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What just shipped, and where UrbanPact is headed. Updated Sep 29, 2026.
The week opened with two small trust fixes rather than a big feature. The Travelling Furrier's wanted-animal marker started showing up on every hunt button that can actually catch something on today's list, not just the one a hunter would think to check first. And Fill finally learned to recognize a queue that ran dry on research alone, so it stopped falling back to an older job like Odd Jobs when research was really what you'd been doing. It closed out with a small spelling correction: the Labor Market research and Game Scouting's rumor mentions now read in American English throughout, matching the rest of the game.
The week kicked off with real progression news: your tools can now climb to Level 20 via a new Master's Charter, and the tools medal ladder was reworked into two tracks — one for pushing a single tool to its peak, another for keeping your whole kit sharp. The freshly-launched research tree then got a long run of accuracy and visibility passes: a Rested charge now boosts a Library contribution — and stopped being spent on research your city had no room for, with any charge wrongly spent given back — the panel lists what you've started but not finished, a locked node finally names its price and the building it needs, the second-city promise was corrected, and your hour report now shows what researchers cost the treasury and when the city's own hourly limit capped your contribution. Research also found a home outside the bot entirely — a section on every city page, a full guide page, a new Researcher medal, coverage in the daily Realm Herald, and, by the week's close, two new Daily Tops crowns for research, alongside a fix that has Daily Tops name everyone who ties for a category instead of picking just one. The hour report itself grew more flexible too — a new Customize hour report setting in Settings lets you switch any section on or off, with warnings always showing through even in a section you've hidden, so trimming the report down never costs you something that actually matters. The Research panel closed out midweek with two more small honesty gaps: it now states its own hourly contribution limit up front, and every finished research line shows the Pages it actually took. A handful of smaller trust fixes rounded out the middle of the week — Loop and Fill no longer repeating a Supply Run, scratch tickets saying plainly whether they were free or paid, the Engineworks finally called by its own name, a district tip no longer doubting your own role, the scouted-creature marker now showing on every weapon's hunt button, and Crossbow Tactics re-timing every queued hunt the moment a level finishes, including a one-off catch-up for hunts still running the old pace. It took a quieter but important turn a few days later: a missed Realm Herald story went unnoticed until a player flagged it, so the jobs behind the daily story and a few other scheduled features now recognize their own failures and report them immediately instead of staying silent. The Library's own advice then started practicing what it preaches — it began leading with contributing research over a landmark visit whenever your city has Pages to fund and room in its hourly limit, its one-tap fill followed the same lead, and every price at the Trading Post finally showed the same thousands separators the rest of the game already used. The week closed out with a brand-new reason to hunt: a travelling furrier now posts a daily wanted list of three animals and pays real gold for every one you bring in, with a bonus to whoever bags the heaviest of each — always with one easy catch anyone can join in on — alongside two small trust fixes to the crafting screens, one on what a Workbench level-up message actually claims and one on the crafting queue reading its time left in hours and minutes like every other timer in the game. The same day also cleared out three smaller trust gaps: the Labor Market research finally talks about assigning workers instead of a stale "Masterworks crew", the Research panel now marks which of its levels are core so they're not mistaken for bonus ones, and scratch ticket winnings finally show the same thousands separators as everything else.
The week opened quietly with a small trust fix and a bit of housekeeping — the Librarian stopped repeating a Market Run you'd already queued, and Loyalty, a stat that had read 100% for every player since the game began, finally left every profile. Then it closed with the biggest single night the game has had in months: Town Hall 6 arrived, and with it a whole layer underneath everything you'd built before. Your Library became an ongoing research project rather than a building you simply finish, a new hunting ground opened at the top of the Lodge, the Chamber of Commerce gained five more trades, ten new landmarks joined the Visit panel, and — for anyone willing to opt in — your buildings can now suffer a real disaster in exchange for a real reward once you've rebuilt. Everything reached Level 6 at once, and the first cities were already deep into it within hours.
This week's shipped list kept growing day by day, and each fix was one players had asked for by name. Your Estate's pet shelf stopped being a strict one-of-each collection — plenty of those animals are social creatures that always looked a little sad living alone, so you can now keep as many of the same species as you like, each with its own name. A settings fix then untangled two things that had been quietly sharing one switch: the paid AI tip, and the free reminders about a choice you've unlocked but not made yet — muting one no longer silences the other. Midweek brought two fixes to how you actually work the game day to day: your Queue screen now stays current after you've been away for a few hours instead of describing work the tick had already finished, and feedback reports gained a real way to get a follow-up question answered without your report being closed out from under you. The week continued with two more honesty fixes: running out of Letters of Credit finally gets a warning that repeats every hour instead of going quiet after one report, and the AI tip — which had never once been told Letters of Credit exist — now knows your balance and stops suggesting a landmark visit while you're locked out of trade, and the hour report's Rested-charge line finally admits it's always boosted crafting, not just gathering. It closed the week out by turning the same honesty lens on the Realm Herald itself: its daily story had been quoting barely an hour of a day's City Score as though it were the whole day, and had quietly never been able to see which cities produced the most — both are corrected now, so the story and the leaderboard can't disagree anymore.
This week's biggest find was in your own shops: on any good that only sold a handful of units an hour, the whole sale used to go to whichever shop had been open longest, every single time — so a newer shop on a slow-moving good could sit fully stocked and never once serve a customer. One merchant's seven shops had never made a single sale. That's fixed now: demand rotates around every shop in turn, so a thin trade's earnings finally spread across everyone selling it, and the shelf-life estimate on those goods reads a lot closer to the truth. The week also closed out the last carve-out in the Library's one-tap fill, which now queues the Market Run it recommends right alongside everything else, and fixed a shop-list bug that could bounce a Tycoon with a dozen-plus shops back to page one every time they restocked, making it easy to lose track of who'd already been covered.
The week's opening days cleared out a handful of small but nagging inconsistencies rather than any one big feature. A citizen's card finally sorts their weapons apart from their tools and shows their Crossbow and Chisel with their own icons instead of an identical wrench for both, the in-game wiki learned to answer questions about Promissory Notes, and your city page, Passport and Wildlife encyclopedia now open inside Telegram itself instead of kicking you out to a browser. The Minister of Zoning got a name to match the other five ministers, and recruiters stopped playing a guessing game with their referral links — a note now arrives the moment someone actually starts the game through one, well ahead of the reputation reward that still only lands at Citizen. A run of small honesty fixes followed: a Crafting-screen Fill bug that queued whatever recipe you'd just canceled instead of the one it told you it would queue was cleared up, the hourly tip learned to say "Same as last tick" when your situation genuinely hasn't changed, and a stray bit of leftover formatting that could occasionally turn up mid-sentence in a tip was cleaned away. The week closed with two more honesty passes: sending in a custom crest picture went to a person for review, but nothing ever told that reviewer one had arrived — three cities had been waiting with no alert ever raised, the longest three weeks, and all three finally got their answer, with the review queue now raising a daily alert until every picture in it is dealt with — and Tycoons got an earlier, more honest warning about running low on Letters of Credit, timed to how fast each importer actually spends rather than a flat number that used to arrive after the fact, and reaching the short one-line hour report for the first time too.
