Malmö has been rebuilt from the ground up with Visby’s accepted coastline, defenses, streets, districts, civic quarter, and harbor layout while preserving its opening camera and save identities.
Aalborg, Edinburgh, London, Stockholm, Bruges, Bergen, Oslo, and Riga now use Malmö’s latest authored terrain, streets, defenses, buildings, harbor, housing, and workplace layout. Each city retains its own identity, opening camera, assets, and existing save compatibility.
All nine renewed cities now open from their latest player-authored camera positions, with each city-start marker linked to its correct camera.
All 18 world-map city names now open their correct destinations reliably, including Cologne’s repaired name and marker connection.
The world map can travel farther west, east, and south while retaining its northern boundary. The original map artwork now fills the expanded surface without exposing blue background gaps behind the upper HUD.
World-map ships now follow the latest authored sea routes across all 18 cities. Thorn and Riga approaches remain over navigable water, while Hamburg and Bremen traffic enters the Elbe and Weser river corridors.
Malmö and Visby now own independent terrain-paint data, preventing either city from turning black or altering the other city’s terrain after painting and saving.
Reputation and City Life
Player reputation is now tracked independently for every city and person. Guild privileges, mayoral support, automatic trade effects, the city HUD, and Market information now use the correct local reputation.
Existing saves automatically migrate their previous reputation values to the new city-specific system.
Pedestrians can now continue through connected road junctions across every authored city instead of remaining trapped on a single road spline. Real dead ends still make pedestrians turn back safely.
Malmö’s authored workplace plots now retain their placement, stable identities, and complete runtime references in the player build.
Interface and Display
Auto UI Scale now uses the physical size and DPI of the monitor containing the game window. Moving the game between a large external display and a compact laptop screen updates the interface automatically without overriding manual UI Scale choices.
The live TopRightBars now inherit their text colors and styles directly from the canonical HUD, keeping the city and world-map presentations synchronized.
CityScene’s live TopMidBar now carries its fixed-screen scaling setup permanently, preserving the approved HUD size without startup repair.
The Route Trade screen now uses a responsive viewport instead of covering most of the world map. The World Wheel retracts while the screen is open and returns when it closes.
Live panels now follow a shared viewport-safe opening contract, keeping panels such as the Shipyard inside the visible screen across supported resolutions and UI Scale settings.
The top-left game-speed controls now respond to keyboard plus and minus keys, including numpad keys and different keyboard layouts.
Older windowed startup preferences are repaired once so the Windows and Steam player opens at native desktop resolution in borderless fullscreen. Later display-mode choices remain persistent.
The ship dossier retains its approved top-right placement while scaling enough to keep its lower edge visible at 1080p and other constrained UI configurations.
The ShipPanel’s Edit Route action now consistently uses its transparent parchment surface instead of the obsolete brown fill.
Fixes and Stability
Malmö’s finished road now uses its saved persistent mesh, preventing delayed mesh-save errors without changing the authored road geometry.
Stockholm’s shoreline defenses no longer extend into navigable water, and its fortified interior uses the correct authored paving layer.
World-map zooming and panning no longer reveal a blue strip behind the upper HUD.