Added Brazilian Portuguese. Choose Português (Brasil) in Options → Language; saved language preferences and the Steam language setting are supported.
Traditional Chinese is also available in the in-game language selector.
Cities and ships
Expanded visible harbor capacity from 9 to 20 ships and improved the balance between player and AI ships in crowded ports. Patrol ships use separate outer berths.
Extended the sea and softened its transition into the distant panorama. All 18 cities now have continuing grass, coastlines and three gate roads leading into hazy distant terrain.
Rain and snow also affect the terrain beyond city walls. Ships fade naturally into the sea haze when departing and emerge from it when arriving.
Buildings, houses, workplaces and construction sites are selected from their actual model surfaces, reducing accidental selection of neighboring buildings.
Pirates
Tavern → Underworld now has Pirates and Transactions tables with captains across all cities, availability, employers, commissioned ships and delivery dates, payments, loot, pending shares and battle records. Click a row to view captain records; decorated scrolling and pagination keep long lists accessible. Older missing records are identified rather than invented.
Commissioned pirate ships leave your Convoy List and ship counters and sail out of port. Every ship handed over must have received at least one Shipyard upgrade and carry cannons; the Tavern explains these requirements.
Interfaces
Options → UI Scale now applies consistently to the HUD, live panels and popups, including interfaces opened later, while keeping them inside the screen.
Renewed the Market and Trade interfaces, separated their screens and improved route maps, repair buttons, scrolling, goods rows, stock indicators, icons and tooltips. Disabled route repairs hide their hammer icon; clicking the empty socket enables repair again.
The Ledger House Management view is more compact, with larger square goods icons, clearer stock and price fields, improved selectors and locks, and a removal button shown over the item.
Renewed the Load panel, save cards and production workplace panel. Improved Convoy List and Ship Chronicle spacing, Main Menu text sizing, close-button alignment and compact construction, Quit Game, Town Well and Wooden Bench windows.
The anchor selector now cycles only through anchored ships that are not on automatic trade, and opens no ship when its counter is zero.
Trade, production and city life
Fixed earning extra Gold by immediately buying and reselling the same goods in the same city. Market, Ledger House and automatic trade use consistent stock-based price limits.
Citizen consumption budgets are distributed according to demand. Consumption of locally produced goods grows with population; blocked production does not accumulate missed-day output, while an unfinished production batch is preserved.
Mead production now uses 1 Honey to produce 2 Mead and no longer requires Grain. The Architect description shows the updated recipe.
City residents follow a daily routine with work, walks, visits and returns home. Improved sweeping, bench visits and passenger boat trips; a started activity completes before returning to the schedule.
Audio
Music starts in a shuffled order each session and reshuffles after the full playlist without immediately repeating its last track. Options still allows manual track selection. Added Tavern Loop One and Village Ambiance.
Added a fireplace sound loop while the Guild panel is open. With default volume settings, sound effects temporarily lower music by 15 percentage points and it returns afterward; custom volume choices are respected.