📜 Changelog
What changed in UrbanPact, newest first.
August 4, 2026
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🏠 The "you can afford your next home" reminder no longer gives up after one mention.
Your hour report used to tell you exactly once that you'd saved enough for your next Estate upgrade — and one line in one busy report is easy to scroll past, which is how a player sat on an affordable Manor for two days without knowing it. The reminder now appears in every hour report for as long as you can still afford the upgrade (the first says "You can now afford", the rest say "Reminder"), and it goes quiet the moment you spend below the cost or make the upgrade. -
🔦 The Library's fill button now does what the Librarian says.
At Library Level 5 the panel could argue with itself: the Librarian would recommend one thing (say, crafting provisions) while the fill button underneath poured your whole queue into your build project's materials — even when the city's stockpile already covered everything that project still needed, which means those gathers sped up nothing at all. Two fixes landed together. First, every fill now understands that a project whose remainder is already in the stockpile isn't short of anything — the city draws those materials in on its own. Second, at Level 5 the fill button (now labelled Queue the Librarian's plan) queues exactly what the Librarian is recommending: urgent shortages get the most slots, your project's genuinely-missing materials come next, and if the plan includes an expedition or a premium visit, one of each is queued too. The one thing it will never do on a bulk tap is run a Market Run — that spends your Letters of Credit, so it stays its own button. The Librarian also learned a new trick along the way: it now tells you when your build project still needs something the stockpile can't cover. -
✍️ An abandoned rename prompt no longer swallows everything you type later.
If you ever tapped "Rename City" (or started naming a building, district, or pet) and walked away without finishing, the game kept quietly waiting for that name — and from then on, replying to any message got you a baffling "Name must be 1–32 characters" instead of doing what you meant. Replies are now always treated as replies: reply to any of the bot's messages and it saves as feedback like it's supposed to, even with a naming prompt still open. Typing a name normally (as a fresh message, not a reply) still works exactly as before. -
💡 The AI coach stopped crying wolf about supplies.
Almost every city always has something trending downward, so the hourly tip had turned into a near-permanent "you're running low on…" warning — and everything else the coach knows about went unsaid. It now only raises a shortage when the city is genuinely a couple of hours from running dry; the rest of the time it moves on to whatever's actually most useful — an export order sitting switched off, a premium visit that would close your tier gap, a tool you can afford, an idle workbench. When it does warn you now, take it seriously. -
💬 The
/feedbackhelp now shows the reply route the way it actually works.Typing/feedbackon its own prints a short usage hint, and the tip at the bottom of it read "reply to any message with /feedback to send feedback about it" — leaving out the part where you type your note after the command. In a private chat you could get away with it (a bare/feedbackreply opens a prompt and asks for your note), but in the community group there is no prompt — a bare/feedbackreply just lands you back on the same hint, which was then telling you to do the thing that had not worked. The tip now reads "reply to any message with /feedback <your comments>", matching the Usage line right above it. Thanks to ☃ for the correction. -
🏪 The vendor asks before it takes your gold on anything permanent.
Buying a tool, the Master's Charter, the Grandmaster's Charter or a queue slot used to be a single tap — the gold was gone the moment your thumb landed, with no way back. Those purchases now open a confirmation screen first: what you're buying, what it costs, what you hold, and what you'd hold afterwards. Nothing is charged until you tap Yes, buy it, and Cancel puts you back on the shelf you were browsing. It matters most where the numbers are largest — a permanent queue slot runs to 250,000💰 and climbs from there, and a mis-tap on one was unrecoverable. Things you buy over and over — potions, boosts, luxury restocks, scratch tickets — deliberately stay one tap, because you meant to buy them and you'll buy them again next week. Thanks to ☃ for the report, who put it best: "I never liked or trusted One-Click purchasing." -
📜 Your gold statement now names the right Charter.
