Workshops are live: pick a trade, buy the blueprint, and start crafting
This release brings in Workshops. Your island can take up a trade, buy its blueprint, and start crafting. Quartermaster, Apothecary, Chandler, and the Relic Workbench each make their own goods, so islands on different trades are worth something to each other.
Colonisation changes
If you run a large empire, taking sleeping rivals used to be almost free. That is over (maybe, hopefully).
- Before: seizing an inactive player’s island ignored your Expansion Stress, so a big empire could take a Forsaken island at around 65 percent while empty land sat near 5 percent.
- Now: the same Expansion Stress applies whether you settle empty land or seize a Forsaken island. A sprawling empire no longer snaps up abandoned realms for free, and governors who develop the colonies they hold keep far better odds than those who leave them idle.
- The Forsaken gate: an occupied island can only be seized once its governor has been absent at least 14 days. Before that you can attack, raid, and raze its lesser buildings, but it never changes hands. An active ruler’s island can never be taken.
- New help on the voyage: you can now commit Supply Chests and Storm Lanterns to an uninhabited charter to improve the attempt, found by raiding empty islands or made in the workshop. Use “Chart the Voyage” before launching to preview your exact odds.
New
- Workshops: choose a trade at the Guildhall, buy the blueprint, then craft. Four trades, each with its own goods.
- The Wayward Compass: some empty islands now hold a church with a Compass Fragment. Raid four, bring them to a Relic Workbench, and bind them into a Compass that points at a god the world had forgotten.
- Veteran seals: three new tracks, Sea Wolves for long-haul raiders, Wreckers’ Charts for treasure hunters, and Plaguebreakers for turning back the Black Tide.
- Local expeditions: stories that play out on your own island with no fleet, no cargo, and nothing to pay. Press Begin and it starts. The first is The Long Morning After.
- A Hall of Names in the Governor’s Handbook, with the credits and a thank-you roll of the players whose reports and ideas shaped the game.
Improved
- The Workshop Ledger puts your trade, what you have learned, your queue, storage, and goods on one screen.
- The Governor’s Record is redesigned. Seals and Honors sit under one Achievements tab, with the tracks you still need shown first.
- Storage, unrest, finished builds, training, garrison arrivals, and incoming attacks now carry a Visit island button.
- A new Glossary page covers the old words you meet in affairs, expeditions, and reports, plus a tidier Handbook menu.
- The colonise screen only shows the Supply Chest and Storm Lantern section when you are actually carrying one.
- Tap a resource in Settlement and the breakdown now lists each active blessing’s boost, counted into the per-hour rate.
- Expedition cards no longer show empty Ships 0-0 lines for routes that need no crew.
Fixed
- Raids no longer report goods unless your fleet actually claimed the island marker.
- Goods you list on the market still count against Workshop storage, so full stores stay full.
- Raid reports show the target coordinates on the Visit island button, matching attack and spy reports.
- Expedition reports read in plain names instead of internal codes.
- Expedition missions in your fleet list have their own colour, say At sea while underway, and open the Harbour when you tap them.
- A sent friend request now clearly reads Invite Sent instead of looking stuck.