The week began with a hard look at the leaderboard itself: Auto-Hunt's standing hunting parties had quietly been earning City Score for as long as the feature existed — worth close to a fifth of every point in the realm, whether or not anyone was logged in. That's corrected now, with every hunting city's all-time score coming down 14–26% to reflect actual play, and the hourly coach stopped sending anyone to sell a luxury on a market that's never bought one. The following days cleared out a run of smaller but genuinely annoying rough edges: the Librarian's one-tap fill finally queues the Supply Run it recommends instead of quietly skipping it, its shelf advice now covers three of your cities instead of two, a landmark's cooldown counts down for real instead of always saying '24 hours', now accounts for your own queue instead of just the door (a full queue could turn a '31 minutes' reading into something actually nine and a half hours away), and can be queued ahead of time; a half-built trade offer can no longer vanish on you, and the hour report now flags a Chamber slot or Tycoon specialization you've unlocked but never used. The Trading Post also picked up a Sell Back shelf, so a consumable you bought and didn't want isn't stuck with you. The week then turned to a smaller honesty pass on the numbers themselves: a shelf's remaining stock used to fold anything from a day to a day and a half into the same vague 'about a day of stock', precisely the window where it matters whether to spend a queue slot on a Supply Run now or let it hold until later — and it now reads in exact hours anywhere inside two days, a pass that reached the Promissory Note's own clearing estimate too, rounding up instead of down so a debt can never look paid off sooner than it will be, and by midweek was extended further still so a note more than four weeks out reads in rounded weeks instead of false day-level precision. That same honesty lens then landed on the Librarian's own shortage warnings: it had been watching pelts and reporting leather, which meant the alarm fired exactly when a busy workshop was turning pelts into leather and the leather pile was actually growing — one player was warned he was low while holding 44,000 of it. It now watches leather itself, and stays quiet unless leather is genuinely short. Midweek closed out with three more of those, the last two both the same day: the Market Run's own Max button had been working out your headroom the instant you tapped it rather than when the run actually reached the front of your queue, so busy importers with deep queues were quietly shortchanged every time a delivery landed while their max run waited its turn — it now tops up to your real ceiling at the moment it fires — every screen that promises when a queued action will resolve got the same honesty treatment (the Expedition, Market Run, Supply Run and visit screens, and the new-player welcome message, used to say 'resolves next tick' no matter how deep your queue actually was, and now say how long the wait genuinely is and how many actions stand ahead of it), and weapons finally got their own heading on the tools screen instead of sitting mixed in among crafting tools by price. The week's very last day turned the same lens on the game's own governance: the in-app Roles panel finally explains what each role actually does instead of handing a mayor an unlabeled row of buttons, the Minister of Treasury's own description was corrected to cover the two duties that never expire — renaming buildings and choosing the city's crest — instead of just the vendor route that quietly closes the moment a city builds a Customs House, the guide's governance page finally named all six ministers instead of four, a newly-appointed Minister of Zoning now actually gets told they were appointed, the Minister of Urban Development can cancel a build project every way the mayor can, and the Settings screen's quiet-mode bells finally look different depending on whether the setting is actually on or off.
The week opened with small trust fixes — hunts, hour reports, and the coach itself all got more honest about what they were telling you — before the coach picked up a genuinely new trick: it now notices a shop's shelf running low and points you at a Supply Run instead of staying quiet about it, then got sharper twice over the same day. Midweek brought two straight audits back to back — one on the Visit panel's own markers, tracking down every place '🆕' could mean a different thing and making it mean just one everywhere it appears, and a second on crafting tools, giving every tool's bonus display the whole ladder it actually rolls and turning the Tanning Rack's guaranteed double into a floor instead of a ceiling. It moved on to trade next: /trade started showing how old every deal actually is, and the hour report began flagging how many offers were still waiting on your own answer, catching some that had gone quiet for weeks with nobody the wiser. It closed with a pass on the Librarian's own judgment — shops now sort by which shelf is closest to running dry, the Librarian recommends visits by what they're actually worth instead of alphabetically and stopped flagging a perfectly open door as 'likely closed' over one importer's passing shortfall, and the community chat's cheer buttons started registering a tap for the first time since they shipped a month ago — and closed the week by turning the Librarian loose on your own shop shelves too, flagging a low one with the same kind of Supply Run suggestion the hourly coach uses, across every city you trade in rather than just the one you're standing in. The Export Market panel also started naming exactly how many units short a stalled resource still is, instead of a flat number that read the same whether you were close or nowhere near. The queue screen got the same honesty treatment right at the wire: Fill's own preview now matches what tapping it actually queues, and Fill stopped going quiet when your queue ran dry — it falls back to repeating whatever you worked last instead of telling you to add something first.
This was a week about trusting what the game tells you. It opened with a run of accuracy fixes — the gold statement's own arithmetic finally closes and picked up an hour-by-hour breakdown, the Library's fill button stopped disagreeing with the Librarian's own advice, and the hourly AI tip stopped repeating the same shortage warning no matter how urgent it actually was. Midweek brought a wave of clarity and convenience: the hunt panel finally explains why a Crossbow trip runs so long, /trade joined the command menu after being reachable only by memory, Rush Tokens started stacking instead of refusing a second redemption, and a Market Run got a one-tap button to fill your whole Letter-of-Credit ceiling. It closed by giving every city a face — 36 crest badges to choose from, or a photo of your own reviewed by a person before it goes live — and then spent the next two days on a full audit: tracking down and closing every remaining place a stray <, > or & in a name could quietly break someone else's panel or hour report, restyling a landmark-visit story that had lost its markup along the way, teaching the short hour report to mention your shops, and giving three medal ladders — Fortune, Renown and Boomtown — more room to climb, and closed out the week by finally teaching hunting expeditions to announce a rare secret or mythic catch the same way a personal hunt always has.
