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FolklandsNewsOUR TOWNSFOLK HAVE DEVELOPED EXPENSIVE TASTES
Community

OUR TOWNSFOLK HAVE DEVELOPED EXPENSIVE TASTES

Folklands · published 5 Sep 2026, 18:35 UTC

All newsPlayers around this dateRead on Steam

Growing a settlement is one thing - keeping everyone happy is a whole other ball game.

As your Folk-land grows, so do the expectations of the people living in your settlement. Food and shelter will get you started and keep everybody happy in the beginning and after a while your Villagers will add some challenges - but it's your Townsfolk that will make you struggle.

They want the good stuff.

With Folklands 1.0, we've expanded the late-game economy with five new production chains: Wine, Cider, Oil, Meat and Jewelry, alongside new Luxury and Entertainment needs.

That means more buildings, more goods to produce and, naturally, more things that can go wrong when one part of your economy falls behind.

The challenge in Folklands has always been keeping your settlement in balance as it grows. More Folks means more workers and more opportunities, but it also means more mouths to feed, more homes to build and increasingly more demanding needs to fulfill.

And all those new production chains need space.

Farms don't build themselves, orchards need land, and your newest production buildings still have to fit somewhere between everything you've already built. Before long, that nice compact settlement you started with has spread considerably further than you planned.

Some of the new goods also depend on resources that aren't quite as convenient to find.

Gold and diamonds can only be discovered in snowy regions, giving you another reason to explore beyond your immediate surroundings. But raiders know this, and will often occupy the best spots.

We wanted finding these resources to have some of that same little rush we always loved in the classic Settlers games: sending people out into the unknown and waiting to see what useful resources they uncover.

"Oh, there's gold over there?"

Well... time to figure out how we're getting there.

Of course, expensive tastes aren't all bad news.

Wine, cider, jewelry and the rest of your growing economy also create some excellent trade opportunities. A settlement that produces more valuable goods has more options for trading with other kingdoms and, later on, other players.

So while your Townsfolk may be getting more difficult to please, they're also pushing your settlement toward a much larger and more interesting economy.

Keeping everyone happy?

That's your problem.

Tomorrow?

HOW FOUR GUYS ENDED UP MAKING FOLKLANDS

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Game update14 Sep 2026Update 1.0.07 patch notesA very special thank you to everyone who is helping us track down and fix all these annoying lag issues! Your savefiles and feedback makes a huge difference! It's also wonderful to see all the different settlements you're building! Here's the list of changes / fixes for this release: · Found and fixed a couple of performance-related memory leaks which would cause degrading performance when play…Game update12 Sep 2026Update 1.0.06 patch notesThis release focuses mainly on fixing several reported game breaking crashes. If you're still experiencing crashes, please keep reporting them via the in-game "Send feedback" button, attach the save file and try to let us know if there is any recognizable pattern to the crashing (what did you do right before the game crashed). Chages / fixes: · Fixed several cases of game crashing bugs · Fixed…Game update12 Sep 2026Update 1.0.05 patch notesThank you to everyone reporting issues. Sending us savegames with your feedback helps a lot! Here's the list of changes / fixes / updates in this patch: · Fixed two random game crashes that were introduced in 1.0.02 and 1.0.03 · Fixed a bug that made it impossible to manually assign workers · Fixed a bug that caused NPC quests to appear way too frequently · Fixed a bug that prevented continuing…