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

Empire Architect

Update 1.52: Gardens and bug fixes

Hey Everyone,

Today's patch contains the Garden building which works like the statue to raise desirability. There are also some bug fixes, and a UI feature that shows the rate of change (week over week) in the stats -> trade tab.

I hope you guys enjoy the additions ;)


Patch Notes:

- New building: Garden, The Gardens increase desirability in an area.
- Added a "changed" column to the stats -> trade tab. This column tells you the change in total storage throughout your city for each item over the previous week. This should help you diagnose your inventory better.
- Fixed a text issue where desirability was appearing to be required by home level.
- Moved level 9 to a more correct location on the map.
- Fixed a bug in the desirability system that could allow for the overlap of statues.


Lastly,

If you are enjoying the game please take a minute and put up a review for the game. Reviews really help to push traffic to the page, and thus helps me to be able to continue pumping money into the project. Thank you in advance!

Update 1.51: Level 9

Hey Everyone,

Well I got level 9 in :)

This level is a peaceful level. This level is also designed to be a harder level in general. These final few levels will be designed is such a way that you will have to really plan ahead in order to win. I hope you all enjoy it, please let me know what you think!


Patch Notes:

- New Level: Level 9, Vaison-la-Romaine.
- New Achievement: Beat Vaison-la-Romaine.
- Cost of demolishing a tree has been doubled.
- The negative desirability range finder changed from red to orange.
- Fixed a bug that labeled desires wrong at times.
- Removed the "Wants Eductaion" debuff. This buff was originally put in to regulate the speed that you upgraded homes, that is no longer needed now. People will still choose to get educated when living in higher level homes.
- Fixed a rare bug that could affect how much of a item type your people may want.
- Sheep are produced slightly faster.
- Grapes trade value slightly increased.
- Pottery's local price slightly reduced.
- Clothing's local price reduced.
- Furniture's local price reduced.
- The constable's "Feel's Safe" happiness buff now accumulates a bit faster.
- Added the statue portrait.

Also, if anyone can translate the level text for me into German and/or French that would be super helpful!

Update 1.50: Desirability System, and Accent marked button text.

Hey Everyone,

I didnt quite get this patch finished last Friday, but here it is :)

The Desirability System is a system that assigns a desirability value to each house. This value is negatively affected by close proximity (denoted by a red area finder) to production, workshop, farm, and finishing buildings. I also added a statue building to the game that will boost the value by 1. I plan to had a couple more positive buildings to this system at a later date. Positive desirability gives positive happiness, where as negative desirability will give negative happiness.

I spent some time reworking but button class to include the custom font on them (this will allow the accent marks for French and German). I tested this change quite a bit, and I currently dont see any bugs in the process. But the button class is super widespread throughout the game, so if you see anything odd happening please let me know.

Patch Notes:

- Desireability system, placing housing right next to production, farm, workshop and finishing buildings will cause people unhappines.
- New Building: Statue, Statues raise Desireability in a small area.
- New Overlay: Desireability, -2 or less = red, -1 = orange, 0 = yellow, 1 = light green, 2+ = green.
- I reworked buttons to include the custom font of the game. This should mean that accent marks are now on the buttons, but it could also cause issues. I have tried to text the game in multiple ways, but it is possible that I have missed some bugs created by this process.
- Fixed some spacing around text.
- Added French and German to the Exit menu of the game.
- Fixed some translated text.

Update 1.49: Level 8

Hey Everyone,

I hope you all have a great holiday season! I took some time with family, but I am back to hammering hard on the game at this point. As of now I am going to be trying to put out and update every Friday for the next couple of months in order to finish out the base content.

All that being said this patch contains level 8, which is a survival level. To gain access to this level you will need to have completed the first battle map.

Patch Notes:

- Level 8, Sicilia is a battle type map in which you have to survive for 150 days.
- Lag when spawning event (rare, but it was happening at times) should be substantially reduced, if not totally eliminated.
- Fixed a bug that could cause the user to not lose a campaign game when their town hall was destroyed.
- Level 4 now is the first level to have no building restrictions.
- Level 3 will now see some events take place.
- The AI will no longer build right next to your city.
- Fixed a bug where AI Guard Towers could bug out the AI.
- Tweaked the look of bridges to avoid some draw issues.

Translations:

If anyone is willing to translate the 3 sentences (into French and German) for the new level that would be SUPER helpful to me :)

Lastly,

If you are enjoying the game please take a minute and put up a review for the game. Reviews really help to push traffic to the page, and thus helps me to be able to continue pumping money into the project. Thank you in advance!

Update 1.48: Invading Army Event, AI work, fixes

Hi Everyone,

I hope you are all having a great holiday season! This update adds small invading armies to the list of possible events, this event can be turned off in custom games, as I have added a new option for it, and it should be off for all saved games. So if you want to play with this feature then you will need to start a new game.

I also spent some time working on getting the AI doing a bit more, there is much more to do on this front, but this should help them step up a bit.

