HomeGamesUpdatesPricingMethodology
Steam News23 April 20262mo ago

Folk Emerging Demo - Climate Adaptations Update

NOTE: This is a larger update that may break older demo saves! It includes the following changes: Design Removed Band-level Climate XP, added Tribe-level Climate XP.

In this update5

Full notes

Full Folk Emerging update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes4 additions17 changes5 removals
  • Gameplay
  • Events
  • Performance
  • Balance
  • UI and audio
  • Fixes
addedDesignRemoved Band-level Climate XP, added Tribe-level Climate XP. Each turn, if a Tribe has a Band in a Climate, the Tribe gains 1 XP for that Climate
addedDesignAdded 'Climate Adaptations' as Tribe states obtained via events which trigger when a Tribe's Climate XP reaches certain levels. This allows extensive specialization in different Climates.
changedDesignFood Forageable maluses from Foodweb Stability, Ice Age, and Heat Wave are now second-order modifiers, applied together with species local population size modifier. This increases the impact of foodweb stability and climate change and makes Food yields from Foraging more volatile.
removedDesignRemoved dynamic scarcity modifier of Trade Value, so value of Resources now remains static during a trade
changedDesignRebalanced Trade Value of Food so it becomes cheaper with every Food-boosting tech, becoming very cheap by the end of the demo
removedDesignTraders Clan bonus to Happiness from Trade Cooldown now only triggers when a Band has traded with another Tribe that turn. Internal trade no longer triggers it
Warriors Clan bonus to Attack strength+0.5+1Warriors Clan bonus to Attack strength increased, buffproduction cost of non-wonder structures1510production cost of non-wonder structures decreased, nerfbonus to Risk from Exposure from foraging Wild Sheep-30%-20%bonus to Risk from Exposure from foraging Wild Sheep increased, buffbonus to Risk from Exposure from domesticated Sheep-30%-40%bonus to Risk from Exposure from domesticated Sheep decreased, nerf

Folk Emerging changes

addedRemoved Band-level Climate XP, added Tribe-level Climate XP. Each turn, if a Tribe has a Band in a Climate, the Tribe gains 1 XP for that Climate
addedAdded 'Climate Adaptations' as Tribe states obtained via events which trigger when a Tribe's Climate XP reaches certain levels. This allows extensive specialization in different Climates.
changedFood Forageable maluses from Foodweb Stability, Ice Age, and Heat Wave are now second-order modifiers, applied together with species local population size modifier. This increases the impact of foodweb stability and climate change and makes Food yields from Foraging more volatile.
removedRemoved dynamic scarcity modifier of Trade Value, so value of Resources now remains static during a trade
changedRebalanced Trade Value of Food so it becomes cheaper with every Food-boosting tech, becoming very cheap by the end of the demo

NOTE: This is a larger update that may break older demo saves!

It includes the following changes:

Design

  • Removed Band-level Climate XP, added Tribe-level Climate XP. Each turn, if a Tribe has a Band in a Climate, the Tribe gains 1 XP for that Climate

  • Added 'Climate Adaptations' as Tribe states obtained via events which trigger when a Tribe's Climate XP reaches certain levels.

    • This allows extensive specialization in different Climates.

  • Food Forageable maluses from Foodweb Stability, Ice Age, and Heat Wave are now second-order modifiers, applied together with species local population size modifier.

    • This increases the impact of foodweb stability and climate change and makes Food yields from Foraging more volatile.

  • Removed dynamic scarcity modifier of Trade Value, so value of Resources now remains static during a trade

  • Rebalanced Trade Value of Food so it becomes cheaper with every Food-boosting tech, becoming very cheap by the end of the demo

  • Ice Age and Heat Wave now increase the Trade Value of Food

  • Doubled Trade Value of Items so they are even more expensive relative to Food and other Resources

  • Traders Clan bonus to Happiness from Trade Cooldown now only triggers when a Band has traded with another Tribe that turn. Internal trade no longer triggers it

  • Restricted initiation of trade deals to only be possible if Tribe Opinion is minimum -10

  • Exploration norm now gives +1 Band Science to all Bands, instead of +20% Tribe Science

  • Tradition norm now gives +20% Tribe Culture, instead of +2 Band Culture to all Bands

  • Training production focus increased to use baseline +0.25 Training Points per Production, instead of +0.2

  • Hunters Clan bonus to Training Points is no longer a flat +0.5 Training Points/turn, but +0.25 Training Points per Production while Training

  • Diligence norm bonus is no longer a flat +1 Training Points/turn, but +0.25 Training Points per Production while Training

  • Warriors Clan bonus to Attack strength increased to +1 from +0.5

  • Rebalanced domestication XP upgrade event outcomes to offer bigger Food bonus and smaller Production bonus

  • Decreased production cost of non-wonder structures to 10 from 15

  • Decreased bonus to Risk from Exposure from foraging Wild Sheep to -20% from -30%

  • Increased bonus to Risk from Exposure from domesticated Sheep to -40% from -30%

Programming

  • Reworked AI decision-making to use a more sophisticated and extensible system of prioritization

  • Used new AI prioritization to improve AI choices around production and movement (which should also mean less frequent cornering of the player). More such improvements in upcoming updates

  • Reworked AI logic regarding territory

  • Improved AI choice of person to assign to specialist roles

  • Enabled AI to handle events and enabled certain event types for AI tribes

  • AI bands will not trade away Food below a certain limit, to avoid a Food Deficit

  • Clamped Fertility value to minimum 0 so it cannot become negative

UI

  • Visibility of terrain and climate-dependent modifiers to Attack Strength and Morale now depends on whether military is viewed in context of a specific battle or outside battle

  • Renamed "Role Specific Strengths" column to "Relevant Traits" in Specialist assignment view

  • Tribe tooltips no longer show which technologies a Tribe has, only the total number of technologies they've mastered

  • Tribe tooltips now show Climate XP for each climate

Bugs Fixed

  • Fixed bug where Raid events would sometimes give Items that were not yet unlocked technologically

  • Fixed missing acknowledgements when discovering new Spiritual Sites or meeting new Tribes via increased vision range or from a Watchtower bonus

Known Issues

  • Sometimes number of assignable fighters shows a negative number in the numerator

  • Occasionally prey cluster 'hunt' action isn't available when it should be (its button remains grayed out). Haven't been able to recreate the issue, please reach out if you encounter it

Source

Steam News / 23 April 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.