In this update15
Full notes
Full From Embers update
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What changed
- Balance
- Gameplay
- Maps
- Events
- UI and audio
- Performance
From Embers changes
From Embers — Empire Update
The empire stands. It also pays its bills now.
This is the largest content drop the game has seen — three new Empire-era buildings, a system of Imperial Decrees that finally gives your gold somewhere to go, five Eternal Legacy victory paths that close out the late game, three branching event chains, and a long list of balance and polish.
Empire Era Expansion
New Buildings
Aqueduct — Stone arches carrying fresh water from distant springs. +12% food gathering, +80 food capacity per level. Unlocked by Imperial Engineering.
City Walls — Imperial battlements ringing your settlement in worked stone. The strongest defensive structure in the game (+10 defense per level). Requires a fortress as foundation.
Bell Tower — A stone tower whose bells mark the hours, gather the faithful, and ring out alarms. Solid culture and knowledge generation, with a new district bonus when paired adjacent to a Cathedral. Unlocked by Theology.
Imperial Decrees
Late-Empire runs accumulated more gold than they could spend. Five new gold-cost activations unlock at Empire era:
Imperial Census (500g, one-shot) — Permanent +5 population capacity.
Royal Hunt (150g) — Immediate +30 food.
Royal Largesse (250g) — Immediate +12 mood, +20 culture.
Scholar Patronage (400g) — Immediate +25 knowledge.
Trade Caravan Charter (350g) — Immediate +20 wood, +15 stone.
Eternal Legacy — Five Win Conditions
Five new victory paths close out the Empire era. Each fires the first time you reach Empire AND meet a path-specific condition. Each grants a popup and +50 Legacy Points on your next prestige (stackable across paths). The run continues — these don't force you out.
Sovereign of the Empire — Reach population 200.
Magnate of Trade — Accumulate 10,000 lifetime gold.
Champion of the Dark — Slay 500 monsters.
Sage of the Ages — Research every tech and reach Academy level 5.
Patriarch of Dynasties — Accumulate 5,000 lifetime culture and build Monument level 3.
New Event Chains
Three branching multi-stage stories rooted in existing Empire events:
The Pretender — A noble cousin claims the throne. March on them, and a generation later, The Long Shadow decides how the empire remembers the victory.
The Foreign Embassies — Your trade alliance grows into a permanent embassy, then potentially The Imperial Compact — a century-long peace signed in ink and gold.
The Plague Aftermath — Surviving the great plague is only the beginning. Open the gates to refugees, then decide what Lessons of Loss the empire takes from its dead.
Other Empire Content
Winter Solstice Festival — A fourth seasonal festival now fires in winter. Bonfires through the longest night, +20% culture, +10% knowledge for 90 seconds.
Population vignettes extended from pop 50 → pop 200. Empire-scale runs see new narrative beats at 75, 100, 150, and 200 souls.
Ambient flavor for every Empire building. Hover the Bell Tower at the right moment and you'll hear the bells answer dawn or dusk.
Four new Empire settlement titles — Sovereign of Ages, Imperator, Hand of the Empire, Throne of Stone.
Balance & Economy
Gold Maintenance
Buildings now drain gold per game-day at 10% of their base gold cost × level. Gold-producing buildings (Market, Tavern, Iron Mine, Treasury, Grand Market, Noble Manor) are exempt. Empty coffers cost −2 mood per unpaid day, which self-corrects when income returns.
Calibrated to bite at late-Empire (~17% strain on optimised income) without punishing earlier eras. Building tooltips now show per-building maintenance.
Building Tweaks
Iron Mine renamed Deep Quarry — its output was always stone+gold, never iron. The name and description now match the actual output.
Blacksmith narrowed — was dominant on food/wood/stone simultaneously. Now focuses on wood/stone (+0.4 each).
Woodcutter's Post Wilderness Bonus — Posts placed with no buildings adjacent now grant +25% wood gathering. Spread woodcutters along your settlement perimeter for the bonus, or cluster them and lose it.
Tech Tree
Hunting, Writing, Currency — Now provide standalone bonuses (food gathering / knowledge rate / gold rate respectively) instead of being pure unlock gates.
Grand Strategy — Now correctly framed as the Empire-era capstone tech.
Imperial Engineering — Now delivers on its long-standing promise. Aqueducts, City Walls, and Fortresses all flow from this tech.
Prestige
Prestige eligibility now requires Kingdom era (was Settlement). The HUD prestige pulse now lights up only when there's a meaningful run to preserve.
Prestige score breakdown shows the new "Eternal Legacy" row so your full earned bonus is visible before you confirm.
Quality of Life
Building tooltips now show gold maintenance cost and Wilderness Bonus state ("active" / "blocked by neighbor") in real time as you build neighbors.
Imperial Decrees appear in the command panel with correct cost-resource labels (Gold or Culture as appropriate) and era-gated visibility.
Building card refreshes when adjacent buildings change, so the wilderness state is always current.
Performance & Stability
Save System
Save timestamp only updates on a confirmed write. No more "Saved 2 minutes ago" when the save actually failed.
Save failures on disk now log a proper OS error code for diagnosis.
Loading a save now correctly clamps phantom worker counts and applies post-load reconciliation in the right order.
Save schema migrated to v28 (automatic — old saves load cleanly with empty Eternal Legacy state).
Performance
Recalculate coalescing — Game state recalculation collapses multiple triggers per tick into a single sweep. Notably faster during culture-threshold + festival transitions.
Modifier cache — Per-tick season/weather/time-of-day modifier work now skips when nothing changed. Big CPU savings during stable weather.
UI style cache — Theme styles now cached on first use instead of allocated per-call. Panel rebuilds are noticeably snappier.
Title-screen asset compression — Background and campfire splash images now use VRAM-friendly compression (~70-80% smaller imports), faster load.
Sound manager idle gating — Audio process loop now suspends when not needed.
Bug Fixes
Tech effects (rate, gathering, capacity bonuses) now apply consistently on next tick instead of an immediate-then-stale flicker.
Worker assignment counts no longer become inconsistent after loading saves with maturing children.
Era food consumption properly scales for new eras (was silently falling back to 1.0× past Empire).
Active event popups correctly re-appear after loading a save mid-event.
Save loads no longer trigger UI recalculations before all systems are ready.
Tech research handler guards against corrupted save data referencing unknown techs.
Save Compatibility
Saves from previous versions load cleanly. New systems (Eternal Legacy paths, Imperial Decrees, gold maintenance) activate automatically once you reach the relevant era. Maintenance does not retroactively charge for buildings constructed in older saves — it begins on the next game-day after loading.
Thanks for playing. The empire stands.
Source
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