Hey Builders!
Welcome to our fourth round of community-driven improvements! Your feedback continues to shape the game, and this update brings even more refinements, polish, and surprises. Let’s take a look at what’s new!
Cultural building evolution
Back in February, we ran a poll on our Discord to learn more about how you use cultural building evolutions (also sometimes called “mixes”). While we expected only a small group to be unfamiliar with the feature, since it’s been part of the game since the Early Access launch, we were surprised to find that 28% of voters didn’t even know it existed!

We had already made some improvements to make cultural evolutions more visible in the Building Tree when selecting a cultural building, but we knew that wouldn’t be enough for everyone to discover them.
That’s why we’re introducing a brand-new tab in the Building Tree dedicated entirely to Cultural Evolutions. This new panel lets you explore all evolutions across all ages and provides guidance on how to unlock each one.

You can easily switch between the Cultural Evolutions and Cultural tabs by clicking on the building links.
To celebrate the launch of this new panel, we’re also adding eight new cultural evolutions to the Age of Enlightenment:
Local apothecary
Caparisoners' workshop
Colonial administration center
Manor house of the local lord
Orthodox monastery
Popular culture workshop
Tavern
Wire shop
We’re also working on new visuals for each cultural evolution to better identify them in the game!
Please give us feedback on this new panel and don’t hesitate to tell us if you encounter any issues or rough edges.
Codex
To make the game a little easier to understand, we’ve decided it’s time to give the Codex a small overhaul. Here’s what’s new:
Some Codex entries now appear directly on screen when unlocked, instead of showing a small tip in the corner. We’ll gradually replace all tips with this new system. (You can disable this in the settings under “Disable in-game tips.”)
Entries have been rewritten and divided to be more concise. Each one now focuses on a single topic and is illustrated with a new screenshot or video.
You can now navigate entries using Back and Next buttons.
We’ll continue improving and expanding the Codex to fill in gaps around game mechanics and to support upcoming features in future patches.

Is there any mechanic you’re struggling with or would like to see better explained in the Codex? Let us know!
Accessibility Improvements
From the beginning, we’ve been committed to making the game more accessible with features like edge scrolling, OpenDyslexic font support, and adjustable font sizes. In this update, we’re continuing that effort by addressing some of the most frequently requested options:
Camera movement sensitivity
Camera zoom sensitivity
Edge scrolling sensitivity
A toggle to invert the translation/rotation mouse button
Keyboard shortcuts for camera zoom in/out
Building rotation using Shift + Mouse Wheel
To ensure you have access to all the new controls, we recommend resetting your keybindings after the update.
What accessibility feature would you like to see next?

> Maybe it's time to clean up the settings a bit..
Other
In addition to all this, there are a few other notable changes:
A new decorative building, the Plateia, unlocked in Antiquity with the level 4 Villa
New illustrations for the destinies of the Age of Enlightenment and Industrial Revolution
A fix for the Prutaneion, which used to slow down more each time it was opened and eventually taking several seconds
A crash fix related to district generation, which mostly occurred from the Age of Enlightenment onward
Of course, there are also various minor fixes and improvements. Check out the full changelog for all the details!
Closing words
That was another great batch of quality-of-life improvements! Next time, we’ll likely have an open beta for you to try out and share your feedback on the game’s evolution. Stay tuned!
A big thank you to everyone who took the time to respond to the questions in the last changelog and share ideas for new maps. We’ve already started working on some of them.
And to everyone who participated in our survey and keeps the Discord lively, thank you! We're a small team, so while we can’t respond individually to every message, please know that we read and appreciate all of them.
The best way to report bugs or suggest new features is through our Discord. Feel free to join the community!
See you next time!
Changelog
New features and improvements
New decorative building Plateia unlocked with Villa level 4
8 new cultural evolutions in Age of Enlightenment
New illustrations for destinies in Age of Enlightenment and Industrial Revolution
Accessibility: add camera translation/zoom sensitivity
Accessibility: add border camera movement sensitivity
Accessibility: add keyboard shortcuts for camera zoom in/out
Accessibility: add a toggle to invert translation/rotation mouse button
Accessibility: add building rotation with SHIFT + mouse wheel
Building Tree: add Cultural Evolution tab
Building Tree: add age icon for cultural/wonder/mix buildings in Building Tree
Codex is now directly displayed by default when unlocking new codex pages instead of displaying a small helper in a corner
Codex entries have been split and rewritten to be more concise and dedicated to a single subject
Codex add Back and Next navigation buttons
Decorative selection: add celebration bonus effect description
Display a toast bar in many situations: unlocking codex entries, unlocking a new trade route, establishing a trading post on a trade route, etc...
District selection: add celebration probability percentage
Factions can now be directly destabilized from the Faction panel rather than via district selection
Farms will now continue to produce food when stocks are full and the city will consume the food produced rather than the stocks to avoid the farms stopping and restarting production every other cycle
Filters: colorize cultural buildings in district and faction filters
Filters: add carnival filter
Filters: improve carnival and incident colors
Surveyor's Cabins are no longer constructible starting from the Age of Enlightenment, when they are no longer needed
Politics: sort decrees in cultural order
Politics: sort roles/seats in cultural order
Tutorial: camera will now move when the building is to be installed in a specific location
Fixes
Reforestation workshop: growing trees were counted as fully grown trees by cutting camps
Rendering: fix some forbidden area where not properly displayed
Rendering: fix some trees generated on roads near map limits could have a wrong height
Rendering: fix degraded buildings were duplicated in the left bottom corner of the map
Rendering: fix some district outlines could remain construction a new building
UI: fix the possibility of activating a building in the Horreum when we didn't have enough workers
UI: fix the wrong flag could be displayed on buildings in Horreum when resource is empty
UI: fix building order is now stable in Horreum and Prutaneîon when activating/deactivating a building
UI: fix update interfaces Commerce, Building Tree and various building selections to avoid text overlays
UI: fix workers available were not properly checked when upgrading a rampart in rampart selection panel
UI: fix a lorem ipsum text in a tooltip in cutting camp upgrade panel when hovering Effect
UI: fix some production cost not properly updated
UI: fix the Industrial Revolution age election notifications had wrong indications
UI: fix deactivating a know-how was leading to the deactivation of all the know-how with the same effect
UI: fix base cultural building name was displayed in faction requests instead of evolved building name when a faction want the player to give property over a building
UI: fix Prutaneion freezing over time
UI: correction of some tooltips in Building Tree
UI: fix farm costs now include field in workforce cost
Fix a crash linked to district generation
Fix a possible crash when a save could not be loaded
Fix some leaks
Fix: population migration upper bound was not inclusive
