We have some important news to share with you today about the ongoing development of the game.
The final gameplan and core game is now at a stage where we can work towards a full release of the game. All of the major features still to come are being worked on simultaneously and are in most cases intertwined. Due to the way these features are reliant on each other it no longer makes sense to continue with our previous plan of releasing smaller updates that ultimately won’t work well as standalone features.
Due to this we have decided that the next major release will be the full release. This will allow us to focus on integrating all remaining features into the game and delivering a more polished, higher quality game. It will also have the added benefit of reaching the full release sooner so that you can get the best gaming experience and enjoy Foundation to its fullest.
We know you will all want to know how soon, however, we don’t have a release date to announce at this time as we still have plenty of work to do, but do know that development is progressing well. Foundation is an ambitious game, and we will of course keep you updated with any news as soon as we have more to share.
Early Access Adopters
For all our Early Access backers, this doesn't mean we won’t be releasing any updates before the full release. On the contrary, we will continue to work on bug fixes as well as Quality of Life (QOL) features and improvements, based on community feedback, so that we can improve on the core game experience in preparation for the final release. With this in mind, we will be announcing our next QOL update soon!
A BIG Thank You!
Foundation’s development journey has been an unbelievable experience made so much better by all of you, the fantastic community, that has helped us along the way. We would like to thank every Early Access adopter for supporting us and helping us deliver a high quality game that we wanted to create and also one that you want to play for many years to come. We continue to welcome all feedback from the community and we can’t wait to unveil the full release of the game for you all to enjoy!
The Polymorph Games Team
Patch 1.9.6.8 is now live!
Hello everyone,
Patch 1.9.6.8 is now live.
The eagle-eyed community noticed a bug for which we have released a hotfix patch today.
Bug Fix
Villager - Buffs and debuffs only expired one at the time, resulting in unintentionally long de/buffs
Update
Localization
Patch 1.9.6.7 Is Now Live!
Hello everyone,
Patch 1.9.6.7 is live with a number of bug fixes and updated localizations. See below for changelog.
Bug Fixes
Monument Window - The build button from the parent Monument would not start the build under specific conditions
Inherited Land Privilege - The tally did not carry over when reloading the save
Monastery - The attach node for the Modest Hall, Minor was outside of the building zone
Military Fort Barracks Window - Remove the housing quality section
House Window - removed repetition of maximum capacity information
Rare crash - caused by incorrect house setup
Update
Localization
Patch 1.9.6.6 Is Now Live!
Hello everyone,
Patch 1.9.6.6 is now live for Foundation, bringing with it a number of bug fixes. We’ve detailed all of the content below.
Bug Fixes
The market’s white tent texture wasn’t visible when looking from below the model
Monks and nuns sometimes sat at incorrect angles on benches while fulfilling their cloister need
The mandate button wasn’t highlighted when opening the mandate window from the manor house
Crash linked to masterpieces
The transporter will not fetch resources from a workplace that has no worker assigned
Gloomy Villagers - Event can trigger on load even though happiness is high
Manor House’s Stone Gate Elevated entrance, in some cases, did not let the villagers pass
Modding-specific
Crash with mods that upgrade houses using parts with scalers
Custom warehouses displayed a maximum of 4 slots
General fixes with the vehicle function
Livestock Farms weren't enumerated in the main window of a monument
As always, thanks for sharing your feedback, and don’t hesitate to get in touch with us should you experience any issues whilst playing.
Patch 1.9.6.5 Is Now Live!
Greetings medieval city builders!
We have just released another patch that tackles a handful of recently discovered bugs. Here’s what you need to know:
Bug Fixes
Building categories were not being added to the build menu when a new building category was unlocked
Adding a part to an already-built masterpiece deactivated its effect even if all the required parts were present
The Stone Arch’s construction step 0 wasn’t grounded
The Cloister’s Modest Door access path was too short, which prevented passage
Crash with the Free Build sub-building function of the Market Stall
Crash with very old saves
Patch 1.9.6.4 Is Now Available!
Hello Foundation community!
We've just rolled out a small patch that includes an update to the localization and various fixes. Find the details below:
Update
Localization
Bug Fixes
Building sub-buildings from the main monument window led to functions not being active after completion
The dropdown for legacy monasteries wasn’t visible, which also affected some mods
Modding-specific
Mod cache wasn’t properly updated after FBX changes
Thanks for all your valuable feedback on the recent changes. It's great to see everyone enjoying this update!
