margin, so nobody's earnings went down. If you're weighing which residential zone to build next, shop trade is now a real part of the answer instead of a rounding error.
- βοΈ The Craftworks panel now shows what your commercial zones still need. It already listed what an active build project and your districts under construction were short of β but not your shops, even though they draw from the same stockpile and are filled by the same recipes. If you're deciding which recipe to run, that was a missing answer. Zones under construction now get their own line, summed across all of them. (Thanks JΓΆrg.)
- π Hire Labor says how many contracts you can actually afford. The panel gave you the price of one contract and the 240-tick ceiling, and nothing in between β so working out what your treasury could buy was arithmetic you had to do yourself. It now tells you: "your treasury covers 4 more (2,000πΈ β +96 ticks) β hire again to stack them." (Thanks Brad.)
- π Town Hall Level 4 now requires your city's two Tier 3 specialty buildings to be built. Part of the Level 4 entry cost is 40 of each luxury your own specialties produce β so a city that had never built one was asked for nothing, and reached the Industrial Era more cheaply than a city that had done the work. That's backwards, and it's fixed: the specialties come first, then the gate means something. Every city already past Town Hall 3 has both, so nothing changes for anyone currently playing. (Thanks JΓΆrg.)
- π’
/tradenow explains its deal numbers. A city with six deals could see them numbered #7, #43, #48 and reasonably wonder where the other forty went. The number is realm-wide rather than a count of your own deals β and the reason that's worth keeping is that both cities on a deal see the same number, so it's what to quote when you're talking a trade over with the other side. The panel says so now. (Thanks β.) - β Two FAQ answers were flatly wrong, and are fixed. The FAQ β on the website and via
/faqβ still said Level 4 was the ceiling and that "a Level 5 era is designed but not built yet", four days after the Age of Commerce went live. If you were chasing a badge that wanted a Level-5 building, it told you the content didn't exist and that nothing was broken. It now says Level 5, names which buildings reach it, and notes the Craftworks stops at 2 where it becomes the Masterwork. The other answer claimed a visitor log "isn't a feature today" β/visitorshas existed for a while and shows exactly that. - π You can now open a building's cost screen while a project is running. Yesterday's fix let you browse the catalogue during a build, but tapping any building still bounced you with "a project is already active" β so you could see the list and nothing behind it. Now you can drill into any building and read its full cost, stock and shortfall while the current project runs. There's simply no Build It button until that project finishes or is cancelled, and the screen tells you which one is holding the slot. (Thanks β.)
- π§Ύ Your hourly report stopped repeating itself. Where a line already spelled a resource out β "+7,466 Stone", "β3,000 Timber" β it was also showing the icon for it, so the report was naming everything twice. The production list, the "Drew from surplus" and "Used" lines, visitor contributions and shop sales now give the name once. The resident-tax breakdown states its πΈ on the total rather than on every tier. Section headers keep their icons, and lines that show only an icon and a number (like a project's Added/Needs) keep theirs, since there the icon is the label. Same numbers throughout β the report is just shorter and quicker to scan, which also fixes Telegram drawing icons inconsistently once a message carried too many. (Thanks JΓΆrg.)
- π― Fixed: leftovers from an even split were being handed out at random. When something divides with a remainder β pelts across hunters on a shared hunt, new families across your district tiers, queue slots across two shortages the Library rates equally β the spare unit goes to whoever had the largest fraction left over. If two were exactly tied, which one won was decided arbitrarily each time, so the same situation could resolve differently from one hour to the next. Ties now resolve in a fixed order. Nobody gains or loses overall β the same number of pelts, families and slots are handed out as before.
- π§ Fixed: the "Used" line on a craft could list its ingredients in a different order from one hour to the next. When a recipe drew equal amounts of two things β an Iron craft takes 15 Coal and 15 Iron Ore β the order between them was decided arbitrarily each hour, which made it look like the recipe had changed when it hadn't. The same shuffle could affect the "Drew from surplus" lines. They now hold a fixed order.
- π New: Trade history, on
/trade. Every delivery your city's routes have ever made is now on record β π Recent lists each shipment newest-first (what moved, which way, who with), and π Routes gives one line per standing arrangement with what it moves per tick and everything it has moved in total, ended routes included. Any member of the city can read it, not just the Mayor and Trade Minister. - π’ The hourly report's trade section got shorter and easier to read. Deliveries are now grouped under π€ Sent and π₯ Received instead of repeating an arrow on every line, and a busy hour shows the first few of each and points to the new Trade history for the rest. A city running dozens of deliveries in one tick was making that section longer than the rest of the report put together β and past a certain point Telegram itself starts drawing the icons inconsistently, which is what prompted this. (Thanks JΓΆrg for spotting the cause.)
- π¦ Taking a Library suggestion now keeps you on the Library. Tapping one of the Librarian's recommendations queued it and then dropped you on your queue screen β so getting to a second recommendation meant navigating all the way back, and the panel effectively offered one suggestion however many it had listed. You now stay put, with the list re-read after each pick, and can work down it in whatever order you like. The suggestions themselves are unchanged: same action, same rules, nothing queued unless you tap it.
- π A build in progress no longer locks you out of the building list. While a project was under way, the only screen
/buildwould give you was the progress bars β every route into the catalogue bounced straight back to them, so for the whole length of a build there was no way to look at what your city might build next. That's precisely when you'd want to. The progress screen now carries π Browse buildings, and a π Back to project button returns you. Anyone in the city can browse, not only the mayor. You still can't start anything until the current project finishes or is cancelled β and now the catalogue tells you that up front, naming the building that's holding the slot, instead of letting you pick something and then refusing. (Thanks β.) - π¦ The Queue's Library button now opens the full Library once you've earned it. At Library Level 5 it reads π¦ The Library and takes you to the same panel your city screen offers β the advice, the rungs, and the one-tap queue fill still sitting at the top β instead of the smaller Level 4 version. There's no sense sending you to the older screen after you've paid for the better one. The gather and craft sub-menus keep their own fill buttons at every level: those fill your queue with one kind of action, which the panel's fill deliberately doesn't do.
- π¦ The Library now advises even when your queue is full β and stops claiming all is well when it isn't. If you had no free queue slots, the Librarian said nothing at all, on the logic that a suggestion is something you tap to queue. But an active player's queue is full most of the time, so the whole Level 5 reward was invisible to the people playing hardest β you'd upgrade, open it, and find an empty room. Worse, it then told you "your stores are healthy" even when they weren't. The advice now shows whichever way: what your city is short of, and why. When there's no room to act on it, the suggestions appear as a list with a note to free a slot rather than as buttons that could only turn you away. (Thanks Shane.)
- π§ͺ
/vendornow opens on Consumables. It used to open on Buy Once and only switch once you owned every single thing on that shelf. Buy Once is a shelf you work through and then rarely need; Consumables is the one you came back for. - π The Library's build screen was telling you the wrong thing about upgrading it. It said "Active players earn +1 reputation per tick" β flat, as though building it higher changed nothing. It's +1 per Library level: a Level 3 Library pays +3 an hour, a Level 5 pays +5. That one sentence was the only thing a mayor read before committing tens of thousands of materials, and it never mentioned that upgrading raised the reward at all β or that Level 4 unlocks Insight and Level 5 makes it advise. All of that is on the screen now, and the figure shown is the one for the level you're actually about to build. The player guide had the same error, plus it claimed the Library stopped at 3 levels. (Thanks JΓΆrg for asking the question that found it.)
- π The build screen now tells you a Tycoon can supply a luxury you're missing. If a build needs a luxury good your city can't produce, a Tycoon merchant imports it for you and your treasury pays a duty per unit β that's been true since mid-July, and the build screen never said so. A city one luxury short looked blocked when it was only going to be charged. It now names the missing luxuries and quotes the duty. If your city has luxury imports switched off, it says that instead, rather than promising a delivery that isn't coming. (Thanks Robert.)
- π§ͺ The Trading Post's shelves swapped places, and "Restock" is now "Consumables". The shelf you come back to week after week now sits first, and it's named for what's on it. "Restock" was also doing double duty as the word for topping up a shop, which it no longer is.
- π¦ Library Insight now knows the difference between a big pile and a full one. The one-tap fill (Library Level 4) tops up whatever your city is scarcest in β except "scarcest" was measured as the smallest pile, which only means anything if everything drains at the same speed. It doesn't. In one city coal had the shortest supply left of anything β about five hours' worth β and the biggest pile, so it was ranked last and could never be picked; the button went and gathered clay instead, which had twice the cover. It now measures how long each resource will actually last at the rate your city is consuming it. Two more fixes to the same button: the π¦ on the crafting menu could queue crafts your city had no materials for, which then did nothing and wasted the slot β it now only offers what can actually be made right now, matching what the top-level π¦ already did. And it tells you what it queued: "π¦ Queued 5 gathers: 3Γ Coal, 2Γ Fiber" instead of "queued 5 actions", so you can see whether it read your city the way you would have.
