Tickets 250–345: a cylindrical world, planning into the fog, perks & identity, and a hostile new neighbor

July 15, 2026

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.

Better places to begin

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.

Seeing the battlefield

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.

Name your State

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.

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.

Economy, score & production

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).