Thank you and we hope you’re having a great time with the new Desirability and Beautification changes!
Patch 1.9.6.3 Is Now Available!
Hello everyone!
Thanks to some quick feedback from the community, we’ve picked up on a few small bugs that have now been addressed in patch 1.9.6.3. Find the details below:
Bug Fixes
Sub-buildings’ attach nodes remained visible even after closing the sub-building window while not building anything
The preview tooltip for building parts with no building costs displayed two separators instead of one
Houses could be stuck with a green highlight from the Beautification visual filter when placing decorations using SHIFT+click
Crash under specific circumstances when abandoning a territory
Thank you and we hope you are enjoying the new Desirability and Beautification changes!
The 1.9.6 Desirability Update Is Now Available!
Hello everyone and welcome to Update 1.9.6!
This version brings forth significant changes to the game, including a brand-new Desirability and Beautification experience. We’ve also implemented multiple Quality of Life (QOL) improvements in response to community feedback such as the sub-building flow. Without further ado, let’s get down to the details!
New Desirability System
Desirability represents the overall attractiveness of an area within your village and is at the heart of this update. In the past, the Desirability of an area was quaternary: low, average, high or very high. We’re changing this formula to a more binary approach where you have a better control over housing quality.
Housing Quality
The first thing you’ll notice when clicking on a house are new Housing Quality details, the first one of which is to be located within a Residential Area. Furthermore, in order to upgrade, a house will need the following:
Desirable Neighborhood (away from noisy and dirty environments)
Beautification Area (close to buildings or decorations that provide a Beautification bonus)
Villagers of Commoner status or higher looking for such a house
Village Embellishment
As part of the new Desirability system, you’re now encouraged to beautify your village with the help of decorations. Decorations contribute to the creation of Beautification Areas, which are needed to upgrade houses from low to medium quality.
Each decoration applies its own Beautification radius according to a combination of their visual footprint and quality. Adding multiple decorative elements next to each other will increase the Beautification Area by merging their area of effect.
A new Beautification visibility layer has been added so that affected areas can be easily identified.
Housing Degradation
Housing Degradation is a new mechanic introduced in Update 1.9.6. Rather than being only able to upgrade, houses can now also degrade in quality. This happens when one of the criteria under Housing Quality is no longer met. Note that this is something you are able to control, when you decide if an area has the requirements for higher house quality or not.
Changes to Needs
Foundation was always meant to remain a calm and pleasant experience where you can play at your own pace, so it was important for us to ease down a bit the pressure of filling the needs of your villagers, especially when you have your first Commoners. As such, we’ve separated the Needs in two main categories:
Essential Needs – must be fulfilled, else they trigger a shortage leading to a Happiness penalty
Additional Needs – will not trigger a shortage unless they’ve been fulfilled once
This will allow you to progress at your own pace, without the pressure of your villagers leaving because of unfilled needs. Note that once filled once, the additional needs will trigger a shortage if they are not met anymore.
In the same vein, we’ve reduced the amount of information displayed in the villager window, to keep the most relevant information.
Other Improvements
Improved Monument and Sub-Building Experience
Following player feedback, we’ve made a number of changes taking aim at monuments and sub-buildings’ navigation.
Resources and Progression Tabs Modifications
The Resources tab (F3) from the Book has been simplified for easier identification of tradeable resources. Icons to purchase and sell resources are now disabled by default and only enabled if players have access to a trade route that either purchases or sells said resource.
You will also notice that the Splendor cost of each Estate unlockable from the Progression tab (F5) is now displayed in their tooltip, even if the requirements have not been reached yet.
If you haven’t already, give our latest Devlog a read if you want to learn more about what’s next for Foundation.