This was the week the game's numbers got checked against what they actually do, and a lot of them were wrong in the game's favor by too little — exports finally paid a real premium for crafting, Labor Contracts were cut in half once measurement showed most cities losing treasury on one, and even scratch-ticket resource prizes got rescaled once one was found paying under a minute of a Sawmill's output. Mayors got their own demand signal for the first time, and the Library finally became a panel that advises even with a full queue while the queue screen stopped quoting a stale internal number for what a gather is actually worth. The week closed by turning outward and tidying up: cheer buttons now fire on tier promotions and new cities as well as Bingo wins, a player who's been gone a week gets a single no-guilt hello instead of silence, the realm's long-abandoned original starter city was finally retired, a queue action nobody had ever found was removed rather than fixed, hunt refusals started explaining themselves in full, and the Realm Herald's own daily count got caught shortchanging the very day it was supposed to be telling — capped by a fix to the shop shelf-life math that had been quietly doubling how much time was left on the estimate the whole shopkeeping side of the game relies on.
This was the biggest week UrbanPact has had. Town Hall 5 launched Sunday night — a Chamber of Commerce, Commercial Zones where Tycoons open real shops that sell to your Resident families, a Bank that finally lends you gold, and nearly every building reaching Level 5 — alongside a wilderness that grew wider the same night: four brand-new hunting grounds, Mr. Crane's invitation-only reserve, and tools climbing all the way to Level 15. The week that led up to it closed out a much older complaint: /gold gave every player a full, checkable statement of where their money came from and went, the Trading Post reopened as an organized two-tab shop, and Residential Districts started paying real treasury tax while the prestige wage-bonus ceiling came off for good. It ended with a burst of same-night polish on the brand-new content — freshly-opened hunting grounds that were accidentally still padlocked, Supply Runs that showed up nameless in your queue, and the AI advisor getting caught up on everything that just shipped.
The week opened with the hourly advisor learning some restraint — it stopped recommending resources you're already drowning in, stopped sending Customs House cities to a vendor that closed years ago, and stopped claiming Odd Jobs pads the treasury — while Daily Tops and Biggest Earner both got fairer measures of who actually did the most. Cloth and Furnishings moved off the Crucible onto tools that actually make sense (a new Chisel arrived for Furnishings), a long-standing bug that let a duplicate landmark visit silently burn a queue slot got fixed, and hunting became genuinely fair: every animal at a ground now gets an equal shot, the Wildlife Passport got a tabbed redesign with real per-species counts, and the Naturalist medal was rescaled to match what's actually catchable. A full week of Export Market cleanup followed — bigger reserves, one-tap Max, forgiving number entry, Keep-all buttons, and a phone-friendly tabbed layout — alongside a colorblind-accessibility pass and a run of quieter reliability fixes, including the Crafting panel finally quoting a craft's true batch cost and a big city's hourly report no longer vanishing outright. Spoiler protection became a running theme: the Wildlife Passport and then Medals both stopped revealing how many secrets exist in total, keeping the surprise a surprise. The week closed with a genuinely big balance move — the Estate track's treasury contribution to your city was steepened up to 7× at the top, so a maxed-out home now out-earns a Level-4 Town Hall — plus the hourly report's bulkiest sections (visitors, hunting, districts, and now trade routes) learned to fold into a tap-to-expand summary, and the AI advisor started showing what a landmark visit will actually cost before suggesting one.
Residential Districts grew into a complete three-tier ladder this week: the Merchant Quarter arrived with five new finished goods to craft, and Grand Villas crowned it — a small, wealthy, leather-hungry neighbourhood fed by a Hunter's Lodge that learned to hunt on its own and a whole second act for hand-hunting with the Crossbow, Big Game trophies, and a Wildlife Passport. Just as big a swing: Estate Customization arrived, turning your home into somewhere you can actually decorate — pets, paint, plants, decor and vehicles, all bought with your own gold and kept forever — with Special Flair debuting alongside it as the first earned piece, the Community Cape. The week closed with a second wave of content and honest number-fixing: ten new Town Hall 4 monuments joined the Premium Buildings roster (with the prestige-driven wage bonus cap raised to +50% to give them room to matter), crafting tools finally multiply what you make at the Workbench, and Export Market prices were corrected twice over — first to what goods are actually worth, then again so an earlier-era city gets paid fairly against its own Town Hall instead of one realm-wide number. It also caught a run of quieter but real bugs: the Masterworks Labor Contract was fixed twice over (with every shortchanged hour paid back), a handful of Level 4 buildings had been silently piling on extra luxury-good demands every time their build screen was reopened, and — the oddest one — a building could occasionally finish construction with no name at all, which can't happen anymore. Your Estate also gained a public face this week — /profile now posts a shareable showcase of it in the community chat.
Town Hall Level 4 opened the Industrial Era, flooding built-out cities with roughly a hundred times the raw production and a whole new tier of upgrades — the Masterworks, the Master's Charter that pushes tools to Level 10, Library Insight, deeper hunting grounds. All that surplus needed somewhere to go, so Residential Districts landed at the end of the week: city-owned neighbourhoods that turn your glut into Resident families and prestige. The realm also learned to tell its own story, with the daily Realm Herald and a much bigger Weekly Champions podium.
Those mysterious Prize Crates finally revealed their purpose: Bingo went live, with cards from your Trading Post, hourly ball draws, and a Take-or-Ride gamble all the way up to a Blackout jackpot. Then the endgame landed — premium visits now cost an admission ticket that pays the host city's citizens, and the Tycoon arrived as a licensed luxury importer to keep the doors open when a city runs dry. Hunting Expeditions gave the raw-material glut a real sink, and the week closed with the first Weekly Champions post.
The Hunter's Lodge opened the wilds — hunting trips, the Bow and Tanning Rack, pelts and leather — and by the end of the week you were choosing your hunting ground, from the Outskirts to the Wild Country. Premium Buildings turned cities into destinations, with visits, prestige and a wage bonus for hosting, while the whole achievement system was rebuilt into tiered Medals. Cities also learned to sell: the Customs House and Export Market gave a surplus somewhere to go, and the website grew a Cities page, a World Map and a Passport to track everywhere you'd been.
UrbanPact's beta went live and the realm found its shape fast. Cities learned to trade with one another, the luxury tier and its specialty buildings gave Town Hall 3 somewhere to aim, and the Craftworks put NPC crafters to work so refined goods no longer ate everyone's queue slots. Ministers, the Fill and Loop queue buttons, and the first Daily Tops leaderboard rounded out an opening week that turned a bot into a game.
The landmarks, the district import valve and the labor contracts were all built to give a growing treasury somewhere to go — but more than one city has now outgrown what those can drain, and treasury is piling up again with nowhere obvious to put it. We're turning over a few shapes for a genuine outlet: a temporary city-wide celebration a mayor could trigger, paying treasury out to members directly, or something else along those lines. The new research tree is putting a real dent in this for cities working through it — every city with a Level 6 Library now pays a steady treasury bill while research is underway — but that's expected to only ease the problem, not solve it, since the bill stops the moment a city finishes the tree. Nothing here is decided — not the shape, not who could set it off, and not even whether it's worth building over just letting treasuries keep growing.
