📜 Changelog
What changed in UrbanPact, newest first.
July 18, 2026
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🌟 The Wildlife Passport no longer spoils how many secret animals there are.
The "Secret discoveries" line on your Passport overview showed a total — like "(1/3)" — which quietly told everyone exactly how many rare secret species are out there to find, even though the whole point is that they're a surprise. It now just shows how many you've personally discovered ("Secret discoveries: 1 found"), with no hint at the total. (Thanks to Jörg!)
July 17, 2026
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🛟 Setting a high district reserve floor is much easier now.
The reserve floor (🏘 Districts → 🛟 Reserve floor) only had ± step buttons, so reaching a big floor like99,000,000meant thousands of taps of +10k. There's now an ✏️ Type an amount button — type the floor you want, loosely, so99,000,000or shorthand like99mand2.5mall work. The same fix already landed on the Export Market; this brings it to Districts. (Thanks to Jörg!) -
🗺 The World Map's "visited" landmarks now carry a ✓ badge, not just a green outline.
Previously the only way to tell you'd visited a landmark was its green border — which doesn't help if you can't easily pick out green. Each visited tile now also shows a small checkmark in the corner. -
🏛 The Export Market's on/off buttons no longer rely on red vs green.
A resource that's exporting shows a ✅, one that's paused shows a 🚫 (and "Enable all" / "Disable all" match). Same idea as the old colored dots, but now the state reads by shape — easier if you're colorblind. -
🦌 The Wildlife Passport got a cleaner, tabbed layout.
It used to cram every animal from every hunting ground into one long, hard-to-read line — and never showed how many of each you'd actually caught, even though the game was tracking it the whole time. Now it opens on an overview tab with your overall progress, plus one tab per hunting ground showing a simple table: which animals you've caught, how many times, and your best weight for each — split into Quick Hunt and Big Game. (Thanks to ☃!) -
📡 Fixed: the live Activity Feed no longer shows the same event twice.
If you were watching the feed and switched back to the tab right as it refreshed, a brand-new entry could occasionally slide in twice — it only ever happened once for real, it was just drawn twice on the page. The feed now waits for one update to finish before starting the next, so each event shows up exactly once. (Thanks to ☃!) -
🏛 The Export Market is much easier to read on a phone.
With every resource crammed into one screen, the buttons were getting cut off — you couldn't tell which resource a row was for, or what its reserve was. Now it's split into Tier 1 / Tier 2 tabs, and each button leads with the resource name and a status dot (🟢 exporting, 🔴 paused) so it stays readable even when squeezed. The reserve shows right on the button, "Enable all" / "Disable all" / "Keep-all" now apply to whichever tab you're on, and a resource you've set to keep everything reads as 📝 All. (Thanks to Mark!) -
✨ New: see who's been visiting your city's landmarks.
Your hourly report already mentions visitors, but now there's a log you can look back at any time: send/visitorsin the bot for a running list ("👤 someone visited The Vellum Archive — 3h ago"), or check the new Recent Visitors section on your city's web page. (Thanks to ☃ and Jensen!) -
❓ New: an FAQ for the questions players ask most.
There's now a Frequently Asked Questions page on the website (under How to Play) covering things like when you get paid, the difference between your Gold and the city Treasury, how visits and tiers work, and where to find recent changes. You can also pull answers right into the bot: send/faqfor the list, or/faq wages(any keyword) to get an answer in chat. (Thanks to Jörg and ☃!) -
📡 The website Activity Feed now updates itself live.
Leave the feed page open and new activity — foundings, projects, promotions, trades — slides in at the top automatically, no refresh needed. A little "Live" dot shows it's watching, and the timestamps tick up on their own. It quietly pauses while the tab is in the background, so it's light on your browser. (Thanks to ☃!) -
📋 New:
/changelogshows recent updates right in the chat.If you'd rather skim a quick, plain-text list of what's new than open the website,/changelognow DMs you the last week of changes as a compact text block. Want a wider window? Add a number —/changelog 30for the last month. It's the same update history as the website, just trimmed down and easy on the eyes. (Thanks to ☃!) -
🔒 Setting a high export reserve is much easier now.
