Imperial Kingdoms

New trade system, economy balancing and more

BaroxxTech

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.

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