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Folk EmergingNewsFolk Emerging Demo - Climate Adaptations Update
In-game event

Folk Emerging Demo - Climate Adaptations Update

Folk Emerging · published 23 Apr 2026, 13:10 UTC

All newsPlayers around this dateRead on Steam

NOTE: This is a larger update that may break older demo saves!

It includes the following changes:

Design

  • Removed Band-level Climate XP, added Tribe-level Climate XP. Each turn, if a Tribe has a Band in a Climate, the Tribe gains 1 XP for that Climate

  • Added 'Climate Adaptations' as Tribe states obtained via events which trigger when a Tribe's Climate XP reaches certain levels.

    • This allows extensive specialization in different Climates.

  • Food Forageable maluses from Foodweb Stability, Ice Age, and Heat Wave are now second-order modifiers, applied together with species local population size modifier.

    • This increases the impact of foodweb stability and climate change and makes Food yields from Foraging more volatile.

  • Removed dynamic scarcity modifier of Trade Value, so value of Resources now remains static during a trade

  • Rebalanced Trade Value of Food so it becomes cheaper with every Food-boosting tech, becoming very cheap by the end of the demo

  • Ice Age and Heat Wave now increase the Trade Value of Food

  • Doubled Trade Value of Items so they are even more expensive relative to Food and other Resources

  • Traders Clan bonus to Happiness from Trade Cooldown now only triggers when a Band has traded with another Tribe that turn. Internal trade no longer triggers it

  • Restricted initiation of trade deals to only be possible if Tribe Opinion is minimum -10

  • Exploration norm now gives +1 Band Science to all Bands, instead of +20% Tribe Science

  • Tradition norm now gives +20% Tribe Culture, instead of +2 Band Culture to all Bands

  • Training production focus increased to use baseline +0.25 Training Points per Production, instead of +0.2

  • Hunters Clan bonus to Training Points is no longer a flat +0.5 Training Points/turn, but +0.25 Training Points per Production while Training

  • Diligence norm bonus is no longer a flat +1 Training Points/turn, but +0.25 Training Points per Production while Training

  • Warriors Clan bonus to Attack strength increased to +1 from +0.5

  • Rebalanced domestication XP upgrade event outcomes to offer bigger Food bonus and smaller Production bonus

  • Decreased production cost of non-wonder structures to 10 from 15

  • Decreased bonus to Risk from Exposure from foraging Wild Sheep to -20% from -30%

  • Increased bonus to Risk from Exposure from domesticated Sheep to -40% from -30%

Programming

  • Reworked AI decision-making to use a more sophisticated and extensible system of prioritization

  • Used new AI prioritization to improve AI choices around production and movement (which should also mean less frequent cornering of the player). More such improvements in upcoming updates

  • Reworked AI logic regarding territory

  • Improved AI choice of person to assign to specialist roles

  • Enabled AI to handle events and enabled certain event types for AI tribes

  • AI bands will not trade away Food below a certain limit, to avoid a Food Deficit

  • Clamped Fertility value to minimum 0 so it cannot become negative

UI

  • Visibility of terrain and climate-dependent modifiers to Attack Strength and Morale now depends on whether military is viewed in context of a specific battle or outside battle

  • Renamed "Role Specific Strengths" column to "Relevant Traits" in Specialist assignment view

  • Tribe tooltips no longer show which technologies a Tribe has, only the total number of technologies they've mastered

  • Tribe tooltips now show Climate XP for each climate

Bugs Fixed

  • Fixed bug where Raid events would sometimes give Items that were not yet unlocked technologically

  • Fixed missing acknowledgements when discovering new Spiritual Sites or meeting new Tribes via increased vision range or from a Watchtower bonus

Known Issues

  • Sometimes number of assignable fighters shows a negative number in the numerator

  • Occasionally prey cluster 'hunt' action isn't available when it should be (its button remains grayed out). Haven't been able to recreate the issue, please reach out if you encounter it

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