- π¦ The Library has a panel of its own β and Level 5 finally does what it promised. Two things were wrong here, and the second one is on us. The Library was the only major building you couldn't actually open: it was a line of text in your city's building list and a button that lived over on your queue screen, so a mayor who built one had nowhere to go and look at it. It now has a proper panel β open your city and tap π¦ Library β showing the reputation it earns every active member each hour, which of its rungs you've reached, and the one-tap queue fill. And Level 5 was sold as an upgrade that wasn't switched on. Raising the Library to 5 is a serious build, and the in-game advice has been telling players it upgrades the Librarian from acting to advising β but that advice had no way to reach anyone. It does now. At Level 5 the Librarian reads the whole picture and recommends what to do next: gather something you're nearly out of, craft something you're short of, mount an expedition when leather is running low, take a Market Run when your Letters of Credit are low, or go and visit a landmark when nothing is short at all. Every recommendation is a button and nothing is queued unless you tap it β the reading is the Library's, the decision stays yours. Level 5 adds the advice; it never takes the Level 4 fill away. Our apologies to the two cities who had already paid for Level 5 and got a quieter building than they were promised. (Thanks JΓΆrg and Karen.)
- π Your shop list and market research now turn pages instead of hiding the last few. Once you owned more shops than fit on one screen, the leftovers collapsed into a single "β¦and 1 more" line. That line learned to name what it was hiding last week β but a name isn't what you needed. The whole point of a shop's row is how much stock is left on that shelf, and the whole point of Market Research is the demand figure for a city, and neither of those survives being summarized. So both screens now split into pages with β Prev and Next βΆ, plus a line telling you where you are β "Showing 13β16 of 16 shops Β· page 2 of 2". Nothing is left off any more: every shop shows its stock and every market its demand, on whichever page it falls. Refresh keeps you on the page you were reading, and each Restock button still tops up every shop you own in that city, whatever page the others are on. π¬ Open a Shop turns pages too β and it was quietly worse than it looked: if the busiest markets were all places you already traded in, it would tell you there was "nowhere new to open" while perfectly good openings sat just past the cut. It now looks at every opening before deciding there are none. (Thanks Mark and JΓΆrg β you both filed this the same day, from opposite ends.)
- π Your shops are now grouped by city, and a city never straddles two pages. The paging fix above had an ugly edge: shops were listed stocked-first and then by city, so a city with some full shelves and some empty ones got its full shops on one page and its empty ones on another β and its Restock button appeared on both, each time claiming a shop count that matched neither page. Shops are now grouped by city, whole, with the cities that have an empty shelf listed first (those are the ones owed a trip) and the empty shelves first within each city. Each Restock button sits with its own city's shops and still stocks every one of them. (Thanks Mark β filed within minutes of the fix above.)
- π A queued Supply Run says which city it's for. In βοΈ Edit Queue, three runs to three different cities all read "π Supply Run β 3 shops" with nothing to tell them apart β on the one screen where you reorder and cancel them. Each now names its destination. (Thanks Mark.)
- π The Craftworks panel no longer offers you a Labor Contract you can't sign. Hiring extra workers has always needed a Customs House, and the button always refused without one β but it was offered anyway, so the only way to learn the requirement was to tap it and be turned down. Cities without a Customs House now see π Hire Labor β needs a Customs House instead: still there, so you can find out what unlocks it, but no longer pretending to be available. (Thanks Brad.)
- π¬ A missing hour report now leaves a trail. A player reported never receiving one, and there was genuinely nothing to look into β the game recorded every report as delivered whether or not it actually went out, so a report that failed to send looked identical to one you'd read. Reports that don't make it are now recorded as such, with the reason kept. This doesn't stop a report going missing; it means the next one that does can be found and fixed instead of shrugged at. (Thanks JΓΆrg and Shane.)
July 29, 2026
- π€ Your
/profilecard in the community chat now actually shows what you've been up to. It used to stop at your name, tier, estate and medal count β everything about who you are, nothing about what you've done. It now adds a β¨ Recently block: your last three achievements, medals and milestones together, each with how long ago it happened. Alongside it, three things worth knowing about a player at a glance β what your home city produces (so "who do I ask for marble?" stops being a question you have to ask), how many shops you run and across how many cities, and your current streak plus how long you've been in the realm. Repeats fold together, so four shops opened in one afternoon read as "Opened 4 Apothecaries" rather than filling the card with the same line. Your streak only appears once you have one β no card opens by announcing a zero. Everything on it was already public; nothing private moved into the group. - βοΈ A tip will never again stop mid-sentence. Last night's hour reports could end on a half-finished thought β "β¦and Coal (2,600/tick vs" β with the rest simply gone. Each tip gets a fixed budget of words to work in, and yesterday's improvement to how tips explain urgency made them longer without giving them more room, so the longest ones ran off the end. There was also nothing checking whether a tip had actually finished before it went out. Both are fixed: tips have more room now, and one that still runs long is cut back to its last complete sentence rather than handed to you mid-word. A tip that has nothing complete to say will now say nothing at all. The other half of the problem was tips thinking out loud β changing their mind partway through and writing that down ("β¦swap to grainβ¦ wait, grain is well-stocked already"), which wasted most of the room they had. They now work it out before they start writing.
- π‘ Your tips now show their work. A tip warning that something was about to run out gave you no way to check it β so "provisions are about to run out" next to a few thousand provisions in your stockpile read as scaremongering. It wasn't wrong, as it turns out: those provisions were about three hours of supply, because your zones eat over a thousand a tick. Tips now say so β how much a good is being drawn per tick, and how much you hold β so the urgency is something you can verify instead of take on trust. And if you're already handling the tightest thing, a tip will say so in passing and move on to the next thing you aren't, rather than spending its one line telling you to keep doing what you're doing.
- βοΈ Crafting by hand pays significantly more at the top two tiers. A Town Hall 5 city's crafting now yields twice what it did, and Town Hall 4 half again as much β on both the workbench and the action queue. Town Hall 1β3 are unchanged, deliberately: an early city's crafting already consumes most of what it can produce, and a blanket increase would have put those cities into deficit while barely registering at the top. The reason for the raise is the other side of that same coin β the realm is sitting on nearly ten times as much raw material as refined goods and the pile keeps growing, so hand-crafting was the one lever that turns a surplus into something usable. An attended crafter at Town Hall 5 is now worth about a fifth of their city's Masterworks rather than a tenth. Passive crafting while you're away scales with it, so idling keeps its usual share. Your City Score is unaffected β that still counts what your hands made, not what your machinery multiplied it by.
- π― You'll be told when a luxury specialization slot is sitting unused. Every Tycoon can hold more than one licensed luxury, and the extra slots have always been there β but nothing ever said so, so a slot could sit empty indefinitely while earning you nothing. You now get a one-off note naming how many you hold, how many you're using, and where to pick. It arrives once per slot you gain, never repeatedly, and if your slots are already full you won't hear from it at all.
- π€« The Secret medals button is there the moment you open
/medals. It only appeared after you went into a category and came back out β which looked like the page loading in the wrong order, but was simply the button being told there were no secrets to show. It's shown from the first screen now. Thanks Jensen, whose description of how to reproduce it pointed straight at the cause. - πΎ Your queue now shows what each action will actually bring you β and one number was wrong by 70Γ. Picking a gather or a craft gave you no idea what it was worth, and the
/toolsscreen made it worse: it showed "Timber +145" when a real timber gather brings back over 10,000. That +145 was a genuine internal figure that stopped meaning "yield" when the Industrial Era arrived, and nobody moved the screen. So gathering looked pointless next to what your buildings produce, when in truth one gather is worth two full hours of the building that makes it. Both screens now show the real figure: the gather and craft buttons in/queuereadπͺ΅ Timber Β· 10.1kandπ Planks Β· 30, and/toolssays per gather: Timber 10,134. Both read the same source, so they can't drift apart again. Craft figures include the Masterworks lease your Charter earns you, so they read 210 rather than 30 β the number you actually get. Thanks β, who worked out something was off and said so. - π Two lines in your hour report were saying the wrong thing. A Supply Run to a whole city reported as "510 XM Nexus delivered to your shop" β the city's name sitting where the goods should be, and "your shop" singular when a city run stocks every shop you own there. It now reads "510 units delivered to your 3 shops in XM Nexus". And in the shops-sold list, any shop outside your own city showed as "in a city" β that was never a phrasing choice, it was the city's name failing to load, so most lines of a Tycoon's list were blank on the one detail that made them tell apart. Every line names its city now.
