ChangeLog Version v1.5.0 + AI 0.2.0 (english)
Release: 01.12.2025
Features:
- Endless productions: Productions now run continuously in the background. You can increase/decrease team members per job live. More team members speed up the cycles and unlock a bonus production.
What’s new?- Continuous run (endless production): A job keeps cycling until you stop it or it pauses.
- Team members per job: With + / − you assign additional team members to a running job live.
- Faster through teamwork: More team members significantly shorten the cycle time (up to ~85% faster with 9).
- Bonus production: Depending on team size, you regularly get additional products (“boost”).
- Green progress bar = current cycle.
- Time (e.g., “40 s”) = remaining time until the cycle ends.
- Team member count = current team size of this job.
- Boost badge (e.g.
📈 +3/6) = bonus production active: every 6 cycles you get 3 extra items (for products with count > 1 accordingly 3× count, e.g., pine logs 3×5 = +15).
Bonus production – tiers & examples
| Team size | Bonus badge | Effect |
|---|---|---|
| 1–2 | - | No bonus |
| 3–5 | +1/3 | Every 3 cycles +1 extra |
| 6–8 | +2/5 | Every 5 cycles +2 extra |
| 9+ | +3/6 | Every 6 cycles +3 extra |
FAQ
- Does a team change count immediately?
Yes, the cycle adjusts immediately. - What happens when the warehouse is full?
Production pauses and can be resumed when storage space is available again. Cycles accumulated toward the bonus are not lost. - Do boost drops consume additional ingredients?
No – the bonus is a free extra batch that occurs without additional ingredients. - Does production continue when I close the window?
Yes, the server keeps counting; progress syncs when you open it.
- “Drag & Drop” for loading & unloading: You can now move goods via drag & drop directly between the warehouse and carts – fast, intuitive, without extra clicks. A short video shows the feature in action. (video below)
- How it works
- Warehouse ➜ Cart (loading):
Grab an item in the warehouse and drag it onto a cart. Free slots or matching item stacks are detected automatically. The quantity popup opens immediately. - Cart ➜ Warehouse (unloading):
Grab an item in the cart and drag it onto the warehouse – also with an immediate quantity popup. - Visible feedback:
Valid targets highlight clearly while dragging. No highlight = no drop. Full carts briefly show a red “shake” when there’s no space.
- Warehouse ➜ Cart (loading):
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. - How it works
- “Drag & Drop” for the marketplace / trading post: You can now purchase goods at the market via drag & drop – fast, intuitive, without extra clicks. A short video shows the feature in action. (video below)
- How it works
- Market / trading post ➜ Building (buy):
Grab an item in the warehouse and drag it onto a cart. Free slots or matching item stacks are detected automatically. The quantity popup opens immediately.
- Market / trading post ➜ Building (buy):
- How it works
External Content
www.youtube.com
Content embedded from external sources will not be displayed without your consent.
Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
- Actions that, depending on current law, may constitute a crime now indicate this including the severity of the offense. If current law allows this action, the notice is NOT shown.
- Items that, depending on current law, may constitute a crime now indicate this including the severity of the offense. If current law allows this action, the notice is NOT shown.
- On the sea map for overseas trade, the goods that are currently tradable are now displayed under the respective city.
- The BG now additionally stores the following user settings as a cookie: Show chat window, always show skirmishes, play background music, game resolution, graphics quality, global brightness, global saturation, global contrast, global gloom, draw building smoke as well as enable ambilight. This enables you to load different settings on different devices. If no corresponding cookie exists on a device, default settings are loaded. The displayed language as well as showing tooltips remain global settings that apply independently of the device used.
- You can now open market statistics for every item that is tradable on the market (button bar at the top where you also find e.g., office overview). The market statistics for an item are displayed by default for a time span of 2 hours, but can be increased to 24 or 72 hours if needed. At the same time you will find information about which ingredients an item requires, which businesses can produce it, and what its base production time is.
