In this update4
Full notes
Full Pompeii: The Legacy update
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What changed
- Gameplay
- Fixes
- Balance
Pompeii: The Legacy changes
Patch v1.003.0 is here!
Hello Governors, and thank you all for continuing to build Pompeii!
This update is focused on further quality-of-life improvements, fixing inconsistencies in stats, and making numbers clearer and more reliable across the game.
I’m continuing to refine the experience based on your feedback, thank you for all the reports and suggestions, they really help a lot.
What’s new & improved:
Houses now stay on the Upgrade panel after upgrading (instead of switching to Data)
More accurate ship travel info - now shows how long the journey takes in both directions
Upgrade hints now display both required resources and current stock amounts
Added “Fully Upgraded” hint when no further upgrades are available
Houses can now also be upgraded directly from the Buildings panel
Adjusted Apothecary House upgrade cost
Fixed missing hints for trade resources on ships
Fixed repair cost display to show the correct amount
Happiness hints now show resource consumption per house
Improved trade availability for: Mushroom, Honey, Charcoal, Medicine
Fixed issue where only 9 trade resources were visible in the city
Combo bonuses now correctly display actual values above buildings within range
Various text fixes
Balance tweaks (slightly reduced consumption of Basic and Luxury goods)
What’s next?
Another update is coming next week, with more in-game hints to help with city management, and hopefully anti-aliasing (FXAA) support as well.
A quick note on how trade works
I also wanted to add a short guide to help clarify how trade works in the game, since it can be a bit confusing at first.
Once you establish a trade route with another city, you assign a ship to it. Each ship has its own speed, and on the Ship panel under “Travel time”, you can see how long it takes for a full round trip (from your city to the target city and back).
For example, if the travel time is 2 months, and you set a resource to export 500 units per month, the ship will actually try to load 1000 units (for the full round trip), which results in an effective monthly trade of 500 units.
So the key things to consider are:
ship speed
distance to the city
travel time
These determine how much your ship can realistically transport.
Another important factor is the Trade Target Quantity set in the Stock panel. If your ship tries to load 1000 units, but your Trade Target Quantity only allows 500 above your current storage, the ship will only take 500.
Lastly, keep in mind that prices vary between cities. Each resource can have a different buy/sell price depending on the trade partner. You can check this in the Stock panel, on the bottom right, you’ll see a list of cities trading the selected resource along with their prices. This helps you find the most profitable trade routes.
After all, the Romans built their empire through trade across the Mediterranean, so in the game, trade is a bit more detailed by design.
Source
Changelog.gg summarizes and formats this update. How we read updates.