Building a big trade offer and tapping '« Back to trade' used to drop you at the trade menu with no way back to what you'd assembled. '« Back' now steps up one screen inside the builder instead of out of it, and /trade lists any unfinished offer at the top.
A resource that hasn't got a full 1,000-unit stack to sell showed "no full stack yet" with a flat 1,000 needed, however far under your reserve you actually were. Each row now names its own real distance.
Some trade offers had gone unanswered for over two weeks with nobody noticing. Your hour report now carries one line telling the mayor or trade minister how many offers are waiting on their answer.
The Tanning Rack's bonus stopped improving at Level 7 while every other crafting tool kept climbing to Level 15. From Level 8 up, the Rack now earns whatever an ordinary crafting tool's bonus ladder would pay instead.
Convert a resource you're swimming in into one you're short on, at a deliberate loss — so a glut of grain or iron isn't just dead weight. A player-suggested idea; now a lower priority since bigger, more general solutions just shipped, but still on the shelf for whatever they don't cover.
The Labor Market research node — its name, its messages, and the website guide — still read "Labour market" while every other British spelling in the game had already been converted to American English. It reads "Labor market" everywhere now, and Game Scouting's "rumours" became "rumors" too.
The Labor Market research told you to assign your "Masterworks crew" to a recipe, even in a city whose Craftworks isn't a Masterwork yet, or has already grown past that into an Engineworks. It now just says you're assigning your workers, recipe by recipe.
The Research panel already counted how many of the tree's 30 core levels a city had finished, but there was no way to see which levels those actually were short of opening every chain and checking by hand. Every core level inside a chain is now marked 🏛, and each chain says up front whether its levels are core, bonus, or a mix of both.
The Research panel that invites you to contribute now states the city's hourly cap on contributed Pages up front, instead of only finding out after your hour report said a contribution had been cut short.
Every finished research line in the Research panel now shows the Pages your city actually spent on it — e.g. "✅ Patronage I — 500 Pages" — so open, locked and finished research all show their price.
Locked research now shows its price alongside what it's waiting on — e.g. "Locked, 700 Pages, needs its prerequisite first" — so you can save up before the prerequisite actually lands. Research you can start right now is marked differently from research that's already underway, and a padlock now only ever means "not yet."
When your districts had room to grow, the hourly tip could tell you to found another one and, in the same breath, say you weren't the Mayor or Minister of Zoning — even when you held the role. That tip now only ever shows up for someone who actually holds the role, and it says so.
While a research subject was only part-funded, the hourly tip could assume you held no research role of your own and tell you to go ask whoever did — even when that was you all along. It now knows whether you're the Mayor or the Minister of Research and tells you to spend the Pages yourself.
Once your Masterwork upgrades into the Engineworks, the menu button and the panel title kept calling it a Masterwork. Both now say Engineworks. If your menu hasn't refreshed yet, the old button still works.
An hour spent contributing to your Library's research is exactly the same kind of hour as a gather or a craft, so a banked Rested charge now lifts a contribution too — from 5 Research Pages to 8, or from 10 to 15 if your city holds a Scholar's Charter. If your city has already hit its research ceiling for the hour, the charge stays banked rather than buying a Page nobody needed.
The Research panel's chain buttons count finished levels, so a subject you were halfway through looked exactly like one you'd never touched — the only way to spot it was to open all nine chains one by one. Part-funded subjects are now listed together at the top of the panel, nearest to finishing first.
The Research panel's progress line said finishing your city's core research "is what opens a second city to this one" — true of your city's half of the requirement, but a founder needs keys of their own too, Tycoon tier among them. It now says finishing the core tree opens up the option of a second city, rather than promising one outright.
Reaching Town Hall Level 6 also costs 10 units of each luxury good your city doesn't already produce — drawn per city, so for most cities that's 80 units on top of everything else. The website's buildings encyclopedia never listed that cost for Level 6, even though it always has for Levels 4 and 5. It does now. Nothing about what the upgrade actually costs has changed — only what the site tells you about it before you commit.
A locked line on the Research panel explained itself with "Needs its building at level 6" — true, but it never said which building, and that wasn't written anywhere else on the panel either. It now names it outright: "Needs your Market at level 6."
Upgrading a producer to Level 5 asks for four ordinary crafted goods — bricks, steel, mortar and the like — and one real luxury good. The confirm screen filed all five under Luxury goods required, which is how a Clay Pit came to list bricks and steel as luxuries. Crafted goods now get their own heading, and only genuine luxuries appear under the luxury one — so the note about a Tycoon importing what your city can't produce only shows up against something a Tycoon can actually bring you. The same pass also stopped a Level 6 producer from being quoted a Level 5 cost it isn't charged.
Town Hall 6 — the Age of Technology — is live. Every core building can now reach a sixth level, the Craftworks gains a third tier, and your Library becomes a long-running research project instead of a building you simply finish: anyone in the city can contribute, and a city can appoint a Minister of Research to choose what gets studied. The tree has many strands and no required order — sharper sight into what you'll run out of, more room in neighborhoods you've already built, permanently longer queues, kinder loan terms and a Term Deposit at the Bank, free restocks and leased warehouse space, richer scratch tickets and bingo crates, and scouts who put new animals back into the oldest hunting grounds. A new hunting ground, the Ashlands, opened at Lodge Level 6 with ten new animals for your Wildlife Passport, the Chamber of Commerce added five more shop types at Level 6, and ten new premium landmarks joined the Visit panel. However you spend into research, that spending can never be walked back — there's no way to reclaim it once committed. The one piece still switched off is holding more than one city: everything needed for it has been built, but it waits for a city to actually finish the core research tree before it can turn on, which nobody has done yet.
Great Works — the Library's opt-in disaster strand — is live alongside the rest of Town Hall 6. Study it and your buildings can occasionally suffer a real disaster — a fire, a flood, an earthquake, a tornado — in exchange for a genuine prestige reward once your city has fully recovered. Nothing here destroys what you've built: a struck building keeps its level and simply produces less until your city patches it back into service with a quick, cheap fix and then properly rebuilds it over time. Taking this on is entirely a mayor's own choice, is never needed to reach anything else your city can build, and any reward earned is yours to keep forever. A mayor can also set a temporary shield to hold a disaster off for a while.
Your queue only fires one action an hour, so a landmark reopening in an hour was still three hours away with two other things queued ahead of it. Every building now tells you when its door opens again and, if you have a queue, when you'd actually get there.
A landmark you'd recently visited showed '(on cooldown)' and refusing to queue it just said 'come back in 24 hours' — the same words whether you had a full day left or four minutes. Every building now shows a real countdown.