External Content
www.youtube.com
Content embedded from external sources will not be displayed without your consent.
Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
- The ambient feature “water effects” has been added. You can disable/enable the effect in your user settings. By default the effect is enabled.
- The browser game now automatically enters a pause mode if no activity is detected for 30 minutes (5 minutes for inactive tabs). Pause mode stops all communication with the server and freezes the game.
- Items or actions that shortened or lengthened production times under the old production system have now been converted to a buff/nerf system for businesses. Businesses with a buff/nerf are visually highlighted. At the same time, when clicking on the business—just like with characters—these are shown. The following items are now applied directly to a business and exert the corresponding effects:
- Philosopher’s Stone ➜ Reduces the base production time by 50% for 12 hours.
- Sand of Time ➜ Reduces the base production time by 20% for 6 hours.
- Flower of Speed ➜ Reduces the base production time by 15% for 24 hours.
- Elixir of Work Joy ➜ Reduces the base production time by 5% for 5 hours.
- Glyph of Piecework ➜ Permanently reduces the base production time by 5%.
- Urge workers on ➜ Reduces the base production time by 10% for the rest of the day.
- Sleeping draught ➜ Increases the base production time by 50% for 1 hour.
- Paralysis poison ➜ Increases the base production time by 10% for 4 hours.
- Stink bomb ➜ Increases the base production time by 15% for 3 hours.
- Curse a building ➜ Increases the base production time by 25% for 24 hours.
- If you want to run for office, you can now see your chances of winning in advance.
- The cart menu has been expanded. You will now find quick buttons on each of your carts. These send the cart either directly to the market, directly to its home building, or to another building via the usual selection menu.
- The process of learning new master levels and professions has been revised. For this, the profession overview has been completely redesigned:
- The current learning progress is now displayed directly on the new profession / master level in the form of a ring bar. When hovering with the mouse (or via touch input), your progress points are shown.
- You now receive better visual feedback when a new profession / support profession can be learned.
- Successive unlocking of the individual profession slots.
- It is now possible to learn a 4th profession.
- It is now possible to learn a 3rd support profession.
- The amount of (profession) experience points required to learn a new master level is no longer fixed (previously: master level 2 = 5500 experience, master level 3 = 45000 experience flat), but now increases for each profession:
- 1st profession: master level 2: 2500 (profession) experience points, master level 3: 25000 (profession) experience points
- 2nd profession: master level 2: 5000 (profession) experience points, master level 3: 50000 (profession) experience points
- 3rd profession: master level 2: 7500 (profession) experience points, master level 3: 75000 (profession) experience points
- 4th profession: master level 2: 10000 (profession) experience points, master level 3: 100000 (profession) experience points
Balance:
- If you now have all three glyphs of experience socketed, only the higher-grade glyph counts; others are ignored.
- The action Quackery now uses all players in the BG as the basis for the gold value received.
- The cooldown for Receive vision now applies to the entire dynasty.
- The action Urge workers on can now be used daily. The cooldown and any positive effect apply until the end of the round.
- The success chance for Threaten office holder is now at least 15% even if the calculated probability would be lower.
- The achievement “The Business is running” has been increased from 1,000 to 10,000 completed productions.
- The employee satisfaction system has been reworked and adjusted to the endless production system. Your employees’ satisfaction is now displayed as “Morale” in percent. Morale no longer decreases in fixed 1% steps, but can now also drop by fractional amounts; the display has been updated accordingly. Depending on the item level of the product being crafted, morale will decrease more or less strongly (morale loss at item level 1 is lower than at item level 3). The system calculates the morale loss per production cycle and scales it with the theoretically producible amount per hour.
This means, for example, that an item with item level 3, produced by only 1 worker, causes a higher morale loss per worker than if the same item is produced by 9 workers. In total (adding up the morale loss of all participating workers), the overall morale loss is however higher with more workers than with just one.