The Grandmaster's Charter was recording its 50,000💰 under the Master's Charter's name, so anyone who bought the second one and went looking for it in/goldfound the biggest line on their statement labelled as something they'd bought months earlier. Both now appear under their own names. Older entries are left as they were — your statement is a record of what happened, not something we go back and rewrite. -
⏩ Rush Tokens stack now — spend a second one while the first is still running and it adds two hours instead of being turned away.
Every other timed item in the game works this way: Hired Help, Second Shift, the Hunting Party and Mr. Crane's Invitation all extend the clock when you redeem another. The Rush Token was the odd one out. It refused, and worse, its button disappeared from the Crafting panel while a boost was running — so if you owned three of them and wanted a long unattended run, there was no way to line them up. You had to sit and watch for the window to lapse, then catch it. The button now stays put and reads Extend Rush Token, and three tokens burned back to back give you one continuous six-hour stretch at double speed. One detail worth knowing: crafts you queue during a boost are already running at the faster rate, so extending doesn't speed them up a second time — it buys you more of the same speed, not compounding speed on top of itself. -
🎯 The hunt panel now says why Big Game trips are long — because that's what you're buying.
A Crossbow trip takes far longer than a quick Bow hunt, and the panel showed you the two numbers and left you to draw your own conclusion. The usual conclusion was "the Crossbow is slower," which gets the trade exactly backwards. Hunts go out one at a time, so your hunt slots aren't extra hunters — they're runway, and a longer trip buys more of it out of the same slot. A full queue of Big Game keeps hunting for most of a day while you're away, where the same slots filled with quick hunts run dry in about two hours and then earn nothing until you come back. The panel now spells that out for Crossbow owners, with both figures worked out from your slots and your deepest ground. A quick hunt still pays a shade better per hour actually spent hunting, so if you're at the panel every hour or two, the Bow is your faster lane — but for anyone checking in a couple of times a day, the Crossbow brings home several times as much. Thanks to Jörg for the report that surfaced it. (No hunting numbers changed: every ground still earns pelts at the same rate per hour, near ones and far ones alike.) -
🚢
/tradeis in your command menu now — it should have been there all along.Trade was the one city panel you could only reach by knowing the word and typing it. It wasn't in the slash menu, it wasn't in/helpunless you were a Mayor or Trade Minister, and there was no button to it from anywhere — so if you closed it, finding your way back was guesswork. Worse, your hourly report points you at the trade history when its routes list runs long, and that history has always been open to every member of a city, not just the ones who negotiate — so the people that pointer was written for were exactly the people with no way to follow it./tradenow appears in the menu and in/helpfor everyone with a home city. Viewing your city's deals and their full history is open to all members, as it always was; offering, accepting and ending deals is still the Mayor's and Trade Minister's call. Thanks to Brad for reporting it, and to ☃, who spotted the same thing first and got a tidier answer than he deserved. -
💰 Your gold statement could fail its own arithmetic — and the thing that was wrong was the receipt, never your gold.
/goldfinishes by doing the sum in public: what you started with, everything since, and whether that lands on what you're holding. For some of you it didn't land, and the panel said so and asked you to report it. That check was doing exactly its job. Here's what it caught. Your hourly wage is paid to everyone in turn, and the balance written down beside your wage was read a moment before the paying started — so if you spent gold in that gap, by restocking a shop or buying from a vendor, your wage line noted down a balance that hadn't heard about the purchase yet, and the statement came out short by exactly what you'd spent. Your actual gold was never affected by any of this, not by a single coin; only the statement's account of how you got there was off. Every wage now reads your balance at the moment it's paid, so the sum closes. The same stale reading also fed the net this hour figure at the foot of your hour report, which could be wrong by the same amount — that's right now too. Thanks to Buzzaroo for forwarding the warning rather than shrugging it off: a panel built to catch us out is only worth having if someone tells us when it fires.
August 3, 2026
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🏪 Your stockroom is now sized to the trade your shop actually does — and if you're the only one selling a good in town, it just got up to four times deeper.
