Empire Architect news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak2
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score65% positive
- Total reviews171
- Release dateOct 6, 2017
- DeveloperBatholith Entertainment
- PublisherBatholith Entertainment
Genres: Casual, Indie, RPG, Simulation, Strategy
Company pages: Developer: Batholith EntertainmentPublisher: Batholith Entertainment
Empire Architect Steam news
Empire Architect news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Update 1.67: Optimization (pretty large scale) - 29 September 2018
I took steps to reduce both CPU and GPU requirements for the game. CPU: When the Update thread drops frames it will reduce how fast the AI updates for the units. They are minor adjustments, but it should give you about 20% more "reach" for your CPU. GPU: When the Draw thread drops frames the game will start reducing units being drawn. Selected units will always draw, as will military units and cart pushers. However all the rest of the units will start to be left of the scene. This seems to give your CPU about 25% greater "reach". IF you see any bugs (they should be all display bugs if any, as I played for ~10 hours with the new systems and the game still worked great), please let me know. Worst case scenario is (as far as I can tell) will be that a unit wont be displayed that should otherwise be displayed...
- Update 1.66c: Events Balance & Bug fixes. - 21 September 2018
Hey Everyone, All of this is feedback based, so please make sure to let me know below (or on the forums) if you have some feedback. I still have more to address but this takes care of a decent chunk of it... Patch Notes: - Events now happen a bit less often. - The Emperor's gold request now scales more slowly. - The Emperor's resource and gold requests now have a bit longer cooldowns. - You are now told why you lost on the lost screen ("your city is bankrupt", or "Your Town hall was destroyed"). - I added some even small font sizes for the font system to choose from. This should help when using extremely low resolutions, but there is only so much that can be done down there, as there are only so many pixels to work with... - French and Spanish translation edits/additions. - Various minor bugs have been fixed.
- Update 1.66b: Warehouse stock images - 1 September 2018
Hey Everyone, Today's added 40 bundles/boxes that represent 2.5% total stock in the warehouse. This should make it easier to tell how full your warehouse's are at a glance. Along with that there is a minor change to the way zoom works (which I dont think anyone will notice, and a few bug fixes to boot. I hope you all had a great summer!
- Update 1.66: Level 12 - 10 August 2018
Hey Everyone, Today's patch includes level 12 named Asturica as well as some QoL stuff. Asturica is a level that has military events as well as requires a very high happiness score to complete. Along side the level you can now hold left click while demolishing in order to continue demolishing :) Rally point standards are now separated by faction, and that should be 1 step in the right direction. As always, there is plenty more to come :) Patch Notes: - Level 12: Asturica - Enemy battle standards are now different than yours :) - Right click and drag no longer has the effect of the buildings appearing to move while dragging. - You can now hold left click while demolishing in order to demolish faster. - Tweaked the text sizes on a few buttons to make them a bit more readable. Steam Developer page: I should have done this awhile ago, but it is up now... https://store.steampowered.com/devel…
- Update 1.65: More Graphs and some Balance - 27 July 2018
Hey Everyone, Well in Today's patch I added 2 more graphs that I felt were needed. I also fixed an alert bug that was mentioned in feedback, and added a merchant to the upgraded market which should help to keep the market stocked in mature cities. Patch Notes: - The Market upgrade now adds 2 merchants up from 1, and max resources goes to 175 up from 150. - Added Desires Food Variety to the Graph Section - Added Desires Basic Goods to the Graph Section - Warning alerts should no longer appear while the game is paused, The exception to this rule is that debt warnings should still come up due to your ability to spend money while the game is paused. This is a smaller patch, but more is coming :) Lastly, If you are enjoying the game, please take a minute and post a review of the game as it helps to keep traffic up on the game page. In turn that allows me to spend more on the continued develo…
- Update 1.64: Graphs :) - 16 July 2018
Hi Everyone, It has been a longtime coming, but we now have graphs! The graphs can be set to 30, 90, or 180 days as of now and the there are graphs for all resources, as well as gold and starving... More can be added later on as well, so let me know if there are categories you would like to see. You can find the graphs by clicking the new button on the bottom right of the stats page (stats tab). That will open up a new window with a graph and 2 drop downs, one for range, and 1 for category. Patch Notes: - Graphs! - Fixed a bug where when deselecting a fountain the reservoirs did not stop showing their range finder. Plenty more to do as always, keep the feedback coming and I will continue to try to push through it :) Lastly, If you are enjoying the game please take a moment to write a review for the game. Positive reviews help keep traffic for the game page up, and that in turn allows fo…
- Update 1.63: UI Improvements - 6 July 2018