Changelog
New
Houses now have House Quality requirements to upgrade, which are displayed in their building window:
Desirable Neighborhood
Beautification Area
Villager of Commoner (or above) status looking for such a house
Tooltips have been added to the the house window UI
Buildings providing Beautification now have a Beautification Area. The range is based on the decoration’s Beautification value and its visual footprint
Noisy or filthy buildings can create an undesirable area, which affects Neighborhood Desirability. Such is the case for the following:
Brewery
Butchery
Cheesemaker
Charcoal Hut
Dairy Farm
Fisher’s Hut
Gold Smelter
Hunter’s Hut
Iron Smelter
Quarries
Sawmill
Sheep Farm
Stonecutter Camp
Stonemason Hut
Upgraded houses can now revert to a prior level if their Desirability requirements are not met. This happens after reaching a deadline and only if players don’t remedy to the situation
Added the following visual filters:
Beautification
Undesirable Neighborhood
Needs are now split into two categories:
Essential Needs (must be fulfilled)
Additional Needs (facultative)
Contextual help
Housing Quality
Beautification
Prosperity
Help menu:
Beautification
Important notification : Equipping your soldiers
Update
Renamed the “Comfort” need to “Housing”
Localization
Help menu
Desirability
Housing
Balance
Legacy Desirability (House Placement)
Pre-1.9.6 Desirability (Legacy Desirability) has been specialized into a system that dictates Villagers where to settle
Beautification no longer provides Legacy Desirability
The following buildings provide Legacy Desirability:
Village Center
Churches (except Chapel and Abbatial Churches)
Market Stalls
Tavern’s Service Counter
Well
Villagers now follow these rules:
They settle in Residential Areas
They settle close to the Village Center
They aim to settle close to Need providers
They aim to settle close to their Workplaces
The Desirability Visibility layer has been removed
Decorations’ Costs & Effects
As Beautification Decorations no longer provide Legacy Desirability; costs and Beautification values have been modified:
Village Tree Beautification value has been increased from 1 to 2
Village Tree upfront cost has been increased from 7 to 20 coins
Tall Banner upfront cost has been reduced from 25 to 20 coins
Fountain upfront cost has been reduced from 330 to 320 coins
Plant Arch upfront cost has been reduced from 82 to 80 coins
Knight Statue upfront cost has been reduced to 320 coins
Sheep Statue upfront cost has been reduced from 325 to 320 coins
Cypress upfront cost has been reduced from 47 to 45 coins
Large Wall Banner upfront cost has been reduced from 90 to 80 coins
Polished Stone Arch upfront cost has been reduced from 50 to 45 coins
Stone Gateway upfront cost has been reduced from 85 to 80 coins
Stone Arch upfront cost has been reduced from 25 to 20 coins
Grand Fountain upfront cost has been reduced from 730 to 720 coins
Elegant Fountain upfront cost has been reduced from 255 to 245 coins
Marble Basin upfront cost has been reduced from 415 to 405 coins
Elegant Stone Arch upfront cost has been reduced from 130 to 125 coins
Polished Fountain upfront cost has been reduced from 135 to 125 coins
Elegant Tree Planter upfront cost has been reduced from 82 to 80 coins
Large Tree Planter upfront cost has been reduced from 127 to 125 coins
Elegant Post upfront cost has been reduced from 47 to 45 coins
Polished Basin upfront cost has been reduced from 135 to 125 coins
Large Font Beautification value has been decreased from 6 to 4
Large Font upfront cost has been reduced from 190 to 80 coins
Small Font upfront cost has been reduced from 190 to 180 coins
Elegant Balustrade upfront cost has been reduced from 47 to 45 coins
Simple Tree Planter upfront cost has been reduced from 22 to 20 coins
Polished Planter upfront cost has been reduced from 22 to 20 coins
Wall Fountain Beautification value has been increased from 2 to 5
Wall Fountain upfront cost has been increased from 25 to 125 coins
Quatrefoil Basin upfront cost has been reduced from 50 to 45 coins
Masterpiece Beautification
Masterpiece parts now yield Beautification in addition to Splendor at no extra cost
Automated Fountain
Automaton Tower, Columns yields 1 point
Marble Basin yields 1 point
