New Mobile UI
The interface now shows only the most relevant information for each situation, reducing friction and making mobile gameplay easier to understand and control.
New location switcher: Change locations with tap + swipe instead of using a button.
Extended goods bar: Swipe through goods and tap on a good to get context-sensitive options. Also available in browser.
Worker bar: See all your workers in one place and assign them to new jobs more easily. Also available in browser.
Focus mode: Automatic zoom behavior on mobile for cleaner town, estate, and widget views.
Reworked prologue with earlier building focus
New players now get a clearer preview of the full game vision, including a new building-construction step that better communicates the core experience.
Adaptive performance system
The game automatically adjusts visual quality based on the device, improving stability across both low-end and high-end phones while raising the overall visual quality.
Better pacing and chapter flow
Adjusted town layout and more visible player interactions
BALANCING CHANGES
Chapter length reduced to 10-10-9-7-? days.
City population demands adjusted to keep town growth race tighter and more interesting, especially during Chapter 4
Partner Towns are now assigned by the town’s total player strength and no longer by power points only, resulting in fairer matches
Town ranking by Power Points give stronger rewards - some rewards are granted during the running chapter and some at the end of chapter
Economy: Merchants of Top3 towns sell 10% faster and 2 additional goods in Wholesale at chapter end
Culture: Leading town can choose between 4 instead of 3 workers. One additional worker at chapter end.
Military: Still determines conquered towns in Chapter 1+2. Mayor might be able to swap one good in Royal Fleet (comes during EA6)
Royal Fleet demand is less dependent on previous fulfillment and is targeting leading towns more heavy.
Use of all instant manifest cards are limited by current town level
Overselling in market booth has a reduced selling speed of 50%.
Smart workers get 25% bonus instead of 50%
Players loose 10% of their reputation if their town was conquered by pirates
ENDGAME CHANGES:
Significantly increase the costs of the statue
Production capacity in Chapter 5 will become important: new researches will greatly multiply production
Pre-donations: the Harbour storage will include a goods slot for automatic donations, so players won’t need to click at the exact right second. If too many goods are available, they will be distributed proportionally
Special personalities that guilds can bid on, which will help during the endgame