The following rule of thumb applies (loss per worker and per hour, if they work on that item continuously):
- Item level 1 = 1.00% morale loss per hour
- Item level 2 = 1.75% morale loss per hour
- Item level 3 = 2.75% morale loss per hour
AI:
- The AI now produces like you would – focused, consistent, and type-dependent. Result: more stable markets, comprehensible movements, better planning. A real game changer.
- AI with personality (4 types):
- Type 1 – Conservative: Stays on one production line for a long time, prioritizes raw materials, builds a stable basic supply on the market.
- Type 2 – Balanced: Keeps focus but visibly reacts to profit opportunities; mixes resources and end products.
- Type 3 – Opportunist: Switches faster when clear profit advantages exist and deliberately exploits demand peaks created by players.
- Type 4 – Speculator: Tests new production lines early when they are (pricewise) clearly better; can deliberately “poke” markets to exploit gaps.
- Market awareness (idle vs. stock)
The AI evaluates market pressure per item: idle (target demand) vs. stock (current inventory). If stock is far below idle, high market pressure arises → production becomes more attractive; with overstock, market pressure drops and so does priority. A production switch only happens when the new option has clearly more pressure both relatively and absolutely than the existing one – random twitches are filtered. This leads to more natural movements: shortages are served, surpluses are avoided, and niches visibly benefit as soon as shelves run empty. - Continuous live production
The AI feeds the market continuously with produced goods. Each production cycle is placed on the market immediately. - Same rules as players
Production times (incl. worker speedup & building condition), ingredient costs (internal vs. market with haggling/inflation), taxes/net sale, buffs and nerfs apply 1:1 to the AI. - More “intelligence” in behavior
The AI plans with hysteresis across cycles, deliberately keeps good production lines longer, learns professions through real production and adapts its risk appetite to its defined character type. It makes comprehensible decisions – not always perfect, but that makes it human.
- AI with personality (4 types):
- AI evolution (from “rule-based” to “human-like”)
- The AIs now make situational decisions, have moods, learn from their results and manage their budget. This makes them noticeably more human – in tests they were hardly distinguishable from players.
What’s new?
1) Decision-making with context (instead of a fixed order)
- The AI evaluates every action (e.g., upgrade building, increase title/character level, construct building, expand talents, increase building talents) dynamically and chooses with probabilities, no longer deterministically.
- Budget guard (sensible budgeting)
- The AI doesn’t overestimate itself: title purchases, upgrades and new buildings are only planned if affordable.
- New-build calculation uses the highest permitted level per profession including the scaling formula – realistic prices, realistic decisions.
- Personality & mood
- Each AI now has character traits (e.g., risk, planner, ambition, thrift, sociability, ethics).
- Moods (time-of-day dependent + random) influence whether it is more likely to learn/skill or take big steps (titles/politics).
- Result: moods, small “quirks” – much more human-like behavior.
- Learning from experience
- Each action receives a reward. The AI keeps a success record per action and adjusts its preferences (success ↑ → chance ↑).
- In this way it “remembers” what works for its role/setup.
- Working times & cooldowns
- AIs have active time windows (default 06:00–22:00 (does not apply to productions)). After an action there is a cooldown (8–25 min) so the game “pulses” naturally instead of spamming.
- How it feels in the game (examples):
- The cautious crafter dynasty ➜ Has Alchemy Mastery 2, gold is tight → it upgrades buildings first instead of rashly buying the title. Profit rises, then the title follows – like a prudent player.
- The ambitious orator ➜ High rhetoric/charisma + good mood → applies for office more realistically. In a bad mood she prefers to skill abilities or build her network first.
- The penny-pincher ➜ Low cash? New builds are postponed, mastery or talents move up. When enough gold is available, the planned build/upgrade follows.
- Nights are quieter ➜ At 01:30 the AI goes into “pause” because its mood steadily drops. In the morning it continues structured – just like real players.
- Why more “human-like”?
- No rigid pattern anymore, but weighted decisions with mood, personality, time of day and budget.
- Errors & variance are possible (deliberate, small “blur”): sometimes a cheap, safe choice is preferred – like real people.