Keeping a big pile of a resource on hand used to mean hand-typing a huge number like99000000exactly right. Two fixes: every resource on the Export Market now has a 🔒 Max button that keeps everything (surplus never sells) in one tap, and when you do type a reserve you can now write it loosely —99,000,000,99 000 000, or shorthand like99mand2.5mall work. (Thanks to Jörg and Karen!) -
🚢 Typing
/tradesnow opens the trade panel./tradelives in the City panel and your hourly report rather than the slash menu, so it doesn't autocomplete — and the natural plural,/trades, used to just hang there doing nothing. It's now an alias for/trade, so either one works. (Thanks to ☃!)
July 16, 2026
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🦌 The Naturalist hunting medal now rewards a complete collection of what you can actually catch.
Catching every species huntable today (all 34 across the open grounds) now earns Platinum Naturalist — previously the next tier sat just out of reach because it counted species from a hunting ground that isn't open yet, leaving dedicated hunters stuck at "97%" with nothing more to catch. Five hunters who'd already filled their Passport have been bumped up to Platinum (with the reputation and a Prize Crate that come with it). The top "Grandmaster" tier still waits far out on the horizon, for grounds yet to open. (Thanks to ☃!) -
🏘 Fixed: a big city's hourly report no longer goes missing when lots of districts are short.
Every district that dipped in happiness got its own line, and they all say the same thing when the same goods run low — so a city with a couple of dozen zones filled the report with near-identical lines until the whole message got too big to deliver. It didn't arrive shortened: it didn't arrive at all, taking that hour's gold, wages and production with it. Zones that are short on the same goods are now summed up together on one line ("Cloverfield Close, Slate Hollow Row, Millbrook Terrace +9 more: Timber, Stone, Clay were tight this hour"), worst dip first, with any remaining zones folded into a short tail. Your report stays readable no matter how many districts you run. As a safety net, an over-long report is now trimmed with a note rather than silently vanishing. (Thanks to Jörg!) -
🔨 Fixed: the Crafting panel now shows what a craft really costs you.
Each recipe's material line was quoting the amount for a single item — but every workbench craft makes a batch of 2, and pulls 2× the materials to do it. So a recipe that read "2×🪵" was actually taking 4 Timber out of the city stockpile, and every line on the panel was quietly half the real number. The costs shown are now the full amount a craft will actually charge you. The ✅/⚠️ marker was reading from that same halved number too, which meant a recipe could show as craftable, offer you the button, and then turn you away with "Not enough Timber" — that's fixed as well, so a ✅ now means it really will go through. (Thanks to Karen!)
July 15, 2026
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🏛 Fixed: the queue readout in your tick report now names landmarks the same way the Visit panel does.
If you had "Show queue in reports" on, a queued trip showed the landmark's plain type name (like "Spice Harbour") instead of the specific establishment's name (like "Jörg's Tidemark Spice Harbour") you saw when you booked it in /visit or /queue — so the same trip looked like a different place, and read the same wrong way every hour until it fired. The report now shows each queued visit under the exact name the Visit and /queue panels use. (Thanks to ☃!) -
📦 Fixed: Open All on a big pile of Prize Crates no longer looks frozen.
With hundreds of crates saved up, tapping Open all could leave the button spinning with no sign anything was happening — the game was working through them, but silently, and only replied once the whole batch was done. Now the tap answers instantly with an "Opening N crates…" notice, and opening the pile is much faster besides, so a full stash pops open in one go with your total gold and Bingo Balls shown at the end. (Thanks to ☃!) -
🏛 Fixed: when a queued visit can't go through, your tick report now says why in plain words.
If a visit at the head of your queue couldn't fire — you couldn't afford the ticket, the building was on its 24-hour cooldown, or it was no longer there — the hourly report used to print a bare "Visit failed: cant_afford" style code. Now it reads "🏛 Visit didn't go through — you couldn't afford the ticket" (or the matching reason), the same plain-language wording the compact report already used. (Thanks to ☃!) -
🏛 The Visit panel's queued-trips list is now numbered, like your queue.
The summary of your scheduled visits used bullet points while your /queue lists everything with numbers — a small but jarring mismatch between two views of the same queue. The Visit panel now numbers each queued trip in the order it'll fire, matching /queue. (Thanks to ☃!) -
📝 New: set a reserve for a whole tier at once.
The Export Market now has Keep-all: Tier 1 and Keep-all: Tier 2 buttons — pick one number and it applies to every resource in that tier, so you don't have to set them one by one. Handy for a first-time setup across a full stockpile. (Thanks to ☃!) -
🧹 Fixed: setting export reserves no longer floods your chat.