- New Event: Invading Army, this event creates a banner which will then spawn a small army after a short period.
- New Alert: Invading Army Alert, this will alert will tell you the event is happening, and give you a "Go To" link.
- AI's attack timings have been tweaked. This should produce a more consistent behavior.
- AI's should now do a bit more with their cities (I will continue to add to this).
- Architects have been tweaked to favor closer buildings even more than before (I will continue to monitor this).
- Buildings decay about 2.5% more slowly now.
- The list of city issues has been expanded to 4 items rather than 3.
- Rubble Piles should now draw under units rather than over them.
- Increased the font size of some of the text on the campaign level info screen.

Update 1.47: Basic Goods production Flow work, and balancing

Hey Everyone,

So I spent the last few days working towards a better flow for most of the basic goods production pipelines. There have been reductions in workers needed, a rise in carrying capacity for cart pushers, and much more. They are lots of little change that add up to a much better flow :)

- The "Unobtained desires" has been split into "Desires Basic Goods" and "Desires Food Variety". This should help to better explain what is needed.
- Tailor Shops now only need 2 tailors, each tailors now work fast enough to make up it. This should have no effect on production capacity, but reduces total population required.
- Weaving shops now only need 2 weavers, each weavers now work fast enough to make up it. This should have no effect on production capacity, but reduces total population required.
- Butcher Shops now only need 2 butchers, each butchers now work fast enough to make up it. This should have no effect on production capacity, but reduces total population required.
- Sheep Farms now only need 3 Shepherds, each shepherds now work fast enough to make up it. This should have no effect on production capacity, but reduces total population required.
- Pottery Huts now only need 2 pottery workers, each pottery worker now work fast enough to make up it. This should have no effect on production capacity, but reduces total population required.
- Furniture Factories now only need 2 furniture workers, each furniture workers now work fast enough to make up it. This should have no effect on production capacity, but reduces total population required.
- Doubled the amount of wood that can be chopped from trees.
- Wool production has been halved, but the requirement to make cloth has also be halved, and the trade value has been doubled... The net effect should be to reduce the cloging of your warehouses, it trades for more (same number = more money), and to make it easier for cart pushers to deal with it.
- Cart pushers now have a carrying capacity of 5.
- Lumber is now produced more quickly.
- Furnature is now produced more quickly.
- Cloths are now produced more quickly.
- Carrying speed increased.
- Furniture is now produced 2 at time, and costs 5 lumber per 2 down from 3 per.
- food lasts a bit longer.

Lastly,

If you are enjoying the game (or at least like the direction it is going), please put a review up for the game as it really helps me out. Positive reviews causes steams algorithm to send more traffic to the game, which in turn allows me to spend more money on assets and sounds for the game.

Update 1.46: Desire system 2.0, Level 3 housing, rebalancing, and some major bug fixes.

Hey Everyone,

I hope you all had a great week last week, and happy belated Thanks Giving for all you USA peoples! So this is one of my biggest patches I have ever done for this game (normally they are many small patches, rather than a few large ones), but this is a big change and it required time.

Desires system 2.0:

Desires are no longer based on the home that the unit is living in, but rather based on their desired home. This should make it more beneficial to upgrade homes (less negatives all at once). Desires now give +2 happiness for each desire they have in their inventory, and -1 for any desire that is missing. I have been putting a ton of testing into this system, but it will requires some tweaking to perfect. This system allows for much higher happiness of well made cities, but is more punishing for poorly made cities.

Level 3 housing:

Most of the jobs that wanted level 2 housing now want level 3 housing. In general finishing workers, architects, priests, and constables want level 2 housing now. This should require many many more houses to be upgrades, as a result the upgrade costs for houses have been cut in half.

Patch Notes (I will be honest some of the minor changes didnt make it on the list):

- Added A starving overlay. Red means at least 1 person is starving that lives there.
- The "Obtained Desires" buff has been fully reworked. Now it will check daily to see if the units desires are met, and then grant a +2 happiness buff for all met desires, and -1 desires for all unmet desires. This will allow a much higher happiness cap in well run cities, but it will reduce happiness for poorly run cities.
- Desires are no longer based on the house that the individual is living in, rather they are now based on what level house they desire to live in... This will push the users towards upgrading housing appropriately.
- Almost all professions that required level 2 housing previously, now require level 3 housing. The exception to this is priests who will remain at 2.
- Architects wages have been raised to 6 from 5.
- Architects now desire level 2 housing.
- Constables now desire level 2 housing.
- Game Operators now desire level 2 housing.
- Blacksmiths now desire level 2 housing.
- Furniture Workers now desire level 2 housing.
- Tailors now desire level 2 housing.
- Bowyer Workers now desire level 2 housing.
- Mint Workers now desire level 2 housing.
- Pottery Workers now desire level 2 housing.
- Wine Workers now desire level 2 housing.
- Butchers now desire level 2 housing.
- Level 2 housing upgrade cost reduced to 25 Denarii and 2 wood from 50 Denarii and 3 wood.
- The penalty for wanting clean water for level 2 houses has been reduced to -1 happiness from -2 happiness.
- Wealthier people now eat a bit more food.
- Residence of level 1 housing no longer desire basic items.
- The "Paid On Time" happiness buff has been removed, as it was no longer needed, and always present in the current format.
- Town Halls now start with 20 Wood, 10 Bricks, and 4 Lumber in custom games. This should help get your city going early.
- Grapes now produce more slowly.
- Sheep now produce faster.
- Clothing now produces faster.
- Clothing now costs 5 cloth for 2 Clothing, down from 3 cloth for 1 clothing.
- Wool Thread now produces faster.
- Cloth now produces faster.
- Reservoirs range is now 8 up from 7.
- Doctors office range is now 4 up from 3, but the building now wants 3 doctors up from 2.
- Swords now require 5 iron to make down from 6.
- Markets can now store 125 items up from 100, the upgrade has also been increased to 150 from 125.
- Wants Education debuff has been reduced to -1 happiness from -2 happiness.
- Fixed a bug in the "not accepting" feature that could allow the resource in.
- Fixed a bug in the shopping AI that could result in a unit not buying something when they otherwise should have (this will reduce starving in large cities).