This one runs the opposite way to how it sounds, so it's worth a moment. When nobody else in a town sells your good, every buyer comes to you — so you sell about four times as fast as a merchant splitting that market with three rivals, and a shelf of the same size runs bare four times as often. Cornering a market was quietly the most expensive thing you could do: the merchants who had done it best were making a supply trip every day or two just to stay stocked, while shops in crowded markets coasted for a week. A shelf line now scales with how few rivals you have — four times the standard lot on your own, twice with one rival, standard with three or more — so a full shelf lasts about as long whoever you are. Nothing changes for shops in busy markets; those lines are exactly where they were. The line follows the market, so a rival opening in your town will lower it and one closing will raise it again — but it never drops below the standard lot for the good, and nothing already on your shelf is ever taken away: if you're stocked above a new lower line, you simply keep it and buy nothing more until it sells down. Filling a much deeper shelf costs more gold up front, so if you can't cover it all at once the run still goes ahead and gives every shop the same share of what it needed. Thanks to Mark for asking why keeping his shops stocked was eating half his day's queue — it turned out to be the reward for being the only bookseller in the realm, working backwards.
August 2, 2026
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⏱ "How long will this stock last?" was answering with too much time.
Wherever the game estimated how long a shop's shelf would last — the 🛍 Shops tab, the Supply Run screens, and the new running-low warning — it was splitting the city's customers one more way than there are shops, because it counted your own shop as a rival of itself. Dividing the buyers among more shops makes each shop look slower to sell, so every one of those estimates was too generous: you were told a shelf had more hours left than it really did, on precisely the screens you use to decide whether a restock can wait. The worst cases were the biggest: a merchant alone in a market saw double the true figure — one Silver Service shelf read 239 hours where the honest answer is 120. All the estimates now read shorter, and are right. Nothing about how fast your shops actually sell has changed — only what we were telling you about it. -
⏳ And it now warns you before a shop runs dry.
Any shop with less than a day's stock left is named at the top of your shops section, with roughly how long it has — "Pocket Watch in Buzz Hollow · about 3 hours of stock". Unlike the sold-out notice, this one comes back every hour until you restock it, and it deliberately sits above what your shops earned: last hour's takings will keep, a shop about to go quiet won't. It's the same runway figure the 🛍 Shops tab and the Supply Run screen show, so the three never disagree about the same shelf. -
🛍 Your hour report now tells you when a shop sells out.
Until now the only thing the report said about your shops was what they sold — so a shelf running dry showed up as one line fewer than the hour before, and nothing else. That is a strange way to be told something: you had to notice an absence, or go and open a panel to find out. When a shop sells its last unit you'll now see it named, with its city, right under what your shops earned: "⚠️ A shelf sold out: Fresh Bread in Buzz Hollow". It's said once, on the hour it happens, rather than nagging every hour afterwards — a warning that never switches off stops being a warning. The standing picture of which shelves are bare and which are running low is still on 🛍 Shops and the Supply Run screen, where you can act on it. -
📰 The Realm Herald was undercounting the day, and hunters in the afternoon were invisible in it.
When the Herald reported how many species the realm had met for the first time, it was working from a shortened list of the day rather than the whole day — so the numbers it published were really the length of that list. On August 1 it announced twelve species met and credited Jörg with four of them. The day actually held 53 first meetings across 30 species, and nine of those were his. Worse, the shortened list always began at the start of the day and stopped once it was full, so anyone whose hunting happened later simply could not appear in the count no matter how good their afternoon was — which is precisely where Jörg's last two new species fell. The Herald now counts the whole day for its figures and keeps the list only for naming names, and the same correction has been made to the medals it reports. Thanks to Jörg for reading closely enough to know the story didn't match his own day, and for asking.
August 1, 2026
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🎩 A hunt that gets turned away now tells you why — in full, and what to do about it.