Every time you set a "keep" amount, the Export Market used to post a whole fresh copy of the panel — so tidying reserves across your resources left a tall stack of duplicate panels. Now the panel updates in place: the "type a number" prompt clears itself and the one panel just refreshes with your new reserve. Set as many as you like without the pile-up. (Thanks to ☃!) -
📦 Fixed: export reserves can now go as high as your stockpile does.
Setting a "keep" amount at the Export Market silently capped out at 999,999 — so once a resource climbed past a million, you couldn't tell the Customs House to protect all of it, and the extra was quietly trimmed off your reserve with no warning. Reserves now accept up to 999,999,999, matching the amount you're allowed to type. There's no storage limit in the game, so your reserve should never be the thing that stops short. (Thanks to ☃!) -
🏅 Fixed: the Resource Explorer medal can be earned again.
It quietly became impossible to complete when Pelts joined the raw resources — Pelts come from hunting, not gathering, so the "gather every raw resource" checklist had an item nobody could ever tick off. The medal now counts exactly the seven resources you can actually gather (Timber, Stone, Iron Ore, Grain, Coal, Fiber, Clay). If you'd gathered all seven and were stuck waiting, the medal will arrive with your next gather. -
🔢 Fixed: typing a big number into a "type the amount" prompt no longer leaves the bot silent.
When a prompt invited "any whole number" — like setting an export reserve or entering a trade amount — anything past six digits (so a million or more) was quietly ignored and you got no reply at all, as if the bot had crashed. Now every whole number you type reaches the prompt: an export reserve still tops out where it always has, and a trade amount that's out of range now tells you the range instead of saying nothing. (Thanks to ☃!) -
🏆 Fixed: several early medals were quietly paying their reputation twice.
Eight one-time medals — City Calling (leaving the wilderness), First Expedition, Roughing It, Off the Grid, Packed and Ready, Full Queue, Artisan, and Appointed — awarded their reputation once from the medal itself and once more from an older duplicate, so a +5 medal actually paid +10 and a +10 paid +20. Each now pays exactly the amount shown in the guide, and you'll no longer get two announcements for the same medal. Reputation already earned from these medals is yours to keep. -
🏛 Fixed: a very long city name no longer hides the landmark in your Visit queue list.
When the queue summary at the top of the Visit panel named a trip to a city with a really long name, the city name ate the whole line and the landmark got cut off entirely. Now the city name is shortened just enough to keep the landmark's name in view — a glimpse of the city is plenty to place it. (Thanks to ☃!) -
📋 Fixed: the queue readout in your tick report now counts everything, including Market Runs.
If you turned on "Show queue in reports" and had a ⚓ Market Run lined up, it was silently left off the list — so the "N/max" count at the top could read lower than your actual queue (a Market Run + a couple of visits could show as just the visits). Every queued action now appears in the readout, so its count always matches your live /queue panel. (Thanks to ☃!) -
🔁 Fixed: the 🔁 Fill button now really fills your queue with Odd Jobs.
If your queue was made up entirely of 💼 Odd Jobs, tapping Fill did nothing at all — even though the panel promised "Fill adds 💼 Odd Jobs × N" right above the button. Fill now repeats Odd Jobs just like it repeats any gather, filling every open slot in one tap. (Thanks for the report!)
July 14, 2026
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🦊 Personal hunts now give every animal a fair shot — so you can actually fill your Wildlife Passport.
Before, a hunt rolled a weight first and then picked whichever animal fit it, which meant a couple of species dominated a ground and the rest almost never turned up (Jörg kept bagging the same 2 of 9 at the Outskirts). Now a personal Bow or Crossbow hunt picks the animal first — every species at that ground is equally likely — then rolls its size. Chasing a specific animal for your Passport is no longer down to luck with the same few showing up. Your weapon's level still matters: a higher-level Bow or Crossbow tends to land a heavier catch of whatever you bag (and heavier means more pelts). Hunting expeditions got the same treatment — a trip now samples evenly across every animal at the ground instead of always turning up the same few, so expeditions are a good way to round out your Passport too. Farther grounds still bring home more pelts than nearer ones, as they always have. The truly hidden, undocumented creatures stay just as rare as ever. (Thanks to Jörg!) -
🏛 The Visit panel now lists your queued trips by name.