If you guys are enjoying the game, or at least the direction it is going, please take a second and put up a review for the game. Positive reviews help boost traffic, and thus will increase how much I can spend on the game. Thanks in advance!

Update 1.45: Sound Batch 2

Hey Everyone,

Well I have been trying to get more sounds made for the game for quite awhile, and now I have a 2nd batch of them. This batch about doubles the total sounds in the game. Today I have added the new building related sounds, but I have not finished the god power sounds, or the unit selection sounds that I currently have.

If any of you have specific sounds you feel are needed please let me know, and I will get them made in the next batch. I plan to have the next batch commissioned before next month, so feel free to make suggestions for awhile :)

Patch Notes:

- New Sound: Sheep farm
- New Sound: Religious buildings
- New Sound: Storage buildings
- New Sound: Wells and Fountains
- New Sound: Reservoirs
- New Sound: Aquaducts
- New Sound: Bathhouse
- New Sound: Dice House
- New Sound: Theater
- New Sound: Gladiator Pit
- New Sound: Thread Maker
- New Sound: Weaving Shop
- New Sound: Doctors Office
- New Sound: Butcher Shop
- New Sound: School
- New Sound: House

Update 1.44: Trade Quantity Event

Hey Everyone,

I have another event for you guys today, as well as some bug fixes and a bit of balance work. The new event changes the quantity of a resource being traded in a trade route. This event should force you to make changes to your economy as the level goes on. More trade based events are coming, but this should get the ball rolling. Please let me know what you all think of the event system so far, and if you have ideas for events, then I would love to see them :)

I am still tweaking with the event system, and trying to get it to flow as smoothly as possible before I put out more content because I want the new content to take advantage of the new system.

- New Event: Change Trade Quantity, This event raised or lowers the quantity of an individual resource that a trade route trades.
- Raised the amount variation in Resource requests.
- Fixed a bug where warehouses would sometimes take resources from Trading posts.
- Fixed some typos in the text.
- Added a range to when event can occur, this will make the system less predictable.
- Rebalanced the cooldown on each event.

Update 1.43: Event System, and Favor System

Hey Everyone,

I know its bit a bit since the last patch, but this set of systems took quite a bit of time to put in (as well as some sickness downtime on my part). I needed to get these in the game before I do any more levels. The systems will give me the ability to do quite a bit more with levels, which should give them much more depth. These systems are in their simplest form right now, but I plan to add events at a rate of 1-2 per month for awhile.

Patch Notes:

- New Rating: Imperial Favor, This rating reflects how the emperor feels about your work. Imperial Favor will start to be required to complete levels (I will be adding it into at least level 6 & 7 next week I hope). Low favor rating will cause the Emperor to act out against you and your city.
- Event System, I laid the ground work for the event system that I have talked about previously (this is why this update took so long), for now it is only being used to fuel the Imperial Favor rating but it will expand (I am hoping to add an event or 2 per month for awhile).
- New Event: Resource Request, This event takes place when the emperor requests resources from you. The request is timed, and requires you to send X amount of Y resource. If fulfilled in time, you will gain Imperial Favor, if not then you will lose Imperial Favor.
- New Event; Imperial Fine, This event only takes place when you have positive money, and a favor rating of -10 or less. This event will fine you between 400 and 2000 denarii, and raise your favor rating by 5 points. This serves as both a penalty for low rating, as well as raising you out of that low rating.
- New Stat Tab: Imperial Tab, This tab will show all imperial requests, and any other imperial bits that get added over time.
- Fixed the width on one of the alerts for Ceres.
- Fixed a bug where level 2 roads didnt load correctly.
- Fixed a rare bug that could cause a small amount of starving to incorrectly occur. This may account for 2-3% of starving in large cities.


Lastly,

If you are enjoying the game (or at least like the direction it is going), please put a review up for the game as it really helps me out. Positive reviews causes steams algorithm to send more traffic to the game, which in turn allows me to spend more money on assets and sounds for the game.