- Capable of learning: Good strategies prevail over time, bad ones fade.
- The AIs now make situational decisions, have moods, learn from their results and manage their budget. This makes them noticeably more human – in tests they were hardly distinguishable from players.
What’s new?
1) Decision-making with context (instead of a fixed order)
- AI actions & learning behavior
What’s new?- The AI now independently performs a selection of actions – depending on mood, prerequisites (buildings/offices), cooldowns and risk (current laws).
- It is capable of learning: successes/failures are stored (e.g., gold gain, evidence created/deleted, effect on elections). This experience will lead to better decisions in the future.
- Fair play: The AI respects all cooldowns – both for itself and for target players/buildings. Spam is therefore not possible.
- Mood sets the direction
- Be evil ➜ prefers “evil”/risky yields.
- Be good ➜ prefers “good”/supportive actions.
- Be normal ➜ safe, neutral yields.
- Check prerequisites
Required buildings/offices must be present. Without a bishop’s office, for example, no forgiveness of sins. - Observe cooldowns
If a CD is active on the AI or the target, the action is skipped (exception: Indulgence has no CD). - Include legal situation (laws)
For magic/fraud/manipulation etc., the AI can risk evidence against itself – that lowers priority, but may be “worth it” depending on mood/yield. - Weigh chance/yield
For example, many co-believers ➜ sermon yields more; many unreviewed pieces of evidence ➜ indulgence becomes more important.
Everyday (neutral)- Buy indulgence
- Collect essence of the dead
- Receive vision
- Gain believers
- Give sermon
- Put someone on the pillory
- Order an audit
- Steal from guests
- Pickpocketing
- Quackery
- Send prostitutes
- Send beggar
- 10% surcharge
- Curse a building
- Forgive sins
- Sermon: advocacy/opposition
- Knowledge shortens some AI cooldowns noticeably.
- Per-target cooldowns prevent chain attacks on the same player/building.
- Laws (e.g., MAGIC, FRAUD, CRIME) affect the risk of generating evidence. If the legal situation changes, the AI adapts its behavior.
- The AI remembers what works well: gold yield, election influence, evidence created/deleted, rejected actions (CD blocked), etc.
- This generates a score that weights future decisions – the AI becomes more targeted (e.g., it uses curses where they have the most effect, or buys indulgence early when evidence risk is high).
- Don’t worry: Everything runs within the normal game rules with the same locks and chances as for players.
UI:
- Various general UI adjustments.
- Revision and unification (design) of various menus.
- Various icons have been renewed.
- The UI of the production menu (business & residence) has been adjusted.
- The UI of the glyph production menu has been adjusted.
- In the warehouse menu “Ships at sea” and “Ships at anchor” now hide the goods storage, since it is irrelevant at those points.
- The color markings for actions have been revised and optimized. Actions with a green marking are neutral actions, a red action signals that using it is a potential crime, violet actions have immediate effects on you or other players. At the same time, the marking colors are now rendered by the system and are no longer part of the graphic. The marking colors orange and white will be discontinued in the future.
- The display for cooldowns of actions or
items on characters and buildings has been revised. The remaining cooldown is now displayed more appealingly as a ring. On mouseover you now learn, in addition to the exact remaining runtime of the cooldown, the underlying action or the effect triggered by the item.
Miscellaneous:
- The guild talent Production Wonder has been removed as it has become obsolete with the new production system.
- The building skill Production Capacity has been removed as it has become obsolete with the new production system.
- Newly constructed buildings no longer have prefilled goods slots.
- The item Promissory Note no longer requires a target selection to use it.
- The action Receive vision no longer requires a target selection.
- The action Gain believers now falls under the criminal offense of Manipulation.
- The action Put someone on the pillory now falls under the criminal offense of Manipulation.
- The action Order an audit has been changed: All running productions of the business are paused; no production can be started in the business for the duration of the audit (5 hours).
- Texts that are too long (e.g., building names) are now abbreviated in selection fields.