Marble Steps yields 1 point
Automation Tower, Spire yields 1 point
Automaton Tower, Fountain yields 1 point
Bird Automaton yields 1 points
Jacquemart yields 2 points
Fountain Sculpture
Fountain Pedestal, Quatrefoil yields 1 point, plus 1 point per tiling
Fountain Pedestal, Hexagonal yields 1 point, plus 1 point per tiling
Axe Lady, Gold yields 3 points
Laborer, Gold yields 3 points
Shoveler, Gold yields 3 points
Pickman, Gold yields 3 points
Axe Lady, Marble yields 2 points
Laborer, Marble yields 2 points
Laborer, Gold yields 2 points
Shoveler, Gold yields 2 points
Quatrefoil Basin yields 2 points
Octogonal Basin yields 2 points
Gem Encrusted Cross
Large Pedestal, Hexagonal yields 1 point, plus 1 point per tiling
Small Pedestal, Hexagonal yields 1 point, plus 1 point per tiling
Small Pedestal, Square yields 1 point, plus 1 point per tiling
Large Pedestal, Square yields 1 point, plus 1 point per tiling
Cross of the Faith yields 10 points
Stepped Base, Hexagonal yields 2 points
Stepped Base, Square yields 2 points
Knight Statue
Octogonal Plinth yields 2 points
Octogonal Pedestal yields 1 point
Small Octogonal Pedestal yields 1 point
Alcoved Pedestal yields 1 point
Square Plinth yields 2 points
Large Pedestal, Square yields 1 point per tiling
Blue Banner, Swallowtail yields 1 point
The Vainquisher, Gold yields 5 points
The Peacekeeper, Marble yields 3 points
Small Bowmen, Marble yields 2 points
Small Knight, Marble yields 2 points
Blue Banner, Round yields 1 point
Lush Garden
Stone Pillar yields 1 point per tiling
Stone Basin yields 1 point per tiling
Bush Pergola yields 1 point
Royal Balm Bush yields 1 point
Stone Planter, Quatrefoil yields 1 point
Pear Tree yields 1 point
Plum Tree yields 1 point
Almond Tree yields 1 point
Stone Planter, Diamond yields 1 point
Almond Espalier yields 1 point
Plum Bush yields 1 point
Stone Fountain yields 1 point
Ogive Bush yields 1 point
Oval Bush yields 1 point
Roses Pergola yields 1 point
Round Bush yields 1 point
Stone Planter, Round yields 1 point
Stone Bench yields 1 point
Officinal Garden
Sunvines Planter yields 1 point
Tailor’s Tongue Planter yields 1 point
Treillis Fence yields 1 point
Royal Balm yields 1 point
Cleansing Fountain yields 1 point
Sunvines Pergola yields 1 point
Crossmint and Pennybane Planter yields 1 point
Cattlegold Planter yields 1 point
Rainmilk and Tailor’s Tongue Planter yields 1 point
Knightworth Planter yields 1 point
Seeling Planter yields 1 point
Royal Balm Planter yields 1 point
Crossmint Planter yields 1 point
Rainmilk Planter yields 1 point
Shrine
Stone Alcove, Wide yields 1 point
Stone Alcove, Narrow yields 1 point
Marble Altar, Wide yields 1 point
Marble Alter, Narrow yields 1 point
Votive Candle yields 1 point
Votive Candles yields 1 point
Indigo Spire Flower yields 1 point
Fragrant Bouquet yields 1 point
Pleasant Bouquet yields 1 point
Cardinal’s Robe Flower yields 1 point
Sunvines Cluster yields 1 point
The Mother of Peace, Marble and Gold yields 10 points
Stone Steps yields 1 point
Stone Bench yields 1 point
Votive Stone yields 1 point
Majestic Stained Glass
King and Monk, Stained Glass yields 15 points
Mother and Child, Stained Glass yields 15 points
Giant Gate
Buttress yields 1 point
Fortified Gatehouse yields 5 points, plus 1 point per tiling
Round Turret yields 1 point
Great Tower, Rounded yields 3 points
Great Tower, Squared yields 3 points
Watchtower yields 1 point
Wooden Brattice yields 1 point
Stone Brattice yields 1 point
Wooden Hoarding yields 1 point
Stone Gate yields 1 point
Small Window, Closed yields 1 point
Small Window yields 1 point
Small Window, Fortified yields 1 point
Wall Banner, Blue yields 1 point
Wall Flag, Blue yields 1 point
Wall Heraldic, Blue yields 1 point
Wall Heraldic, Spliced yields 1 point
Wall Heraldic, Splits yields 1 point
Wall Heraldic, Striped yields 1 point
Lancet Window yields 1 point
Porticullis yields 1 point
Stone Bridge
Beautification values have been removed from the Stone Bridge structure (its decorations still yield Beautification)
Masterpieces’ Costs, Splendor & Ordering
Golden Cross
Large Pedestal, Hexagonal base Splendor yield has been reduced to 2 Splendor
Large Pedestal, Hexagonal base Tools cost has been reduced to 5 Tools
