MythOS Playtest Β· published
**π NEW: Trade Missions β goods can finally become money.** Producing things never actually earned you anything; stock just piled up. Income came from taxes, a small trickle per building, and tribute β fine for an empire with millions of taxpayers, fatal for a sect or clan with nobody to tax. Now a faction can run a **Trade agenda**: deliberate, never automatic. You say what to sell and what to hold back, and a **real convoy physically hauls it across the map** β and can be robbed on the way. The money only lands when it arrives.
Where you sell matters: a sale settles at the **destination's** prices, so a town that's short of what you're carrying pays far more. Finding that town is your **officer's** job β their bargaining skill decides both how far their contacts reach and the price they get. Send your best negotiator and they'll find the desperate city three provinces away; send a poor one and they'll dump it cheap down the road. **Buying works in reverse** β the right answer when a settlement runs short of food or a workshop lacks its inputs. And it won't let you starve your own people: a month of the local diet is always kept back.
**πΎ Buildings making under 24/day produced NOTHING.** A rounding step was binning every fraction, so a farm making 12 fruit a day (half an hour's worth per hour) earned zero unless you advanced a whole day in one jump. That was most buildings in most worlds. Fixed β partial units carry over now.
**π Small stockpiles were evaporating.** Same rounding, worse effect: any pile losing under one unit an hour lost a *whole* unit instead β 24%/day on a stock of 100 against a 1.2% setting. The smaller your stock, the harder it hit. Now the rate you set is the rate you get.
**π§ The AI was taught the economy backwards.** Its rulebook said building wealth and production were *per hour*. They're per day β so every economic number it ever wrote for you was off by 24Γ. Fixed, along with the Codex saying the same thing.
**πΉ Bandits couldn't see your supply convoys.** Hordes hunt caravans, but they were looking for the word "Caravan" in the name β and supply convoys are called "Supply Convoy." They've been strolling past every bandit in the world. Now spotted by cargo, not by name.
**π° New: Economy Forecast.** There's a new ECONOMY tab in the Creator & Auditor. Pick a faction, pick a number of days, hit FORECAST β the engine runs its real economy math on a throwaway copy of your world (no time passes) and shows you everything: income, expenses, real payroll, and what your army costs garrisoned vs mobilized, with a "you go broke in X days" warning when you're overextended. Below that, every settlement's goods: what's stocked, what's growing or draining per day, and when it runs out.
**π Starvation shows its face.** Empty markets used to look "fine" because nothing was draining. Now the engine counts every meal it couldn't serve and the forecast tells you straight: *people are going hungry, here's how many per day.*
**βοΈ The economy got three big fixes.** Natural production was accidentally running at ~2% of its intended scale (the sim misread map sizes β your capital produced like a backyard). Stockpiles were rotting away at 21% a day, which is ridiculous β food no longer decays and everything else wears at a sane rate. And taxes finally have a real unrest curve instead of "nobody cares until 100%."
**π§ The design AI got smarter.** It kept proposing farms making 5 food a day for cities that eat 1,700 β nobody had told it the numbers are per-day, or what your world actually consumes. Now it knows both, live, on every request. Also fixed a caching bug where it would confidently audit an hour-old copy of your rules.
**βοΈ Combat fixes** β living enemies no longer vanish from a fight when something else dies, encounters actually match your level now, ranged weapons show their real range on the map, plus an AoE crash and never-expiring stacking buffs squashed.
**π New world options** β **Hide Levels**: play a world with no visible levels or XP at all, the AI won't even mention them. **Story-Based Checks**: no dice β outcomes come from your character's capability and the story. Both available when creating a new world.
**π οΈ God-Mode polish** β AI blueprint drafts arrive as cards you can untick before they land, the game now stops you before a rules save accidentally strips building access locks, internal engine keys stopped haunting the Global JSON editor, the lineage tree got portraits + full names + scrolling, and the GM console finally keeps its history.