Waiting for a visit's cooldown to fully lapse before queueing it again was quietly adding your own reaction time to every cycle. The game now checks whether the visit would actually happen after the door reopens.
A landmark you'd never visited could be called new in one place, not-new one screen away, and carry no marker at all on its own row. Every building in the Visit panel now carries two markers side by side: the door and your passport status.
Everything needed to hold more than one city — founding a second while keeping your first, or being welcomed into an existing one someone else built — was finished as part of the new era, but it stays switched off until a city has actually gone deep enough into the new research tree to earn the ability. What you'd get from a city you didn't personally found would be a real foothold there, closer to citizenship than ownership, and stepping back from a city you hold stays exactly as gentle as it's always been: nothing you've built there is ever lost, its economy just runs quieter until you're back. Nothing here is scheduled — it turns on the moment a city actually clears that research, and nobody has yet.
Commercial Zones gave Tycoons a real way to operate in cities they don't live in — but the wider portfolio picture is still just an idea: one screen that adds up your holdings across every city, ways to back a city you believe in without opening a shop there, or helping fund another city's next building in exchange for a share of what it earns. Nothing here is designed yet — it's what's left of the 'own pieces of many cities' idea now that shops themselves are live.
Two things about a thin Letters-of-Credit balance were wrong at once. The warning in your hour report only fired once a day, so if you hit zero right after it went out, the next twenty-odd reports said nothing even though you were locked out of the import pool the whole time — and the AI tip had never been told Letters of Credit exist at all, so it could cheerfully suggest spending a queue slot on a landmark visit while no trade could actually reach you. Now, hitting zero repeats the warning every hour until you top up (a merely-low balance still only warns once a day — that one isn't worth nagging about), and the tip knows your balance, so it points you at a Market Run instead of talking past it.
Where a town's demand for a good came to less than one sale an hour, the whole hour's custom went to the same shop every single time — whichever had been open longest. Newer shops on those goods sat fully stocked and sold nothing at all. Families now work their way around the shops in turn, so the takings on a thin good spread across everyone selling it.
The warning that you're running low on Letters of Credit used to wait until you had fewer than three. It now watches how fast you're actually spending: if you're holding fewer than you'd typically get through in a day, your hourly report, your Tycoon panel and the Librarian all say so and offer you a Market Run.
A max Market Run used to work out your headroom the instant you tapped it and buy exactly that much once it actually reached the front of your queue. A max run now tops you up to your ceiling whenever it actually fires.
👑 Tycoon → 🛍 Shops always showed how long each shelf had left, but never sorted by it. Shelves are now ordered by how soon they'll run dry, cities by their most urgent shelf.
Reaching Tycoon is the last tier there is, so the word on its own said the same thing for a brand-new Tycoon and one a thousand luxury units past it. The rank ladder, Trader through Mogul, now sits beside your tier on your profile.
The Travelling Furrier's daily wanted list already showed on the Hunt panel, but there was no way to tell which hunt buttons could actually land one of today's three species without checking the list by hand. A 🧳 now marks every ground-and-weapon button that can catch a wanted animal today.
A travelling furrier now posts three wanted animals every day and pays real gold for every one you bring in — a flat rate per catch that's richer the farther the ground, plus a bonus to whoever brings in the heaviest total weight of each wanted species that day (a tie splits the bonus evenly). One of the three is always an easy bow catch close to home, so anyone who can hunt at all can take part. Your own hunts count, and so does every wanted animal in an expedition's bag — the Lodge's standing auto-hunt parties don't. The wanted list and your progress toward it show right on the Hunt panel, in a new tab on your Wildlife encyclopedia, and in your hour report (with its own Settings switch), and he settles up at the end of each day.
Leveling up the Crossbow Tactics research used to only make your next Big Game trips faster, so a long queue of trophy hunts kept running at the old pace until each one worked its way to the front. Now the moment your city finishes the research, every crossbow hunt still waiting in your queue is re-timed to the new speed and everything behind it moves up. A trip already out finishes as planned, and a hunt can only ever get shorter. Your city's announcement says so when it happens. A one-off pass also caught and corrected any hunts that had been queued in the gap between a research level finishing and this fix landing, so nothing queued during that window was left running the old, slower pace.
A 🔭 marker on a hunting ground means it holds a species you haven't brought home yet — including Big Game prey — but the marker only ever appeared on the 🏹 Bow button, which made it look like a bow-only find. It now shows on both the 🏹 and 🎯 buttons for that ground.
When a hunt turns up something rare, the game's own announcement carried an emoji meant to hint at how you landed it, but nothing ever said so in plain words. The announcement now names the method outright.
Your Lodge's standing hunting parties were quietly earning City Score — a number meant to measure what your people actually do. Every hunting city's all-time score has come down between 14% and 26% to reflect what your players actually made.
Tapping 📋 Fill on the Hunt panel queues trips until something stops it, and if it had already queued at least one, it used to report just the count and go silent on the reason. Fill now names the reason whenever it stopped for anything other than a genuinely full queue.
When a Bingo win includes a scratch ticket, the winnings message now carries its own "Scratch now — free" button, so you can use it on the spot instead of going to find it on the vendor's Consumables shelf.
A big scratch win used to read as a run of bare digits — "+30673 Clay" — while the rest of the game's numbers already used commas. Winnings, gold prizes, and the message your city-mates see when you win for the city all read with the same thousands separators now.
Right under the scratch, a free ticket now reads Free and a bought one reads Paid with the gold it cost, win or lose. A free ticket you'd been saving used to be described as one you had "put by", which read like a missing word — it now says plainly that it was saved, no gold spent. And when a Bingo win includes a scratch ticket, the win message used to point you at the paid /scratch command to use your free one for nothing; it now sends you to the vendor shelf where your free tickets actually live, and calls out any free tickets you still have every time you scratch.
An idea for a new kind of collection to chase has been fully worked out: gather ten rare pieces from an activity you already do, and completing the set earns you a one-of-a-kind item to display — no duplicates along the way, and always visible in your Estate whether or not you own a fancy house. It's got a name now — The Grand Orrery — and Bingo is confirmed as where its ten pieces would drop, from every one of Bingo's three prize tiers so no play style is locked out of the chase, with how often a piece drops now worked out too. It would only become chaseable once your city has reached Town Hall 6, which is now live, though this piece itself hasn't been built.
A fresh set of short daily goals — gather this, craft that, send an expedition — that reward you for things you're already doing, with a new slate each day. We looked hard at this and found a real wrinkle: your queue already runs at its own steady pace no matter how fast you tap, so a daily goal could never ask for more — only for you to spend a queue slot differently than you would have. That's a genuine idea (a nudge toward variety), but a smaller and more specific one than first pitched, and a shared community project we're also turning over might scratch the same itch better. Parked for now — not designed, and not ruled out.