Large Pedestal, Hexagonal base Upkeep value has been reduced to 2 Coins
Small Pedestal, Hexagonal base Marble cost has been reduced to 10 Marble
Small Pedestal, Hexagonal base Tools cost has been reduced to 5 Tools
Small Pedestal, Hexagonal tiling Tools cost has been reduced to 5 Tools
Small Pedestal, Square base Marble cost has been reduced to 10 Marble
Small Pedestal, Square base Tools cost has been reduced to 5 Tools
Small Pedestal, Square tiling Tools cost has been reduced to 5 Tools
Large Pedestal, Square base Splendor yield has been reduced to 2 Splendor
Large Pedestal, Square base Tools cost has been reduced to 5 Tools
Large Pedestal, Square base Upkeep value has been reduced to 2 Coins
Stepped Base, Hexagonal base Marble cost has been reduced to 40 Marble
Stepped Base, Square base Marble cost has been reduced to 40 Marble
Stepped Base, Hexagonal and Stepped Base, Square have been reordered before the other bases.
Knight Statue
Octagonal Plinth base Splendor is set to 2 Kingdom Splendor
Octagonal Plinth base Upkeep is set to 2 coins
Octagonal Plinth base Marble cost has been reduced to 30 Marble
Octagonal Plinth base Tools cost has been reduced to 5 Tools
Octagonal Pedestal base Splendor is set to 1 Kingdom Splendor
Octagonal Pedestal base Upkeep is set to 2 coins
Octagonal Pedestal base Marble cost has been reduced to 10 Marble
Octagonal Pedestal base Tools cost has been reduced to 5 Tools
Small Octagonal Pedestal base Splendor is set to 1 Kingdom Splendor
Small Octagonal Pedestal base Upkeep is set to 2 coins
Small Octagonal Pedestal base Marble cost has been reduced to 10 Marble
Small Octagonal Pedestal base Tools cost has been reduced to 5 Tools
Alcoved Pillar base Marble cost has been reduced to 20 Marble
Square Plinth base Splendor is set to 2 Kingdom Splendor
Square Plinth base Upkeep is set to 2 coins
Square Plinth base Marble cost has been reduced to 30 Marble
Square Plinth base Tools cost has been reduced to 5 Tools
Removed Costs and Yields from Large Square Pedestal as it is stored in the Tiling part
Fountain Sculpture
Fountain Pedestal, Quatrefoil base Splendor has been reduced to 2 Kingdom Splendor
Fountain Pedestal, Quatrefoil base Upkeep has been reduced to 2 coins
Fountain Pedestal, Quatrefoil tiling Marble cost has been reduced to 5 Marble
Fountain Pedestal, Hexagonal base Splendor has been reduced to 2 Kingdom Splendor
Fountain Pedestal, Hexagonal base Upkeep has been reduced to 2 coins
Food Grace Period Delay
Increased Villager Food first consumption Grace Period delay to 180 days
Increased Monastics Food first consumption Grace Period delay to 180 days
Improvements
Monuments
Monuments now have their own category filter in the Build menu
Monuments’ building windows have been cleaned in a bid to enhance the player experience:
Down to two tabs: Monument Overview and Sub-Buildings
Upkeep and effects have been moved below the monument’s description
The Edit Building option now shows all Sub-Buildings with their respective Upkeeps and Effects
Players can change the functions of existing Sub-Buildings
Players can add more Sub-Buildings
The list of parts in Preview mode has been simplified to only show the size and the action buttons
The Sub-Building back button has been simplified to only show the Parent Monument’s name
Free Build is now found at the end of all available Sub-Building functions
Book
Resources tab (F3): label icons used for the Buy from them and Sell to them sections have been modified to up and down arrows in an effort to convey trading feedback more efficiently
Progression tab (F5): Influence cost information for Estate unlockable elements is now displayed in the tooltips
Main Menu
Players can now sort mods using a Date Updated filter
Other Fixes and Tweaks
Advanced Onboarding Starting Conditions
In addition to previous conditions, the Commoner Promotion Advanced Onboarding now checks for either:
You have at least 30 population
You have a job that requires a Commoner
You have a Serf is ready to be promoted
Decorative Advanced Onboarding now checks for either:
You have unlocked the first Decorative unlockable
You have a Commoner
The quest for the Decorative Advanced Onboarding now requires you to unlock the first Decorative unlockable.
