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Game Update: 2026.10


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Added

  • Governor elections are now live! On the 1st of each month, every region still held by its original nation elects a Governor. Citizens with a house and patriotism in the region can stand by making a pledge to improve roads, pollution, employment or poverty, and citizen NPCs vote for the candidate their demographics favour most. Results are announced the following day, with an alert for each candidate and a regional event naming the new Governor.
  • Governors can propose and vote on policies, and approve citizenship requests. At the end of each term, a Governor's pledge is judged against how the region actually changed, and voters will remember whether it was kept.
  • Sitting Governors can stand for re-election without affecting their current term.
  • Past Governor election results can be viewed from the new Governors tab in the Election Booth.
  • NPCs who own a motorcycle or car now drive to work when their region has roads, using 1 fuel per trip. Like players, driving NPCs get the road bonus (+5% production and pay per road level). Regular drivers join the new Motorist demographic, which grows each day they drive (up to 100) and counts in Governor elections.
  • NPCs living abroad who are happy, well-fed, and employed in their nation of residence now have a weekly chance to adopt that nation's citizenship. Patriotism towards each nation influences the odds.
  • Hospitals are back! Players and NPCs can now visit the hospital in their region to restore their health in a single treatment, using medicine from the nation's stockpile. Each tier of medicine heals 25 health. Treatment is charged at the per-tier medicine prices and treatment fee set by the nation's Industry Minister, and is paid to the nation. If you can't afford a full treatment, the hospital treats you as far as your funds allow. Working as a doctor remains disabled for now.
  • Players can now build their own infrastructure, starting with the Warehouse. Start a project in any region from the new My Infrastructure page (under your name in the menu) for $25 VBX, buy its construction materials from the local market with your own cash, and build it yourself or offer a wage for each contribution. Other players can find paid work under Private Construction on the Infrastructure page. NPCs will also take construction work if you pay at least the nation's minimum wage, but only when there's no national infrastructure for them to build or repair.
  • Your companies in the same region as your Warehouse can be linked to it under Edit Company: they can use raw materials from the Warehouse when they run out, and store their finished goods in it. You can move goods from your Warehouse to your companies in that region, or take finished goods into your inventory. Your Warehouses count towards your Networth: their 25 VBX build cost, plus the value of everything stored in them.

Changed

  • Passed laws that cost money (printing, shredding, or selling currency, roads, national projects, buying a company, treaties, and war) now fail, with an alert to the leader, if the treasury can't cover them when they take effect, instead of taking the treasury negative.
  • Treaties are now cancelled if either nation can't pay its upkeep, as wars already were.
  • Welfare is no longer paid out when the nation can't afford it.
  • Congress has been replaced by elected Governors. Policy votes, citizenship approvals and party pages now refer to Governors instead of Congress.
  • Hospitals no longer give NPCs in their region +1 health each day. NPCs now visit the hospital for treatment instead, always keeping $5 back for food.
  • The Deposit popup for state companies now shows the funds available to deposit (the lower of the Industry budget and the national treasury) instead of your personal cash.
  • State companies can now only be funded in their nation's currency or VBX.
  • The Edit Company page now shows whether a state company is already linked to the National Stockpile. Previously the boxes always appeared unticked, so saving the form would unlink it.