The panel already told you how many of your queue slots were visits and marked any landmark you'd scheduled with a 📋 — but not which trips were on your list without backing out to your queue. Now the summary at the top of every Visit screen names each queued visit (which city, which landmark, in the order they'll fire), so you can see your whole planned route at a glance. (Thanks to ☃!) -
Fixed the Weekly Champions
post appearing twice in the community chat on back-to-back days. Every city's weekly contest now closes on the same day, so there's just one champions post per week. -
📋 New setting: show your action queue at the bottom of every tick report.
Head to ⚙️ Settings and turn on "Show queue in reports" to get a running list of what's still lined up in your queue, in the order it'll actually fire, with an arrow marking what runs next. It's off by default — nobody's report gets longer unless they ask for it. (Thanks to ☃!) -
🏹 The Wildlife Passport's Hunt button no longer swallows the Passport.
Tapping 🏹 Hunt from your Wildlife Passport used to replace the whole screen with the hunt panel, as if the Passport had never been there. It now opens the hunt panel as its own message just below, exactly like a shortcut should, and leaves your Passport right where it was. (Thanks to ☃!) -
🚪 The "families waiting to move in" section now shows the real total, not just one family's cost.
It used to tell you a city had hundreds of families on the road and then quote the material cost of settling just the next one — technically accurate, but useless for figuring out what you actually needed on hand. It now shows both: what the next family needs, and what it costs to seat every family you currently have room for. If more families are waiting than you have beds, it tells you plainly that they need a new district, not more materials. (Thanks to Jörg!) -
🏛 The Visit panel now shows you what you've already queued.
Planning a trip used to mean flying blind on your own pending visits — you could only find out you'd already queued one by tapping it and getting turned away. Every Visit screen now opens with a quick summary of how many queue slots you're using, and any landmark you've already scheduled gets a clear 📋 marker right on its button. (Thanks to ☃!) -
🔨 The 🔨 Craft button now appears when you buy a Workbench — not before.
It used to sit on everyone's menu from day one, doing nothing until you owned a Workbench, while the purchase message claimed your menu had been "updated with a Craft button" that had actually been there the whole time. Now the button really is your Workbench arriving: it's hidden until you buy one, and it shows up the moment you do. Before that, the Workbench is where it always was — in the 🏪 Vendor. Thanks to Brad for catching that the message was describing a button that never moved.
July 13, 2026
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🐛 Fixed: queueing the same landmark visit twice used to silently cost you a queue slot.
The "you already have that visit queued" warning had never actually worked — you could queue a duplicate visit to the same building without realizing it, the first one would land normally, and the second would then quietly burn one of your queue slots for nothing when it hit the 24-hour cooldown. Duplicate visits are now properly blocked at the moment you try to queue them. And when a visit doesn't go through, your hourly report now tells you why — "on cooldown", "couldn't afford the ticket" — instead of just saying it was skipped. -
⚠️ If you craft Furnishings or Cloth, your output is about to drop — here's why, and what to do.
A furnace was never really the right place to weave cloth or build furniture; both recipes only ended up on the Crucible because that's the tool that happened to exist when the Merchant Quarter was built. They've been moved to the tools that actually make sense: Cloth now crafts with your Scythe (the same tool that already turns fiber into Rope), and Furnishings now needs a brand-new tool, the ✂️ Chisel (2,500g at /vendor, only for sale once your city has a Craftworks). The Crucible keeps the recipes that are genuinely furnace work — Charcoal, Iron Ingots, Steel, and Fittings. Nobody is handed a free Chisel. If you were making Furnishings with a well-levelled Crucible, your output will drop sharply the moment you read this — you'll need to buy the Chisel and level it up from scratch to get back to where you were. Cloth now scales with your Scythe level instead of your Crucible level, which for most players is lower, so expect a dip there too. It's a real grind to climb back — that's intentional, not an oversight, and it's the price of putting the right tool in the right hands. - The Tools panel is now much more compact — same information, about half the length, and it no longer repeats itself. (Thanks Karen!)
- Fixed: your Scythe has always boosted your Fiber gathering as well as Grain, but the Tools panel only ever mentioned Grain. It now tells you the truth. (Thanks Karen!)
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💡 The advisor no longer sends you shopping at a vendor your city closed years ago.