- The function Sell building has been removed as it was used very rarely but caused even more problems.
- Certain items now require selecting a target building.
The selection menu has been adapted accordingly. If an item requires a target building, these are now displayed for you.
- When a player starts a new game, the first business receives a production boost (Philosopher’s Stone) for 5 days. This enables a faster game start.
- Glyphs used in buildings are now displayed as a “state icon”.
- Improved email notification when registering and forgetting your password.
- On the start page, you can now go directly to point (8) (surrounding area of Lurnfeld, left view) and point (9) (the moon fountain) without having to switch to other views first.
- Auctions now have a delivery time. If you cancel an auction, this is 10 minutes; if you buy auction goods, this is 5 minutes. The messages are visible in the message center, but with a note that they are still “in delivery.” This prevents large quantities of goods from being moved via the messaging system to circumvent storage or cart running times. Expired auctions will continue to be delivered immediately.
Bug fixing:
- Deleting a good from your warehouse that could also be produced there did not update the warehouse stock counter for goods (the counter for ingredients did, though).
- In building warehouses the inflation factor was not considered for “purchase price”. As a result, the displayed purchase price in your own warehouse differed from the market (visual only).
- Glyph 2 had no visual effect if glyph 1 was not socketed.
- When using many items one after another (e.g., jute bags) the popup (with the info about the contents) could slowly fade out while you were still busy opening bags. This no longer happens.
- The action Quackery had no cooldown icon on the building when it was used.
- A bug with the donations banner was fixed that could cause the banner to remain active for 3 minutes.
- A bug with the robber was fixed that caused the probability of bypassing a burglar trap to decrease instead of increase with rising robber talent.
- A bug with Threaten office holder was fixed that caused the success probability to decrease with rising talent. Of course the chance should increase.
- A problem with the server worker was fixed that prevented it from working correctly.
- Excalibur increased the talent Constitution by only +4%.
- A bug was fixed that caused the calculated torture points when torturing kidnapped persons to be too high if you had more than one playable dynasty member.
- When adopting a child, no family tree entry was created. As a result, the child could no longer be removed from the party, even if it died due to age.
- The absence of a family tree entry caused a blocker when courting a new spouse. A fallback was added so that a missing family tree can never block removing from the party or courting a new spouse.
- A bug has been fixed where attachments in the bug tracker would overwrite each other if they had the same file name.
- It was possible to make an exchange using an exchange letter even if the goods to be received were 0.
- An Bug in the Pay worker Measure has been fixed.
- Guild chat messages could not be edited due to incorrect username assignment.
- Under certain circumstances, it could happen that a player was elected to an office for which he had not applied.
- Under certain circumstances, it could happen that a player held two offices after an election.
- The item “letter of exchange” could only be used in the inventory, but due to its mechanics, it could not be moved into a building. The mechanics have been changed accordingly.
Technical changes:
- The production menus for craftable items and quest items are now coordinated by the same script.
- Cookies have been unified. We do not use analytics or user-behavior cookies. At the same time, no third-party cookies are set (quite simply because there are no third parties). The browser game now stores more transparent cookies:
- ad1401_cookierights ➜ stores the permission for cookie management.
- ad1401_rememberlogin ➜ stores your active session and, if applicable, stay logged in.
- ad1401_donation ➜ stores that the donations banner remains hidden until the expiry date.
- *NEW* ad1401_settings ➜ stores certain game settings you have made so they can be loaded per device.
- Random even more random. All decisions based on randomness (e.g., urge workers on, generate evidence, building actions, goods smuggling, deflecting actions via empathy) are now executed even more randomly. The new system uses
random_int() anduses the operating-system CSPRNG (random_bytes()) and produces uniformly distributed values without modulo bias (rejection sampling). - The loading speed with high graphics settings is now up to 68% faster (at all resolutions).
- The loading speed with low graphics settings is now up to 5% faster (at all resolutions).
It is strongly recommended to clear the cache!