Fourteen production workplaces now use their approved authored models across every city, with complete timber, masonry, plaster, cloth, glass, roof, and detail materials.
Workplace roofs now have continuous structural decking, removing openings that could expose interiors from angled city cameras.
Production workplaces use a brighter and more readable medieval material palette instead of collapsing into dark silhouettes.
Production cards now display their Wood and Brick requirements separately from Gold costs.
Construction uses materials stored in the owner's warehouse before purchasing missing supplies from the city.
Production buildings may use suitable clear ground on either side of the City Wall, preventing available goods such as Hemp and Wool from disappearing because of legacy workplace-slot categories.
Architect & Housing
ArchitectPanel now includes a dedicated House card with authored artwork and a responsive two-column layout.
Houses can be constructed inside the City Wall for 20,000 Gold, 40 Wood, and 80 Brick without a rank requirement.
AI merchants or the municipality may fund housing when population and workplace demand exceed available homes.
Building-placement previews now preserve the building's textures and materials while applying a restrained green or red placement tint.
Foreign Guild Ledger House privileges now unlock the corresponding ArchitectPanel construction card and persist completed ownership correctly.
Missions & City Governance
Town Hall Missions now unlock at Rank 3 — Trader and offer import-shortage or export-surplus deliveries to eligible merchants.
Town Hall Mission rewards are paid from the issuing city's treasury, successful deliveries improve reputation in that city, and ignored needs affect the current mayor's support.
Guild Alderman Measures now offer monthly Prosperity Missions targeting cities with low ship traffic.
Guild Prosperity Missions require three distinct owned ships to complete a qualifying net sale and leave the target port.
Player and AI Guild Measure progress is saved independently and Alderman election eligibility requires three completed Measures.
Town Hall navigation now keeps one consistent frame while switching between Office, Elections, Patrol, Missions, and City Council.
Ships, Trade & Interface
London and Edinburgh now feature Brig-heavy regional AI fleets, dedicated Brig artwork, regional vessel names, corrected WorldScene scale, and improved CityScene waterlines.
London and Hamburg harbor berths now keep docked ships in deterministic, non-overlapping positions.
ShipyardPanel now advances correctly from Cog to Brig in eligible cities and uses the same city-aware cost catalog as ship construction.
ConvoyPanel 2 introduces responsive categories, ship and city search, stable selection, and safe cross-scene ship focusing.
Ledger House and Manual Trade access now correctly distinguish docked convoys from Ledger House ownership.
Specific Trade routes preserve their amount and price fields, load their requested cargo targets, and retain repeated city stops.
CityScene ship selection can switch directly between AI ships and clears when clicking outside the open ShipPanel.
Performance
High graphics quality now uses a 120 FPS ceiling while VSync is disabled, preventing unnecessary CPU and GPU usage from unlimited rendering.
Save-list discovery and save-file reading and deserialization now run away from the main thread.
LoadPanel save-row creation is distributed across frames to prevent menu stalls.
City Wall visuals across all 18 cities have been reduced from 2,859 separate renderers to 18 combined renderers without changing wall geometry or collision.
The total renderer count across the 18 city prefabs has been reduced from 10,793 to 7,952.
Offscreen pedestrians stop evaluating their animations until they become visible again.
CityScene distributes docked-ship initialization across transition frames instead of creating up to nine ships in one frame.
Visuals, Loading & Controls
The Main Menu now uses the renewed Hanseatic harbor presentation with persistent Day and Night controls shared with CityScene and WorldScene.
Windows startup, Options changes, save loading, and scene transitions now share the same loading artwork and cursor-following loading wheel.
Full-screen menus and building panels no longer place an unintended dark rectangle over the game.
CityScene panels, dropdowns, scroll areas, and overlays now prevent clicks and wheel input from reaching buildings or the camera behind them.
UI Scale changes now use one stable responsive layout pass and no longer accumulate position corrections.
CityScene mouse-wheel zoom now uses faster, frame-rate-independent authored steps.
Fixes
Production buildings no longer display missing pink materials or generic white surfaces.
Save loading now validates the destination scene before applying saved state and preserves the active session if loading cannot begin.
Starting or loading a game clears stale ship-route selection data from the previous world.
Pedestrians now retain their authored clothing colors from the first CityScene frame.
Architect placement no longer loses its building prefab reference during Unity import.
Town Hall and Shipyard panels now close each other correctly instead of leaving overlapping frames.
The Market reputation label and Town Hall mayor information now use their correct localized text.