New patch for 1.1.1 beta is out.
This one includes a slight modification to how we unlock research. When your kingdom levels up, you'll be presented with this screen:

Instead of getting "Edicts" to unlock research in the Saga window, you'll select a new research immediately on level up. You'll also be able to select 1 of 3 random bonuses.
With Edicts no longer a thing in-game, you'll now use Ren to buy more land. It costs 1000 Ren to buy a tile. This fixes a hard limit that existed with Edicts.
I also did quite a bit of work on performance improvements. I focused on several big systems that slowed the game down. And I reduced the overall memory footprint by quite a bit. It's not where I want it completely, but it should be much better.
Here are the patch notes:
Nation Level-Up
- Nation level-ups now grant one research choice and one population or stat bonus. The entity level cap still increases automatically.
- Population rewards add 5 capacity, up to a maximum of 99. Each stat can receive a level-up bonus once, with three stat bonuses offered per level.
Saga and Research
- Removed Saga's research action button and edict purchase prompts. Researched nodes and connections now appear green.
- The research tree in the level-up window now uses Saga's tabs, with matching backing and inset frames.
- Added a Bonuses tab on the right side of Saga, showing earned kingdom stat bonuses and current population capacity.
- Wood, stone, bronze, iron, steel, and rutile working now unlock their weapons, armor, and defenses. Disabled the separate Weapons And Armor research choices.
- Barracks now follows Wood-work directly. Its upgrades and Prison Cells are in the following column.
- Research no longer requires discovering specific materials. Research prerequisites still apply, and crafting recipes retain their material costs.
- Moved some starting research into later columns. Stonework, woodwork, and farming remain starting choices.
- Kitchens and burial options now unlock earlier. Animal husbandry follows hunting, and inns follow kitchens.
- Markets no longer require glasswork. Advanced brewing no longer requires an inn.
Ren and World Actions
- Replaced edicts with Ren at a rate of 1,000 Ren per edict.
- Territory claims now cost 1,000 Ren from settlement stock.
- Claiming territory, founding settlements, and building roads now check and consume settlement resources. Parties no longer need to carry those resources.
- Settlement founding and road building retain their material costs.
- Edict balances in older saves convert once to Ren in a nation member's inventory.
- Removed the old edict balance display, purchase options, and debug command.
Room Quality and Bonuses
- Bonus quality props in Room Management can now be expanded and collapsed. The header shows the number of discovered prop types.
- Renamed the morale bonus label to "Room morale".
- Farms, Arboretums, Hortichrons, Brood Gardens, and Apiaries now receive bonus quality from their relevant plants. Tree bonuses apply to saplings and trunk bases.
- Bonus plants and platforms now appear in the room quality list.
- Added missing workstation quality bonuses to Workshops, Kitchens, Smithies, Libraries, Tailors, Tanneries, and Masonry Shops. Added bed bonuses to Inns.
- Superior Workshops now grant Craft-Working, T'Igwir grant Farming, Animal Enclosure shepherds gain Animal Caretaking, and Arcane Studies grant Void-Working.
- Room quality requirements are now set per room: 200 points per tile indoors and 100 outdoors.
- Barracks, Gwdir Homes, and T'Igwir now use indoor quality requirements and receive roof quality.
- Markets and Stockpiles use outdoor quality requirements and receive no roof quality. Vaults remain indoors.
- Farms now receive double quality from tilled earth and no longer receive bonus quality from wells or troughs.
- Human Homes now receive double quality from tables, chairs, and stools, in addition to beds.
- Increased quality from hives, troughs, roosts, cages, tanning racks, training dummies, fire pits, and sleeping mats.
- Reduced quality from bookcases and lecterns.
- Room quality now lists Squalid debuffs alongside Superior bonuses. Active penalties appear red, and bonuses appear green.
Spawning
- Caves and dungeons now stop spawning a race when 10 living neutral or hostile members of that race are already on the map. Player-owned and captured entities do not count toward this limit.
UI Fixes
- World hover tooltips now keep their last location or entity while the mouse is over UI.
- Fixed tooltips repeatedly rebuilding when the hover target had not changed.
- Opening the level-up window now clears world hover tooltips and blocks world selection. Closing or interrupting it releases its pause and input locks.
Performance
- Reduced memory use for world visuals, lighting updates, and small ID collections.
- World collections and pending update buffers now reserve space as needed instead of reserving for the full map.
- Spread idle job checks across frames and reduced repeated diet checks when searching for available food.
- Reduced temperature simulation memory use. Its buffers are now prepared during loading to avoid stalls around heat sources.
- Reduced pathfinding memory use. Reusable search buffers are now prepared during loading to prevent stalls when entities start moving.