Balance · 17
Raiders are now hard-locked below 200 population.
raiderAccident rates are reduced and disabled below 150 employees, but scale up exponentially with larger populations.
accident ratePastures are less dependent on moisture but can gain up to +10% from full irrigation.
pastureMax carry capacity has been increased from 4 to 7 for all jobs.
carry capacityAI region population sizes have been adjusted and are now moddable and randomized.
ai region populationTechs are 50% cheaper in general. Rooms with multiple recipes cost more. Rooms with multiple recipes are more expensive.
tech costTrade caps have been removed.
trade capAgriculture rooms now receive irrigation bonuses compared to mines.
agriculture bonuseRestaurants now take longer to cook but have higher carry capacity and free fetch.
restaurantWork preferences are now more extreme, with some jobs highly desired and others strongly disliked.
work preferenceMineral richness is back, with more deposits generated at 85% efficiency.
mineral richnessA new setting controls the maximum reproduction rate.
reproduction ratePotential capacity bonus from area for regions has been increased.
region capacityTrade prices have been revamped with more randomness to balance climate/race bonuses.
trade priceOrchards and woodcutters get smaller bonuses from canals, up to +5%.
orchards and woodcutterImport depot capacity increased from 250 to 600, and export depot from 200 to 500.
depot capacityEducation limit is now measured in days and has diminishing returns.
education limit
Content · 9
The V71 Reign of Terror game mode is now available. New game modes have been added, along with full settings support for random maps.
game modeGallows are now simple placeable items worked by guards. Gallows have been replaced with simple placeable execution items that guards handle.
execution siteAnimal sprites are now 32x32 pixels instead of 24x24.
animal spriteAn emissary office has been added for nobles.
emissary officeNatural trees, flower monuments, and new death monuments have been added. New Gargoyle monuments by Orange Blue Hue have been added. Monuments can now be placed on fortifications.
monumentNew guard rooms radiate an aura that improves law.
law enforcement buildingA new Garthimi Breeder building has been added, requiring 2 days of work and 2 meat for a child.
buildingDecorations are now grouped together, and more natural trees and flowers have been added.
decorationA story about Bob, titled 'The Sacrifice of Bob Part II: The Enslavement of Bob', has been added.
story content
Economy · 8
Tolls allow players to sell cheap wares at a good price. Toll upgrades help cheap goods.
trade tollSlaves are now fully tradable goods.
slaveTariffs now work both ways as a percentage of the goods price. Tariffs now work both ways as a percentage of goods value. Tariff upgrades help expensive goods.
trade tariffAdmin points can optionally consume paper.
admin costEvery resource carries a per-item price addition to account for logistics. All resources now have an added per-item logistics/toll cost.
trade costTax rate has been replaced with 'Squeeze', temporarily gaining resources at the cost of high city devastation.
tax systemThe trade system has been refactored, with tariffs now working both ways as a percentage of the goods price. The trade system has been heavily refactored with more information shown in the faction goods panel. Early trade is more expensive, but late-game trade is more interesting and situational.
trade systemImporting grain and baking bread is now viable, with making own grain into bread being most profitable but requiring the most tech investment.
trade profitability
Controls · 2
Messages no longer reset game speed to x1.
game speedThe 'old p' key is now remapped to the '1' key to toggle pause/old speed.
control
System · 44
The slavery system has been reworked from the ground up, with slaves now being a special type of subject and a tradeable good. Slave fulfillment and happiness now work almost identically to citizens.
slavery systemAll services now have free fetch.
servicePlayers can keep their population loyal through fear or happiness through mercy.
population controlGuards have been completely reworked, with two types of guard rooms radiating law-improving auras. Guards are now active soldiers assigned to duty, with training and equipment improving law enforcement. Guards actively patrol streets.
guardEvery citizen can now bury corpses.
corpse burialChildren inherit their parents' last name. Children use a subset of normal services and inherit parent access rights.
childrenCannibalism now only slaughters living prisoners, with a setting to allow slaughter of condemned prisoners. A new 'flavour profile' stat for cannibals has been added.
cannibalismLWJGL has been updated to 4.1, and Java Temurin to the latest patch.
engine versionDiplomacy UI, war mechanics, and trust system have been improved.
diplomacyMost races now have children naturally, replacing the old breeders. Individuals can become pregnant and care for infants for a set number of days. Parents care for their offspring at home until they come of age.
family systemThe maximum name pool size has been increased from 255 to 2047.
name poolSubjects now hang out more outside their homes, encouraging more neighborhood decorations.
subject behaviorOld nurseries have become a single global nursery where children spend their days. The global nursery system reduces accidents and child mortality while providing fulfillment.
nurseryMoisture can now go above 100%, with rooms benefiting from the excess.