- π¬ Highlight part of a message when you reply and we'll now see exactly that bit. Telegram lets you select a specific line before replying, and until now we only recorded the whole message you replied to β so a note like "this is awkward phrasing" about one line of a forty-line report arrived with no way to tell which line. Your highlighted text is now saved and shown first, on your own
/myfeedbacktoo. - π "β¦and 1 more" now tells you what it's hiding. Long lists get trimmed so they still fit in one message β but the trimmed-off line said only how many were missing, not which. If you own more shops than the list shows, the summary now names them (
β¦and 1 more: π XM Nexus), so a shop can never quietly vanish off the bottom of your own portfolio. Same fix on the Supply Run city picker. Thanks Mark Buzzaroo, who asked the obvious question nobody had. - πΉ A hunt worth remembering now comes back with a line about it. A five-minute squirrel trip and a hundred-minute big-game trip used to return exactly the same three terse lines β only the animal and the numbers changed β so the long wait read like the trivial one. Now a crossbow hunt, or any catch that's genuinely notable on any weapon (your heaviest ever, a rarely-seen animal, or something that shouldn't exist at all), comes back with one written line about the trip: the weather, the waiting, the walk home. Ordinary quick hunts stay short and out of your way. If you have Quiet hunting switched on nothing changes for you mid-run β you'll simply get a line with the last hunt of a batch, same as you already get that message. Thanks β, who asked for exactly this.
- π The π‘ tip and your queue no longer run together at the bottom of the hour report. With the full queue printed out, the tip line and the Your queue list had no blank line between them, so two unrelated sections read as one paragraph. There's a gap now. Thanks β β and for the kind words about the full queue report.
- π Labor Contracts cost less than half what they did β because we checked, and most cities were being offered a deal that could not pay off. Hiring extra Masterworks workers cost 11,000πΈ for a day's shift; it now costs 4,400πΈ. We measured every city with a Masterworks against its own real production, and five of the seven lost treasury on a contract even giving it the most generous possible reading β and unsurprisingly, not one city had a contract running. The price was doing all the deciding before a mayor ever got to the interesting question, which is whether you can actually feed the extra workers: a contract buys hands, and your materials arrive at a fixed rate, so nobody gets more out than their slowest input allows. That's the trade-off you should be weighing, and now you get to. Thanks to Jensen, whose point about the cost of labor was the thread we pulled.
- π¦ The build list now tells you what a level actually unlocks. It always showed the numbers an upgrade adds β "Bank (Lv5) β π¦ +15β+22g/citizen/hr" β but said nothing about the features a level opens up, so the most expensive upgrades in the game were the ones the list said the least about. The Bank now names the Promissory Note it unlocks, the Trading Post names Mr. Crane's Invitation, the Grandmaster's Charter and permanent queue slots, the Library names Insight, and the Chamber of Commerce β which showed nothing at all before β now says how many more commercial zone types it lets you zone. Thanks JΓΆrg.
- πͺ Your tools screen was quoting a craft time nobody has ever waited. It said crafting "floors at 3 min" from Workbench Lv5 β but a craft makes 2 items, and the real wait is 6 minutes. The
/craftscreen had it right all along, so the two disagreed and the tools screen was the one telling the story wrong. It now says what actually happens: one craft makes 2 units and takes 6 min from Lv5. Nothing about crafting changed β no craft got slower, and none was ever 3 minutes. The same screen now also spells out that queue slots are runway, not extra hands: the queue works through them one at a time, so more slots mean more hours you can be away, not more crafts per hour. The player guide had both errors too and has been corrected. Thanks Jensen, who timed it and trusted the stopwatch over the screen. - π The dearer scratch tickets are finally worth buying β and not because the odds got kinder. A 250π° Obsidian Ticket was, precisely, five 50π° tickets bought in one tap: every prize scaled with the price and nothing else changed, so climbing the ladder bought you fewer taps and nothing more. Now each rung puts something on the ticket that the cheaper ones cannot produce at all. From the Silver Ticket up, a ticket can hide a Prize Crate. From the Gold Ticket up, luxury goods turn up three times as often β and those go to your city. The Diamond and Obsidian tickets each carry a vault prize that exists on no cheaper ticket, and the Obsidian's runs to five figures. Your chances are deliberately unchanged, so you are never wrong to keep playing the 50π° ticket; what the trade really costs is that on the top two tickets the everyday wins pay a little less, in exchange for a ceiling twenty times higher.
- π¬ A commercial zone under construction now says what it's waiting for. Your hour report could show a zone stuck at 96% and a building project stuck at 96% a few lines apart β and only the building project told you what it still needed. Every zone still going up now carries the same Needs: line, naming the materials it's short of and by how much. Thanks JΓΆrg, who put the two side by side in the same report and asked the obvious question.
- π A build in progress now tells you what it's still short of. Before you start a project, the panel lists every material as "10,557 needed (2,201 in stockpile)" with a tick or a warning beside it β easy to read, and it answers the only question that matters: what do I still have to make? The moment you started the build, all of that was replaced by progress bars that answered a different question and dropped the stockpile entirely. Now it does both. Each material keeps its bar, and a β οΈ line underneath names how much more is needed after the stockpile goes in next hour β the number that tells you what to go and craft. Materials the city can already cover say so instead. A line under the total says how many materials still need work, so you can tell at a glance whether the build needs you or just needs time. Thanks JΓΆrg, who put both screens side by side and said the older one was better.
- π The Supply Run screen stopped crying wolf. It used to flag a city as "needs topping up" the moment a shop was so much as one unit below a full shelf β which, since families buy something every hour, meant always. A warning that never switches off tells you nothing, and worse, a shop that had sold three loaves looked exactly like a shop sitting at zero. Each city now shows what's actually happening: how many of your shops are empty (those earn nothing at all β customers only ever go to a shop with stock on the shelf), roughly how long the stocked ones will last, and how many units it'd take to fill everything back up. The list now leads with the city that needs you most β empty shops first, then whichever runs dry soonest. Thanks JΓΆrg, who reported this three times in one evening before it clicked.
- π A losing scratch ticket now offers you another one. Every winning ticket ended with a tappable Again line β one tap and the next ticket of the same price is bought β but a ticket that came up empty just said "Better luck on the next one!" and left you to go and find the command yourself. That was backwards: a bust is exactly the moment you reach for another. Every result now carries the same Again link, win or lose, and it always offers the ticket you just bought β a Gold Ticket replays as a Gold Ticket.
- π© Mr. Crane has reconsidered what he charges for an afternoon. The Invitation is now 2,000π°, down from 25,000π° β a price that had sat on five Level 5 Trading Post counters since the Reserve opened without a single hunter taking him up on it. Nothing else about the Reserve changes: it is still twelve hours, still repeatable, and the hunting there still pays about what the best public ground pays, so a day at Crane's costs you nothing in pelts. That was always the point of the place. You are not buying better hunting β you are buying the chance of meeting something that shouldn't exist, and that chance was never meant to cost most of your savings.
- π You were being counted as your own rival. The Market Research tab tells a merchant how many stocked rivals are already serving each city β but the count included your own shop, so if you were the only one selling in a city it still reported "1 stocked rival". It now counts only other merchants, and a city you have to yourself reads "no stocked rivals" β which is exactly the opening research is supposed to find. Thanks JΓΆrg, who spotted his own shelf staring back at him.
- π¦ The advisor stopped worrying about your pelt pile. Pelts aren't a resource to stockpile β on their own they're worthless, and their only job is to be tanned into Leather. The in-game advisor now understands that: it will never flag "pelts running low" or send you hunting to top up the pelt count, and it only suggests a hunting expedition when Leather is actually short.
July 28, 2026
- π₯Ύ Restocking several shops in a row no longer means re-finding the menu every time. Queue a Supply Run from
/queueand, once it's confirmed, you now land back on the city list β ready to send the next run to the next city in one tap β instead of being dropped at the top of the queue. The pop-up already tells you the run was queued, so the extra trip bought you nothing but navigation. β¬ οΈ Back still returns you to the queue when you're done. Thanks to JΓΆrg, who restocks like he means it. - π "Resource types explored: 7 / 8" β there was never an eighth. The counter on
/statswas asking you to gather every raw resource, but its total quietly included Pelts, which no one can gather β they come from the Hunter's Lodge. Anyone who had gathered all seven raws was left hunting for a gap that didn't exist. It now reads out of 7, and if you'd found them all, your stats finally say so. Thanks to Jensen for asking the exact right question: "is there some hidden 8th gather?" There wasn't. - π‘ The in-game advisor got a lot smarter about your city's economy. If you manage exports, it can now flag valuable surplus just sitting there unsold and tell you what it's worth. It will also warn everyone when a good your districts depend on is running low β always in plain words like "soon", never a countdown. And it's calmed down about your queue and rested charges: it no longer nags about a couple of open slots (that's normal, one opens every hour) and only speaks up when your queue is actually about to run dry, and it only mentions your rested charges when they're close to overflowing instead of every time you've banked a few.