When the Hunt panel refused a trip, it answered with the small pop-up that appears over the button — and that pop-up is a fixed size no screen can make bigger, so a longer message got cut off halfway. Refusals now come back as a proper dismissable notice with the whole message in it. The one that suffered most was Mr. Crane's Reserve: because hunts run one after another, a queue packed with long trips can push a new trip's departure past the end of your invitation even when you still have hours left on it. All you could read was that the gate would be closed, which sounds like your invitation is spent — when in fact cancelling a trip or two would have let you straight in. It now says exactly how many of your latest hunts need to go, and points at the 🚫 buttons that do it. Separately, 📋 Fill has stopped blaming a full queue for everything: if it couldn't queue anything it would say your queue was full even when it plainly wasn't, so you'd go hunting for space that was never the problem. It now gives the real reason. Thanks to Vik for reporting the cut-off message and then working out exactly which button caused it. -
📖 The Entrepreneur tier never had an "away wage bonus", and the guide has stopped saying it did.
The tier table listed it as a perk of reaching Entrepreneur, alongside founding cities and running trade routes. It shouldn't have — there has never been a way to work in a city other than your own, so the bonus has never applied to anybody's wages, not once. Nothing about your pay has changed; the description was simply wrong and is now correct. Working in another city remains an idea we may build properly one day, and if we do, it'll arrive as a real feature rather than a line in a table. -
🏚 New Haven has been retired.
The old starter city stopped taking arrivals back when new players began landing in the wilderness instead, and it has now been closed for good. Two places were still describing the old route and have been corrected: the signup page told newcomers they'd "land in New Haven", and the welcome a city posts when someone arrives with a stockpile said they'd come "from New Haven" — which hadn't been true for anyone in a long while. New arrivals are simply welcomed, and the signup page now says what actually happens: you start out in the wilderness, free to gather and find your feet before joining a city.
July 31, 2026
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⚖️ Trade amounts now line up, side by side, with commas.
Checking that an offer said what you thought it said meant counting zeroes in100000and 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 — so the two sides sit directly above and below each other — 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 ☃ for a sharp eye on the review screen. -
📋 The Craftworks "your treasury covers…" line was implying one hire more than you can pay for.
It always counted the total number of Labor Contracts your treasury can buy — but it sat directly under the sentence pricing a single hire, so "covers 2 more" read as two on top of that one. With 9,466💸 in the vault and a 4,400💸 contract you can hire twice, never three times. It now reads "your treasury covers 2 hires in total". Same arithmetic as before — it just says which number it's quoting. -
💡 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 — 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. -
📰 The Realm Herald reads the whole realm now, not a corner of it.
The daily chronicle could only see a handful of things — buildings finished, trade totals, tool levels, prestige and the standings — 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 — 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. -
🐎 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 — 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 ☃ for asking the question properly. -
❓ 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 — 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 ☃ for pointing out where it was heading as the list grows. -
🛍 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) — 3 shops in Buzz Hollow". -
📖 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 — 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 — 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. -
📋 The guide's queue page lists every action you can queue — 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. -
📊 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 — if a number is retuned, the chart moves with it rather than quietly going out of date. -
👋 If you go quiet for a week, the game will say hello — 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 — 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. -
🎉 You can cheer three more kinds of good news.
The 👍 / ❤️ / 🎉 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 — 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. -
🎟 Scratch ticket resource prizes now scale with your city — 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 — 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 — and players with no city yet — see exactly what they saw before. Your odds are unchanged, and so is the gold side of every ticket. -
🎩 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 — redeem it from the 🏹 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. -
📖
/helpnow lists every command you actually have — 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 — 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 — 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
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📊 New: a Demand tab on
/city→ 🏬 Commerce, telling you which residential zone to build next.It shows what one full zone of each tier is worth in your city — 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 — 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. -
💸 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 — a busy city goes from about 12💸 an hour to about 25💸. 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 — 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. -
⚒️ 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 — 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 Jörg.) -
📋 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 — so working out what your treasury could buy was arithmetic you had to do yourself. It now tells you: "your treasury covers 4 more (2,000💸 → +96 ticks) — hire again to stack them." (Thanks Brad.) -
🏛 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 — 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 Jörg.) -
🔢
/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 — 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 ☃.) -
❓ Two FAQ answers were flatly wrong, and are fixed.