Once your city builds a Customs House, the Trading Post stops selling luxury goods for good — but the hourly tip and the AI Tips didn't know that, and kept suggesting you "buy the missing luxury at the Trading Post". They now know whether your city still has that vendor, and will point a Customs House city at trading with a city that produces the luxury instead. They also stop claiming odd jobs fill the city treasury — odd jobs pay your personal gold, and never the treasury. (Thanks Karen!) - Biggest Earner now rewards what you actually earned, not what you had left over after spending — big spenders were losing to hoarders. (Thanks Jensen!)
- Daily Tops now crowns a top-three podium of cities instead of a single winner. (Thanks Karen!)
- The Cities page now shows each city's Residents (the families living in its Residential Districts), and you can sort by it. (Thanks Karen!)
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The links to open the game in Telegram — and your invite/referral links — had stopped working, because the
t.meweb address went offline. They now point totelegram.meinstead and work again. (Thanks Jensen!) -
💡 Your hourly tip won't tell you to go gather something you're already drowning in.
The advisor could look past a mountain of a resource — 321,000 Grain, say — and still suggest filling your open slots with more of it. It now sees exactly which raw materials your city is well stocked on and is forbidden from pointing you at them; it'll steer you toward what the city is actually short of, or toward spending the glut instead. (Thanks Karen!) -
Odd jobs are now queued with
/queue_oddjobs, matching every other queue shortcut (/queue_timber,/queue_planks, …). The old/oddjobsstill works, so nothing you've memorised breaks. (Thanks Vik!)
July 12, 2026
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🐛 Fixed: a building could finish construction with no name at all.
A busy moment could occasionally leave a brand-new building nameless while every other building in your city had one — it's now guaranteed to get a name the moment it's finished, no exceptions. And you can now open ✏️ Rename a Building even while another construction project is underway — it used to be hidden until your build queue was empty. -
💰 Export prices now match what your goods are actually worth to your city.
The Customs House used to charge every city the same price for a resource, no matter how big or small that city was — which meant a smaller, growing city was being paid far less than its surplus was really worth. Prices now scale with your own Town Hall level, so a young city selling its surplus timber, stone, or ore earns a fair Treasury payout — a real way to help fund your Town Hall 4 upgrade. Established cities see no change at all; only earlier-stage cities are paid more than before. -
🐛 Fixed: your Masterwork Labor Contract wasn't actually hiring the workers it charged you for.
Earlier today's fix gave the Masterwork contract its proper +1,400 workers, and the Craftworks panel quoted it, promised it and billed you 7,000💸 for it — but the hourly run was still handing out the old, near-useless handful of workers underneath. So a Masterwork splitting its work across three recipes was producing about 937 of each per hour instead of 1,400. The hourly run now hires exactly the workforce the contract sold you, and the panel's estimate and what actually lands in your stockpile can no longer disagree. If you bought a contract today, you're getting the full +50% from the next hour onward. And you've been paid back for the hours you lost: every contract hour that ran at the broken rate has been added back onto your contract, so you still get every hour of the full workforce you paid for — CrimCity got 12 hours back, SpudVille 1. Thanks for the sharp eye on the numbers. -
🏛 10 new Town Hall 4 monuments to visit and build.
The Premium Buildings roster now has a second, grander generation — the Clockmaker's Tower, Falconry Mews, Cartographers' Guild, Botanical Conservatory, Scriptorium, Hall of Champions, Royal Menagerie, Grand Cathedral, Hanging Gardens, and The Colosseum — available once your city reaches Town Hall 4. They cost a lot more to raise than the originals, but they pay their host city much more Prestige for it. Visitors earn the exact same Reputation either way — the bigger reward belongs to whoever built the monument, not whoever visits it. And since Prestige can now climb higher, the wage bonus it buys goes further too: the cap is now +50%, up from +25%. -
🚢 The Export Market
now sells to merchants in whole 1,000-unit stacks only — a small leftover amount below the next stack stays in your stockpile instead of being sold off with everything else. This means your export reserve is now a floor you keep, not an exact number your stockpile gets trimmed back to. The/exportpanel shows exactly how much of each resource is ready to ship, and how much is still short of the next full stack. -
💸 The Craftworks/Masterwork panel
now shows your city's Treasury right next to the Labor Contract price, so you can see what a contract costs against what's actually in the vault. If you're short, the panel tells you exactly how much — and the Hire Labor button itself shows how far short you are, instead of letting you tap a contract you can't afford. -
🏘 Daily Tops has a new crown: Boom Town.