- πΈ Export prices doubled, and crafting finally pays at the Customs House. Two things were wrong and you told us about both. Selling a producer's entire hour of output earned exactly what your Town Hall earns for free in that same hour β not much of a reason to build a Customs House. And crafted goods sold for exactly the materials inside them, which meant refining was worth less than nothing: 2,000 Timber sold for 34πΈ, and the 1,000 Planks you spent five-minute crafts making sold for 33πΈ. Queue time, tool levels and Craftworks planning all counted for zero. Now: raw goods pay double (Timber 17 β 33 per 1,000, Coal 33 β 65, Clay and Iron Ore 47 β 94, Pelts 234 β 481), and every craft roughly doubles what its materials were worth β stacking down a chain. Planks 33 β 133. Steel 113 β 770. Leather 469 β 1,926. Furnishings, which are Planks and Leather and so carry three crafts' worth of work, 502 β 4,118. Refining a surplus and selling it now always beats selling the raw. Your districts are still fed first each hour, so this can never starve the families living in your city. Same change at every Town Hall level. Thanks to everyone who kept saying exports weren't worth it β you were reading a real number, and it was the wrong one.
- π Tycoon progress is now measured in XP β and
/statsfinally agrees with/tycoon. Yesterday's fix taught the Tycoon panel to show the real progress behind your rank, and then Jensen found the same wrong line still sitting on/stats: "Next: Magnate at 120 delivered", quoted next to a delivery count that would never reach it. He was right, and the deeper answer was to stop translating the number at all. Your rank, your specialization slots and your Letter-of-Credit ceiling all run on one figure, and it now has a name and a price list: 1,394 XP for every luxury unit you deliver, 1 XP for every unit your shops sell. Both panels show your XP total with those two lines under it and the next rank's cost in the same XP β "170,406 XP Β· 120 luxury delivered Γ 1,394 XP + 3,126 shop sales Γ 1 XP Β· Next: Baron at 418,200 XP". Brokering luxury is worth far more than shelf sales, because it's the harder thing. If you run no shops, nothing about your climb has changed β your XP is purely your deliveries, and every rank arrives exactly when it always would have. Thanks to Jensen for re-filing instead of assuming it had been dealt with. - π² The Take and Let it Ride buttons no longer swap sides on you. On the Bingo panel the safe choice sits on the left and the gamble on the right β but tapping Let it Ride brought up a confirmation with those two the other way round, putting the prize-forfeiting button exactly where the safe one had just been. β asked whether he was hallucinating. He wasn't. Keeping is now always on the left, on both screens. A confirmation is there to slow that tap down, not to move it.
- π Tycoon rank now shows the number it's actually measuring. Your rank and specialization slots count both the luxury goods you've delivered and the units your shops have sold β but the panel only ever showed the luxury figure, so Buzzaroo saw "118 luxury delivered" beside a rank that needs 120 and reasonably asked whether something had broken. Nothing had: his shop sales had carried him over. The panel now shows your real progress toward the next rank, and names both halves of where it came from β "120 progress Β· 118 luxury delivered + 2,934 shop sales" β so the number beside your rank and the number in "Next: Baron at 300" are finally the same kind of thing. If you don't run shops, nothing changes β your progress is your deliveries, exactly as before. Thanks to Buzzaroo for squinting at it.
- πΉ The Bow and Crossbow lines on
/toolsare written in plain English now. The new catch-weight figure was accurate and the sentences around it were a mouthful β β said so plainly, and he was right: "how far up its species' weight range your average catch lands" is a lot of work to read for one number, and it never said what 0% or 100% would even mean. Both weapons now read the same short way. The description says where you hunt sets which animals you meet and your level sets how heavy they are β and heavier animals give more Pelts. The figure underneath now names its own scale:π― Catch size: 79% β 0% is the lightest of a species, 100% the heaviest. A new weapon starts at 50%.The message you get when a Bow or Crossbow levels up got the same treatment, since it was saying it the same cumbersome way. Nothing about hunting has changed β the number is the same number, just readable. Thanks to β for saying it was hard to read instead of quietly rereading it. - π Opening your Bingo winnings is safer, and it will tell you if something goes wrong. β reported that the first tap on π Open winnings sometimes did nothing and only the second tap paid out. Two things were wrong behind that. The prize was claimed, the gold paid and the materials delivered as three separate steps, so if anything failed partway the winnings could be marked as collected while part of the prize never arrived β and you'd be told "nothing to open". That's now one all-or-nothing step: either the whole prize lands, or nothing is touched and your winnings sit there waiting. And when a tap doesn't go through, the game now says so β "That did not go through β your winnings are safe, tap again" β instead of claiming you had nothing, which is the opposite of what the button just told you. Thanks to β for trusting what he saw and reporting it anyway.
- π° Collecting your Bingo winnings now points you straight back to the table. Opening a win sends you its own little message β gold, balls, and what went to your city β and then that was the end of it. The Bingo panel with the Buy a Card button is still sitting in the chat, but it's above the win and scrolls away, so playing another card meant going back to find it. The prize message now ends with a tappable /bingo on its own line, one tap from the thing you just won to the next card. Thanks to β for the nudge.
- π΅ You can type how much you want to borrow now, instead of stacking notes one at a time. The Bank wrote notes in fixed sizes, so borrowing 45,000 meant signing forty-five separate 1,000 notes β Jensen counted it at roughly 200 interactions to get where he was going. Open
/profileβ π΅ β βοΈ Type an amount and name any figure (45k,45,000and2.5mall work). You then pick your repayment speed and get a confirmation screen β gold in, the fee, the share of your income it will take, and the total to repay β before anything is signed. - π Quiet hunting no longer hides a brand-new species from you. Turning on Quiet hunting keeps the game from pinging you after every trip β it waits until one hunt is left. The catch was that if you bagged a species you'd never caught before halfway through a queue, that moment went by in silence and the only way to notice was to go and read
/wildlife. Filling a Passport spot happens once per species and never again, so it now breaks through the quiet the same way a rare secret discovery always has. You'll get a short note naming what you found. If your hunt report was going to arrive anyway, there's no extra message β the new catch is simply marked π in the list, so it's always exactly one message either way. Expeditions count too: their hour-report line now names anything new they brought back, which it never used to. Thanks to Karen for the idea. - π The hunting panel now says that the game waiting at the Lodge belongs to your whole city. The π At the Lodge list has always pooled everything due to be dressed into pelts next hour β your hunts, your fellow citizens' trips, and your city's standing auto-hunt parties β and the pelts land in the shared stockpile. But it was written as though it were your own bag ("Your catch is held at the Lodge"), so a hunter watching five animals from the Wild Country queue up naturally asked why not one of them had turned up in his Wildlife Passport. Nothing was going missing: your Passport records only what you personally bagged with a Bow or Crossbow, and the Lodge's auto-hunt parties have never counted toward it. The list now says whose is whose β and points you at what does count. Thanks to Buzzaroo for the question.
- π― Every Bow and Crossbow level now makes your catches heavier β and
/toolsshows you by how much. Your weapon's level decides where inside a species' own weight range your average catch lands, and since heavier animals give more Pelts, that's real income. The trouble was that the underlying curve only moved every third level: levels 4, 7, 10 and 13 did something, and levels 2, 3, 5, 6, 8, 9, 11, 12 and 14 did nothing at all. Nine of the fourteen level-ups you grind for bought you exactly nothing, and there was no way to tell from the outside. Now every level gains. Nothing got weaker β every level that already did something is worth precisely what it was worth before, and the levels that were dead have been filled in between them, with the top of the ladder reaching a little further than it used to. Vik asked for the exact figure to be shown on the tools screen the way every other tool shows its bonus, and it's there now: a percentage per weapon, recomputed live, sitting at 50% for a fresh weapon and climbing to 85% at Level 15. Thanks to Vik β asking for the number is what surfaced that the number wasn't moving. - π Fixed: a Chamber of Commerce upgrade could change which luxury goods it wanted between showing you and charging you. Each Chamber upgrade asks for one unit each of three luxuries your city doesn't produce, and the rule has always been that the three are drawn when the upgrade is offered and then stay put, so you can go and source them. They weren't staying put: the three were re-drawn every single time the build screen was opened and once more when you tapped to confirm β so the trio you'd read off the screen and gone shopping for could be a different trio by the time you committed. Robert caught it after sourcing gunpowder and spices and being billed for something else. The three are now genuinely fixed the moment they're drawn: reopen the screen as often as you like and they'll be the same three, and they still change from one level to the next as intended. Nothing about the cost has changed β only that it now holds still.
