Empire Architect cover
Empire Architect screenshot
Genre: Role-playing (RPG), Simulator, Strategy, Indie

Empire Architect

Update 1.60: Stone Mason Hut

Hey Everyone,

Today's patch includes a new building, the Stone Mason Hut. The Stone Mason Hut converts Stone -> Marble, and Marble is used for trading and for upgrading. Along with that I have included upgrades for most of the 1x1 buildings in order to increase their range from 3 to 4. These upgrades are quite expensive, but should add quite a few new builds to your cities when used wisely.

Patch Notes:

- New Building: Stone Mason Hut, Converts Stone -> Marble
- New Resource: Marble, Marble is a high value trade item, as well as being used for upgrading your buildings.
- New Upgrade: Dice House level 2, this upgrade adds 1 worker, and 1 to max range.
- New Upgrade: Fountain level 2, this upgrade adds 1 to max range.
- New Upgrade: Small Temple: Ceres level 2, this upgrade adds 1 worker, and 1 to max range.
- New Upgrade: Small Temple: Minerva level 2, this upgrade adds 1 worker, and 1 to max range.
- New Upgrade: Small Temple: Venus level 2, this upgrade adds 1 worker, and 1 to max range.
- Made some minor optimizations. From testing it comes out to about 1.5% better. Not huge, but its adding up :)
- Minor tweaks to the Spanish translation.



Lastly,

If you are enjoying the game, please take a moment and write a review for the game. Reviews really help to keep the traffic flow for the game up, and it allows me to keep the budget for the game up.

Update 1.59: Spanish Translation

Hey Everyone!

Today's update contains a user created Spanish translation. I have done my best to check it over, and it seems to be very high quality. That being said I cant read Spanish (meaning I can only double check it with google/bing translate) so if there are any issues with it please let me know. I also have an upgrade for the Architect Office, some wage changes, and bug fixes as well.

Patch Notes:

- Added a User created Spanish translation of the game. It means a lot to me that you guys care enough to do this :)
- New Upgrade: Architect Office, this upgrade is 250 gold, and 10 stone. The upgrade provides +1 architects, and +1 builders. It is an expensive upgrade, but should help to smooth out upkeep.
- Text now better fits into buttons at all sizes.
- Text now better fits into dropdowns at all sizes.
- Other Minor UI adjustments to accomodate the Spanish Language.
- Fixed some minor font related issues...
- Fixed some issues with upgraded lumber mill storage.
- Most low wage workers have had their wages raised to 5 per week up from 4 per week.


Please keep the feedback coming, I am working to address it all as things move along :)

Update 1.58: Monitary System Balances

Hey Everyone,

Today I have some balance changes to the unit purchasing algorithm as well as some balance changes to wages and home desires. As far as my testing has gone, this has created a much more consistent outcomes from the unit AI's. This patch is directly based on the feedback of users, so make sure that you let me know if you think something is not working properly. Because if it is a bug, or not working as intended then I can fix it ;)


Patch Notes:

- The purchasing algorithm has been substantially updated. This should produce more consistent , and more accurate, purchasing choices for each unit.
- Merchants are now taxed at a 35%/40%/45% rate based on house level, up from 30% at all house levels.
- Bowyer base wage increased to 8 from 6.
- Pottery workers base wage increased to 8 from 6.
- Butchers base wage increased to 8 from 6.
- Furniture worker base wage increased to 8 from 6.
- Tailor base wage increased to 8 form 7.
- Water Engineers base wage increased to 14 from 10.
- Pottery workers now want level 2 housing up from 1.
- Wine workers now want level 2 housing up from 1.
- Local Merchants now only require level 2 housing down from 3.
- fixed a small bug with extra people being lumped into the "Desires Food Variety" category, this seems to account for about 5-10% of the number you use to see here...
- Updated the French text for the new tech options (still need German translations if anyone is interested in doing it).

Update 1.57: Tech Tree Additions

Hi Everyone,


I mentioned that I had new tech options in the last set of patch notes and here they are :) 7 more of them added, which makes 13 total options up from 6. On top of that I added some keybinds that were requested. Many of the tech options are made to address some of the feedback that was given to me over the last month or so. Hopefully you guys like the additions! I do plan to add more of these over time, so if you have ideas for new ones feel free to make the suggestions :)

Patch Notes:


- New Population Tech Option: "Hidden Pathways", Merchants move 3% faster per point spent.
- New Population Tech Option: "Workmanship", Workshop workers work 3% faster per point spent.
- New Population Tech Option: "Craftsmanship", Finishing workers work 3% faster per point spent.
- New Management Tech Option: "Lead Pipes", Reservoirs range is exteneded by 1 per point spent.
- New Military Tech Option: "Composite Bows", Archers now have 3% greater range per point spent.
- New Military Tech Option: "Guard Training", Guard Towers now have 3% greater range per point spent.
- New Military Tech Option: "Advanced Guard Training", Guard Towers now have 1 more damage per point spent.

- Spoked Wheels now adds 4% cart speed, up from 3% cart speed.
- Drilling now adds 3% health to Legionnaire.
- Added a keybind for itterating through the overlays. The Standard Keybind is "Tab", but you can change it to whatever you want :)
- Added 2 keybinds for itterating through units. The Standard Keybinds are "[" and "]", but you can change them to whatever you want :) When the unit menu is closed these keys will open it.
- Fixed a very rare crash that dealt with the Granary.


If anyone is willing to help translate into French and German the new tech options they are in the install location/XML/techtree folder. That would be very helpful to me :)

Update 1.56: Faventia (level 11)

Hey Everyone,

Today I have the 11th level for you guys. This level is available at the same time as level 10 (by beating level 9), and the challenge for this level is space and logistics related. I ran into some rare bugs that I simply couldnt finish this patch without fixing (call is OCD if you want, though I really am not OCD...), so that is why this is later than I had hoped it would be.

