🏛️ Houses and projects
• Every project does what its name says, and the AI is told what each kind does
• Houses can recruit soldiers again, paid from the treasury with daily upkeep
• Houses start projects when they need them instead of filling every slot, and stop spending a tenth of their treasury on soldiers every day
• The World-Mind pays for what it builds, and hears when the engine says no
• Officers stay on their projects through a save and load, and a new project gets someone at once
• Project rewards are paid once, and kept
• Festivals are occasions, not laws — held somewhere you can go, a few a month across the world
• Quell Unrest works
• A house you belong to but don't lead runs itself — it fills its council and staffs its projects
• A house changes hands when the story says so
• Laws can be repealed — a REPEAL button beside each one frees its slot, and the AI houses can repeal theirs
• When the leader of a house dies, his heir takes it — anyone else's post stands vacant, and their money goes to their family
• A convoy is not a place — convoys and caravans are never markets; only a unit's officers ride in it, and its riders are set down when it is removed; no job or bed in another house's private building; a friend's visit is not a job
• Legends are made by deeds, never by level — founding, a war or great battle won, the first to reach a realm, a new technology; a legend's death is realm news and their grave a memorial
• The dead are kept, and buried — in their house's hall or the nearest graveyard, remembered on its In memory list
🕵️ Spies and diplomacy
• Scout, then spy, then investigate — each step needs the one before it
• A project aimed at a house reaches that house, so scouting, sabotage and peace offers land
• Envoys get where they're sent, and truces get signed
• A relation's number decides its word, and only a real war fights
• Setting a stance on the Strategy tab works
🗺️ Maps and borders
• Dungeons — markers on the map, 5 ft floors, great dungeons 400 x 400 x 10 floors, and your painted design kept exactly (fill the rest / only my design) [#2222 #2223]
• A place is what it says it is — a land region named like water (Loch) is no longer a lake, and places the AI makes get a border the size of their own map [#2221]
• Build from my places — a new Map Gen button turns a world of dots into a drawn world: each land place gets a real border the size of its own map, where you put it, and every map is drawn or redrawn to match, top down (plan first, restore point, stoppable) [#2220]
• Ceded or conquered land moves the border exactly, and both countries' maps follow
• A country born in play gets land on the map
• A place only has the water its description gives it — no more lake in Manhattan
• A new building is drawn once, inside its town
• Regions can be moved in the Campaign Creator
• Renaming IDs keeps every link
• A martial hall is a training ground and a barracks — not a shop; a room named a training ground is one anywhere; short words in names count only as whole words
• A training ground is one open floor — sand, a sparring ring, racks and posts, and a judging platform when described; a dojo is one training floor
🚶 Travel and convoys
• Nobody stands still all day — stuck travellers in one world went from 757 to 79
• Supply convoys finish their trips, and a game day is back to about a second
• Armies keep to dry ground; people swim only when no road goes there
• Long time skips run about three times faster
Beta v2.05 (cont.)
🍞 Food, money and jobs
• A place that grows nothing says why — dead-land tags (demonic, toxic, survey...) are named on the Production tab and listed by the Auditor with a fix, and the list is your world's own (dead_zone_tags)
• A new place starts with your world's share of workers, not a fixed 40%
• Goods the GM console gives a market show up in the forecast, and "add" on a market really adds
• A word in a description no longer stops a place producing — only its name, kind or tags can mark it abandoned or unbuilt, and the Production tab shows the engine's real rate
• Food is one pantry — no more false shortages
• No more free food caravans — houses supply their own towns or buy
• A house's books count its wages, and wages can't empty a treasury
• The job board keeps its world limit, and supply runs are yours to sell
⚗️ Crafting and leveling
• Write your own blueprints — batches, prices, and a skill roll per craft
• A lot of a good is a count — 800 worth of herbs is 80 herbs
• Passive skills are always on
• No one levels past their realm, and changing the XP curve strands nobody
• Breakthroughs can happen during long time skips
• The Easy Leveling boxes save
📖 Story and AI
• The Balance Studio works on big places again — it no longer sends a place's drawn map to the AI
• The story writer talks like a person, and stops repeating what hasn't changed
• New Narrative Style: Light Novel
• Any model can use the reasoning passes (a switch, and it costs more)
• Background writing uses the model you picked
• Meta mode answers about you
🌱 Campaigns and settings
• Switch off the systems a campaign doesn't use — World Config → MENUS
• Skip any phase of the Campaign Creator, and Quick Start has a Game Rules box
• Laws stay on their own Policies tab, out of the Global JSON
• The population growth settings say what they are — easy to find, and daily rates
🔧 Fixes
• Saving a setting no longer shows the map-scale notes — only a change to the Context Matrix does
• Map-scale notes compare only places that really sit inside each other — and a new space campaign's buildings are no longer shrunk to fit its station row
• Saving works again after a house's hidden grip reaches Infiltrated
• The world clock survives a load
• 0 health means dead in every world, whatever your world calls its health stat
• The Auditor shows every issue it counts, and mends older saves in one press