- π The website now tells you about the luxury goods your Trading Post upgrade wants. Take a Trading Post, Market, Bank, Library or Hunter's Lodge past Level 3 and the build asks for a few luxury goods your city doesn't produce, on top of the materials β 5 units each of two kinds at Level 4, and at Level 5 it keeps those two and adds a third. The Building Encyclopedia never mentioned any of it: it lists the costs that are the same for everyone, and these are drawn per city, so it had nothing to show. JΓΆrg's Trading Post Level 5 was quoting him timber, stone and steel while
/buildwas also asking for Jade, Fine Wine and Tapestry β the site looked like it was missing part of the bill, because it was. Those five buildings now carry the same note the Town Hall and the producers already had: how many kinds to expect at that level, how many units of each, and a pointer to/buildfor which ones your city drew. The Age of Commerce guide says it too. Nothing about what any upgrade costs has changed β the page was just quoting half of it. Thanks to JΓΆrg for spotting the one that got missed. - π The reserve floor is now set from the Commerce screen as well. Your reserve floor is the cushion your city never builds below, and it governs commercial zones exactly as it governs districts β the Commerce screen even said so, telling you a zone under construction is drawn "from surplus above your reserve floor" while giving you no way to see that number or change it. The button that does both now sits on
/cityβ π¬ Commerce, showing the current figure, and the steppers bring you back to Commerce when you're done instead of leaving you in Districts. It is the same floor either way β there is only one, and moving it moves what your districts, your standing hunting parties and your commercial zones may all spend. Setting it is still the Mayor's or Minister of Zoning's call. Thanks to Buzzaroo for reporting it. - πͺ Fixed: a gathering tool past Level 10 was paying you nothing for the levels above it β and now those levels pay properly. The flat gather bonus climbs to +145 units at Level 10, and the second Master's Charter lifts the ceiling to 15 β but the bonus table stopped at 10, so a Level 11 axe or scythe was quietly handing out +0 instead of +145. Three tools were affected. The ladder now runs the whole way: Lv11 +174, Lv12 +203, Lv13 +232, Lv14 +261, Lv15 +290 β double what Level 10 gives. That matches the other thing those five levels improve, your share of a Level 4+ producer's output, which also doubles across the tier (2Γ at Lv10 up to 4Γ at Lv15) β so both halves of what a gatherer earns from the second Charter grew by the same amount.
- πͺ The Trading Post's build screen now says what Level 5 gets you. Starting the upgrade showed you the whole bill β treasury, eight materials, three luxury goods β and then a description that stopped at Level 4, so the most expensive Trading Post upgrade in the game was the one it said the least about. It now names all four things a Level 5 post puts on the counter: Mr. Crane's Invitation (hours on a private hunting reserve), the Grandmaster's Charter (your tool ceiling raised again, to Level 15), permanent extra slots on your action queue β more hours you can be away, not a faster queue β and a fifth scratch ticket. Nothing about the building has changed; it just stopped underselling itself. Thanks to Karen for catching it.
- π The Legend medal can actually be earned now. It shipped alongside the second Master's Charter β awarded for working a tool to the absolute limit of the craft, Level 15 β but nothing in the game was ever set up to hand it out, so it sat on the medal list unreachable. It's wired now, and it will follow the tool ceiling if that ever rises again.
- π₯Ύ You only pay for what fits on the shelf now. Supply Run sizes used to be amounts added: pick "full lot" and every shop you own in that city was billed for a whole lot, whether its shelves were bare or nearly full. JΓΆrg put it plainly β one store full, one empty, one price for both. The sizes are now marks to fill up to, so a run buys the difference between what's on the shelf and the mark you picked. A shop already at its line costs you nothing and sits the run out; a bare one gets the most. In JΓΆrg's city that turns a 4,300g "restock both" into 1,788g for the 133 units actually needed. The screens now show your stock against the line (
233/267) so you can see the room at a glance, and a shop with nothing to buy says so plainly instead of quoting you a price for air. - π You can finally see who's trading in your city. Open
/cityβ π¬ Commerce and every open zone now lists the merchants who have set up shop on it, by name β or says no merchants yet if the land is still waiting for someone. Until now the Commerce screen showed you the land you'd zoned and never once mentioned a merchant: the screen's own welcome text promised that "merchants from across the realm can open shops in your city", and then nothing in the game ever told you whether any had. A mayor could only find out by happening to catch a line scroll past on the website's realm feed. So this is the other half of the picture β zoning is an invitation, and now you can see who accepted it: which zones are earning your city sales tax, and which are sitting empty because nobody deals in that good yet. Busy zones show the first few names and then how many more there are. Thanks to Karen for asking the question nothing could answer. - π¬ The Chamber of Commerce is on the Building Encyclopedia now. The website's building list has four tabs β Standard, Advanced, Specialty and Premium β and the Chamber fitted none of them, so it appeared on none of them. It's a Town Hall 5 building (so not Standard), it produces no luxury goods (so not a Specialty), and it isn't a premium landmark; the Advanced tab, meanwhile, had been quietly told to show two specific buildings and nothing else. So the one building the whole Age of Commerce is built around was missing from the reference page while
/buildwas happily offering it. The Advanced tab now shows everything the other three don't claim, which means the next new building can't go missing the same way. The Chamber's card is there with its full Level 1β5 cost ladder, plus the bit a cost list can't show: from Level 2 up, each upgrade also asks for one unit each of three luxury goods your city doesn't produce, re-rolled fresh at every level β founding asks for none. Use/buildto see which three yours has drawn. Thanks to JΓΆrg for spotting it.
July 27, 2026
- π΅ Your Clear buttons now say which note they're clearing. Notes come in fixed sizes but you pick the repayment plan for each one, so carrying two 1,000g notes β one Aggressive, one Relaxed β is completely ordinary. The panel's text told them apart; the buttons underneath didn't, both reading
Clear 1,000g note β β¦, so lining a button up with the right note meant counting rows. Each button now names the plan too: Clear 1,000g Β· Aggressive β 1,050g now. Every note also shows its fee both ways round β what it costs if you clear it right now, and what it costs carried all the way β so the difference between the plans is on screen next to the button that acts on it. One thing worth saying plainly while we're here: that fee doesn't switch over after a day. It climbs a little at a time as your wages pay the note down, so on a small income share it moves slowly β but it moves with what you've actually repaid, never with how long you've held it. Thanks to Jensen for reporting it. - πΈ Your city's Treasury is on the City Overview now.
/cityopens on the page you check to see how your city is doing β and it told you your Score, your Prestige and your wage bonus while saying nothing about the balance that actually pays for things. Every build, every district your families move into and every commercial zone going up is spent out of Treasury, and the only place to read it was the Stock tab of/resources. It now sits right under Citizens, with what it earns each hour beside it: πΈ Treasury: 11,648 (+85/hr). Same figures as/resources, so the two can never disagree. Thanks to β for asking where the holla dollas were. - π The Tycoon market overview no longer disappears when your trade slots fill up. Picking a trade shows you the whole market first β who else trades each good, and how many families live in cities that have actually zoned it. But the moment you picked your last trade, that entire list vanished and was replaced with "Every slot is spoken for." Which is backwards: that's the picture you want most once you're committed, when you're deciding where to open your next shop, or whether to spend your one free reset. The list now always stays on screen, covering all ten goods with the ones you trade marked β β what filling your slots takes away is the Pick buttons, not the information. Thanks to JΓΆrg for asking for it back.
- π― The Specializations picker now says what its numbers mean. Each luxury used to read
Spices β 5 wanted (4 Tycoons): two numbers side by side, neither of them saying what it counted or how the two differed. They measure completely different things. The first is live demand β how many units cities need right now and can't cover themselves, which is exactly what gets routed to an importer. The second is coverage β how many Tycoons already picked that luxury, which affects how a fulfillment is shared, not how much of it there is. That line now readsSpices β cities need 5 units (4 Tycoons already picked it), with a short note at the top of the panel explaining the two. The empty cases say so in words as well: no city is short right now, no Tycoon has picked it yet. Nothing about how picks or routing work has changed β the panel just stopped making you guess which number was which. Thanks to JΓΆrg for saying it plainly. - π Fixed: ordering a Supply Run left you on a screen with nothing left to do. You'd open π Shops, tap Restock for a city, pick a lot size β and the same lot menu came straight back at you. But the run was already queued and the gold already spoken for by then, so what you were looking at was a repeat order for the city you'd just stocked and a Back button, and nothing else. It now takes you back to your Shops list, which is where you pick the next city to restock. Same trip, one screen shorter. (A Supply Run started from
/queuealready did this, landing you back on your queue β the two entrances now behave the same way.) Thanks to JΓΆrg for reporting it. - π΅ Fixed: you can now reach every note you're carrying. The Promissory Notes panel listed the first six and then gave up β anything past that got a "β¦and 3 more" line and, worse, no Clear button, so those notes couldn't be paid off from the one screen that offers to. And since notes come in fixed sizes, borrowing any real amount means stacking several, each with its own repayment share and its own balance β no two of them alike. The list now pages instead: six per page with β Prev and Next βΆ, every note keeping its own Clear button. Clearing one leaves you on the page you were reading, and taking a new note drops you on the page it landed on. Repayment out of your wages was never affected β every note was always being paid down, whether the panel showed it or not. Thanks to Jensen for reporting it.
- π§€ Your Tanning Rack was selling itself short. On
/tools, every crafting tool tells you what its level is worth βPlanks Γ10,Bricks, Crockery Γ10. The Tanning Rack alone showed only its chance of double output and no multiplier at all, which read as though levelling it did nothing for the amount of Leather you get. It always did: a Level 10 Rack makes ten times what a Level 1 makes, exactly like every other tool, and the double-output roll is a bonus on top of that rather than instead of it. Its line now reads the same way as the rest βLeather Γ10 Β· 100% double output. Nothing about how much Leather you actually make has changed; the panel was simply understating it. The stray tappable "/level" that had crept into that line is gone too. Thanks to Jensen for noticing it didn't match its neighbours. - π Fixed: tapping a menu button while writing feedback filed the button instead. If you'd started a note β replying to one of my messages, naming a pet, renaming a building β and then tapped π Build or π¦ Resources on the menu below, the tap was taken as the thing you were writing. So the Build panel never opened, and your feedback got saved as the words "π Build". Every other menu button already knew to step aside; those two didn't. Both now do what they say, and your half-written note is still waiting when you come back to it. Thanks to Jensen β his report of it was one of those taps.
