New trade system, economy balancing and more
This update introduces the new trade system, updates military and logistics mechanics, and includes various UI improvements and bug fixes.
Key Highlights:
- Trade System: Implemented trading mechanics with random trade offers from neutral players
- Horse Logistics and Warfare: Added horse transport, horse butchering, and grain consumption for army horses. Horses on the map now double movement speed (2 instead of 1) and increase combat stats (agility, offense, defense).
- Military and Combat: Training higher-tier units now requires base units in the capital (Militia for Men-at-arms/Archers, Men-at-arms for Knights). Added arrow and iron ball ammunition consumption, combat overviews, and upgraded town defenses.
- UI and Accessibility: Added detailed upkeep breakdowns in tooltips, notifications for combat results, dynamic tooltip scaling, and siege requirement hints.
Full Patch Notes (v0.14.0)
UI Changes
- Upkeep updates while paused
- Implemented breakdown for upkeep in tooltips (resources and materials)
- Added title to construction queue
- Added tooltips to construction queue headers
- Added info about max available workers to construction queue tooltip
- Increased text size for transport sliders
- Colorized material costs in construction queue
- Added tooltips to mountain resources on the map
- Implemented dynamic tooltip size
- Added tooltip with required materials to siege equipment
- Added warehouse hint to town view
- Added notifications for new combat results
- Added tooltip for reputation
Help / Tutorial Changes
- Changed map seed
- Extended exploration steps
- Added tutorial objective for starting a siege
- Added help entry for starting a siege
Map Changes
- Disabled organic map creation
- Changed region IDs
- Reworked map generation
- Changed starting positions for enemy towns
Economy Changes
- Implemented trading
- Implemented horse butchering
- Goods supply for citizens can now be deactivated
- Reduced amount of produced resources and materials
- Increased build time
Military Changes
- Training Men-at-arms and Archers now requires Militia in the capital
- Training Knights now requires Men-at-arms in the capital
- Implemented grain consumption for horses assigned to armies
- Added horses to soldiers on the map
- Horses increase movement speed on map (2 instead of 1)
- Horses increase agility, offense, and defense in combat
- Implemented arrow and iron ball consumption
- Implemented combat overview
- Prevented sieges if another kingdom is already besieging the town
- Towns can now be upgraded for improved defense and local storage
Transport Changes
- Implemented transport via horses
- Implemented transport checks to prevent production exceeding transport capacity
Research Changes
- Adjusted research order
- All research items are now visible with prerequisite hints
Population Changes
- Clerics can now be trained from the start
- Removed paper cost from Cleric training
- Increased time before starvation based on estate/rank
Fixes
- Fixed missing translation for "complete in" in construction queue
- Starved military units now correctly disappear from town view
- Fixed region positions after conquering
- Clerics ended their lent and consume food again
- Hidden windows no longer capture drag inputs
- Archers and Knights can now be selected in town view
- Fixed army selection view
- Capital Army no longer disappears after loading a savegame
- Storming towns now works correctly
- Fixed goods consumption issues by citizens
- Fixed issue with war and peace declarations
- Fixed translation for reputation
- Improved color display of help videos
As always, if you run into bugs or have feedback regarding the new trade system, feel free to leave a comment or drop a message on Discord.
This announcement was originally published by BaroxxTech on Steam on Sep 30, 2026.
Open the original on Steam