Each day's leaderboard now calls out the city that founded the most new district zones that day — the first time Residential Districts get their own spot in the community leaderboard, alongside the Top City and Prestige awards. -
🐛 Fixed: upgrading a building was quietly renaming it.
When a named building finished an upgrade, it should keep the name it already had — but a recent change meant it was instead being handed a brand-new AI-generated name every time, wiping out the one you'd grown attached to. Upgrades now keep the building's existing name, exactly as intended. - 🐛 Fixed: if you have compact tick reports turned on, visiting a premium building used to show up as a blank, broken line in your hourly summary. It now names the landmark you visited (or tells you if it was closed to visitors), just like every other action already did.
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🏡 You can now type /profile in the community chat to show off your estate.
It posts a short showcase card — your name, tier and reputation, your estate and every pet, plant, paint job and trinket you've got on display, your medal count and your home city. Your gold, wages, loyalty, queue and settings are not on it: those stay private to your own chat with the bot. -
🕐 The 🏹 Hunting panel now counts in hours once there's more than an hour to wait.
A queue of Crossbow hunts stacks up fast, and the panel was still counting it all out in minutes — a four-and-a-half hour wait read as "done in 274m 23s". It now says "done in 4h 34m". The same goes for the rest of the panel: a Hunting Party that's got 8 hours left says so, and a long trip out to the Wild Country reads as 1h 42m rather than 102m. Short waits still tick down in minutes and seconds, exactly as before. Thanks Jörg. -
🌾 Fixed: a wilderness quest button was promising Grain it never had.
In your camp, The Old Fields (the 4-minute run) wore the 🌾 Grain icon on its button — but that trip has only ever guaranteed 🧵 Fiber. Grain only comes home every time from The Coal Hollow (the 5-minute run); at the Old Fields it's a lucky bonus drop at best. So if you were tapping the 🌾 button waiting for your Grain to climb, it was never going to. That button now wears the 🧵 Fiber icon it actually pays out, and the guide's quest table now lists exactly what each location brings back every time. Nothing about what you gather has changed — only the label that was lying about it. Thanks to the player who spotted it. -
🏅 Medal messages now tell you where you actually stand.
Earning a new tier of a medal used to repeat the same target at you every time — "Complete all 42 to become a Grandmaster of the hunt" — without ever saying how many of the 42 you'd actually got. Every tier-up message now carries your live count: 📊 You're at 15 of 42 so far. It's on every levelled medal, not just the Wildlife Passport, and it turns into — complete! when you finish the set. (The Contributor medal stays as it was — that one's a thank-you, not a scoreboard.) Thanks Jörg. -
🐛 Fixed: a Level 4 building really was asking for more luxury goods every time you looked.
A Level 4 Market, Library, Bank, Trading Post or Hunter's Lodge is meant to need exactly 2 luxury goods your city can't make — picked once, then fixed. Instead, every time you opened its build screen the game quietly picked a new pair and added them to the list, so the demand kept growing: one city's Market had crept up to needing 9 of the 10 luxuries in the game. The pair is now chosen the first time you see it and never changes again. Every city that had piled up extra luxuries has been put back to its original two — if a Level 4 build was stuck behind a wall of luxury goods you'd never been asked for, check it again, it's almost certainly buildable now. And every luxury good the bug overcharged you for has been paid back into your city stockpile — 665 units across 7 cities, from the 29 Level 4 buildings that were already finished and paid for. Check your Marble, Diamonds and Tapestry. Thanks ☃. -
⚒️ The Labor Contract finally scales with your Masterworks.
Hiring extra help at your Craftworks has always meant "+50% of your workforce" — but once a city upgraded to a Masterwork, the old contract quietly stopped keeping up, adding a near-useless handful of workers instead of an actual +50%. It's fixed now: a Masterwork Labor Contract adds a real +1,400 workers for 7,000💸. Your first Craftworks (before upgrading to a Masterwork) is completely unchanged. Thanks Karen and Jörg. -
💰 Export prices now reflect what things are actually worth to make.