The FAQ — on the website and via/faq— 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" —/visitorshas existed for a while and shows exactly that. -
🏗 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" — 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 ☃.) -
🧾 Your hourly report stopped repeating itself.
Where a line already spelled a resource out — "+7,466 Stone", "−3,000 Timber" — 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 💸 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 — the report is just shorter and quicker to scan, which also fixes Telegram drawing icons inconsistently once a message carried too many. (Thanks Jörg.) -
🎯 Fixed: leftovers from an even split were being handed out at random.
When something divides with a remainder — pelts across hunters on a shared hunt, new families across your district tiers, queue slots across two shortages the Library rates equally — 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 — the same number of pelts, families and slots are handed out as before. -
🔧 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 — an Iron craft takes 15 Coal and 15 Iron Ore — 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. -
📜 New: Trade history, on
/trade.Every delivery your city's routes have ever made is now on record — 📜 Recent lists each shipment newest-first (what moved, which way, who with), and 🔁 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. -
🚢 The hourly report's trade section got shorter and easier to read.
Deliveries are now grouped under 📤 Sent and 📥 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 — and past a certain point Telegram itself starts drawing the icons inconsistently, which is what prompted this. (Thanks Jörg for spotting the cause.) -
🔦 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 — 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. -
🏗 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 — 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 📖 Browse buildings, and a 🏗 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 — 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 ☃.) -
🔦 The Queue's Library button now opens the full Library once you've earned it.
At Library Level 5 it reads 🔦 The Library and takes you to the same panel your city screen offers — the advice, the rungs, and the one-tap queue fill still sitting at the top — 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. -
🔦 The Library now advises even when your queue is full — 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 — 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.) -
🧪
/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. -
📖 The Library's build screen was telling you the wrong thing about upgrading it.
It said "Active players earn +1 reputation per tick" — 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 — 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 Jörg for asking the question that found it.) -
👑 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 — 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.) -
🧪 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. -
🔦 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 — 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 — about five hours' worth — 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 🔦 on the crafting menu could queue crafts your city had no materials for, which then did nothing and wasted the slot — it now only offers what can actually be made right now, matching what the top-level 🔦 already did. And it tells you what it queued: "🔦 Queued 5 gathers: 3× Coal, 2× Fiber" instead of "queued 5 actions", so you can see whether it read your city the way you would have. -
🔦 The Library has a panel of its own — 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 — open your city and tap 🔦 Library — 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 — 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 — 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 Jörg and Karen.) -
🛍 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 "…and 1 more" line. That line learned to name what it was hiding last week — 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 ◀ Prev and Next ▶, plus a line telling you where you are — "Showing 13–16 of 16 shops · 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. 🏬 Open a Shop turns pages too — 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 Jörg — you both filed this the same day, from opposite ends.) -
🏙 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 — 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 — filed within minutes of the fix above.) -
🏙 A queued Supply Run says which city it's for.
In ✏️ Edit Queue, three runs to three different cities all read "🛍 Supply Run — 3 shops" with nothing to tell them apart — on the one screen where you reorder and cancel them. Each now names its destination. (Thanks Mark.) -
🔒 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 — 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 🔒 Hire Labor — needs a Customs House instead: still there, so you can find out what unlocks it, but no longer pretending to be available. (Thanks Brad.) -
📬 A missing hour report now leaves a trail.
A player reported never receiving one, and there was genuinely nothing to look into — 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 Jörg and Shane.)
July 29, 2026
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👤 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 — everything about who you are, nothing about what you've done. It now adds a ✨ 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 — 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 — no card opens by announcing a zero. Everything on it was already public; nothing private moved into the group. -
✂️ A tip will never again stop mid-sentence.
Last night's hour reports could end on a half-finished thought — "…and Coal (2,600/tick vs" — 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 — changing their mind partway through and writing that down ("…swap to grain… wait, grain is well-stocked already"), which wasted most of the room they had. They now work it out before they start writing. -
💡 Your tips now show their work.