- π¬ Your hour report now follows a commercial zone from zoning to opening day. Zoning land for a shop was acknowledged once β a small confirmation on the panel you zoned it from β and after that the hour report said nothing at all. Not what the build drew from your stockpile, not how far along it was, not even the hour it finished and opened for business. Meanwhile a residential district going up right beside it reported all three. There's now a π¬ Commercial zones section, sitting directly under your Residential Districts news, in the order the two actually happen β families first, then shops. It shows a progress bar per zone still going up, the materials that hour's building took out of your surplus, and a line the hour a zone opens and a merchant can move in. Thanks to Karen for noticing the silence.
- π― The Big Game medal has two more tiers. It had stopped at Diamond, set back when The Wild Country was the last hunting ground and a 220 lbs bear was the biggest thing out there. The Fenlands, the Frostreach and the Barrens have since raised that considerably, so the heaviest animals in the game had no rung left to earn. There are now two: π₯ Obsidian at 240 lbs (β109 kg) and π Mythic at 500 lbs (β227 kg). Remember Big Game measures your single heaviest catch ever, not your total β so it only moves when you beat your own record.
- π Fixed: starting a Supply Run from your queue dropped you in the Tycoon panel. You'd tap π Supply Run on
/queue, pick a city, pick a lot size β and land in the Tycoon shops list, a screen you never opened, with no sign of the queue you'd been working in. The run was queued correctly; only the way out was wrong. Now the whole trip stays where you started it: picking a lot size takes you back to your queue, where the new Supply Run is sitting in the list, and β¬ οΈ Back from the lot sizes returns to the city picker. Starting from the Tycoon panel works exactly as before. Thanks to Karen for reporting it. - π¬ The Needs tab now counts your commercial zones too.
/resourcesβ π Needs is where you go to ask "what is my city short of?", and it answered for your build project and your districts while saying nothing at all about zoned commercial land. So a zone quietly stalled on a material you'd run dry of looked, from that screen, like nothing was happening. Each zone still going up now sits in its own section with exactly what it's waiting on, the same way the Commerce panel already showed it β plus the bit that catches people out: those materials come from your surplus above the reserve floor, and only after your residential districts have taken theirs. Thanks to JΓΆrg for spotting the gap. - π A Town Hall 5 Masterwork now employs a round 4,400 workers. Its workforce is worked out from how much more your Level 5 producers dig, fell and harvest than Level 4 ones did β which is the right way round, but it was landing on 4,227, with a Labor Contract of 2,114 beside it. Numbers nobody can hold in their head, in the one panel where you're doing arithmetic against your Treasury before you commit. The workforce is now rounded up to 4,400, which makes the contract a clean +2,200 workers for 11,000πΈ. Rounding up rather than to the nearest means this can only ever go in your favour β and the price per worker is unchanged, so the contract is a bigger one, not a cheaper one. Town Hall 4 Masterworks are untouched at 2,800 and +1,400 for 7,000πΈ. Thanks to Karen for asking for a round number.
- πͺ· The Wildlife Passport calls every ground by name again. The newest hunting grounds had buttons reading "Ground 6", "Ground 7" and "Ground 8" instead of πͺ· Fenlands, βοΈ Frostreach and π΅ Barrens β the tab you tapped named the ground correctly once you were in it, but the button that got you there didn't. All eight now read the same way, with the same icons the hunting panel and the guide use. Thanks to Karen for spotting it.
- 𦬠The Wild Country has a clearer icon. It used to sit directly under The Highlands in the hunting panel wearing an almost identical mountain, so at a glance the two grounds were hard to tell apart β especially once a Lodge 5 lists all eight grounds together. The Wild Country now shows a 𦬠bison, and it's the same icon everywhere it appears: the hunting panel, your catch report, the Wildlife Passport and the guide.
- π Fixed: the website was quoting half the price of a Level 5 producer upgrade. Taking a Sawmill, Quarry, Farm, Textile Mill, Coal Shaft, Mine or Clay Pit to Level 5 asks for four crafted goods at 3,000 each and one unit of a luxury your city doesn't make β on top of the treasury and raw materials.
/buildcharged all of it; the Building Encyclopedia listed only the treasury and raws, so the two disagreed and the in-game bill looked like a surprise. The Level 5 tab now spells out both halves and says plainly that which four goods (and which luxury) your city draws is picked per city, so/buildremains the place to see your own list. Thanks to JΓΆrg for reporting it. - π¬ The Commerce panel now tells you what a zone under construction is waiting for. Zoned commercial land used to say only "(under construction)" β no way to tell whether it was quietly filling up or stalled on a material your city had run dry of. Each zone being built now lists exactly what it still needs and how much of each, the same way your Districts panel already does for a district going up. There's also a note on where those materials come from: your city's surplus above its reserve floor, after your residential districts have taken theirs. Thanks to JΓΆrg for flagging it.
- π° Your hour's gold total now says it's a total. On an hour where you also spent gold β a Supply Run restocking a shop, say β the report showed two figures with a minus in front of them and different amounts: the run's own price on its line, and your total for the hour at the end of the wages line. Both were right, and the second one already included the first, but nothing on screen said so, so they looked like two rival answers to "how much did I lose?". The hour total now reads net β2,871g this hour, so it names itself as the sum of everything above it. Thanks to JΓΆrg for flagging it.
- π You can start a Supply Run from your queue now. A Supply Run costs a queue slot exactly like a gather, a visit or a Market Run β but it was the one such action you couldn't start from the queue panel, so restocking meant a detour through the Tycoon panel every time. There's now a π Supply Run button on
/queue: pick which of your cities to restock, then the lot size, same as always. Thanks to JΓΆrg for pointing out the inconsistency. - π Fixed: buying a Second Shift took your gold and gave you nothing. The Trading Post charged for it and told you the purchase went through, but the item never reached your inventory β so there was nothing to activate, and the boost was unreachable for everyone who bought one. It now lands in your inventory like every other stored boost, ready to activate from the Crafting panel. If you bought one before today, write in and we'll put it right.
- π§
/objectiveskeeps going now that you're past the basics. It used to stop at the beginner checklist and send you to/medals, which meant the game's own goals command had nothing to say to anyone more than a week in. It now shows your next tier as a list of things to do β each requirement with how much is left and the command that moves it β and, when only one thing is standing between you and a promotion, it says so plainly instead of making you read four bars. Below that, a short guide to where the rest of your progress lives. Already at the top tier? It points you at what Tycoon opened up instead of going quiet. - π― You can see the market before you pick a trade β and you get one do-over. Choosing what you deal in used to show only how many families a shop could reach, which told you nothing about whether anyone else had already picked it. It now shows, for every good, how many Tycoons already trade it and how many families live in cities that have actually zoned it. A good nobody trades is an opening; a good no city has zoned is a slot spent on nothing.
- π One Supply Run now stocks every shop you own in a city. It used to be one run per shop, so a Tycoon with three shops in the same place queued the same trip three times β and within hours of the tier opening, every shop-owning Tycoon had ended up in exactly that spot. Your Shops now shows one Restock button per city, and the run still costs a single queue slot.
July 26, 2026
- π Supply Runs now say what they are in your queue. A queued Supply Run showed up as the bare word
supply_runβ no good, no shop, no city. It now reads like everything else: π Supply Run β 819 Fresh Bread β XM Nexus, which also tells apart several runs of the same good headed to different cities. Same fix in the Edit Queue screen and in the optional queue list at the end of your hourly report. Thanks to Karen for catching it. - π§ The in-game advisor has caught up with the new content. The hourly tip and the AI Tips review now know about the Age of Commerce β shops, zoning, Supply Runs, the Level 5 unlocks β and about the expanded wilderness. They'd also picked up three habits worth naming: telling hunters to build a Lodge 6 that doesn't exist, describing the Wildlife Passport as 42 species when it's now 78, and claiming Town Hall 5 pays more for exports when it pays exactly what Town Hall 4 does. All three are fixed, and the advisor now knows that the four grounds a Level 5 Lodge opens pay the same as each other β so it will point you at the one with animals you still need, not at a phantom better earner.
- π¦ Your Wildlife Passport is now one tap from your profile.
