Balance · 31
Crops grow 2.4% slower.
growth speedWarbows do 23% more damage.
damageExperienced Forestry increases sawpit efficiency by 20%.
sawpit efficiencyWeiden Hinterlanders mining boost reduced by -10% to match its text description.
mining boostWhile a crop grows, the other fertility types gain slightly less.
fertility gainRye's fertility bonus increased from x1.5 to x1.75 and yield increased by 7%.
fertility bonus and yieldPastoral Practice increases Sheep reproduction success by 30%.
sheep reproduction successIncreased fishing spots number to 15 per Resource Node to support more Fishing Huts.
number of fishing spotPractical Tillage increases Field drought resistance by 50%.
field drought resistanceFertility boost gained from having Rich Fertility in a Region was lowered by 30%.
fertility boostCrossbows do 16% less damage.
damageFish Husbandry increases Fishmonger Efficiency by +25%.
fishmonger efficiencyPastoral Practice increases Pasture capacity by 20%.
pasture capacityPractical Tillage reduces Crop spoilage by ~18% and lowers damage from rain/snow by 50%.
crop spoilageLivestock Provisioning reduces Beef and Mutton spoilage by 10%.
beef and mutton spoilageFast unit HP regeneration now requires being at least 160 meters away from the closest enemy unit.
regeneration conditionChanged default reserved limit for Small Game to be 90% of the Wild Animal max herd size.
reserved limitPastoral Practice causes Backyard Animal Pens to yield 10% faster.
backyard animal pens yield rateWoodland Beekeeping increases Apiation's limit by 10% to allow for a stronger Pollination bonus.
apiation limitLivestock Provisioning increases Livestock Farm Efficiency when crafting Animal Feed by 20%.
livestock farm efficiencyFallow Fields regenerate fertility at a significantly lower rate.
fertility regeneration rateWoodland Beekeeping reduces the number of Apples required to make Cider by 25%.
apple requirementLivestock Provisioning increases Cow reproduction success by 15%.
cow reproduction successForesters' tree planting density was reduced by approximately 66%.
tree planting densityAdded +1 to sheep wool production when on high elevation.
sheep wool productionExperienced Forestry increases Bow Militia range by 25%.
bow militia rangeLivestock breeding chance for Cows and Sheep increased to 40%.
livestock breeding chanceDecreased the output from the Deep Mine.
outputVegetable Gardens grow at 20% their normal rate during Winter.
growth rateFish Husbandry increases Shoal of Fish capacity by 15%, lowers reproduction by 50%, but allows reproduction during all Spring, Summer, and Autumn months.
shoal of fish capacityLabor speed from double maintenance was lowered from +100% to +25%.
labor speed
Content · 8
Added the Stone-Lined Pit upgrade for the Dunghill under Pastoral Practice, providing Efficiency +20%.
upgrade effectAdded the Tight-Sealing upgrade for the Charcoal Kiln under Experienced Forestry, giving Efficiency +25%.
upgrade effectAdded the Rural Foundations Perk Category with six new perks, unlockable at Settlement Level 3.
perk categoryAdded a new Dunghill building where assigned Dung Collectors collect Dung and produce Fertilizer, which can only be stored there.
buildingAdded a new Fishmonger artisan that produces Smoked Fish from Fish and Salt.
artisanAdded the Butcher's Gantry upgrade for the Butcher under Livestock Provisioning, providing Efficiency +20%.
upgrade effectAdded the Cobbled Threshing Floor upgrade for the Farmhouse under Practical Tillage, providing Threshing Efficiency +15%.
upgrade effectAdded the Zeidler's Hut upgrade for the Forester's Hut under Woodland Beekeeping, repurposing it to tend beehives and harvest Honey and Wax.
upgrade effect
Economy · 1
Families prioritize consumption of Food types that their Burgage Plots currently request from the Market Supply.
consumption priority
Controls · 1
Squads can now be ordered to follow roads.
movement order
System · 64
AI will now buy the Herb Garden upgrade.
herb garden upgradePractical Tillage enables Home Dung Collection where Backyard Animal Pens produce Dung.
dung collectionAnimals no longer die from high elevation in Winter.
elevation deathAI will now wait to build a Charcoal Kiln until it has finished construction of a Woodcutter's Lodge.
building timingIncreased size of supplies diameter from 3m to 4m.
diameter sizeWhile Fields have crops selected but nothing has been planted, they will regenerate fertility as if they were Fallow.
fertility regenerationAI will now base militia types more on regional resources.
militia types baseUnharvested Crops in October will no longer force-rotate, but instead will begin to slowly die and lose their yield.
