
MEGACITY: Update 2.11.1: Peace Means Peace
Version: 2.11.1
Build: 25
Released: 2026-07-13
Save compatibility: Existing saves load as-is — nothing needs resetting.
Three updates shipped today, rolled into one build. Wars now end properly, prosperity comes with standards, and two new stories are waiting in the residential towers. The city remains ungrateful.
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THE HEADLINE:
CEASEFIRES THAT ACTUALLY HOLD.
Ending a war is now a real event instead of a rumor:
- When you accept or counter-propose a ceasefire, a CEASEFIRE HOLDS dispatch lands in your inbox naming the faction standing down, and the same line crosses the news ticker once. Reject the offer or let it sit, and you get nothing — the conflict stays hot, on purpose.
- Accepting a ceasefire now genuinely cools the aggressor. The instigating faction stands down instead of immediately drafting a fresh offer for the same war.
- Identical ceasefire offers no longer pile up in your Active Incidents list, and the exploit where pressing ACCEPT TERMS on the same stale offer over and over farmed rewards is closed.
- Older saves carrying stacks of duplicate offers clean themselves up automatically on load.
- The in-game codex and the game manual now explain how ceasefires work, under FACTIONS & DIPLOMACY.
TWO NEW STORYLINES
- THE QUIET FLOORS and THE RED DOOR — two once-per-playthrough branching stories set inside the residential towers. Eight chapters each, and the endings depend on the choices you make along the way.
A CITY AT WAR FEELS IT
- Twelve new events that can only fire while the Megacity is at war: false air-raid alarms, a field hospital past capacity, a broadcast hijack, a missing conscript column, and other emergencies of a city on a war footing. Each comes with three ways to respond.
THE GOLDEN AGE HAS STANDARDS
- A thriving city must now be livable, not just rich. Golden-age stories require decent housing and a healthy environment on top of wealth and morale. Squalor with a strong balance sheet no longer qualifies.
- When prosperity is close but housing or the environment is holding the gate shut, a one-time advisory names the blocker — and the news ticker carries the same hint, so it cannot be missed.
ALSO NEW
- The Active Incidents list on the CITY tab folds away. Tap the header to collapse the pile and get straight to your stats; a badge shows how many incidents still need a response.
- Officer actions confirm they worked. Pressing INVESTIGATE or any other action gives instant feedback and a banner spelling out what happened, the stat changes, and the credits spent — and a brief guard stops an accidental double-tap from spending twice.
FIXED
- Software upgrades now actually work. Upgrades bought on ADMINISTRATION → SYSTEMS were displaying their benefits without applying any of them. Tax income, trade efficiency, power and water savings, crime and unrest reduction, public health, and research speed now take effect every tick, exactly as advertised.
- Story rewards now pay out. Trade income granted by story decisions (including the orbital elevator agreements) was acknowledged and then silently dropped from the budget. It is now credited every tick, and research-speed rewards grant real progress as well.
- Inbox dates repaired. Dispatch notes tied to the news ticker — dismissed-warning reminders, trade caravan results, ceasefire confirmations — showed a garbled date. They now show the correct in-game date.
NOTES
- Existing saves are fully compatible. No new city required — every change above applies to your current save.