Posted April 18, 2026 by Magistairs
Hi everyone! This update focuses on shaping the three gameplay phases more clearly, fixing a bunch of bugs that crept in over the past weeks, and improving performance across the board.
Please don't hesitate to give me feedback and suggestions, I know the core gameplay can be "boring" because there isn't much to do, but this is intentional for now, I want to define the core loop very well before buildings more feature on top (but many are planned!).
When you start a game, your journey through the world follows a natural progression and the tools you use shift at each stage.
You begin with a single city and a world to discover. Your first real tool is the Explore order, which sends out explorers to map adjacent territory and reveal what lies underground, ores, gems, coal, salt.
Use the Expansion order to direct where your city grows as population increases, claiming tiles toward the resources you need.
The city panel let you adjust worker allocation across farms, mines and workshops, so this phase is mostly about learning what your land offers and making sure food stays stable while the first production chains come online.
Once your city is self-sufficient, you face a real choice. You can pour effort into food production and send out Expansion orders aggressively to grow your footprint fast, positioning you for early colonization. Or you can diversify production across different goods categories, because the technologies your state discovers are influenced by what your cities produce. Want metalworking? Make sure your smiths are busy.
Diplomacy begins here too, first contact with neighboring states will define your strategy while you quietly stockpile the military resources you will eventually need.
Expansion orders, military settings and population management all converge once you are running multiple cities. You coordinate colonization alongside war, managing loyalty crises that emerge from rapid growth or difficult conquests. A city far from your capital with a hostile population is a liability, and the loyalty system reflects that. This phase is less about optimizing a single city and more about holding an empire together while pushing its borders outward.
-log flag or debug console.