moisture systemBroken walls and rooms now auto-set to repair.
building repairGraveyards and Tombs still require employees for respect.
graveyards and tombFabric and opiates are now locked behind tech in hospitals, significantly improving patient survival.
hospitalOres no longer spawn on map edges or overlap.
ore generationPlayers dictate a punishment for every crime, affecting happiness and loyalty differently. Players set specific punishments for each crime, affecting happiness and loyalty differently.
crime and punishmentSpeed and limit upgrades for education have been added, costing admin.
education upgradeA dread aura helps keep subjects in line. Execution sites radiate a 'dread' aura that boosts loyalty.
loyalty systemMoisture-derived pathogens now affect the health of people working on bare ground.
health systemAdmin has been repurposed to be a simple tech point producer.
admin systemA new modding system allows mods to overwrite individual fields, enabling files with single property changes. Mods can specify to add to lists or arrays instead of completely overwriting them using '_ARRAY_ADD: true' or '_JSON_ADD:true'. Mods can now have their own translation files.
modding systemResource proximity estimation and auras have been greatly improved.
resource estimationParents care for their offspring at home until they come of age.
child careLow trust increases the risk of sabotage or war.
trust systemMore forest has been added to cities, even on dry maps. Rich soil variation based on moisture has been removed on generated maps.
map generationIndoctrination increases subject loyalty.
indoctrinationIndoor pastures are now much easier to build and manage.
indoor pastureA new unhappiness stat is added for subjects who want children but are blocked.
unhappiness statThe maximum number of jobs has been increased for better modding support of new resources and rooms.
modding supportSecret police have been added to deter crime, with some happiness/loyalty penalties.
secret policeAI factions are more reluctant to trade their excess, making local prices and faction contributions more important for profit.
ai trade behaviorAutomatic settings have been added for all decrees.
decreeEducation and services evolve to support children, boosting innovation, knowledge, and admin. Child education in schools is now separate and unique to childhood. Education now multiplies innovation, knowledge, and admin output based on level and room quality.
education systemThe tech tree has been remade, with techs generally being 50% cheaper. Common tech nodes are gone. New consumption technology has been added for each recipe. All techs are approximately 50% cheaper. Common nodes have been removed from the tech tree. Consumption Nodes have been added for each recipe.
tech treeA family tree can hold up to a million entries, tracking ancestors and siblings. A full family tree can track up to a million entries, showing ancestors and siblings. The family tree is accessible from each subject's panel.
family treeFarmers now automatically store harvest and notify if no storage is nearby.
farmerFood stalls, markets, taverns, restaurants, hospitals, physicians, janitors, and bath houses are streamlined with 'free fetch'.
service buildingProduction predictions are now much more accurate.
production predictionNatural propagation is based on 'Reproduction Speed' and 'Reproduction Age' stats.
natural propagationGuards can be stationed to patrol streets and impose order.
order systemThe law system has been completely remade, primarily focusing on trading happiness for loyalty. Law is now primarily about trading happiness for loyalty. Tyranny helps by exchanging small happiness costs for loyalty via guards and punishments. All law effects are multiplied by guard count, guard post coverage, execution site coverage, and secret police.
law system
UI · 10
Orchard UI has been improved, and storage added.
orchard uiBorderless support has been added for scaled Macs.
display settingThe family tree is accessible from each subject's panel. Infant age is now shown in the subject's panel.
subject panelA new work priority screen has been added, with the max priority reduced from 20 to 5.
work priority screenA warning is shown when selecting mods.
mod selectionLauncher buttons have been refreshed.
launcher uiThe subject list UI and all detail panels have been fully remade.
subject list uiA boost icon has been added to every room's main panel.
room panelManual FPS settings have been added to the launcher.
manual fps settingA yearly economic summary is now shown at the start of each year.
economic summary
Fix · 3
The developer will spend time after release fixing bugs and balancing. Many fixes have been made to work groups. Road maintenance calculations have been fixed. Various diplomacy, loader, station, and army supply fixes have been implemented. Archer arrow blocking issues have been fixed.
generalThere are no lights in degraded rooms.
degraded roomArmies can only transfer divisions when on the same tile.
army division transfer
General · 1
The update became much larger than initially planned.; There was a longer closed testing phase to fix bugs and balance.; Players can report issues on the Discord server.; Player saves will break with this update.; Players can roll back the update to V70.; Many mods will break with this update.; A Midweek Deal offers a 25% discount for 10 days.; A devlog video has been made to walk through all the features.; A balanced normal route or a tyrant route is possible, with deep investment in law offering exponential returns for a dystopian high-loyalty playstyle at the cost of happiness.; Farting sounds have been toned down.
general