Hey Everyone, Today there are UI Improvements that should help you get more information at a glance than before. I would still like feedback on specific UI changes/additions that would help you guys out, so please let me know below... Patch Notes: - The range finders for buildings now have different colors for each building per category. For now a purple and blue color have been added along side the original green color. This should help you determine at a glance which buildings you have in an area without clicking one them. - Selecting an overlay will now show you the range finders of all of the buildings of that type. - Resource scrolling has been added to the storage buildings. This should help you see the flow of resoureces without having to click buildings. - When a building that requires a water supply (Fountains and Bath Houses) building is selected, the reservoir ranges are high…
- Update 1.62: Imperial Army - 29 June 2018
Hello Everyone, Before I get to the patch details, I would like to ask for specific UI improvements that you guys would like to see... I am planning to add graphs for money and resources, but beyond that I would like some feedback from you all. Today's patch adds the Imperial Army Event. This event can happen if your Imperial Favor drops to or below -25. This event brings multiple assaulting armies to attack your city. This event is designed to make imperial favor more important. Patch Notes: - Imperial Army Event: The Emperor sends armies to punish your poor behavior. This event can only take place if you have -25 favor or less. Lastly, If you are enjoying the game please take a moment to write a review for the game. Positive reviews help keep traffic for the game page up, and that in turn allows for greater investment into the game. Thank you for your time :)
- Update 1.61b: Bug Fixes - 25 June 2018
Hey Everyone, This is not the patch I mentioned last week (that is still on track for later this week at this point). Rather this patch deals with some bugs that were reported, and I wanted to get them fixed sooner rather than wait for the other patch. Patch Notes: - Fixed a crash where saving a game with a gold request (introduced last patch), could cause a crash... - Fixed a bug where when playing the game in fullscreen mode, and in your right Monitor (as oppose to the left in a side by side setup) your mouse could bug out and do some weird things... - Fixed a bug where the Emperor could request a resource that the map does not have access to. I have tested this for quite awhile, and examined the data pretty heavily, but this is a very complex bit so if you have this happen again please let me know and I will put more time into it. Lastly, If you guys are enjoying the game, please tak…
- Update 1.61: Imperial Gold Request - 20 June 2018
Hey Everyone, I hope you are all having a great World Cup (or just a great summer for those of you that dont like soccer/football)! Today's patch is a bit smaller than I had wanted it to be, but I ran out of time and was unable to finish another imperial event. For now at least there is 1 more, and some tweaks to the system that make it feel better. - New Imperial request: Gold Request, The Emperor will now request gold ranging from 500 to 3500. This number is based on the day, and increases over time. - New Alert: Imperial Gold Request alert to let you know that the request was made. - Changed imperial requests to range from 35-55 days from always 50 days. - Changed imperial fines. They are now less random, and based on what day it is. They can now range from 500 to 3500 based on the day. I should be able to get another patch out sometime next week I hope!
- Update 1.60: Stone Mason Hut - 1 June 2018
Hey Everyone, Today's patch includes a new building, the Stone Mason Hut. The Stone Mason Hut converts Stone -> Marble, and Marble is used for trading and for upgrading. Along with that I have included upgrades for most of the 1x1 buildings in order to increase their range from 3 to 4. These upgrades are quite expensive, but should add quite a few new builds to your cities when used wisely. Patch Notes: - New Building: Stone Mason Hut, Converts Stone -> Marble - New Resource: Marble, Marble is a high value trade item, as well as being used for upgrading your buildings. - New Upgrade: Dice House level 2, this upgrade adds 1 worker, and 1 to max range. - New Upgrade: Fountain level 2, this upgrade adds 1 to max range. - New Upgrade: Small Temple: Ceres level 2, this upgrade adds 1 worker, and 1 to max range. - New Upgrade: Small Temple: Minerva level 2, this upgrade adds 1 worker, and 1 t…
- Update 1.59: Spanish Translation - 23 May 2018
Hey Everyone! Today's update contains a user created Spanish translation. I have done my best to check it over, and it seems to be very high quality. That being said I cant read Spanish (meaning I can only double check it with google/bing translate) so if there are any issues with it please let me know. I also have an upgrade for the Architect Office, some wage changes, and bug fixes as well. Patch Notes: - Added a User created Spanish translation of the game. It means a lot to me that you guys care enough to do this :) - New Upgrade: Architect Office, this upgrade is 250 gold, and 10 stone. The upgrade provides +1 architects, and +1 builders. It is an expensive upgrade, but should help to smooth out upkeep. - Text now better fits into buttons at all sizes. - Text now better fits into dropdowns at all sizes. - Other Minor UI adjustments to accomodate the Spanish Language. - Fixed some m…
- Update 1.58: Monitary System Balances - 11 May 2018
Hey Everyone, Today I have some balance changes to the unit purchasing algorithm as well as some balance changes to wages and home desires. As far as my testing has gone, this has created a much more consistent outcomes from the unit AI's. This patch is directly based on the feedback of users, so make sure that you let me know if you think something is not working properly. Because if it is a bug, or not working as intended then I can fix it ;) Patch Notes: - The purchasing algorithm has been substantially updated. This should produce more consistent , and more accurate, purchasing choices for each unit. - Merchants are now taxed at a 35%/40%/45% rate based on house level, up from 30% at all house levels. - Bowyer base wage increased to 8 from 6. - Pottery workers base wage increased to 8 from 6. - Butchers base wage increased to 8 from 6. - Furniture worker base wage increased to 8 fro…
