BEHIND THE DEVELOPMENT

Development Log

Building the world, refining its systems and fixing what gets in the way.

45 entries · June–September 2026 · Oldest first
A retrospective drawn from our development diary. Dates mark the recorded work; entry numbers are archive references, not game versions. These are development milestones, not released updates.

Browse all 45 development notes
DEV LOG 001

Commander progression & hunt experience

Fixed

  • Commander experience bars now fill correctly.
  • Players assign the stat point earned on each commander level; AI commanders allocate theirs automatically.
  • Units participating in victorious rebel hunts receive battle experience.
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DEV LOG 002

Rebel rewards & regional pacing

Changed

  • Hunt rewards roll item tiers individually instead of awarding a fixed tier.
  • Slowed regional progression by increasing the early experience requirement and reducing battle-driven acceleration.
  • Corrected clipped item names in the loot panel.
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DEV LOG 003

Hunt sites stay inside their region

Fixed

  • Rebel hunt sites use the same regional boundaries as settlements.
  • The hunt map shows the departure settlement’s region, preventing distant cross-map destinations caused by misplaced sites.
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DEV LOG 004

Faster reactions to military losses

Improved

  • AI countries can begin replacing garrison losses on the day they occur.
  • Corrected an overly broad trigger that repeatedly ordered recruitment even without a new loss.
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DEV LOG 005

Responding to a rising neighbour

Added

  • Added a proactive military response to rapidly growing, stronger neighbouring threats.
  • Threat assessment includes field armies as well as garrisons, so deploying soldiers does not make military strength disappear from the calculation.
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DEV LOG 006

Defensive planning under pressure

Development

  • Introduced survival-focused decisions that weigh fortification, recruitment and their resource needs.
  • A campaign simulation demonstrated an AI defender developing stone production and holding off a siege. Broader balance testing remained open.
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DEV LOG 007

AI espionage uses its own network

Changed

  • AI spy actions now check the owning country’s network level and target ownership.
  • Building the first spy guild provides a starting agent and enough network progress to open early operations.
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DEV LOG 008

Rebel expeditions & emergency recall

Improved

  • AI hunt planning checks whether the available force can defeat its target and recalls the expedition when home is threatened.
  • Reduced the growth of rebel boss forces to prevent higher-level hunts from becoming unreachable as regions developed.
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DEV LOG 009

Mobilising for joint campaigns

Development

  • Introduced campaign feasibility checks, a gathering stage and coordinated departure timing.
  • Simulation comparisons showed fewer failed mobilisations; the system was enabled for continued development testing.
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DEV LOG 010

Conquest contributions & compensation

Added

  • Joint conquests account for participating countries when assigning compensation.
  • Broken compensation commitments can create lasting diplomatic resentment.
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DEV LOG 011

Diplomatic credit & persistent debt

Added

  • Introduced lending decisions informed by creditworthiness.
  • Debt records and repayments in transit were checked across saving and loading.
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DEV LOG 012

Distinct country personalities

Added

  • Introduced six AI personality families: balanced, aggressive, defensive, diplomatic, merchant and treacherous.
  • Personalities influence recruitment, trade, alliances and campaign decisions, with variation within each family.
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DEV LOG 013

A different political landscape each game

Changed

  • Enabled country personalities by default for new games.
  • Removed the fixed default world seed so new campaigns can produce different personality distributions.
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DEV LOG 014

Smoother army & spy movement

Improved

  • Armies and spies follow curved paths with smoother changes of direction.
  • Spy arrival actions wait until the agent reaches the destination centre instead of firing halfway through the final hex.
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DEV LOG 015

Earlier access to replacement spies

Changed

  • Reduced spy training cost from 250 to 150.
  • Moved the second spy slot to guild level 3 and increased the maximum guild capacity to five agents. The same capacity and cost rules apply to player and AI countries.
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DEV LOG 016

Espionage risk & readable success chances

Changed

  • Routine spy operations use diminishing returns for additional defenders rather than the full sum of every defender’s politics.
  • Adjusted routine success and survival chances, and aligned displayed chances with the calculation. Assassination retains its stricter requirements and risk.
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DEV LOG 017

Spy exposure belongs to the observer

Fixed

  • A detected spy becomes visible to the country that discovered them, without revealing the agent to every other country.
  • Exposed agents can continue their assignment with reduced effectiveness; detection no longer automatically forces flight.
  • Targeted visibility checks confirmed that exposure to another country did not reveal a token to the player.
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DEV LOG 018

