This was a big stretch — the map itself changed shape, and the game grew a lot
of new texture on top of it. The headline: the world is now a cylinder you can
sail clean around, with no visible seam. On top of that came the ability to plan
routes into territory you haven't explored yet, a line-of-sight system that lets
terrain hide things, three flavors of purchasable perks, a start-of-game moment
where you name your State and choose who you are, wandering Hero units you claim
off the map, and — for the first time — a genuinely hostile computer opponent:
the Raider, who spawns, hunts, and burns down your improvements. Plus the usual
raft of economy tuning and readability work.
The world became a cylinder
The map used to have hard east and west edges. This arc turned it into a
seamless east-west cylinder — the biggest single change to how the board works
in a while. Most of the numbered work below is invisible plumbing (movement,
fog, combat range, spawns, rendering, and the camera all had to learn that the
edges are joined); the payoff is the last two.
- 255 Consolidated the game's scattered hex-distance and neighbor math into one shared module with wrap-capable primitives — the foundation everything below builds on.
- 256–258 Taught the movement core, then fog, combat range, city spacing, AI, trade distance, and spawn placement to treat the map as a cylinder — all still switched off behind a flag.
- 259–260 Reworked the renderer, camera, interaction, overlays, and minimap to draw and scroll a wrapping world, with tiles appearing on both sides of the seam.
- 261 Flipped the switch: new games now wrap east-to-west by default, so you can circumnavigate the world.
- 262 Killed the visible seam — terrain is regenerated with periodic noise so continents flow continuously across the wrap instead of stopping at a wall.
- 272 Fixed tile-selection highlights (buy-tile, improvement placement, attack reticle) so they render correctly across the seam.
- 278–279 Made trade-route lines both draw and path correctly across the seam, so a route around the back of the world is found and priced by its true shortest way.
Planning into the fog
You can now give a unit an order to somewhere you haven't actually seen yet —
and the game plans a sensible best-guess route without cheating by revealing
hidden terrain.
- 263–264 A fog-aware pathfinder that plans over what you've explored, treating the unknown as passable, and shows you a best-guess route into unexplored territory.
- 265–266 Units ordered into the fog now actually travel toward the target each turn, revealing terrain and re-routing around obstacles they couldn't have foreseen — and the client distinguishes a guessed route from a known one.
- 268 Fixed auto-garrison so a unit only stops in a friendly city when that city is its final destination, not when it's merely passing through.
- 269–271 The game now remembers foreign cities and their borders after they leave your sight, drawn dimmed on both the main map and the minimap to read as "last seen here," not "gone."
Perks: tech, government, and something special
A whole new axis of progression. You spend science and culture on state-wide
perks, and a third "Special" class of perks is granted rather than bought —
the seed for identity and reward systems further down.
- 288 Two new buildings: the Library (science) and the Palace, a one-per-state capital building (culture).
- 289–290 The perk-system foundation, then live yields: Tech and Government perks now take effect, recomputed each turn so they retroactively boost every qualifying city.
- 292 The interactive Tech and Government modals, where you spend science and culture to buy those perks.
- 291 The "trade mules" perk lets your trade routes path straight through mountains.
- 294, 296 The HUD rate and its tooltip now fold in perk bonuses, so income stops under-reporting.
- 307–310 Added the Special perk class — nine to start — including three yield perks and two that grant your land or naval units +1 movement.
- 314, 317–318 Special perks are now legible: the modal lists what you own, and city yield and growth views attribute their effects instead of showing only the base numbers.
Villages, heroes, and neutral wanderers
New things to find on the map, not just build. Tribal villages hand out
perks; Vaults spawn one-of-a-kind Hero units that stand neutral until a player
draws close enough to claim them.
- 319–321 Tribal Villages ("goodie huts"): map-spawned tiles you collect by ending a move on them, each offering a pick-one-of-three Special perk reward via a stackable modal.
- 329 The Vault — a rare map-spawned tile that acts as a fixed spawn point for Heroes.
- 330, 333 A neutral-ownership mechanic: white-bannered units owned by no one, inert and invulnerable, that convert to your State when your unit comes within two tiles (a tie between players leaves them neutral).
- 331–332 Three uncraftable Hero unit types that spawn on Vaults as neutrals on a randomized schedule.
- 334–335 Garrisoning certain Heroes in a city grants yields — Tim Alien gives science and production, the Golden Goose gives gold — and those bonuses now show in the city yield breakdown.
- 336–337 Units read by their proper display name (e.g. "Mr. Zippy") everywhere, and Heroes can now be loaded into transports like the Trireme.
- 326–328 The Sacrificial Altar unlocks a Sacrifice project — paid in a new spendable culture production cost — that grants the same pick-one-of-three perk reward.
Pillage, and a hostile new neighbor
Improvements can now be burned — and someone out there wants to burn yours. The
Raider is the game's first properly aggressive computer opponent.
- 338 Pillaging: attacking a tile's built improvement damages it, and at zero HP it becomes pillaged — its yields switch off and the attacker collects a gold bounty.
- 339 Pillage attacks are issuable and legible in the client, with proper targeting and combat feedback on defender-less improvement tiles.
- 340 A Repair production item that restores a pillaged improvement and re-applies its yields.
- 341 Pillaged improvements render as damaged — dimmed, with a "pillaged" overlay.
- 342 The Raider: a hostile, dark-red computer player whose Heroes spawn on Vaults and can't be claimed like ordinary neutrals.
- 343 Raider AI — its units now hunt and pillage, pathing toward your improvements and attacking them each turn.
- 344 Fix: Raiders were deadlocking by sitting on top of a target; they now pillage from an adjacent tile instead of trying to attack their own square.
- 345 Hover any enemy unit to get a tooltip with its owner and combat stats (HP, Movement, Attack) — scouting a threat no longer means engaging it blind.
Under the hood
A run of internal work with no direct in-game face, but it kept the codebase
legible as all of the above landed: a shared state-revision helper (302), splits
of the oversized worldgen, overlay, and targeting modules (303–304, 274–275), a
unified client API result helper across 19 call sites (305), engineering-model
and perk/trade documentation reconciliations (273, 293, 306), and an admin
password-reset CLI for the self-hosted server (267).