Selling surplus resources through the Export Market was paying out prices set long before the Industrial Era existed — once Town Hall 4 multiplied raw production far more than it multiplied Treasury income, those old prices stopped making sense. Prices are now based on what a city genuinely gives up to produce each good, shown per 1,000 units instead of per unit. Crafted goods sell for exactly the value of the materials that went into them — refining no longer adds anything to the export price, so crafting is for building your city, not for flipping at a profit. -
🐛 Fixed: levelling your 🎯 Crossbow congratulated you with the wrong reward.
It announced "a chance of bonus yield on each craft" — but the Crossbow doesn't craft anything, and never did. What a higher Crossbow level actually does is push your catches toward the heavy end of a hunting ground's range: bigger game, more Pelts. That's what the message says now. Nothing about hunting has changed — the Crossbow has always worked this way, it was just being described as a crafting tool. Thanks Karen. -
🐛 Fixed: the "✨ Bonus yield!" line on a finished craft was badly under-selling itself.
Your tool's lucky bonus gets multiplied by its level just like everything else it makes — so a maxed tool that rolls a bonus is handing you ten extra units, not one — but the message still called it "an extra one" while the very same message announced +40 Cloth. It now tells you what the bonus was actually worth. Nothing about the amount you receive has changed; only the number the message quotes. Thanks Karen. -
🔨 Levelling your crafting tools finally pays off at the workbench.
Your Axe, Shovel, Scythe, Pickaxe, and Crucible now multiply what you produce each time you craft, instead of just adding a small chance of one extra unit. A maxed-out tool now makes roughly ten times as much per craft as a fresh one — a huge jump from the tiny bonus it used to give. New tools aren't affected until you start levelling them up. City Score is unchanged by this, so nobody's rankings move — it's purely more stuff in your hands for the same effort.
July 11, 2026
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🐛 Fixed: the build screen could list a building's materials in a different order each time you opened it, which made it look like the recipe itself had changed.
Nothing was ever actually changing — the amounts were identical, just shuffled around the list. Every build screen now lists materials in the same fixed order every time (Treasury first, then raw goods, crafted goods and luxuries), matching the rest of the game. Thanks ☃. -
🚢 Tycoons now supply the realm — a caravan will deliver the luxuries your districts are short of.
A Grand Villas needs eight different luxury goods, and no city can make more than two of the ten, so every one of them runs short sooner or later. Now, when that happens, a Tycoon caravan delivers the missing goods straight into your city's stores — automatically, every hour, whether or not anyone is online. The zone keeps building and the families keep arriving. It isn't free: your city treasury pays 500💸 per unit, and that's deliberately steep — trading with a neighbor will always be cheaper, and the caravan is meant to be a safety net rather than your supplier. You'll never be surprised by it: founding a Grand Villas now shows you exactly which luxuries you're short of and what the caravan would charge before you commit, every delivery is itemised in your hourly report, and mayors can switch imports off entirely from the Districts panel. For Tycoons this is a whole second market — your Letters of Credit used to serve only visitors at premium landmarks, and now they supply other cities' districts too, at the same rate they always paid. Every order is split across every Tycoon who specialises in that good, so nobody corners a delivery. -
👑 Grand Villas now ask for a different set of luxury goods — easier to find, easier to trade for.
Glass had become the wall every Grand Villas zone was stuck behind: it's the rarest luxury in the realm, and nearly everything a Grand Villas needed was made of it. Founding a zone now spreads that cost across Glass, Marble, Jade, and Gunpowder instead, and each family moving in now wants Diamonds, Silk, Dyes, and Tapestry rather than Fine Wine, Glass, Spices, and Tapestry. The total amount needed hasn't changed — just what it's made of — and it opens up real use for luxuries that had almost none before. Zones that were stuck waiting on Glass are unblocked, and any Glass already paid in beyond the new, lower amount has been refunded straight back to your stockpile. Thanks Jörg. -
🔍 Truncated lists now tell you where to find the rest.