A new Researcher medal climbs with the hours you've spent contributing research at the Library, and it shows in its own section of your medals alongside every other ladder. The daily Realm Herald now also mentions research a city finishes, the same way it already covers everything else that happens across the realm.
A third Master's Charter is on sale at the Trading Post once it reaches Level 6 — a one-time, permanent purchase at the same price as the two Charters before it. It raises the ceiling from 15 to 20 on every tool you own, and on your Workbench too, meaning twenty crafting slots. As ever it buys the ceiling and not the climb — those five levels are still earned with use, and it's a long stretch: Level 15 to 20 costs about as many uses again as the whole climb from 5 to 15.
The one-time ladder for pushing a single tool to its peak now runs Skilled, Master Craftsman, Grandmaster, Legend, and a new top rung, Ascendant, matching the new Level 20 ceiling. Alongside it is a brand new medal, Every Edge Sharp, for bringing your whole kit up rather than one favorite tool — it tracks every tool you own, weapons aside, so a single neglected tool holds the tier down on purpose. Two medal descriptions that used to call an old cap "the maximum" or "the pinnacle" were corrected too, since neither is true anymore.
The Foreman medal for starting your first city build project read "as mayor" — but starting a build has always been open to the mayor and the Minister of Urban Development, and the medal goes to whoever actually breaks ground. A minister could earn a medal whose own description told them they couldn't. It now just says "Start your first city build project." Nothing changes about who earns it or what it's worth.
We're sketching a reusable framework for limited-time themed events — like a floating, non-denominational winter festival — built mostly from systems you already know: Bingo, Prize Crates, medals, and city goals, reskinned for the occasion. Anything you'd earn during an event would be yours to keep forever; only the festive dressing goes away when it ends. A player idea we like; nothing is designed or scheduled yet.
We've been turning over a realm-wide monument the whole playerbase contributes to just by playing normally — nothing extra to spend, nothing to opt into, and no way to lose anything you've already got by taking part. The shape we like best right now: opening one of your Prize Crates would still pay you its usual prize exactly as it does today, and separately nudge the monument forward by a tiny amount — a genuine side effect of playing, never a choice between the crate and the monument. Finished, it'd be a place you could visit, with something naming everyone who helped build it. We haven't cracked what makes slow, shared progress feel worth checking in on, though, so it's still genuinely on hold while we think that part through — not designed, and not scheduled.
When a player or a city finishes a day tied for the top of a category, Daily Tops now lists everyone who tied instead of picking one name to stand in for all of them, and the weekly podiums split their medals the same way. Two new categories join the lineup: 🔬 Top Researcher, for the most Research Pages contributed in a day, and 📚 Top Research City, for the city whose citizens contributed the most.
Every member on your Citizens roster is tagged with their role, but there was never a way to get from that list to the panel that actually sets one — you had to know to type /roles. A 🎖 Assign roles button now sits right on the roster, for the mayor only, since only the mayor can hand out roles.
Every role screen and mention of the Minister of Zoning read 'Min. of Zoning' — the only ministry ever shortened. The role now reads in full wherever you meet it, and that group badge gets a short form of its own instead.
Until now, the first sign a referral link was doing anything was the recruit reaching Citizen tier. You'll now get a note the moment someone actually starts the game through your link.
Every other ministry sends its new minister a note explaining what they can do and where — Zoning was the one exception. It now sends the same welcome every other role gets.
Opening a member in the Roles panel used to list every role you could hand them and explain none of them. Every role in the panel now carries a one-line description with a checkmark on the ones that member already holds, and the guide's governance page names and explains all six.
In the community chat, tapping a 👍 ❤️ 🎉 button on a founding or promotion post did nothing at all. Tapping now records your cheer, updates the count, and sends the person a note.
Every city's page on the website now has a 🔬 Research section listing its Research Pages, what it's currently working on, and everything it's finished. The guide picked up a full Research page too, walking through how research works and the whole tree subject by subject, with every price and what each piece does. The Researcher medal now shows on player profiles as well.
Longer changelog entries used to run on as one dense block. They now show their headline with the detail one tap away, and the text has more room to breathe — so scrolling the site's changelog on a phone no longer feels like reading a novel in one long scroll.
The Realm Herald posts a daily story about the whole realm, written a little over an hour after the day's rankings actually close — but it had been quoting the brand-new day's barely-started total as if it were the whole day that had just finished, so every "best yet" or "third day running" line in the story was built on roughly an hour of scoring instead of a full day of it. It now quotes the same settled totals the leaderboard itself posts, alongside the day before for comparison. Separately, the Herald's read on which cities produced the most had quietly never worked since the feature launched — it's back in the story now.
Sending in a photo for your city's crest goes to a person for review before it appears anywhere — but nothing ever told that reviewer a picture had arrived, so submissions could sit unanswered for weeks with no word either way. Three cities were caught in exactly that wait; all three have now been reviewed and told the outcome. The review queue can't go quiet again.
Tapping 🌐 View on web on your Passport or your Wildlife encyclopedia — or the new 🌐 City page button on /city — now slides the page up inside Telegram itself, so closing it drops you straight back into the conversation where you left off.
The hourly AI tip is getting a behind-the-scenes rework aimed at making it feel more current — closer to what's actually in your queue right when the tick fires, rather than reflecting your queue from up to an hour earlier. You'll see it exactly where you always have, with the same visibility it already has today. Most of the shape is settled; a couple of smaller details are still being finalized.
A few of you have asked for a way to pull your own stats and breakdowns — like how much gold you've spent on visits, or your activity over time — without having to reconstruct it by hand. The direction we like best right now: ask in plain language, right in the bot, and get an answer built from your own data. This one's explicitly on hold for now rather than actively being worked on — not decided against, just not the current focus. Any version of this would stay strictly limited to your own information.
Fill repeats whatever you last worked once your queue runs empty — but it never learned to recognize Contribute Research as a real job, so a player who'd only been doing research got an old fallback like Odd Jobs instead. Fill now refills with more research whenever that's genuinely what emptied the queue, as long as the city's Library can still take contributions.
Once your Workbench reaches Level 5, every craft already runs at its fastest speed, so a level-up past that point only ever adds another crafting slot — but the level-up message kept saying your queued crafts had been re-timed to a faster speed regardless. It now only says that on the levels where crafts actually do speed up.
A long Workbench queue used to read a raw count of minutes past the hour mark — "115m left" — while hunting trips have always read "1h 55m left". The crafting queue now reads the same way.