Patch Notes:

- Faventia (Level 11)
- Merchants now move 10% faster ( I plan to add a talent to further increase this).
- Fixed an issue with the trading cards, you should now be getting them much more often.
- Fixed an extremely rare bug with pathing that could cause builders to not reach buildings they should reach.
- Fixed an extremely rare bug that would now allow you to place buildings in certain locations that you should have been able to.

Up next:

I have working on some more tech tree options, as well as getting to the feedback that I have received over the last 2-3 weeks (dont worry I have not forgot about the feedback guys). I plan to spend a couple weeks on that stuff, and then get to level 12.

Lastly:

We have made it all the way up to 99 reviews. If you are liking the game, and you want to be the 100th review (or any number there after) please take a minute and put up a review as it really helps me out :)

Thank you all for your feedback, the game would not be what it is today without it :)

Update 1.55: Olive Press

Hey Everyone,

Today's patch brings the Olive press as well as a couple of bug fixes. The Olive Press converts Olives to Olive Oil.


Patch Notes:

- New Building: Olive Press, The Olive Press produces Olive Oil from Olives.
- New Resource: Olive Oil, Olive Oil is a high cost basic good.
- Fixed a bug in level 10 where upon loading the restricted buildings could be built.
- Fixed a rare crash having to do with the Olive Orchard


I am working on level 11, I hope to get that out to you guys in a week or so. Have a great weekend!

Update 1.54: Olive Orchard and Ease of Use

Hey Everyone,

Got a pretty good sized update for you all today that touches on a decent amount of the feedback I have been getting over the last few weeks. On top of some of those fixes/added features I also have a new building which is the Olive Orchard. Olives are a food type resource, and I will be doing more with them in the future.

Patch Notes:

- New Building: Olive Orchard, Olive Orchards produce Olives.
- New Resource: Olives, Olives are a high cost food source.
- When a building is selected all of its workers will now have a blue highligh circle under so it is easier to follow what they are doing.
- When placing a new building, all other building of the same kind highlight in blue (ex, if I am building a Doctors Office, then all other doctors offices highlight in blue).
- When placing a new building, all other building of the same kind show their range (when applicable).
- Markets now show all possible resources all the time (like warehouses do), this should make it much easier to turn off trading some resources.
- All farms undesirable range has been increased to 5 from 4.
- Trade Routes in custom games are now less predictable.
- Trade Routes in custom games have a chance to buy up to 5 resources up from 4
- Trade Routes in custom games have a chance to sell up to 4 resorueces up from 3
- Custom games can now be deleted (I will try to remember to get campaign deletion in next patch).


Lastly,

If you are enjoying the game, please take a second and head to the game page to post a review. Reviews really help keep the traffic up for the game, and that lets me pour more money into the project. Thank you!

Update 1.53c: More Bug Fixes

Hey Everyone,

This is a pretty small patch, but if fixes some issues that were causing some trouble...

Patch Notes:

- Trade expenses are now properly in their own field, rather than rolled into the trade income field.
- The defunked "Maintenance" field has now been removed from the stats area (this no longer did anything).
- Fixed a bug having to do with trading posts not buying trade goods under rare circumstances...
- Lumberjacks chop wood a bit faster.
- Fixed a bug that could cause imperial request timers to not count down properly.
- Level 10 has had its trade quantities slightly increased.

Update 1.53b: Bug fixes, and translation stuff

Hey Everyone,

Today has bug fixes (all of which are community reported), as well as some fixes for the translations. I will continue to work on bugs and what not, feel free to keep them coming :)

Patch Notes:

- Many translations have been updated and added.
- Brick Kiln now upgrades as intended.
- Fixed a problem with the text scaling on the new buttons.
- Error Messages should now use the new font, please let me know if you see any of these error messages doing anything strange.
- The options menu have been updated a bit.
- Fixed a bug where building roads from the hotkey or road button was free.
- Wages are now properly paid on Friday in the campaign.
- Fixed a bug in level 10 had a few of the starting units not functioning properly.
- Fixed a save issue which could result in having more money after loading.
- Possilby fixed a tradeing post crash (I say possibly becauses I have been unable to duplicate it, but did add error checking to things that may be the issue...)
- fixed a bug with the mouse pointer not working correctly under very specific situations.

Update 1.53: Level 10 and bug fixes.

Hello Everyone,

Level 10 is up, and it is a level that has minimal base materials. This means you will need to trade for base materials and then manufacture more complex goods for trade. I really enjoy this level, I really hope you guys do too! Let me know what you think...

Patch Notes:

- New Level: Cassel, this level will require you to trade for materials in order to manufacture other goods to sell.
- New Achievement for beating Cassel.
- The Town Hall art has been redone, it is now in the proper perspective.
- Trading Posts now store up to 75 items, up from 50.
- Fixed a bug that could cause tutorials to appear in the custom games if you played a campaign mission prior to it.
- Increased the max occupants of level 2 and 3 housing to 7 and 8 respectively up from 6 and 7 respectively.
- Trading posts now trade 25% faster.
- Some finished goods have had their trade values slightly increased.

If anyone wants to help translate the next level text into French or German Please see below:

Governor, we have quelled rebellions in northern Gaul and it is our goal to appease the Gauls through industry and culture.
We have found very little useable resources in the area, but constructing a city in this area will help us to better spread Roman Culture. You will need to trade for base resources, and then convert those base resources in to goods that can be sold for higher prices. Make sure to have plenty of Trading Posts in your city in order to facilitate all of the trade needed.


Lastly,

If you guys are enjoying the game, please take a second and toss up a review. Reviews really help drive traffic to the game, and will allow me to spend more on it in the future.