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Patch #57 (BETA). Optimization, Dark Politics, and Worldviews

Norland · Community Announcements · September 04, 2026

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Hi everyone,

Dmitry here.

It's been quite a while since the last update, so there's a lot to cover.

Over the coming weeks and months, we'll be focusing on expanding the feudal system and villages, adding new buildings, continuing to develop combat (which we plan to keep improving for many months to come), working on the story generator, and reworking the knowledge system.

By the way, if you've been considering leaving us a review, now would be a great time. We'd really appreciate it!

Feedback on the beta version in our Discord would also be extremely helpful. To switch to the beta, use the Game Versions and Betas tab in the game's properties in your library.

So, the main topics of this patch are Optimization, Dark Politics, Worldviews, and Squad Formations.

Optimization

We've moved to a new version of the engine (which required us to fix a few bugs in the engine itself), worked on optimization, and significantly improved the game's performance.

This should allow you to build cities with roughly twice the population and field armies twice as large in battle. Video memory optimization should also improve performance on machines with weaker GPUs, such as laptops, and will allow us to draw more unique buildings.

Overall, in our tests with large, densely populated cities, average FPS increased by 60%, while video memory usage was cut in half.

We'll return to optimization again later, as there's still room for improvement.

Squad Formations

Squads now move and fight in organized formations and hold their ground during combat, so enemies can no longer simply move through them.

Unfortunately, the bonus for attacking from behind isn't quite ready yet, as this new system requires significant changes to the AI. However, you can expect regular combat updates from now on.

In particular, we're planning to rework the basic damage system soon to make weapon stats easier to understand, introduce different damage and armor types, and more.

City Interactions

We've reworked city actions on the world map. They're now organized differently and should be much easier to understand. Some actions have been removed, while others have been added or reworked.

For example, you can now kidnap children, causing their parents to develop a fear of your king.

Politicians and rulers on the world map now display their level of army support, and this support can be reduced through new intrigue actions. Characters with weaknesses that can be exploited by a particular action are now marked with the corresponding icon.

When a politician on the world map becomes dissatisfied and gains more support than the king, you can use new Dark Politics actions, such as forcing the ruler to attack one of your enemies on the world map.

On the local map, hostile rulers will also use dark deeds and intrigues much more frequently, since these actions no longer depend on having thugs in the city.

Worldviews

Rulers and politicians on the world map, including your own, now have Worldviews.

A character's worldview determines their initial prejudices and sympathies, as well as how they react to aggression and peace treaties. These reactions apply to rulers who share a border.

For example, a Religious ruler will favor the Matriarch's friends and dislike her enemies. A Predator will hate everyone, while a Traditionalist will favor rulers of their own culture and dislike rulers of other cultures.

This makes politics on the world map more complex and varied.

When a character receives a worldview at the start of the game, it is largely determined by their culture. Politicians, however, are likely to have a different worldview from their ruler.

If your ruler acts against their worldview, they will receive a negative thought. This means that aligning your playstyle with your ruler's worldview can become an important part of the game.

Other Improvements

We're in the process of reworking the relationship system. In the meantime, we're trying to tone down some of the frustrating mechanics that are difficult to control, reducing the amount of routine relationship maintenance required.

Specifically:

Full List of Changes

Worldviews

Combat and Squad Controls

Interface and QoL

Other Improvements

World Map City Interactions

Graphics

Optimization

Balance

Fixes

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