A tip warning that something was about to run out gave you no way to check it — 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 — how much a good is being drawn per tick, and how much you hold — 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. -
⚒️ 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 — on both the workbench and the action queue. Town Hall 1–3 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 — 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 — that still counts what your hands made, not what your machinery multiplied it by. -
🎯 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 — 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. -
🤫 The Secret medals button is there the moment you open
/medals.It only appeared after you went into a category and came back out — 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. -
🌾 Your queue now shows what each action will actually bring you — and one number was wrong by 70×.
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/queueread🪵 Timber · 10.1kand📋 Planks · 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 — the number you actually get. Thanks ☃, who worked out something was off and said so. -
🛍 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" — 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" — 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. -
💬 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 — 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. -
🛍 "…and 1 more" now tells you what it's hiding.
Long lists get trimmed so they still fit in one message — 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 (…and 1 more: 🎠 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. -
🏹 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 — only the animal and the numbers changed — 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 — you'll simply get a line with the last hunt of a batch, same as you already get that message. Thanks ☃, who asked for exactly this. -
📋 The 💡 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 ☃ — and for the kind words about the full queue report. -
📋 Labor Contracts cost less than half what they did — because we checked, and most cities were being offered a deal that could not pay off.
Hiring extra Masterworks workers cost 11,000💸 for a day's shift; it now costs 4,400💸. 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 — 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. -
🏦 The build list now tells you what a level actually unlocks.
It always showed the numbers an upgrade adds — "Bank (Lv5) — 🏦 +15→+22g/citizen/hr" — 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 — which showed nothing at all before — now says how many more commercial zone types it lets you zone. Thanks Jörg. -
🪚 Your tools screen was quoting a craft time nobody has ever waited.
It said crafting "floors at 3 min" from Workbench Lv5 — 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 — 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. -
🎟 The dearer scratch tickets are finally worth buying — and not because the odds got kinder.
A 250💰 Obsidian Ticket was, precisely, five 50💰 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 — 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 50💰 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. -
🏬 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 — 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 Jörg, who put the two side by side in the same report and asked the obvious question. -
🏗 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 — 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 ⚠️ line underneath names how much more is needed after the stockpile goes in next hour — 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 Jörg, who put both screens side by side and said the older one was better. -
🛍 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 — 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 — 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 — empty shops first, then whichever runs dry soonest. Thanks Jörg, who reported this three times in one evening before it clicked. -
🎟 A losing scratch ticket now offers you another one.
Every winning ticket ended with a tappable Again line — one tap and the next ticket of the same price is bought — 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 — a Gold Ticket replays as a Gold Ticket. -
🎩 Mr. Crane has reconsidered what he charges for an afternoon.
The Invitation is now 2,000💰, down from 25,000💰 — 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 — you are buying the chance of meeting something that shouldn't exist, and that chance was never meant to cost most of your savings. -
📊 You were being counted as your own rival.
The Market Research tab tells a merchant how many stocked rivals are already serving each city — 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" — which is exactly the opening research is supposed to find. Thanks Jörg, who spotted his own shelf staring back at him. -
🦊 The advisor stopped worrying about your pelt pile.
