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Hansa ForeverNewsBetter Workplaces
In-game event

Better Workplaces

Hansa Forever · published 31 Aug 2026, 17:28 UTC

All newsPlayers around this dateRead on Steam

Patch Notes

Better Workplaces

  • 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.
More from Hansa Forever

Other announcements

All news
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