Adjacent attacks & moving targets

Fixed

  • Corrected oversized contact detection that could start an encounter before armies were adjacent.
  • Attack orders recalculate their route when a target has moved away from the expected destination.
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DEV LOG 019

Selecting battles above city markers

Fixed

  • Map selection gives battle markers priority over overlapping army and settlement colliders.
  • Cities remain selectable after the battle ends without disabling their colliders during combat.
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DEV LOG 020

Retiring the old influence system

Changed

  • Removed the unused influence currency and its obsolete noble-rank progression.
  • Removed misleading influence rewards from battle reports and starting-character cards; kingdom progression remains the active progression system.
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DEV LOG 021

Army placement & occupied hexes

Development

  • Added shared placement checks for terrain, buildings, settlements and occupied hexes.
  • Corrected armies stacking on one hex after battle. Army placement distinguishes heavy armies from light agents so spies cannot make a settlement impossible to besiege.
  • Transit collisions and spy parking remained separate follow-up work.
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DEV LOG 022

Army strength & accurate previews

Fixed

  • Rebel army strength calculations now use current unit statistics instead of outdated tier estimates.
  • Corrected garrison stat previews to display the effective statistics used by the game.

Changed

  • Recalibrated the starting strength budget for converted rebel forces.
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DEV LOG 023

Commander guards & reinforcements

Fixed

  • Removed an incorrect silver reserve that could prevent AI countries from recruiting commander guards.
  • Corrected recruitment checks that rejected available idle population.
  • Guard counts now stay in sync after combat and attrition; lost guards no longer remain in a commander’s displayed total.

Improved

  • Supply caravans can deliver replacement guards to field armies, subject to available guards, matching tier and commander capacity.
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DEV LOG 024

Campaign orders after battle

Fixed

  • Fixed a case where an AI army winning a battle on the way to a campaign target could leave an army without a continuing campaign order.

Changed

  • Victorious AI campaign armies return to the campaign decision process so their next action can be reassessed.
  • Corrected readiness accounting so commander guards do not count as ordinary combat garrison troops.
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DEV LOG 025

One silver balance

Changed

  • Diplomacy, recruitment, espionage, merchants and blacksmithing now use the shared silver balance.
  • Treasury previews now read the same balance as spending actions.

Fixed

  • Removed duplicate treasury accounting paths that could disagree with the actual silver held in storage.
  • Protected treasury controls against overflow when displaying very large totals.
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DEV LOG 026

Tax collection & payment reliability

Improved

  • Unpaid tax receipts are preserved across saving and loading until collection succeeds.
  • Tax collection is coordinated with the end of the day and saving to avoid processing the same receipt twice.

Fixed

  • Failed silver deliveries preserve their funds and cargo instead of consuming them.
  • Loan transfers now check the recipient’s capacity before deducting funds or creating debt.
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DEV LOG 027

Housing & monthly population growth

Changed

  • New residents are admitted on a monthly schedule instead of through the previous daily growth process.
  • Population capacity now reflects physical housing.

Fixed

  • Fixed a timing issue that could disrupt daily meal tracking in real-time mode.
  • Monthly admissions no longer repeat after saving and loading.
  • Losing housing does not automatically delete existing residents.
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DEV LOG 028

Settlement nameplates on the map

Improved

  • Applied an open-frame nameplate design with ownership colour and settlement badges.
  • Checked long settlement names, renaming and map selection across camera and model combinations.
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DEV LOG 029

Treasury access from the HUD

Improved

  • Added a compact treasury control and popup to the top HUD.
  • Refined large-number abbreviations and income-change spacing, and refreshed the display correctly when switching language.
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DEV LOG 030

Kingdom navigation & sorting

Improved

  • Applied the parchment, dark-text and burgundy treatment to the kingdom panel.
  • Replaced text-like sorting marks with directional arrows and corrected selected-tab underlines.
  • Refined hover states to avoid bright flashes when controls are first initialised.
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DEV LOG 031

Settlement directory & renaming

Improved

  • Updated the settlement list and rename dialog to the shared panel style.
  • Checked filtered lists, scrolling, click targets and name-length limits without rebuilding the list unnecessarily.
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DEV LOG 032