Pelts aren't a resource to stockpile — 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
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🥾 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 — ready to send the next run to the next city in one tap — 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. ⬅️ Back still returns you to the queue when you're done. Thanks to Jörg, who restocks like he means it. -
📊 "Resource types explored: 7 / 8" — 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 — 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. -
💡 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 — 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. -
💸 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 — 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 34💸, and the 1,000 Planks you spent five-minute crafts making sold for 33💸. Queue time, tool levels and Craftworks planning all counted for zero. Now: raw goods pay double (Timber 17 → 33 per 1,000, Coal 33 → 65, Clay and Iron Ore 47 → 94, Pelts 234 → 481), and every craft roughly doubles what its materials were worth — stacking down a chain. Planks 33 → 133. Steel 113 → 770. Leather 469 → 1,926. Furnishings, which are Planks and Leather and so carry three crafts' worth of work, 502 → 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 — you were reading a real number, and it was the wrong one. -
👑 Tycoon progress is now measured in XP — 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 — "170,406 XP · 120 luxury delivered × 1,394 XP + 3,126 shop sales × 1 XP · 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 — 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. -
🎲 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 — 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. ☃ 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. -
👑 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 — 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 — "120 progress · 118 luxury delivered + 2,934 shop sales" — 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 — your progress is your deliveries, exactly as before. Thanks to Buzzaroo for squinting at it. -
🏹 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 — ☃ 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 — and heavier animals give more Pelts. The figure underneath now names its own scale:🎯 Catch size: 79% — 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 — the number is the same number, just readable. Thanks to ☃ for saying it was hard to read instead of quietly rereading it. -
🎁 Opening your Bingo winnings is safer, and it will tell you if something goes wrong.
☃ reported that the first tap on 🎁 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 — 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 — "That did not go through — your winnings are safe, tap again" — instead of claiming you had nothing, which is the opposite of what the button just told you. Thanks to ☃ for trusting what he saw and reporting it anyway. -
🎰 Collecting your Bingo winnings now points you straight back to the table.
Opening a win sends you its own little message — gold, balls, and what went to your city — 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 ☃ for the nudge. -
💵 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 — Jensen counted it at roughly 200 interactions to get where he was going. Open/profile→ 💵 → ✏️ Type an amount and name any figure (45k,45,000and2.5mall work). You then pick your repayment speed and get a confirmation screen — gold in, the fee, the share of your income it will take, and the total to repay — before anything is signed. -
🆕 Quiet hunting no longer hides a brand-new species from you.
Turning on Quiet hunting keeps the game from pinging you after every trip — 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 — the new catch is simply marked 🆕 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. -
🏚 The hunting panel now says that the game waiting at the Lodge belongs to your whole city.
The 🏚 At the Lodge list has always pooled everything due to be dressed into pelts next hour — your hunts, your fellow citizens' trips, and your city's standing auto-hunt parties — 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 — and points you at what does count. Thanks to Buzzaroo for the question. -
🎯 Every Bow and Crossbow level now makes your catches heavier — 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 — 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 — asking for the number is what surfaced that the number wasn't moving. -
🏛 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 — 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 — only that it now holds still. -
💎 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 — 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. Jörg's Trading Post Level 5 was quoting him timber, stone and steel while/buildwas also asking for Jade, Fine Wine and Tapestry — 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 — the page was just quoting half of it. Thanks to Jörg for spotting the one that got missed. -
🛟 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 — 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/city→ 🏬 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 — 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. -
🪓 Fixed: a gathering tool past Level 10 was paying you nothing for the levels above it — 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 — 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 — 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 (2× at Lv10 up to 4× at Lv15) — so both halves of what a gatherer earns from the second Charter grew by the same amount. -
🏪 The Trading Post's build screen now says what Level 5 gets you.
Starting the upgrade showed you the whole bill — treasury, eight materials, three luxury goods — 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 — more hours you can be away, not a faster queue — and a fifth scratch ticket. Nothing about the building has changed; it just stopped underselling itself. Thanks to Karen for catching it. -
🏆 The Legend medal can actually be earned now.
It shipped alongside the second Master's Charter — awarded for working a tool to the absolute limit of the craft, Level 15 — 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. -
🥾 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. Jörg put it plainly — 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 Jörg'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. -
🛍 You can finally see who's trading in your city.
Open/city→ 🏬 Commerce and every open zone now lists the merchants who have set up shop on it, by name — 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 — 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. -
🏬 The Chamber of Commerce is on the Building Encyclopedia now.
The website's building list has four tabs — Standard, Advanced, Specialty and Premium — 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 1→5 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 — founding asks for none. Use/buildto see which three yours has drawn. Thanks to Jörg for spotting it.