/profilegained a π¦ Wildlife button and a line showing how many species you've collected. It's also finally listed in the command reference, which it never was. Note there are two passports and they're different things: π Passport is the places you've visited, π¦ Wildlife is the animals you've bagged. - πͺ The Trading Post opens on the shelf that can actually sell you something. If you already own every tool and the Master's Charter, Buy Once has nothing left on it β so
/vendornow opens on Restock instead of making you tap past a wall of things you already have. Nothing changes if you still have gear to buy, and switching tabs yourself always works as before. - πΉ Fixed: the four new hunting grounds could not actually be reached. Yesterday's expansion opened the Fenlands, the Frostreach and the Barrens at Hunter's Lodge Level 5 β but the hunting panel asked for a "Lodge 6", "Lodge 7" and "Lodge 8", levels that do not exist and can never be built. The grounds were listed, permanently padlocked, with no way in. They are open now, and a locked ground tells you the level it genuinely needs. Thanks to Karen for spotting it within the hour.
- π§ Easier to find what's new about the Age of Commerce. The Town Hall 5 announcement pointed at the Trade guide's front page, leaving you to hunt down the new material β it now lands you directly on the Shops & Commercial Zones section. The guide index lists that section too, and
/wikinow answers to commerce, shops, zoning, chamber of commerce and town hall 5. - π Two new boosts at the Trading Post, for people tired of coming back to reload the queue. Second Shift (1,500π°) gives you +10 crafting slots for 6 hours; Gamekeeper's Party (750π°) gives you +5 hunt slots for 6 hours. Both sit in your inventory until you activate them, and activating again extends the clock rather than starting over.
- π Town Hall 5 β the Age of Commerce is live. The biggest expansion the game has had. A city that reaches Town Hall Level 5 raises its whole building ceiling to Level 5 and can build a Chamber of Commerce, which lets it zone land for shops β ten kinds in all, from a Grocer to a Silversmith. Merchants from anywhere in the realm open a business on that land, stock it themselves, and your resident families buy from it. The merchant keeps the profit; your city taxes every sale. Your families have always been something a city spends on; now they are also customers.
- πΉ The wild got a great deal bigger. A Level 5 Hunter's Lodge opens three regions nobody has ever hunted β the Fenlands, the Frostreach and the Barrens β and Wild Country opens alongside them, four grounds at once. Thirty-three new species, each living on its own ground and nowhere else, so filling out a Wildlife Passport now means visiting all of them. No ground pays better than another β pick the one with the animals you still need. Your standing hunt brings home more at Level 5 too.
- π© A Level 5 Trading Post gets you invited somewhere else entirely. Mr. Jasper Crane will sell you a day on his private estate. His game was imported at ruinous expense and exists nowhere else in the realm β and the hunting there is worth exactly what good public hunting is worth, so a day at Crane's costs you nothing in pelts. You are not paying for better hunting; you are paying for the chance of meeting something that shouldn't exist at all. We won't be saying what, or how many. Bag one and it becomes a trophy in your home β a sixth thing your Estate can display, and the only one gold cannot buy at any price. The hunt earns the trophy; the house only earns the right to show it.
- π§ Tools now reach Level 15. A second Charter at a Level 5 Trading Post raises the ceiling β and only the ceiling. Those five levels are earned by working, exactly like every level below them. Every rung from 11 to 15 is a strict gain: a Level 15 tool gathers twice what a Level 1 does and crafts about three-quarters more than Level 10, with a third bonus unit appearing at the top in the same shape the second one has at Level 10.
- π Every scratch ticket now has its own one-tap command.
/scratch_50,/scratch_100,/scratch_150and/scratch_200each buy that exact ticket in a single tap β no panel, no menu, no typing. They're printed on the vendor's Games shelf so you can find them, and at the bottom of every scratch result so buying another is always one tap away./scratchon its own is unchanged and still buys the 50g ticket. - πΉ Fixed: hunting stopped working for about half an hour this evening, and the Wildlife Passport was counting species you can't hunt yet. Hunting is working again β if a hunt of yours went missing in that window, it was our fault and not anything you did.
- π° New:
/goldβ a full statement of where your gold came from and where it went. Your gold moves from a dozen different places β wages, dividends, visit tickets, Bingo, scratch tickets, the vendor, your Estate β and until now the game could show you each one as it happened but could never show you the list. If you noticed money missing, all you could do was ask and take our word for the answer. - π Tycoons can now see where their luxury deliveries actually went. Your
/tycoonpanel has always shown a lifetime total β "16 luxury delivered" β with nothing behind it, so there was no way to look back at which city took what. It now keeps a running record of your last five sales: the good, the city that received it, what it paid you, and when. Deliveries you made before today will show up without a city name, because we weren't recording the destination back then; everything from here on will have it. (Thanks to JΓΆrg for asking the obvious question nobody had asked.) - π° Your hourly report now tells you what your gold actually did that hour. Every line in the report described one thing that moved your money β wages here, a dividend there, a visit charge at the top β and the report never once stated the total. If you suspected the numbers didn't add up, you had no way to check; you had to ask and take our word for the answer. Your report now states the hour's net directly, and it is measured from your balance at the start of the tick against your balance at the end β so it accounts for everything that touched your gold, including anything the report doesn't print a line for. It appears on the short report too, which for a quiet hour is the only line you read. (Thanks to JΓΆrg, who raised this three times before we listened properly.)
- π° Your hour report now tells you the net gold for the hour. Gold can move in several places in a single hour β wages, your city's bank dividend, an admission ticket you paid, your share of tickets other people paid at your city's landmarks, an import you supplied as a Tycoon β and each of those had its own line while nothing ever stated the total. If you had a feeling the numbers didn't add up, there was no way to check without doing the arithmetic yourself. The wages line now ends with the hour's net in one figure, and the short one-line report carries it too. It's measured against your actual balance rather than added up from the lines above it, so it counts everything that touched your gold that hour. (Thanks to JΓΆrg, who asked three times and was right that something was missing β it just wasn't the gold, it was the total.)
- π Tycoons:
/tycoonnow keeps a ledger of your recent deliveries. The panel showed your lifetime luxury count with nothing behind it β you could watch the number climb without ever learning which cities you'd actually supplied. Under your rank you'll now find your latest deliveries: which luxury, which city received it, what it paid you, and how long ago. Your hourly report has always named the destination the hour it happens, but that scrolls away by morning; this is where you can go back and look. Deliveries you made before today are still listed, just without a city recorded against them. (Requested by JΓΆrg.)
July 25, 2026
- π The gold that comes back from visiting your own landmark is no longer counted twice in your report. Yesterday's fix put the ticket and the dividend together on the visit line β "β480g ticket β +480g back as your citizen dividend (net 0)" β but the older copy of that same dividend was still sitting on the wages line further down as "+480g visitor tickets". One payment, printed twice, which is impossible to square with the gold actually in your pocket. The π visitor tickets line now means exactly what it sounds like: your cut of other people's visits to your city. Your own visit's refund appears once, on the visit line, beside the ticket that caused it. No payment changed β you were always paid exactly once; only the report was showing it twice. Short-report players get the ticket and the refund on their visit line now too, instead of a dividend with no charge in sight. (Thanks to JΓΆrg, who kept pushing until the numbers added up.)
- π’ A build stuck on a luxury your city can't make can now be finished by a Tycoon. Some buildings ask for a few units of luxury goods your city doesn't produce β that is deliberate, and trading with the city that does make them is still much cheaper. But a project could sit frozen indefinitely if no such trade came together. Now, if a licensed Tycoon somewhere in the realm specialises in what you're missing, a caravan will deliver the shortfall straight into your stockpile and the build carries on. Your treasury pays a duty per unit, and it is priced to keep a neighbour the better deal β this is a way to stop being stuck, not a way to skip trading. Nothing happens automatically if you already hold the goods, and if no Tycoon can supply you, the project simply waits exactly as it does today. Your hourly report names what arrived and what the duty cost.
- πͺ The Trading Post now has two shelves instead of one long counter. Everything the vendor sells is still there at the same price behind the same requirements β it is just sorted the way you actually think about it. β Buy Once holds the things you purchase a single time and keep for good: your tools, your hunting gear, the Master's Charter. π Restock holds the things you come back for: consumables, luxury goods, scratch tickets and Bingo cards. Tap either heading to switch; the shop swaps in place without sending a new message, and after you buy something you stay on the shelf you bought it from. The reason for the split is that a Charter costing tens of thousands of gold was rendering as just another line beside a scratch ticket, and a purchase you live with forever deserves to be somewhere that treats it that way.
- π City pages now show your Residential Districts as a row of little icons. A big city was turning into a very long scroll β every zone got its own heading with a paragraph of family names trailing behind it, and the largest city in the realm has forty-eight of them. Each zone is now a single small tile showing its type and how full it is, and the families moved into a card that appears when you hover over the tile (or tap it, on a phone) β the zone's name, its type, how many families it holds, and who they are. A zone that's still being built is marked with a π§ and a dashed outline. Nothing changed about your districts themselves; there's just far less scrolling between you and them.
- π A second, plain link to the web version of your Passports. The π View on web button under your π Passport and your π¦ Wildlife Passport quietly does nothing for some people using Telegram in a browser β you tap it and no page opens. That's a rough place to get stuck, because the panel itself only lists your first fifteen stamps and then tells you to press that very button for the rest. Both panels now also print the web address in the message, so you can tap the text instead β and if that somehow fails too, you can select it and copy it by hand. The button is unchanged for everyone it already worked for.