When your city has research to fund and room left in its hourly contribution limit, the Library's advice now leads with contributing research ahead of the usual landmark-visit suggestion — anything your city is genuinely short of still comes first, and it won't suggest an hour your city's research limit would cut short anyway. The one-tap fill button follows the same lead: it now fills every shortage-free slot with research instead of a landmark visit, for as long as your city still has research left to fund.
Your gold, your city's treasury, and the prices of tools, consumables, hunting weapons, luxury goods, scratch tickets and the Master's Charter used to show as a run of bare digits — 163787 — while other prices on the same screens already read 250,000. Every price now reads the same way.
A new 📋 Customize hour report switch in Settings lets you turn any section of your hourly report on or off — wages, city production, your shops, the Lodge, research, districts, trade routes, visitors, the AI tip and more. Warnings always show through, even in a section you've hidden, so trimming your report down never means missing a sold-out shelf, an empty queue or a stalled project. Everything starts switched on, any report choices you'd already made carry over, and once you've actually customized your report you stop being invited to do it again.
A city can only take so many contributed Research Pages in an hour, and until now whichever citizen's hour landed first could spend a Rested charge and take Pages that really belonged to whoever contributed later that same hour — the city banked the same total either way, so the charge bought nothing. Ordinary contributions are now counted first, and a charge is only spent if there's still room under the city's hourly limit; any charge that was spent for nothing under the old order has been given back. Smaller cities, which rarely hit the limit, keep the full bonus exactly as before.
Hour-report tips occasionally started with a leftover "FOCUS:" tag that was never meant to reach a player — a wiring artifact of how the tip is put together, not a reflection of anything about your city. It's now stripped before the tip is sent.
A city can only take so many contributed Research Pages in a single hour, and whoever's turn landed second used to just see a smaller number with nothing to explain it — which read as though their own bonus wasn't working. The report now says plainly when it was the city's hourly limit doing the capping, not you.
If a resource your districts need every hour hit zero, the Library's suggestions went quiet about it, since an empty store has nothing left to count down. It now leads with exactly that — naming the good and saying plainly that your city has run out and its districts are going without.
Every hour the city pays its Library researchers from the treasury and they add Pages to the research tree — the Research panel says so, but the hour report never did, so that wage bill left the treasury without a word. There's now a line for it, separate from your own volunteer 🔬 Research contribution, which still costs the city nothing. Compact reports carry a short version.
When your city has a build project running, the Crafting panel shows a progress line for each material it still needs, ending in something like "+1,620 next tick (15 crafting)" — the second figure was a count of crafts, sitting right beside a count of units with nothing to say so, which read as more units or as some kind of multiplier. It now reads "15 crafts in your queue": a count of your own queued crafts, each of which lands a whole batch rather than a single unit.
When the Realm Herald's daily story didn't post, the first anyone knew was a player mentioning it — the job itself said nothing, so a quiet failure looked exactly like nothing had gone wrong. The jobs behind the daily story and a few other scheduled features now recognize when they've failed to do their job and flag it right away on the team's side, instead of leaving the silence to be the only sign something went wrong. Nothing changes about how these features normally work — this only changes what happens on the rare day one of them breaks.
A Supply Run goes to one city's shelves, so repeating it with Loop or Fill queued a second restock against shelves the first run had just filled — spending a queue slot and the gold each time for nothing. They now skip Supply Runs on a repeat the same way they already skipped landmark visits.
A database change reached the game's test copy but not the real one, and the hourly tick ran anyway — it hit a table that didn't exist yet for the two players whose queued action happened to touch it, quietly undid just their turn, and still told everyone the hour went fine. The tick now checks that the real game's own database actually matches what that hour's code expects before it does anything, and refuses to run rather than risk repeating that silently.
Loyalty has sat on every profile since the game began, reading 100% for every player, every day, with nothing in the game ever moving it. It was tied to a bonus for working in a city other than your home one — built long ago, and it never once paid out to anyone, because nothing ever actually sent a player to work away from home. That bonus has now been fully removed, and Loyalty went with it: a stat that can only ever say one thing isn't telling you anything, so rather than leave it sitting there looking like it might matter, it's gone from the profile entirely.
When your Level 5 Library recommended a Market Run to top up your Letters of Credit, it kept suggesting the exact same run every time you reopened the panel — because a queued run hasn't spent anything yet, it only buys when it actually fires, so the balance the Librarian was reading against never moved while it waited. Taking the advice a second time would have queued a second run racing the first one to the same ceiling. The Librarian now recognizes a Market Run already sitting in your queue and says so plainly at the bottom of the list, so "already on its way" reads differently from "nothing queued yet."
When your queue is empty, your hour report reminds you how many Rested charges you've banked for next time — but the wording only ever mentioned gathering, so a charge looked useless to anyone who mostly crafts. It has always boosted crafting too, the same +50% your Queue screen has said all along; only the hour report's own wording was behind.
Some reports can't be acted on without one more detail only you have — and until now the only way to ask was to close your item first, so the honest question sometimes never got asked at all. If a report of yours needs a detail, you'll now get a short question by DM; just reply to it and your answer is attached to that report, which goes straight back into the queue instead of sitting closed. You can see the question and your own answer any time in /myfeedback.
Come back after a few hours away and the Queue screen now shows what's actually still in your queue, with buttons that act on it — instead of describing a queue the hourly tick had long since worked through. The Craft and Hunt screens already kept themselves up to date this way; the Queue screen was the one action screen that didn't.
The short lines that point out something you've unlocked but haven't spent yet — a Chamber slot with no shop type picked, an unused specialization pick — used to be silenced by the same switch as the AI tip, so muting one always muted the other. They're now separate: Hide reminders is its own setting.
Some of the pets on your Estate shelf are social animals that never seemed right living alone, so a single gecko always felt a bit sad. You can now buy as many of the same species as you like — each one costs full price, takes its own slot, and gets its own name. Everything else on the shelf — paint, plants, decorations, vehicles — is still one to a household.
If your shops run to more than one page, picking a city and a fill level to restock used to drop you back on page 1 of your shop list — not the page you were actually working from. Your shop list now returns to the page you left it on, and the Back button on the fill-level screen takes you there too.
When your Level 5 Library suggested a Market Run to top up your Letters of Credit, tapping "Queue the Librarian's plan" queued everything else it recommended and quietly left that one behind. It's queued right along with the rest now.
The advisor writes its own bold and italic touches into your hourly tip, and now and then it fumbled one, leaving a stray fragment sitting in the middle of an otherwise perfectly good sentence. Broken formatting is now tidied away before the tip reaches you.
When nothing about your situation genuinely changed from one hour to the next, your hourly tip used to write the same point out again in different words. It now recognizes a standing situation and marks it plainly — "Same as last tick: …" — and goes back to a freshly-written tip the moment your numbers move enough to matter, or after a few hours regardless.