Reports archive presentation

Improved

  • Refined report typography, parchment surfaces and tab presentation.
  • Checked pending indicators, locked world-report controls and scrolling through long report cards. Report content itself remained unchanged.
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DEV LOG 033

Commander & official management

Improved

  • Reworked tab spacing, information placement and lower action controls in management panels.
  • Corrected panel sizing and checked long names at multiple English and Turkish resolutions.
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DEV LOG 034

Diplomacy directory & country dossiers

Improved

  • Organised diplomacy into a country directory and a separate dossier area.
  • Corrected overflowing coalition badges and relationship meters while preserving offers and diplomatic event displays.
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DEV LOG 035

Diplomatic relationships at a glance

Fixed

  • Moved relationship highlights around country flags for a clearer directory.
  • Highlights use the relationship with the selected country, rather than always referring to the player. Active agreements take priority; neutral entries remain unlit.
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DEV LOG 036

Spy network progression panel

Improved

  • Reorganised network operations into a two-column layout with lock icons and clear unlocked states.
  • Fixed live language refresh while preserving network-level requirements for operations.
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DEV LOG 037

Building catalogue selection

Fixed

  • Corrected an event-log layer that could block clicks on the building catalogue.
  • Refined real building icons and costs, and preserved the catalogue position during language changes.
  • Checked building, wall and gate selection and cancellation.
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DEV LOG 038

City windows that keep your place

Fixed

  • Closing a facility now returns you to the building inspection window instead of losing it.
  • Escape closes the most recently opened city window first, matching the close button.
  • Changing language preserves the open window order, position and list scroll position.

Improved

  • Made visibility checks consistent for nested city panels.
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DEV LOG 039

Construction costs & progress

Improved

  • Aligned resource icons, cost values, construction status and worker information.
  • Building inspection uses the same effective costs and duration as construction.
  • Checked cancellation refunds and prevented a stale listener from applying a second refund.
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DEV LOG 040

Settlement details adapt to their contents

Improved

  • Removed excessive fixed empty space from the settlement detail panel.
  • Garrison and commander sections size to their contents, with scrolling for additional entries.
  • Kept bottom actions consistently spaced and retained unit tier information in tooltips.
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DEV LOG 041

Build directly from the city list

Added

  • Build, upgrade and cancel actions are available directly on each building row.

Improved

  • Click a building’s name, icon, status, cost or row background to inspect it.
  • Construction and inspection windows use the same action rules.

Fixed

  • Removed the duplicate cancel control while an order is active.
  • Buildings at their maximum level display MAX with the action disabled.
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DEV LOG 042

Battle summaries on the world map

Added

  • Compact world-map summaries provide an entry point to field battles and sieges.

Changed

  • The tactical board opens when you select the battle indicator, rather than opening automatically.
  • Replaced the previous battle medallion presentation with the compact summary layout.

Fixed

  • Improved battle-summary reconnection after loading an existing battle record.
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DEV LOG 043

A clearer tactical board

Improved

  • Refreshed the field-battle and siege board layout, with clearer tactical information and readable grid lines.
  • Preserved skill icons and combat feedback, including critical hits, counterattacks and deaths.

Fixed

  • Battle boards now open at 1× speed and restore the previous world speed when closed.
  • Fixed partially drawn grid lines and overflowing inspection headings.
  • Fixed an error that could occur when leaving play while a battle board was still open.
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DEV LOG 044

Unit cards & ability visibility

Added

  • Introduced a shared unit-card presentation for garrison, army and unit-detail views.
  • Added five visual rarity styles, separate from unit tier.

Improved

  • Unit statistics sit beside the portrait, with ability slots grouped below.
  • Ability slots clear when switching to a unit with fewer abilities, preventing leftover icons.

In progress

  • Some portraits and ability icons still use temporary artwork. The new card presentation does not add new playable unit types.
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DEV LOG 045

Market readability & trade feedback

Improved

  • Refined the local market, merchant lobby and black market with coordinated frames, surfaces and clearer columns.
  • Added clearer selected-row and rarity indicators.
  • Long ability descriptions can be scrolled; multi-stat item details have more room.
  • Trade history is available in a separate drawer, and price charts show data points and a day axis.

Fixed

  • Made trade errors more visible and separated caravan capacity into a stable display field.
  • Improved text fitting at the tested English and Turkish resolutions, including large capacity values.
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