- πΉ Your Bow levels have been doing something this whole time β the game just wasn't admitting it.
/toolstold Bow owners that "your catch depends on the ground you pick, not this level", and the level-up message wasn't much better. That stopped being true back on the 14th, when both weapons started sharing the same weight roll: a higher Bow level leans your catch toward the heavy end of whatever animal you land, and pelts are paid by weight β so more pelts per trip, exactly the way the Crossbow's description has been promising for its own heavier prey. The ground you pick still decides which species you can meet; your Bow level decides how big a one you bring home. Nothing about hunting changed β every Bow level you've earned has been paying out all along, and the panel, the level-up message and the guide now say so. (Thanks to β, who noticed the Bow was the only weapon whose description gave you no reason to level it.) - π Your hourly report now tells you what a landmark visit actually cost you. Visiting a premium building charges an admission ticket, and when you visit one in your own city that ticket comes right back to you as a citizen dividend β but the charge was printed at the top of the report and the money coming back was buried ten lines lower, on the end of your wages line. Plenty of people quite reasonably read that as losing gold every hour. The visit line now shows the whole story in one place: "π π° β480g ticket β +480g back as your citizen dividend (net 0)". If your city has other citizens, or a Tycoon had to import the goods, you'll see the smaller amount you actually got back and the honest net alongside it. Visits to other cities now say where the money went, too β "β to their citizens" β instead of just showing a charge and leaving you to guess. Nothing about the payouts changed β every gold was always being paid exactly as described; only the report was hiding it.
- π Tycoons: the long climb to more luxury specializations just got a lot shorter. The upper rungs of the specialization ladder have all come down. The sixth slot used to sit at 1,200 lifetime luxury units β a jump four times bigger than the one before it, and frankly a wall almost nobody was ever going to reach. It now arrives at 700, and every slot above it moved closer too: 1,500 Β· 2,800 Β· 4,400 Β· 6,200 for slots seven through ten, down from 2,200 Β· 3,600 Β· 5,500 Β· 8,000. Covering all ten luxuries is still a genuine endgame ambition β just one you can actually see from here. Nothing was taken away: every threshold moved down, your lifetime fulfilment count never resets, and no Tycoon lost a slot they'd already earned. The early rungs (3rd, 4th and 5th slots at 40, 120 and 300) are exactly where they were.
- πͺ The vendor now opens as a list of shelves instead of a wall of stock. Tools, Consumables, Hunting Tools, Luxury Goods, the Master's Charter and Games are each a single line telling you what's on that shelf and what it starts at β "5 boosts, from 200π°", "All owned β " β and you tap one to open it right there in the message. Nothing was removed and nothing moved behind an extra step you can't undo: everything is still one tap away, but the shop now fits on about a screen and a half instead of nearly four. The Games shelf also lists all four scratch tickets properly now β Scratch, Silver, Gold and Diamond, with their prices and a reminder that the odds are identical at every size β where before you got four buy buttons and nothing explaining what set them apart.
- π Bigger scratch tickets, one per Trading Post level. The 50g ticket isn't going anywhere β it's still there, still the same ticket, still on the counter for everyone. But your Trading Post now stocks a bigger one at every level: the Silver Ticket at 100g, the Gold Ticket at 150g, and the Diamond Ticket at 200g at a Level 4 post. Every prize scales with the price, top to bottom β a Diamond Ticket's jackpot is four times a Scratch Ticket's, and so is its consolation handful of timber. The odds are identical on all four. A dearer ticket is the same bet at higher stakes, not a better bet, so play at whatever size you actually feel like losing. Buy them from the vendor panel, or straight from the command:
/scratchstill buys the 50g ticket exactly as before, and/scratch 150buys the Gold one. - π Nice. Win exactly 69 of anything β gold, timber, bingo balls β and the game will now acknowledge it. (Thanks to bradskillz, whose suggestion we should not have turned down the first time.)
July 24, 2026
- β A Market Run that couldn't buy everything now says so. Ask for 10 Letters of Credit with only enough gold for 4 and the run buys the 4 it can afford β that's always been how it works, and the Market Run panel says so before you queue it. But an hour later your report just read "bought 4", with no mention of the 10 you asked for and no reason given, which reads a lot more like being shortchanged than like a partial fill. It now names both numbers and tells you which of the two ceilings stopped it β the gold in your pocket, or your Letter of Credit cap. Runs that fill completely look exactly as they always have. Nothing about what a Market Run buys, costs, or is capped at changed. (Thanks to Buzzaroo!)
- πͺ The vendor is a shorter read. The Trading Post panel now gives each item a single line β what it does, at a glance β instead of a full paragraph apiece. On a busy shop that's a third less scrolling before you reach the buy buttons. Nothing was removed from sale and no price changed; the full explanation of every tool, consumable and luxury good now lives on the website, sorted by the Trading Post level that unlocks it, and there's a link at the bottom of the panel to take you straight there. Hired Help now says what a second one actually does, too: activating another while one is running extends the time, not the slots β you get the same +5 crafting slots for longer, never +10.
- π Your city's prestige is now a chart, not just a number. Every city's page on the website graphs its prestige hour by hour, against the combined prestige of the entire realm drawn as a faint band behind you. That gives you two readings in one picture: your own trend, and your share of all the prestige in the world β a number that can slip even while your own score rises, if the rest of the realm is rising faster. Switch between the last 30 days, 90 days, or everything on record, and hover any point to read that hour's prestige, the wage bonus it was paying, the realm total, and your share of it. This matters because prestige is a rolling 14-day score: the number on its own can't tell you whether you're climbing, holding steady, or quietly slipping as old visits age out β the shape can.
/citylinks straight to your chart. The game has also started keeping this history properly from now on, so the chart only gets richer; the earlier stretch was reconstructed from the visit records and is marked as such on the chart, since the district share of those first few days can't be recovered exactly. - π The prestige wage bonus no longer has a ceiling at all. Every 50 prestige your city holds still adds +1% to every citizen's wages β but there's now no limit on how far that goes. A city at 3,750 prestige pays +75%, one at 5,000 pays +100%, and it keeps climbing from there. The old ceiling had been raised twice already (+25% β +50% β +75%) for the same reason each time: the realm's great destinations kept growing into it, and a city sitting on the ceiling stopped being paid for the next monument it raised or the next district it filled. The last raise bought the leading city about three days before it was pressed right up against the new ceiling again β so rather than nudge it up a fourth time, it's gone. Build a monument, house another family, and the number moves. Nobody's bonus went down, and a ceiling will never come back. Prestige still decays over 14 days, so it's a score you keep earning, not one you bank.
- βοΈ Names can no longer be buried under stacked accent marks. There was no limit on how many accents you could pile onto a single letter, and enough of them spill up and down out of their line β smearing over whatever's above and below in a panel, your hour report, or the website. A letter can now carry up to four, which is more than any real writing needs (Vietnamese uses two, pointed Hebrew three), so ordinary names in every language are completely unaffected. Names you already have are untouched. Long names also get trimmed more carefully now, so a multi-part emoji is never chopped in half into a broken symbol. (Thanks to JΓΆrg!)
- βοΈ Names you type can no longer contain a slash or an at-sign. Chat quietly turns both into links: a name with an
@in it becomes a tap-through to somebody's account β including accounts that have nothing to do with the game, or ones dressed up to look official β and a name starting with a/reads like a command. So a city, building, district or pet could end up carrying a link nobody meant to put there. Those two characters are now turned away when you type a name, with a note telling you why, and the rename costs you nothing when it's refused. Everything else still works: letters, numbers, punctuation, apostrophes and emojis are all fine, soJΓΆrg's Ledger HouseandβοΈ Ironholdare as welcome as ever. Names you already have are untouched β this only applies to names typed from here on. (Thanks to JΓΆrg!) - π Your hourly report now tells you how many Letters of Credit you have left. Every time an import spent your credits, the report told you what it cost β and never what you still had, so the only way to know you were running low was to keep the running total in your head. That's easy to lose track of, because imports don't arrive evenly: you can go a week without a single credit used and then lose eight in one hour when a few visitors turn up at once. More than one Tycoon has found out he was out of credits only after he'd already dropped out of the import pool. Any hour your credits are spent, you'll now see how many remain, both on the import lines and in the one-line summary. (Thanks to Jensen!)
- π The Letter of Credit cap now rises as you climb the Tycoon ranks. It's been a flat 25 for everyone since Luxury Trade launched, whether you'd fulfilled nothing or a thousand units. Each rank now raises your ceiling by 10 β 25 at Trader, 35 at Merchant, 45 at Magnate, 55 at Baron, 65 at Mogul. Nobody's cap went down and no credits were touched. The cap doesn't disappear entirely, and that's deliberate: it's what eventually retires an importer who stops showing up, so the Tycoons doing the most business get the most room to work. (Thanks to Jensen!)