Here's a thing I should have caught sooner: two hostile armies could sit on the same hex forever and never throw a punch. Y'all figured out that walking an army off the tile and straight back on forced the fight, and honestly, fair play — but that's a workaround for a rule that made no sense, not a tactic. From ruleset 31 they fight once a day, every day, until one side is gone, and every battle you're part of lands in your bell as a dispatch.
A world keeps the ruleset it was born with, for life. Everything on this page applies to worlds created at ruleset 31 or later. If you're on 30 or earlier, nothing changes under you. Promise.
The standoff is over
Before ruleset 31, two armies that hated each other could share a hex and just… coexist. Neither would attack. Arriving on a tile triggered a battle; standing on one didn't. So the only way to make a fight happen was the march-off-march-back trick, and I'd rather you spend your evenings on something better than that.
Now, after movement resolves and before occupation timers tick, any hostile armies on the same hex fight. The hex owner defends. Each army fights one battle per day, so a third army arriving on a contested tile waits for tomorrow instead of piling into the same brawl. Standing next to an enemy is a decision again.

Every battle reaches you
Battles you're part of now show up in the notification bell as dispatches, with the report attached. You shouldn't have to notice that a number on a panel changed to find out you lost an army. That one bugged me for a while.
Smaller changes
Lose the origin city of a route and the route goes with it, instead of hanging around orphaned. Any guards posted to it are released as lost.
Route volumes are tracked to two decimal places, so a small steady route no longer rounds down to nothing. (It was rounding to zero. I know.)
You can't disband an army while its home tile is occupied, and you can't sign anything but peace across an active war.
Settling is blocked while a foreign army stands on the hex, and the button now tells you so before you tap it instead of after.
What it means for you
| Change | What it means for you |
|---|---|
| Daily battles | An idle army parked beside an enemy is now a commitment, not a bluff. |
| Route reserve | You can feed an ally without starving the city doing the feeding. |
| Guarded routes | A raider has to get through your garrison first, and can see that before committing. |
Known issues (still open, still mine)
A capital left untouched runs its food to zero around day ninety and stays there. Idle villagers won't fill empty farm slots on their own. Staff the farms by hand and you're fine.
Kingdoms, yours and the AI's, stay on one tile far longer than I intended. Right now mustering a settler party is something you do on purpose, not something that happens on its own.
If you hit something else, note the game day and what you'd just done. That pair is almost always enough for me to reproduce it.
The Assign and Remove scholar buttons were drawing below the visible edge of the People panel, so you couldn't click them — which made research unreachable, since scholars are the only way to raise villager intellect. My bad. Fixed on 24 August 2026.
Research points piled up without limit, so a kingdom that queued nothing for a while could come back and finish every remaining tech overnight. From ruleset 32 the bank is capped at the cost of the dearest tech in your current age.
Peace,
Yadah