unharvested crop behaviorCrop Rotation now occurs across Autumn and has three specific triggers.
rotation triggerEmployed families helping construct their own burgage plot will not perform cosmetic construction anymore to prioritize productive tasks.
construction behaviorFish Husbandry enables Fishing during Winter.
fishing availabilityConstruction workers flattening ground now try to stay out of the way of any resource drop points.
flattening behaviorAI will now look to import resources to create helmets for militia in year two if needed.
resource import for helmetAI will now build multiple Hunting Camps around Wild Animals resource nodes.
hunting camp buildingLivestock will move into buildings only after the construction process completes.
building entryOfficially split Crops into Winter and Spring and strictly allow farming tasks in their appropriate months.
seasonal cropWide roads will be triggered for longer stretches along a plot's border.
road stretchPlowing of Fallow Fields is allowed in Spring, Summer, and Autumn but has the lowest priority of all tasks.
plowing priorityFamilies will count as higher level only after their Burgage Plot's upgrade process fully completes.
level countingImproved queueing behavior.
queueing behaviorAdded Reserve and Production Limit to Logging Camp and Woodcutter's Lodge.
reserve and production limitAI will put earlier focus on upgrading the Granary.
granary upgrade focuAI will now use varying sizes when building Residential plots.
building size variationSupplies do not generate road snapping points anymore.
road snappingAI will now assign an Ox to the Sawpit.
ox assignmentWild Animals, Berries, and Mushroom resource nodes are now placed deeper into Forests when possible.
resource node placementFarmhouse workers can boost a Fallow Field's Maximum Fertility by applying Fertilizer during Summer, which lasts for just over 2 years.
fertilizationLarge backyards for Urban buildings now count towards the Rural Environment.
rural environment countLivestock now try to keep by the Pasture shed in the Winter.
behaviorResidential plots being upgraded can accept new families if there is already constructed available living space.
family acceptanceExperienced Forestry allows planting trees during Winter.
tree plantingNPCs will now get pushed by the player Character in Visit Mode.
visit mode interactionWooden Church now triggers wide roads in front of it.
road triggerAI will now recalculate region strategy at least once per day.
region strategy recalculationOxen are now less strict about following roads.
pathfollowing strictnessIdle workers at the Fisherman's Hut can now go inside instead of going home.
idle worker behaviorAI will now rotate buildings too far from a nearby road towards the settlement center instead.
building rotation towards centerAI tweaked the general layout of starting roads around the settlement.
starting roads layoutPasture Animal breeding logic was rewritten to result in a single chance for pregnancy on the first day of the season (Cows in Summer, Sheep in Autumn).
breeding logicFallow fertility replenishment builds up over time with most regeneration happening towards the end of a year cycle, and crops get most growth in final months.
growth timingAI will now always use a fixed pool of unassigned instead of basing it on current construction needs.
unassigned pool usageAdded a fallback transport location for logs in case the Manor palace is placed too close to a cliff and Oxen can't drop Timber.
fallback transport locationAI will now evaluate worker placement every day instead of every third day during the first two months.
worker placement evaluationPasture shed will now spawn along the best fitting wall based on terrain slope.
spawningSheaves are threshed in order of least available grain type.
threshing orderAI will now try to build enclosing roads around the central Marketplace and Churches.
enclosing roadAreas covered by lakes, rivers, ponds, and cliffs are now ignored when calculating Environment percentages.
environment percentage calculationPasture Animals now produce Dung at various rates depending on the animal.
dung productionAI will now try to rotate close by buildings towards a Marketplace or Church.
building rotationHunting Camp, Forager Hut, and Woodcutter's Lodge no longer count toward the Rural Environment.
rural environment countEnvironment percentages will now always add up to 100%.
environment percentageWheat and Rye are Winter crops, but can optionally be sown in Spring for quicker return and less yield.
sowing behaviorCrop Rotation is now always ON for all fields and cannot be disabled.
crop rotationAI will now ignore more buildings early on in order to stay more focused.
building focuOptimized animal growth logic.
animal growth logic optimizationAI will now use a rich mine as the center point when placing a Bloomery or a Clay Furnace.
placement center pointLivestock assigned to a building can only be led by assigned workers from that building, and require assigned workers to execute tasks.
leading and task executionAI will now put more emphasis on getting early trade up and running.
trade focuWorkers will no longer walk slower due to carrying some equipment.
walking speedAI will now buy the Hunting Hound upgrade for the Hunting Camp if possible.
