🛠️ Improvements:
All players/AIs now have a relationship status with each other, which initially depends on the faction of each player.
Relationship status can be influenced by the following actions:
Attacking the AI/player (drastically worsens the relationship!)
Attacking another player (depends on the AI’s/player’s relationship with the defender)
Relationships deteriorate over time if they are neutral or negative.
Giving away goods
New unit: Envoy

Can now be trained at the marketplace
Required to send resources to AIs
There is a chance the unit dies during negotiations; this chance depends on difficulty level and one of the diplomacy skills.
The unit can carry 500 resources
AIs can now send goods to each other or to the player if the relationship is friendly
New diplomacy-related skills:
Reduce the chance of an envoy dying
Reduce the amount of relationship points lost over time
Increase reputation gained per gifted resource
It is now possible to win by befriending all surviving AIs
The selection ring color now reflects the relationship with the AI:
White = own objects
Red, yellow, green = depending on relationship
Blue = neutral objects
Different factions now have distinct appearances for their merchants
Merchants in the overworld now have random skin and horse colors
Workers now reserve resources in the storage before heading out, to avoid unnecessary walking
You can now exit the attack view
You can now recruit and skill units both in the overworld and during attacks
Multiple messages can now appear on the right side at once, and they stay visible longer
The overworld is now significantly smaller (it will be beautified in the next patch 😉)
🐞 Bugfixes:
A gray box was visible in the bottom right corner of the overworld
After loading, coal workers often spawned inside the building and didn’t come out
After an attack, units weren’t removed from the “busy” pool, which led to negative busy population counts
If you didn’t watch an attack, the music didn’t switch back to the normal soundtrack
⚖️ Balancing:
Popularity is updated more frequently
Villagers now leave and return to the village faster
Costs and production amounts of various buildings have been adjusted
AIs now only attack other players if they are not friendly
The AI now always attacks the player it has the worst relationship with
Food consumption of villagers has been increased
Skill requirements have been partially adjusted
Negative popularity from taxes has been rebalanced
Church costs have been halved, since it’s now required to apply tax levels -4 and -5
Miscellaneous:
A dog now roams the village—if you click on it, it gets happy :)