Your Passport shows 15 stamps at a time, and the "…and 52 more" line now points you at the web view that has all of them (some of you have 67). The Resources needs line no longer hides materials behind a "+N more" either — if a district is short of something, you'll see it. -
💸 The Districts
panel now shows what your districts cost you. Every tier's hourly upkeep is on the overview, with a total for the whole city, and again inside each tab. Upkeep is charged per family, so a half-full district costs half and an empty one is free — the number you see is the one actually being drawn from your stockpile each hour. Some cities are spending over a thousand timber an hour and had no way to know. -
🏘 The Residential Districts
panel is no longer one endless list. It now opens on a summary — how many Cottage Rows, Merchant Quarters and Grand Villas you have, how full they are, and how many are still going up — with a tab for each. Tap a tab to see those districts and open any one of them. Big cities were scrolling past forty buttons to find a single district; now it's two taps. Thanks Jörg. - 🐛 Fixed: putting your Community Cape away made it hard to find again — the Special Flair row vanished from your Estate panel along with it. The row now stays put whether you're wearing your flair or not, so you can always get back to it. Thanks Jensen.
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🦸 Everyone in the community chat now wears a Community Cape.
It's a new kind of Estate item — Special Flair — that isn't bought with gold, it's earned: joining the community chat gives you one automatically, alongside the Community Member medal. Unlike everything else on your Estate, the cape doesn't care what home you have — it shows up on your profile whether you live in a Tent, an Estate, or nowhere at all. It's yours forever, even if you ever leave the chat. - 🐛 Fixed: buttons inside the Estate panel (the ✏️ rename pencil, 🎲 Suggest names, buying, and showing/putting away an item) did nothing when tapped. They work now.
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🏡 Estate Customization is live.
Your home is no longer just a number — you can now furnish it. Five things to collect, all bought with your own gold: 🐾 pets (from a 5,000g dog to a 200,000g dragon), 🎨 paint, 🪴 plants, 🖼 decorations, and 🚗 vehicles. Everything you buy is yours permanently, and none of it makes you stronger — no wages, no reputation, no score. It's pure taste, and other players can see it on your profile and your player page. -
🏠 Gold buys the pet. Your house buys the right to show it.
A Cottage displays one pet, a Townhouse two, a House four, a Manor eight, an Estate sixteen. You can happily own more than you can display — the rest wait safely in your collection, and swapping which ones are out is free and unlimited, always. Plants, decorations and vehicles have their own limits per tier; decorations unlock at Townhouse and vehicles at Manor. Paint is a single color you can change whenever you like, and the range of colors grows as your home does. -
✏️ Name your pets.
Every pet can be given a name, and you can rename it any time. Stuck for one? The town crier will suggest a few — tap one to take it, or tap the name itself to copy it and send it back with your own twist. - 🏘 The Estate panel has been rebuilt with buttons — your home, the next upgrade, and everything in it, all in one place.
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🏗 The "construction complete" message no longer stacks parentheses.
Upgrading a named building announced itself as The Fletched Concord (Hunter's Lodge (Level 4)) — the level came wrapped in its own brackets, and then the whole type-and-level line got wrapped a second time. It now reads The Fletched Concord (Hunter's Lodge, Level 4): one tidy set of parentheses, same information. (Reported by Karen.) -
🏹 Your Hunting panel keeps its 🚫 cancel buttons when a hunt comes back.
The panel updates itself in place every time a hunting party returns — but that automatic update was rebuilding the buttons without the per-hunt 🚫 cancel buttons, so they'd quietly disappear the moment a hunt landed. If your queue happened to be full, the panel was left showing nothing but 🔄 Refresh, which made it look like it had gone stale and stopped updating. The automatic update now draws exactly the same panel you get from 🏹 Hunt, cancel buttons and all. -
📦 The "On hand" line on the Craftworks/Masterworks panel now matches the recipe list above it.
It used to list your Tier 2 goods biggest-pile-first, so the stock line ran in a completely different order from the recipes right above it in the same message — you had to hunt down the column to match a recipe to what you're holding. It now reads in the same order as the recipes, top to bottom, so you can scan straight across. Same numbers, same goods — just lined up. -
🌾 Your hour report no longer makes Grain look like a crafting ingredient.
If you hold the Master's Charter and your city has a Masterwork, your queued crafts run on a leased crew — and that crew eats 1 🌾 Grain for every unit it makes, on top of the recipe. That grain was being listed right alongside the recipe's real ingredients on the 🔧 Used line, so a Planks craft read−378 🪵 Timber, −189 🌾 Grainand looked like Grain was somehow part of the Planks recipe. The crew's grain now gets its own line — 👷 Fed the leased Masterworks crew — so it's always clear what the recipe took and what the workers ate. Nothing about the cost changed; only how it's reported.