upgrade purchaseLogging Camp workers will stop work if regional surplus of timber reaches or exceeds total timber storage limit, triggering a problem banner.
work stoppage conditionFlax, Barley, and Oats are Spring crops and can only be sown in Spring.
sowing behaviorSheaves are collected from farms in order of least available grain type.
collection orderAI will now put early focus on two trade goods based on regional resources and picked Origin Perk.
trade goods focu
UI · 30
"Minerals" subcategory reclassified as "Raw Materials".
subcategory reclassificationAdded missing building panel image for Deep Mine.
building panel imageWiki updated for Pasture Animals to be more accurate.
wiki updateAdded wiki entries for Farming and Crop Rotation.
wiki entryAdded a new tutorial for farming when farmhouse/field is built.
tutorial additionUpdated tutorial for field placement when the field plot tool is being used.
tutorial updateGeneral text pass on Perk Effects.
perk effects textUpdated building panel visuals.
building panel visualDue to harvest being more flexible, the "harvest season ended" notification was removed.
notification removalUpdated text for storage filters on a pasture for selecting which animal to allow.
text update"Fodder" subcategory reclassified as "Farming".
subcategory reclassificationImproved styling of the Family icon.
stylingLivestock icon added for Ox.
livestock iconUpdated visuals of the Forester's Hut.
visualAdjusted styling of Maintenance, Fuel, and Yield tabs.
ui stylingImproved plowing texture effects to reduce spill over into neighboring Fields.
plowing texture effectRefactored Field UI to include a timeline of the next 12 months of upcoming field-related activities.
field uiTAB key floaters do not use the crop rotation icon for fields anymore as it is on by default.
icon usageAdded text for Zeidler's Hut building name.
building name textTAB key floaters containing the amount of yield for unharvested fields in October are displayed in red color as they are dying.
color stylingUpdated far mountain visuals in the Germanic Valley map.
visualImproved text for Fertilizer related tooltips.
tooltip textPastures can be configured to accept or reject different Animals via the Advanced Tab.
configuration settingRye, Barley, and Wheat now have slightly different tints to help distinguish them.
visual tintTeeming Affinity icon now appears on Forager Hut.
icon additionNew layout and visualization for the Field, Storage, Productivity, Protection Area, Mine Collapse Chance, and Seasonal Assignment tabs.
ui layout and visualizationFertility overlay selector reorganized to keep crops of shared fertility together.
fertility overlay selectorMinor touch ups in fir forest vegetation on Germanic Valley.
vegetation touch upLivestock Farm workers now equip buckets when they go to milk and perform an animated milking Action.
animationProductivity tracking is now available for Foresters and Zeidlers.
productivity tracking
Fix · 64
Fixed Weiden Hinterlanders perk not affecting the price of Chicken Coop.
perk price bug fixFixed army panel showing data for foreign regions.
army panel bug fixFixed the plowing shed spawning underground if a farmhouse is built on a slope.
spawning bug fixFixed possibility of transferring market stalls between marketplaces.
market stalls transfer bug fixFixed Nuremberg Prospectors perk not removing warning about collapse chance in UI tooltip during mine placement.
perk tooltip bug fixFixed approval loss not dropping due to unburied bodies.
approval loss bug fixFixed Hunting Hound not giving bonus yield when getting back to Hunting Camp.
bonus yield bug fixFixed plowing Oxen not respecting field priority.
plowing oxen priority bug fixFixed guide loading the ox cart holding on to a timber log when rallied into militia squad.
ox cart guide bug fixFixed default hunting and fishing limits not being set based on the actual numbers of the resource nodes.
hunting and fishing limits bug fixFixed field yields of the same fertility being inconsistent due to rounding errors.
field yields consistency bug fixFixed reassigning Family between buildings potentially assigning two families instead of one in People's tab.
family reassign bug fixFixed Loggers and Firewood Cutters getting stuck if the target tree was inside an obstacle.
pathfinding bug fixFixed the productivity tracker lagging behind time entries, causing it to always display 0% when first viewed.
productivity tracker bug fixFixed workplace building not producing anything due to Production Limit being able to go negative.
production limit bug fixFixed possibility to give empty names to animals.
animal naming bug fixFixed a paused farmhouse not preventing an ox from plowing a field.
plowing bug fixFixed livestock farmers not respecting production limits when collecting Milk and Wool.
milk and wool collection bug fixFixed Tavern lv1-lv2 wall paints looking too bright.
wall paint bug fixFixed certain burgage extension icons not matching the extension selection UI icons.
burgage extension icons bug fixFixed spoiled food not being included in regional production registry UI.