- Update 1.57: Tech Tree Additions - 4 May 2018
Hi Everyone, I mentioned that I had new tech options in the last set of patch notes and here they are :) 7 more of them added, which makes 13 total options up from 6. On top of that I added some keybinds that were requested. Many of the tech options are made to address some of the feedback that was given to me over the last month or so. Hopefully you guys like the additions! I do plan to add more of these over time, so if you have ideas for new ones feel free to make the suggestions :) Patch Notes: - New Population Tech Option: "Hidden Pathways", Merchants move 3% faster per point spent. - New Population Tech Option: "Workmanship", Workshop workers work 3% faster per point spent. - New Population Tech Option: "Craftsmanship", Finishing workers work 3% faster per point spent. - New Management Tech Option: "Lead Pipes", Reservoirs range is exteneded by 1 per point spent. - New Military Te…
- Update 1.56: Faventia (level 11) - 28 April 2018
Hey Everyone, Today I have the 11th level for you guys. This level is available at the same time as level 10 (by beating level 9), and the challenge for this level is space and logistics related. I ran into some rare bugs that I simply couldnt finish this patch without fixing (call is OCD if you want, though I really am not OCD...), so that is why this is later than I had hoped it would be. Patch Notes: - Faventia (Level 11) - Merchants now move 10% faster ( I plan to add a talent to further increase this). - Fixed an issue with the trading cards, you should now be getting them much more often. - Fixed an extremely rare bug with pathing that could cause builders to not reach buildings they should reach. - Fixed an extremely rare bug that would now allow you to place buildings in certain locations that you should have been able to. Up next: I have working on some more tech tree options,…
- Update 1.55: Olive Press - 6 April 2018
Hey Everyone, Today's patch brings the Olive press as well as a couple of bug fixes. The Olive Press converts Olives to Olive Oil. Patch Notes: - New Building: Olive Press, The Olive Press produces Olive Oil from Olives. - New Resource: Olive Oil, Olive Oil is a high cost basic good. - Fixed a bug in level 10 where upon loading the restricted buildings could be built. - Fixed a rare crash having to do with the Olive Orchard I am working on level 11, I hope to get that out to you guys in a week or so. Have a great weekend!
- Update 1.55: Olive Press - 6 April 2018
Hey Everyone, Today's patch brings the Olive press as well as a couple of bug fixes. The Olive Press converts Olives to Olive Oil. Patch Notes: - New Building: Olive Press, The Olive Press produces Olive Oil from Olives. - New Resource: Olive Oil, Olive Oil is a high cost basic good. - Fixed a bug in level 10 where upon loading the restricted buildings could be built. - Fixed a rare crash having to do with the Olive Orchard I am working on level 11, I hope to get that out to you guys in a week or so. Have a great weekend!
- Update 1.54: Olive Orchard and Ease of Use - 23 March 2018
Hey Everyone, Got a pretty good sized update for you all today that touches on a decent amount of the feedback I have been getting over the last few weeks. On top of some of those fixes/added features I also have a new building which is the Olive Orchard. Olives are a food type resource, and I will be doing more with them in the future. Patch Notes: - New Building: Olive Orchard, Olive Orchards produce Olives. - New Resource: Olives, Olives are a high cost food source. - When a building is selected all of its workers will now have a blue highligh circle under so it is easier to follow what they are doing. - When placing a new building, all other building of the same kind highlight in blue (ex, if I am building a Doctors Office, then all other doctors offices highlight in blue). - When placing a new building, all other building of the same kind show their range (when applicable). - Marke…
- Update 1.54: Olive Orchard and Ease of Use - 23 March 2018
Hey Everyone, Got a pretty good sized update for you all today that touches on a decent amount of the feedback I have been getting over the last few weeks. On top of some of those fixes/added features I also have a new building which is the Olive Orchard. Olives are a food type resource, and I will be doing more with them in the future. Patch Notes: - New Building: Olive Orchard, Olive Orchards produce Olives. - New Resource: Olives, Olives are a high cost food source. - When a building is selected all of its workers will now have a blue highligh circle under so it is easier to follow what they are doing. - When placing a new building, all other building of the same kind highlight in blue (ex, if I am building a Doctors Office, then all other doctors offices highlight in blue). - When placing a new building, all other building of the same kind show their range (when applicable). - Marke…
- Update 1.53c: More Bug Fixes - 15 March 2018
Hey Everyone, This is a pretty small patch, but if fixes some issues that were causing some trouble... Patch Notes: - Trade expenses are now properly in their own field, rather than rolled into the trade income field. - The defunked "Maintenance" field has now been removed from the stats area (this no longer did anything). - Fixed a bug having to do with trading posts not buying trade goods under rare circumstances... - Lumberjacks chop wood a bit faster. - Fixed a bug that could cause imperial request timers to not count down properly. - Level 10 has had its trade quantities slightly increased.
Patch notes and updates
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