New Economy
[p][/p]Lords’ Gold
[p]Some of our features looked odd for a reason—they were placeholders for better times. That time has come.[/p][p]Now, lords have gold, which ties them to the main economy. All tasks and rewards are now valued in gold.[/p][p]Lords independently buy rings, which they use for gifts, while politicians spend gold to increase their influence (more on that below). Soon, we’ll add other luxury items besides rings.[/p][p]We’ve reworked thoughts and desires related to rings and removed some (like ring desires).[/p][p]When loading saves, lords’ rings will be converted to gold.[/p][p][/p]New Resource Allocation Menu
[p]We’ve combined the production and finance menus into one, task-based interface. Now, you can directly distribute resources like food and alcohol to your subjects without needing to sell them. However, selling is still an option, as is paying wages the old way—though now it requires research.[/p][p]Characters will buy food and alcohol from caravans if they run short (migrants and warriors still bring gold, so if you don’t want it flowing to caravaneers, you can start internal trade).[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/41807986/8a4f472254d0fc6d0b2d06b2543adaef2719e0ff.png"][/img][/p][p][/p]City Mechanics
[p]We still need to finish drawing some residential buildings, but for now, we’re rolling out the first batch of city-building mechanics to let you focus more on city design.[/p][p][/p]Storage
[p]Warehouses now have fixed capacity by resource category (categories include food, crops, weapons, resources, liquids). Overfilled resources will spoil. Food always spoils, and there’s a separate granary for it with reduced spoilage. Weapons are now stored in a secure armory (its sturdy doors will hinder rebellious peasants).[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/41807986/1f0b75e3f7e9ed15ea8cb3af78ecf24227de2d6c.png"][/img][/p][p]This allows us to display resources in warehouses, with quantities updating as they fill (although you will see this in the next update, the system currently requires optimization).[/p][p]Don’t worry—the cloud structure remains (resources are automatically distributed across warehouses), so no extra micromanagement is added.[/p][p]Builders are now hired in a separate new building, by the way.[/p][p][img src="https://clan.akamai.steamstatic.com/images/41807986/5dcf415b1bbc93e8ee59d6ef656ab194a9097b49.png"][/img][/p][p][/p]Distance and Linked Buildings Display
[p]When selecting a production building, you’ll now see where its workers live and the nearest warehouse they access for resources. This helps optimize building placement. By the way, peasants and prisoners now settle more accurately near their workplaces.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/41807986/41c4ed30a39a8971d89975f5c37d812fe171f3ae.png"][/img][/p]Politics
[p]This long-awaited mechanic wraps up our vision for the local map. It’s still in progress and will improve significantly over the next couple of weeks, but you can already try it out.[/p][p]Now, one or two lords on your local map may become politicians if their loyalty drops. They spend their money to gain influence among other lords, warriors, the bishop, and neighboring kings. If they clash with the king, they’ll demand the crown, threatening a rebellion with their allies.[/p][p]Hostile lords no longer bribe every lord indiscriminately but target politicians specifically. If politicians rebel, hostile lords will send armies to aid them (by the way, we’ve reworked the bribery algorithm—it now happens in response to your aggressive actions, not constantly).[/p][p]On the plus side, politicians’ ambitions give them a 30% bonus to experience gain, so they can be very useful as long as relations are good.[/p][p][/p][p]This is a large and complex feature, and it’s quite rough around the edges, so we’re particularly interested in your feedback on it first and foremost. Thank you![/p][p][/p]Army Loyalty
[p]Who will warriors support during a rebellion? Fanatics back the bishop (and whoever the bishop supports), loyalists back the king. Others may support a politician who proved their valor in battle or bribed them through special sermon-speeches. The mechanic is still in progress (currently, support is a total percentage, but soon it’ll be individualized per warrior).[/p][p]Overall, politicians bring tactical planning to the local map—it now matters who is friends with whom, which warriors back whom, and who supports whom.[/p][p][/p]Experience Improvements
[p]Since politicians add complexity, we’ve eased some punishing mechanics for balance. [/p][p]Among others:[/p]- [p]Heirs won’t start rebellions—only politicians will. [/p][/*]
- [p]Buildings no longer burn to the ground and can always be restored. [/p][/*]
- [p]Field costs in the tech tree are reduced, [/p][/*]
- [p]The matriarch is happier with fanatics in your kingdom (Except, as usual, for the hardcore level. Here, we’re thinking about how to make your life tougher in the late game!), [/p][/*]
- [p]Family relations have a bigger bonus.[/p][/*]
- [p]We have also added a stronger reconciliation option on the global map, which will allow alliances to develop more quickly.[/p][/*]
- [p]Ceremonies and sermons in temples now, as in the old days, take place in the morning (so as not to distract characters from their evening activities).[/p][/*]
- [p]No more than 3 vagabonds can now appear per day. This will prevent the situation in the late game where the number of criminals could start growing at a very high rate. (And yes, we know the current population limit feels artificial. We’ll fix it properly and elegantly later—for this, we need to refine trade and the economy so that it’s more beneficial to grow cities through professional specialization rather than population size.)[/p][/*]
- [p]And we now also display all your created units at the bottom for easier access.[/p][/*]