Cancel a craft you'd just added and the Fill button correctly went back to naming whatever was still in your queue — but tapping it filled every free slot with the canceled recipe instead of the one it had just told you it would queue. They now read the same one.
Tapping a citizen in your city ran all ten pieces of gear together in one row. Now that the citizen card was the one surface left where tools and weapons still mixed, it picked up the same split: gathering and crafting tools first, your Bow and Crossbow below.
The tool line on a member's card only knew the eight tools that existed when it was written, so the two added later — the 🎯 Crossbow and the ✂️ Chisel — both showed as a plain 🔧. Every tool now shows its own icon there.
Asking the in-game wiki about the notes people were discussing in chat used to come back with "I couldn't find a guide topic". `promissory notes`, `loan`, `borrow` and `notes` now all land on that section.
Every quiet setting in Settings printed the same crossed-out bell no matter what it was actually set to. The bell now matches the setting: crossed out when you've silenced it, ringing when you haven't.
/tools listed everything in one run, ordered by price, so the Bow landed between the Scythe and the Pickaxe. The two kinds of gear now have a heading each, tools first and weapons below.
Queuing an Expedition, a Market Run or a Supply Run always got the same reassurance underneath: "resolves next tick." That's only true if your queue is empty. These screens now all say how long the wait really is and how many actions are ahead of it.
Pelts exist for one reason — to become Leather — but the shortage warning was watching the pelt pile and reporting it as a leather shortage. The warning now watches Leather itself.
The Bank's Promissory Note screens now quote how long until your loan clears in exact hours too, anywhere inside two days out, and in whole days out to four weeks, instead of the same vague "about a day".
Anywhere inside two days, a shelf's remaining stock now reads in exact hours instead of vague day-buckets — everywhere it appears: your Shops list, the Supply Run screen, the lot sizes, and the running-low warning in your hourly report.
Reaching a new Chamber of Commerce level that can zone another shop type, or gaining a Tycoon specialization slot, used to sit there quietly until you happened to check. Your hour report now adds a one-line reminder naming what's sitting unused.
The Library's Level 5 advice offered a Supply Run suggestion for up to two of your cities at a time. It now offers up to three, and if there's more still waiting, it tells you plainly underneath.
When the Library's Level 5 advice recommended a Supply Run, tapping 'Queue the Librarian's plan' used to quietly skip it. The fill button now queues the Supply Run right alongside everything else it recommends.
A new ↩️ Sell Back shelf hands back any consumable you haven't used yet for exactly what you paid — no fee, no haggling. Only unused items can come back.
Diamonds, Silk, Marble and the rest of your luxury goods have never had outside buyers, but faced with a big untouched pile and nothing more urgent to say, the hourly coach would suggest checking export orders for an outlet that doesn't exist there.
On the Gather and Craft sub-screens, the Fill preview was reading your whole queue instead of just the actions that sub-screen deals with, so it could name something the button underneath would never queue. The preview and the button now read from exactly the same place.
🔁 Fill figures out what to repeat by looking at what's already in your queue, so the moment the tick emptied it, there was nothing left to copy. It now falls back to the last job you actually worked.
The Level 5 Library's advice had nothing at all to say about your own shops, however bare their shelves got. A shelf running low now comes up as a 🛍 Supply Run suggestion, and it leads the list.
The Librarian used to pick which landmark to recommend alphabetically. It now offers every landmark you've never visited first, then the richest ones you can reach, rotating between cities.
Past Level 13 there's a third bonus roll stacked on top of the first two, but the Tools panel only ever listed two of them. All three now read the same ladder the game actually rolls.
Your hour report already listed shelves running low elsewhere in the message, but the coaching line at the bottom never mentioned them. It now names the shelf closest to running out and points you at a Supply Run.
A good you have none of burns nothing each tick, so it quietly dropped off the shortage list at the exact moment the shortage became total. It's now the single most urgent thing the tip can raise.
Trophies are earned, never bought, but that screen was still showing your gold above a 🛒 Shop button that could only ever come up empty. Both are gone.
Now that a travelling buyer pays a real premium for specific hunted catches each day, we've wondered whether the same rotating-demand idea could work for gathering and crafting too — a changing name each day paying a little extra for whichever raw or refined good happens to be in short supply. Nothing is decided: not whether it would run through an existing vendor or something new of its own, and not how to keep it from just becoming another way to sell whatever you were already making anyway.
Now that a city can opt into real disasters and earn a genuine reward for fully rebuilding, we've wondered whether a city that's actually pulled through one could carry some small, lasting sign of it — a scar turned into a mark of resilience, alongside the reward it already earns. Nothing is decided: not the shape, not whether it should be a private detail or something other players can see on a visit, and it would need to stay entirely optional, the same as the strand itself.
Prestige today mostly measures what a city produces and builds for itself — we've wondered whether some of it could someday also reflect how much other players actually get out of visiting or trading with it, not just its own output. Nothing here is designed: not the mechanism, not whether it would sit alongside how prestige already works or reshape it, and not even whether hosting and producing should ever be measured by the same number.
A shop today only ever sells to its own city's families, so how much business it can ever do is capped by how big that one city happens to be. We've wondered whether a future era's civic infrastructure — a bridge, a canal, a harbour — could someday let a shop's shelves reach shoppers from neighboring cities too. Nothing is decided: not whether it would need that kind of infrastructure built first or could simply switch on, and not how to stop the single biggest market from swallowing all the business, which is the main worry holding it back. Just an idea we're turning over for whatever comes after the current era.
Now that a travelling buyer's wanted list has hunters watching specific grounds closely, we've wondered whether your Wildlife Passport could someday hint at how many secrets a ground still has waiting to be found — without spoiling what they actually are. Nothing is decided: not whether it would show a count, just a general sense of "more to find here," or nothing at all, since keeping secrets secret is a rule we take seriously.
Now that research has a public page for every city, we've wondered whether the website could also show how cities compare to each other — something like a realm ranking for research progress, alongside the other league tables it already keeps. Nothing is decided: not the measure, not whether it's a full leaderboard or something gentler, and not how to do it without turning a many-stranded tree with no required order into a race to look impressive rather than useful.
Tycoons and traders often hold a real stake in cities they aren't citizens of, but today there's no way to hear what's happening there short of asking around — the Realm Herald tells the whole realm's story once a day, and a city's own Telegram group is members-only. We've wondered whether you could follow a city and get a quiet nudge when something real happens there — a building finished, a Town Hall level reached. Nothing is decided: not who could follow, what counts as worth mentioning, or how it would ever reach you without becoming one more notification to manage — and like every other purely social signal we've built, it would never pay out anything.