Monthly Crusades are now part of the base game. Success starts at 20%; each 125 Gold in combined player and AI extra donations adds one percentage point, reaching 100% at 10,000 Gold.
Order Spices for 80% of the current market price. Victory delivers them to your hometown Ledger House or another owned warehouse. If none has room, 120% of the order payment is refunded; defeat loses the payment. Extra donations are separate.
The renewed Church panel retains Pray, Donation and Food Aid and adds the Crusades map, knights and contribution chest. Current and Statistics views track your donations, orders, victories, defeats, Spices, refunds and losses across saves; unavailable older history is identified.
Improved monthly settlement, delayed-save recovery, saved battle results, donation-only months and hometown warehouse ownership. Repeated deliveries and payments are prevented.
Patrol and Pirates
Cities can rent Patrol ships from one merchant at a time for 150 Gold per ship per day. As Mayor, you can cancel the existing contract and rent eligible ships. AI mayors require sufficient income and a 30-day expense reserve; earned unpaid rent survives cancellation and loading.
Gray-sailed Patrol ships defend the harbor. A cannon-equipped manual player convoy can attack pirates with a right-click. Combat takes four seconds at normal speed; total cannons, then upgrades decide the result, with retreat on an exact tie.
Patrol defenses work for the correct city even when the map interface is closed. Improved convoy combat cleanup and interference guards. Commissioned pirates now have persistent raid, loot, battle and employer-payment statistics; raids without loot also appear in news.
Living Cities
All 18 cities gain harbor cargo details, four house courtyards, sparse trees and shrubs, a roofed stone well and two benches. Roads and building plots remain clear; decorations removed by approved construction stay removed after loading.
All three gates in each city display its coat of arms and striped flags. Courtyards have clotheslines, Market scales have linen awnings, and Pinnace, Frigate, Cog and Brig decks gain restrained cargo and rope details while keeping passages open.
Shared wind and short gusts move flags, cloth, chimney smoke, foliage and nearby grass. Trunks and roots stay fixed. City and world rain and snow follow the wind, and world land has improved wet-weather appearance.
New walking, idle, conversation, carrying, sitting, well, market, harbor and ship-crew animations enrich city life. Chickens, cats and horse carts are more varied; carts use the connected road network. Animation, weather and effects follow game speed and pause, including x5 and x10.
Added Tavern chimney smoke and worker-dependent Blacksmith, Meadery and PitchKiln effects; the forge has glowing embers. Fixed Tailor roof geometry and wood coloring. Each cargo point now uses one carrier instead of duplicate stacking workers.
Trade and Economy
Ship travel and port waits follow calendar days correctly. Player AUTO routes wait one day in port; ordinary 3–6-day trade waits no longer stretch to 30–60 days. AUTO arrivals are silent while manual arrival sounds remain.
AUTO buying considers destination demand, shared cash budget, profitable selling prices and actual purchase costs. Cargo space favors suitable goods with higher expected unit profit. Similar guards protect AI trade and full wallets while preserving mission cargo.
City markets rebuild limited buying reserves from existing city money when shortages require them. Production payments stop when target stock is sufficient, preventing automatic trade from stalling or needless supplier payments.
New games start at x0.1 speed and 300% Max City Profit; the option spans 30–300%. Rank increases show a three-second crown notification. Useful AUTO deliveries earn Reputation according to demand and shortages rather than excess stock.
Ledger House Admin shows the administrator's 50 Gold daily salary before hiring. Hire and Fire restore the correct settings and state; wages apply only while employed. The Hire button has a dark interior and clear gold frame.
Interface and Reliability
Architect cards show produced goods and every required ingredient with square aligned icons; construction-cost icons match. Workplace Overview is more compact. Minimap ownership colors appear on square backgrounds without recoloring building icons; player ships are blue and AI ships white.
Guild Privileges rows are selectable, highlight the selected choice and acquire only the eligible selected privilege. Three larger rows fill the page; the Expeditions privilege row is removed while its separate navigation remains.
Load Game displays saved coats of arms without opening New Game first. Delete removes the selected save through the normal deletion flow; the shortcut is blocked during loading or list refresh.
Graphics and Music Player controls open selection lists. Improved fullscreen Resolution, monitor-aware FPS choices with Unlimited, UI Scale selection and panel sizing. Escape and outside clicks close lists and panels safely, dismissing inner popups first.
Town Hall mission cards are larger and keep details inside their borders. Church Food Aid icons, action and close control are aligned; Stockfish uses the corrected square icon. Goods that cannot fit in city stock remain aboard, and treasury/reward limits protect payments.
Improved large-value trade and competition calculations, cargo-cost accounting, invalid-save rejection and loading-cursor input. Reduced unnecessary Brig detail shadows and repeated Guild lookups while retaining the intended appearance and behavior.