In addition to previous conditions, the Monastery Promotion now checks for either:
You have 10 Manuscripts
You have a job that requires a Monk/Nun
You have reached the Tier 3 Clergy
Fixed incorrect notifications in the the Monastery Promotion Advanced Onboarding
In addition to previous conditions, the Second Food Advanced Onboarding now checks for either:
You have at least 30 villagers
You have a job that requires a Commoner
You have reached the Tier 3 Common Path
Bug Fixes
Churches could only have one masterpiece part
Rare crash with a monk visiting a Hospitium
The ‘Near Riverside’ masterpiece condition wasn’t updated when removing or adding an individual part
Workers didn’t fetch additional resources if they were missing some during a work cycle
Modding-specific
Exposed the scissors prefab for Tailors
Vehicles can now be unassigned from agents
Experimental Update 1.9.6.1.0906 is now live
Hi everyone!
Update 1.9.6.1.0906 is now live on the experimental_desirability beta branch.
Changelog
Crash fixes
Housing - Promoting a commoner in a house that meet all upgrade criteria will now evict the Commoner so they search for a new home (or come back to upgrade their old house)
Remove zoning tooltip from visibility menu
Balancing tweaks and fixes to Masterpieces
Modding
Expose House requirements data
Fix some mods not loading
Aladdin's Lamp
Residential Area (Vanioville)
Experimental Update 1.9.6 Is Now Available
Hello everyone!
We are pleased to announce the availability of an Experimental Build for Update 1.9.6!
You can jump right in and try the new Desirability experience we’ve been working on. Here’s an overview of what awaits:
Housing Quality: houses now need to be in Desirable Neighborhoods (away from noisy and dirty environments) and Beautification Areas for them to upgrade. Additionally, a villager of Commoner (or above) status must be looking for such a house.
Housing Degradation: medium-quality houses can now degrade if any of their Housing Quality requirements are not fulfilled. They will revert to low-quality after a grace period, giving you ample time to react.
Village Embellishment: you are incentivized to place decorations and building parts that provide a Beautification bonus close to houses. Doing so will create the aforementioned Beautification Areas needed for houses to upgrade.
Improved monument and sub-building navigation: it’s now easier to identify monuments with the addition of their own icon in the building window. We cleaned up the UI and moved the maintenance cost below the monument description. You will also notice a new filter in the building menu, allowing you to easily access available monuments for your village. Likewise, sub-buildings are now easier to navigate with the possibility of going back to the parent building via a new button located at the top of the building window.
Plus:
Book improvements Needs changes And more!
How to participate
Open Steam
Right-click on Foundation from your Library
Click Properties
Click BETAS
Opt into the experimental_desirability build branch. This will initiate a download. Once it's finished, you will be able to play the experimental version of Update 1.9.6!