spoiled food bug fixFixed families in Residential plots not being shown in the living space tooltip while the plot was under construction.
living space tooltip bug fixFixed abandoned carts being destroyed if inside the plot of a building being demolished.
abandoned carts bug fixFixed militia not breaking when morale reaches 0.
morale bug fixFixed multiple construction workers competing for the same building spot.
construction workers bug fixFixed Efficiency modifier calculations not giving enough bonus Yield.
efficiency modifier calculations bug fixFixed style of message log entry about people dead from starvation.
starvation death message log bug fixFixed issue with dirt path appearing in a straight line towards gate of Manor.
dirt path bug fixFixed planted trees sometimes being registered to the wrong Region upon loading a savegame.
planted trees region registration bug fixFixed fences sometimes not spawning on load from save.
fences bug fixFixed Small Stable missing 'Purchase Animal' buttons.
purchase animal buttons bug fixFixed transport of water reducing water supply temporarily.
water transport bug fixFixed relocating a stall resulting in freeing available market stall space.
market stall space bug fixFixed planted trees not showing up on the paper map after loading a savegame.
planted trees paper map bug fixFixed livestock farmers stopping milking cows if generic storage of their workplace is full.
livestock farmers milking bug fixFixed oxen not being hired automatically by building when becoming available.
oxen hiring bug fixFixed production limits not working for Mine, Quarry, Stone Gatherer Camp, and Forager Hut.
production limits bug fixFixed bug where defeating bandits by ranged combat only did not reward Influence.
influence reward bug fixFixed potential crashes caused by texture soft reference garbage collection.; Fixed crash when loading save game with a dead soldier carrying a banner.; Fixed crash when pressing the castle planner's road tool button while having uncommitted road/wall points.
crash fixFixed Escape in building mode not canceling plot type placement.
building mode bug fixFixed Weiden Hinterlanders positive effect being applied to Fields and the Farmhouse, causing a double positive to farming.
positive effect bug fixFixed bugged state of castle modules when loading a save with modules under construction.
castle modules bug fixFixed collecting crops task not respecting transportation limits and all targeting the nearest Farmhouse.
collecting crops task bug fixFixed Foresters potentially planting trees outside of their own region.
tree planting region bug fixFixed the Residential expansion not counting towards living space being constructed in the living space tooltip.
residential expansion bug fixFixed issue where upgrading certain extensions replaced the building icon with an incorrect one.
building icon replacement bug fixFixed Butcher's Shop workers producing beyond storage limits.
production limit bug fixFixed pathfinding issue when attempting to capture bandit camps.
bandit camps capture pathfinding bug fixFixed wide roads not being applied for certain buildings when upgrading.
wide roads bug fixFixed the plowing texture not resetting over winter when plowing status resets.
plowing texture bug fixFixed field highlight effect rendering without the player actually changing the crop type.
field highlight effect bug fixFixed crash when troops positioned on a Manor wall are attacked.
crash fixFixed 'Rebuild' button missing from the Rubble UI.
rebuild button bug fixFixed Environments not being calculated correctly.
environments calculation bug fixFixed sleep/awake not firing and hiring livestock animal workers.
livestock animal workers bug fixFixed Of the Vogtland's negative effect being applied to Fields and the Farmhouse, causing a double negative to farming.
negative effect bug fixFixed Livestock tab missing from Hitching Post, Small Stable, and Pasture widgets.
livestock tab bug fixFixed Of the Votgland's negative effect being incorrectly applied to the Herb Garden of a Forager Hut.
negative effect bug fixFixed Hunters "placing trap" task not being considered as "labor" for the productivity tracker.
placing trap task bug fixFixed "Home" button disappearing for Family entry UI in workplaces.
home button bug fixFixed the game time trying to catch up after it temporarily stops during autosave.
game time autosave bug fixFixed workers preferring cosmetic construction of close buildings that doesn't increase progress over productive construction of far buildings.
worker preference bug fixFixed ability to create units in an unowned region.
unit creation bug fixFixed Improved Militia Effectiveness text when hovering squad not hooked up correctly.
improved militia effectiveness text bug fix
General · 1
Localization updated.
general
Also in this patch6
Removed Lebkuchen from Trading Post.
item removalThe agriculture system has been completely overhauled in the update.
agriculture systemThe industry system received a complete overhaul in the update.
industry systemRemoved the negative effect where sheep died at high elevation during Winter.
sheep survivalA massive math bug causing fields to underperform and beekeepers to fail to bring in honey was fixed.
math bugAI town layouts have been completely overhauled.
ai town layout