Fixed

  • Fixed the daily diplomacy update stopping after the first war, so later wars and treaties weren't charged or updated.
  • Fixed NPC shifts paying wages after the company had already spent that money on power and raw materials, which could leave companies with negative cash.
  • Fixed being able to spend the same money twice by making two purchases or payments at the same time (for example from two tabs, or two officials using the same budget), which could leave citizens, companies, and nations with negative cash or budgets. Every purchase and payment now checks the balance at the moment the money is taken, and if the goods are gone by then, you get your money back.
  • Fixed name changes only checking for 1 VBX, although they cost 10 VBX.
  • Fixed shredding currency using up the Finance budget without removing the currency from the treasury.
  • Fixed state companies being paid for from the treasury of the nation they were created in, instead of from their own nation's treasury.
  • Fixed moving with transport tickets, declaring war and accepting treaties failing when the cost was 1,000 or more.
  • Fixed the Edit Organisation page saying the organisation had been created.
  • Fixed a bug preventing Plastic and Steel companies from being created.
  • Fixed several bugs that could allow region resources to become negative.
  • Fixed median sale prices not considering the tier of goods sold.
  • Fixed company networth not being accurate for tiered goods.
  • Heavily optimised main NPC loop.
  • Fixed significant lag when loading the Company Management page.
  • Fixed a bug affecting Average Production Cost for Tier 5 goods. This also fixes recommended prices not being calculated for T5 goods when being sold.
  • Various other code/database optimisations.
  • Fixed NPCs ignoring their nation's battle orders, so setting orders to Abstain now keeps NPCs out of that battle.
  • Fixed a bug where an NPC too wounded to fight could stop all remaining NPCs from taking their turn.
  • Fixed NPCs building and repairing infrastructure without using up the nation's construction materials. Repairs now also require the materials to be available.
  • Fixed the Hard Worker trait doubling an NPC's pay instead of their production. Hard Workers now produce twice as much, and are paid for it.
  • Fixed infrastructure projects completing one contribution early, whether built by players or NPCs.
  • Fixed Nuclear Reactors not generating any power. Each active reactor now converts up to 10 uranium a day into 100 power.
  • Fixed state companies linked to the National Stockpile not using it for their second and third raw materials.
  • Fixed Industrial Complexes not giving their +15% production bonus to manufacturing workers. The bonus now applies to complexes owned by the nation controlling the company's region.
  • Fixed some infrastructure applying the wrong daily effects to the region. Industrial Complexes were repeating the NPC bonus of other structures, and pollution from Industrial Complexes could spill over onto unrelated structures.
  • Fixed structures that can't be built alongside each other (such as Industrial Complexes and Tree Plantations) being allowed in the same region.
  • Removed the outdated "once per day" text from the Build Infrastructure page. Contributing to infrastructure is limited only by AP.
  • Fixed national stockpiles going negative when several players or NPCs drew on them at the same moment (state company shifts, infrastructure work and repairs, military base supplies and stockpile sales). Any national stockpiles that had already gone negative have been reset to zero.
  • Fixed being able to propose selling a negative amount of the national stockpile, or to supply soldiers with a negative amount from a Military Base.
  • Fixed nation merges deleting the merged nation's stockpile and foreign currency instead of passing them on to the nation it merged into.
  • Fixed players being able to work on or repair infrastructure belonging to another nation, paid for with the materials of the nation they live in.
  • Fixed company power sometimes dropping below zero when two workers used a company's last unit of power at the same moment. Any company resources that had gone negative have been reset to zero.
  • Fixed player shifts at a company with no power buying 11 units from the market instead of 10.
  • Fixed the daily update saving a company's average power cost over the average cost of one of its raw materials.
  • Fixed two buyers being able to buy the same last units of a market offer at the same moment, which could give both buyers the goods and pay the seller twice. This affected buying from the market (goods, raw materials, and company and house power), transport tickets bought when moving, companies automatically buying power or raw materials, and NPC purchases.
  • Fixed the same problem on the currency exchange, where two players could buy the last of an offer at once, or an offer could be refunded to its seller while it was being bought (or refunded twice when it expired).
  • Fixed two companies being able to fill the same purchase order at the same moment, which paid both sellers and charged the buyer twice.
  • Fixed filling a company's purchase order from the CEO page failing partway through, after the buyer had already been charged.
  • Fixed export tax being paid to the seller's nation on purchase orders that couldn't be completed.
  • Fixed company goods being duplicated when listed for sale or removed from the market at the same moment as another sale or listing, which could also leave a company with negative stock.
  • Fixed being able to list part of a unit of stock for sale (e.g. 1.5), which put more goods on the market than were taken from stock.
  • Fixed newly listed goods showing a gross price of 0 to automatic buyers until the market page was next viewed.
  • Fixed goods from a work shift sometimes disappearing when the company's market offer sold out at the same moment, instead of going into the company's stock.
  • Fixed accepting a citizen trade giving the full amount of an item even when the other citizen no longer had it all, which created items from nothing.
  • Fixed accepting a citizen trade being able to take a citizen's money below zero.
  • Fixed a citizen trade being able to be accepted twice, or before it had been offered.
  • Fixed being able to add part of an item (e.g. 1.5) to a citizen trade.
  • Fixed citizens being able to add to a trade offer after sending it, which could make the other citizen pay for items or money they were never shown. Changing a sent offer now withdraws it until it's sent again, and a trade can only be accepted with exactly the contents shown when it was viewed.
  • Fixed national purchase orders skipping the Industry budget and treasury checks. Purchase orders larger than the Industry budget or the treasury now go to a vote, and orders placed directly are charged to the Industry budget.
  • Fixed export tax on market purchases of foreign goods never being paid to the exporting nation, and import tax being recorded as sales tax.
  • Fixed NPC purchases of food, drinks, and medicine paying the wrong import and export tax to nations, and some NPCs being overcharged for domestic goods after another NPC had bought foreign goods.
  • Fixed companies paying the wrong tax when they automatically buy power or raw materials from the market (including during work shifts). Taxes now use the correct rates for the item being bought, import and export tax no longer stack on top of each other, and import tax is no longer paid to the nation twice.
  • Fixed NPCs only paying for one item when buying several at once (such as fuel, ammunition, weapons, and armour). They now pay the full price and tax for everything they buy.
  • Fixed companies paying the wrong tax when buying raw materials or power from the market. Import and export tax no longer stack on top of each other or on sales tax, import and export tax are now charged on every unit bought instead of just one, and import tax is no longer paid to the nation twice. Market prices shown to companies now match the price actually charged.
     

 


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