Changelog
New
Houses now have House Quality requirements to upgrade, which are displayed in their building window:
Desirable Neighborhood
Beautification Area
Villager of Commoner (or above) status looking for such a house
Tooltips have been added to the the house window UI
Buildings providing Beautification now have a Beautification Area. The range is based on the decoration’s Beautification value and its visual footprint
Noisy or filthy buildings can create an undesirable area, which affects Neighborhood Desirability. Such is the case for the following:
Brewery
Butchery
Cheesemaker
Charcoal Hut
Dairy Farm
Fisher’s Hut
Gold Smelter
Hunter’s Hut
Iron Smelter
Quarries
Sawmill
Sheep Farm
Stonecutter Camp
Stonemason Hut
Upgraded houses can now revert to a prior level if their Desirability requirements are not met. This happens after reaching a deadline and only if players don’t remedy to the situation
Added the following visual filters:
Beautification
Undesirable Neighborhood
Needs are now split into two categories:
Essential Needs (must be fulfilled)
Additional Needs (facultative)
Contextual help
Housing Quality
Beautification
Prosperity
Help menu:
Beautification
Important notification : Equipping your soldiers
Update
Renamed the "Comfort" need to "Housing"
Localization
Help menu
Desirability
Housing
Balance
Legacy Desirability (House Placement)
Pre-1.9.6 Desirability (Legacy Desirability) has been specialized into a system that dictates Villagers where to settle
Beautification no longer provides Desirability
The following buildings provide Legacy Desirability:
Village Center
Churches (except Chapel and Abbatial Churches)
Market Stalls
Tavern’s Service Counter
Well
Villagers now follow these rules:
They settle in Residential Areas
They settle close to the Village Center
They aim to settle close to Need providers
They aim to settle close to their Workplaces
Decorations’ Costs & Effects
As Beautification Decorations no longer provide Legacy Desirability; costs and Beautification values have been modified:
Village Tree Beautification value has been increased from 1 to 2
Village Tree upfront cost has been increased from 7 to 20 coins
Tall Banner upfront cost has been reduced from 25 to 20 coins
Fountain upfront cost has been reduced from 330 to 320 coins
Plant Arch upfront cost has been reduced from 82 to 80 coins
Knight Statue upfront cost has been reduced to 320 coins
Sheep Statue upfront cost has been reduced from 325 to 320 coins
Cypress upfront cost has been reduced from 47 to 45 coins
Large Wall Banner upfront cost has been reduced from 90 to 80 coins
Polished Stone Arch upfront cost has been reduced from 50 to 45 coins
Stone Gateway upfront cost has been reduced from 85 to 80 coins
Stone Arch upfront cost has been reduced from 25 to 20 coins
Grand Fountain upfront cost has been reduced from 730 to 720 coins
Elegant Fountain upfront cost has been reduced from 255 to 245 coins
Marble Basin upfront cost has been reduced from 415 to 405 coins
Elegant Stone Arch upfront cost has been reduced from 130 to 125 coins
Polished Fountain upfront cost has been reduced from 135 to 125 coins
Elegant Tree Planter upfront cost has been reduced from 82 to 80 coins
Large Tree Planter upfront cost has been reduced from 127 to 125 coins
Elegant Post upfront cost has been reduced from 47 to 45 coins
Polished Basin upfront cost has been reduced from 135 to 125 coins
Large Font Beautification value has been decreased from 6 to 4
Large Font upfront cost has been reduced from 190 to 80 coins
Small Font upfront cost has been reduced from 190 to 180 coins
Elegant Balustrade upfront cost has been reduced from 47 to 45 coins
Simple Tree Planter upfront cost has been reduced from 22 to 20 coins
Polished Planter upfront cost has been reduced from 22 to 20 coins
Wall Fountain Beautification value has been increased from 2 to 5
Wall Fountain upfront cost has been increased from 25 to 125 coins
Quatrefoil Basin upfront cost has been reduced from 50 to 45 coins
Masterpieces
Masterpiece parts now yield Beautification in addition to Splendor
The Automated Fountain Masterpiece’s passive bonus now affects Beautification area instead of Desirability
Stone Bridge
Beautification values have been removed from the Stone Bridge structure (its decorations still yield Beautification)
Improvements
Monuments
Monuments now have their own category filter in the Build menu
Monuments’ building windows have been cleaned in a bid to enhance the player experience:.
Down to two tabs: Monument Overview and Sub-Buildings
Upkeep and effects have been moved below the monument’s description
The Edit Building option now shows all Sub-Buildings with their respective Upkeeps and Effects
Players can change the functions of existing Sub-Buildings
Players can add more Sub-Buildings
The list of parts in Preview mode has been simplified to only show the size and the action buttons
The Sub-Building back button has been simplified to only show the Parent Monument’s name
Free Build is now found at the end of all available Sub-Building functions
Book
Resources tab (F3): label icons used for the Buy from them and Sell to them sections have been modified to up and down arrows in an effort to convey trading feedback more efficiently
Progression tab (F5): Influence cost information for Estate unlockable elements is now displayed in the tooltips
Main menu
Players can now sort mods using a Date Updated filter